
Disney Animation Rule Skill
Apply Disney's 12 principles as practical design and engineering rules for procedural...
Install
npx skills add vibe-motion/skills --skill disney-animation-rule-skill -g -a claude-code -y- Repository
- vibe-motion/skills1.5k
- Category
- Design
- Updated
- 1mo ago
- License
- See repository
- Context cost
- Lightabout 1,401 tokens
- Runs scripts
- No, instructions only
What it does
Apply Disney's 12 principles as practical design and engineering rules for procedural animation. Use when creating, improving, reviewing, or debugging code-driven motion in web, SVG, canvas, React, Remotion, game, UI, character, camera, or 3D scenes; especially when motion feels stiff, weightless, mechanical, unclear, or physically correct but visually weak.
Disney Animation Rules for Procedural Animation
Design motion for readable intent, weight, rhythm, and personality. Treat physical simulation and interpolation as inputs, not as the final animation.
Do not force all 12 principles into every shot. Select the smallest set that fixes the perceptual problem.
Workflow
- Inspect the scene, code, inputs, renderer, and project constraints before changing motion.
- State the action in one sentence: subject, intention, force, destination, and desired feeling.
- Identify the primary action and rank all secondary actions beneath it.
- Block semantic phases and event poses before selecting easing curves.
- Select relevant principles from
references/twelve-principles.md. - Define one deterministic state evaluator from frame or time plus explicit inputs.
- Derive deformation, overlap, accents, and effects from primary motion or semantic events.
- Tune timing and spacing at representative frames, then review the full motion.
- Remove effects that hide weak posing, unclear timing, broken contacts, or poor silhouettes.
For detailed engineering patterns, read references/implementation-patterns.md. For the motivating jump comparison, read references/clawd-jump-case-study.md.
Block the Action
Define event poses such as:
- Rest or setup
- Anticipation
- Commitment or launch
- Passing pose
- Apex, hold, or decision point
- Contact or impact
- Overshoot
- Settle or recovery
Adapt the vocabulary to the action. A button press may use rest, press, contact, overshoot, and settle. A camera move may use establish, accelerate, reveal, brake, and settle.
For each phase, specify:
- Duration or duration ratio
- Position and path
- Velocity at each boundary
- Scale, rotation, and pivot
- Contact constraints
- Silhouette or readability goal
- Secondary-action lag
- Optional accent such as smear, blink, particles, or camera shake
Prefer a phase table or explicit constants over one opaque easing expression.


