Agent skill · creative production · dylantarre

3d-spatial

Use when working in Blender, Unity 3D, Unreal Engine, Cinema 4D, VR/AR applications, or any three-dimensional animation work.

Why this skill is useful

Provides specific techniques and scripts for applying Disney's animation principles in 3D software, which the AI may not generate on its own.

What it needs

About 3k tokens when loaded. Last updated 2025-12-30. 69 stars on the source repository.

What this skill does

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. …

How to use it

Reference it in AdaL, Claude Code, Cursor or any coding agent — nothing to install:

@skills dylantarre/3d-spatial

View the source on GitHub

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