Timing & Principles

21 motionsReplace [scene] with the shot and [duration] with how long it should take, then paste the prompt into your AI agent. Each prompt includes the name of the technique, so next time you can simply ask for it by name.

Animating on Twos

Also called On Twos, On Threes, On Ones, Stepped Animation, Held Frames

The pose updates only every 2 or 3 frames, giving a choppier hand-drawn rhythm than every-frame (ones) motion.

Hand-drawn look, anime, stop-motion style

Anticipation

Also called Wind-up, Pre-action, Back In, Ease In Back

A small move in the opposite direction before the main move, like a wind-up; the start-of-move counterpart of Overshoot.

Jumps, pops, button presses before launching

Arcs

Also called Arc, Arc Motion, Curved Path

The object follows a curved trajectory instead of a straight line; compare with a straight A-to-B move.

Natural movements, thrown objects, swinging parts

Bounce

Also called Bounce Ease, Bounce Out

The object hits the target like a ball hitting the floor and rebounds with smaller hops until it rests; differs from Elastic by a hard stop at each contact.

Dropping elements, playful reveals

Cycle Loop

Also called Loop, Seamless Loop, Repeat, loopOut cycle

The motion repeats from the start; in a seamless loop the end state matches the start so no restart is visible.

Idle animations, background motion, looping GIFs

Ease In

Also called Slow In, Ease-In, Accelerate

Starts slowly and accelerates toward the end, so the object leaves at full speed; opposite of Ease Out.

Objects leaving the screen

Ease In-Out

Also called Slow In and Slow Out, Easy Ease, Ease In and Out

Slow start, fast middle, slow stop; differs from Ease Out by also accelerating gently at the start.

Objects moving within the screen

Ease Out

Also called Slow Out, Ease-Out, Decelerate

Starts fast and decelerates to a soft stop; the object arrives already moving and settles gently, opposite of Ease In.

Elements entering the screen

Easing

Also called Timing Curve, Speed Curve, Linear, Constant Speed, No Easing

Not a single look but the idea that speed changes over a move; compare with Linear to see eased motion feel natural instead of mechanical.

Every on-screen move

Elastic

Also called Elastic Ease, Elastic Out

Oscillates around the target several times with fading amplitude, like a stretched rubber band let go; more wobbles than Overshoot.

Playful pop-ins, rubbery buttons

A real movement pushed to more extreme scale or timing than realism; visible only as an intensity choice against a realistic version.

Cartoony, playful motion

Follow Through and Overlapping Action

Also called Follow Through, Overlapping Action, Drag, Lag

Loosely attached parts keep moving or trail behind after the main body stops or starts, so parts do not all move and stop together.

Hair, tails, trailing parts of a mover

Line Boil

Also called Boil, Boiling Lines, Wiggly Lines

Outlines tremble slightly frame to frame as if redrawn each time, giving a lively handmade look even when the shape stays still.

Hand-drawn style, wiggly text, sketchy outlines

Overshoot

Also called Back Ease, Back Out, Ease Out Back

The object passes its target slightly and then returns to it; differs from Bounce in that it makes one pass and settles without hitting a floor.

Pop-in of titles, cards, icons

Ping-Pong Loop

Also called Pingpong, Yoyo, Back-and-forth Loop, Boomerang

The motion plays forward then in reverse repeatedly; differs from Cycle Loop by not jumping back to the start.

Breathing pulses, hovering objects, scanners

A smaller supporting motion plays alongside the main one to add life without stealing focus.

Icon with a small accent while it pops

Smear Frame

Also called Smear, Elongated In-between, Multiples

One or two in-between frames distort or duplicate the subject along its path to fake motion blur during a very fast move.

Fast hits, swipes, whip-like moves

Spring

Also called Spring Animation, Damped Spring, Physics-based Ease

Physics-driven motion that overshoots and oscillates around the target before resting; behavior comes from stiffness, damping and mass rather than a fixed curve.

Interactive UI, drag release, video titles

Squash and Stretch

Also called Squash & Stretch

The object compresses and elongates while keeping its volume, conveying weight and flexibility.

Bouncing balls, logo pops, cartoon motion

Steps

Also called Stepped Ease, Hold Keyframe, Hold, Step Ease

The value jumps in discrete steps (or once, for a hold) instead of moving smoothly; a hold is one instant snap that then stays put.

Sprite counters, typewriter-like reveals, multi-step sequences

Wiggle

Also called Jitter, Random Shake, wiggle expression

Randomized small offsets at a set frequency and amplitude make the object tremble or drift irregularly rather than along a designed path.

Handheld feel, text jitter, nervous energy

Replace [scene] with the shot and [duration] with how long it should take, then paste the prompt into your AI agent. Each prompt includes the name of the technique, so next time you can simply ask for it by name.