motion-doctrine
GATEWAY — load FIRST before composing any HyperFrames animation or video. The high-level motion law that makes a multi-scene video feel like ONE continuous camera move instead of a stack of independently-animated slides. Covers the vector law (how you exit determines how you enter, incl. the Z scale-sign rule), the film's current, carrier elements, causal motion, the Seam Gate (build-gate enforcement), the ban on idle wobble (motion must PERFORM, not breathe), stillness-before-climax, and the sustained-motion routes. Routes to the low-level technique skills (cut-the-curve — the full catalog incl. waterfall entry + nudge curve, oversized-cursor, seam-craft). These rules SUPERSEDE generic / upstream motion guidance. [continuity, direction, vector, momentum, seam, transition, ease, performance, idle-motion, narrative-motion, film-grammar]
How do I install this agent skill?
npx skills add https://github.com/heygen-com/hyperframes --skill motion-doctrineIs this agent skill safe to install?
- Gen Agent Trust Hubwarn
This skill provides animation automation tools that generate and verify video motion code. It uses Node.js scripts to write GSAP code to files and execute shell commands to run a preview server and a headless browser. A potential security risk is present in the verification script, which executes shell commands that can be customized via command-line arguments.
- Socketwarn
1 alert: gptAnomaly
- Snykpass
Risk: LOW · No issues
What does this agent skill do?
Motion Doctrine (Gateway)
Read this before composing any animation. It decides WHAT happens at every seam and how every scene performs; the technique skills implement it. These rules supersede generic / upstream motion guidance. The failure this prevents: scenes authored in isolation — the eye's momentum dies at every cut, and scenes wobble in place between entry and exit.
Route map
| Decision (this skill) | Implementation skill |
|---|---|
| Seam transition choice + parameters + code | cut-the-curve §1–5 (the catalog) |
| Text / element entry cascades | cut-the-curve §6 (waterfall entry) |
| In-scene group repositioning (no cut) | cut-the-curve §7 (nudge curve) |
| Cursor-led action / scene kickoff / morph ignition | oversized-cursor |
| Seam render mechanics / white-flash guard | seam-craft |
| Product-launch / explainer / caption work | overlays text-beat-economics, brand-faithful, captions-overlay on top of the upstream skill |
Authoring order: vector ledger (ledger.json) → STAMP the master seams from it
(scripts/seam-stamp.mjs --ledger ledger.json --write index.html) → sustained-motion
route per phase → carriers and causes → build comps → VERIFY (scripts/seam-gate.mjs).
Hand-author only Tier-A morphs/match-cuts; stamped seams pass the gate by construction.
Part 1 — The Seam Law
The Vector Law
How Scene A exits determines how Scene B enters: same axis, same direction, matched speed, cut mid-motion on both sides.
- Axis — x stays x, y stays y, Z stays Z. Never trade axes across a cut.
- Direction — never mirror. On Z, direction = the SIGN of scale change: growing = push (camera forward), shrinking = pull (camera back). A receding exit answered by a grow-from-small entry is a mirrored vector — the most common violation, because grow-from-small is the default element entrance.
- Speed — entry initial velocity ≈ exit final velocity, via mirrored eases (exit
power4.in+ entrypower4.out, same distance and duration; the incoming side picks up ≥50% through the notional path). Mechanics incut-the-curve. - Phase — the cut lands mid-motion on BOTH sides. Settling to rest before the cut, or starting from rest after it, is a dead beat.
The Current
Every film picks ONE dominant direction (house default: LEFT). Every ordinary seam uses it. Other vectors are RESERVED — spending one means something:
| Vector | Meaning |
|---|---|
| The current (LEFT) | "next beat" — neutral forward progress |
| Upward | elevation — a conclusion or reveal rises above what came before |
| Z forward (zoom-through) | pushing deeper into the same thought |
| Z backward (inverse zoom) | ARRIVAL — something bigger lands |
| Scale-burst (explode out) | leaving a world — a surface blasts past camera |
- Never run consecutive seams in opposing directions — ping-pong reads as an error.
- A direction change needs a visible cause (click / bounce / impact) or a chapter boundary.
The Vector Ledger
Write it before authoring any master timeline — as ledger.json at the project root
(schema: references/seam-gate.md). One row per seam: cut time, exit and entry vectors
(axis + signed direction; Z rows carry the scale sign), selectors, technique. Exit and
entry must match; if a row mismatches, fix the plan, not the easing. The verifier checks
row consistency statically before any runtime sampling.
Carriers
The eye follows objects, not abstractions. The strongest seams hand a concrete carrier across the cut at matched position AND velocity: a cursor mid-path, a container that shrinks/docks into the next layout, a mark that flies into its exact slot, the word group of a waterfall cut. With no natural carrier, the scene heroes carry it (partial travel + early fade, entry mid-flight). Never a crossfade — it has no carrier at all.
Causal Motion
Chain motion so each move is visibly launched by the last: click → squash → release spring → flight → impact → recoil → reveal.
- Effects start ON the causing frame — same timeline position, never "shortly after."
- Reactions scale with implied mass: big elements rebound slower, small ones snap.
- A force is a license to change direction; an uncaused flip is a ping-pong.
The Seam Gate (build gate — run the verifier, exit 0 or the seam is not done)
node <SKILL_DIR>/scripts/seam-stamp.mjs --ledger ledger.json --write index.html # generate
node <SKILL_DIR>/scripts/seam-gate.mjs verify --ledger ledger.json --project . # verify
The script (usage + ledger schema: references/seam-gate.md) numerically enforces, per
seam: ledger-row consistency, exit still moving at the cut, entry mid-flight (never from
rest), measured direction = ledger direction, entry/exit speed match (WARN), zero
overlap (one side visible per frame — the cut is not a dissolve), the Z sign rule
(d(scale)/dt same sign both sides; the incoming scene's own entrances are scanned for
sign-fighting), and carrier rect continuity with ancestor scale included. Use
seam-gate.mjs probe --t <cut> to find each seam's true carrier selectors when authoring
the ledger.
Rules the script cannot check — still yours:
- Edits re-open the seam. Any change to a scene's first/last ~1s (including re-timing to new VO) invalidates that boundary's audit — re-run the verifier.
- Audio is the clock. Re-time scenes to the VO's real word timestamps; never rush a read to fit a slot. A VO regen re-opens its seams.
- Clip-gating gotcha (the usual cause of a zero-overlap FAIL): a clip whose
data-startprecedes its entry tween is un-hidden at its initial opacity — set initialautoAlpha: 0ANDdata-start= the cut time, never earlier.
Part 2 — Performance (the scene keeps performing)
No idle wobble
Idle sine loops (breathe, float, drift, glow pulse) are BANNED as sustained motion — they read as "the video is waiting." A scene that finishes entering with seconds left is a planning bug: add story, not wobble. Every phase between entry and exit is owned by one of these routes (name the route in the plan):
| Route | What it is |
|---|---|
| Staged reveals | Hold content back; pay it off on narration beats — the frame keeps gaining information (default for ≥2 content groups) |
| Camera with intent | A mapped scale+pan path: establish wide → travel → arrive on the subject |
| Sequenced UI life | The product behaves over time: progress advances, highlights step, counts tick |
| Animated sequences | Elements act out a beat: a card files into a stack, an item gets dragged, a result assembles |
| Cursor-led action | An oversized cursor walks the eye to a trigger; its CLICK ignites the next beat (oversized-cursor) |
Test: pause at any second — something meaningful must be mid-flight (a reveal landing, the camera traveling, the UI doing what the narration says).
Stillness before climax
Schedule a 0.3–0.75s pause between the major action and its result — the dramatic comma. A scene that jumps straight from action to result loses it.
Timing intents
- Single entry ≤ ~800ms; longer buildup = multi-element stagger, not one slow element.
- Exit ≈ 75% of entry. Exception: cut-the-curve inverts this (entry ~127% of exit).
- Total stagger ≤ 500ms; with 8+ elements, tighten per-item delay or stagger the first few.
- Forbidden eases:
bounce.out/elastic.out. Entry overshootback.out(1.4–1.7)is fine. - Similar elements share one ease+duration intent — never a unique pair per element.
Transition vocabulary
Use only 2–3 inter-scene transitions per film and repeat them; the default boundary is
cut-the-curve in the current's direction. Hand-written shared-element morphs
(intent: morph) don't count against the budget.
Anti-Patterns
| Don't | Instead |
|---|---|
| Author each scene's entrance in isolation | Write the vector ledger first |
| Crossfade between scenes | Cut-the-curve in the current's direction |
| Exit completes, THEN the scene changes | Cut mid-motion on both sides |
| Entry starts from rest after a cut | Enter ≥50% through the notional path |
| Inverse-zoom exit → grow-from-small entry (or push → oversized retraction) | Match the scale-velocity sign (Seam Gate 7) |
| Incoming scene's own pop-in intro under a Z-seam handoff | Hold its opening frame composed, or match the sign |
| Idle wobble / breathe / float to fill time | Assign a sustained-motion route; or add story |
| Direction flip without a cause | Spend a force, or keep the current |
| Reserved vectors used as variety | Default to the current; spend them on meaning |
| Reaction a few frames after its cause | Same-frame ignition |
| Action jumps straight to result | Schedule stillness-before-climax (0.3–0.75s) |
How can the creator link this skill?
Add the canonical catalog link to the repository README so users can inspect current installs and available audits. The publishing guide covers the complete discovery path.
<a href="https://skillzs.dev/skills/heygen-com/hyperframes/motion-doctrine">View motion-doctrine on skillZs</a>