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Universal Animation Principles

通用动画原则

Apply all 12 Disney animation principles regardless of your tool or framework.
无论使用何种工具或框架,均可应用迪士尼的12条动画原则。

1. Squash and Stretch

1. 挤压与拉伸(Squash and Stretch)

Concept: Objects deform when moving, maintaining volume.
Implementation:
  • When compressing one axis, expand the other
  • scaleX * scaleY ≈ constant
  • Apply on impact, acceleration, or deceleration
Values: Compress to 80%, expand to 120%
核心概念:物体运动时会发生形变,但保持体积不变。
实现方式
  • 压缩一个轴的同时,拉伸另一个轴
  • scaleX * scaleY ≈ 常数
  • 在碰撞、加速或减速时应用
参考数值:压缩至80%,拉伸至120%

2. Anticipation

2. 预备动作(Anticipation)

Concept: Prepare the audience for an action.
Implementation:
  • Move opposite to the main action first
  • ~20% of total duration for wind-up
  • Smaller anticipation for faster actions
Pattern: Wind-up → Action → Settle
核心概念:为观众预告即将发生的动作。
实现方式
  • 先向主动作的反方向移动
  • 预备动作时长约占总时长的20%
  • 动作越快,预备动作幅度越小
模式:预备 → 主动作 → 稳定

3. Staging

3. 舞台呈现(Staging)

Concept: Direct viewer attention to what matters.
Implementation:
  • Blur or fade background elements
  • Scale up the focal point
  • Use contrast (color, size, motion)
  • One clear action at a time
核心概念:引导观众注意力聚焦到关键内容上。
实现方式
  • 模糊或淡化背景元素
  • 放大焦点元素
  • 运用对比(颜色、尺寸、运动状态)
  • 同一时间只呈现一个清晰动作

4. Straight Ahead / Pose to Pose

4. 逐帧动画/关键帧动画(Straight Ahead / Pose to Pose)

Straight Ahead: Animate frame-by-frame sequentially. Good for fluid, organic motion.
Pose to Pose: Define key poses, then fill in between. Good for precise, planned motion.
Recommendation: Use pose-to-pose for UI, straight ahead for particles/effects.
逐帧动画(Straight Ahead):按顺序逐帧制作动画,适合流畅、自然的有机运动。
关键帧动画(Pose to Pose):先定义关键姿态,再填充中间帧,适合精准、有规划的运动。
建议:UI动画使用关键帧动画,粒子/特效使用逐帧动画。

5. Follow Through and Overlapping Action

5. 跟随动作与重叠动作(Follow Through and Overlapping Action)

Concept: Different parts move at different rates.
Implementation:
  • Offset timing of child elements
  • Add 2-5 frame delay for secondary elements
  • Lighter/looser parts drag behind
  • Use easing with different curves per element
核心概念:物体不同部位的运动速率不同。
实现方式
  • 子元素的运动时间错开
  • 次要元素延迟2-5帧
  • 更轻/更灵活的部位滞后于主体
  • 为不同元素设置不同的缓动曲线

6. Slow In and Slow Out

6. 慢入慢出(Slow In and Slow Out)

Concept: Natural motion accelerates and decelerates.
Implementation:
  • Use ease-in-out for most movements
  • Ease-out for entrances (arrives gently)
  • Ease-in for exits (leaves naturally)
  • Linear only for mechanical motion
Common curve:
cubic-bezier(0.42, 0, 0.58, 1)
核心概念:自然运动有加速和减速过程。
实现方式
  • 大多数运动使用ease-in-out缓动
  • 入场使用ease-out(减速进入)
  • 退场使用ease-in(加速离开)
  • 仅机械运动使用线性缓动
常用曲线
cubic-bezier(0.42, 0, 0.58, 1)

7. Arc

7. 弧线运动(Arc)

Concept: Natural movement follows curved paths.
Implementation:
  • Avoid straight-line motion for organic elements
  • Use motion paths or multi-point keyframes
  • Parabolic arcs for thrown objects
  • Pendulum arcs for swings
核心概念:自然运动遵循曲线路径。
实现方式
  • 有机元素避免直线运动
  • 使用运动路径或多帧关键帧
  • 投掷物体使用抛物线弧
  • 摆动物体使用钟摆弧

8. Secondary Action

8. 次要动作(Secondary Action)

Concept: Supporting actions reinforce the main action.
Implementation:
  • Add subtle movements that complement primary
  • Examples: hair bounce, shadow movement, particle effects
  • Should not distract from main action
  • Slightly delayed from primary
核心概念:辅助动作强化主动作的表达。
实现方式
  • 添加与主动作互补的细微动作
  • 示例:头发摆动、阴影移动、粒子特效
  • 不能分散主动作的注意力
  • 比主动作稍晚触发

9. Timing

9. 时间节奏(Timing)

Concept: Speed conveys weight, mood, and character.
DurationFeelUse Case
50-150msSnappyMicro-interactions
150-300msResponsiveButton feedback
300-500msSmoothPage transitions
500-800msDeliberateModal reveals
1000ms+DramaticHero animations
核心概念:速度传递重量、情绪和角色特质。
时长感受使用场景
50-150ms明快微交互
150-300ms响应及时按钮反馈
300-500ms流畅页面过渡
500-800ms从容模态框展示
1000ms+富有戏剧性核心区域动画

10. Exaggeration

10. 夸张表现(Exaggeration)

Concept: Push beyond realistic to enhance clarity.
Implementation:
  • Scale movements 20-50% beyond subtle
  • Overshoot then settle
  • More exaggeration = more cartoony
  • UI: subtle exaggeration (5-15% overshoot)
核心概念:突破写实限制,增强动作的清晰度。
实现方式
  • 将动作幅度在基础上放大20-50%
  • 先过冲再回稳
  • 夸张程度越高,风格越卡通化
  • UI场景:轻微夸张(5-15%的过冲)

11. Solid Drawing

11. 扎实绘制(Solid Drawing)

Concept: Maintain volume and weight in 3D space.
Implementation:
  • Consider all three dimensions
  • Maintain consistent perspective
  • Preserve volume during transformations
  • Use shadows to ground elements
核心概念:在3D空间中保持物体的体积和重量感。
实现方式
  • 考虑三个维度的空间关系
  • 保持一致的透视角度
  • 变换过程中保留体积感
  • 使用阴影让元素更贴合场景

12. Appeal

12. 吸引力(Appeal)

Concept: Make it pleasing and engaging.
Implementation:
  • Smooth curves over sharp angles
  • Consistent timing patterns
  • Clear visual feedback
  • Satisfying interaction responses
  • Balance between predictable and delightful
核心概念:让动画美观且富有吸引力。
实现方式
  • 多用平滑曲线,少用尖锐角度
  • 保持一致的时间节奏模式
  • 提供清晰的视觉反馈
  • 交互反馈要令人愉悦
  • 在可预测性与惊喜感之间取得平衡

Universal Timing Reference

通用时间参考

Micro-interaction: 100-200ms
Standard feedback: 200-300ms
Content transition: 300-400ms
Page transition: 400-600ms
Micro-interaction: 100-200ms
Standard feedback: 200-300ms
Content transition: 300-400ms
Page transition: 400-600ms

Universal Easing Reference

通用缓动参考

Enter screen: ease-out (decelerate)
Leave screen: ease-in (accelerate)
On-screen movement: ease-in-out
Bounce/overshoot: spring physics or elastic
Enter screen: ease-out (decelerate)
Leave screen: ease-in (accelerate)
On-screen movement: ease-in-out
Bounce/overshoot: spring physics or elastic

Checklist

检查清单

Before shipping animation:
  • Does it have easing (not linear)?
  • Is timing appropriate for the action?
  • Does it follow arcs where natural?
  • Is there anticipation for significant actions?
  • Do secondary elements have slight delays?
  • Is the focal point clear?
  • Does it feel satisfying?
上线动画前需确认:
  • 是否使用了缓动效果(而非线性)?
  • 时间节奏是否与动作匹配?
  • 自然运动是否遵循弧线?
  • 重要动作是否有预备?
  • 次要元素是否有轻微延迟?
  • 焦点是否清晰?
  • 动画是否让人感觉愉悦?