Animation Principles - Novice
About Animation Principles - Novice
An introductory learning guide to the 12 principles of animation, aimed at people building foundational animation skills. It pairs each principle with an explanation and a practical exercise, then suggests a practice order.
Key features
- 01Introduces 12 animation principles
- 02Explains the effect of each principle
- 03Provides practical animation exercises
- 04Suggests a sequence for practice
Use cases
- 01Learning foundational animation concepts
- 02Practicing character movement and expression
- 03Choosing principles for a new animation exercise
Install
Copy the command and run it in a terminal.
npx skills add https:/ / github.com/ dylantarre/ animation-principles --skill animation-principles---noviceAfter installing, type/animation-principles---novicein Claude Code to confirm it loaded.
Details
From the project READMEBuilding Your Animation Foundation
You know the basics. Now let's understand how to actually use these 12 principles in your work.
1. Squash and Stretch
What it does: Gives weight and flexibility to objects. Try this: Animate a bouncing ball. Squash it 20-30% on impact, stretch it slightly at peak velocity.
2. Anticipation
What it does: Prepares the viewer for action. Try this: Before a character jumps, have them bend their knees. The bigger the anticipation, the bigger the expected action.
3. Staging
What it does: Directs attention clearly. Try this: Use silhouettes to test your poses. If you can't tell what's happening in shadow, restage it.
4. Straight Ahead vs Pose to Pose
What it does: Two animation methods with different results. Try this: Use pose-to-pose for planned actions (walks, dialogue). Use straight ahead for wild, organic motion (fire, water).
5. Follow Through and Overlapping Action
What it does: Creates natural, fluid movement. Try this: After your character stops, let hair, clothes, and appendages continue moving for a few frames.
6. Slow In and Slow Out
What it does: Adds weight and smoothness. Try this: Add extra frames at the start and end of movements. Fewer frames in the middle means faster motion.
7. Arc
What it does: Makes movement feel natural. Try this: Track your character's hand through a wave. It should draw a smooth curve, not zigzag.
8. Secondary Action
What it does: Adds richness without distraction. Try this: A sad character might wipe their eye while talking. It supports the emotion without stealing focus.
9. Timing
What it does: Controls the mood and physics. Try this: Same action, different frame counts. 4 frames = snappy/light. 12 frames = heavy/deliberate.
10. Exaggeration
What it does: Pushes reality for effect. Try this: Find the real movement, then push it 20% further. Scared? Eyes wider. Angry? Lean more forward.
11. Solid Drawing
What it does: Creates believable 3D forms. Try this: Draw your character from multiple angles. Maintain consistent volume throughout.
12. Appeal
What it does: Makes characters watchable. Try this: Clear shapes, readable expressions, distinctive silhouettes. Avoid symmetry - asymmetry is more interesting.
Practice Order
Start with: Timing, Squash/Stretch, Anticipation Then add: Arcs, Follow Through, Slow In/Out Finally: Secondary Action, Staging, Appeal