Agent skill

Disney Animation Rules Skill for Procedural Motion

The disney-animation-rules skill gives an AI coding agent a phase-by-phase method for code-driven motion, applying Disney's 12 principles selectively to fix stiff, weightless or mechanical animation.

Install
the skills CLI add command pointed at vibe-motion/skills
View on GitHub

Stars, license and last push from GitHub. Install count as reported by the open skills directory.

What is the disney-animation-rules skill?

The disney-animation-rules skill is a SKILL.md in the vibe-motion/skills repository. It tells an AI coding agent to block an action into event poses, rank primary and secondary motion, compute state as a pure function of time, and review the result against a checklist. It covers web, SVG, canvas, React, Remotion, game and 3D motion.

Its own instructions open with a warning: do not force all 12 principles into every shot. The skill asks your agent to pick the smallest set of principles that fixes the specific perceptual problem in the motion.

The folder is named disney-animation-rule-skill inside the vibe-motion/skills repository. It targets code-driven motion in web, SVG, canvas, React, Remotion, game, UI, character, camera and 3D scenes, especially when motion feels stiff, weightless or mechanical.

What changes in your agent's output

  • The agent describes the action in one sentence first: subject, intention, force, destination and desired feeling.
  • Poses come before easing. Rest, anticipation, launch, passing pose, apex, contact, overshoot and settle are blocked with durations and velocities.
  • Secondary motion is derived from the primary action and starts later, so a tail or a shadow follows instead of leading.
  • Impact intensity is tied to incoming speed or force, so the contact moment reads as heavy or light for a reason.
  • Animation state becomes a pure function of time and inputs, which keeps frames repeatable.

How the skill works through a motion problem

  • Inspect the scene, code, inputs and renderer before touching any timing.
  • Rank the primary action, then every secondary action beneath it.
  • Make the primary path readable with the subject drawn as a simple shape.
  • Add deformation, then follow-through, then secondary action, and accents last.
  • Tune timing and spacing at representative frames, then review the full motion.

Who the disney-animation-rules skill is for

Best for

  • Fixing a jump, bounce, reveal or camera move that looks physically right but visually dull.
  • Remotion work, where frames may render out of order and every frame must be computable on its own.
  • Reviewing code-driven motion with a written checklist instead of a gut feel.
  • Interface motion that needs weight and rhythm, paired with web-motion-design for page-level patterns.

Not for

  • Projects that need active maintenance. The repository README says the project is no longer maintained and points to motionface.cc.
  • Choosing durations for a fast productivity UI. For that, see emil-animate.
  • Performance tuning. For layout thrash and dropped frames, use fixing-motion-performance.

Use it with UiChemy

The skill shapes motion code, not a WordPress site. Once an animated section looks right, UiChemy Composer can hold it as real HTML, CSS and JS in Elementor or Gutenberg. Click Get Started on uichemy.com. For a review pass, see review-animations.