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Animation Principles

Organization
iart-ai
animation-principles

This skill should be used when the user asks to "make this animation feel natural", "fix motion that feels stiff/floaty/cheap", "my animation looks robotic", "choose an easing curve", "how do I use the Graph Editor", "add overshoot or bounce", "Easy Ease isn't enough", "make snappy motion", "pick a duration for this transition", "stagger a list animation", "sync animation to a beat", or "review motion for good timing". It is the tech-agnostic foundation for deciding how something should move.

Overview

Publisheriart-ai
Repositorymotion-design-skills
Skill nameanimation-principles
Stars
164
Forks
31
Bundled files
3
LicenseMIT
Links
  • Markdown instructions

    A SKILL.md file the model loads on demand, so it only costs tokens when a request actually matches.

  • Works with any LLM

    AI skills are plain Markdown, not provider-specific code, so this works with GPT, Claude, Gemini, Grok, or a local model.

  • 3 bundled files

    Scripts, templates, and references the model can read while it works. Files are read-only and never executed.

  • Open source

    Published by iart-ai on GitHub. Read the source before you install it.

Installation

Install the Animation Principles AI skill in TypingMind to use it with any LLM, or drop it into another agent that reads SKILL.md.

1

Install in TypingMind

TypingMind installs a skill straight from its GitHub folder — it reads SKILL.md, bundles the resource files, and stores the result locally.

  1. Open the app and go to Plugins → Skills.
  2. Choose "Install from GitHub".
  3. Paste the skill folder URL below and confirm.
    https://github.com/iart-ai/motion-design-skills/tree/main/skills/animation-principles
  4. Enable the skill in any chat where you want it available.
Plugins → Skills → Add skill → From GitHub URL, then paste the folder URL and press Continue.
2

Install in another agent

Any agent that reads the Agent Skills format can use this skill — copy the folder into that agent's skills directory.

Claude Code — .claude/skills
git clone --depth 1 https://github.com/iart-ai/motion-design-skills.git /tmp/motion-design-skills
mkdir -p .claude/skills
cp -r /tmp/motion-design-skills/skills/animation-principles .claude/skills/animation-principles
Restart Claude Code after copying so it picks up the new skill.

Use it in TypingMind

Enable Animation Principles in any TypingMind chat and the model takes it from there. Its name and description sit in the system prompt, and the moment a request matches, the model loads the full instructions itself — you never invoke it by hand, and it costs no tokens until it is actually used.

The model loads Animation Principles on its own as soon as a request matches it.

Works with any AI model

AI skills are plain Markdown instructions rather than provider-specific code, so Animation Principles is not tied to the model it was written for. Install it once in TypingMind and use it with GPT-5, Claude, Gemini, Grok, DeepSeek, Mistral, Llama, or a local model you run yourself — all on your own API keys.

  • Loaded only when it is needed

    The system prompt carries just the name and description. The instructions are fetched on the first matching request, so an idle skill costs nothing.

  • Switch models mid-chat

    Because the skill is instructions rather than code, changing model does not break it — the next model reads the same SKILL.md.

Skill instructions

This is the SKILL.md content the model loads. Read it before installing — a skill is instructions your model will follow.

Motion Principles

Decide how something should move so it feels right — independent of the tool used to build it. This skill answers timing, easing, spacing, weight, and rhythm. It does not pick a tech stack; it produces concrete numbers (durations, cubic-bezier curves, stagger offsets, spring configs) ready to hand to any implementation.

When to use

  • Motion feels stiff, floaty, mechanical, robotic, or cheap and needs diagnosis.
  • Choosing a clip or transition's duration, easing curve, and stagger offset.
  • Reviewing whether motion respects physics intuition (weight, follow-through, arcs).
  • Synchronizing keyframes to a musical beat or edit accent.

Three pillars — settle these before any number

Every piece of motion should answer three questions before you pick a duration or curve. Skip them and you get technically-correct motion that feels like nothing. These are the shared vocabulary the rest of the collection refers back to.

PillarThe questionWhat it drives
Emotional intentWhat should the viewer feel? (joy, calm, urgency, trust, elegance)Easing, duration, amplitude/overshoot
Visual narrativeWhat's the micro-story? Setup → action → resolutionSequencing, staging, what enters when
Motion craftHow do we make it believable?Physics, secondary motion, arcs, follow-through

Three motion layers — depth, not flatness

Flat motion = only the main thing moves. Believable motion runs three layers at once:

  • Primary — the main action the eye follows (the hero move).
  • Secondary — supporting richness reacting to the primary (a shadow shifting, an icon nudging, a label settling late).
  • Ambient — background life that never demands attention (slow gradient drift, a low-contrast pulse).

The judgment layer (motion-art-direction) calls these Hero / Support / Texture — same three layers, ranked for what earns motion. Primary≈Hero, Secondary≈Support, Ambient≈Texture.

Core principles

Easing is the single biggest lever

Linear motion reads as robotic. Reserve linear for continuous loops (spinners, marquees, infinite scroll) only. Everything an eye perceives as a discrete event needs acceleration.

Match the curve to the action:

  • Enter / appear -> ease-out (fast start, gentle settle). Object arrives with energy and decelerates into place. cubic-bezier(0.16, 1, 0.3, 1).
  • Exit / disappear -> ease-in (gentle start, fast end). Object accelerates away. cubic-bezier(0.7, 0, 0.84, 0).
  • Move / reposition (stays on screen) -> ease-in-out (symmetric). cubic-bezier(0.65, 0, 0.35, 1).
  • Playful / branded -> slight overshoot. cubic-bezier(0.34, 1.56, 0.64, 1) (the 1.56 pushes past 1.0, creating an overshoot-and-settle that reads as "weight").

Rule of thumb: the eye forgives a slow start far less than a slow end. When in doubt, decelerate into rest.

Hand-shaping easing (After Effects). When keyframing by hand rather than supplying a curve, the same principles map to the Graph Editor: shape the Speed Graph so the ends flatten toward zero, and push deceleration influence to 80–90% for a snappy launch and smooth settle. F9 (Easy Ease) is only a 33% symmetric starting point — make it asymmetric. See references/easing-graph-editor.md for Graph Editor reading, handle/influence techniques, and step-by-step overshoot, anticipation, and bounce recipes (including a decaying-bounce expression).

Timing communicates weight and importance

ElementDuration
Micro-interaction (hover, toggle, tap feedback)100-200ms
UI transition (panel, modal, page region)200-400ms
Hero / large element / full-screen400-800ms
Cinematic camera move800-2000ms

Distance and size scale duration. A small icon moving 20px and a full-bleed panel moving 800px should NOT share a duration — the panel needs more time or it looks weightless. A practical scaling: keep perceived velocity roughly constant by adding ~30-50% duration when distance or area roughly doubles. Heavy objects start slowly and overshoot less; light objects snap and may bounce.

Spacing and stagger create rhythm

Never reveal a list, grid, or group all at once — it reads as a single flat event. Stagger each child's start.

  • Lists / sequential items: 40-80ms between items.
  • Dense grids: 20-40ms (more items, less per-item delay, or the tail drags).
  • Cap total reveal at roughly 600-800ms for a group; if count * offset exceeds that, shrink the offset or switch to a distance-based stagger (items further from an origin point start later).
  • Stagger direction should follow the eye: top-to-bottom, or radiating from a focal point.

The 1/3 Rule (two forms, both universal):

  • Distance — no element travels more than ~1/3 of the screen without an intermediate keyframe or a scale/opacity change. Long unbroken slides read as "the template moved," not "something happened."
  • Simultaneity — with 3+ elements, keep no more than ~1/3 in active motion at once. The rest hold or move as ambient. Everything moving together = noise with no focal point.

Anticipation and follow-through sell physical motion

  • Anticipation: a tiny counter-move before the main action (a button dips scale 0.95 before popping, a character crouches before jumping). 60-120ms is enough.
  • Follow-through / overlapping action: trailing parts keep moving after the main body stops (a hero card lands, then its shadow and label settle 40-80ms later). Stagger the settle of attached elements rather than stopping everything on the same frame.
  • Arcs: natural movement curves; pure straight-line translation of an organic object looks mechanical. Add a slight arc to x/y or animate a path.

Beat-sync and rhythm

When motion accompanies audio, land impact keyframes (a hit, a cut, a reveal) on the beat, not between beats. At 120 BPM a beat is 500ms; an eighth-note grid is 250ms. Quantize key moments to that grid. For edits without music, establish a visual pulse (e.g. one major event per ~500-800ms) so the piece breathes consistently.

Spring vs. duration-based motion

Springs (mass / stiffness / damping) self-determine duration and feel more physical for interactive, interruptible motion (drag-release, gestures). Duration+easing is better for choreographed, timeline-locked sequences (video, scroll-tied reveals) where exact sync matters. A snappy default spring: stiffness 300, damping 30, mass 1. See references/easing-curves.md for a full spring table.

Diagnosing common failures

  • Feels stiff/robotic -> using linear or symmetric easing on an enter; switch to ease-out.
  • Feels floaty/sluggish -> duration too long or ease-out too gentle; cut duration 30%, sharpen the curve.
  • Feels cheap/janky -> everything appears at once (no stagger), or all elements share one duration regardless of size.
  • Feels mechanical despite easing -> no anticipation, no follow-through, straight-line paths; add arcs and overlap.

Quick reference

NeedUse
Entercubic-bezier(0.16, 1, 0.3, 1), 300-500ms
Exitcubic-bezier(0.7, 0, 0.84, 0), 200-300ms
Movecubic-bezier(0.65, 0, 0.35, 1), 300-400ms
Branded popcubic-bezier(0.34, 1.56, 0.64, 1), 400-600ms
List stagger40-80ms per item, cap ~700ms total
Loop onlylinear

Reference files

  • references/easing-curves.md — named cubic-bezier library with exact values, spring configs (Framer/react-spring/iOS), and per-element-type duration guidance.
  • references/easing-graph-editor.md — After Effects Graph Editor craft: speed graph vs value graph, easing handles and influence/velocity numbers, and step-by-step snappy, overshoot, anticipation, and bounce recipes.
  • references/twelve-principles.md — all 12 Disney principles, each with a concrete, numeric motion-graphics example.

Bundled files

The model reads these on demand while the skill is loaded. They are exposed as readable files and are never executed.

Frequently asked questions

What does the Animation Principles AI skill do?

This skill should be used when the user asks to "make this animation feel natural", "fix motion that feels stiff/floaty/cheap", "my animation looks robotic", "choose an easing curve", "how do I use the Graph Editor", "add overshoot or bounce", "Easy Ease isn't enough", "make snappy motion", "pick a duration for this transition", "stagger a list animation", "sync animation to a beat", or "review motion for good timing". It is the tech-agnostic foundation for deciding how something should move.

Why use Animation Principles on TypingMind?

Because you install it once and use it with any model. Animation Principles is plain Markdown rather than provider-specific code, so the same skill runs on GPT-5, Claude, Gemini, Grok, or a local model — and you can switch model mid-chat without it breaking. TypingMind runs on your own API keys, so you pay providers directly instead of a per-seat subscription, and your skills and chats stay in your own storage.

How do I install Animation Principles in TypingMind?

Open Plugins → Skills → Install from GitHub in TypingMind and paste https://github.com/iart-ai/motion-design-skills/tree/main/skills/animation-principles. TypingMind reads its SKILL.md and bundles its files and installs it as a skill you can enable per chat.

Which AI models can use Animation Principles?

Any model you connect in TypingMind. AI skills are plain Markdown instructions rather than provider-specific code, so GPT, Claude, Gemini, Grok, and local models can all load this skill when a request matches it.

How many AI models can I use with Animation Principles?

As many as you like. As long as a model supports skills, you can use Animation Principles with it — GPT, Claude, Gemini, Grok, DeepSeek, Mistral, Llama and more — all on TypingMind with your own API keys.

Is the Animation Principles AI skill free?

Yes. It is published on GitHub by iart-ai under the MIT license. You only pay your own AI provider for the tokens you use.

What are AI skills?

An AI skill is a reusable instruction bundle that teaches an AI model how to do one specific task. It follows the open Agent Skills format: a SKILL.md file with a name and description, plus any scripts, templates or reference files the model may need. The model reads the instructions only when your request matches the skill, so an installed skill costs nothing until it is used.

How are AI skills different from plugins or MCP servers?

A plugin or MCP server gives a model new tools to call — code that runs somewhere and returns a result. An AI skill gives the model knowledge and process instead: how to approach a task, which steps to follow, what good output looks like. Skills are plain Markdown, so they need no server, no API key and no runtime, and they work with any model.

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