motion-doctrine

작성자: heygen-com

GATEWAY — HyperFrames 애니메이션이나 비디오를 구성하기 전에 반드시 먼저 로드하세요. 다중 장면 비디오가 독립적으로 애니메이션된 슬라이드의 집합이 아니라 하나의 연속적인 카메라 무브처럼 느껴지게 만드는 고급 모션 법칙입니다. 벡터 법칙(종료 방식이 시작 방식을 결정하며, Z 스케일 부호 규칙 포함), 영화의 흐름, 캐리어 요소, 인과적 모션, 시임 게이트(빌드-게이트 적용), 유휴 흔들림 금지(모션은 호흡이 아니라 수행해야 함), 클라이맥스 전 정지, 그리고...

npx skills add https://github.com/heygen-com/hyperframes --skill motion-doctrine

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)

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