3d-spatial

Use when working in Blender, Unity 3D, Unreal Engine, Cinema 4D, VR/AR applications, or any three-dimensional animation work.

By dylantarre · 639 installs

npx skills add dylantarre/animation-principles --skill 3d-spatial

Source repository · Upstream listing

3D Spatial Animation Apply Disney's 12 animation principles to 3D software, VR/AR, and spatial computing environments. Quick Reference 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 Principle Applications 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. Software Techniques Blender Unity VR/AR Considerations 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 Performance Notes LOD (Level of Detail) for distant animations Bake complex simulations when possible GPU skinning for character meshes Culling animations outside view frustum VR: maintain framerate above all else