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-doctrineInstalls into whichever agent you are using.
SKILL.md
Installable skill definition
Quality Score
Category
Development & EngineeringSupported Platforms
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Our assessment of motion-doctrine
motion-doctrine scores 90/100 on our quality scale, 139th of 1,630 Development & Engineering skills we index (top 9%).
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 52,778 GitHub stars, it is one of the more widely adopted skills in the catalogue.
Maintenance, license and trust
- The repository was last updated today, so motion-doctrine is actively maintained.
- 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.
motion-doctrine compared with similar skills
All 4 of these similar skills score higher than motion-doctrine; compare them before choosing.
| Skill | Score | Stars | Updated | Format |
|---|---|---|---|---|
| motion-doctrine (this skill)by heygen-com | 90 | 52.8k | today | SKILL.md |
| ai-job-searchby MadsLorentzen | 100 | 43.9k | 3d ago | CLAUDE.md |
| claude-howtoby luongnv89 | 100 | 41.7k | 5d ago | CLAUDE.md |
| algorithmic-artby anthropics | 100 | 177.9k | 2d ago | SKILL.md |
| pptxby anthropics | 100 | 177.9k | 2d ago | SKILL.md |
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?
- 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 today, so motion-doctrine is actively maintained.
Skill content
View source on GitHubname: 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.
- 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) |
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