Cartoon moves
A move is a small program that tells a character how to move: hop, sway, wave, walk in, bow. Every move here plays on every character, because it moves body parts by name, and a body without one of those parts leaves it out: a dog doing Hands on hips stands and sways. Every move is free to copy and change.
Each move's page shows it playing, explains its program line by line, names the animation principle it shows and gives two changes to try. To make your own, open any move in the block editor and change it.
Entrances and exits
Moves that bring a character into a scene or take it out, by walking, running, flying, sliding or hopping. Most of them start off to one side and end on the character's spot; the exits do the reverse.
Crawl inKnees fold and the body sinks 78 pixels, as if ducking into a tent or a hiding place, then rests there.
Fly inSwoops down from the upper right, rocking and fluttering, and eases onto its spot.
Fly outRocks, flutters and speeds up as it rises to the upper left, until it has left the frame.
Hop acrossLittle 34-pixel hops that carry it 640 pixels to the right, with a squash on every landing.
Run inBounds in from 1,300 pixels off to the left with its arms pumping, then keeps bouncing on its spot.
Run off and backBounds 1,700 pixels away to the left, stays out of sight for a beat, then bounds all the way back.
Slide inMade for props: glides 460 pixels in from the right, squishing wider on the way, and settles on its spot.
Walk inAn entrance on foot: real steps from 760 pixels off to the left, easing to a stop on its spot.
Walk on and offA whole cameo: waddles on from the left in 1.5 seconds, stands for its line, then waddles back out.
Feelings
Happy, cross, scared, sad, proud. These moves act out a feeling, from a small happy hop to a furious shake, and most of them are made to play under a line of dialogue.
AlarmedSenses trouble: shifts away to one side, tilts, holds its arms out, and flinches sharply every few seconds.
Angry shakeA hard, fast rattle side to side, up and down and tilting, squat and tense, with snapping hands. It never settles.
AnnoyedSmall huffy bounces, a twitch to the side and fidgeting hands: fed up, but not furious.
BounceSpringy 95-pixel jumps on the spot, 1.7 a second, the arms lifting at the top. Pure, noisy excitement.
CowerFear in three parts: the body shrinks, both arms lift up and out from the sides, and everything trembles.
Happy wagThe happiest thing a dog does: the tail swinging over three times a second, ears flapping, head swinging, a bounce.
HopTwo small hops a second with a squash on each landing and a gentle rock: the quickest way to look pleased.
Jump for joyCrouch, spring 150 pixels with the arms thrown high, land with a squish, catch a breath, and again.
PaceShort, tired steps while it drifts 170 pixels to one side and back over about 14 seconds. Worried, or waiting for news.
ProudPuffed up and held there: 4% wider and 3% taller, arms tucked in, knees giving a little with each bob.
Puff upRage that builds: a hard shake while the body swells 7% bigger over two seconds, its hands held tense.
Rise upRises 40 pixels as the arms swing in, drops back a little bigger, and keeps a proud bob that fades.
SadWhere a happy idle rises, this one sinks: a 4-pixel drop with every slow sigh, and a soft rock.
SlumpAll the air goes out: sinks 26 pixels, shrinks to 90% of its height over 1.6 seconds, and trembles.
Idle loops
Quiet moves for a character who is on screen but not the centre of attention, so it never freezes like a photograph. Still is here too, for props and for a deliberate hold.
BreatheThe smallest sign of life: a slow 9-pixel lift and settle, a hint of stretch, a gentle lean. For waiting.
FidgetSomeone waiting for a bus: a small restless bob over a lean so slow it takes 15 seconds to swing back.
PeckBusy as a bird on the ground: small bobs and a side-to-side shuffle in step, so the body traces little loops.
StillThe empty move: one hat block and nothing under it, so a prop or a character holds exactly still.
SwayRelaxed and swaying: a 12-pixel bob, a slow rock, and arms that drift out from the sides and back.
Walk back and forthOn patrol for ever: walks 420 pixels, turns round, walks back and turns again. Two legs or four.
Talking and gestures
Moves for a character who is speaking or gesturing: one that follows the loudness of the voice, a wave, a held arm, an upright stance and a dance on the beat.
AnnounceThe calm stance of a speaker who has the floor: a slight lean in and a slow, steady bob.
GrooveDancing to 96 beats a minute: knees bouncing, body shifting, a different arm swinging in on each beat.
PointHolds the right arm turned 28 degrees with a slight lean and a small bob. One change on its page makes a real point.
TalkMoves as loud as the voice: bob, gestures, a nod and an open mouth. Silent, it is still; loud, it moves a lot.
Wave helloRight arm up to 150 degrees, the forearm waving back and forth, a happy bob. A dog waves a front paw.
Skeleton moves
Newer moves written with the skeleton's own blocks. They bend the spine, aim hands at named spots on the body, turn between the front, side and back views, and let ears, tails and hair follow on springs.
BowTurns side-on, bends 40 degrees at the spine while the head and ears trail behind, then stands and turns back.
Floppy hopHopping on the spot while the soft parts lag behind: ears, tail, hair and hands flop after each landing.
Hands on hipsBoth hands reach for the hips and stay there while the body sways and the head tilts. On four legs the paws stay down.
Look aroundLooks about by changing views: side-on, the other way, to the front, its back to you, and front again.
Wave and lookThe right hand rises beside the head with the reach block and waves three times while the head tilts toward it.
Whip tailA wave that travels down the tail, segment by segment, so the tip whips and curls; the ears flop and the body bounces.
Play any move on a person and a dog
Pick a move to see it played by the block engine on a two-legged and a four-legged character, with its program beside it, as blocks in text or as JSON.