framer-motion
Use when implementing Disney's 12 animation principles with Framer Motion in React applications
gsap-greensock
Use when implementing Disney's 12 animation principles with GSAP (GreenSock Animation Platform)
lottie-bodymovin
Use when implementing Disney's 12 animation principles with Lottie animations exported from After Effects
motion-one
Use when implementing Disney's 12 animation principles with Motion One (modern, lightweight animation library)
popmotion
Use when implementing Disney's 12 animation principles with Popmotion's functional animation library
react-spring
Use when implementing Disney's 12 animation principles with React Spring's physics-based animations
rive-animations
Use when implementing Disney's 12 animation principles with Rive interactive animations
universal-tool
Use when implementing Disney's 12 animation principles with any animation tool or framework
continuous-infinite
Use when building ongoing loop animations - loading states, ambient motion, background effects that run indefinitely without user fatigue
deliberate-1200-2000ms
Use when building slow intentional animations between 1200-2000ms - app intros, loading sequences, storytelling moments that create emotional resonance
dramatic-2000ms-plus
Use when building extended animation sequences over 2000ms - cinematic intros, story sequences, premium experiences where animation IS the product
instant-0-100ms
Use when building instantaneous UI feedback under 100ms - button presses, toggles, state changes that feel immediate and responsive
large-500-800ms
Use when building larger movement animations between 500-800ms - hero transitions, complex reveals, animations that tell a story and deserve attention
medium-300-500ms
Use when building standard animations between 300-500ms - page transitions, significant UI changes, animated illustrations that need clear communication
micro-100-200ms
Use when building micro-interactions between 100-200ms - tooltips appearing, dropdown opens, small feedback animations that feel quick but perceptible
orchestrated-sequences
Use when building multi-part animation sequences - staggered reveals, choreographed UI, coordinated motion where multiple elements work together
responsive-adaptive
Use when building context-dependent animations - duration that changes based on device, distance, user preference, or interaction context
slow-800-1200ms
Use when building deliberate motion between 800-1200ms - dramatic reveals, loading sequences, storytelling moments where users should pause and absorb
small-200-300ms
Use when building small transitions between 200-300ms - modal appearances, card expansions, navigation transitions that users consciously perceive
universal-timing
Use when learning animation timing fundamentals - principles that apply regardless of duration, the foundational rules that scale across all time ranges
anticipation-mastery
Use when designing action sequences, user interactions, state transitions, or any motion that needs telegraphing to feel intentional rather than sudden.
appeal-mastery
Use when designing character personalities, creating memorable motion signatures, ensuring animations feel polished, or making visual experiences that audiences want to watch.
arc-mastery
Use when designing motion paths, character movement trajectories, gesture animations, or any motion that should feel natural rather than robotic.
exaggeration-mastery
Use when determining how far to push motion beyond realism, calibrating animation intensity for context, or making key moments register with audiences.
follow-through-overlapping
Use when animating multi-part objects, character appendages, fabric, hair, or any motion requiring realistic drag, momentum, and settling behavior.
secondary-action-mastery
Use when enriching primary animations, adding supporting details, creating depth in motion, or making scenes feel alive without distracting from main action.
slow-in-out-mastery
Use when designing easing curves, controlling motion pacing, creating natural acceleration/deceleration, or making movements feel physically grounded.
solid-drawing-mastery
Use when creating motion that needs dimensional grounding, designing transforms that maintain object integrity, or ensuring animations feel structurally sound.
squash-stretch-mastery
Use when implementing deformation effects, bounce animations, impact responses, or any motion requiring organic elasticity and weight expression.
staging-mastery
Use when composing scenes, designing layouts, directing user attention, or ensuring a single clear idea is communicated at any given moment.
straight-ahead-pose-mastery
Use when planning animation workflows, deciding between spontaneous vs controlled approaches, or balancing creative freedom with structural precision.
timing-principle-mastery
Use when determining animation durations, controlling pacing, establishing rhythm, or making motion feel appropriately weighted and emotionally resonant.
accessibility-issues
Use when animation excludes users with vestibular disorders, cognitive disabilities, or assistive technology needs
attention-management
Use when wrong elements get attention, important content is missed, or visual hierarchy is broken by animation
brand-consistency
Use when animation doesn't match brand personality, feels generic, or clashes with design language
emotional-disconnect
Use when animation feels wrong, creates unintended emotional response, or mismatches context
implementation-debugging
Use when animation doesn't work as expected, has bugs, or behaves inconsistently
motion-sickness
Use when animation causes dizziness, nausea, disorientation, or vestibular discomfort
performance-optimization
Use when animation runs slow, janky, or causes frame drops
technical-constraints
Use when animation is limited by browser support, platform capabilities, or technical requirements
timing-calibration
Use when animation speed feels wrong—too fast, too slow, or inconsistent
universal-solutions
Use when facing any animation problem as a comprehensive diagnostic framework
user-feedback-clarity
Use when users don't notice feedback, miss state changes, or can't tell if their action worked
ux-friction
Use when animation causes user confusion, delays task completion, or creates frustration
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