@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.
Files changed (1063) hide show
  1. package/MANUAL.md +94 -94
  2. package/package.json +1 -1
  3. package/skills/aicut-motion/SKILL.md +69 -3
  4. package/skills/aicut-motion/THIRD_PARTY_NOTICES.md +14 -0
  5. package/skills/aicut-motion/assets/atlas/lib/harness.js +116 -0
  6. package/skills/aicut-motion/assets/atlas/lib/sound.js +274 -0
  7. package/skills/aicut-motion/assets/atlas/styles/001-flat-vector-science/code.js +937 -0
  8. package/skills/aicut-motion/assets/atlas/styles/001-flat-vector-science/poster.jpg +0 -0
  9. package/skills/aicut-motion/assets/atlas/styles/001-flat-vector-science/style.json +13 -0
  10. package/skills/aicut-motion/assets/atlas/styles/002-watercolor-wash/code.js +909 -0
  11. package/skills/aicut-motion/assets/atlas/styles/002-watercolor-wash/poster.jpg +0 -0
  12. package/skills/aicut-motion/assets/atlas/styles/002-watercolor-wash/style.json +13 -0
  13. package/skills/aicut-motion/assets/atlas/styles/003-shadow-puppet-theatre/code.js +881 -0
  14. package/skills/aicut-motion/assets/atlas/styles/003-shadow-puppet-theatre/poster.jpg +0 -0
  15. package/skills/aicut-motion/assets/atlas/styles/003-shadow-puppet-theatre/style.json +13 -0
  16. package/skills/aicut-motion/assets/atlas/styles/004-whiteboard-explainer/code.js +897 -0
  17. package/skills/aicut-motion/assets/atlas/styles/004-whiteboard-explainer/poster.jpg +0 -0
  18. package/skills/aicut-motion/assets/atlas/styles/004-whiteboard-explainer/style.json +13 -0
  19. package/skills/aicut-motion/assets/atlas/styles/005-psychedelic-poster/code.js +814 -0
  20. package/skills/aicut-motion/assets/atlas/styles/005-psychedelic-poster/poster.jpg +0 -0
  21. package/skills/aicut-motion/assets/atlas/styles/005-psychedelic-poster/style.json +13 -0
  22. package/skills/aicut-motion/assets/atlas/styles/006-tech-glow-explainer/code.js +990 -0
  23. package/skills/aicut-motion/assets/atlas/styles/006-tech-glow-explainer/poster.jpg +0 -0
  24. package/skills/aicut-motion/assets/atlas/styles/006-tech-glow-explainer/style.json +13 -0
  25. package/skills/aicut-motion/assets/atlas/styles/007-papercraft-models/code.js +994 -0
  26. package/skills/aicut-motion/assets/atlas/styles/007-papercraft-models/poster.jpg +0 -0
  27. package/skills/aicut-motion/assets/atlas/styles/007-papercraft-models/style.json +13 -0
  28. package/skills/aicut-motion/assets/atlas/styles/008-1940s-film-noir/code.js +792 -0
  29. package/skills/aicut-motion/assets/atlas/styles/008-1940s-film-noir/poster.jpg +0 -0
  30. package/skills/aicut-motion/assets/atlas/styles/008-1940s-film-noir/style.json +13 -0
  31. package/skills/aicut-motion/assets/atlas/styles/009-manim-style-math/code.js +840 -0
  32. package/skills/aicut-motion/assets/atlas/styles/009-manim-style-math/poster.jpg +0 -0
  33. package/skills/aicut-motion/assets/atlas/styles/009-manim-style-math/style.json +13 -0
  34. package/skills/aicut-motion/assets/atlas/styles/010-illuminated-manuscript/code.js +1126 -0
  35. package/skills/aicut-motion/assets/atlas/styles/010-illuminated-manuscript/poster.jpg +0 -0
  36. package/skills/aicut-motion/assets/atlas/styles/010-illuminated-manuscript/style.json +13 -0
  37. package/skills/aicut-motion/assets/atlas/styles/011-editorial-essay-collage/code.js +854 -0
  38. package/skills/aicut-motion/assets/atlas/styles/011-editorial-essay-collage/poster.jpg +0 -0
  39. package/skills/aicut-motion/assets/atlas/styles/011-editorial-essay-collage/style.json +13 -0
  40. package/skills/aicut-motion/assets/atlas/styles/012-bioluminescent-deep-sea/code.js +1124 -0
  41. package/skills/aicut-motion/assets/atlas/styles/012-bioluminescent-deep-sea/poster.jpg +0 -0
  42. package/skills/aicut-motion/assets/atlas/styles/012-bioluminescent-deep-sea/style.json +13 -0
  43. package/skills/aicut-motion/assets/atlas/styles/013-product-launch-reveal/code.js +728 -0
  44. package/skills/aicut-motion/assets/atlas/styles/013-product-launch-reveal/poster.jpg +0 -0
  45. package/skills/aicut-motion/assets/atlas/styles/013-product-launch-reveal/style.json +13 -0
  46. package/skills/aicut-motion/assets/atlas/styles/014-halftone-pop-panel/code.js +664 -0
  47. package/skills/aicut-motion/assets/atlas/styles/014-halftone-pop-panel/poster.jpg +0 -0
  48. package/skills/aicut-motion/assets/atlas/styles/014-halftone-pop-panel/style.json +13 -0
  49. package/skills/aicut-motion/assets/atlas/styles/015-isometric-pastel/code.js +991 -0
  50. package/skills/aicut-motion/assets/atlas/styles/015-isometric-pastel/poster.jpg +0 -0
  51. package/skills/aicut-motion/assets/atlas/styles/015-isometric-pastel/style.json +13 -0
  52. package/skills/aicut-motion/assets/atlas/styles/016-oscilloscope-vector-art/code.js +801 -0
  53. package/skills/aicut-motion/assets/atlas/styles/016-oscilloscope-vector-art/poster.jpg +0 -0
  54. package/skills/aicut-motion/assets/atlas/styles/016-oscilloscope-vector-art/style.json +13 -0
  55. package/skills/aicut-motion/assets/atlas/styles/017-risograph-zine/code.js +692 -0
  56. package/skills/aicut-motion/assets/atlas/styles/017-risograph-zine/poster.jpg +0 -0
  57. package/skills/aicut-motion/assets/atlas/styles/017-risograph-zine/style.json +13 -0
  58. package/skills/aicut-motion/assets/atlas/styles/018-claymation-set/code.js +756 -0
  59. package/skills/aicut-motion/assets/atlas/styles/018-claymation-set/poster.jpg +0 -0
  60. package/skills/aicut-motion/assets/atlas/styles/018-claymation-set/style.json +13 -0
  61. package/skills/aicut-motion/assets/atlas/styles/019-neon-sign-at-night/code.js +922 -0
  62. package/skills/aicut-motion/assets/atlas/styles/019-neon-sign-at-night/poster.jpg +0 -0
  63. package/skills/aicut-motion/assets/atlas/styles/019-neon-sign-at-night/style.json +13 -0
  64. package/skills/aicut-motion/assets/atlas/styles/020-kawaii-anime/code.js +852 -0
  65. package/skills/aicut-motion/assets/atlas/styles/020-kawaii-anime/poster.jpg +0 -0
  66. package/skills/aicut-motion/assets/atlas/styles/020-kawaii-anime/style.json +13 -0
  67. package/skills/aicut-motion/assets/atlas/styles/021-ukiyo-e-woodblock/code.js +724 -0
  68. package/skills/aicut-motion/assets/atlas/styles/021-ukiyo-e-woodblock/poster.jpg +0 -0
  69. package/skills/aicut-motion/assets/atlas/styles/021-ukiyo-e-woodblock/style.json +13 -0
  70. package/skills/aicut-motion/assets/atlas/styles/022-16-bit-pixel-odyssey/code.js +793 -0
  71. package/skills/aicut-motion/assets/atlas/styles/022-16-bit-pixel-odyssey/poster.jpg +0 -0
  72. package/skills/aicut-motion/assets/atlas/styles/022-16-bit-pixel-odyssey/style.json +13 -0
  73. package/skills/aicut-motion/assets/atlas/styles/023-chalkboard-lesson/code.js +846 -0
  74. package/skills/aicut-motion/assets/atlas/styles/023-chalkboard-lesson/poster.jpg +0 -0
  75. package/skills/aicut-motion/assets/atlas/styles/023-chalkboard-lesson/style.json +13 -0
  76. package/skills/aicut-motion/assets/atlas/styles/024-cut-paper-diorama/code.js +1008 -0
  77. package/skills/aicut-motion/assets/atlas/styles/024-cut-paper-diorama/poster.jpg +0 -0
  78. package/skills/aicut-motion/assets/atlas/styles/024-cut-paper-diorama/style.json +13 -0
  79. package/skills/aicut-motion/assets/atlas/styles/025-cathedral-glass/code.js +680 -0
  80. package/skills/aicut-motion/assets/atlas/styles/025-cathedral-glass/poster.jpg +0 -0
  81. package/skills/aicut-motion/assets/atlas/styles/025-cathedral-glass/style.json +13 -0
  82. package/skills/aicut-motion/assets/atlas/styles/026-editorial-chart/code.js +633 -0
  83. package/skills/aicut-motion/assets/atlas/styles/026-editorial-chart/poster.jpg +0 -0
  84. package/skills/aicut-motion/assets/atlas/styles/026-editorial-chart/style.json +13 -0
  85. package/skills/aicut-motion/assets/atlas/styles/027-synthwave-outrun/code.js +757 -0
  86. package/skills/aicut-motion/assets/atlas/styles/027-synthwave-outrun/poster.jpg +0 -0
  87. package/skills/aicut-motion/assets/atlas/styles/027-synthwave-outrun/style.json +13 -0
  88. package/skills/aicut-motion/assets/atlas/styles/028-origami-studio/code.js +828 -0
  89. package/skills/aicut-motion/assets/atlas/styles/028-origami-studio/poster.jpg +0 -0
  90. package/skills/aicut-motion/assets/atlas/styles/028-origami-studio/style.json +13 -0
  91. package/skills/aicut-motion/assets/atlas/styles/029-linocut-relief-print/code.js +697 -0
  92. package/skills/aicut-motion/assets/atlas/styles/029-linocut-relief-print/poster.jpg +0 -0
  93. package/skills/aicut-motion/assets/atlas/styles/029-linocut-relief-print/style.json +13 -0
  94. package/skills/aicut-motion/assets/atlas/styles/030-holographic-foil-card/code.js +687 -0
  95. package/skills/aicut-motion/assets/atlas/styles/030-holographic-foil-card/poster.jpg +0 -0
  96. package/skills/aicut-motion/assets/atlas/styles/030-holographic-foil-card/style.json +13 -0
  97. package/skills/aicut-motion/assets/atlas/styles/031-voxel-diorama/code.js +727 -0
  98. package/skills/aicut-motion/assets/atlas/styles/031-voxel-diorama/poster.jpg +0 -0
  99. package/skills/aicut-motion/assets/atlas/styles/031-voxel-diorama/style.json +13 -0
  100. package/skills/aicut-motion/assets/atlas/styles/032-sumi-e-ink-wash/code.js +903 -0
  101. package/skills/aicut-motion/assets/atlas/styles/032-sumi-e-ink-wash/poster.jpg +0 -0
  102. package/skills/aicut-motion/assets/atlas/styles/032-sumi-e-ink-wash/style.json +13 -0
  103. package/skills/aicut-motion/assets/atlas/styles/033-etch-a-sketch-toy/code.js +662 -0
  104. package/skills/aicut-motion/assets/atlas/styles/033-etch-a-sketch-toy/poster.jpg +0 -0
  105. package/skills/aicut-motion/assets/atlas/styles/033-etch-a-sketch-toy/style.json +13 -0
  106. package/skills/aicut-motion/assets/atlas/styles/034-cosmic-star-chart/code.js +951 -0
  107. package/skills/aicut-motion/assets/atlas/styles/034-cosmic-star-chart/poster.jpg +0 -0
  108. package/skills/aicut-motion/assets/atlas/styles/034-cosmic-star-chart/style.json +13 -0
  109. package/skills/aicut-motion/assets/atlas/styles/035-punk-zine-collage/code.js +759 -0
  110. package/skills/aicut-motion/assets/atlas/styles/035-punk-zine-collage/poster.jpg +0 -0
  111. package/skills/aicut-motion/assets/atlas/styles/035-punk-zine-collage/style.json +13 -0
  112. package/skills/aicut-motion/assets/atlas/styles/036-thermal-camera/code.js +738 -0
  113. package/skills/aicut-motion/assets/atlas/styles/036-thermal-camera/poster.jpg +0 -0
  114. package/skills/aicut-motion/assets/atlas/styles/036-thermal-camera/style.json +13 -0
  115. package/skills/aicut-motion/assets/atlas/styles/037-engineering-blueprint/code.js +793 -0
  116. package/skills/aicut-motion/assets/atlas/styles/037-engineering-blueprint/poster.jpg +0 -0
  117. package/skills/aicut-motion/assets/atlas/styles/037-engineering-blueprint/style.json +13 -0
  118. package/skills/aicut-motion/assets/atlas/styles/038-impasto-night/code.js +673 -0
  119. package/skills/aicut-motion/assets/atlas/styles/038-impasto-night/poster.jpg +0 -0
  120. package/skills/aicut-motion/assets/atlas/styles/038-impasto-night/style.json +13 -0
  121. package/skills/aicut-motion/assets/atlas/styles/039-win95-desktop/code.js +907 -0
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  124. package/skills/aicut-motion/assets/atlas/styles/040-low-poly-faceted/code.js +833 -0
  125. package/skills/aicut-motion/assets/atlas/styles/040-low-poly-faceted/poster.jpg +0 -0
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  127. package/skills/aicut-motion/assets/atlas/styles/041-manga-page/code.js +845 -0
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  130. package/skills/aicut-motion/assets/atlas/styles/042-wood-type-letterpress/code.js +496 -0
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  133. package/skills/aicut-motion/assets/atlas/styles/043-light-painting/code.js +635 -0
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  136. package/skills/aicut-motion/assets/atlas/styles/044-felt-patchwork/code.js +799 -0
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  139. package/skills/aicut-motion/assets/atlas/styles/045-phosphor-terminal/code.js +547 -0
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  142. package/skills/aicut-motion/assets/atlas/styles/046-glassmorphism-ui/code.js +592 -0
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  145. package/skills/aicut-motion/assets/atlas/styles/047-tarot-card/code.js +768 -0
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  148. package/skills/aicut-motion/assets/atlas/styles/048-transit-map/code.js +666 -0
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  157. package/skills/aicut-motion/assets/atlas/styles/051-art-deco-foil/code.js +606 -0
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  1028. package/skills/vox-director/SKILL.md +0 -351
  1029. package/skills/vox-director/references/beat-layer.md +0 -143
  1030. package/skills/vox-director/references/host-mode.md +0 -120
  1031. package/skills/vox-director/references/local-engine.md +0 -73
  1032. package/skills/vox-director/references/models-and-gotchas.md +0 -91
  1033. package/skills/vox-director/references/prompt-guide.md +0 -275
  1034. package/skills/vox-director/references/voices.md +0 -59
  1035. package/skills/xingchen-vox-collage/SKILL.md +0 -251
  1036. package/skills/xingchen-vox-collage/references/asset-layer-contract.md +0 -98
  1037. package/skills/xingchen-vox-collage/references/creative-exploration.md +0 -19
  1038. package/skills/xingchen-vox-collage/references/learned-branches.md +0 -34
  1039. package/skills/xingchen-vox-collage/references/remotion-scene-contract.md +0 -77
  1040. package/skills/xingchen-vox-collage/references/visual-language.md +0 -74
  1041. package/skills/xingchen-vox-collage/references/visual-qa.md +0 -59
  1042. package/skills/youtube/SKILL.md +0 -147
  1043. package/skills/youtube/references/algorithm-guide.md +0 -59
  1044. package/skills/youtube/references/analytics-benchmarks.md +0 -67
  1045. package/skills/youtube/references/dataforseo-integration.md +0 -51
  1046. package/skills/youtube/references/monetization-guide.md +0 -62
  1047. package/skills/youtube/references/repurposing-guide.md +0 -54
  1048. package/skills/youtube/references/retention-scripting-guide.md +0 -75
  1049. package/skills/youtube/references/seo-playbook.md +0 -77
  1050. package/skills/youtube/references/shorts-playbook.md +0 -64
  1051. package/skills/youtube/references/thumbnail-ctr-guide.md +0 -73
  1052. package/skills/youtube-shorts-factory/SKILL.md +0 -358
  1053. package/skills/youtube-shorts-factory/resources/adaptation-guide.md +0 -133
  1054. package/skills/youtube-shorts-factory/resources/storyboard-template.md +0 -271
  1055. package/skills/youtube-shorts-factory/resources/workflow-steps.md +0 -139
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@@ -1,292 +0,0 @@
1
- # Design Taste
2
-
3
- Use this reference when composition, typography, layout, color, or brand polish
4
- matters.
5
-
6
- ## Contents
7
-
8
- - Design Decision Loop
9
- - Taste Modes
10
- - Simplify Before Adding
11
- - Composition Defaults
12
- - Primitive Systems
13
- - Anti-Generic Replacements
14
- - Placement And Framing
15
- - Typography
16
- - Color And Material
17
- - Data And Figures
18
- - Brand-System Grammar
19
- - Background And Generative Fields
20
- - Production Polish
21
- - Final Design Review
22
-
23
- ## Design Decision Loop
24
-
25
- Before authoring a designed scene, define the message, focal subject, support
26
- layer, accent system, and final-frame composition goal. If those choices are
27
- not clear, the design will usually drift toward generic shapes.
28
-
29
- - Translate "clean", "technical", or "premium" into a specific system: editorial
30
- light, product UI, schematic minimal, branded system map, dense dashboard
31
- detail, or presentation-grade explainer.
32
- - Choose the taste mode before authoring: restrained product, institutional
33
- data, bold social, expressive primitive, playful character, or ambient field.
34
- - Start with the fewest objects needed. A strong default is one focal subject,
35
- one support layer, and one accent system.
36
- - Choose the main still image first. Motion should reveal and clarify that
37
- composition, not rescue a weak final frame.
38
- - Decide which elements carry meaning. Decoration should either group content,
39
- show state, direct attention, reinforce brand, or be removed.
40
- - Separate believability from density. Product or content detail is believable
41
- when state, workflow, labels, and hierarchy are internally consistent, not
42
- when the scene simply contains more interface fragments.
43
- - If hierarchy, spacing, color restraint, object necessity, or final-frame
44
- quality fails, simplify and revise before finishing.
45
-
46
- ## Taste Modes
47
-
48
- - Restraint-premium: neutral or one-hue palette, generous space, one functional
49
- accent, calm easing. Use for product, enterprise, technical, finance, and
50
- serious data.
51
- - Commitment-premium: one word, number, mark, or object at full focus; two-tone
52
- or brand-locked color; beat-driven energy. Use for brand, social, title, and
53
- launch moments that need impact.
54
- - Expressive primitive: one repeated shape, stroke, dot, glyph, cursor, or mark
55
- carries the idea. Use arrangement and gestalt before literal illustration.
56
- - Ambient/generative: one anchor, one derived field, one ground. Keep the field
57
- quiet enough to host foreground content.
58
- - Playful/character: use one emotional signature, such as blink, look, bounce,
59
- or squash. Keep the rest disciplined so charm does not become clutter.
60
-
61
- ## Simplify Before Adding
62
-
63
- - Prefer fewer stronger objects over many meaningful-looking details.
64
- - Remove, merge, resize, clarify, or rebalance existing elements before adding
65
- a new object, badge, line, glow, or texture.
66
- - Treat a detail as valid only when it improves comprehension, hierarchy,
67
- workflow clarity, state, brand signal, or reading rhythm.
68
- - A detail can have a role and still fail if the composition becomes crowded,
69
- evenly weighted, or hard to read.
70
- - When the scene feels generic, first strengthen the focal subject, spacing,
71
- typography, and color roles. Add effects only after the composition holds.
72
- - "Premium" most often fails by adding chrome: a framing card, a border, column
73
- dividers, a second surface tint, or a gradient. Treat the word as a cue to
74
- subtract. Strengthen scale, weight, brightness, and spacing first; reach for a
75
- container only if removing it would lose meaning.
76
-
77
- ## Primitive Systems
78
-
79
- - Build richness from one primitive repeated or varied by scale, density,
80
- position, value, or timing.
81
- - A single stroke, dot, ring, capsule, glyph, or geometric mark can become logo,
82
- texture, diagram, loader, or accent when used consistently.
83
- - Density is acceptable when it is one motif multiplied. Many unrelated motifs
84
- read as clutter.
85
- - If using an expressive primitive, make the arrangement carry meaning:
86
- 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
-
90
- ## Composition Defaults
91
-
92
- - Start with a clear hierarchy: primary subject, supporting detail, accent.
93
- - Keep the object budget visible while designing: focal subject first, support
94
- 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
- motion overshoot and blur-like effects.
100
- - Use negative space as an active design element; do not fill every empty area.
101
- - Align to a simple grid, baseline, or optical axis. Break alignment only when
102
- the concept clearly benefits.
103
-
104
- ## Anti-Generic Replacements
105
-
106
- - Do not default to dark grids, blue arrows, empty cards, monospaced labels, or
107
- decorative circles for technical work. Use a chosen visual system with clear
108
- information hierarchy.
109
- - Replace empty rounded cards with meaningful node details: icons, mini UI
110
- fragments, step numbers, labels, thumbnails, status marks, metrics, or data
111
- hints.
112
- - Replace arbitrary accent circles with ports, badges, state indicators,
113
- handles, highlights, or remove them.
114
- - 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
- - For transparent assets, frame the artwork tightly enough to feel usable but
122
- leave breathing room for motion.
123
- - For full-frame scenes, keep the subject away from edges unless edge contact is
124
- 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
- asset, not an in-between state.
129
-
130
- ## Typography
131
-
132
- - Use one main type idea per composition: editorial, utilitarian, kinetic,
133
- playful, or premium.
134
- - 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.
138
- - 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.
141
- - Split long text into deliberate lines; do not let line breaks feel accidental.
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
- 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.
47
-
48
- ## Shapes
49
-
50
- - Group related shapes with `ty: "gr"` and put the group transform
51
- `ty: "tr"` last in the group's `it` array.
52
- - Styles apply to shapes that precede them within the current scope. A shape
53
- without an applicable fill or stroke will not render.
54
- - Shapes render in reverse stack order inside groups. Verify visually when layer
55
- order matters.
56
- - Common primitive types:
57
- - rectangle: `ty: "rc"`
58
- - ellipse: `ty: "el"`
59
- - path: `ty: "sh"`
60
- - polystar: `ty: "sr"`
61
- - fill: `ty: "fl"`
62
- - stroke: `ty: "st"`
63
- - trim path: `ty: "tm"`
64
- - group transform: `ty: "tr"`
65
-
66
- ## Slots
67
-
68
- - Define reusable values in top-level `slots`.
69
- - Reference a slot with `sid` on a compatible property.
70
- - Slot type is inferred from the slot value. Keep slot values compatible with
71
- every property that references that `sid`.
72
- - If a property has a missing `sid`, renderers may fall back to the inline value
73
- or a type default. Do not rely on missing slots.
74
-
75
- ## Asset And Renderer Notes
76
-
77
- - Image asset dimensions should match the expected `w` and `h` bounds when
78
- possible.
79
- - SVG, masks, gradients, blend modes, and intersections can differ between
80
- renderers. Verify in Skottie.
81
- - Avoid expressions or renderer-specific extensions unless the player explicitly
82
- supports them.
@@ -1,260 +0,0 @@
1
- # Motion Taste
2
-
3
- Use this reference when choosing pacing, easings, staging, or animation style.
4
-
5
- ## Contents
6
-
7
- - Principles
8
- - Timing Defaults
9
- - Easing Anchors
10
- - Choreography
11
- - Reveal Grammar
12
- - Chapterization And Transition Grammar
13
- - Motion Economy
14
- - Typography Choreography
15
- - Data And Figure Motion
16
- - Camera, Parallax, And Scene Motion
17
- - Path Reveals And Loops
18
- - Loop And Generative Motion
19
- - Style Presets
20
- - Render-Aware Motion
21
- - Final Motion Review
22
- - Checks
23
-
24
- ## Principles
25
-
26
- - Stage motion in readable beats: anticipation, action/reveal, settle.
27
- - Give the primary subject the clearest timing. Secondary elements should support
28
- it, not compete.
29
- - Match easing to intent. Functional UI needs speed and clarity; brand motion can
30
- hold longer; playful effects can overshoot more.
31
- - Avoid linear interpolation unless mechanical motion is the intent.
32
- - Avoid generic easing where every property shares the same timing by default.
33
- Use locked timing for rigid/UI-stable motion, and offset opacity, position,
34
- scale, or trim timing only when it improves choreography.
35
-
36
- ## Timing Defaults
37
-
38
- - UI microinteractions: 12-30 frames at 60 fps.
39
- - State feedback icons: 30-75 frames, usually with a short hold.
40
- - Logo marks: 45-120 frames depending on complexity.
41
- - Lower thirds: 45-90 frames in, optional 30-60 frames out.
42
- - Typography reveals: 45-150 frames depending on text length.
43
- - Product/social promos: 90-180 frames for one clear message.
44
- - Loaders/icons: loop cleanly over 60-120 frames.
45
-
46
- ## Easing Anchors
47
-
48
- Known-good defaults to **derive from**, not a closed preset list. Anchors
49
- describe motion **behavior** (entering, settling, traveling, exiting, looping,
50
- cut companion), not layer type: a logo, hero, title, card, or accent each picks
51
- by what it is doing this beat. Bezier is `x1,y1,x2,y2`.
52
-
53
- | anchor | behavior | cubic-bezier | feel |
54
- | --- | --- | --- | --- |
55
- | `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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-
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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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- 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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- 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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- - Distance/duration: large travel → smoother acceleration and more time (don't
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- snap); tiny UI → short, not theatrical; camera → calmer than the objects in it.
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- - Typography: support `settle-soft`; active word `expressive-pop`/`entrance-sharp`.
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- Count-up: near-linear digits, `settle-soft` landing. Mask-wipe: `entrance-sharp`,
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- revealed content `settle-soft`.
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- - Hard cut / jump cut / chapter transition: outgoing `exit-accelerate` (or
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- `travel-cut` for long travel), cut before it settles; pair with a motion-masked
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- swap when continuity matters — see Chapterization And Transition Grammar.
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- - Loop reset: match first/last velocity; use a visible reset only via
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- `exit-accelerate`+cut.
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- - Overshoot: small, premium-off by default. Prefer a settle-back keyframe (past
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- the target, then ease back — Skottie-safe); end `i.y` ~1.08 to 1.2 is the
91
- compact alternative.
92
- - Also useful: anticipate (pull slightly opposite before a fast reveal),
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- steps/holds (typewriter, counters, scans, technical beats), and continuous
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- linear (rotations, scanners, progress loops, mechanical seams).
95
-
96
- ## Choreography
97
-
98
- - Decide the lead element, then delay supporting elements by 2-8 frames for
99
- compact UI and 4-14 frames for expressive scenes.
100
- - Stagger from the meaningful origin: first, center, last, path direction, or
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- focal point.
102
- - Let opacity often start after movement begins and finish before the settle.
103
- - Do not animate every property on every layer. Stillness gives motion contrast.
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- - Scrub around the settle. The final 10-20 percent of motion should feel
105
- 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
- message or brand registers.
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- - Reveal in reading or importance order. Hero/focal subject lands first;
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- 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
- 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
- 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,
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- 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
- 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
- - Choose each transition by seam purpose — preserve continuity, create contrast,
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- reset rhythm, or land a point — not at random. A transition is chapter role +
131
- timing + direction + cut point + masking + easing, not easing alone.
132
- - For dense/multi-part prompts, read
133
- `references/chapterization-transition-grammar.md` for the full when/when-not,
134
- roles, structure modes, transition grammar, selection, cut-on-action mechanics,
135
- easing-anchor support, and guardrails.
136
-
137
- ## Motion Economy
138
-
139
- - Motion should reinforce the same hierarchy as the final frame: focal subject
140
- strongest, support calmer, accents lowest priority.
141
- - Animate fewer properties when that produces a clearer read.
142
- - If movement makes the scene feel busy, crowded, or unfocused, simplify the
143
- 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
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- 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.