Use when working in Blender, Unity 3D, Unreal Engine, Cinema 4D, VR/AR applications, or any three-dimensional animation work.
Installable skillMITBy dylantarreUpdated Oct 27, 2026
INTENDED FORClaude CodeCodexOpenClawCursorInstall in a listed agent.
instructions.md
---
name: 3d-spatial
description: Use when working in Blender, Unity 3D, Unreal Engine, Cinema 4D, VR/AR applications, or any three-dimensional animation work.
---
# 3D Spatial Animation
Apply Disney's 12 animation principles to 3D software, VR/AR, and spatial computing environments.
## Quick Reference
| Principle | 3D/Spatial Implementation |
|-----------|--------------------------|
| Squash & Stretch | Lattice deformers, blend shapes |
| Anticipation | IK/FK wind-ups, camera pre-motion |
| Staging | Camera angles, lighting, depth |
| Straight Ahead / Pose to Pose | Layered animation vs blocking |
| Follow Through / Overlapping | Bone chains, physics simulation |
| Slow In / Slow Out | F-curve editing, animation curves |
| Arc | IK handles, motion paths in 3D space |
| Secondary Action | Cloth sim, particle systems, environment |
| Timing | Frame timing, VR 90fps requirements |
| Exaggeration | Stylized deformation, pushed poses |
| Solid Drawing | Volume preservation, silhouettes |
| Appeal | Character design, satisfying motion |
## Principle Applications
**Squash & Stretch**: Use lattice or mesh deformers for organic squash. Blend shapes for facial deformation. Scale bones in hierarchies. Always preserve volume—if Y compresses, X/Z expand.
**Anticipation**: IK rig wind-ups for character animation. Camera pulls back before push-in. Objects coil before release. VR: telegraph actions clearly for user comfort.
**Staging**: Camera angle sells the action. Three-point lighting directs focus. Depth of field isolates subjects. In VR, use spatial audio and lighting to guide attention.
**Straight Ahead vs Pose to Pose**: Block key poses first (pose to pose), then refine (spline). Use layered animation—body first, then overlapping elements. Procedural secondary motion is straight ahead.
**Follow Through & Overlapping**: Bone chains for tails, hair, capes. Physics simulation for cloth and particles. Delay child bones from parents. Jiggle deformers for organic follow-through.
**Slow In / Slow Out**: F-curves (Blender), Animation Curves (Unity), Graph Editor (Maya). Tangent handles control easing. Flat tangents = slow, steep = fast. Never leave curves linear.
**Arc**: Motion paths visible in 3D space. IK handles naturally create arcs. Check arcs from multiple camera angles. FK rotation creates inherent arcs in hierarchies.
**Secondary Action**: Cloth simulation responds to primary motion. Particles emit on impacts. Environment objects react to character. Facial animation supports body action.
**Timing**: Film: 24fps with motion blur. Games: 60fps minimum. VR: 90fps required (72-120fps). Frame timing affects perceived weight—heavy = slower, light = faster.
**Exaggeration**: Push poses beyond anatomical limits for style. Smear frames for fast motion. Exaggerated anticipation and follow-through. VR: be careful—exaggeration can cause discomfort.
**Solid Drawing**: Check silhouettes from all angles. Maintain volume during deformation. Strong poses read in profile. Avoid interpenetration and broken geometry.
**Appeal**: Character design serves animation needs. Weight and balance feel believable. Movement has personality. In VR, presence and comfort are paramount.
## Software Techniques
### Blender
```python
# Add follow-through with driver
# On child bone, add driver to rotation
driver.expression = "var * 0.3"
driver.variables["var"].source = parent_bone.rotation
# Physics-based secondary
bpy.ops.object.modifier_add(type='CLOTH')
bpy.context.object.modifiers["Cloth"].settings.quality = 10
```
### Unity
```csharp
// Spring-based follow through
public class SpringFollow : MonoBehaviour {
public Transform target;
public float springStrength = 10f;
public float damping = 0.5f;
private Vector3 velocity;
void Update() {
Vector3 delta = target.position - transform.position;
velocity += delta * springStrength * Time.deltaTime;
velocity *= 1f - damping * Time.deltaTime;
transform.position += velocity * Time.deltaTime;
}
}
```
## VR/AR Considerations
| Aspect | Requirement |
|--------|-------------|
| Framerate | 90fps minimum, 120fps preferred |
| Motion | Avoid camera animation—user controls view |
| Comfort | Gradual acceleration, avoid sudden motion |
| Scale | Animations must work at world scale |
| Interaction | Clear feedback for hand/controller input |
## Performance Notes
- LOD (Level of Detail) for distant animations
- Bake complex simulations when possible
- GPU skinning for character meshes
- Culling animations outside view frustum
- VR: maintain framerate above all else
---
name: 3d-spatial
description: Use when working in Blender, Unity 3D, Unreal Engine, Cinema 4D, VR/AR applications, or any three-dimensional animation work.
---
# 3D Spatial Animation
Apply Disney's 12 animation principles to 3D software, VR/AR, and spatial computing environments.
## Quick Reference
| Principle | 3D/Spatial Implementation |
|-----------|--------------------------|
| Squash & Stretch | Lattice deformers, blend shapes |
| Anticipation | IK/FK wind-ups, camera pre-motion |
| Staging | Camera angles, lighting, depth |
| Straight Ahead / Pose to Pose | Layered animation vs blocking |
| Follow Through / Overlapping | Bone chains, physics simulation |
| Slow In / Slow Out | F-curve editing, animation curves |
| Arc | IK handles, motion paths in 3D space |
| Secondary Action | Cloth sim, particle systems, environment |
| Timing | Frame timing, VR 90fps requirements |
| Exaggeration | Stylized deformation, pushed poses |
| Solid Drawing | Volume preservation, silhouettes |
| Appeal | Character design, satisfying motion |
## Principle Applications
**Squash & Stretch**: Use lattice or mesh deformers for organic squash. Blend shapes for facial deformation. Scale bones in hierarchies. Always preserve volume—if Y compresses, X/Z expand.
**Anticipation**: IK rig wind-ups for character animation. Camera pulls back before push-in. Objects coil before release. VR: telegraph actions clearly for user comfort.
**Staging**: Camera angle sells the action. Three-point lighting directs focus. Depth of field isolates subjects. In VR, use spatial audio and lighting to guide attention.
**Straight Ahead vs Pose to Pose**: Block key poses first (pose to pose), then refine (spline). Use layered animation—body first, then overlapping elements. Procedural secondary motion is straight ahead.
**Follow Through & Overlapping**: Bone chains for tails, hair, capes. Physics simulation for cloth and particles. Delay child bones from parents. Jiggle deformers for organic follow-through.
**Slow In / Slow Out**: F-curves (Blender), Animation Curves (Unity), Graph Editor (Maya). Tangent handles control easing. Flat tangents = slow, steep = fast. Never leave curves linear.
**Arc**: Motion paths visible in 3D space. IK handles naturally create arcs. Check arcs from multiple camera angles. FK rotation creates inherent arcs in hierarchies.
**Secondary Action**: Cloth simulation responds to primary motion. Particles emit on impacts. Environment objects react to character. Facial animation supports body action.
**Timing**: Film: 24fps with motion blur. Games: 60fps minimum. VR: 90fps required (72-120fps). Frame timing affects perceived weight—heavy = slower, light = faster.
**Exaggeration**: Push poses beyond anatomical limits for style. Smear frames for fast motion. Exaggerated anticipation and follow-through. VR: be careful—exaggeration can cause discomfort.
**Solid Drawing**: Check silhouettes from all angles. Maintain volume during deformation. Strong poses read in profile. Avoid interpenetration and broken geometry.
**Appeal**: Character design serves animation needs. Weight and balance feel believable. Movement has personality. In VR, presence and comfort are paramount.
## Software Techniques
### Blender
```python
# Add follow-through with driver
# On child bone, add driver to rotation
driver.expression = "var * 0.3"
driver.variables["var"].source = parent_bone.rotation
# Physics-based secondary
bpy.ops.object.modifier_add(type='CLOTH')
bpy.context.object.modifiers["Cloth"].settings.quality = 10
```
### Unity
```csharp
// Spring-based follow through
public class SpringFollow : MonoBehaviour {
public Transform target;
public float springStrength = 10f;
public float damping = 0.5f;
private Vector3 velocity;
void Update() {
Vector3 delta = target.position - transform.position;
velocity += delta * springStrength * Time.deltaTime;
velocity *= 1f - damping * Time.deltaTime;
transform.position += velocity * Time.deltaTime;
}
}
```
## VR/AR Considerations
| Aspect | Requirement |
|--------|-------------|
| Framerate | 90fps minimum, 120fps preferred |
| Motion | Avoid camera animation—user controls view |
| Comfort | Gradual acceleration, avoid sudden motion |
| Scale | Animations must work at world scale |
| Interaction | Clear feedback for hand/controller input |
## Performance Notes
- LOD (Level of Detail) for distant animations
- Bake complex simulations when possible
- GPU skinning for character meshes
- Culling animations outside view frustum
- VR: maintain framerate above all else
Platform guidance
Imported from the listed AgentSkill.sh category. Complete supplied package files and notices are retained. Required external tools and credentials are not installed. No bundled code was executed during import. Individual agent task behavior has not been tested.
Resource notes updated 2026-10-27 · Original instructions by dylantarre
Creates comprehensive frontend UI/UX designs including user interfaces, design systems, component libraries, responsive layouts, and accessibility implementations. Produces wireframes, mockups, design specifications, and implementation guidelines. Use when designing user interfaces, creating desi...
Expert in building scalable design systems with Atomic Design, design tokens, and theming infrastructure. Use when creating component libraries, implementing dark mode, or establishing typography and color systems. Covers multi-brand support, Storybook-driven development, and accessibility-first ...
Use when implementing Liquid Glass effects, reviewing UI for Liquid Glass adoption, debugging visual artifacts, optimizing performance, or requesting expert review of Liquid Glass implementation - provides comprehensive design principles, API patterns, and troubleshooting guidance from WWDC 2025....