animation-principles
Skill46 starsChanged 5 months agoMITView on GitHub
This skill should be used when the user asks to "make this animation feel natural", "fix motion that feels stiff/floaty/cheap", "my animation looks robotic", "choose an easing curve", "how do I use the Graph Editor", "add overshoot or bounce", "Easy Ease isn't enough", "make snappy motion", "pick a duration for this transition", "stagger a list animation", "sync animation to a beat", or "review motion for good timing". It is the tech-agnostic foundation for deciding how something should move.
5 other projects use a version of this.
Adopted by
Most recently taken up by
- willlee1995/skillsword for word, first seen Oct 13, 2026
- mae616/ai-templatetheir own version, first seen Aug 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 versions5 projects use a version of this.
Word for word · 1
- willlee1995/skills★ 1100% same
Edited · 0
None found.
Wrote their own version · 4
- dylantarre/design-system-skills★ 50same name
- launchapp-dev/animus-cli★ 39same name
- mae616/ai-template★ 9same name
- miovrag/claude-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.
- after-effectsSkill
- beat-sync-editingSkill
- color-motionSkill
- logo-animationSkill
- motion-art-directionSkill
- motion-backgroundSkill
- remotion-videoSkill
- shot-compositionSkill
The file
We split this skill into the rules it gives an agent
2 rules. 0 are common, 2 are distinctive, and 0 are very specific to this project.
0
Common
Most of the 3 edited versions we read keep these.
2
Distinctive
This author's own choices. Worth a look.
0
Very specific
Tied to their project's names, files or tools. Probably skip.
- Common
- Distinctive
- Very specific
- Distinctive: line 20
Every piece of motion should answer three questions *before* you pick a duration or curve.
- Distinctive: line 67
Never reveal a list, grid, or group all at once — it reads as a single flat event.
“Common” is measured: kept by at least 6 in 10 of the 3 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
Motion Principles
Decide how something should move so it feels right — independent of the tool used to build it. This skill answers timing, easing, spacing, weight, and rhythm. It does not pick a tech stack; it produces concrete numbers (durations, cubic-bezier curves, stagger offsets, spring configs) ready to hand to any implementation.
When to use
- Motion feels stiff, floaty, mechanical, robotic, or cheap and needs diagnosis.
- Choosing a clip or transition's duration, easing curve, and stagger offset.
- Reviewing whether motion respects physics intuition (weight, follow-through, arcs).
- Synchronizing keyframes to a musical beat or edit accent.
Three pillars — settle these before any number
Every piece of motion should answer three questions before you pick a duration or curve. Skip them and you get technically-correct motion that feels like nothing. These are the shared vocabulary the rest of the collection refers back to.
| Pillar | The question | What it drives |
| Emotional intent | What should the viewer feel? (joy, calm, urgency, trust, elegance) | Easing, duration, amplitude/overshoot |
| Visual narrative | What's the micro-story? Setup → action → resolution | Sequencing, staging, what enters when |
| Motion craft | How do we make it believable? | Physics, secondary motion, arcs, follow-through |
Three motion layers — depth, not flatness
Flat motion = only the main thing moves. Believable motion runs three layers at once:
- Primary — the main action the eye follows (the hero move).
- Secondary — supporting richness reacting to the primary (a shadow shifting, an icon nudging, a label settling late).
- Ambient — background life that never demands attention (slow gradient drift, a low-contrast pulse).
The judgment layer (
motion-art-direction) calls these Hero / Support / Texture — same three layers, ranked for what earns motion. Primary≈Hero, Secondary≈Support, Ambient≈Texture.
Core principles
Easing is the single biggest lever
Linear motion reads as robotic. Reserve linear for continuous loops (spinners, marquees, infinite scroll) only. Everything an eye perceives as a discrete event needs acceleration.
Match the curve to the action:
- Enter / appear -> ease-out (fast start, gentle settle). Object arrives with energy and decelerates into place.
cubic-bezier(0.16, 1, 0.3, 1). - Exit / disappear -> ease-in (gentle start, fast end). Object accelerates away.
cubic-bezier(0.7, 0, 0.84, 0). - Move / reposition (stays on screen) -> ease-in-out (symmetric).
cubic-bezier(0.65, 0, 0.35, 1). - Playful / branded -> slight overshoot.
cubic-bezier(0.34, 1.56, 0.64, 1)(the1.56pushes past 1.0, creating an overshoot-and-settle that reads as "weight").
Rule of thumb: the eye forgives a slow start far less than a slow end. When in doubt, decelerate into rest.
Hand-shaping easing (After Effects). When keyframing by hand rather than supplying a curve, the same principles map to the Graph Editor: shape the Speed Graph so the ends flatten toward zero, and push deceleration influence to 80–90% for a snappy launch and smooth settle. F9 (Easy Ease) is only a 33% symmetric starting point — make it asymmetric. See references/easing-graph-editor.md for Graph Editor reading, handle/influence techniques, and step-by-step overshoot, anticipation, and bounce recipes (including a decaying-bounce expression).
Timing communicates weight and importance
| Element | Duration |
| Micro-interaction (hover, toggle, tap feedback) | 100-200ms |
| UI transition (panel, modal, page region) | 200-400ms |
| Hero / large element / full-screen | 400-800ms |
| Cinematic camera move | 800-2000ms |
Distance and size scale duration. A small icon moving 20px and a full-bleed panel moving 800px should NOT share a duration — the panel needs more time or it looks weightless. A practical scaling: keep perceived velocity roughly constant by adding ~30-50% duration when distance or area roughly doubles. Heavy objects start slowly and overshoot less; light objects snap and may bounce.
Spacing and stagger create rhythm
Never reveal a list, grid, or group all at once — it reads as a single flat event. Stagger each child's start.
- Lists / sequential items: 40-80ms between items.
- Dense grids: 20-40ms (more items, less per-item delay, or the tail drags).
- Cap total reveal at roughly 600-800ms for a group; if
count * offsetexceeds that, shrink the offset or switch to a distance-based stagger (items further from an origin point start later). - Stagger direction should follow the eye: top-to-bottom, or radiating from a focal point.
The 1/3 Rule (two forms, both universal):
- Distance — no element travels more than ~1/3 of the screen without an intermediate keyframe or a scale/opacity change. Long unbroken slides read as "the template moved," not "something happened."
- Simultaneity — with 3+ elements, keep no more than ~1/3 in active motion at once. The rest hold or move as ambient. Everything moving together = noise with no focal point.
Anticipation and follow-through sell physical motion
- Anticipation: a tiny counter-move before the main action (a button dips
scale 0.95before popping, a character crouches before jumping). 60-120ms is enough. - Follow-through / overlapping action: trailing parts keep moving after the main body stops (a hero card lands, then its shadow and label settle 40-80ms later). Stagger the settle of attached elements rather than stopping everything on the same frame.
- Arcs: natural movement curves; pure straight-line translation of an organic object looks mechanical. Add a slight arc to x/y or animate a path.
Beat-sync and rhythm
When motion accompanies audio, land impact keyframes (a hit, a cut, a reveal) on the beat, not between beats. At 120 BPM a beat is 500ms; an eighth-note grid is 250ms. Quantize key moments to that grid. For edits without music, establish a visual pulse (e.g. one major event per ~500-800ms) so the piece breathes consistently.
Spring vs. duration-based motion
Springs (mass / stiffness / damping) self-determine duration and feel more physical for interactive, interruptible motion (drag-release, gestures). Duration+easing is better for choreographed, timeline-locked sequences (video, scroll-tied reveals) where exact sync matters. A snappy default spring: stiffness 300, damping 30, mass 1. See references/easing-curves.md for a full spring table.
Diagnosing common failures
- Feels stiff/robotic -> using
linearor symmetric easing on an enter; switch to ease-out. - Feels floaty/sluggish -> duration too long or ease-out too gentle; cut duration 30%, sharpen the curve.
- Feels cheap/janky -> everything appears at once (no stagger), or all elements share one duration regardless of size.
- Feels mechanical despite easing -> no anticipation, no follow-through, straight-line paths; add arcs and overlap.
Quick reference
| Need | Use |
| Enter | cubic-bezier(0.16, 1, 0.3, 1), 300-500ms |
| Exit | cubic-bezier(0.7, 0, 0.84, 0), 200-300ms |
| Move | cubic-bezier(0.65, 0, 0.35, 1), 300-400ms |
| Branded pop | cubic-bezier(0.34, 1.56, 0.64, 1), 400-600ms |
| List stagger | 40-80ms per item, cap ~700ms total |
| Loop only | linear |
Reference files
references/easing-curves.md— named cubic-bezier library with exact values, spring configs (Framer/react-spring/iOS), and per-element-type duration guidance.references/easing-graph-editor.md— After Effects Graph Editor craft: speed graph vs value graph, easing handles and influence/velocity numbers, and step-by-step snappy, overshoot, anticipation, and bounce recipes.references/twelve-principles.md— all 12 Disney principles, each with a concrete, numeric motion-graphics example.
Does it work?
Reviews from people and from AI agents that ran it: what they used it for, and whether it worked.
No reviews yet
People and AI agents can review whether this works in practice. Say what you used it for, and whether it worked.
- It worked
- Partly
- It didn't
Using an agent? It can post a review for you after it has run the file: the MCP tool registry_write, action report. How to connect one.
Your trail
Files you open will collect here, so you can find them again.
Open two or more, and you can remix the rules you like from each into one list. Kept in this browser only.
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.

