2d-animation-principleslisted
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