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timing-principle-mastery时序原理掌握

Agent Skill

用于辅助前端页面、组件、样式和交互逻辑的开发与维护。它适合让 Agent 生成或审查 React、Next.js、Vue、Tailwind、CSS 等相关代码,整理组件结构,或定位布局和性能问题。使用时需要结合项目现有设计系统、路由和构建方式,避免只生成孤立片段;涉及页面改动时,应配合本地预览和构建检查确认视觉效果。

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GitHub

来源数

3

许可证

MIT

最后核验

2026-05-01

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来源可访问

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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:timing-principle-mastery(时序原理掌握)
来源仓库:https://github.com/dylantarre/animation-principles
仓库路径:skills/timing-principle-mastery
安装命令:
npx skills add https://github.com/dylantarre/animation-principles --skill timing-principle-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-principle-mastery

简介

用于辅助前端页面、组件、样式和交互逻辑的开发与维护,适合让 Agent 生成或审查 React、Next.js、Vue、Tailwind、CSS 等相关代码。

  • 适用于动画原理应用、时序逻辑设计和交互体验提升等前端设计任务。
  • 通过安装命令 npx skills add https://github.com/dylantarre/animation-principles --skill timing-principle-mastery 从 GitHub 仓库安装使用。
  • 使用时需要结合项目现有设计系统、路由和构建方式,避免只生成孤立片段;涉及页面改动时,应配合本地预览和构建检查确认视觉效果。
  • 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

The Weight of Time

Timing is the number of frames (or milliseconds) an action takes. It's deceptively simple—just duration—yet it communicates weight, emotion, and energy more powerfully than any other principle. Change the timing, change the meaning.

Core Theory

Physical communication: Timing tells us about mass and force. Heavy objects start slow, stop slow. Light objects respond instantly. A bowling ball and a balloon falling the same distance—timing alone differentiates them.

Emotional communication: Timing tells us about character state. Sluggish timing reads as tired, depressed, or massive. Snappy timing reads as alert, nervous, or lightweight.

The Frame Rate Foundation

At 24fps (film standard):

  • 1-2 frames: Instantaneous (impacts, pops)
  • 4-6 frames: Quick (snappy responses)
  • 8-12 frames: Standard (natural movement)
  • 16-24 frames: Deliberate (weighted, considered)
  • 24-48 frames: Slow (dramatic, heavy)
  • 48+ frames: Very slow (massive, underwater, dream-like)

At 60fps (UI/games), multiply by 2.5 for equivalent feels.

Timing Categories

Physical timing: Governed by mass, gravity, and force (objective) Theatrical timing: Governed by story needs and emotional beats (subjective) Musical timing: Governed by rhythm and tempo (structural) UI timing: Governed by responsiveness and user perception (functional)

Interaction with Other Principles

Slow in/slow out is timing's texture: The overall duration and the internal spacing work together.

Anticipation affects timing perception: A long wind-up makes subsequent action feel faster.

Staging uses timing for hierarchy: Important elements move on different timing than subordinate ones.

Exaggeration often means timing exaggeration: Stretched holds, compressed actions.

Domain Applications

UI/Motion Design

  • Instant (0-100ms): Button feedback, toggle switches—no perceptible delay
  • Quick (100-200ms): Micro-interactions, hover states—responsive but visible
  • Standard (200-300ms): Page transitions, modals—comfortable, comprehensible
  • Deliberate (300-500ms): Complex transitions, onboarding—time to absorb
  • Slow (500ms+): Dramatic reveals, ambient animation—contemplative

Character Animation

  • Personality through timing: Bouncy = fast timing; grumpy = slow timing
  • Mass through timing: Elephant walk = 24+ frames per step; mouse = 4-6 frames
  • Emotional state: Depression slows timing; excitement speeds it
  • Age indication: Young = snappy recovery; old = slow, deliberate

Motion Graphics

  • Rhythm establishment: Consistent timing creates beat
  • Contrast through timing: Slow builds, fast reveals
  • Musical sync: Animation locked to audio tempo

Game Design

  • Responsiveness: Input-to-response timing defines "game feel"
  • Hit stop: Momentary pause on impact (adds weight)
  • Juice: Quick, satisfying timing on feedback events

Common Mistakes

  1. Uniform timing: Everything same duration feels monotonous
  2. Too fast: Motion becomes invisible, jerky, unpleasant
  3. Too slow: Interface feels sluggish, unresponsive
  4. Ignoring context: Casual game timing in enterprise software

The Timing Contrast Principle

Timing gains meaning through contrast. A fast action feels fast because something before it was slow. A held pose feels dramatic because motion surrounds it. Monotonous timing lacks emphasis.

The Duration Hierarchy

Create timing systems where relationships are consistent:

  • Base unit (e.g., 200ms)
  • Quick = base × 0.5 (100ms)
  • Slow = base × 1.5 (300ms)
  • Dramatic = base × 2 (400ms)

Systematic timing feels cohesive; random durations feel chaotic.

The Hold

One of timing's most powerful tools is the absence of motion. Held poses create:

  • Emphasis (letting a moment land)
  • Anticipation (pregnant pause before action)
  • Readability (time for audience to register)

Never underestimate the power of stillness.

Implementation Heuristic

Start with 200-300ms as default duration for standard interactions. Adjust based on: mass (heavier = longer), distance (further = longer), importance (crucial = longer to register), emotional tone (playful = snappier). When something feels "off," timing is often the culprit—experiment with 50% shorter and 50% longer before other adjustments.

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