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2d-animation-principleslisted

2D animation physics, timing, and production rules for coding agents. Covers gravity spacing (Odd Rule), arcs, smear synthesis, style mode switching (Rubber Hose through Spider-Verse), acting engine (twinning detection, eye lead, blink asymmetry), TV/limited optimization (80/20 rule, cel stacking), and QA gates. Use when animating characters, creating walk cycles, planning sprite animations, evaluating animation quality, implementing any 2D motion system, or reviewing animation timing and spacing.
seanwinslow28/code-brain · ★ 0 · Code & Development · score 72
Install: claude install-skill seanwinslow28/code-brain
# 2D Animation Principles ## Purpose Apply deterministic, physics-based animation rules when generating or evaluating 2D animation. Replace vague artistic direction with testable constraints derived from the physics of motion and production pipeline requirements. Operate in two modes: Pose-to-Pose (structured keyframe planning for acting and mechanics) and Straight-Ahead (sequential frame generation for fluid dynamics like fire, water, hair). ## When to Use - Animating characters in Phaser, Remotion, or any 2D framework - Planning walk cycles, run cycles, or any looping animation - Generating sprite sheet timing and frame counts - Evaluating whether animation feels "floaty", "robotic", or "snappy" - Choosing smear types for fast motion - Adapting animation style to a specific era (Rubber Hose, Golden Age, Spider-Verse) - Optimizing animation for TV/limited budgets (reducing drawing count) - Reviewing animation for twinning, dead holds, or physics violations ## Examples **Example 1: Planning a character jump** ``` User: "Animate a character jumping across a gap in my Phaser game" Claude: [Uses 2d-animation-principles] Plans using Pose-to-Pose mode: - 3 Key Poses: Anticipation (crouch), Apex (peak height), Landing (impact squash) - Arc: Fourth Down Rule — breakdown at 50% time is 25% below apex - Gravity spacing: Odd Rule (1:3:5:7) on descent - Squash on landing: 1 frame, volume-locked (Scale_X * Scale_Y ~ 1.0) - Total: ~18 frames on Twos (12fps effective) ``` **Example