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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.

Install / Use

npx skills add heygen-com/hyperframes --skill motion-doctrine

Installs into whichever agent you are using.

About this skill
📄

SKILL.md

Installable skill definition

Quality Score

95/100

Supported Platforms

Universal

Tags

Our assessment of motion-doctrine

motion-doctrine scores 95/100 on our quality scale, 271st of 4,648 Development & Engineering skills we index (top 6%).

Its SKILL.md is 12 KB long, well organised into 15 sections with 1 code example: a thorough specification that gives an agent plenty to work with.

With 76,633 GitHub stars, it is one of the more widely adopted skills in the catalogue.

Substance
29/30
Structure
17/20
Description
15/15
Adoption
20/20
Freshness
15/15

Maintenance, license and trust

  • The repository was last updated 7 days ago, so motion-doctrine is actively maintained.
  • Our last check on 2026-10-23 found the source still online.
  • It is released under the Apache-2.0 license, a permissive license that allows use, modification and commercial use with attribution.
  • Its trust signals score 100/100, with no cautions. These come from repository metadata, not a code audit — read the skill file before letting an agent act on it.

Safety scan

No issues found

Our scan of the whole file found no instruction hijacking, hidden characters, credential access, data exfiltration or destructive commands. An AI review of the same text found nothing harmful.

AI review by kimi-k2.7-code on 2026-09-25. Automated pattern scan on 2026-09-25. It catches known dangerous patterns, not every risk — read a skill before letting an agent act on it.

motion-doctrine compared with similar skills

All 4 of these similar skills score higher than motion-doctrine; compare them before choosing.

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motion-doctrine (this skill)by heygen-com9576.6k7d agoSKILL.md
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Frequently asked questions

How do I install motion-doctrine?
Run npx skills add heygen-com/hyperframes --skill motion-doctrine. The install tabs above show the steps for each supported agent.
Which AI agents does motion-doctrine work with?
It is written for Universal, as a SKILL.md file. Other agents that read the same format can often use it too.
Is motion-doctrine safe to use?
Our scan of the whole file found no instruction hijacking, hidden characters, credential access, data exfiltration or destructive commands. An AI review of the same text found nothing harmful. It is Apache-2.0-licensed and scores 100/100 on trust signals. Skills are instructions an agent will follow, so read the file before installing it and do not approve commands you do not understand.
Is motion-doctrine still maintained?
The repository was last updated 7 days ago, so motion-doctrine is actively maintained.

name: motion-doctrine description: "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]" metadata: internal: true

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.

  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:

| 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:

  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):

| 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 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'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) |

Related Skills

View on GitHub
GitHub Stars76.6k
CategoryDevelopment
Updated7d ago
Forks7.0k

Languages

TypeScript

Trust signals

100/100

From repository metadata: license, adoption, age and documentation. Not a code audit — see the Safety scan above for what the skill file itself contains.

No cautions