motion-art-direction

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Motion Direction

动效指导

Make the creative decisions for a motion piece before anyone animates a frame. Direction is the judgment layer: it turns a brief and a brand into a small, repeatable set of motion rules — one easing vocabulary, one timing scale, one transition family — so every shot feels like it came from the same hand. Good direction is mostly subtraction: deciding what NOT to move.
在任何人开始制作一帧动画之前,为动效作品做出创意决策。指导是判断层:它将 brief 和品牌转化为一小套可重复使用的动效规则——一套缓动词汇、一个时间尺度、一类转场——让每个镜头都像出自同一人之手。好的指导主要靠做减法:决定哪些内容不应该动。

When to use

何时使用

  • Starting any piece — explainer, launch film, UI demo, data story, loop — and the look/feel isn't decided yet.
  • Animation feels "busy", "cheap", or "inconsistent" and the cause is decisions, not craft.
  • Orchestrating other skills (gsap/lottie/shader/three.js): direction sets the rules they execute.
  • Translating a brand or brief into directable, written choices a team (or an agent) can follow.
  • 开始任何作品时——无论解释型视频、发布片、UI demo、数据故事还是循环动画——如果其观感尚未确定。
  • 动画显得“忙碌”“廉价”或“不一致”,且原因在于决策而非工艺。
  • 协调其他 skill(gsap/lottie/shader/three.js)时:指导负责设定它们执行的规则。
  • 将品牌或 brief 转化为团队(或 Agent)能够遵循的可执行书面选择。

The one rule

唯一规则

Define the motion language first, then animate to it. A motion language is a short spec — pick one of each: easing family, base timing unit, transition family, stagger rhythm, motion intensity. Everything in the piece obeys it. Consistency reads as confidence; variety reads as noise. When in doubt, reuse, don't invent.
先定义动效语言,再据此制作动画。 动效语言是一份简短规范——每项只选择一个:缓动类型、基础时长单位、转场类型、错落节奏、动效强度。作品中的所有内容都应遵守。一致性传达自信;多样性则像噪声。如有疑虑,应复用现有规则,不要另创。

Direction workflow

指导工作流

StepDecisionOutput
1. BriefAudience, one message, platform, duration, mood (3 adjectives)One-line creative intent
2. Tone & energyWhere it sits on calm↔kinetic and soft↔sharpA point on the matrix below
3. Motion languageLock the spec tableThe motion-language spec (filled)
4. HierarchyRank what moves: hero / support / textureMotion hierarchy list
5. Restraint passCut motion that doesn't carry meaningList of what stays static
6. Shot directionNote intent per shot, not keyframesDirection notes (see template)
7. Consistency checkAudit against the specPass/fail per shot
步骤决策输出
1. Brief受众、一条核心信息、平台、时长、情绪(3 个形容词)一句话创意意图
2. 基调与能量在平静↔动感、柔和↔锐利两个维度上的位置下述矩阵中的一个点
3. 动效语言锁定规范表已填写的动效语言规范
4. 层级对发生动效的元素排序:Hero / Support / Texture动效层级列表
5. 克制检查删去不承载意义的动效保持静止的内容列表
6. 镜头指导记录每个镜头的意图,而不是关键帧指导备注(见模板)
7. 一致性检查根据规范进行审核每个镜头的通过/未通过结果

Tone & energy matrix

基调与能量矩阵

Place the piece on two axes; the cell dictates the motion language defaults.
Soft (organic, eased)Sharp (precise, snappy)
CalmLuxury, wellness, editorial — slow, long eases, generous holds, minimal staggerPremium tech, fintech — deliberate, clean linear-ish moves, tight but unhurried
KineticPlayful, lifestyle, kids — bouncy/overshoot, springy, loose timingSports, hype, gaming — fast cuts, hard snaps, aggressive overshoot on beats
Pick one cell and commit. Mixing cells within a piece is the most common cause of "inconsistent" motion.
将作品放在两个轴上;所在象限决定动效语言的默认设置。
柔和(有机、缓动)锐利(精确、迅速)
平静奢华、健康、编辑类内容——缓慢、长缓动、充分停顿、极少交错高级科技、金融科技——从容、干净、偏线性的动效,紧凑但不急促
动感趣味、生活方式、儿童——弹跳/过冲、富有弹性、节奏宽松体育、高能内容、游戏——快速剪辑、果断急停、节拍上的强烈过冲
选择一个象限并贯彻到底。在同一作品中混用不同象限,是造成动效“不一致”的最常见原因。

Motion personality (named presets)

动效个性(具名预设)

The tone matrix tells you where the piece sits; a motion personality is the named, numeric preset you hand to whoever animates. Pick ONE per project and apply it everywhere. This is shared vocabulary — other skills (e.g.
gsap-web
,
micro-interaction
, the video packs) can just say "use the Premium personality."
PersonalityDurationSignature easingOvershootReads as
Playful150–300ms
ease-out-back
/
cubic-bezier(0.34,1.56,0.64,1)
10–20%fun, bouncy, whimsical
Premium350–600ms
cubic-bezier(0.4,0,0.2,1)
0%elegant, minimal, luxury
Corporate200–400ms
cubic-bezier(0.2,0,0,1)
0–3%clean, professional, trustworthy
Energetic100–250ms
ease-out-expo
15–30%bold, dynamic, hype
Default: Corporate for UI/product, Playful for illustration/lifestyle. Maps onto the matrix — Premium≈calm-soft, Corporate≈calm-sharp, Playful≈kinetic-soft, Energetic≈kinetic-sharp. The personality fills the "easing family / base timing unit / motion intensity" rows of the spec below.
基调矩阵决定作品所处的位置;动效个性则是交给动画执行者的具名数值预设。每个项目只选择一个,并在各处统一应用。它是一套共享词汇——其他 skill(例如
gsap-web
、
micro-interaction
和视频包)只需说“使用 Premium 个性”即可。
个性时长标志性缓动过冲呈现为
Playful150–300ms
ease-out-back
/
cubic-bezier(0.34,1.56,0.64,1)
10–20%有趣、活泼、奇趣
Premium350–600ms
cubic-bezier(0.4,0,0.2,1)
0%优雅、极简、奢华
Corporate200–400ms
cubic-bezier(0.2,0,0,1)
0–3%简洁、专业、可信赖
Energetic100–250ms
ease-out-expo
15–30%大胆、动感、高能
默认值:UI/产品使用 Corporate,插画/生活方式内容使用 Playful。其与矩阵的对应关系为——Premium≈平静-柔和,Corporate≈平静-锐利,Playful≈动感-柔和,Energetic≈动感-锐利。个性会填入下述规范中的“缓动类型 / 基础时长单位 / 动效强度”三行。

The motion-language spec

动效语言规范

The core artifact. Fill every row with ONE choice and reuse it everywhere.
PropertyChoose oneExample (calm-sharp / premium tech)
Easing familyThe signature curve for ~90% of moves
cubic-bezier(0.22, 1, 0.36, 1)
(decelerate, soft landing)
Base timing unitThe atomic duration; build others as multiples0.4s (enters 0.4s, big moves 0.8s, micro 0.2s)
Transition familyHow shots connectMatch-cut + crossfade only; no wipes/spins
Stagger rhythmDelay between grouped elements60ms cascade, top-to-bottom
Motion intensityDistance/scale/overshoot budgetTravel ≤ 24px, scale 0.96→1.0, overshoot ≤ 2%
Hold disciplineMinimum rest between moves≥ 0.3s of stillness after each beat
Two eases maximum: one "in" (exits) and one "out" (entrances/landings). A third curve must justify its existence.
这是核心成果。每行填写一个选项,并在所有位置复用。
属性选择一项示例(平静-锐利 / 高级科技)
缓动类型用于约 90% 动效的标志性曲线
cubic-bezier(0.22, 1, 0.36, 1)
(减速、柔和落位)
基础时长单位最小时间单位;其他时长按其倍数构建0.4s(入场 0.4s,大幅动效 0.8s,微动效 0.2s)
转场类型镜头如何衔接仅使用 match-cut + crossfade;不要使用 wipes/spins
错落节奏成组元素之间的延迟60ms 级联,自上而下
动效强度位移/缩放/过冲预算位移 ≤ 24px,缩放 0.96→1.0,过冲 ≤ 2%
停顿规范动效之间的最短休息时间每个节拍后静止 ≥ 0.3s
最多使用两种缓动:一种“in”(用于离场)和一种“out”(用于入场/落位)。第三种曲线必须能够证明其存在的必要性。

Motion hierarchy

动效层级

Not everything earns motion. Rank every element, then animate down the list — and stop early. These three tiers are the universal three motion layers (see
animation-principles
): Hero = Primary, Support = Secondary, Texture = Ambient.
TierWhat it isHow it moves
HeroThe one thing the shot is aboutGets the boldest, slowest, most-eased move; lands on the beat
SupportContext that helps the hero landSmaller, faster, eased out of the way; never competes
TextureBackground, grain, ambient driftSubliminal only — slow loops, low contrast, no hard cuts
If two elements compete for the eye in one frame, the direction has failed. Demote one to support.
并非所有内容都值得加入动效。为每个元素分级,然后按列表顺序向下赋予动效,并适时停止。这三个层级是通用的三大动效层级(见
animation-principles
):Hero = Primary,Support = Secondary,Texture = Ambient。
层级它是什么如何运动
Hero镜头所表达的唯一核心内容采用最醒目、最缓慢、缓动最充分的动效;在节拍上落位
Support帮助 Hero 落位的辅助语境幅度更小、速度更快,以缓动方式退居辅助位置;绝不与之争夺注意力
Texture背景、颗粒、环境漂移仅做潜意识层表现——缓慢循环、低对比度、无硬切
如果同一画面中有两个元素争夺视线,说明指导已经失败。将其中一个降级为 Support。

Restraint — what NOT to animate

克制——哪些内容不应动效化

The senior move. For each element ask: does the motion carry meaning? If not, hold it still.
  • Don't animate the entire frame at once — stagger or hold a anchor so the eye has a home.
  • Don't transition the transition (no animated wipe and a spin and a fade).
  • Don't loop-animate text the viewer is still reading.
  • Don't add overshoot to serious/financial content — it reads as toy-like.
  • One "wow" moment per piece. A second one cancels the first.
这是资深创作者的关键判断。对每个元素提问:这项动效是否承载意义? 如果不是,就让它保持静止。
  • 不要让整个画面同时动起来——采用错落,或让一个锚点保持静止,让视线有所归依。
  • 不要给转场再叠加转场(不要同时使用动画擦除、旋转和淡化)。
  • 不要让观众仍在阅读的文字做循环动画。
  • 不要在严肃/金融类内容中加入过冲——这会显得像玩具。
  • 每个作品只设置一个“惊艳”时刻。第二个会抵消第一个。

Pacing & rhythm

节奏与韵律

Pacing is the edit's heartbeat. Vary it on purpose: tension (faster, tighter) → release (a hold). Map energy across the timeline before timing individual moves — most pieces want a low-energy open, a build, a peak, and a settled end card. Cut and land key moments on the audio (see launch-video for beat-syncing); silence and stillness are pacing tools, not gaps to fill.
节奏是剪辑的心跳。要有意识地变化:张力(更快、更紧凑)→释放(保持停顿)。在为单个动效设定时长前,先规划整条时间线上的能量分布——多数作品都适合采用低能量开场、逐步构建、高潮和收束平稳的尾板。让关键时刻的剪切与落位对齐音频(节拍同步参见 launch-video);静默与静止也是节奏工具,不是需要填满的空白。

Consistency check

一致性检查

Before sign-off, audit every shot against the spec table:
  • Same easing family on comparable moves? (No stray
    linear
    or
    ease
    .)
  • All durations are multiples of the base unit?
  • Only the chosen transition family between shots?
  • Stagger rhythm identical across grouped reveals?
  • Hold discipline respected — no two moves stacked without rest?
  • Exactly one hero per frame?
Any "no" is a direction defect, not a craft preference — fix it before polishing.
在签核前,根据规范表审核每个镜头:
  • 同类动效是否使用相同的缓动类型?(不应出现游离的
    linear
    或
    ease
    。)
  • 所有时长是否都是基础单位的倍数?
  • 镜头之间是否只使用选定的转场类型?
  • 成组元素的呈现是否使用一致的错落节奏?
  • 是否遵守停顿规范——没有两个动效在无间隔休息的情况下连续堆叠?
  • 每一帧是否恰好只有一个 Hero?
任何一个“否”都意味着指导缺陷,而非工艺偏好——应在打磨前予以修正。

Reference files

参考文件

  • references/direction-playbook.md
    — worked examples of the motion-language spec for five tone cells, a full brief template, a shot-by-shot direction-notes template with example entries, brand→motion translation tables, an easing-vocabulary cheat sheet, and a complete pre-render direction checklist.
  • references/direction-playbook.md
    ——五种基调象限的动效语言规范实例、完整 brief 模板、包含示例条目的逐镜头指导备注模板、品牌→动效转换表、缓动词汇速查表,以及完整的渲染前指导检查清单。