universal-timing
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ChineseUniversal Timing Principles
通用计时原则
Some animation truths transcend duration. These principles work at 50ms and 5000ms. Master these to make good timing decisions at any scale.
有些动画规律不受时长限制。这些原则在50ms和5000ms的场景下都适用。掌握这些原则,就能在任何尺度下做出合理的计时决策。
Disney Principles - Universal Application
Disney动画原则——通用应用
Always True
始终适用的原则
Squash & Stretch: Scale proportionally - 5% at 100ms, 30% at 2000ms. Never eliminate, always proportional.
Anticipation: Ratio stays constant - anticipation is 20-30% of main action duration, regardless of total time.
Staging: One clear focus - whether instant or cinematic, only one thing should demand primary attention.
Straight Ahead/Pose to Pose: Complexity matches duration - short = straight ahead, long = pose to pose.
Follow Through: Present at all durations - even 100ms can have micro-overshoot. Scale matches duration.
Slow In/Slow Out: Always ease - linear motion looks mechanical at every duration.
Arcs: Natural paths scale - short animations = subtle curves, long animations = sweeping arcs.
Secondary Action: Supports, never competes - true at 50ms and 5000ms.
Timing: Duration determines perception - same motion reads differently at different speeds.
Exaggeration: Match duration and importance - longer duration allows more exaggeration.
Solid Drawing: Transforms must match - consistency matters regardless of speed.
Appeal: The goal - animation should enhance, not impede, at any duration.
Squash & Stretch:按比例缩放——100ms时缩放5%,2000ms时缩放30%。绝对不能省略,始终保持比例协调。
Anticipation:比例保持恒定——预备动作时长占主要动作时长的20-30%,与总时长无关。
Staging:单一清晰焦点——无论是瞬时动画还是电影级动画,都应该只有一个元素成为主要视觉焦点。
Straight Ahead/Pose to Pose:复杂度与时长匹配——短动画采用逐帧绘制(Straight Ahead),长动画采用关键帧绘制(Pose to Pose)。
Follow Through:所有时长场景下都需存在——即使是100ms的动画也可以有微幅过冲效果,幅度与时长成正比。
Slow In/Slow Out:始终使用缓动——线性运动在任何时长下都会显得机械生硬。
Arcs:自然运动路径随尺度调整——短动画采用细微曲线,长动画采用大幅弧线。
Secondary Action:辅助而非竞争——在50ms和5000ms的场景下均需遵循这一原则。
Timing:时长决定感知——相同的运动在不同速度下给人的感受截然不同。
Exaggeration:与时长和重要性匹配——时长越长,可加入的夸张效果越多。
Solid Drawing:变形需保持一致——无论速度如何,一致性都至关重要。
Appeal:最终目标——动画在任何时长下都应起到增强效果的作用,而非干扰用户。
Universal Ratios
通用比例规则
The Golden Ratio of Animation Timing
动画计时的黄金比例
Anticipation : Action : Follow-through
20% : 50% : 30%
Example at 500ms:
Anticipation: 100ms
Main action: 250ms
Follow-through: 150msAnticipation : Action : Follow-through
20% : 50% : 30%
Example at 500ms:
Anticipation: 100ms
Main action: 250ms
Follow-through: 150msStagger Ratio
交错动画比例
Optimal stagger delay: 10-20% of item duration
Item duration: 300ms
Stagger delay: 30-60ms between itemsOptimal stagger delay: 10-20% of item duration
Item duration: 300ms
Stagger delay: 30-60ms between itemsEasing Intensity vs Duration
缓动强度与时长的关系
Duration < 150ms: ease-out only (no time for ease-in)
Duration 150-400ms: ease-out or custom
Duration 400ms+: full ease-in-out possibleDuration < 150ms: ease-out only (no time for ease-in)
Duration 150-400ms: ease-out or custom
Duration 400ms+: full ease-in-out possibleEasing That Works Everywhere
通用缓动函数
css
/* Universal ease-out - works at any duration */
transition-timing-function: cubic-bezier(0.16, 1, 0.3, 1);
/* Universal natural motion */
transition-timing-function: cubic-bezier(0.4, 0, 0.2, 1);
/* Universal bounce - scale amplitude with duration */
transition-timing-function: cubic-bezier(0.34, 1.56, 0.64, 1);css
/* Universal ease-out - works at any duration */
transition-timing-function: cubic-bezier(0.16, 1, 0.3, 1);
/* Universal natural motion */
transition-timing-function: cubic-bezier(0.4, 0, 0.2, 1);
/* Universal bounce - scale amplitude with duration */
transition-timing-function: cubic-bezier(0.34, 1.56, 0.64, 1);Universal Laws
通用法则
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Shorter distances = shorter durations - motion should feel proportional to space.
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Bigger elements move slower - perceived weight requires more time.
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Enter fast, exit faster - users care about what's arriving, not leaving.
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Context determines tolerance - first visit allows longer animation than repeat use.
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Attention is finite - compete for it wisely, regardless of duration.
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Physics provides intuition - match real-world expectations at any speed.
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Easing is mandatory - linear motion looks wrong at every duration.
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Test at extremes - if it works at 2x and 0.5x, it's robust.
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距离越短,时长越短——运动时长应与移动空间成正比。
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元素越大,移动越慢——感知重量越大,所需时间越长。
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进入快,退出更快——用户更关注即将出现的内容,而非正在消失的内容。
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上下文决定容忍度——首次访问时可使用较长动画,重复访问时则需缩短。
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注意力是有限资源——无论时长如何,都要合理争夺用户注意力。
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物理规律提供直觉——无论速度如何,都要符合现实世界的预期。
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缓动是必须的——线性运动在任何时长下都会显得违和。
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在极端场景下测试——如果动画在2倍速和0.5倍速下都表现良好,说明它足够健壮。
Duration Selection Framework
时长选择框架
What should the user feel?
├── Instant (< 100ms)
│ └── Confirmation, responsiveness
├── Quick (100-300ms)
│ └── Efficiency, polish
├── Standard (300-500ms)
│ └── Clarity, communication
├── Deliberate (500-1000ms)
│ └── Importance, attention
└── Dramatic (> 1000ms)
└── Story, emotion, memory用户应该获得怎样的感受?
├── 瞬时(< 100ms)
│ └── 确认感、响应性
├── 快速(100-300ms)
│ └── 高效感、精致感
├── 标准(300-500ms)
│ └── 清晰感、传递信息
├── 刻意(500-1000ms)
│ └── 重要性、吸引注意力
└── 戏剧性(> 1000ms)
└── 故事性、情感、记忆点Key Insight
核心见解
Duration is a design decision. It communicates importance, guides attention, and shapes emotion. The Disney principles are tools - timing is how you wield them. Master the principles, then let context determine duration.
时长是一项设计决策。它传递重要性、引导注意力并塑造情感。Disney原则是工具——而计时是你使用这些工具的方式。先掌握原则,再根据上下文决定时长。