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physics-intuition by dylantarre/animation-principles
npx skills add https://github.com/dylantarre/animation-principles --skill physics-intuition像物理学家一样观察世界的运动。每个物体都有质量。每个运动都有原因和结果。
在制作任何动画之前,先问:这个东西有多重?
羽毛和保龄球都会下落,但它们讲述的故事完全不同。你的工作是让观众在不知不觉中 感受到 那种重量。
挤压与拉伸 — 质量守恒。当物体被压缩时,它必然会膨胀。弹跳的球在撞击时变平,是因为它的体积必须转移到别处。
节奏 — 重的物体 = 启动慢,停止也慢。轻的物体 = 反应快。卡车和自行车的刹车方式截然不同。
慢入与慢出 — 没有东西会瞬间启动或停止。加速和减速是质量的指纹。
弧线运动 — 重力使一切运动轨迹弯曲。即使是出拳,其轨迹也是从肩膀开始的钟摆路径。直线运动感觉像机器人。
次要动作 — 当主体质量移动时,附属的质量会延迟跟随。头发、衣服、下巴——它们都是物理列车上的乘客。
跟随与重叠动作 — 不同的质量具有不同的动量。角色停住了,但他们的肚子还在继续前进。这是可见的惯性。
预备动作 — 发力需要蓄力。不先向后拉就无法向前推。在释放能量之前,要展示能量的积聚。
夸张 — 将物理原理推到超越现实的程度,以 感觉 更真实。沉重的着陆需要比实际物理原理所能产生的更强烈的挤压。
演出布局 — 定位元素,使物理关系清晰可读。观众必须理解空间上的因果关系。
逐帧动画与关键帧动画 — 用逐帧动画表现混乱的物理现象(爆炸、水)。用关键帧动画表现可控的物理现象(角色举起某物)。
扎实的描绘 — 体积必须保持一致。角色不能在帧与帧之间失去质量,否则观众会察觉到不对劲。
吸引力 — 即使是物理学也要遵循设计。决定你的世界是卡通物理还是写实物理,然后保持一致。
当某物感觉"轻飘"或"失重"时:
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当某物感觉"僵硬"时:
观众不分析物理——他们感受物理。 你的工作不是追求准确性;而是追求可信度。有时打破物理规律(在下落前悬停在空中)比遵守它更能创造出令人信服的重量感。
每周安装量
65
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
codex55
gemini-cli54
opencode54
github-copilot49
cursor49
claude-code46
Think like a physicist watching the world move. Every object has mass. Every motion has cause and consequence.
Before animating anything, ask: What does this weigh?
A feather and a bowling ball both fall, but they tell completely different stories. Your job is to make the audience feel that weight without thinking about it.
Squash & Stretch — Mass is conserved. When something compresses, it must bulge. A bouncing ball flattens on impact because its volume has to go somewhere.
Timing — Heavy = slow to start, slow to stop. Light = quick reactions. A truck and a bicycle brake very differently.
Slow In & Slow Out — Nothing starts or stops instantly. Acceleration and deceleration are the fingerprints of mass.
Arcs — Gravity curves everything. Even a punch follows a pendulum path from the shoulder. Straight lines feel robotic.
Secondary Action — When the main mass moves, attached masses follow with delay. Hair, clothing, jowls—they're all passengers on the physics train.
Follow Through & Overlapping Action — Different masses have different momentum. A character stops, but their belly keeps going. This is inertia made visible.
Anticipation — Force requires windup. You can't push without first pulling back. Show the gathering of energy before release.
Exaggeration — Push physics past reality to feel more real. A heavy landing needs more squash than actual physics would produce.
Staging — Position elements so physical relationships read clearly. The audience must understand spatial cause and effect.
Straight Ahead & Pose to Pose — Use straight ahead for chaotic physics (explosions, water). Use pose to pose for controlled physics (a character lifting something).
Solid Drawing — Volume must remain consistent. A character can't lose mass between frames without the audience noticing something is wrong.
Appeal — Even physics follows design. Decide if your world has cartoon physics or realistic physics, then be consistent.
When something feels "floaty" or "weightless":
When something feels "stiff":
Audiences don't analyze physics—they feel it. Your job isn't accuracy; it's believability. Sometimes breaking physics (hanging in mid-air before a fall) creates more convincing weight than obeying it.
Weekly Installs
65
Repository
GitHub Stars
20
First Seen
Jan 24, 2026
Security Audits
Gen Agent Trust HubPassSocketPassSnykPass
Installed on
codex55
gemini-cli54
opencode54
github-copilot49
cursor49
claude-code46
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