@autoaiai/aicut 0.1.11 → 0.1.13
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/MANUAL.md +94 -94
- package/package.json +1 -1
- package/skills/aicut-motion/SKILL.md +69 -3
- package/skills/aicut-motion/THIRD_PARTY_NOTICES.md +14 -0
- package/skills/aicut-motion/assets/atlas/lib/harness.js +116 -0
- package/skills/aicut-motion/assets/atlas/lib/sound.js +274 -0
- package/skills/aicut-motion/assets/atlas/styles/001-flat-vector-science/code.js +937 -0
- package/skills/aicut-motion/assets/atlas/styles/001-flat-vector-science/poster.jpg +0 -0
- package/skills/aicut-motion/assets/atlas/styles/001-flat-vector-science/style.json +13 -0
- package/skills/aicut-motion/assets/atlas/styles/002-watercolor-wash/code.js +909 -0
- package/skills/aicut-motion/assets/atlas/styles/002-watercolor-wash/poster.jpg +0 -0
- package/skills/aicut-motion/assets/atlas/styles/002-watercolor-wash/style.json +13 -0
- package/skills/aicut-motion/assets/atlas/styles/003-shadow-puppet-theatre/code.js +881 -0
- package/skills/aicut-motion/assets/atlas/styles/003-shadow-puppet-theatre/poster.jpg +0 -0
- package/skills/aicut-motion/assets/atlas/styles/003-shadow-puppet-theatre/style.json +13 -0
- package/skills/aicut-motion/assets/atlas/styles/004-whiteboard-explainer/code.js +897 -0
- package/skills/aicut-motion/assets/atlas/styles/004-whiteboard-explainer/poster.jpg +0 -0
- package/skills/aicut-motion/assets/atlas/styles/004-whiteboard-explainer/style.json +13 -0
- package/skills/aicut-motion/assets/atlas/styles/005-psychedelic-poster/code.js +814 -0
- package/skills/aicut-motion/assets/atlas/styles/005-psychedelic-poster/poster.jpg +0 -0
- package/skills/aicut-motion/assets/atlas/styles/005-psychedelic-poster/style.json +13 -0
- package/skills/aicut-motion/assets/atlas/styles/006-tech-glow-explainer/code.js +990 -0
- package/skills/aicut-motion/assets/atlas/styles/006-tech-glow-explainer/poster.jpg +0 -0
- package/skills/aicut-motion/assets/atlas/styles/006-tech-glow-explainer/style.json +13 -0
- package/skills/aicut-motion/assets/atlas/styles/007-papercraft-models/code.js +994 -0
- package/skills/aicut-motion/assets/atlas/styles/007-papercraft-models/poster.jpg +0 -0
- package/skills/aicut-motion/assets/atlas/styles/007-papercraft-models/style.json +13 -0
- package/skills/aicut-motion/assets/atlas/styles/008-1940s-film-noir/code.js +792 -0
- package/skills/aicut-motion/assets/atlas/styles/008-1940s-film-noir/poster.jpg +0 -0
- package/skills/aicut-motion/assets/atlas/styles/008-1940s-film-noir/style.json +13 -0
- package/skills/aicut-motion/assets/atlas/styles/009-manim-style-math/code.js +840 -0
- package/skills/aicut-motion/assets/atlas/styles/009-manim-style-math/poster.jpg +0 -0
- package/skills/aicut-motion/assets/atlas/styles/009-manim-style-math/style.json +13 -0
- package/skills/aicut-motion/assets/atlas/styles/010-illuminated-manuscript/code.js +1126 -0
- package/skills/aicut-motion/assets/atlas/styles/010-illuminated-manuscript/poster.jpg +0 -0
- package/skills/aicut-motion/assets/atlas/styles/010-illuminated-manuscript/style.json +13 -0
- package/skills/aicut-motion/assets/atlas/styles/011-editorial-essay-collage/code.js +854 -0
- package/skills/aicut-motion/assets/atlas/styles/011-editorial-essay-collage/poster.jpg +0 -0
- package/skills/aicut-motion/assets/atlas/styles/011-editorial-essay-collage/style.json +13 -0
- package/skills/aicut-motion/assets/atlas/styles/012-bioluminescent-deep-sea/code.js +1124 -0
- package/skills/aicut-motion/assets/atlas/styles/012-bioluminescent-deep-sea/poster.jpg +0 -0
- package/skills/aicut-motion/assets/atlas/styles/012-bioluminescent-deep-sea/style.json +13 -0
- package/skills/aicut-motion/assets/atlas/styles/013-product-launch-reveal/code.js +728 -0
- package/skills/aicut-motion/assets/atlas/styles/013-product-launch-reveal/poster.jpg +0 -0
- package/skills/aicut-motion/assets/atlas/styles/013-product-launch-reveal/style.json +13 -0
- package/skills/aicut-motion/assets/atlas/styles/014-halftone-pop-panel/code.js +664 -0
- package/skills/aicut-motion/assets/atlas/styles/014-halftone-pop-panel/poster.jpg +0 -0
- package/skills/aicut-motion/assets/atlas/styles/014-halftone-pop-panel/style.json +13 -0
- package/skills/aicut-motion/assets/atlas/styles/015-isometric-pastel/code.js +991 -0
- package/skills/aicut-motion/assets/atlas/styles/015-isometric-pastel/poster.jpg +0 -0
- package/skills/aicut-motion/assets/atlas/styles/015-isometric-pastel/style.json +13 -0
- package/skills/aicut-motion/assets/atlas/styles/016-oscilloscope-vector-art/code.js +801 -0
- package/skills/aicut-motion/assets/atlas/styles/016-oscilloscope-vector-art/poster.jpg +0 -0
- package/skills/aicut-motion/assets/atlas/styles/016-oscilloscope-vector-art/style.json +13 -0
- package/skills/aicut-motion/assets/atlas/styles/017-risograph-zine/code.js +692 -0
- package/skills/aicut-motion/assets/atlas/styles/017-risograph-zine/poster.jpg +0 -0
- package/skills/aicut-motion/assets/atlas/styles/017-risograph-zine/style.json +13 -0
- package/skills/aicut-motion/assets/atlas/styles/018-claymation-set/code.js +756 -0
- package/skills/aicut-motion/assets/atlas/styles/018-claymation-set/poster.jpg +0 -0
- package/skills/aicut-motion/assets/atlas/styles/018-claymation-set/style.json +13 -0
- package/skills/aicut-motion/assets/atlas/styles/019-neon-sign-at-night/code.js +922 -0
- package/skills/aicut-motion/assets/atlas/styles/019-neon-sign-at-night/poster.jpg +0 -0
- package/skills/aicut-motion/assets/atlas/styles/019-neon-sign-at-night/style.json +13 -0
- package/skills/aicut-motion/assets/atlas/styles/020-kawaii-anime/code.js +852 -0
- package/skills/aicut-motion/assets/atlas/styles/020-kawaii-anime/poster.jpg +0 -0
- package/skills/aicut-motion/assets/atlas/styles/020-kawaii-anime/style.json +13 -0
- package/skills/aicut-motion/assets/atlas/styles/021-ukiyo-e-woodblock/code.js +724 -0
- package/skills/aicut-motion/assets/atlas/styles/021-ukiyo-e-woodblock/poster.jpg +0 -0
- package/skills/aicut-motion/assets/atlas/styles/021-ukiyo-e-woodblock/style.json +13 -0
- package/skills/aicut-motion/assets/atlas/styles/022-16-bit-pixel-odyssey/code.js +793 -0
- package/skills/aicut-motion/assets/atlas/styles/022-16-bit-pixel-odyssey/poster.jpg +0 -0
- package/skills/aicut-motion/assets/atlas/styles/022-16-bit-pixel-odyssey/style.json +13 -0
- package/skills/aicut-motion/assets/atlas/styles/023-chalkboard-lesson/code.js +846 -0
- package/skills/aicut-motion/assets/atlas/styles/023-chalkboard-lesson/poster.jpg +0 -0
- package/skills/aicut-motion/assets/atlas/styles/023-chalkboard-lesson/style.json +13 -0
- package/skills/aicut-motion/assets/atlas/styles/024-cut-paper-diorama/code.js +1008 -0
- package/skills/aicut-motion/assets/atlas/styles/024-cut-paper-diorama/poster.jpg +0 -0
- package/skills/aicut-motion/assets/atlas/styles/024-cut-paper-diorama/style.json +13 -0
- package/skills/aicut-motion/assets/atlas/styles/025-cathedral-glass/code.js +680 -0
- package/skills/aicut-motion/assets/atlas/styles/025-cathedral-glass/poster.jpg +0 -0
- package/skills/aicut-motion/assets/atlas/styles/025-cathedral-glass/style.json +13 -0
- package/skills/aicut-motion/assets/atlas/styles/026-editorial-chart/code.js +633 -0
- package/skills/aicut-motion/assets/atlas/styles/026-editorial-chart/poster.jpg +0 -0
- package/skills/aicut-motion/assets/atlas/styles/026-editorial-chart/style.json +13 -0
- package/skills/aicut-motion/assets/atlas/styles/027-synthwave-outrun/code.js +757 -0
- package/skills/aicut-motion/assets/atlas/styles/027-synthwave-outrun/poster.jpg +0 -0
- package/skills/aicut-motion/assets/atlas/styles/027-synthwave-outrun/style.json +13 -0
- package/skills/aicut-motion/assets/atlas/styles/028-origami-studio/code.js +828 -0
- package/skills/aicut-motion/assets/atlas/styles/028-origami-studio/poster.jpg +0 -0
- package/skills/aicut-motion/assets/atlas/styles/028-origami-studio/style.json +13 -0
- package/skills/aicut-motion/assets/atlas/styles/029-linocut-relief-print/code.js +697 -0
- package/skills/aicut-motion/assets/atlas/styles/029-linocut-relief-print/poster.jpg +0 -0
- package/skills/aicut-motion/assets/atlas/styles/029-linocut-relief-print/style.json +13 -0
- package/skills/aicut-motion/assets/atlas/styles/030-holographic-foil-card/code.js +687 -0
- package/skills/aicut-motion/assets/atlas/styles/030-holographic-foil-card/poster.jpg +0 -0
- package/skills/aicut-motion/assets/atlas/styles/030-holographic-foil-card/style.json +13 -0
- package/skills/aicut-motion/assets/atlas/styles/031-voxel-diorama/code.js +727 -0
- package/skills/aicut-motion/assets/atlas/styles/031-voxel-diorama/poster.jpg +0 -0
- package/skills/aicut-motion/assets/atlas/styles/031-voxel-diorama/style.json +13 -0
- package/skills/aicut-motion/assets/atlas/styles/032-sumi-e-ink-wash/code.js +903 -0
- package/skills/aicut-motion/assets/atlas/styles/032-sumi-e-ink-wash/poster.jpg +0 -0
- package/skills/aicut-motion/assets/atlas/styles/032-sumi-e-ink-wash/style.json +13 -0
- package/skills/aicut-motion/assets/atlas/styles/033-etch-a-sketch-toy/code.js +662 -0
- package/skills/aicut-motion/assets/atlas/styles/033-etch-a-sketch-toy/poster.jpg +0 -0
- package/skills/aicut-motion/assets/atlas/styles/033-etch-a-sketch-toy/style.json +13 -0
- package/skills/aicut-motion/assets/atlas/styles/034-cosmic-star-chart/code.js +951 -0
- package/skills/aicut-motion/assets/atlas/styles/034-cosmic-star-chart/poster.jpg +0 -0
- package/skills/aicut-motion/assets/atlas/styles/034-cosmic-star-chart/style.json +13 -0
- package/skills/aicut-motion/assets/atlas/styles/035-punk-zine-collage/code.js +759 -0
- package/skills/aicut-motion/assets/atlas/styles/035-punk-zine-collage/poster.jpg +0 -0
- package/skills/aicut-motion/assets/atlas/styles/035-punk-zine-collage/style.json +13 -0
- package/skills/aicut-motion/assets/atlas/styles/036-thermal-camera/code.js +738 -0
- package/skills/aicut-motion/assets/atlas/styles/036-thermal-camera/poster.jpg +0 -0
- package/skills/aicut-motion/assets/atlas/styles/036-thermal-camera/style.json +13 -0
- package/skills/aicut-motion/assets/atlas/styles/037-engineering-blueprint/code.js +793 -0
- package/skills/aicut-motion/assets/atlas/styles/037-engineering-blueprint/poster.jpg +0 -0
- package/skills/aicut-motion/assets/atlas/styles/037-engineering-blueprint/style.json +13 -0
- package/skills/aicut-motion/assets/atlas/styles/038-impasto-night/code.js +673 -0
- package/skills/aicut-motion/assets/atlas/styles/038-impasto-night/poster.jpg +0 -0
- package/skills/aicut-motion/assets/atlas/styles/038-impasto-night/style.json +13 -0
- package/skills/aicut-motion/assets/atlas/styles/039-win95-desktop/code.js +907 -0
- package/skills/aicut-motion/assets/atlas/styles/039-win95-desktop/poster.jpg +0 -0
- package/skills/aicut-motion/assets/atlas/styles/039-win95-desktop/style.json +13 -0
- package/skills/aicut-motion/assets/atlas/styles/040-low-poly-faceted/code.js +833 -0
- package/skills/aicut-motion/assets/atlas/styles/040-low-poly-faceted/poster.jpg +0 -0
- package/skills/aicut-motion/assets/atlas/styles/040-low-poly-faceted/style.json +13 -0
- package/skills/aicut-motion/assets/atlas/styles/041-manga-page/code.js +845 -0
- package/skills/aicut-motion/assets/atlas/styles/041-manga-page/poster.jpg +0 -0
- package/skills/aicut-motion/assets/atlas/styles/041-manga-page/style.json +13 -0
- package/skills/aicut-motion/assets/atlas/styles/042-wood-type-letterpress/code.js +496 -0
- package/skills/aicut-motion/assets/atlas/styles/042-wood-type-letterpress/poster.jpg +0 -0
- package/skills/aicut-motion/assets/atlas/styles/042-wood-type-letterpress/style.json +13 -0
- package/skills/aicut-motion/assets/atlas/styles/043-light-painting/code.js +635 -0
- package/skills/aicut-motion/assets/atlas/styles/043-light-painting/poster.jpg +0 -0
- package/skills/aicut-motion/assets/atlas/styles/043-light-painting/style.json +13 -0
- package/skills/aicut-motion/assets/atlas/styles/044-felt-patchwork/code.js +799 -0
- package/skills/aicut-motion/assets/atlas/styles/044-felt-patchwork/poster.jpg +0 -0
- package/skills/aicut-motion/assets/atlas/styles/044-felt-patchwork/style.json +13 -0
- package/skills/aicut-motion/assets/atlas/styles/045-phosphor-terminal/code.js +547 -0
- package/skills/aicut-motion/assets/atlas/styles/045-phosphor-terminal/poster.jpg +0 -0
- package/skills/aicut-motion/assets/atlas/styles/045-phosphor-terminal/style.json +13 -0
- package/skills/aicut-motion/assets/atlas/styles/046-glassmorphism-ui/code.js +592 -0
- package/skills/aicut-motion/assets/atlas/styles/046-glassmorphism-ui/poster.jpg +0 -0
- package/skills/aicut-motion/assets/atlas/styles/046-glassmorphism-ui/style.json +13 -0
- package/skills/aicut-motion/assets/atlas/styles/047-tarot-card/code.js +768 -0
- package/skills/aicut-motion/assets/atlas/styles/047-tarot-card/poster.jpg +0 -0
- package/skills/aicut-motion/assets/atlas/styles/047-tarot-card/style.json +13 -0
- package/skills/aicut-motion/assets/atlas/styles/048-transit-map/code.js +666 -0
- package/skills/aicut-motion/assets/atlas/styles/048-transit-map/poster.jpg +0 -0
- package/skills/aicut-motion/assets/atlas/styles/048-transit-map/style.json +13 -0
- package/skills/aicut-motion/assets/atlas/styles/049-gouache-travel-poster/code.js +559 -0
- package/skills/aicut-motion/assets/atlas/styles/049-gouache-travel-poster/poster.jpg +0 -0
- package/skills/aicut-motion/assets/atlas/styles/049-gouache-travel-poster/style.json +13 -0
- package/skills/aicut-motion/assets/atlas/styles/050-napkin-sketch/code.js +943 -0
- package/skills/aicut-motion/assets/atlas/styles/050-napkin-sketch/poster.jpg +0 -0
- package/skills/aicut-motion/assets/atlas/styles/050-napkin-sketch/style.json +13 -0
- package/skills/aicut-motion/assets/atlas/styles/051-art-deco-foil/code.js +606 -0
- package/skills/aicut-motion/assets/atlas/styles/051-art-deco-foil/poster.jpg +0 -0
- package/skills/aicut-motion/assets/atlas/styles/051-art-deco-foil/style.json +13 -0
- package/skills/aicut-motion/assets/atlas/styles/052-radiograph-on-lightbox/code.js +730 -0
- package/skills/aicut-motion/assets/atlas/styles/052-radiograph-on-lightbox/poster.jpg +0 -0
- package/skills/aicut-motion/assets/atlas/styles/052-radiograph-on-lightbox/style.json +13 -0
- package/skills/aicut-motion/assets/atlas/styles/053-vaporwave/code.js +782 -0
- package/skills/aicut-motion/assets/atlas/styles/053-vaporwave/poster.jpg +0 -0
- package/skills/aicut-motion/assets/atlas/styles/053-vaporwave/style.json +13 -0
- package/skills/aicut-motion/assets/atlas/styles/054-ebru-paper-marbling/code.js +504 -0
- package/skills/aicut-motion/assets/atlas/styles/054-ebru-paper-marbling/poster.jpg +0 -0
- package/skills/aicut-motion/assets/atlas/styles/054-ebru-paper-marbling/style.json +13 -0
- package/skills/aicut-motion/assets/atlas/styles/055-isotype-pictograms/code.js +517 -0
- package/skills/aicut-motion/assets/atlas/styles/055-isotype-pictograms/poster.jpg +0 -0
- package/skills/aicut-motion/assets/atlas/styles/055-isotype-pictograms/style.json +13 -0
- package/skills/aicut-motion/assets/atlas/styles/056-soft-3d-clay/code.js +713 -0
- package/skills/aicut-motion/assets/atlas/styles/056-soft-3d-clay/poster.jpg +0 -0
- package/skills/aicut-motion/assets/atlas/styles/056-soft-3d-clay/style.json +13 -0
- package/skills/aicut-motion/assets/atlas/styles/057-cross-stitch-sampler/code.js +717 -0
- package/skills/aicut-motion/assets/atlas/styles/057-cross-stitch-sampler/poster.jpg +0 -0
- package/skills/aicut-motion/assets/atlas/styles/057-cross-stitch-sampler/style.json +13 -0
- package/skills/aicut-motion/assets/atlas/styles/058-constructivist-propaganda/code.js +540 -0
- package/skills/aicut-motion/assets/atlas/styles/058-constructivist-propaganda/poster.jpg +0 -0
- package/skills/aicut-motion/assets/atlas/styles/058-constructivist-propaganda/style.json +13 -0
- package/skills/aicut-motion/assets/atlas/styles/059-pocket-monochrome/code.js +524 -0
- package/skills/aicut-motion/assets/atlas/styles/059-pocket-monochrome/poster.jpg +0 -0
- package/skills/aicut-motion/assets/atlas/styles/059-pocket-monochrome/style.json +13 -0
- package/skills/aicut-motion/assets/atlas/styles/060-botanical-plate/code.js +934 -0
- package/skills/aicut-motion/assets/atlas/styles/060-botanical-plate/poster.jpg +0 -0
- package/skills/aicut-motion/assets/atlas/styles/060-botanical-plate/style.json +13 -0
- package/skills/aicut-motion/assets/atlas/styles/061-kinetic-type/code.js +690 -0
- package/skills/aicut-motion/assets/atlas/styles/061-kinetic-type/poster.jpg +0 -0
- package/skills/aicut-motion/assets/atlas/styles/061-kinetic-type/style.json +13 -0
- package/skills/aicut-motion/assets/atlas/styles/062-byzantine-mosaic/code.js +612 -0
- package/skills/aicut-motion/assets/atlas/styles/062-byzantine-mosaic/poster.jpg +0 -0
- package/skills/aicut-motion/assets/atlas/styles/062-byzantine-mosaic/style.json +13 -0
- package/skills/aicut-motion/assets/atlas/styles/063-y2k-liquid-chrome/code.js +666 -0
- package/skills/aicut-motion/assets/atlas/styles/063-y2k-liquid-chrome/poster.jpg +0 -0
- package/skills/aicut-motion/assets/atlas/styles/063-y2k-liquid-chrome/style.json +13 -0
- package/skills/aicut-motion/assets/atlas/styles/064-sticky-note-wall/code.js +651 -0
- package/skills/aicut-motion/assets/atlas/styles/064-sticky-note-wall/poster.jpg +0 -0
- package/skills/aicut-motion/assets/atlas/styles/064-sticky-note-wall/style.json +13 -0
- package/skills/aicut-motion/assets/atlas/styles/065-vintage-newsprint/code.js +656 -0
- package/skills/aicut-motion/assets/atlas/styles/065-vintage-newsprint/poster.jpg +0 -0
- package/skills/aicut-motion/assets/atlas/styles/065-vintage-newsprint/style.json +13 -0
- package/skills/aicut-motion/assets/atlas/styles/066-hidden-line-wireframe/code.js +672 -0
- package/skills/aicut-motion/assets/atlas/styles/066-hidden-line-wireframe/poster.jpg +0 -0
- package/skills/aicut-motion/assets/atlas/styles/066-hidden-line-wireframe/style.json +13 -0
- package/skills/aicut-motion/assets/atlas/styles/067-memphis-group/code.js +548 -0
- package/skills/aicut-motion/assets/atlas/styles/067-memphis-group/poster.jpg +0 -0
- package/skills/aicut-motion/assets/atlas/styles/067-memphis-group/style.json +13 -0
- package/skills/aicut-motion/assets/atlas/styles/068-ballpoint-notebook/code.js +989 -0
- package/skills/aicut-motion/assets/atlas/styles/068-ballpoint-notebook/poster.jpg +0 -0
- package/skills/aicut-motion/assets/atlas/styles/068-ballpoint-notebook/style.json +13 -0
- package/skills/aicut-motion/assets/atlas/styles/069-op-art-sphere/code.js +440 -0
- package/skills/aicut-motion/assets/atlas/styles/069-op-art-sphere/poster.jpg +0 -0
- package/skills/aicut-motion/assets/atlas/styles/069-op-art-sphere/style.json +13 -0
- package/skills/aicut-motion/assets/atlas/styles/070-topographic-survey/code.js +895 -0
- package/skills/aicut-motion/assets/atlas/styles/070-topographic-survey/poster.jpg +0 -0
- package/skills/aicut-motion/assets/atlas/styles/070-topographic-survey/style.json +13 -0
- package/skills/aicut-motion/assets/atlas/styles/071-pointillist-afternoon/code.js +563 -0
- package/skills/aicut-motion/assets/atlas/styles/071-pointillist-afternoon/poster.jpg +0 -0
- package/skills/aicut-motion/assets/atlas/styles/071-pointillist-afternoon/style.json +13 -0
- package/skills/aicut-motion/assets/atlas/styles/072-vector-arcade-1980/code.js +627 -0
- package/skills/aicut-motion/assets/atlas/styles/072-vector-arcade-1980/poster.jpg +0 -0
- package/skills/aicut-motion/assets/atlas/styles/072-vector-arcade-1980/style.json +13 -0
- package/skills/aicut-motion/assets/atlas/styles/073-patent-drawing/code.js +1096 -0
- package/skills/aicut-motion/assets/atlas/styles/073-patent-drawing/poster.jpg +0 -0
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light, product UI, schematic minimal, branded system map, dense dashboard
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detail, or presentation-grade explainer.
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serious data.
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- Commitment-premium: one word, number, mark, or object at full focus; two-tone
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52
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or brand-locked color; beat-driven energy. Use for brand, social, title, and
|
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53
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launch moments that need impact.
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|
54
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- Expressive primitive: one repeated shape, stroke, dot, glyph, cursor, or mark
|
|
55
|
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carries the idea. Use arrangement and gestalt before literal illustration.
|
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56
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-
- Ambient/generative: one anchor, one derived field, one ground. Keep the field
|
|
57
|
-
quiet enough to host foreground content.
|
|
58
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-
- Playful/character: use one emotional signature, such as blink, look, bounce,
|
|
59
|
-
or squash. Keep the rest disciplined so charm does not become clutter.
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60
|
-
|
|
61
|
-
## Simplify Before Adding
|
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62
|
-
|
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63
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- Prefer fewer stronger objects over many meaningful-looking details.
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|
64
|
-
- Remove, merge, resize, clarify, or rebalance existing elements before adding
|
|
65
|
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a new object, badge, line, glow, or texture.
|
|
66
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- Treat a detail as valid only when it improves comprehension, hierarchy,
|
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67
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workflow clarity, state, brand signal, or reading rhythm.
|
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68
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- A detail can have a role and still fail if the composition becomes crowded,
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69
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evenly weighted, or hard to read.
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70
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- When the scene feels generic, first strengthen the focal subject, spacing,
|
|
71
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typography, and color roles. Add effects only after the composition holds.
|
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72
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- "Premium" most often fails by adding chrome: a framing card, a border, column
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73
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dividers, a second surface tint, or a gradient. Treat the word as a cue to
|
|
74
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-
subtract. Strengthen scale, weight, brightness, and spacing first; reach for a
|
|
75
|
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container only if removing it would lose meaning.
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76
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|
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77
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## Primitive Systems
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78
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-
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79
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- Build richness from one primitive repeated or varied by scale, density,
|
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80
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position, value, or timing.
|
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81
|
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- A single stroke, dot, ring, capsule, glyph, or geometric mark can become logo,
|
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82
|
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texture, diagram, loader, or accent when used consistently.
|
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83
|
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- Density is acceptable when it is one motif multiplied. Many unrelated motifs
|
|
84
|
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read as clutter.
|
|
85
|
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- If using an expressive primitive, make the arrangement carry meaning:
|
|
86
|
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overlap, orbit, chain, bracket, grid, radial order, or figure/ground.
|
|
87
|
-
- Avoid literal clip-art when an abstract relationship can explain the message
|
|
88
|
-
more clearly.
|
|
89
|
-
|
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90
|
-
## Composition Defaults
|
|
91
|
-
|
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92
|
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- Start with a clear hierarchy: primary subject, supporting detail, accent.
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93
|
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- Keep the object budget visible while designing: focal subject first, support
|
|
94
|
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second, accent last.
|
|
95
|
-
- Compose the first and final frames as intentional still designs.
|
|
96
|
-
- Use visual center, not only mathematical center. Round shapes, tall marks, and
|
|
97
|
-
asymmetric logos may need optical nudging.
|
|
98
|
-
- Keep safe margins around text, logos, and overlays. Leave extra room for
|
|
99
|
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motion overshoot and blur-like effects.
|
|
100
|
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- Use negative space as an active design element; do not fill every empty area.
|
|
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|
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- Align to a simple grid, baseline, or optical axis. Break alignment only when
|
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the concept clearly benefits.
|
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103
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-
|
|
104
|
-
## Anti-Generic Replacements
|
|
105
|
-
|
|
106
|
-
- Do not default to dark grids, blue arrows, empty cards, monospaced labels, or
|
|
107
|
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decorative circles for technical work. Use a chosen visual system with clear
|
|
108
|
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information hierarchy.
|
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109
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- Replace empty rounded cards with meaningful node details: icons, mini UI
|
|
110
|
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fragments, step numbers, labels, thumbnails, status marks, metrics, or data
|
|
111
|
-
hints.
|
|
112
|
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- Replace arbitrary accent circles with ports, badges, state indicators,
|
|
113
|
-
handles, highlights, or remove them.
|
|
114
|
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- Replace decorative grid wallpaper with structural alignment, section bands,
|
|
115
|
-
subtle dividers, real axes, or whitespace.
|
|
116
|
-
- Replace generic glow with a focal halo, active-state emphasis, masked material
|
|
117
|
-
pass, or no effect.
|
|
118
|
-
|
|
119
|
-
## Placement And Framing
|
|
120
|
-
|
|
121
|
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- For transparent assets, frame the artwork tightly enough to feel usable but
|
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|
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leave breathing room for motion.
|
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123
|
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- For full-frame scenes, keep the subject away from edges unless edge contact is
|
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124
|
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part of the design.
|
|
125
|
-
- Preserve logo lockups. Do not change mark/wordmark proportions, spacing,
|
|
126
|
-
rotation, or final alignment unless explicitly asked.
|
|
127
|
-
- Check whether the animation's final resting pose is the intended exported
|
|
128
|
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asset, not an in-between state.
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|
129
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-
|
|
130
|
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## Typography
|
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131
|
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132
|
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- Use one main type idea per composition: editorial, utilitarian, kinetic,
|
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playful, or premium.
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134
|
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- Decide the focal line or phrase before styling support text.
|
|
135
|
-
- Choose type for voice: serif for human/editorial authority, grotesque for
|
|
136
|
-
product/function, monospace for technical labels, expressive type only when
|
|
137
|
-
the words are the subject.
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138
|
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- Large light-weight type can feel more premium than heavy bold in restrained
|
|
139
|
-
institutional scenes; heavy bold suits loud social and title work.
|
|
140
|
-
- Keep text readable at the intended size. Avoid crowding edges.
|
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141
|
-
- Split long text into deliberate lines; do not let line breaks feel accidental.
|
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142
|
-
- Establish type hierarchy with size, weight, case, and spacing before adding
|
|
143
|
-
effects.
|
|
144
|
-
- Balance text blocks optically: line length, rag, weight, and spacing should
|
|
145
|
-
feel stable in the final frame.
|
|
146
|
-
- When two text runs of different sizes share a row (label and value, name and
|
|
147
|
-
number, icon and caption), align them by their cap-height centers, not by a
|
|
148
|
-
shared baseline. A shared baseline makes the smaller run appear to sink. Center
|
|
149
|
-
a single run inside a container by its cap-height box, not the em box or the
|
|
150
|
-
baseline. See `player-contract.md` "Vector Text Vertical Placement" for the
|
|
151
|
-
formula, since vector text has no auto-centering.
|
|
152
|
-
- Set vertical spacing between stacked text blocks relative to type size, not by
|
|
153
|
-
eyeballed pixels. A workable default for a headline and the line directly below
|
|
154
|
-
it is a gap of about 0.5 to 0.8 of the headline cap height; keep one consistent
|
|
155
|
-
spacing step between sibling blocks so the rhythm reads deliberate.
|
|
156
|
-
- Use monospaced type only for code, data, terminals, or system-like content.
|
|
157
|
-
- Use weight, size, and timing before adding decorative elements.
|
|
158
|
-
- Convert to paths when exact font rendering matters and font support is
|
|
159
|
-
uncertain.
|
|
160
|
-
|
|
161
|
-
## Color And Material
|
|
162
|
-
|
|
163
|
-
- Start from source/brand colors when provided.
|
|
164
|
-
- When no brand system is provided, prefer a premium pure black/white
|
|
165
|
-
(`000`/`fff`) contrast or another deliberate premium palette; use warm
|
|
166
|
-
near-black and cream/off-white tones only when the user asks for them.
|
|
167
|
-
- Use one dominant neutral or background, one primary color, and one accent
|
|
168
|
-
unless the concept demands more.
|
|
169
|
-
- Assign color roles before adding new colors: background/neutral, focal
|
|
170
|
-
subject, accent, and optional semantic state.
|
|
171
|
-
- Quarantine saturation to one expressive element, or make every color teach a
|
|
172
|
-
category, state, comparison, or brand role.
|
|
173
|
-
- Do not let multiple accents compete for the same level of attention.
|
|
174
|
-
- Use tonal steps, hairlines, and brightness ramps for depth before shadows,
|
|
175
|
-
glow, glass, or blur.
|
|
176
|
-
- Chrome/container budget is `0` by default. A framing card, container, border,
|
|
177
|
-
or divider must do a job that whitespace and alignment cannot, or it is
|
|
178
|
-
removed. Separate grids and columns with negative space and alignment first, a
|
|
179
|
-
single hairline second, and a filled or bordered card last. Carry hierarchy
|
|
180
|
-
with type weight, scale, brightness, and grouping, not with chrome.
|
|
181
|
-
- Use one surface tone. Do not stack two near-black or two near-white tints to
|
|
182
|
-
fake a "surface"; layered low-contrast darks (or lights) read as a muddy box.
|
|
183
|
-
If a card surface must differ from the background, make it one deliberate step
|
|
184
|
-
with a clear purpose, not an arbitrary second tint.
|
|
185
|
-
- If dividers are genuinely needed, use one weight and one color for all of them,
|
|
186
|
-
the title rule and any column rules included. Slightly different divider or
|
|
187
|
-
border colors per element is a classic low-taste tell.
|
|
188
|
-
- Avoid muddy gradients, arbitrary glows, and decorative effects that reduce
|
|
189
|
-
legibility.
|
|
190
|
-
- When using glass/metal/glow effects, keep the base composition readable with
|
|
191
|
-
the effect removed.
|
|
192
|
-
- Verify color contrast on the intended background or transparent preview.
|
|
193
|
-
|
|
194
|
-
## Data And Figures
|
|
195
|
-
|
|
196
|
-
- The headline should state the insight; the chart or number confirms it.
|
|
197
|
-
- Pick the layout by the data job: hero figure, KPI grid, stat-card triad,
|
|
198
|
-
comparison chart, progress card, dashboard metric, social proof, or heat map.
|
|
199
|
-
- Big figures should lead with extreme figure-to-label scale contrast.
|
|
200
|
-
- Default a stat triad to either even self-contained cards or borderless figures
|
|
201
|
-
floating in negative space, separated by whitespace. Do not wrap the group in
|
|
202
|
-
an extra outer framing card, and do not put dividers between the columns unless
|
|
203
|
-
whitespace alone fails; if they are needed, use one hairline of one color
|
|
204
|
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between equal columns only.
|
|
205
|
-
- Direct-label values. Avoid forcing viewers to decode axes, legends, or chart
|
|
206
|
-
clutter.
|
|
207
|
-
- Use one semantic accent against neutral, two values of one hue, or one
|
|
208
|
-
saturated hue per card. Do not use rainbow color decoratively.
|
|
209
|
-
- Encode magnitude spatially when useful: size, bar height, strip width, ring
|
|
210
|
-
nesting, heat rank, or actual-vs-goal contrast.
|
|
211
|
-
- Credibility comes from concrete scope signals: counts, source totals,
|
|
212
|
-
outcome-tied logos, named people, or transparent caveats.
|
|
213
|
-
|
|
214
|
-
## Brand-System Grammar
|
|
215
|
-
|
|
216
|
-
- For multi-scene work, lock one layout skeleton, type system, and accent rule
|
|
217
|
-
before designing variants.
|
|
218
|
-
- Use polarity flips, saturated-card variants, or theme slots for rhythm without
|
|
219
|
-
inventing a new design language per scene.
|
|
220
|
-
- Apply the same restraint to utility content: timelines, address cards,
|
|
221
|
-
event rows, and labels should use the same grid, hairlines, and type system.
|
|
222
|
-
- A recurring signature device can make a system ownable, but it must stay
|
|
223
|
-
tonal or semantic instead of competing with the focal subject.
|
|
224
|
-
|
|
225
|
-
## Background And Generative Fields
|
|
226
|
-
|
|
227
|
-
- Build ambient fields from one anchor plus one derived field on one ground.
|
|
228
|
-
- Prefer fields generated from the subject, such as ripples, contours, or
|
|
229
|
-
orbiting points, over generic motif scatter.
|
|
230
|
-
- Keep background fields type-free, low-contrast, and still-frame-clean unless
|
|
231
|
-
the field itself is the deliverable.
|
|
232
|
-
- Use one motion archetype that fits the content: color cycle, path morph,
|
|
233
|
-
drift and twinkle, staggered draw-on, radial emanation, or phase-offset wave.
|
|
234
|
-
- Make loops seamless and quiet enough that foreground content remains the
|
|
235
|
-
hierarchy.
|
|
236
|
-
|
|
237
|
-
## Production Polish
|
|
238
|
-
|
|
239
|
-
- Check frame `0`, midpoint, and the final frame as design compositions.
|
|
240
|
-
- Treat first, midpoint, and final frames as the minimum still-frame check. For
|
|
241
|
-
scenes with major semantic beats, also inspect the frames where a word lands,
|
|
242
|
-
number resolves, logo locks up, chart completes, CTA appears, or camera move
|
|
243
|
-
settles.
|
|
244
|
-
- The final frame should have one clear focal subject, readable support, and
|
|
245
|
-
intentional negative space.
|
|
246
|
-
- The final frame should feel visually finished, not merely like the last
|
|
247
|
-
rendered frame.
|
|
248
|
-
- Remove temporary construction shapes, debug colors, and placeholder names.
|
|
249
|
-
- Confirm no text, stroke, glow, or reveal mask clips during motion.
|
|
250
|
-
- Ensure the motion path and visual hierarchy point to the same subject.
|
|
251
|
-
- Prefer fewer, better elements over many weak accents.
|
|
252
|
-
- Reject placeholder-looking scenes even when they render correctly. If a node,
|
|
253
|
-
label, or accent does not communicate meaning, refine it or remove it.
|
|
254
|
-
- Treat unresolved hierarchy, crowded detail, weak typography, color overload,
|
|
255
|
-
or a poor final still as blockers. Revise the scene before considering it
|
|
256
|
-
complete.
|
|
257
|
-
|
|
258
|
-
## Final Design Review
|
|
259
|
-
|
|
260
|
-
- Check focal point first: the viewer should know where to look before reading
|
|
261
|
-
support labels or noticing accents.
|
|
262
|
-
- Check placement and spacing: margins, optical centering, baseline alignment,
|
|
263
|
-
line breaks, and object spacing should feel deliberate at rest and during
|
|
264
|
-
motion.
|
|
265
|
-
- Check hierarchy: scale, weight, brightness, spacing, and timing should make
|
|
266
|
-
primary, support, and accent roles obvious.
|
|
267
|
-
- Check typography: line breaks, rag, casing, weight, tracking, and label
|
|
268
|
-
placement should support the message rather than fill available space.
|
|
269
|
-
- Check vertical alignment and rhythm: mixed-size runs sharing a row should be
|
|
270
|
-
cap-center aligned, single runs should be optically centered in their
|
|
271
|
-
containers, and the spacing between a title and its subline (or any stacked
|
|
272
|
-
blocks) should look intentional rather than tight or arbitrary. Inspect rows
|
|
273
|
-
zoomed in, since small misalignments hide at full-frame scale.
|
|
274
|
-
- Check color roles: each saturated or high-contrast color should indicate
|
|
275
|
-
brand, state, category, comparison, or focus.
|
|
276
|
-
- Check object necessity: remove, merge, resize, clarify, or rebalance weak
|
|
277
|
-
elements before adding decoration, cards, glow, or extra detail.
|
|
278
|
-
- If the review fails, revise the composition and recheck the affected frames
|
|
279
|
-
before finishing.
|
|
280
|
-
|
|
281
|
-
### Premium Restraint Checklist
|
|
282
|
-
|
|
283
|
-
Run this scan on any premium/clean/minimal/card scene before finishing:
|
|
284
|
-
|
|
285
|
-
- Zero unnecessary chrome: no framing card, border, or divider that whitespace
|
|
286
|
-
and alignment could replace.
|
|
287
|
-
- Exactly one surface tone: no two stacked near-black or near-white tints.
|
|
288
|
-
- One divider treatment and one color, if any divider exists at all.
|
|
289
|
-
- Hierarchy reads from scale, weight, brightness, and spacing with all chrome
|
|
290
|
-
removed.
|
|
291
|
-
- For each card, border, or divider present: would removing it lose meaning? If
|
|
292
|
-
not, remove it.
|
|
@@ -1,82 +0,0 @@
|
|
|
1
|
-
# Lottie Spec Map
|
|
2
|
-
|
|
3
|
-
Use this reference when authoring or debugging Lottie JSON structure. It is a
|
|
4
|
-
curated map of the upstream spec for this project, not a replacement for it.
|
|
5
|
-
|
|
6
|
-
Upstream specs:
|
|
7
|
-
|
|
8
|
-
- https://github.com/lottie/lottie-spec/tree/main/docs/specs
|
|
9
|
-
|
|
10
|
-
## Core Structure
|
|
11
|
-
|
|
12
|
-
- Top-level documents should include `v`, `fr`, `ip`, `op`, `w`, `h`, `nm`,
|
|
13
|
-
`assets`, and `layers`.
|
|
14
|
-
- `ip` is inclusive and `op` is exclusive. `ip: 0`, `op: 90`, `fr: 60` renders
|
|
15
|
-
frames `0..89`.
|
|
16
|
-
- Prefer a meaningful top-level `nm`; the player shows it as the canvas label.
|
|
17
|
-
- Keep assets local to the scene folder and reference images by bare filename in
|
|
18
|
-
`assets[].p`.
|
|
19
|
-
|
|
20
|
-
## Properties And Keyframes
|
|
21
|
-
|
|
22
|
-
- Static properties use `{ "a": 0, "k": value }`.
|
|
23
|
-
- Animated properties use `{ "a": 1, "k": [keyframes] }`.
|
|
24
|
-
- Keyframes must be sorted by ascending `t`.
|
|
25
|
-
- Non-hold interpolation should put `o` on the start keyframe and `i` on the
|
|
26
|
-
destination keyframe; the final keyframe does not need an outgoing `o`.
|
|
27
|
-
- Scalar animated values use arrays in keyframes, for example `"s": [45]` for
|
|
28
|
-
rotation or opacity.
|
|
29
|
-
- Color values are RGB or RGBA floats in `0..1`; opacity values are `0..100`.
|
|
30
|
-
- Easing handle `x` values are `0..1`; `y` values may exceed that range for
|
|
31
|
-
controlled overshoot.
|
|
32
|
-
- A cubic-bezier `(x1,y1,x2,y2)` splits across two keyframes: it is the
|
|
33
|
-
**outgoing** handle of the start keyframe `o:{x:[x1],y:[y1]}` and the
|
|
34
|
-
**incoming** handle of the end keyframe `i:{x:[x2],y:[y2]}`.
|
|
35
|
-
- Overshoot: prefer a short settle-back keyframe past the target; the compact
|
|
36
|
-
alternative is pushing the end `i.y` above 1. Anticipation: push the start
|
|
37
|
-
`o.y` below 0.
|
|
38
|
-
|
|
39
|
-
## Layers
|
|
40
|
-
|
|
41
|
-
- Shape layers use `ty: 4`.
|
|
42
|
-
- Image layers reference entries in `assets`.
|
|
43
|
-
- Layer visibility is `ip <= frame < op`.
|
|
44
|
-
- Parent transforms compose through `parent` references. Avoid cycles.
|
|
45
|
-
- Mattes, masks, precomps, and time remap are valid but more fragile; use them
|
|
46
|
-
only when simpler shape/layer structure will not produce the result.
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## Shapes
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- Group related shapes with `ty: "gr"` and put the group transform
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`ty: "tr"` last in the group's `it` array.
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- Styles apply to shapes that precede them within the current scope. A shape
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without an applicable fill or stroke will not render.
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- Shapes render in reverse stack order inside groups. Verify visually when layer
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order matters.
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- Common primitive types:
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- rectangle: `ty: "rc"`
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## Slots
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every property that references that `sid`.
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or a type default. Do not rely on missing slots.
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## Asset And Renderer Notes
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possible.
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- SVG, masks, gradients, blend modes, and intersections can differ between
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renderers. Verify in Skottie.
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- Avoid expressions or renderer-specific extensions unless the player explicitly
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supports them.
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# Motion Taste
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Use this reference when choosing pacing, easings, staging, or animation style.
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## Contents
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- Principles
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- Timing Defaults
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- Easing Anchors
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- Choreography
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- Reveal Grammar
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- Chapterization And Transition Grammar
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- Motion Economy
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- Typography Choreography
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- Data And Figure Motion
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- Camera, Parallax, And Scene Motion
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- Path Reveals And Loops
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- Loop And Generative Motion
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- Style Presets
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- Render-Aware Motion
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- Final Motion Review
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- Checks
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## Principles
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- Stage motion in readable beats: anticipation, action/reveal, settle.
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- Give the primary subject the clearest timing. Secondary elements should support
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it, not compete.
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- Match easing to intent. Functional UI needs speed and clarity; brand motion can
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hold longer; playful effects can overshoot more.
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- Avoid linear interpolation unless mechanical motion is the intent.
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- Avoid generic easing where every property shares the same timing by default.
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Use locked timing for rigid/UI-stable motion, and offset opacity, position,
|
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|
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scale, or trim timing only when it improves choreography.
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## Timing Defaults
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- UI microinteractions: 12-30 frames at 60 fps.
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- State feedback icons: 30-75 frames, usually with a short hold.
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- Logo marks: 45-120 frames depending on complexity.
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- Lower thirds: 45-90 frames in, optional 30-60 frames out.
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42
|
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- Typography reveals: 45-150 frames depending on text length.
|
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43
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- Product/social promos: 90-180 frames for one clear message.
|
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44
|
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- Loaders/icons: loop cleanly over 60-120 frames.
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45
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|
|
46
|
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## Easing Anchors
|
|
47
|
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|
|
48
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Known-good defaults to **derive from**, not a closed preset list. Anchors
|
|
49
|
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describe motion **behavior** (entering, settling, traveling, exiting, looping,
|
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cut companion), not layer type: a logo, hero, title, card, or accent each picks
|
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by what it is doing this beat. Bezier is `x1,y1,x2,y2`.
|
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|
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| anchor | behavior | cubic-bezier | feel |
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| --- | --- | --- | --- |
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| `entrance-sharp` | entering, mask-wipe decel | `.20,.75,.34,.94` | fast in, soft land |
|
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| `settle-soft` | settling, count-up landing, logo lockup | `.00,.65,.51,.99` | deep ease-out, no bounce |
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| `kinetic-ui` | expressive small state move (toggle, accent) | `.85,.46,.14,.53` | lively — not every UI move |
|
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| `expressive-pop` | active kinetic word, brand flourish | `.94,.75,.34,.94` | fast-out + soft settle (overshoot opt-in) |
|
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| `travel-balanced` | object travel, camera, state-to-state | `1.00,.49,.00,.55` | S-curve ease-in-out |
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| `exit-accelerate` | exiting, hard-cut companion | `1.00,.02,.54,.42` | slow start, fast end |
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| `travel-cut` | only interrupted / masked / cut-before-settle | `.15,.85,.95,.05` | fast-slow-fast, never settles |
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- Derive, don't invent: start from the nearest anchor and adjust one quality —
|
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acceleration, coast, landing softness, exit speed, overshoot. Reach for a new
|
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curve only when no anchor fits.
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- Per-property orchestration: choose *how* properties coordinate, not just which
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easing each uses — match the method to the motion character. *Locked*
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(start/end together) for UI, panels, buttons, mechanical/synced state.
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*Lead/follow* (one property leads a few frames, another follows) for
|
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logo/hero/organic, where position, scale, rotation, opacity, masks, trim, or
|
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|
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number changes may use different curves, start/end frames, or durations.
|
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*Primary/secondary* (one property carries the motion, others support subtly).
|
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*Early-opacity/late-settle* (opacity resolves fast while position/scale keeps
|
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74
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settling, for readability). *Single-property overshoot* (only scale or
|
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rotation overshoots, position stays controlled).
|
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- Hierarchy: only the focal element gets the strongest personality
|
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(`expressive-pop`, overshoot, snap); support uses quieter anchors
|
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(`settle-soft`, `travel-balanced`).
|
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79
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- Distance/duration: large travel → smoother acceleration and more time (don't
|
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80
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snap); tiny UI → short, not theatrical; camera → calmer than the objects in it.
|
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81
|
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- Typography: support `settle-soft`; active word `expressive-pop`/`entrance-sharp`.
|
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82
|
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Count-up: near-linear digits, `settle-soft` landing. Mask-wipe: `entrance-sharp`,
|
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83
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revealed content `settle-soft`.
|
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84
|
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- Hard cut / jump cut / chapter transition: outgoing `exit-accelerate` (or
|
|
85
|
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`travel-cut` for long travel), cut before it settles; pair with a motion-masked
|
|
86
|
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swap when continuity matters — see Chapterization And Transition Grammar.
|
|
87
|
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- Loop reset: match first/last velocity; use a visible reset only via
|
|
88
|
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`exit-accelerate`+cut.
|
|
89
|
-
- Overshoot: small, premium-off by default. Prefer a settle-back keyframe (past
|
|
90
|
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the target, then ease back — Skottie-safe); end `i.y` ~1.08 to 1.2 is the
|
|
91
|
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compact alternative.
|
|
92
|
-
- Also useful: anticipate (pull slightly opposite before a fast reveal),
|
|
93
|
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steps/holds (typewriter, counters, scans, technical beats), and continuous
|
|
94
|
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linear (rotations, scanners, progress loops, mechanical seams).
|
|
95
|
-
|
|
96
|
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## Choreography
|
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97
|
-
|
|
98
|
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- Decide the lead element, then delay supporting elements by 2-8 frames for
|
|
99
|
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compact UI and 4-14 frames for expressive scenes.
|
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- Stagger from the meaningful origin: first, center, last, path direction, or
|
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101
|
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focal point.
|
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102
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- Let opacity often start after movement begins and finish before the settle.
|
|
103
|
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- Do not animate every property on every layer. Stillness gives motion contrast.
|
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104
|
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- Scrub around the settle. The final 10-20 percent of motion should feel
|
|
105
|
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intentional, not like a numerical drift.
|
|
106
|
-
|
|
107
|
-
## Reveal Grammar
|
|
108
|
-
|
|
109
|
-
- Use build, settle, hold as the default reveal spine. The hold is where the
|
|
110
|
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message or brand registers.
|
|
111
|
-
- Reveal in reading or importance order. Hero/focal subject lands first;
|
|
112
|
-
labels, stats, metadata, and support arrive after.
|
|
113
|
-
- Stagger repeated items by about 3-6 frames for compact motion or 50-80 ms for
|
|
114
|
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scene-level beats.
|
|
115
|
-
- Prefer mask-wipes, marker sweeps, trim-path draw-ons, and purposeful cuts over
|
|
116
|
-
uniform opacity fades for premium scenes.
|
|
117
|
-
- One scene or beat should have one main flourish. Too many reveals in the same
|
|
118
|
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beat weakens hierarchy.
|
|
119
|
-
|
|
120
|
-
## Chapterization And Transition Grammar
|
|
121
|
-
|
|
122
|
-
- Gate: if the prompt carries more than one idea (long text, lists, multiple
|
|
123
|
-
stats, timeline, before/after, problem/solution, quote+proof, walkthrough,
|
|
124
|
-
recap/story, multi-language or repeating variations), split it into chapters
|
|
125
|
-
instead of cramming one scene. A single-purpose beat (logo lockup, one CTA, one
|
|
126
|
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stat, legal/read-critical, calm hero that must settle) stays one beat and lands.
|
|
127
|
-
- Give each chapter one readable job, and let the main message get a coast or
|
|
128
|
-
hold before any seam.
|
|
129
|
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- Choose each transition by seam purpose — preserve continuity, create contrast,
|
|
130
|
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reset rhythm, or land a point — not at random. A transition is chapter role +
|
|
131
|
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timing + direction + cut point + masking + easing, not easing alone.
|
|
132
|
-
- For dense/multi-part prompts, read
|
|
133
|
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`references/chapterization-transition-grammar.md` for the full when/when-not,
|
|
134
|
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roles, structure modes, transition grammar, selection, cut-on-action mechanics,
|
|
135
|
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easing-anchor support, and guardrails.
|
|
136
|
-
|
|
137
|
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## Motion Economy
|
|
138
|
-
|
|
139
|
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- Motion should reinforce the same hierarchy as the final frame: focal subject
|
|
140
|
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strongest, support calmer, accents lowest priority.
|
|
141
|
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- Animate fewer properties when that produces a clearer read.
|
|
142
|
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- If movement makes the scene feel busy, crowded, or unfocused, simplify the
|
|
143
|
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visual structure before adding more motion.
|
|
144
|
-
- Effects, camera moves, and staggers should never compensate for weak layout.
|
|
145
|
-
Revise the composition first.
|
|
146
|
-
|
|
147
|
-
## Typography Choreography
|
|
148
|
-
|
|
149
|
-
- Treat kinetic typography as phrase performance, not uniform text entrance.
|
|
150
|
-
- Assign anchor, support, and active text. Let the active word or phrase carry
|
|
151
|
-
the strongest motion while support text stays calmer.
|
|
152
|
-
- Use semantic easing and spacing: sharp words can hit harder, soft words can
|
|
153
|
-
settle gently, heavy words can land lower, and flowing words can travel
|
|
154
|
-
continuously.
|
|
155
|
-
- Offset position, scale, mask, opacity, and layout timing so words relate to
|
|
156
|
-
the phrase instead of sharing identical keyframes.
|
|
157
|
-
- Preserve reading order. Expressive motion should make the phrase clearer, not
|
|
158
|
-
harder to parse.
|
|
159
|
-
|
|
160
|
-
## Data And Figure Motion
|
|
161
|
-
|
|
162
|
-
- Animate data by its own logic: bars grow from baseline, lines draw left to
|
|
163
|
-
right, segments widen to proportion, dots populate, rings nest or emanate,
|
|
164
|
-
and Sankey-like flows route from source to target.
|
|
165
|
-
- Count figures up with baked keyframes, tabular numerals, and an ease-out
|
|
166
|
-
settle. Let labels or units arrive after the number resolves.
|
|
167
|
-
- Sync labels to geometry. A point label should resolve as the line reaches it;
|
|
168
|
-
a bar value should count while the bar grows.
|
|
169
|
-
- Use mask-wipes for insight headlines and trim paths for hairlines, axes,
|
|
170
|
-
connectors, rules, and chart strokes.
|
|
171
|
-
- Serious data needs calm ease-out and no bounce. Small pops are acceptable only
|
|
172
|
-
for badges, consumer/wellness warmth, or bold social panels.
|
|
173
|
-
|
|
174
|
-
## Camera, Parallax, And Scene Motion
|
|
175
|
-
|
|
176
|
-
- Treat camera motion as the viewer's attention, not decoration.
|
|
177
|
-
- Use one dominant camera move: push in, pull out, pan, follow, or parallax.
|
|
178
|
-
- Move foreground, subject, and background at different rates only when it
|
|
179
|
-
clarifies depth.
|
|
180
|
-
- Keep camera easing smoother than object easing. Abrupt camera stops feel cheap.
|
|
181
|
-
- Avoid pan/zoom that makes text unreadable or crops the hero subject.
|
|
182
|
-
|
|
183
|
-
## Path Reveals And Loops
|
|
184
|
-
|
|
185
|
-
- Path drawing should follow the natural reading or construction order.
|
|
186
|
-
- Keep trim-path speed visually even; short segments may need shorter durations.
|
|
187
|
-
- For handwriting/path reveals, add a slight follow-through or ink settle only
|
|
188
|
-
if it suits the style.
|
|
189
|
-
- For loops, match first and last frames in position, opacity, color, and
|
|
190
|
-
perceived velocity.
|
|
191
|
-
|
|
192
|
-
## Loop And Generative Motion
|
|
193
|
-
|
|
194
|
-
- Repeated fields need phase offsets by index, distance, row, or path position.
|
|
195
|
-
Lockstep pulsing reads mechanical unless the prompt asks for it.
|
|
196
|
-
- Engineer loop seams with identical first/last frames, integer wave cycles,
|
|
197
|
-
closed rotations, wrapped drift, or recycled emanation rings.
|
|
198
|
-
- Give ambient loops one conceptual beat: pulse, mirror, morph, inversion,
|
|
199
|
-
density build, or recovery to order.
|
|
200
|
-
- Use one repeated primitive and one main animated property where possible.
|
|
201
|
-
- Rich motion is licensed when the animated abstract element carries the
|
|
202
|
-
message. Keep surrounding type, UI, and support calmer.
|
|
203
|
-
- Morph the same objects between states instead of spawning unrelated new
|
|
204
|
-
objects when continuity is important.
|
|
205
|
-
|
|
206
|
-
## Style Presets
|
|
207
|
-
|
|
208
|
-
- `premium-settle`: slower reveal, low overshoot, elegant final ease.
|
|
209
|
-
- `kinetic-snap`: fast stagger, strong contrast, crisp settles.
|
|
210
|
-
- `soft-interface`: small distances, low overshoot, short duration.
|
|
211
|
-
- `technical-trace`: trim paths, precise timing, minimal flourish.
|
|
212
|
-
- `ambient-loop`: no visible seam, constant perceived energy.
|
|
213
|
-
- `playful-pop`: larger scale contrast, friendly overshoot, quick recovery.
|
|
214
|
-
- `data-confirm`: insight headline, geometry reveal, synced count-up, calm hold.
|
|
215
|
-
- `phase-field`: repeated primitive with baked offsets and seamless loop.
|
|
216
|
-
|
|
217
|
-
## Render-Aware Motion
|
|
218
|
-
|
|
219
|
-
- Bake counters, particle offsets, orbit math, physics, and expression-like
|
|
220
|
-
systems to keyframes before relying on Skottie.
|
|
221
|
-
- Fake velocity with offset duplicate layers instead of motion blur.
|
|
222
|
-
- Treat blur, bloom, glass, chrome, dither, true 3D, and displacement as
|
|
223
|
-
renderer-risky. Approximate with vector shapes, stacked tonal fills, or baked
|
|
224
|
-
raster assets.
|
|
225
|
-
- Path morphs require compatible vertex structures. If not safe, use masks,
|
|
226
|
-
replacements, or crossfades.
|
|
227
|
-
- Cap dense fields and verify performance. Repeater-based fields cannot assume
|
|
228
|
-
independent per-instance animation.
|
|
229
|
-
|
|
230
|
-
## Final Motion Review
|
|
231
|
-
|
|
232
|
-
- Scrub playback. First and last frames alone are not enough to judge timing,
|
|
233
|
-
stagger, readability, or settle quality.
|
|
234
|
-
- Inspect key beat frames: frame `0`, early reveal or first meaningful beat,
|
|
235
|
-
midpoint, settle or near-final, `op - 1`, loop seam if looping, and semantic
|
|
236
|
-
beats where a number resolves, word lands, logo lockup forms, chart finishes
|
|
237
|
-
drawing, CTA appears, or camera move settles.
|
|
238
|
-
- Check beat order: the focal subject should lead, support should follow, and
|
|
239
|
-
accents should not steal the read.
|
|
240
|
-
- Check stagger origin and spacing: repeated elements should begin from the
|
|
241
|
-
meaningful source, path direction, reading order, or focal point.
|
|
242
|
-
- Check timing and easing: entrances should feel intentional, not uniform;
|
|
243
|
-
settles should land cleanly without drift, snap-back, or accidental float.
|
|
244
|
-
- Check readability during motion: text, data, icons, and UI states should be
|
|
245
|
-
parseable at the moments they matter.
|
|
246
|
-
- If motion feels busy or hides weak layout, simplify the visual structure or
|
|
247
|
-
reduce animated properties before adding more choreography.
|
|
248
|
-
|
|
249
|
-
## Checks
|
|
250
|
-
|
|
251
|
-
- Midpoint should communicate what is happening, not only look like transition
|
|
252
|
-
blur.
|
|
253
|
-
- The final settle should land in the strongest composition, not only stop on a
|
|
254
|
-
valid frame.
|
|
255
|
-
- Loop start/end should be invisible unless a reset is intentional.
|
|
256
|
-
- Secondary motion should never distract from the requested message.
|
|
257
|
-
- If an animation feels generic, adjust stagger origin, easing intent, or the
|
|
258
|
-
final settle before adding more effects.
|
|
259
|
-
- For kinetic typography, reject motion where every word uses the same entrance
|
|
260
|
-
timing and property changes unless the prompt asks for a minimal reveal.
|