Twirl
Arms up and a leg kicked back, then a fast turn right round through the side, the back, the side and the front; a dancer's twirl.

Use it in a cartoonOpen it in the block editorThe pack file (JSON)
What it is for
Twirl is a dancer's spin: a flourish at the end of a routine, a character showing off a costume, a moment of pure joy. Holding the arms up and the leg kicked back through the whole turn gives it a more dramatic silhouette than a plain spin, closer to a real dance pose than a cartoon pirouette usually bothers with.
The principle it shows: exaggeration
A real dancer's turn does not hold one leg kicked back at the shin the whole way round; Twirl holds that shape fixed through all four turns regardless. Keeping one dramatic, extreme pose constant through the whole spin, rather than letting it soften partway through as a real body would, is exaggeration.
The program, line by line
when it starts
glide right arm 160, right forearm 30, left arm -160, left forearm -30, right leg 18, right shin -60 over 0.16 s (out)
turn to the side in 0.17 s
turn to the back in 0.17 s
turn to the side in 0.17 s
turn to the front in 0.17 s
glide right arm 0, right forearm 0, left arm 0, left forearm 0, right leg 0, right shin 0 over 0.16 swhen it starts— begins when the move is put on a character.glide right arm 160, right forearm 30, left arm -160, left forearm -30, right leg 18, right shin -60 over 0.16 s (out)— both arms swing almost straight out, and the right leg lifts with the shin kicked back 60 degrees, easing into the shape.turn to the side in 0.17 s— the first turn: the character squashes to nothing and opens out side-on, the raised leg and arms held through it.turn to the back in 0.17 s— and again, to its back.turn to the side in 0.17 s— and again, side-on the other way.turn to the front in 0.17 s— and a last turn back to facing you: a full twirl in four quick turns.glide right arm 0, right forearm 0, left arm 0, left forearm 0, right leg 0, right shin 0 over 0.16 s— the arms and leg return to rest.
Try this
Kick the shin back to -90 degrees instead of -60. The raised leg folds much further back, a sharper, more extreme line through the turn.
In the program:
ramp · to.part:shin:1-60→-90Slow the opening pose from 0.16 s to 0.4 s. The character winds up into the arms-and-leg shape more gradually before the turning starts.
In the program:
ramp · over0.16→0.4
How it differs from Spin and Look around
Spin uses the same four turns but keeps the arms out and both feet down, a plainer rotation. Look around holds each view for a moment to be seen clearly, with no turning at all otherwise; Twirl runs through its views back to back with no pause.
Works on
| Body | Moves? | What moves |
|---|---|---|
| 2 legs (a person) | yes | turns, arms, legs |
| 4 legs (a dog) | yes | turns, front legs, back legs |
| no legs (the monster with no legs) | yes | turns, arms |