
3d Spatial
If you're animating in Blender, Unity, or any 3D environment, this translates Disney's 12 principles into practical spatial techniques. You get quick reference tables mapping squash and stretch to lattice deformers, anticipation to IK wind-ups, and timing to VR framerate requirements. The code snippets for spring-based follow-through and physics drivers are immediately usable. What's genuinely helpful is how it handles the VR-specific stuff, like why you need to telegraph actions for user comfort and maintain 90fps minimum. It's opinionated where it should be: never leave curves linear, always preserve volume, check arcs from multiple angles. Saves you from rediscovering these patterns yourself.
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- 5
- skills.sh installs
- 824
- GitHub stars
- 146
- last updated
- Aug 21, 2026
Install
$ npx -y skills add dylantarre/animation-principles --skill 3d-spatial --agent claude-codeInstalls into .claude/skills of the current project.
Files
3D Spatial Animation
Apply Disney's 12 animation principles to 3D software, VR/AR, and spatial computing environments.
Quick Reference
| Principle | 3D/Spatial Implementation |
|---|---|
| Squash & Stretch | Lattice deformers, blend shapes |
| Anticipation | IK/FK wind-ups, camera pre-motion |
| Staging | Camera angles, lighting, depth |
| Straight Ahead / Pose to Pose | Layered animation vs blocking |
| Follow Through / Overlapping | Bone chains, physics simulation |
| Slow In / Slow Out | F-curve editing, animation curves |
| Arc | IK handles, motion paths in 3D space |
| Secondary Action | Cloth sim, particle systems, environment |
| Timing | Frame timing, VR 90fps requirements |
| Exaggeration | Stylized deformation, pushed poses |
| Solid Drawing | Volume preservation, silhouettes |
| Appeal | Character design, satisfying motion |
Principle Applications
Squash & Stretch: Use lattice or mesh deformers for organic squash. Blend shapes for facial deformation. Scale bones in hierarchies. Always preserve volume—if Y compresses, X/Z expand.
Sponsors
Details
- Repository
- github.com/dylantarre/animation-principles
- Categories
- Design & UI/UX, Game Development
- First seen
- Jun 3, 2026
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