video-motion-graphics by dylantarre/animation-principles
npx skills add https://github.com/dylantarre/animation-principles --skill video-motion-graphics将迪士尼的 12 条动画原则应用于 After Effects、Premiere Pro 和视频动态设计。
| 原则 | 动态图形实现 |
|---|---|
| 挤压与拉伸 | 过冲表达式,弹性运动 |
| 预备动作 | 预运动,蓄力关键帧 |
| 舞台布局 | 构图,景深,焦点转移 |
| 逐帧动画 / 姿势对应 | 逐帧动画 vs 关键帧动画 |
| 跟随动作与重叠动作 | 延迟图层,表达式滞后 |
| 慢入与慢出 | 曲线编辑器曲线,缓动 |
| 弧线运动 | 运动路径,旋转跟随路径 |
| 次要动作 | 环境响应,粒子系统 |
| 时间节奏 | 24/30/60fps 考量 |
| 夸张 | 超越现实的缩放,戏剧性运动 |
| 扎实的绘图 | Z 轴空间,3D 一致性,视差 |
| 吸引力 | 流畅,专业,情感共鸣 |
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挤压与拉伸:使用具有不同 X/Y 值的缩放属性。过冲表达式可创建弹性运动。对于有机的挤压效果,形状图层的变形比预合成更自然。
预备动作:在主动作前添加 2-4 帧的反向运动。为揭示效果做准备——在放大前轻微缩小。位置预备动作:先向相反方向移动。
舞台布局:使用景深来引导焦点。晕影框定重要内容。次要元素添加运动模糊。构图引导视线到焦点。
逐帧动画 vs 姿势对应:传统逐帧动画用于角色动画。基于关键帧的动画用于图形动画。大多数动态图形是姿势对应动画,并通过表达式进行细化。
跟随动作与重叠动作:使用 valueAtTime() 表达式实现滞后。使用偏移错开图层动画。次要元素在主元素停止后继续运动 4-8 帧。父子关系带有延迟响应。
慢入与慢出:掌握曲线编辑器——切勿使用线性关键帧。缓动是起点,自定义曲线。贝塞尔手柄控制加速度。速度图显示速度。
弧线运动:启用运动路径编辑。自动定向旋转跟随路径。添加浮动关键帧以实现平滑弧线。自然运动很少沿直线进行。
次要动作:粒子响应主要运动。阴影和反射跟随。背景元素随视差移动。音频波形驱动视觉元素。
时间节奏:24fps:电影感,运动模糊必不可少。30fps:广播标准,更流畅。60fps:数字优先,非常流畅。保持帧(2秒,3秒)以实现风格化的节奏。
夸张:动态图形可以比现实更夸张。缩放过冲到 120-150%。旋转超出最终位置。颜色和效果可以强调夸张。
扎实的绘图:3D 图层保持空间一致性。视差创建深度层次结构。元素间光线方向一致。Z 轴定位创造可信的空间。
吸引力:平滑插值,没有突兀的切换。色彩分级统一构图。排版具有分量和个性。运动感觉有意图且专业。
// Apply to any property for elastic overshoot
freq = 3;
decay = 5;
n = 0;
if (numKeys > 0) {
n = nearestKey(time).index;
if (key(n).time > time) n--;
}
if (n > 0) {
t = time - key(n).time;
amp = velocityAtTime(key(n).time - .001);
w = freq * Math.PI * 2;
value + amp * (Math.sin(t * w) / Math.exp(decay * t) / w);
} else {
value;
}
// Apply delay based on layer index
delay = 0.1;
d = delay * (index - 1);
time - d;
| 元素 | 持续时间 | 缓动 |
|---|---|---|
| 文本揭示 | 15-25 帧 | 缓出 |
| 标志动画 | 30-60 帧 | 自定义曲线 |
| 转场 | 10-20 帧 | 缓入缓出 |
| 下三分之一进入 | 12-18 帧 | 缓出 |
| 下三分之一退出 | 8-12 帧 | 缓入 |
每周安装量
224
代码仓库
GitHub 星标数
20
首次出现
2026 年 1 月 24 日
安全审计
安装于
opencode206
codex200
gemini-cli194
cursor192
github-copilot188
claude-code167
Apply Disney's 12 animation principles to After Effects, Premiere Pro, and video motion design.
| Principle | Motion Graphics Implementation |
|---|---|
| Squash & Stretch | Overshoot expressions, elastic motion |
| Anticipation | Pre-movement, wind-up keyframes |
| Staging | Composition, depth, focus pulls |
| Straight Ahead / Pose to Pose | Frame-by-frame vs keyframe animation |
| Follow Through / Overlapping | Delayed layers, expression lag |
| Slow In / Slow Out | Graph editor curves, easing |
| Arc | Motion paths, rotation follows path |
| Secondary Action | Environment response, particle systems |
| Timing | 24/30/60fps considerations |
| Exaggeration | Scale beyond reality, dramatic motion |
| Solid Drawing | Z-space, 3D consistency, parallax |
| Appeal | Smooth, professional, emotionally resonant |
Squash & Stretch: Use scale property with different X/Y values. Overshoot expressions create elastic motion. Shape layers deform more naturally than pre-comps for organic squash.
Anticipation : Add 2-4 frames of reverse motion before primary action. Wind-up for reveals—slight scale down before scale up. Position anticipation: move opposite direction first.
Staging : Use depth of field to direct focus. Vignettes frame important content. Motion blur on secondary elements. Composition leads eye to focal point.
Straight Ahead vs Pose to Pose : Traditional frame-by-frame for character animation. Keyframe-based for graphic animation. Most motion graphics are pose-to-pose with expression refinement.
Follow Through & Overlapping: Use valueAtTime() expressions for lag. Stagger layer animation with offset. Secondary elements continue 4-8 frames past primary stop. Parent/child relationships with delayed response.
Slow In / Slow Out : Master the Graph Editor—never use linear keyframes. Easy Ease is starting point, customize curves. Bezier handles control acceleration. Speed graph shows velocity.
Arc : Enable motion path editing. Auto-orient rotation to path. Add roving keyframes for smooth arcs. Natural motion rarely travels in straight lines.
Secondary Action : Particles respond to primary motion. Shadows and reflections follow. Background elements shift with parallax. Audio waveforms drive visual elements.
Timing : 24fps: Cinematic feel, motion blur essential. 30fps: Broadcast standard, smoother. 60fps: Digital-first, very smooth. Hold frames (2s, 3s) for stylized timing.
Exaggeration : Motion graphics can push further than reality. Scale overshoots to 120-150%. Rotation extends past final. Color and effects can punctuate exaggeration.
Solid Drawing : 3D layers maintain spatial consistency. Parallax creates depth hierarchy. Consistent light direction across elements. Z-positioning creates believable space.
Appeal : Smooth interpolation, no jarring cuts. Color grading unifies composition. Typography has weight and personality. Motion feels intentional and professional.
// Apply to any property for elastic overshoot
freq = 3;
decay = 5;
n = 0;
if (numKeys > 0) {
n = nearestKey(time).index;
if (key(n).time > time) n--;
}
if (n > 0) {
t = time - key(n).time;
amp = velocityAtTime(key(n).time - .001);
w = freq * Math.PI * 2;
value + amp * (Math.sin(t * w) / Math.exp(decay * t) / w);
} else {
value;
}
// Apply delay based on layer index
delay = 0.1;
d = delay * (index - 1);
time - d;
| Element | Duration | Easing |
|---|---|---|
| Text reveal | 15-25 frames | Ease out |
| Logo animation | 30-60 frames | Custom curve |
| Transition | 10-20 frames | Ease in-out |
| Lower third in | 12-18 frames | Ease out |
| Lower third out | 8-12 frames | Ease in |
Weekly Installs
224
Repository
GitHub Stars
20
First Seen
Jan 24, 2026
Security Audits
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Installed on
opencode206
codex200
gemini-cli194
cursor192
github-copilot188
claude-code167
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