animation-principles---novice by dylantarre/animation-principles
npx skills add https://github.com/dylantarre/animation-principles --skill 'Animation Principles - Novice'你已经掌握了基础知识。现在让我们来了解如何在实际工作中运用这12条原则。
作用: 赋予物体重量感和柔韧性。尝试: 制作一个弹跳球的动画。在撞击时将其挤压20-30%,在达到最高速度时稍微拉伸。
作用: 让观众对即将发生的动作有所准备。尝试: 在角色跳跃之前,让他们弯曲膝盖。预备动作越大,预期的动作就越夸张。
作用: 清晰地引导注意力。尝试: 使用剪影来测试你的姿势。如果你无法从阴影中分辨出发生了什么,就重新布局。
作用: 两种产生不同效果的动画方法。尝试: 对计划好的动作(行走、对话)使用关键帧动画。对狂野、有机的运动(火、水)使用逐帧动画。
作用: 创造自然、流畅的运动。尝试: 在你的角色停止后,让头发、衣服和附属肢体继续移动几帧。
作用: 增加重量感和平滑度。尝试: 在动作的开始和结束处添加额外的帧。中间帧数较少意味着运动更快。
作用: 使运动感觉自然。尝试: 追踪你的角色挥手时手的路径。它应该画出一条平滑的曲线,而不是锯齿形。
作用: 在不分散注意力的情况下增加丰富性。尝试: 一个悲伤的角色可能在说话时擦拭眼睛。它支持情绪表达,但不会抢走焦点。
作用: 控制情绪和物理效果。 相同的动作,不同的帧数。4帧 = 敏捷/轻盈。12帧 = 沉重/审慎。
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作用: 为了效果而超越现实。尝试: 找到真实的动作,然后将其推进20%。害怕?眼睛睁得更大。生气?身体更向前倾。
作用: 创造可信的3D形态。尝试: 从多个角度绘制你的角色。始终保持一致的体积感。
作用: 使角色具有观赏性。尝试: 清晰的形状、易于理解的表达、独特的剪影。避免对称——不对称更有趣。
从以下开始:时间节奏、挤压/拉伸、预备动作 然后添加:弧线运动、跟随动作、慢入/慢出 最后:次要动作、演出布局、吸引力
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You know the basics. Now let's understand how to actually use these 12 principles in your work.
What it does: Gives weight and flexibility to objects. Try this: Animate a bouncing ball. Squash it 20-30% on impact, stretch it slightly at peak velocity.
What it does: Prepares the viewer for action. Try this: Before a character jumps, have them bend their knees. The bigger the anticipation, the bigger the expected action.
What it does: Directs attention clearly. Try this: Use silhouettes to test your poses. If you can't tell what's happening in shadow, restage it.
What it does: Two animation methods with different results. Try this: Use pose-to-pose for planned actions (walks, dialogue). Use straight ahead for wild, organic motion (fire, water).
What it does: Creates natural, fluid movement. Try this: After your character stops, let hair, clothes, and appendages continue moving for a few frames.
What it does: Adds weight and smoothness. Try this: Add extra frames at the start and end of movements. Fewer frames in the middle means faster motion.
What it does: Makes movement feel natural. Try this: Track your character's hand through a wave. It should draw a smooth curve, not zigzag.
What it does: Adds richness without distraction. Try this: A sad character might wipe their eye while talking. It supports the emotion without stealing focus.
What it does: Controls the mood and physics. Try this: Same action, different frame counts. 4 frames = snappy/light. 12 frames = heavy/deliberate.
What it does: Pushes reality for effect. Try this: Find the real movement, then push it 20% further. Scared? Eyes wider. Angry? Lean more forward.
What it does: Creates believable 3D forms. Try this: Draw your character from multiple angles. Maintain consistent volume throughout.
What it does: Makes characters watchable. Try this: Clear shapes, readable expressions, distinctive silhouettes. Avoid symmetry - asymmetry is more interesting.
Start with: Timing, Squash/Stretch, Anticipation Then add: Arcs, Follow Through, Slow In/Out Finally: Secondary Action, Staging, Appeal
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