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arkaydeusarkaydeus/skills/motion/SKILL.md

motion

Skill0 starsChanged 18 days agoMITView on GitHub

Make code-driven animation and motion design: product reels, UI demos, three.js loops, character or mascot animation, sound, critique, export for X, pricing. Use for any motion or animation job; it asks what you're doing and loads only the reference it needs.

38 other projects use a version of this.

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Used with

Projects with it also use defaults, viewports and 10 more.

Other files people use alongside this one.

Files found in the same public projects as a version of this one, more often than they turn up anywhere else. Each project counts once, large collections count for less, and this file's own repository is left out.
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The file

We split this skill into the rules it gives an agent

4 rules. 0 are common, 2 are distinctive, and 2 are very specific to this project.

  • 0

    Common

    Most of the 32 edited versions we read keep these.

  • 2

    Distinctive

    This author's own choices. Worth a look.

  • 2

    Very specific

    Tied to their project's names, files or tools. Probably skip.

  • Common
  • Distinctive
  • Very specific
  1. Very specific:

    Add references/export.md when quoting a product reel (masters and duration).

    line 36
  2. Distinctive:

    When making a complete piece, walk the stages in order.

    line 40
  3. Very specific:

    Add references/harness.md for a long unattended run.

    line 50
  4. Distinctive:

    Do not use a video-diffusion pass on UI, type, or logos.

    line 64

“Common” is measured: kept by at least 6 in 10 of the 32 edited versions of this file we could read. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.

Keep what fits and drop the rest. Your version, ready for your agents.
Files
SKILL.md

Motion

Direct a code-first animation job. The model writes a deterministic program. A headless browser paints each frame. ffmpeg encodes the master. Do not ask a video model to invent pixels for type, UI, or product geometry: letters melt and grids warp.

British English throughout (colour, organised, towards, artefact).

Intake

Infer the job type when it is obvious. Otherwise ask one question listing the types:

What are you doing: a new piece (brief), pick an engine, build or render, timing and easing, character animation, sound, critique a render, export for X, a long or overnight session, or quote a client?

Then read only the 1–2 references in the table. Never load all references up front. Do not invent a parallel pipeline.

Routing

JobRead
New piece / briefreferences/brief.md
Pick an enginereferences/engines.md
Build or renderreferences/render.md
Timing and easingreferences/maths.md
Character or mascot animationreferences/principles.md, references/maths.md
Soundreferences/sound.md
Critique a renderreferences/critique.md
Export for Xreferences/export.md
Long or overnight sessionreferences/harness.md
Quote a clientreferences/pricing.md

Add references/export.md when quoting a product reel (masters and duration). Add references/critique.md when an overnight run will iterate.

Full-piece pipeline

When making a complete piece, walk the stages in order. Read each reference only when that stage is reached:

  1. Brief — references/brief.md
  2. Engines — references/engines.md
  3. Maths — references/maths.md. If a character or mascot is on screen, also read references/principles.md
  4. Render — references/render.md
  5. Sound — references/sound.md if the piece needs audio
  6. Critique — references/critique.md
  7. Export — references/export.md

Add references/harness.md for a long unattended run. Add references/pricing.md for paid work.

The first render is a sketch. Quality comes from the critique loop, not from a one-line prompt. Viral "single prompt" posts usually hide a long brief, examples, and a render contract.

Standing rules

These apply to every job. References repeat the details.

  • Animation is render(t) with t in seconds. Ban setTimeout, setInterval, and any use of the wall clock or requestAnimationFrame timestamps to decide what is on screen. Live preview may use rAF only to call render.
  • One self-contained HTML file (or one Remotion composition) per piece. Pin CDN libraries to an exact version.
  • One hero per shot. Rank secondary motion 1, 2, 3.
  • Ban the defaults: purple or blue gradients, glow, bloom, lens flares, generic particle fields, fade-and-slide-up on every element, everything centred, text that moves while it is being read.
  • Springs are closed-form. Do not Euler-step. See the formula caveat in references/maths.md.
  • Source spring presets were read from an image; prefer damping-ratio targets. Source client prices disagree with each other; see references/pricing.md.
  • Do not use a video-diffusion pass on UI, type, or logos. Abstract background texture is the only place it is allowed.

Default lab layout

motion-lab/
  render.mjs
  motion.js
  scene.html
  frames/
  out/
  sources/
  drafts/
  published/

Standing rules (seekability, no timers, 120 BPM grid, this layout) live in a root project-instructions file. Ephemeral brief details stay out of that file. Full capture and encode commands are in references/render.md.

Quick path for a first piece

  1. Prove the pipeline with the minimal seekable scene in references/render.md.
  2. Fill the eight-field brief in references/brief.md, including the banned list and the render contract.
  3. Render, contact-sheet, and run two critique rounds before calling it done.
  4. Encode for the platform in references/export.md.

Credits

Article titles, for provenance only:

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