重要前提
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timing-principle-mastery by dylantarre/animation-principles
npx skills add https://github.com/dylantarre/animation-principles --skill timing-principle-mastery时间是指一个动作所占用的帧数(或毫秒数)。它看似简单——仅仅是持续时间——却比其他任何原则都更有力地传达出重量、情感和能量。改变时间,就改变了意义。
物理传达:时间告诉我们物体的质量和力。重物启动慢,停止也慢。轻物则瞬间响应。一个保龄球和一个气球从相同高度落下——仅凭时间就能区分它们。
情感传达:时间告诉我们角色的状态。迟缓的时间读作疲惫、沮丧或沉重。干脆利落的时间读作警觉、紧张或轻快。
在 24fps(电影标准)下:
在 60fps(UI/游戏)下,为获得同等感觉,需乘以 2.5。
物理时间:由质量、重力和力支配(客观的) 戏剧时间:由故事需求和情感节拍支配(主观的) 音乐时间:由节奏和速度支配(结构性的) UI 时间:由响应性和用户感知支配(功能性的)
缓入缓出是时间的纹理:整体持续时间和内部间距共同作用。
预备动作影响时间感知:长时间的预备动作会使后续动作感觉更快。
构图利用时间来建立层次:重要元素与次要元素的运动时间不同。
夸张通常意味着时间上的夸张:拉长的停顿,压缩的动作。
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时间通过对比获得意义。一个快速的动作之所以感觉快,是因为它之前有慢的东西。一个保持的姿势之所以感觉戏剧性,是因为周围有运动。单调的时间缺乏重点。
创建关系一致的时间系统:
系统化的时间感觉连贯;随机的时长感觉混乱。
时间最强大的工具之一是运动的缺失。保持的姿势创造:
永远不要低估静止的力量。
从 200-300ms 作为标准交互的默认持续时间开始。根据以下因素调整:质量(越重 = 越长)、距离(越远 = 越长)、重要性(关键 = 更长以便理解)、情感基调(有趣 = 更干脆)。当感觉某处"不对劲"时,时间往往是罪魁祸首——在进行其他调整之前,先尝试缩短 50% 和延长 50%。
每周安装量
54
仓库
GitHub 星标数
22
首次出现
2026 年 1 月 24 日
安全审计
安装于
codex46
gemini-cli43
opencode43
cursor42
github-copilot40
claude-code39
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.
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.
At 24fps (film standard):
At 60fps (UI/games), multiply by 2.5 for equivalent feels.
Physical timing : Governed by mass, gravity, and force (objective) Theatrical timing : Governed by story needs and emotional beats (subjective) Musical timing : Governed by rhythm and tempo (structural) UI timing : Governed by responsiveness and user perception (functional)
Slow in/slow out is timing's texture : The overall duration and the internal spacing work together.
Anticipation affects timing perception : A long wind-up makes subsequent action feel faster.
Staging uses timing for hierarchy : Important elements move on different timing than subordinate ones.
Exaggeration often means timing exaggeration : Stretched holds, compressed actions.
Timing gains meaning through contrast. A fast action feels fast because something before it was slow. A held pose feels dramatic because motion surrounds it. Monotonous timing lacks emphasis.
Create timing systems where relationships are consistent:
Systematic timing feels cohesive; random durations feel chaotic.
One of timing's most powerful tools is the absence of motion. Held poses create:
Never underestimate the power of stillness.
Start with 200-300ms as default duration for standard interactions. Adjust based on: mass (heavier = longer), distance (further = longer), importance (crucial = longer to register), emotional tone (playful = snappier). When something feels "off," timing is often the culprit—experiment with 50% shorter and 50% longer before other adjustments.
Weekly Installs
54
Repository
GitHub Stars
22
First Seen
Jan 24, 2026
Security Audits
Gen Agent Trust HubPassSocketPassSnykPass
Installed on
codex46
gemini-cli43
opencode43
cursor42
github-copilot40
claude-code39
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