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timing-mastery时机把握

Agent Skill

timing-mastery 用于查找、检索和筛选相关信息,适合在 Codex、Claude、Cursor、Gemini CLI 中需要根据关键词、任务场景或来源线索快速定位候选结果时使用。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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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

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请帮我安装这个 Agent Skill:timing-mastery(时机把握)
来源仓库:https://github.com/dylantarre/animation-principles
仓库路径:skills/timing-mastery
安装命令:
npx skills add https://github.com/dylantarre/animation-principles --skill timing-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。

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

简介

timing-mastery 用于查找、检索和筛选相关信息,适合在 Codex、Claude、Cursor、Gemini CLI 中需要根据关键词、任务场景或来源线索快速定位候选结果时使用。

  • 适用于动画原理学习、时序控制优化和视觉节奏把握等研究检索任务。
  • 通过安装命令 npx skills add https://github.com/dylantarre/animation-principles --skill timing-mastery 从 GitHub 仓库安装使用。
  • 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操作。
  • 适用宿主包括 Codex、Claude、Cursor、Gemini CLI,接入前应确认版本、权限和运行环境要求。

SKILL.md

Timing Mastery

Think like a drummer. Animation is rhythm made visible. The space between beats matters as much as the beats themselves.

Core Mental Model

Before animating anything, ask: How many frames does this deserve?

Timing is the soul of animation. The same motion at different speeds tells completely different stories. Fast = light, urgent, comedic. Slow = heavy, dramatic, thoughtful.

The 12 Principles Through Timing

Timing — The principle itself. Count frames obsessively. A 6-frame action feels snappy. A 24-frame action feels deliberate. Know the vocabulary of duration.

Slow In & Slow Out — Time is elastic at the edges. Actions ease into existence and settle out of motion. The middles can be fast, but beginnings and endings need breath.

Anticipation — Timing creates suspense. Hold the anticipation longer than feels comfortable. The audience's tension builds in the pause before release.

Follow Through & Overlapping Action — Stagger your timing. Not everything arrives at once. Lead with the main action, let secondary elements catch up on their own schedules.

Secondary Action — Time secondary elements to complement, not compete. They should land slightly after the primary beat, like harmony following melody.

Staging — Give the audience time to read. Fast cutting confuses. Hold important poses long enough for comprehension. Clarity requires duration.

Exaggeration — Timing amplifies exaggeration. A long anticipation followed by instant action creates snap. Stretch time to stretch impact.

Squash & Stretch — Speed determines deformation. Fast motion = more stretch. Impact = instant squash. The timing of shape change sells velocity.

Arcs — Speed varies along the arc. Fastest at the bottom of a swing, slowest at the apex. Timing follows the physics of pendulums.

Appeal — Rhythmic motion is appealing. Characters with good timing feel alive. Arrhythmic timing creates unease (useful for villains or horror).

Straight Ahead & Pose to Pose — Time your key poses first (pose to pose), then decide how many frames connect them. Or discover timing organically (straight ahead) and refine.

Solid Drawing — Volume must read at speed. Fast-moving objects need exaggerated stretch or motion blur. Solid drawing at the wrong timing looks frozen.

Practical Application

When action feels "rushed":

  1. Add more frames to anticipation
  2. Hold key poses 2-4 frames longer
  3. Slow the ease-out to let actions settle
  4. Insert "moving holds" instead of dead stops

When action feels "sluggish":

  1. Reduce in-between frames
  2. Cut anticipation duration
  3. Increase contrast between fast and slow sections
  4. Remove frames from less important movements

Timing Chart:

  • Blink: 2-4 frames
  • Quick gesture: 6-8 frames
  • Walk cycle: 12-16 frames per step
  • Emotional reaction: 8-12 frames + hold
  • Heavy impact: 2 frames contact, 12+ frames settle

The Golden Rule

Timing is relative. Fast only feels fast next to slow. Build contrast. Let quiet moments make loud moments louder. A pause before a punchline is what makes it land.

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