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Motion Doctrine

Free

Streamline your animations with cohesive motion rules.

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Free · Opens the source repo

What Motion Doctrine does

Motion Doctrine serves as a foundational skill for creating animations that maintain a seamless flow across scenes. This skill emphasizes the importance of consistency in motion, ensuring that transitions between scenes feel cohesive rather than disjointed. By adhering to the principles outlined in Motion Doctrine, users can avoid common pitfalls such as idle wobble and abrupt scene changes that disrupt viewer engagement.

The core of Motion Doctrine is the Seam Law, which dictates how scenes should enter and exit based on a set of vector laws. These laws specify that the exit of one scene must align with the entry of the next in terms of axis, direction, speed, and timing. This ensures that the viewer's eye is naturally guided through the animation without losing momentum. Furthermore, the skill introduces the concept of carriers, which are concrete elements that help to visually connect scenes, enhancing the overall narrative flow.

Users can leverage the provided scripts, seam-stamp.mjs and seam-gate.mjs, to enforce these rules programmatically. The seam-stamp script generates the necessary HTML structure based on a defined ledger, while the seam-gate script verifies that all seams adhere to the established motion guidelines. This automated verification process helps to catch inconsistencies before they become problematic in the final output.

Ideal for animators and video creators, Motion Doctrine is essential for anyone looking to produce high-quality, engaging animations that effectively communicate their intended narrative. By integrating this skill into their workflow, users can ensure that their animations are not only visually appealing but also structurally sound, leading to a more polished final product.

When to use it

Use Motion Doctrine when planning and executing animations that require seamless transitions between scenes.

When not to use it

This skill may not be suitable for simple animations where continuity is not a concern or for projects that do not require detailed motion planning.

What you can build with it

Creating a Multi-Scene Animation

When developing a complex animation with multiple scenes, use Motion Doctrine to ensure smooth transitions that maintain viewer engagement.

Video Explainer Projects

For explainer videos that require clear narrative flow, apply the principles of Motion Doctrine to keep the viewer's attention throughout the presentation.

Interactive Media Design

In interactive media, use this skill to create animations that respond fluidly to user actions, enhancing the overall user experience.

How to install Motion Doctrine

View source

1. Install with the skills CLI

npx skills add heygen-com/hyperframes/motion-doctrine --agent claude-code

2. Or install it manually

Download the skill folder and drop it into ~/.claude/skills/ for all projects, or .claude/skills/ to scope it to one repo. Restart Claude Code so it picks up the new skill.

Anthropic's agentic coding CLI, and the reference implementation of Agent Skills. Drop a skill folder into ~/.claude/skills and Claude Code loads it automatically whenever a task matches the skill's description. Claude Code docs

Inside SKILL.md

Written by heygen-com

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 + codecut-the-curve §1–5 (the catalog)
Text / element entry cascadescut-the-curve §6 (waterfall entry)
In-scene group repositioning (no cut)cut-the-curve §7 (nudge curve)
Cursor-led action / scene kickoff / morph ignitionoversized-cursor
Seam render mechanics / white-flash guardseam-craft
Product-launch / explainer / caption workoverlays 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.

  1. Axis — x stays x, y stays y, Z stays Z. Never trade axes across a cut.
  2. 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.
  3. Speed — entry initial velocity ≈ exit final velocity, via mirrored eases (exit power4.in + entry power4.out, same distance and duration; the incoming side picks up ≥50% through the notional path). Mechanics in cut-the-curve.
  4. 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:

VectorMeaning
The current (LEFT)"next beat" — neutral forward progress
Upwardelevation — 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:

  1. 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.
  2. 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.
  3. Clip-gating gotcha (the usual cause of a zero-overlap FAIL): a clip whose data-start precedes its entry tween is un-hidden at its initial opacity — set initial autoAlpha: 0 AND data-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):

RouteWhat it is
Staged revealsHold content back; pay it off on narration beats — the frame keeps gaining information (default for ≥2 content groups)
Camera with intentA mapped scale+pan path: establish wide → travel → arrive on the subject
Sequenced UI lifeThe product behaves over time: progress advances, highlights step, counts tick
Animated sequencesElements act out a beat: a card files into a stack, an item gets dragged, a result assembles
Cursor-led actionAn 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 overshoot back.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'tInstead
Author each scene's entrance in isolationWrite the vector ledger first
Crossfade between scenesCut-the-curve in the current's direction
Exit completes, THEN the scene changesCut mid-motion on both sides
Entry starts from rest after a cutEnter ≥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 handoffHold its opening frame composed, or match the sign
Idle wobble / breathe / float to fill timeAssign a sustained-motion route; or add story
Direction flip without a causeSpend a force, or keep the current
Reserved vectors used as varietyDefault to the current; spend them on meaning
Reaction a few frames after its causeSame-frame ignition
Action jumps straight to resultSchedule stillness-before-climax (0.3–0.75s)

Frequently asked questions about Motion Doctrine

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