--- name: universal-tool description: Use when implementing Disney's 12 animation principles with any animation tool or framework --- # Universal Animation Principles Apply all 12 Disney animation principles regardless of your tool or framework. ## 1. Squash and Stretch **Concept**: Objects deform when moving, maintaining volume. **Implementation**: - When compressing one axis, expand the other - `scaleX * scaleY ≈ constant` - Apply on impact, acceleration, or deceleration **Values**: Compress to 80%, expand to 120% ## 2. Anticipation **Concept**: Prepare the audience for an action. **Implementation**: - Move opposite to the main action first - ~20% of total duration for wind-up - Smaller anticipation for faster actions **Pattern**: Wind-up → Action → Settle ## 3. Staging **Concept**: Direct viewer attention to what matters. **Implementation**: - Blur or fade background elements - Scale up the focal point - Use contrast (color, size, motion) - One clear action at a time ## 4. Straight Ahead / Pose to Pose **Straight Ahead**: Animate frame-by-frame sequentially. Good for fluid, organic motion. **Pose to Pose**: Define key poses, then fill in between. Good for precise, planned motion. **Recommendation**: Use pose-to-pose for UI, straight ahead for particles/effects. ## 5. Follow Through and Overlapping Action **Concept**: Different parts move at different rates. **Implementation**: - Offset timing of child elements - Add 2-5 frame delay for secondary elements - Lighter/looser parts drag behind - Use easing with different curves per element ## 6. Slow In and Slow Out **Concept**: Natural motion accelerates and decelerates. **Implementation**: - Use ease-in-out for most movements - Ease-out for entrances (arrives gently) - Ease-in for exits (leaves naturally) - Linear only for mechanical motion **Common curve**: `cubic-bezier(0.42, 0, 0.58, 1)` ## 7. Arc **Concept**: Natural movement follows curved paths. **Implementation**: - Avoid straight-line motion for organic elements - Use motion paths or multi-point keyframes - Parabolic arcs for thrown objects - Pendulum arcs for swings ## 8. Secondary Action **Concept**: Supporting actions reinforce the main action. **Implementation**: - Add subtle movements that complement primary - Examples: hair bounce, shadow movement, particle effects - Should not distract from main action - Slightly delayed from primary ## 9. Timing **Concept**: Speed conveys weight, mood, and character. | Duration | Feel | Use Case | |----------|------|----------| | 50-150ms | Snappy | Micro-interactions | | 150-300ms | Responsive | Button feedback | | 300-500ms | Smooth | Page transitions | | 500-800ms | Deliberate | Modal reveals | | 1000ms+ | Dramatic | Hero animations | ## 10. Exaggeration **Concept**: Push beyond realistic to enhance clarity. **Implementation**: - Scale movements 20-50% beyond subtle - Overshoot then settle - More exaggeration = more cartoony - UI: subtle exaggeration (5-15% overshoot) ## 11. Solid Drawing **Concept**: Maintain volume and weight in 3D space. **Implementation**: - Consider all three dimensions - Maintain consistent perspective - Preserve volume during transformations - Use shadows to ground elements ## 12. Appeal **Concept**: Make it pleasing and engaging. **Implementation**: - Smooth curves over sharp angles - Consistent timing patterns - Clear visual feedback - Satisfying interaction responses - Balance between predictable and delightful ## Universal Timing Reference ``` Micro-interaction: 100-200ms Standard feedback: 200-300ms Content transition: 300-400ms Page transition: 400-600ms ``` ## Universal Easing Reference ``` Enter screen: ease-out (decelerate) Leave screen: ease-in (accelerate) On-screen movement: ease-in-out Bounce/overshoot: spring physics or elastic ``` ## Checklist Before shipping animation: - [ ] Does it have easing (not linear)? - [ ] Is timing appropriate for the action? - [ ] Does it follow arcs where natural? - [ ] Is there anticipation for significant actions? - [ ] Do secondary elements have slight delays? - [ ] Is the focal point clear? - [ ] Does it feel satisfying?