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