Install
$ agentstack add skill-dylantarre-animation-principles-timing-mastery ✓ scanned · ✓ verified, works with Claude Code, Cursor, and more.
Security review
✓ PassedNo issues found. Passed automated security review. · v0.1.0 How review works →
- ✓ Prompt-injection patterns
- ✓ Secret / credential exfiltration
- ✓ Dangerous shell & filesystem operations
- ✓ Untrusted network calls
- ✓ Known-malicious package signatures
What it can access
- ✓ Network access No
- ✓ Filesystem access No
- ✓ Shell / process execution No
- ✓ Environment & secrets No
- ✓ Dynamic code execution No
From automated source analysis of v0.1.0. “Used” means the capability is present in the source — more access means more to trust, not that it’s unsafe.
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Reliability & compatibility
Declared compatibility
Compatibility is declared by the source manifest. End-to-end runtime verification is coming, see below.
We're building live execution health for every listing: tool-call success rate, median latency, uptime, and last-checked timestamps, measured, not self-reported. It isn't live yet, so we don't show numbers we can't stand behind.
How agent discovery & health will work →About
Timing Mastery
Think like a drummer. Animation is rhythm made visible. The space between beats matters as much as the beats themselves.
Core Mental Model
Before animating anything, ask: How many frames does this deserve?
Timing is the soul of animation. The same motion at different speeds tells completely different stories. Fast = light, urgent, comedic. Slow = heavy, dramatic, thoughtful.
The 12 Principles Through Timing
Timing — The principle itself. Count frames obsessively. A 6-frame action feels snappy. A 24-frame action feels deliberate. Know the vocabulary of duration.
Slow In & Slow Out — Time is elastic at the edges. Actions ease into existence and settle out of motion. The middles can be fast, but beginnings and endings need breath.
Anticipation — Timing creates suspense. Hold the anticipation longer than feels comfortable. The audience's tension builds in the pause before release.
Follow Through & Overlapping Action — Stagger your timing. Not everything arrives at once. Lead with the main action, let secondary elements catch up on their own schedules.
Secondary Action — Time secondary elements to complement, not compete. They should land slightly after the primary beat, like harmony following melody.
Staging — Give the audience time to read. Fast cutting confuses. Hold important poses long enough for comprehension. Clarity requires duration.
Exaggeration — Timing amplifies exaggeration. A long anticipation followed by instant action creates snap. Stretch time to stretch impact.
Squash & Stretch — Speed determines deformation. Fast motion = more stretch. Impact = instant squash. The timing of shape change sells velocity.
Arcs — Speed varies along the arc. Fastest at the bottom of a swing, slowest at the apex. Timing follows the physics of pendulums.
Appeal — Rhythmic motion is appealing. Characters with good timing feel alive. Arrhythmic timing creates unease (useful for villains or horror).
Straight Ahead & Pose to Pose — Time your key poses first (pose to pose), then decide how many frames connect them. Or discover timing organically (straight ahead) and refine.
Solid Drawing — Volume must read at speed. Fast-moving objects need exaggerated stretch or motion blur. Solid drawing at the wrong timing looks frozen.
Practical Application
When action feels "rushed":
- Add more frames to anticipation
- Hold key poses 2-4 frames longer
- Slow the ease-out to let actions settle
- Insert "moving holds" instead of dead stops
When action feels "sluggish":
- Reduce in-between frames
- Cut anticipation duration
- Increase contrast between fast and slow sections
- Remove frames from less important movements
Timing Chart:
- Blink: 2-4 frames
- Quick gesture: 6-8 frames
- Walk cycle: 12-16 frames per step
- Emotional reaction: 8-12 frames + hold
- Heavy impact: 2 frames contact, 12+ frames settle
The Golden Rule
Timing is relative. Fast only feels fast next to slow. Build contrast. Let quiet moments make loud moments louder. A pause before a punchline is what makes it land.
Source & license
This open-source skill is cataloged on AgentStack and links to its original source — we do not rehost the code.
- Author: dylantarre
- Source: dylantarre/animation-principles
- License: MIT
Install and usage instructions live in the source repository linked above.
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Versions
- v0.1.0 Imported from the upstream source.