home / skills / dylantarre / animation-principles / timing-mastery

This skill helps you choreograph animation timing by framing beats, anticipations, and holds to control pace and storytelling impact.

npx playbooks add skill dylantarre/animation-principles --skill timing-mastery

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

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---
name: timing-mastery
description: Use when determining how fast or slow motion should be—pacing action sequences, dramatic pauses, comedic beats, or any situation where the duration of movement matters.
---

# Timing Mastery

Think like a drummer. Animation is rhythm made visible. The space between beats matters as much as the beats themselves.

## Core Mental Model

Before animating anything, ask: **How many frames does this deserve?**

Timing is the soul of animation. The same motion at different speeds tells completely different stories. Fast = light, urgent, comedic. Slow = heavy, dramatic, thoughtful.

## The 12 Principles Through Timing

**Timing** — The principle itself. Count frames obsessively. A 6-frame action feels snappy. A 24-frame action feels deliberate. Know the vocabulary of duration.

**Slow In & Slow Out** — Time is elastic at the edges. Actions ease into existence and settle out of motion. The middles can be fast, but beginnings and endings need breath.

**Anticipation** — Timing creates suspense. Hold the anticipation longer than feels comfortable. The audience's tension builds in the pause before release.

**Follow Through & Overlapping Action** — Stagger your timing. Not everything arrives at once. Lead with the main action, let secondary elements catch up on their own schedules.

**Secondary Action** — Time secondary elements to complement, not compete. They should land slightly after the primary beat, like harmony following melody.

**Staging** — Give the audience time to read. Fast cutting confuses. Hold important poses long enough for comprehension. Clarity requires duration.

**Exaggeration** — Timing amplifies exaggeration. A long anticipation followed by instant action creates snap. Stretch time to stretch impact.

**Squash & Stretch** — Speed determines deformation. Fast motion = more stretch. Impact = instant squash. The timing of shape change sells velocity.

**Arcs** — Speed varies along the arc. Fastest at the bottom of a swing, slowest at the apex. Timing follows the physics of pendulums.

**Appeal** — Rhythmic motion is appealing. Characters with good timing feel alive. Arrhythmic timing creates unease (useful for villains or horror).

**Straight Ahead & Pose to Pose** — Time your key poses first (pose to pose), then decide how many frames connect them. Or discover timing organically (straight ahead) and refine.

**Solid Drawing** — Volume must read at speed. Fast-moving objects need exaggerated stretch or motion blur. Solid drawing at the wrong timing looks frozen.

## Practical Application

When action feels "rushed":
1. Add more frames to anticipation
2. Hold key poses 2-4 frames longer
3. Slow the ease-out to let actions settle
4. Insert "moving holds" instead of dead stops

When action feels "sluggish":
1. Reduce in-between frames
2. Cut anticipation duration
3. Increase contrast between fast and slow sections
4. Remove frames from less important movements

**Timing Chart:**
- Blink: 2-4 frames
- Quick gesture: 6-8 frames
- Walk cycle: 12-16 frames per step
- Emotional reaction: 8-12 frames + hold
- Heavy impact: 2 frames contact, 12+ frames settle

## The Golden Rule

**Timing is relative.** Fast only feels fast next to slow. Build contrast. Let quiet moments make loud moments louder. A pause before a punchline is what makes it land.

Overview

This skill teaches how to control motion duration to shape storytelling, mood, and clarity in animation. It translates frame counts and rhythmic thinking into concrete timing choices for actions, pauses, impacts, and secondary motion. Use it to decide how many frames a gesture deserves and to build contrast between fast and slow beats.

How this skill works

It inspects the intended emotion, weight, and narrative function of a movement and suggests frame counts and timing adjustments. It applies core animation principles—slow in/slow out, anticipation, follow-through, arcs, squash & stretch—to recommend where to add or remove frames. It returns practical fixes when motion feels rushed or sluggish and offers timing charts for common actions.

When to use it

  • Pacing action sequences or fight choreography
  • Designing comedic beats and punchlines
  • Setting dramatic pauses and emotional reactions
  • Timing secondary actions and follow-through
  • Refining walk cycles, impacts, and gestures

Best practices

  • Think in beats: decide key poses first, then count frames between them
  • Use contrast: fast moments need slower setups to read as fast
  • Count frames obsessively—6 vs 24 frames changes the story
  • Stagger secondary motion; avoid everything landing at once
  • Hold important poses long enough to read, then use moving holds instead of dead stops

Example use cases

  • Make a punch hit with snap: lengthen the anticipation, shorten the contact, extend the settle
  • Polish a comedic beat: add a brief pause before the reaction to increase payoff
  • Fix a sluggish walk: remove in-betweens and tighten anticipation at weight shifts
  • Animate a heavy object: use few stretch frames in the arc, long settle after impact
  • Design a blink or gesture: follow the timing chart (blink 2–4 frames, quick gesture 6–8 frames)

FAQ

How do I choose a starting frame count?

Pick a target emotion and weight: snappy actions ~6 frames, deliberate actions ~24 frames, then adjust contrast around them.

What if my animation feels rigid at speed?

Add squash/stretch or motion blur to fast segments and stagger secondary actions to break simultaneous movement.