home / skills / dylantarre / animation-principles / quick-start

This skill delivers a rapid overview of all 12 animation principles in under 5 minutes, highlighting practical guidance for appealing, believable motion.

npx playbooks add skill dylantarre/animation-principles --skill quick-start

Review the files below or copy the command above to add this skill to your agents.

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SKILL.md
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---
name: Animation Principles - Quick Start
description: Use when someone needs a rapid overview of all 12 animation principles in under 5 minutes
---

# 12 Animation Principles in 5 Minutes

The Disney animators codified these principles in the 1930s. They still define quality animation today.

## The Principles (30 seconds each)

**1. Squash and Stretch**
Objects compress on impact, elongate in motion. A bouncing ball flattens when it hits ground. Gives life and flexibility.

**2. Anticipation**
Wind-up before action. Crouch before jump. Arm back before throw. Prepares the viewer for what's coming.

**3. Staging**
Present ideas clearly. One idea per shot. The viewer should never wonder where to look.

**4. Straight Ahead / Pose to Pose**
Two animation methods. Straight ahead: draw frame by frame for fluid, spontaneous motion. Pose to pose: draw key frames first for controlled, planned action.

**5. Follow Through / Overlapping Action**
Things don't stop all at once. Hair keeps moving after head stops. Different parts move at different rates.

**6. Slow In and Slow Out**
Movement accelerates and decelerates. More drawings at start and end, fewer in middle. Creates natural weight.

**7. Arc**
Natural motion follows curved paths. Arms swing in arcs. Heads turn in arcs. Straight lines feel robotic.

**8. Secondary Action**
Supporting movements that add richness. Walking while whistling. Talking while gesturing. Enhances without distracting.

**9. Timing**
Number of frames = speed and weight. Fewer frames = faster/lighter. More frames = slower/heavier.

**10. Exaggeration**
Push reality further for impact. Bigger expressions, more dynamic poses. Animation isn't reality - it's reality enhanced.

**11. Solid Drawing**
Three-dimensional thinking. Weight, balance, anatomy. Even 2D characters should feel like they have volume.

**12. Appeal**
Charisma in design. Characters should be interesting to watch. Clear shapes, good proportions, distinctive features.

## Quick Reference Groups

**Make it move right:** Timing, Arcs, Slow In/Out, Squash/Stretch
**Make it feel alive:** Follow Through, Overlapping, Secondary Action
**Make it read clearly:** Staging, Anticipation
**Make it compelling:** Appeal, Exaggeration, Solid Drawing

## The Only Exercise You Need to Start
Animate a bouncing ball. It teaches Timing, Squash/Stretch, Arcs, and Slow In/Out simultaneously.

Overview

This skill gives a rapid, actionable overview of Disney’s 12 animation principles in under five minutes. It distills each principle into a clear, memorable line and groups them for quick application. Ideal for animators, directors, and creators who need a practical refresher before work or critique.

How this skill works

The skill lists each principle with a one-line description and a simple example to make concepts instantly usable. It groups principles by practical goals—movement, life, clarity, and appeal—so you can target learning or feedback. A single starter exercise (bouncing ball) is included to practice the most essential principles together.

When to use it

  • Preparing a quick notes sheet before an animation session or review
  • Teaching a short class, workshop, or critique on foundational animation
  • Refreshing principles before blocking, keyframing, or timing work
  • Guiding non-animators (directors, producers) to give informed feedback
  • As a warm-up practice to loosen up and focus on fundamentals

Best practices

  • Start with the bouncing ball exercise to practice timing, squash/stretch, arcs, and slow in/out
  • Use pose-to-pose for planned scenes and straight-ahead for fluid, unpredictable motion
  • Apply anticipation and staging to make actions readable and avoid viewer confusion
  • Layer secondary actions and follow-through to add life without stealing focus
  • Exaggerate purposefully: push poses and timing until the intent reads clearly

Example use cases

  • Quickly evaluate a shot for readability: check staging, anticipation, and appeal
  • Plan keyframes: use timing, arcs, and slow in/out to set motion feel
  • Polish performance: add follow-through, overlapping action, and secondary actions
  • Design a character: focus on solid drawing, appeal, and exaggeration for memorable silhouettes
  • Teach a 5-minute intro at the start of a workshop using the grouped checklist

FAQ

What should I animate first to learn the principles?

Animate a bouncing ball. It covers timing, squash and stretch, arcs, and slow in/out in one simple exercise.

How do I keep secondary actions from distracting?

Make secondary actions subtle and motivated by the main action; they should support mood or intention, not compete with the primary pose.