3d-spatial by dylantarre/animation-principles
npx skills add https://github.com/dylantarre/animation-principles --skill 3d-spatial将迪士尼的 12 条动画原理应用于 3D 软件、VR/AR 和空间计算环境。
| 原理 | 3D/空间实现 |
|---|---|
| 挤压与拉伸 | 晶格变形器、混合形状 |
| 预备动作 | IK/FK 预备动作、摄像机预运动 |
| 演出布局 | 摄像机角度、灯光、景深 |
| 逐帧动画 / 关键帧动画 | 分层动画与姿势摆拍 |
| 跟随动作与重叠动作 | 骨骼链、物理模拟 |
| 慢入慢出 | F 曲线编辑、动画曲线 |
| 弧线运动 | IK 手柄、3D 空间中的运动路径 |
| 次要动作 | 布料模拟、粒子系统、环境 |
| 时间节奏 | 帧时序、VR 90fps 要求 |
| 夸张 | 风格化变形、夸张姿势 |
| 扎实的描绘 | 体积保持、剪影 |
| 吸引力 | 角色设计、令人满意的运动 |
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挤压与拉伸:使用晶格或网格变形器实现有机挤压。使用混合形状进行面部变形。在骨骼层级中缩放骨骼。始终保持体积——如果 Y 轴压缩,则 X/Z 轴扩展。
预备动作:角色动画使用 IK 绑定进行预备动作。摄像机在推入前先拉回。物体在释放前先收缩。VR:清晰预示动作以确保用户舒适。
演出布局:摄像机角度展现动作。三点布光引导焦点。景深隔离主体。在 VR 中,使用空间音频和灯光来引导注意力。
逐帧动画与关键帧动画:先摆出关键姿势(关键帧动画),然后细化(样条)。使用分层动画——先身体,然后是重叠元素。程序化次要动作属于逐帧动画。
跟随动作与重叠动作:尾巴、头发、披风使用骨骼链。布料和粒子使用物理模拟。子骨骼相对于父骨骼延迟。有机跟随动作使用抖动变形器。
慢入慢出:F 曲线(Blender)、动画曲线(Unity)、图形编辑器(Maya)。切线手柄控制缓动。平坦切线 = 慢,陡峭切线 = 快。切勿让曲线保持线性。
弧线运动:在 3D 空间中可见的运动路径。IK 手柄自然创建弧线。从多个摄像机角度检查弧线。FK 旋转在层级中产生固有的弧线。
次要动作:布料模拟响应主要运动。粒子在碰撞时发射。环境物体对角色做出反应。面部动画支持身体动作。
时间节奏:电影:24fps 带运动模糊。游戏:最低 60fps。VR:要求 90fps(72-120fps)。帧时序影响感知的重量——重 = 慢,轻 = 快。
夸张:为了风格,将姿势推到解剖学极限之外。快速运动使用拖影帧。夸张的预备动作和跟随动作。VR:需谨慎——夸张可能导致不适。
扎实的描绘:从所有角度检查剪影。变形时保持体积。强烈的姿势在侧面轮廓中清晰可辨。避免穿插和破损的几何体。
吸引力:角色设计服务于动画需求。重量感和平衡感令人信服。运动具有个性。在 VR 中,临场感和舒适度至关重要。
# 使用驱动器添加跟随动作
# 在子骨骼上,为旋转添加驱动器
driver.expression = "var * 0.3"
driver.variables["var"].source = parent_bone.rotation
# 基于物理的次要动作
bpy.ops.object.modifier_add(type='CLOTH')
bpy.context.object.modifiers["Cloth"].settings.quality = 10
// 基于弹簧的跟随动作
public class SpringFollow : MonoBehaviour {
public Transform target;
public float springStrength = 10f;
public float damping = 0.5f;
private Vector3 velocity;
void Update() {
Vector3 delta = target.position - transform.position;
velocity += delta * springStrength * Time.deltaTime;
velocity *= 1f - damping * Time.deltaTime;
transform.position += velocity * Time.deltaTime;
}
}
| 方面 | 要求 |
|---|---|
| 帧率 | 最低 90fps,推荐 120fps |
| 运动 | 避免摄像机动画——用户控制视角 |
| 舒适度 | 渐进加速,避免突然运动 |
| 比例 | 动画必须在世界比例下工作 |
| 交互 | 为手部/控制器输入提供清晰反馈 |
每周安装量
100
代码库
GitHub 星标数
22
首次出现
2026 年 1 月 24 日
安全审计
安装于
codex90
gemini-cli88
opencode88
cursor87
github-copilot83
amp77
Apply Disney's 12 animation principles to 3D software, VR/AR, and spatial computing environments.
| Principle | 3D/Spatial Implementation |
|---|---|
| Squash & Stretch | Lattice deformers, blend shapes |
| Anticipation | IK/FK wind-ups, camera pre-motion |
| Staging | Camera angles, lighting, depth |
| Straight Ahead / Pose to Pose | Layered animation vs blocking |
| Follow Through / Overlapping | Bone chains, physics simulation |
| Slow In / Slow Out | F-curve editing, animation curves |
| Arc | IK handles, motion paths in 3D space |
| Secondary Action | Cloth sim, particle systems, environment |
| Timing | Frame timing, VR 90fps requirements |
| Exaggeration | Stylized deformation, pushed poses |
| Solid Drawing | Volume preservation, silhouettes |
| Appeal | Character design, satisfying motion |
Squash & Stretch: Use lattice or mesh deformers for organic squash. Blend shapes for facial deformation. Scale bones in hierarchies. Always preserve volume—if Y compresses, X/Z expand.
Anticipation : IK rig wind-ups for character animation. Camera pulls back before push-in. Objects coil before release. VR: telegraph actions clearly for user comfort.
Staging : Camera angle sells the action. Three-point lighting directs focus. Depth of field isolates subjects. In VR, use spatial audio and lighting to guide attention.
Straight Ahead vs Pose to Pose : Block key poses first (pose to pose), then refine (spline). Use layered animation—body first, then overlapping elements. Procedural secondary motion is straight ahead.
Follow Through & Overlapping: Bone chains for tails, hair, capes. Physics simulation for cloth and particles. Delay child bones from parents. Jiggle deformers for organic follow-through.
Slow In / Slow Out : F-curves (Blender), Animation Curves (Unity), Graph Editor (Maya). Tangent handles control easing. Flat tangents = slow, steep = fast. Never leave curves linear.
Arc : Motion paths visible in 3D space. IK handles naturally create arcs. Check arcs from multiple camera angles. FK rotation creates inherent arcs in hierarchies.
Secondary Action : Cloth simulation responds to primary motion. Particles emit on impacts. Environment objects react to character. Facial animation supports body action.
Timing : Film: 24fps with motion blur. Games: 60fps minimum. VR: 90fps required (72-120fps). Frame timing affects perceived weight—heavy = slower, light = faster.
Exaggeration : Push poses beyond anatomical limits for style. Smear frames for fast motion. Exaggerated anticipation and follow-through. VR: be careful—exaggeration can cause discomfort.
Solid Drawing : Check silhouettes from all angles. Maintain volume during deformation. Strong poses read in profile. Avoid interpenetration and broken geometry.
Appeal : Character design serves animation needs. Weight and balance feel believable. Movement has personality. In VR, presence and comfort are paramount.
# Add follow-through with driver
# On child bone, add driver to rotation
driver.expression = "var * 0.3"
driver.variables["var"].source = parent_bone.rotation
# Physics-based secondary
bpy.ops.object.modifier_add(type='CLOTH')
bpy.context.object.modifiers["Cloth"].settings.quality = 10
// Spring-based follow through
public class SpringFollow : MonoBehaviour {
public Transform target;
public float springStrength = 10f;
public float damping = 0.5f;
private Vector3 velocity;
void Update() {
Vector3 delta = target.position - transform.position;
velocity += delta * springStrength * Time.deltaTime;
velocity *= 1f - damping * Time.deltaTime;
transform.position += velocity * Time.deltaTime;
}
}
| Aspect | Requirement |
|---|---|
| Framerate | 90fps minimum, 120fps preferred |
| Motion | Avoid camera animation—user controls view |
| Comfort | Gradual acceleration, avoid sudden motion |
| Scale | Animations must work at world scale |
| Interaction | Clear feedback for hand/controller input |
Weekly Installs
100
Repository
GitHub Stars
22
First Seen
Jan 24, 2026
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Installed on
codex90
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cursor87
github-copilot83
amp77
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