launch-motion
Skill16 starsChanged 47 days agoMITView on GitHub
Tool manual under launch-film (the motion language for launch films built in HyperFrames). Ease tokens, camera doctrine, continuity at every cut, type and cursor craft, and brand-neutral signature moves (logo build, world pass, branch and pulse, waterfall fill, identity morph, macro pull-back, rise) that replace HyperFrames' stock look. Says which HyperFrames blueprints and transitions to keep, transform or avoid. Use whenever a launch film's picture is designed or animated, for "animation", "motion design", "transitions", "camera move", "make it feel like Apple", "less template".
In this repository11 other files it gives its agents.
- AGENTS.mdAGENTS.md
- CLAUDE.mdCLAUDE.md
- launch-brandSkill
- launch-filmSkill
- launch-mixSkill
- launch-reviewSkill
- launch-scoreSkill
- launch-soundSkill
- launch-storySkill
- launch-voiceSkill
- launch-worldSkill
The file
We split this skill into the rules it gives an agent
4 rules. About 0 are common, 3 are distinctive, and 1 is very specific to this project.
≈0
Common · estimate
Many files like this have a rule of this kind.
≈3
Distinctive · estimate
This author's own choices. Worth a look.
1
Very specific
Tied to their project's names, files or tools. Probably skip.
- Common
- Distinctive
- Very specific
- Distinctive: line 42
No exit animations except on the final scene.
- Distinctive: line 52
Every move is motivated (it follows the voice or the action).
- Distinctive: line 58
Every film has at least 1 macro moment (typed text or a single UI element filling the frame, the camera tracking the caret) and 1 wide …
- Very specific: line 91
Avoid as shipped: logo-outro, flash-through-white, cinematic-zoom, zoom-through, whip-pan (except 1 strip), glitch, chromatic split, blinds …
≈ “Common” is an estimate: at least 1 in 5 of the 350,495 skill files we read have a rule of the same kind, not the same words. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.
Files
Launch motion
Tool manual under
launch-film. Start atskills/launch-film/SKILL.md: it holds the core, the hook-plus-body template and the lessons. Where this page differs,launch-filmwins.
The bar: supreme motion, room to breathe, clean type, fast, on brand, and not what everyone on X ships. HyperFrames supplies excellent craft rules, but its example files ship a stock look (near-black void, violet and neon, glow halos, back.out pops, confetti, flash and zoom-through cuts). The library's own rules forbid most of that. Follow the rules, drop the example styling, and speak in your brand's world. The contract for writing compositions: skills/launch-film/references/hyperframes-notes.md.
The counter-look
| Stock (avoid) | Yours (from brand/brand.json) |
| Near-black void grounds | The brand ground for statement scenes; dark as the dark ground, tinted, with a soft glow |
| Violet ramps, neon pills, glow halos | surface cards, ink type, accent on exactly 1 element per shot: the done state, the travelling signal, the booked result |
| Generic sans slams at weight 900 | fonts.display at its own weight; weight as emphasis |
| Glass over random colour blobs | Glass over something moving that belongs to the brand (the bloom, a plate, the product) |
back.out, elastic, bounce, confetti | Arrival verbs: settle, land, grow, lock |
| Flash-white, zoom-through, whip, glitch | Your world pass, a match cut, a rise |
| Orbiting tech-logo tiles, dashed connectors | Your logo as the hub; connectors as drawn lines with a travelling pulse |
Ease tokens
| Token | GSAP | Use |
| settle | power3.out (or a baked spring, damping 1.0, response 0.45) | entrances, cards, windows, type |
| alive | baked spring, damping 0.85, response 0.3 | chips and badges only; about 1 % overshoot, felt not seen |
| draw | power2.out | strokes, lines, rings |
| land | power4.out | camera landings, dives |
| reposition | power2.inOut | camera moves between framings |
| reveal | expo.out | the 1 big pull-back |
| drift | sine.inOut | idle breath on plates only |
| travel | none | the pulse dot, playheads, light sweeps |
Banned everywhere: back.out, elastic, bounce, springs on a camera, overshoot on data, shapes or strokes. Use at least 3 tokens per film; 1 ease everywhere reads flat.
Continuity (the rule that separates modern from basic)
- No scene settles before its cut and none starts from rest after one. The outgoing element is still travelling when the frame changes; the incoming one enters already in flight. Velocity-match: exit on an
.incurve, entry on the mirror.out, fastest points meet at the cut. - No exit animations except on the final scene. The transition is the exit.
- 1 primary transition for 60 to 70 % of changes (your world pass), 1 or 2 accents (a match cut, a rise). Never a different transition per scene. Max 2 s each.
- Preserve object identity: when a thing continues (a card becomes a message becomes a result), morph it; crossfade only for true replacement.
- Settle sharp before a hand-off; never hand off mid-defocus.
Camera
- 1 wrapper, 1 state object, 1 writer. 2 writers is the classic broken camera.
- Durations: zoom 1.0 to 2.0 s, dive or landing 0.6 to 1.0 s, pan 0.8 to 1.5 s. Under 0.5 s reads as a cut.
- Scale: 1.05 to 1.15x over 2 to 3 s for emphasis; above 1.3x only for the 1 dramatic moment. For extreme 4 to 12x reveals, build at 1x and open scaled in.
- Every move is motivated (it follows the voice or the action). Vary the verbs: push, track, rise, pull back. 4 identical pushes read as a slideshow.
- Holds breathe through the background (2 to 3 px drift, 2.5 to 4 s periods), never through the window or the type.
- Depth of field: 3 to 6 px per depth step, max 16 px on a plate behind glass; the focal layer genuinely sharp.
Scale range, the modern signature
Every film has at least 1 macro moment (typed text or a single UI element filling the frame, the camera tracking the caret) and 1 wide system moment (the whole workspace or world). Readable reads happen at landings; angled, flying or blurred text is texture.
Type
- Final sizes are static CSS; animate
scale, masks and per-word transforms, neverfont-sizeorletter-spacing. - Hero cards: the first word snaps from 2.4x with a blur, the rest step in from 1.3x, each on its spoken word.
- Word entrances elsewhere: per-word blur-resolve or mask rise, decaying offsets (80, 60, 50, 25, 12 px). Headlines 88 to 150 px, 1 idea per frame, title-safe padding 120 px by 160 px.
tabular-numsand a fixed min-width on every changing number. Labels beside hero numbers are big (56 to 72 px).
Cursor
Move before the click; click 0 to 0.3 s after arrival; human legs 0.6 to 1.2 s with a decelerating arrival; land a few px off centre; the cursor compresses more than the target (0.85 against 0.95). 1 verb per beat.
Motion blur
1 to 3 moments per film (a slam, a whip, a scale punch), via the HyperFrames motion-blur component (data-hf-motion-blur='{"shutterAngle": 360}', samples 8 to 16). Never on text meant to be read, fades, drift or whole scenes.
Signature moves
Specs, timings and code patterns: references/signatures.md. Pick 2 or 3 per film and make them yours.
- Logo build: the logo sting and lockup.
- World pass: the primary transition, made from your brand's material.
- Branch and pulse: connectors, workflow edges, sequence steps.
- Waterfall fill: tables, lists and enrichment.
- Identity morph: 1 object through the funnel (a request becomes a task becomes a shipped result).
- Macro pull-back: the 1 big reveal, macro to system.
- Rise: a vertical push upward, for topic changes.
HyperFrames building blocks
- Structure worth absorbing (restyle to your brand):
agent-progress-theater(a workflow run),panel-edit-live-sync,transcript-scroll-artifact-reveal,prompt-type-submit-generate,titlecard-reveal,fixed-anchor-cycle,zoom-out-workspace-reveal(becomes the macro pull-back),camera-journey,card-morph-anchorand thewaterfall-entryrules. - Registry items worth reading before hand-building:
locked-nucleus-orbit,tracing-beam,offset-path-traveler,state-chip-rail,streaming-text,typed-prompt,light-sweep-pass,match-cut,cut-the-curve,motion-blur. - Avoid as shipped:
logo-outro, flash-through-white, cinematic-zoom, zoom-through, whip-pan (except 1 strip), glitch, chromatic split, blinds and blocks, page burn, confetti,3d-text-depth-layers,ticker-takeover,parallax-zoom. - Install the official skills for the full catalog:
npx skills add heygen-com/hyperframes.
Tools beyond HyperFrames
- Hand tweaks: HyperFrames Studio (
npx hyperframes preview) has the timeline and keyframe editor. - 3D and glass: Blender (
launch-world). - Visual curve editing, if ever needed: Theatre.js (core Apache, studio AGPL).
Seek-safety (non-negotiable)
1 paused timeline per composition, registered at window.__timelines["<composition-id>"]; fromTo with explicit from-states; no Math.random, clocks, timers, requestAnimationFrame, CSS transitions or repeat: -1; transform-only motion; npx hyperframes lint clean before any render.
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Now do this for your own.
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