home / skills / dylantarre / animation-principles / teaching-others
This skill helps educators teach the 12 animation principles clearly by tailoring explanations to learners' levels and using concrete demonstrations.
npx playbooks add skill dylantarre/animation-principles --skill teaching-othersReview the files below or copy the command above to add this skill to your agents.
---
name: Animation Principles - Teaching Others
description: Use when someone needs to explain animation principles to students, mentees, or team members at various skill levels
---
# Teaching the 12 Principles Effectively
Teaching animation principles requires meeting students where they are. Here's how to communicate each principle at different levels.
## Teaching Strategies by Principle
### 1. Squash and Stretch
**Show first:** Bouncing ball exercise - universal, immediate, undeniable.
**Common confusion:** Students preserve shape instead of volume. Use clay demonstration.
**Key phrase:** "Volume stays the same, shape changes."
### 2. Anticipation
**Show first:** Video of real athletes - every jump has a crouch.
**Common confusion:** Making anticipation too large or too long.
**Key phrase:** "The audience needs a heads-up."
### 3. Staging
**Show first:** Silhouette test. If they can't read it as a shadow, it fails.
**Common confusion:** Cluttering with detail before establishing clarity.
**Key phrase:** "What's the ONE thing this frame says?"
### 4. Straight Ahead / Pose to Pose
**Show first:** Same action animated both ways - compare results.
**Common confusion:** Thinking one method is "correct."
**Key phrase:** "Pose to pose for control, straight ahead for discovery."
### 5. Follow Through / Overlapping
**Show first:** Slow-motion hair, fabric, tails. Nature demonstrates constantly.
**Common confusion:** Everything stopping at the same frame.
**Key phrase:** "Nothing stops at once. What's attached keeps going."
### 6. Slow In / Slow Out
**Show first:** Push a heavy box versus a light one. Spacing changes.
**Common confusion:** Even spacing (tweening syndrome).
**Key phrase:** "More drawings where it slows, fewer where it's fast."
### 7. Arcs
**Show first:** Trace hand during natural gesture - it curves.
**Common confusion:** Mechanical point-to-point movement.
**Key phrase:** "Almost everything curves. Straight lines are exceptions."
### 8. Secondary Action
**Show first:** Walking while talking on phone - multiple layers.
**Common confusion:** Secondary action competing with primary.
**Key phrase:** "It adds flavor but shouldn't steal the show."
### 9. Timing
**Show first:** Same action at 4, 8, 12, 24 frames - feel the difference.
**Common confusion:** Defaulting to same timing for everything.
**Key phrase:** "Timing is the acting. Same pose, different timing = different meaning."
### 10. Exaggeration
**Show first:** Compare photo reference to Disney interpretation.
**Common confusion:** Fear of pushing too far (more common than pushing too much).
**Key phrase:** "Find reality, then push 20% past it."
### 11. Solid Drawing
**Show first:** Turn a simple character 360 degrees. Volume must hold.
**Common confusion:** Drawing symbols instead of forms.
**Key phrase:** "Can you imagine walking around it?"
### 12. Appeal
**Show first:** Character lineup - which ones do you want to watch?
**Common confusion:** Thinking appeal means "pretty."
**Key phrase:** "Appeal is magnetic. Even villains need it."
## Teaching Sequence
Start with Timing + Squash/Stretch (bouncing ball). Add Arcs + Slow In/Out. Build complexity gradually. Staging and Appeal come later - they require visual vocabulary.
This skill teaches Disney's 12 principles of animation with practical, classroom-ready strategies for students, mentees, and team members at any skill level. It focuses on clear demonstrations, common confusions, and memorable key phrases so instructors can explain each principle quickly and effectively. The content prioritizes hands-on exercises and a logical teaching sequence to scale complexity.
For each principle the skill recommends a simple, high-impact demonstration (visual or physical), notes the most common misconceptions to watch for, and offers a short guiding phrase to anchor the concept. It also provides an ordering to introduce principles progressively, starting with timing and squash-and-stretch and layering in arcs, slow in/slow out, staging, and appeal. Instructors can adapt demonstrations to 2D, 3D, stop-motion, or live-action reference.
Which principles should I teach first?
Start with timing and squash-and-stretch using a bouncing ball, then add arcs and slow in/slow out before layering complexity.
How do I prevent students from overdoing exaggeration?
Show direct comparisons with reference, suggest a rule of thumb (push ~20% past reality), and assign graduated exercises that increase the push.