Swing your arm and it traces an arc around your shoulder joint; throw a ball and gravity bends its path into a parabola. Animators plot that curve first, then place the in-between drawings along it. A drawing that strays off the arc reads as a glitch — a single frame that looks like it "jumped" for no reason.
Perfectly straight motion actually looks unnatural, reserved for genuinely mechanical things — a robot arm, a laser. Anything organic or alive almost always moves along an arc instead.
In UI this shows up as a modal's entrance path, a tooltip trailing the cursor, or a released card bouncing back along a curve instead of a straight line (via a motion-path, or a two-stage transform) — it reads as noticeably more alive.
The top lane below moves in a straight line, taking the shortest route to its destination. The bottom lane connects the same two points with an arc. Both leave a faint trail behind them so the shape of the path stays visible.
When to use
Use an arc for organic movement — characters, icons, drag releases. For data visualization where exactly where a value lands matters, a straight line reads more precisely.