home / skills / dylantarre / animation-principles / solid-drawing-mastery
This skill helps you apply solid drawing principles to ensure dimensional realism, consistent volume, and believable weight in animation transforms.
npx playbooks add skill dylantarre/animation-principles --skill solid-drawing-masteryReview the files below or copy the command above to add this skill to your agents.
---
name: solid-drawing-mastery
description: Use when creating motion that needs dimensional grounding, designing transforms that maintain object integrity, or ensuring animations feel structurally sound.
---
# Solid Drawing Mastery
## The Dimensional Principle
Solid drawing means creating the illusion of three-dimensional form, weight, and volume. In traditional animation, it meant understanding anatomy, perspective, and form. In digital motion, it means ensuring transforms and movements feel grounded in physical space, not flat manipulations of 2D shapes.
## Core Theory
**Form over symbol**: Beginning animators draw symbols (a circle for a head, lines for arms). Master animators draw forms—volumes that exist in space with weight and dimension.
**Construction consistency**: Objects must maintain consistent volume and proportions throughout motion. A character's head shouldn't grow when they turn. A box shouldn't warp into a trapezoid.
## The Three-Dimensional Challenge
Animation exists in time, but also in space. Solid drawing ensures:
- **Volume consistency**: Objects don't accidentally grow or shrink
- **Perspective accuracy**: Rotations follow dimensional rules
- **Weight presence**: Forms feel like they have mass occupying space
- **Structural integrity**: Objects don't collapse or warp incorrectly
## Elements of Solidity
**Construction**: Understanding what's beneath the surface—skeleton, structure
**Perspective**: Proper foreshortening, vanishing points, spatial relationships
**Volume**: Maintaining 3D mass during 2D representation
**Weight distribution**: How mass shifts and settles in space
**Lighting consistency**: Shadows and highlights that reinforce form
## Interaction with Other Principles
**Squash/stretch must maintain volume**: The core solid drawing constraint—deformation without mass change.
**Arcs exist in 3D space**: Paths must make dimensional sense, not just screen-space sense.
**Follow through respects physics**: Secondary elements move as 3D forms, not flat graphics.
**Staging considers depth**: Solid drawing enables clear spatial relationships.
## Domain Applications
### UI/Motion Design
- **3D transforms**: Rotations must respect perspective and vanishing points
- **Depth layers**: Z-space relationships remain consistent during motion
- **Scale animations**: Objects scale from logical center points, not arbitrary origins
- **Card flips**: Perspective-accurate rotations, not flat X-axis scales
- **Shadows**: Move consistently with object position in 3D space
### Character Animation
- **Turn-arounds**: Consistent model through all angles
- **Foreshortening**: Limbs approaching camera handled correctly
- **Weight acting**: Characters feel like they have mass
- **Solid posing**: Balanced, weighted poses that could exist physically
### Motion Graphics
- **3D object animation**: Proper lighting, perspective, occlusion
- **Isometric design**: Consistent projection rules maintained
- **Pseudo-3D effects**: Parallax and depth that feel spatially correct
- **Logo dimension**: Flat logos given dimensional treatment consistently
### Game Design
- **Sprite animation**: Implied 3D form in 2D representation
- **Camera moves**: Spatial relationships maintained during sweeps
- **Environmental animation**: Objects existing convincingly in game space
## Common Mistakes
1. **Inconsistent scale**: Objects changing size without intent
2. **Flat rotation**: X-axis scale instead of perspective rotation
3. **Broken construction**: Forms distorting incorrectly during motion
4. **Weight contradiction**: Heavy objects acting light, or vice versa
5. **Spatial discontinuity**: Objects existing in impossible spatial relationships
## The Construction Approach
For any animated object, understand:
1. What is its basic form? (sphere, cylinder, box, combination)
2. Where is its center of mass?
3. How does it exist in 3D space?
4. What happens to its structure during motion?
This mental model prevents dimensional accidents.
## Digital Solidity Techniques
**Transform origins**: Set pivot points that match object's logical center of mass
**Perspective transforms**: Use true 3D transforms, not 2D approximations
**Z-index management**: Consistent depth layering throughout animation
**Shadow animation**: Shadows move and scale with object position
**Parallax rates**: Consistent depth perception through motion
## The Tangent Trap
Beware of tangencies—where edges accidentally align, destroying depth perception. In motion, this means ensuring overlapping elements maintain clear spatial separation throughout animation.
## Implementation Heuristic
Before animating, define the object's 3D form and origin point. During animation, periodically check: does this still feel like a solid object in space? Test rotations with true 3D transforms before approximating with 2D shortcuts. When motion feels "flat" or "wrong," check for solid drawing violations—inconsistent scale, broken perspective, or weightless movement.
This skill teaches solid drawing principles to make motion feel dimensional, weighted, and structurally sound. It focuses on preserving form, perspective, and volume across transforms so animations read convincingly in space. Use it to avoid flat, inconsistent motion and to anchor designs with clear spatial logic.
The skill inspects planned transforms, pivot choices, perspective handling, and shadow/occlusion behavior to verify dimensional integrity. It checks for volume consistency, correct foreshortening, coherent weight distribution, and proper z-layering. It also recommends fixes: adjust pivot/origin, swap 2D shortcuts for true 3D transforms, or refine parallax and shadow movement.
How do I choose the correct pivot/origin?
Pick the logical center of mass or hinge point for the action—this keeps rotations and scales physically plausible.
When is squash and stretch acceptable without breaking solidity?
When you preserve overall volume and make deformation consistent with the object’s construction and weight.