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ChineseUniversal 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.
| Duration | Feel | Use Case |
|---|---|---|
| 50-150ms | Snappy | Micro-interactions |
| 150-300ms | Responsive | Button feedback |
| 300-500ms | Smooth | Page transitions |
| 500-800ms | Deliberate | Modal reveals |
| 1000ms+ | Dramatic | Hero 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: 400-600msMicro-interaction: 100-200ms
Standard feedback: 200-300ms
Content transition: 300-400ms
Page transition: 400-600msUniversal 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 elasticEnter screen: ease-out (decelerate)
Leave screen: ease-in (accelerate)
On-screen movement: ease-in-out
Bounce/overshoot: spring physics or elasticChecklist
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?