2D Animation Principles
2D Animation Principles
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Squash and Stretch: Why Non-Uniform Scale Cannot Pass Through a Rotation

Wire squash and stretch into a skeletal system and nearly all the difficulty comes from one fact: non-uniform scale does not propagate down a hierarchy as safely as rotation and translation. This covers area preservation in 2D and the two things it does not preserve, why the wrong pivot sinks a ball into the floor, and the core trap — a parent scale times a child rotation contains shear, so only the rotated parts come out skewed.

Secondary Motion: Damped Springs for Hair and Tails

The keyframes are dialled in and the character still reads as stiff, because secondary motion is missing — the parts dragged along by the primary action that arrive a beat late. This covers parameterising a damped spring as frequency and damping ratio, and five traps in wiring it into a 2D skeletal system: why explicit Euler is unconditionally unstable, frame-rate dependent results, root-to-tip chain ordering, springing angles rather than positions, and why teleports blow it up.

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