Throw
A wind-up, a release, and a loose follow-through; the arm winds back, lets go of whatever it is holding, then relaxes back down.

Use it in a cartoonOpen it in the block editorThe pack file (JSON)
What it is for
Throw is for pitching a ball, tossing something underhand, or hurling an object in anger or in a game. The marked moment partway through, where the hand lets go, is where the site's throw-and-catch pairing lines this move up against another character's Catch, and against where a thrown prop's own flight begins.
The principle it shows: follow-through
After the marked let-go, the arm does not simply stop: it keeps moving down and in for two more glides before it finally comes to rest with the legs. A thrown arm that stopped dead the instant the object left the hand would look stiff; letting it keep moving and settle afterward is follow-through.
The program, line by line
when it starts
glide right arm 150, right forearm 64, left arm 30, rot 6, dx -4, right leg 10, right shin 8, left leg -10, left shin 6 over 0.38 s (out)
glide right arm 80, right forearm -4, left arm -20, rot -8, dx 10, right leg 20, right shin 14, left leg -14 over 0.14 s (in)
set flag_let_go to (tau)
glide right arm 40, right forearm 0, left arm -10, rot -4, dx 8 over 0.2 s
glide right arm 0, right forearm 0, left arm 0, rot 0, dx 0, right leg 0, right shin 0, left leg 0, left shin 0 over 0.28 swhen it starts— begins when the move is put on a character.glide right arm 150, right forearm 64, left arm 30, rot 6, dx -4, right leg 10, right shin 8, left leg -10, left shin 6 over 0.38 s (out)— the right arm winds back high and bent, the body leans 6 degrees back and the stance widens, slowing as it reaches the top of the wind-up.glide right arm 80, right forearm -4, left arm -20, rot -8, dx 10, right leg 20, right shin 14, left leg -14 over 0.14 s (in)— the arm swings forward fast and straightens, the body leans 8 degrees the other way and drives ahead, speeding up into the throw.set flag_let_go to (tau)— marks this instant, when the arm is at the front of the swing, as a named moment called Let go.glide right arm 40, right forearm 0, left arm -10, rot -4, dx 8 over 0.2 s— the arm keeps moving forward and down after letting go.glide right arm 0, right forearm 0, left arm 0, rot 0, dx 0, right leg 0, right shin 0, left leg 0, left shin 0 over 0.28 s— and the whole body relaxes back to standing.
Try this
Slow the wind-up from 0.38 s to 0.6 s. The character pulls back for much longer before throwing, building more suspense before the release.
In the program:
ramp · over0.38→0.6Swing the arm to 110 degrees instead of 80 at the release. The throw reaches further forward before letting go, a longer, more committed motion.
In the program:
ramp · to.part:arm:180→110
How it differs from Sword swing and Catch
Sword swing marks a Hit! where the swing lands on something, and settles back into a ready stance rather than relaxing fully. Catch is the move this one is meant to pair with: where Throw lets something go, Catch is where another character takes hold of it.
Works on
| Body | Moves? | What moves |
|---|---|---|
| 2 legs (a person) | yes | whole body, arms, legs |
| 4 legs (a dog) | yes | whole body, front legs, back legs |
| no legs (the monster with no legs) | yes | whole body, arms |