blender-motion-state-inspection
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Apply Disney's 12 principles as practical design and engineering rules for procedural animation. Use when creating, improving, reviewing, or debugging code-driven motion in web, SVG, canvas, React, Remotion, game, UI, character, camera, or 3D scenes; especially when motion feels stiff, weightless, mechanical, unclear, or physically correct but visually weak.
Design motion for readable intent, weight, rhythm, and personality. Treat physical simulation and interpolation as inputs, not as the final animation.
Do not force all 12 principles into every shot. Select the smallest set that fixes the perceptual problem.
references/twelve-principles.md.For detailed engineering patterns, read references/implementation-patterns.md. For the motivating jump comparison, read references/clawd-jump-case-study.md.
Define event poses such as:
Adapt the vocabulary to the action. A button press may use rest, press, contact, overshoot, and settle. A camera move may use establish, accelerate, reveal, brake, and settle.
For each phase, specify:
Prefer a phase table or explicit constants over one opaque easing expression.
Build in this order:
Make the primary motion work without motion blur, particles, trails, or sound.
state = f(frameOrTime, inputs, parameters).For Remotion, make every frame independently calculable because frames may render in parallel and out of order. For browser-based 3D work in environments that prohibit Remotion for 3D, use the project's Puppeteer capture workflow.
Judge spacing, not just curves:
Use asymmetry deliberately. Equal ascent and descent, identical easing on every channel, and synchronized body parts often read as mechanical.
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