animation-principles---quick-start by dylantarre/animation-principles
npx skills add https://github.com/dylantarre/animation-principles --skill 'Animation Principles - Quick Start'迪士尼动画师在20世纪30年代将这些原则系统化。时至今日,它们仍是定义优质动画的标准。
1. 挤压与拉伸 物体在撞击时压缩,在运动中拉长。弹跳的球触地时会变扁。赋予生命感和灵活性。
2. 预备动作 行动前的蓄力。跳跃前下蹲。投掷前手臂后摆。让观众对即将发生的事情有所准备。
3. 演出布局 清晰地呈现想法。每个镜头一个想法。观众永远不该疑惑该看哪里。
4. 逐帧动画 / 关键帧动画 两种动画制作方法。逐帧动画:一帧一帧绘制,以获得流畅、自然的运动。关键帧动画:先绘制关键帧,以获得受控的、有计划的动作。
5. 跟随动作与重叠动作 物体不会同时全部停止。头发在头部停止后继续运动。不同部分以不同的速率移动。
6. 慢入与慢出 运动加速和减速。在开始和结束时有更多张画,中间较少。创造出自然的重量感。
7. 弧线运动 自然运动遵循曲线路径。手臂沿弧线摆动。头部沿弧线转动。直线运动感觉僵硬。
8. 次要动作 增加丰富度的辅助性动作。边走边吹口哨。说话时做手势。增强表现力而不分散注意力。
9. 节奏 帧数 = 速度和重量。帧数少 = 更快/更轻。帧数多 = 更慢/更重。
10. 夸张 为了效果而超越现实。更大的表情,更具动感的姿势。动画不是现实——它是增强的现实。
11. 扎实的描绘 三维空间的思考。重量、平衡、解剖结构。即使是2D角色也应该让人感觉有体积感。
12. 吸引力 设计中的魅力。角色应该看起来有趣。清晰的形状、良好的比例、独特的特征。
让动作正确: 节奏、弧线运动、慢入慢出、挤压拉伸 让角色鲜活: 跟随与重叠动作、次要动作 让表达清晰: 演出布局、预备动作 让作品引人入胜: 吸引力、夸张、扎实的描绘
制作一个弹跳球的动画。它能同时教授节奏、挤压拉伸、弧线运动和慢入慢出。
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The Disney animators codified these principles in the 1930s. They still define quality animation today.
1. Squash and Stretch Objects compress on impact, elongate in motion. A bouncing ball flattens when it hits ground. Gives life and flexibility.
2. Anticipation Wind-up before action. Crouch before jump. Arm back before throw. Prepares the viewer for what's coming.
3. Staging Present ideas clearly. One idea per shot. The viewer should never wonder where to look.
4. Straight Ahead / Pose to Pose Two animation methods. Straight ahead: draw frame by frame for fluid, spontaneous motion. Pose to pose: draw key frames first for controlled, planned action.
5. Follow Through / Overlapping Action Things don't stop all at once. Hair keeps moving after head stops. Different parts move at different rates.
6. Slow In and Slow Out Movement accelerates and decelerates. More drawings at start and end, fewer in middle. Creates natural weight.
7. Arc Natural motion follows curved paths. Arms swing in arcs. Heads turn in arcs. Straight lines feel robotic.
8. Secondary Action Supporting movements that add richness. Walking while whistling. Talking while gesturing. Enhances without distracting.
9. Timing Number of frames = speed and weight. Fewer frames = faster/lighter. More frames = slower/heavier.
10. Exaggeration Push reality further for impact. Bigger expressions, more dynamic poses. Animation isn't reality - it's reality enhanced.
11. Solid Drawing Three-dimensional thinking. Weight, balance, anatomy. Even 2D characters should feel like they have volume.
12. Appeal Charisma in design. Characters should be interesting to watch. Clear shapes, good proportions, distinctive features.
Make it move right: Timing, Arcs, Slow In/Out, Squash/Stretch Make it feel alive: Follow Through, Overlapping, Secondary Action Make it read clearly: Staging, Anticipation Make it compelling: Appeal, Exaggeration, Solid Drawing
Animate a bouncing ball. It teaches Timing, Squash/Stretch, Arcs, and Slow In/Out simultaneously.
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