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 | §1–5 (the catalog) |
| Text / element entry cascades | §6 (waterfall entry) |
| In-scene group repositioning (no cut) | §7 (nudge curve) |
| Cursor-led action / scene kickoff / morph ignition | |
| Seam render mechanics / white-flash guard | |
| Product-launch / explainer / caption work | overlays , , on top of the upstream skill |
Authoring order:
vector ledger () → 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 ().
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
+ entry , same distance and duration; the incoming side picks
up ≥50% through the notional path). Mechanics in .
- 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
at the project root
(schema:
). 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)
bash
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:
) 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
precedes its entry tween is un-hidden at its initial opacity — set
initial AND = 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 () |
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: / . Entry overshoot 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
(
) 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) |