home / skills / dylantarre / animation-principles / secondary-action-mastery

This skill helps enrich primary animations with subtle secondary actions that reinforce meaning without competing for attention, adding depth and life.

npx playbooks add skill dylantarre/animation-principles --skill secondary-action-mastery

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

Files (1)
SKILL.md
4.6 KB
---
name: secondary-action-mastery
description: Use when enriching primary animations, adding supporting details, creating depth in motion, or making scenes feel alive without distracting from main action.
---

# Secondary Action Mastery

## The Enrichment Principle

Secondary action adds life to a scene without distracting from the main action. A character walking (primary) while whistling and swinging their arms (secondary). A button pressing (primary) with a subtle ripple effect (secondary). It's the difference between functional animation and rich, immersive motion.

## Core Theory

**Subordination principle**: Secondary action must never compete with primary action. If viewers watch the secondary instead of primary, you've failed. The supporting role must remain supporting.

**Reinforcement function**: Good secondary action reinforces the primary action's meaning. It doesn't just add motion—it adds dimension to the story being told.

## The Distinction: Secondary Action vs. Overlapping Action

These are often confused:
- **Overlapping action**: Physical consequence (hair moving because head moved)
- **Secondary action**: Independent supporting action (whistling while walking)

Overlapping is reactive; secondary is additive.

## Categories of Secondary Action

**Emotional reinforcement**: Nervous fidgeting during dialogue, triumphant fist pump after scoring
**Environmental response**: Clothes rippling in wind, breath visible in cold
**Character business**: Adjusting glasses, playing with hair, drumming fingers
**Ambient life**: Background characters, environmental animation, idle behaviors

## Interaction with Other Principles

**Staging determines secondary action visibility**: Secondary must stay subordinate in composition.

**Timing offsets prevent competition**: Secondary often runs on different timing than primary.

**Overlapping action often becomes secondary**: The physics-driven motion enriches without distracting.

**Follow through provides transition**: Secondary action settles as primary action completes.

## Domain Applications

### UI/Motion Design
- **Button interactions**: Primary press, secondary subtle shadow shift or icon micro-animation
- **Loading states**: Primary spinner, secondary pulsing background or floating particles
- **Card components**: Primary content animation, secondary ambient glow or shadow movement
- **Form submission**: Primary success state, secondary confetti or subtle celebration
- **Navigation**: Primary page transition, secondary subtle parallax layers

### Character Animation
- **Walk cycles**: Primary locomotion, secondary arm swing, head bob, breathing
- **Dialogue**: Primary lip sync and expression, secondary hand gestures, weight shifts
- **Action scenes**: Primary combat, secondary environmental reactions, crowd responses
- **Idle states**: Primary pose hold, secondary subtle breathing, blinking, micro-movements

### Interface Polish
- **Dashboards**: Primary data updates, secondary ambient chart breathing
- **Notifications**: Primary message entry, secondary badge pulse
- **Empty states**: Primary message, secondary animated illustration
- **Transitions**: Primary content swap, secondary skeleton loading, background fade

### Game Feel
- **Player actions**: Primary attack animation, secondary screen shake, particle burst
- **Environment**: Primary player movement, secondary grass swaying, dust kicks
- **Menus**: Primary selection change, secondary hover particles, background animation

## Common Mistakes

1. **Upstaging the primary**: Secondary action too prominent, draws focus away
2. **Unrelated secondary**: Actions that don't reinforce primary meaning
3. **Overcrowded secondary**: Too many supporting actions create noise
4. **Missing secondary entirely**: Scene feels static, lifeless, incomplete

## The Subtlety Spectrum

**Minimal (professional contexts)**: 10-20% amplitude of primary action
**Moderate (consumer products)**: 30-40% amplitude
**Expressive (entertainment, games)**: 50-60% amplitude
**Theatrical (cartoons, celebrations)**: 70%+ amplitude

Match to context and brand personality.

## The "Remove and Test" Method

Animate with secondary action, then temporarily remove it. If the scene feels dead, the secondary is working. If you don't notice it's gone, it was probably too subtle—or unnecessary.

## Implementation Heuristic

For every primary action, ask: "What else would be moving, reacting, or happening?" Add the single most valuable secondary action. Only add more if the first doesn't create competition. Time secondary action to offset from primary—either starting slightly before, during hold phases, or in the settling aftermath.

Overview

This skill teaches how to add secondary actions to animations and UI motion so scenes feel alive without stealing focus from the primary action. It distills practical rules from the enrichment principle, showing when and how to add supporting motion to reinforce story, emotion, and context. Use it to make motion richer, clearer, and more immersive.

How this skill works

The skill inspects a primary action and proposes one prioritized secondary action that complements rather than competes. It evaluates timing, amplitude, and staging to keep the secondary subordinate, and suggests placement (start, hold, or follow-through) to avoid visual competition. It also provides amplitude guidelines based on context and a simple remove-and-test heuristic.

When to use it

  • When enriching primary character animations (walks, dialogue, idles)
  • When polishing UI interactions: buttons, loaders, transitions, notifications
  • When adding ambient life to game scenes or menus
  • When you need subtle emotional or environmental reinforcement
  • Whenever a scene feels static or lacks depth

Best practices

  • Always prioritize subordination: secondary must never draw attention from the primary
  • Pick one high-value secondary action first; add more only if it doesn’t compete
  • Time offsets matter: start secondary slightly before, during holds, or as follow-through
  • Match amplitude to context (minimal for professional UI, larger for entertainment)
  • Use the remove-and-test method to validate usefulness

Example use cases

  • Character walk: primary locomotion + secondary arm swing, head bob, or pocket fidget
  • Button press: primary press + secondary shadow shift or icon micro-animation
  • Dialogue scene: primary lip sync + secondary hand gestures or shifting weight
  • Loading screen: primary spinner + secondary subtle background pulse or floating particles
  • Game attack: primary strike + secondary screen shake and particle burst

FAQ

How do I know if a secondary action is upstaging the primary?

If viewers watch the secondary instead of the primary, it’s upstaging. Lower amplitude, simplify timing, or move it to a less prominent position in the frame.

How many secondary actions are appropriate?

Start with one meaningful secondary action. Add more only if each new action reinforces the primary without creating noise.