Follow Through
Loose parts keep moving after the main body stops — hair, capes, weapon tips.
Examples
Captured from this page's own interactive demo below.
Overview
Follow through lets secondary parts of a moving object — hair, cloth, antennae, a big sword's tip, a UI element's contents — continue traveling briefly after the main mass stops, then settle back.
It's the physical complement to anticipation: energy has to be gathered before an action and dissipated after it. Nothing in the real world stops all at once, so a character who does looks rigid and weightless.
In games it's most visible as procedural secondary motion — the jiggle of a ponytail after a dash stops, a backpack bouncing after a landing — and it does more for perceived animation quality per unit of effort than almost anything else.
Interactive Demo
Use Cases
Best Practices
Do
- ✓Drive follow through procedurally (spring-damper toward the parent's position) so it works for any motion automatically.
- ✓Give different materials different lag and damping — heavy cloth settles slower than short hair.
- ✓Apply it in UI too: let a panel's content lag a few pixels behind the panel itself when it slides in.
Don't
- ✕Don't apply follow through to the gameplay-critical parts — the sword's hitbox should match the committed animation, only the visual tip lags.
- ✕Don't overlap it with manual keyframed secondary motion on the same bones; pick one source of truth.
- ✕Don't let the settle oscillate more than 2–3 times — beyond that it reads as broken springs, not weight.
Common Mistakes
- ⚠Springs tuned per-object in isolation, so a character's hair whips wildly at gameplay movement speeds never tested in the tuning scene.
- ⚠Follow-through applied uniformly in world space, ignoring the parent's rotation.
- ⚠Forgetting to clamp spring extension, so a fast teleport stretches the ponytail across the level.
Implementation
Paste this into your AI assistant (Cursor, Copilot, Claude) to add the effect to your project.
Add the "Follow Through" game-feel effect to my project: Loose parts keep moving after the main body stops — hair, capes, weapon tips.
How it works: Follow through lets secondary parts of a moving object — hair, cloth, antennae, a big sword's tip, a UI element's contents — continue traveling briefly after the main mass stops, then settle back.
Guidelines:
- Drive follow through procedurally (spring-damper toward the parent's position) so it works for any motion automatically.
- Give different materials different lag and damping — heavy cloth settles slower than short hair.
- Apply it in UI too: let a panel's content lag a few pixels behind the panel itself when it slides in.
Avoid:
- Don't apply follow through to the gameplay-critical parts — the sword's hitbox should match the committed animation, only the visual tip lags.
- Don't overlap it with manual keyframed secondary motion on the same bones; pick one source of truth.
- Don't let the settle oscillate more than 2–3 times — beyond that it reads as broken springs, not weight.
Implement the effect in whatever engine/stack the project already uses and follow its existing code style. Wire it up where it makes sense.References
- The Illusion of Life: Disney Animation — Frank Thomas & Ollie Johnston (book)
- GDC: Animation Bootcamp talks (various years)
Related Effects
Anticipation
A wind-up in the opposite direction before an action, telegraphing what's coming.
Wobble / Jiggle
A decaying oscillation that makes an object feel soft, springy, or alive.
Elastic / Overshoot
Letting a motion overshoot its target and settle, instead of stopping dead.
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