Use when designing motion paths, character movement trajectories, gesture animations, or any motion that should feel natural rather than robotic.
原文の言語: 英語
メニュー
このリポジトリの skills
SkillsMP は dylantarre/animation-principles から 142 件の skill を収集しています。skill を開くとソースと詳細を確認できます。
dylantarre/animation-principles収集済み skill 142 件中 22 件を表示しています。
Use when designing motion paths, character movement trajectories, gesture animations, or any motion that should feel natural rather than robotic.
原文の言語: 英語
Use when determining how far to push motion beyond realism, calibrating animation intensity for context, or making key moments register with audiences.
原文の言語: 英語
Use when animating multi-part objects, character appendages, fabric, hair, or any motion requiring realistic drag, momentum, and settling behavior.
原文の言語: 英語
Use when enriching primary animations, adding supporting details, creating depth in motion, or making scenes feel alive without distracting from main action.
原文の言語: 英語
Use when designing easing curves, controlling motion pacing, creating natural acceleration/deceleration, or making movements feel physically grounded.
原文の言語: 英語
Use when creating motion that needs dimensional grounding, designing transforms that maintain object integrity, or ensuring animations feel structurally sound.
原文の言語: 英語
Use when implementing deformation effects, bounce animations, impact responses, or any motion requiring organic elasticity and weight expression.
原文の言語: 英語
Use when composing scenes, designing layouts, directing user attention, or ensuring a single clear idea is communicated at any given moment.
原文の言語: 英語
Use when planning animation workflows, deciding between spontaneous vs controlled approaches, or balancing creative freedom with structural precision.
原文の言語: 英語
Use when determining animation durations, controlling pacing, establishing rhythm, or making motion feel appropriately weighted and emotionally resonant.
原文の言語: 英語
Use when animation excludes users with vestibular disorders, cognitive disabilities, or assistive technology needs
原文の言語: 英語
Use when wrong elements get attention, important content is missed, or visual hierarchy is broken by animation
原文の言語: 英語
Use when animation doesn't match brand personality, feels generic, or clashes with design language
原文の言語: 英語
Use when animation feels wrong, creates unintended emotional response, or mismatches context
原文の言語: 英語
Use when animation doesn't work as expected, has bugs, or behaves inconsistently
原文の言語: 英語
Use when animation causes dizziness, nausea, disorientation, or vestibular discomfort
原文の言語: 英語
Use when animation runs slow, janky, or causes frame drops
原文の言語: 英語
Use when animation is limited by browser support, platform capabilities, or technical requirements
原文の言語: 英語
Use when animation speed feels wrong—too fast, too slow, or inconsistent
原文の言語: 英語
Use when facing any animation problem as a comprehensive diagnostic framework
原文の言語: 英語
Use when users don't notice feedback, miss state changes, or can't tell if their action worked
原文の言語: 英語
Use when animation causes user confusion, delays task completion, or creates frustration
原文の言語: 英語