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arc-mastery弧线掌握

Agent Skill

arc-mastery 用于处理 GitHub 仓库、Issue、Pull Request 和代码协作信息,适合在 Codex、Claude、Cursor、Gemini CLI 中需要围绕仓库状态、代码变更或协作事项进行整理时使用。可结合来源仓库、安装命令和原始 README 继续核验具体用法。安装前建议确认权限范围、维护状态,以及是否会触发联网、命令执行或文件读写。

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2,281

周安装

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GitHub Stars

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下载量

799
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安装说明

本站只整理中文说明和来源信息,不托管安装包,也不代用户安装。

GitHub

来源数

3

许可证

MIT

最后核验

2026-05-01

来源状态

来源可访问

安装方式

通过对话安装

复制提示词发给支持本地命令或 Skills 的 AI 助手,先确认命令和权限,再让它执行。

请帮我安装这个 Agent Skill:arc-mastery(弧线掌握)
来源仓库:https://github.com/dylantarre/animation-principles
仓库路径:skills/arc-mastery
安装命令:
npx skills add https://github.com/dylantarre/animation-principles --skill arc-mastery
安装前请先检查当前环境是否支持对应 CLI,并向我确认将要执行的命令、安装目录、联网范围和文件读写权限;确认后再执行。

命令行安装

复制命令到本机终端执行。不同来源提供的安装方式可能略有差异;本站展示可直接复制的安装命令,安装前请核对来源页面。

skills.shnpx skills
npx skills add https://github.com/dylantarre/animation-principles --skill arc-mastery

简介

专注于动画运动规律中的弧线原理,指导有机、自然的动作设计。

  • 适用于动画、游戏或动态界面开发中对流畅移动路径有要求的视觉创作任务。
  • 基于解剖学与物理学原理,强调关节旋转与重力作用下的曲线运动特征。
  • 可辅助生成符合生物力学规律的动画序列或交互反馈效果。
  • arc-mastery 属于AI 工具类 Skill,可作为该场景下的辅助能力补充。

SKILL.md

Arc Mastery

The Natural Path Principle

Almost all natural movement follows curved paths. Arms swing in arcs. Heads turn on arcs. Thrown objects travel parabolic arcs. When animation moves in straight lines, it immediately feels mechanical and artificial. Arcs are the signature of organic motion.

Core Theory

Anatomical basis: Bodies are systems of hinges and pivots. When a joint rotates, everything attached to it moves in an arc centered on that joint. Straight lines require mechanical rails—biology doesn't have those.

Physics basis: Gravity creates parabolic curves on projectiles. Momentum creates curved paths when direction changes. Straight-line direction changes require infinite force.

Arc Types

Circular arcs: Pure rotation around a single pivot (pendulum, door swing) Parabolic arcs: Projectile motion under gravity (jumps, throws) S-curves: Complex motion through multiple pivots (whip crack, spine movement) Figure-8 patterns: Continuous flowing motion (hips during walk, flowing cloth)

The Pivot Chain

Understanding arcs requires understanding pivot hierarchies:

  • Shoulder rotates → elbow travels an arc
  • Elbow rotates → wrist travels a compound arc
  • Wrist rotates → fingertips travel triple-compound arcs

Each joint adds complexity to the motion path of everything downstream.

Interaction with Other Principles

Follow through follows arcs: Appendages settle along curved paths, not straight returns.

Anticipation creates arc initiation: The wind-up often establishes the arc's direction.

Timing affects arc perception: Fast motion through arcs needs exaggerated curves to read clearly.

Overlapping action creates offset arcs: Secondary elements trace their own arc patterns behind the primary.

Domain Applications

UI/Motion Design

  • Page transitions: Elements should enter/exit on curved paths, not straight slides
  • Menu expansions: Items fan out on arcs from origin point
  • Gesture responses: Swipe follow-through curves naturally
  • Notification entries: Slight arc on slide-in prevents robotic feel
  • Dragging: Release trajectories should curve based on velocity vector

Character Animation

  • Walk cycles: Every limb segment traces arcs; hips follow figure-8
  • Head turns: Chin traces arc, doesn't translate linearly
  • Arm gestures: Hand paths curve even during "straight" pointing
  • Jumping: Parabolic body path with internal rotation arcs

Motion Graphics

  • Logo reveals: Elements following arc paths feel choreographed, not random
  • Text animation: Letter paths curving adds elegance
  • Infographic builds: Data points connecting along arcs creates flow

Game Design

  • Projectile physics: True parabolic arcs for believable ballistics
  • Character controllers: Turn animations following arcs prevent pivot-in-place
  • Camera movement: Arc-based camera paths feel cinematic

Common Mistakes

  1. Straight-line interpolation: Default animation software behavior—must be corrected manually
  2. Inconsistent arc centers: Motion arcs should have logical pivot points
  3. Symmetric arcs: Natural arcs are often asymmetric (fast one way, slow return)
  4. Flat arcs on fast motion: Quick movements need exaggerated arcs to register

The 3D Arc Challenge

In 3D, arcs must read from camera view. A perfect arc in world space may look straight or even reversed from certain angles. Always verify arc readability from final camera.

Arc Drawing Technique

Traditional method: Draw through the motion path with a single stroke. If your pencil naturally curves, the arc is working. If you must consciously redirect, the motion is likely too linear.

Implementation Heuristic

For any point-to-point motion: add a control point to create a curve. The control point should be offset perpendicular to the direct line, placed closer to the start for ease-out feeling, closer to end for ease-in. For complex motions, trace the intended path first—if it's not curved, it needs work.

Default arc height: 10-20% of travel distance for subtle organic feel, 30-50% for dramatic sweeping motion.

适合场景

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能力 5

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安装后应在对应宿主中按原始 README 的触发条件使用;具体调用方式请以来源页面和 README 为准。

平台分布

Claude Code

30.38%
按下载量换算243

Codex

26.01%
按下载量换算208

OpenCode

17.97%
按下载量换算144

Gemini CLI

11.7%
按下载量换算93

Antigravity

7.71%
按下载量换算62

windsurf

3.31%
按下载量换算26

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