animation-principles
Skill9 starsChanged 12 days agoMITView on GitHub
Animate, animation, ease, spring, bounce, overshoot, settle, impact, fall, idle, follow-through, entrance, pops in, smear: use when animating or reviewing anything that moves in a code-rendered video (a character, a prop, type, an effect) in Remotion, three.js or similar. Keeps every frame a pure function of time, gives every deliberate move a hold, anticipation, action, overshoot and settle, makes material react to what acts on it, lets gravity accelerate and impacts land, and never lets anything pop in.
6 other projects use a version of this.
Adopted by
Most recently taken up by
- willlee1995/skillstheir own version, first seen Oct 13, 2026
- mae616/ai-templatetheir own version, first seen Aug 22, 2026
- iart-ai/motion-design-skillstheir own version, first seen Jun 22, 2026
- miovrag/claude-skillstheir own version, first seen Jun 12, 2026
- launchapp-dev/animus-clitheir own version, first seen Mar 15, 2026
- dylantarre/design-system-skillstheir own version, first seen Dec 30, 2025
Other versions6 projects use a version of this.
Word for word · 0
None found.
Edited · 0
None found.
Wrote their own version · 6
- dylantarre/design-system-skills★ 50same name
- iart-ai/motion-design-skills★ 46same name
- launchapp-dev/animus-cli★ 39same name
- mae616/ai-template★ 9same name
- miovrag/claude-skills★ 1same name
- willlee1995/skills★ 1same name
How matches are found. Word for word: the exact same text. Edited: shares passages with this file (“99% same” means 99% of its five-word phrases also appear here; 10% or more counts). Their own version: similar meaning, or, weakest, the same name. We can’t tell which project had it first. Projects are counted among the 200 most-starred candidates, and mentions are links to the repository we found, up to 50 per site, so both counts are a floor.
In this repository8 other files it gives its agents.
- blocking-firstSkill
- directing-sessionsSkill
- look-and-lightSkill
- render-checksSkill
- renderingSkill
- review-pageSkill
- shot-designSkill
- song-timingSkill
The file
We split this skill into the rules it gives an agent
6 rules. 0 are common, 4 are distinctive, and 2 are very specific to this project.
0
Common
Most of the 5 edited versions we read keep these.
4
Distinctive
This author's own choices. Worth a look.
2
Very specific
Tied to their project's names, files or tools. Probably skip.
- Common
- Distinctive
- Very specific
- Very specific: line 21
Noise is seeded: Never Math.random() at render time: a seeded generator, or noise keyed on time.
- Very specific: line 23
Speed is a parameter: Every action takes one speed number that scales all its phases, so it can be retimed in the edit without being …
- Distinctive: line 45
Every deliberate move is hold → anticipation → action → overshoot → settle.
- Distinctive: line 68
Moves travel on arcs,: not straight lines. Dashes lift.
- Distinctive: line 86
Carry the result forward: Keep displaced state and momentum into the next action.
- Distinctive: line 102
Check it over time,: not from one still: a 6 s loop of a character at rest must look alive.
“Common” is measured: kept by at least 6 in 10 of the 5 edited versions of this file we could read. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.
Files
Animation principles
When to use
Any time something moves: characters, props, type, effects. The camera has its own rules in shot-design, and timing
to the music is in song-timing. Characters with a style of their own (a cartoon, a liquid, a realistic person) can
get their own file on top of this one.
1. Every frame is a pure function of time
Remotion renders frames out of order, in parallel tabs, and a render chunk can start on any frame. A frame can never depend on the frame rendered before it.
- Physical state is re-simulated, not remembered. Springs, lag and follow-through are re-run from t = 0 on a fixed step (1/120 s works), or baked once into a track and sampled.
- Noise is seeded. Never
Math.random()at render time: a seeded generator, or noise keyed on time. - Timing lives in one timeline (or the scene's own constants), never in a shader's hidden clock.
- Speed is a parameter. Every action takes one
speednumber that scales all its phases, so it can be retimed in the edit without being rebuilt.
// Follow-through that is still a pure function of time: re-simulate from t = 0 on a fixed step,
// then a partial step to t itself, so sub-frame shutter samples move smoothly.
// (Bake the whole steps to an array once per scene if it gets slow.)
function springAt(t: number, target: (t: number) => number, k = 120, c = 14, dt = 1 / 120) {
let x = target(0), v = 0;
const step = (s: number, h: number) => {
v += (k * (target(s) - x) - c * v) * h;
x += v * h;
};
const n = Math.floor(t / dt);
for (let i = 0; i < n; i++) step(i * dt, dt);
step(n * dt, t - n * dt);
return x;
}2. The grammar of a move
Every deliberate move is hold → anticipation → action → overshoot → settle.
| Phase | What it does | A cartoon or elastic character | A realistic person (toned down) |
| Hold | the pose reads | 6–8 frames or more on any key pose | longer: 10–15 frames or more |
| Anticipation | the opposite way first, scaled to the move | ~0.2 s, ease-out | 0.25–0.5 s; often a breath in |
| Action | the move itself | ~0.15 s, a sharp ease-out (a snap) | 0.25–0.6 s; minimum-jerk for reaches |
| Overshoot | past the mark | a few cm, ~30% squash | 5% or less, in rotation, not position |
| Settle | back to rest | ~0.45 s damped spring, no jolt at the start | 0.5–0.9 s, heavier damping |
- Nothing alive moves linearly. Linear motion is for machines doing machine things (a conveyor, a progress bar).
- Eases match the physics. Something pushed starts fast (ease-out). Something falling or giving up starts slow and speeds up (ease-in). An impact is never eased into a stop (section 6).
- Settles start with no jolt: a damped curve with zero slope where it starts, or a real spring stepped from rest.
// 0 → 1 with a damped overshoot and zero slope at u = 0, so the settle never jolts as it begins.
const settle = (u: number, k = 6, w = 14) =>
1 - Math.exp(-k * u) * (Math.cos(w * u) + (k / w) * Math.sin(w * u));3. Arcs, overlap, follow-through
- Moves travel on arcs, not straight lines. Dashes lift.
- A body moves as a chain, not a block. The root leads, then the spine, then the head and limbs, each a few frames later.
- Loose parts lag and follow through on springs: hair, a hat's cuff, a hoodie's strings, fingers, cloth.
- Momentum carries across segments. A path's velocity is continuous where segments meet. No stop-go between waypoints unless the stop is the point.
- Turns rotate the aim (slerp), never lerp a look-at point toward a far target.
4. Every action moves the material it acts on
Moving a whole object along a path while its contents stay rigid looks fake. A ball of yarn that changes direction in the air trails its loose strands; it doesn't move as one solid lump.
- Show cause, propagation and consequence. A force acts somewhere, travels through connected material, and leaves follow-through. A local hit doesn't make every part react at once and identically.
- Travel changes the body. Acceleration leaves loose material trailing, a turn carries it outward, braking lets it overtake, gather and recoil.
- Internal actions are forces too: a pulse, a gesture or a shape change pulls on neighboring material.
- Carry the result forward. Keep displaced state and momentum into the next action. Don't reset the material after every hit.
- Idle wobble isn't a reaction. Decorative sine waves and noise don't stand in for a response driven by the actual movement. Change the stimulus's direction or strength and the deformation must change with it.
- Material-specific: rigid, elastic, liquid and particle bodies respond differently. Unaffected objects can stay still. The rule is causal response, not everything wobbling.
- Something driven by the music reacts to the music: its main accent lands on the beat (anticipation may come before), not a slow animation that starts on the beat and peaks late.
5. Alive is never static
- Breathing: a slow rise and fall of the chest and shoulders, with the head riding it. About 4–5 s a breath at rest, faster after effort, held in anticipation, let out in release.
- Per-limb idle: each limb drifts on its own low-amplitude noise (1–2° for a person), out of phase with the others. Fingers relax and curl. Weight shifts every few seconds when standing.
- Attention: something is always looking at something, with the eyes, or with the head and the body's lean.
- Check it over time, not from one still: a 6 s loop of a character at rest must look alive.
6. Weight, gravity, impacts
- Gravity accelerates. A fall is ease-in or a real ballistic arc, never a slow even slide downward. Falling letters split apart and drop fast.
- An impact has a contact frame. Speed is highest at contact, then compression (a squash, or a person's joints giving), a damped rebound, and a settle.
- The first part to land stops first; the parts behind it land after, in order (forearms, then the head).
- Weight shows in timing. Heavy things start slow and stop hard. Light things react fast and float a beat.
- What it touches reacts: a chair rolls back, keys go down under fingers, a cushion gives, a car's body leans out of a turn and dips its nose when it brakes.
7. Nothing pops in
- Every entrance animates over 6–12 frames (anticipation, an eased action, overshoot, settle), letter by letter for type where it fits. Nothing goes from absent to whole in one frame.
- An entrance starts on its cue, never before. Something keyed to a sung word starts on the word's measured onset
(
song-timing) and becomes readable as it animates in. A breath or wind-up before the cue can drive anticipation that isn't readable yet. - Hiding isn't the same as absent. Something waiting edge-on and flipping round in the last half frame is still a pop, and an unlit sign's dark letters still read before they light. Things exist from their cue.
- Grow out, never through. Letters or buildings that push out of a wall or rise out of the street are drawn only once their nearest face is clear of the surface (about 3 cm close up, about 0.4 m at city distances). Scaling a depth up from 0 while visible z-fights and flickers.
- Exits leave the frame or animate out. Anything that vanishes between two frames is a pop until you've shown it leaving the frame's edge.
8. Smears and motion blur
- Cartoon things smear: on a fast frame, stretch the shape back along its real path over the last ~0.07 s, tapered and fading, gated by speed so slow moves never smear.
- Realistic people don't smear; their fast moves get motion blur.
- The camera and fast objects get real motion blur in finals: a 180° shutter from several samples per frame
(
rendering).
9. Contacts
- Every moving part's sweep is clear of the props round it, on every frame. Probe it, don't eyeball it.
- Hands land on what they work: real keys, the mouse, the desk. Planted feet don't slide.
- Nothing passes through a desk, a body or a screen unless the design says so.
- Things written or placed in the world stay fixed to what they're on.
Failure modes
- Approving motion from stills. Pops, stops and strobing only show in consecutive frames.
- Every-Nth-frame sheets hide strobing and one-frame pops.
- Relaying "no pops" from someone else without looking at the frames yourself.
- Decorative noise in place of a reaction, or a reaction to the beat too weak to see at the delivered camera distance.
- A rework that drops the point: new asks add to the existing beats; they don't replace them.
Verify
- Typecheck and load every module.
- Probe framing and image speed (
shot-design). - Render a draft.
- Scan for spikes in frame-to-frame difference (
render-checks). Each one is either a designed snap or a bug: look at every one. - Step through consecutive frames around every spike, contact, entrance, impact and repeat.
- Full-resolution crops of contacts, hands, eyes and type.
- Watch it at 1× as a loop.
- For a reaction, compare with the stimulus turned off: the difference must be the response, not idle motion.
Does it work?
Reviews from people and from AI agents that ran it: what they used it for, and whether it worked.
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Your trail
Files you open will collect here, so you can find them again.
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Now do this for your own.
Bring your CLAUDE.md, AGENTS.md or skills. agentleFS shows which of your rules are common, which are yours and which only fit one project, and keeps one version your agents read everywhere.

