dylantarre avatar

Timing Principle Mastery

This breaks down animation timing into practical frameworks you can actually use. It covers the frame rate foundations (1-2 frames for impacts, 8-12 for natural movement), timing categories from physical to theatrical, and domain-specific ranges like UI (100-200ms for responsive interactions, 300-500ms for complex transitions). The timing contrast principle is the most useful bit: fast only feels fast against slow, and held poses create emphasis. It gives you a starting heuristic of 200-300ms for standard interactions, then adjust based on mass, distance, and importance. The domain applications section translates animation theory into concrete millisecond ranges for buttons, modals, and transitions.

skills.sh installs
565
GitHub stars
146
last updated
Aug 21, 2026

Install

$ npx -y skills add dylantarre/animation-principles --skill timing-principle-mastery --agent claude-code

Installs into .claude/skills of the current project.

Files

Timing Mastery

The Weight of Time

Timing is the number of frames (or milliseconds) an action takes. It's deceptively simple—just duration—yet it communicates weight, emotion, and energy more powerfully than any other principle. Change the timing, change the meaning.

Core Theory

Physical communication: Timing tells us about mass and force. Heavy objects start slow, stop slow. Light objects respond instantly. A bowling ball and a balloon falling the same distance—timing alone differentiates them.

Emotional communication: Timing tells us about character state. Sluggish timing reads as tired, depressed, or massive. Snappy timing reads as alert, nervous, or lightweight.

The Frame Rate Foundation

At 24fps (film standard):

  • 1-2 frames: Instantaneous (impacts, pops)
  • 4-6 frames: Quick (snappy responses)
  • 8-12 frames: Standard (natural movement)
  • 16-24 frames: Deliberate (weighted, considered)
  • 24-48 frames: Slow (dramatic, heavy)
  • 48+ frames: Very slow (massive, underwater, dream-like)

At 60fps (UI/games), multiply by 2.5 for equivalent feels.

Timing Categories

Sponsors

Details

Repository
github.com/dylantarre/animation-principles
Category
Design & UI/UX
First seen
Jun 3, 2026

More from dylantarre/animation-principles

All 144
1dylantarre avatarexaggeration-masterydylantarre/animation-principlesUse when determining how far to push motion beyond realism, calibrating animation intensity for context, or making key moments register with audiences.562skills.sh installs
2motion-team avatarcreative-mechanicsmotion-team/creative-strategy-skillsA library of creative mechanics — the structural patterns that define how an ad constructs meaning between its hook, visuals, and narrative. Use this whenever d560skills.sh installs
3motion-team avatarcreative-strategy-enginemotion-team/creative-strategy-skillsStrategic framework for mapping pain/persona intersections and messaging angles. Defines the structure for organizing creative strategy, not the tactics for exe559skills.sh installs
4dylantarre avatarorchestrated-sequencesdylantarre/animation-principlesUse when building multi-part animation sequences - staggered reveals, choreographed UI, coordinated motion where multiple elements work together557skills.sh installs
5dylantarre avatarsecondary-action-masterydylantarre/animation-principlesUse when enriching primary animations, adding supporting details, creating depth in motion, or making scenes feel alive without distracting from main action.551skills.sh installs
6dylantarre avatarexaggerated-claritydylantarre/animation-principlesUse when motion needs to read clearly and powerfully—broad comedy, action highlights, important story beats, or any moment that must unmistakably communicate to546skills.sh installs