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-code

Installs 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

Principle3D/Spatial Implementation
Squash & StretchLattice deformers, blend shapes
AnticipationIK/FK wind-ups, camera pre-motion
StagingCamera angles, lighting, depth
Straight Ahead / Pose to PoseLayered animation vs blocking
Follow Through / OverlappingBone chains, physics simulation
Slow In / Slow OutF-curve editing, animation curves
ArcIK handles, motion paths in 3D space
Secondary ActionCloth sim, particle systems, environment
TimingFrame timing, VR 90fps requirements
ExaggerationStylized deformation, pushed poses
Solid DrawingVolume preservation, silhouettes
AppealCharacter 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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