Disney Animation Rule Skill logo

Disney Animation Rule Skill

OrganizationPopular
vibe-motion
disney-animation-rule-skill

Apply Disney's 12 principles as practical design and engineering rules for procedural animation. Use when creating, improving, reviewing, or debugging code-driven motion in web, SVG, canvas, React, Remotion, game, UI, character, camera, or 3D scenes; especially when motion feels stiff, weightless, mechanical, unclear, or physically correct but visually weak.

Overview

Publishervibe-motion
Repositoryskills
Skill namedisney-animation-rule-skill
Stars
1.2K
Forks
79
Bundled files
3
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 vibe-motion on GitHub. Read the source before you install it.

Installation

Install the Disney Animation Rule Skill 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.
  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/vibe-motion/skills.git /tmp/skills
mkdir -p .claude/skills
cp -r /tmp/skills/disney-animation-rule-skill .claude/skills/disney-animation-rule-skill
Restart Claude Code after copying so it picks up the new skill.

Use it in TypingMind

Enable Disney Animation Rule Skill 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 Disney Animation Rule Skill 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 Disney Animation Rule Skill 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.

Disney Animation Rules for Procedural Animation

Design motion for readable intent, weight, rhythm, and personality. Treat physical simulation and interpolation as inputs, not as the final animation.

Do not force all 12 principles into every shot. Select the smallest set that fixes the perceptual problem.

Workflow

  1. Inspect the scene, code, inputs, renderer, and project constraints before changing motion.
  2. State the action in one sentence: subject, intention, force, destination, and desired feeling.
  3. Identify the primary action and rank all secondary actions beneath it.
  4. Block semantic phases and event poses before selecting easing curves.
  5. Select relevant principles from references/twelve-principles.md.
  6. Define one deterministic state evaluator from frame or time plus explicit inputs.
  7. Derive deformation, overlap, accents, and effects from primary motion or semantic events.
  8. Tune timing and spacing at representative frames, then review the full motion.
  9. Remove effects that hide weak posing, unclear timing, broken contacts, or poor silhouettes.

For detailed engineering patterns, read references/implementation-patterns.md. For the motivating jump comparison, read references/clawd-jump-case-study.md.

Block the Action

Define event poses such as:

  • Rest or setup
  • Anticipation
  • Commitment or launch
  • Passing pose
  • Apex, hold, or decision point
  • Contact or impact
  • Overshoot
  • Settle or recovery

Adapt the vocabulary to the action. A button press may use rest, press, contact, overshoot, and settle. A camera move may use establish, accelerate, reveal, brake, and settle.

For each phase, specify:

  • Duration or duration ratio
  • Position and path
  • Velocity at each boundary
  • Scale, rotation, and pivot
  • Contact constraints
  • Silhouette or readability goal
  • Secondary-action lag
  • Optional accent such as smear, blink, particles, or camera shake

Prefer a phase table or explicit constants over one opaque easing expression.

Build the Motion Hierarchy

Build in this order:

  1. Preserve functional constraints, contacts, bounds, and input behavior.
  2. Make the primary path and timing readable with the subject rendered as a simple shape.
  3. Add pose changes and deformation around force and contact events.
  4. Add follow-through and overlap with controlled phase offsets.
  5. Add secondary action that reinforces, never competes with, the main action.
  6. Add accents only where speed, impact, or clarity justify them.

Make the primary motion work without motion blur, particles, trails, or sound.

Engineer Deterministically

  • Compute animation state as state = f(frameOrTime, inputs, parameters).
  • Keep evaluation independent of previous renders and render order.
  • Preserve fractional frames through interpolation and derivative calculations.
  • Seed procedural variation from stable identifiers; never use unseeded randomness during rendering.
  • Derive velocity and acceleration analytically or by sampling the pure state function.
  • Snapshot interactive inputs at an intentional commitment event when later changes would break the action.
  • Keep contact anchors fixed during squash, stretch, recoil, or settle unless sliding is intentional.
  • Preserve position and velocity continuity across phase boundaries unless a deliberate hit, cut, or snap requires discontinuity.
  • Normalize thresholds and amplitudes by subject size, travel distance, viewport, or scene scale.
  • Clamp exaggeration to protect legibility, geometry, and interaction constraints.

For Remotion, make every frame independently calculable because frames may render in parallel and out of order. For browser-based 3D work in environments that prohibit Remotion for 3D, use the project's Puppeteer capture workflow.

Tune by Perception

Judge spacing, not just curves:

  • More distance between samples reads as more speed.
  • A short preparation followed by a large spacing change reads as force.
  • Closely spaced samples near an apex or decision point create emphasis.
  • Fast contact followed by compression and recovery creates weight.
  • Delayed extremities create flexibility and momentum.
  • A clean silhouette creates clarity before detail does.

Use asymmetry deliberately. Equal ascent and descent, identical easing on every channel, and synchronized body parts often read as mechanical.

Review Checklist

  • Read the action correctly from a few still frames.
  • Confirm anticipation points in the direction of the coming action.
  • Confirm the path, orientation, and deformation agree with velocity and force.
  • Confirm impact intensity responds to incoming speed or force.
  • Confirm secondary action starts later and settles later than the primary action.
  • Confirm holds are intentional and do not freeze every channel.
  • Confirm responsive layouts preserve the same action logic at different scales and endpoints.
  • Confirm no effect compensates for a weak pose or broken transition.
  • Confirm each rendered frame is deterministic for identical inputs.

Avoid These Defaults

  • Do not use one linear progress value for every property.
  • Do not assume a symmetric parabola automatically creates a convincing jump.
  • Do not add generic bounce or elastic easing without identifying the force and pivot.
  • Do not apply squash and stretch continuously; concentrate it around acceleration and contact.
  • Do not let secondary motion lead the primary action.
  • Do not preserve physical realism at the cost of readability.
  • Do not exaggerate every channel at once.
  • Do not introduce stateful frame-to-frame simulation into an out-of-order renderer.

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 Disney Animation Rule Skill AI skill do?

Apply Disney's 12 principles as practical design and engineering rules for procedural animation. Use when creating, improving, reviewing, or debugging code-driven motion in web, SVG, canvas, React, Remotion, game, UI, character, camera, or 3D scenes; especially when motion feels stiff, weightless, mechanical, unclear, or physically correct but visually weak.

Why use Disney Animation Rule Skill on TypingMind?

Because you install it once and use it with any model. Disney Animation Rule Skill 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 Disney Animation Rule Skill in TypingMind?

Open Plugins → Skills → Install from GitHub in TypingMind and paste https://github.com/vibe-motion/skills/tree/main/disney-animation-rule-skill. 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 Disney Animation Rule Skill?

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 Disney Animation Rule Skill?

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

Is the Disney Animation Rule Skill AI skill free?

It is published on GitHub by vibe-motion. Check the repository for licensing terms. 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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