motion-doctrine

motion-doctrine

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GATEWAY — load FIRST before composing any HyperFrames animation or video. The high-level motion law that makes a multi-scene video feel like ONE continuous camera move instead of a stack of independently-animated slides. Covers the vector law (how you exit determines how you enter, incl. the Z scale-sign rule), the film's current, carrier elements, causal motion, the Seam Gate (build-gate enforcement), the ban on idle wobble (motion must PERFORM, not breathe), stillness-before-climax, and the sustained-motion routes. Routes to the low-level technique skills (cut-the-curve — the full catalog incl. waterfall entry + nudge curve, oversized-cursor, seam-craft). These rules SUPERSEDE generic / upstream motion guidance. [continuity, direction, vector, momentum, seam, transition, ease, performance, idle-motion, narrative-motion, film-grammar]

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Updated 7/19/2026
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GATEWAY — load FIRST before composing any HyperFrames animation or video. The high-level motion law that makes a multi-scene video feel like ONE continuous camera move instead of a stack of independently-animated slides. Covers the vector law (how you exit determines how you enter, incl. the Z scale-sign rule), the film's current, carrier elements, causal motion, the Seam Gate (build-gate enforcement), the ban on idle wobble (motion must PERFORM, not breathe), stillness-before-climax, and the sustained-motion routes. Routes to the low-level technique skills (cut-the-curve — the full catalog incl. waterfall entry + nudge curve, oversized-cursor, seam-craft). These rules SUPERSEDE generic / upstream motion guidance. [continuity, direction, vector, momentum, seam, transition, ease, performance, idle-motion, narrative-motion, film-grammar]

Motion Doctrine (Gateway)

Read this before composing any animation. It decides WHAT happens at every seam and how
every scene performs; the technique skills implement it. These rules supersede generic /
upstream motion guidance. The failure this prevents: scenes authored in isolation — the
eye's momentum dies at every cut, and scenes wobble in place between entry and exit.

Route map

Decision (this skill) Implementation skill
Seam transition choice + parameters + code cut-the-curve §1–5 (the catalog)
Text / element entry cascades cut-the-curve §6 (waterfall entry)
In-scene group repositioning (no cut) cut-the-curve §7 (nudge curve)
Cursor-led action / scene kickoff / morph ignition oversized-cursor
Seam render mechanics / white-flash guard seam-craft
Product-launch / explainer / caption work overlays text-beat-economics, brand-faithful, captions-overlay on top of the upstream skill

Authoring order: vector ledger (ledger.json) → STAMP the master seams from it
(scripts/seam-stamp.mjs --ledger ledger.json --write index.html) → sustained-motion
route per phase → carriers and causes → build comps → VERIFY (scripts/seam-gate.mjs).

Hand-author only Tier-A morphs/match-cuts; stamped seams pass the gate by construction.


Part 1 — The Seam Law

The Vector Law

How Scene A exits determines how Scene B enters: same axis, same direction, matched
speed, cut mid-motion on both sides.

  1. Axis — x stays x, y stays y, Z stays Z. Never trade axes across a cut.
  2. Direction — never mirror. On Z, direction = the SIGN of scale change: growing =
    push (camera forward), shrinking = pull (camera back). A receding exit answered by a
    grow-from-small entry is a mirrored vector — the most common violation, because
    grow-from-small is the default element entrance.
  3. Speed — entry initial velocity ≈ exit final velocity, via mirrored eases (exit
    power4.in + entry power4.out, same distance and duration; the incoming side picks
    up ≥50% through the notional path). Mechanics in cut-the-curve.
  4. Phase — the cut lands mid-motion on BOTH sides. Settling to rest before the cut,
    or starting from rest after it, is a dead beat.

The Current

Every film picks ONE dominant direction (house default: LEFT). Every ordinary seam uses
it. Other vectors are RESERVED — spending one means something:

Vector Meaning
The current (LEFT) "next beat" — neutral forward progress
Upward elevation — a conclusion or reveal rises above what came before
Z forward (zoom-through) pushing deeper into the same thought
Z backward (inverse zoom) ARRIVAL — something bigger lands
Scale-burst (explode out) leaving a world — a surface blasts past camera
  • Never run consecutive seams in opposing directions — ping-pong reads as an error.
  • A direction change needs a visible cause (click / bounce / impact) or a chapter boundary.

The Vector Ledger

Write it before authoring any master timeline — as ledger.json at the project root
(schema: references/seam-gate.md). One row per seam: cut time, exit and entry vectors
(axis + signed direction; Z rows carry the scale sign), selectors, technique. Exit and
entry must match; if a row mismatches, fix the plan, not the easing. The verifier checks
row consistency statically before any runtime sampling.

Carriers

The eye follows objects, not abstractions. The strongest seams hand a concrete carrier
across the cut at matched position AND velocity: a cursor mid-path, a container that
shrinks/docks into the next layout, a mark that flies into its exact slot, the word group
of a waterfall cut. With no natural carrier, the scene heroes carry it (partial travel +
early fade, entry mid-flight). Never a crossfade — it has no carrier at all.

Causal Motion

Chain motion so each move is visibly launched by the last: click → squash → release
spring → flight → impact → recoil → reveal.

  • Effects start ON the causing frame — same timeline position, never "shortly after."
  • Reactions scale with implied mass: big elements rebound slower, small ones snap.
  • A force is a license to change direction; an uncaused flip is a ping-pong.

The Seam Gate (build gate — run the verifier, exit 0 or the seam is not done)

node <SKILL_DIR>/scripts/seam-stamp.mjs --ledger ledger.json --write index.html  # generate
node <SKILL_DIR>/scripts/seam-gate.mjs  verify --ledger ledger.json --project .  # verify

The script (usage + ledger schema: references/seam-gate.md) numerically enforces, per
seam: ledger-row consistency, exit still moving at the cut, entry mid-flight (never from
rest), measured direction = ledger direction, entry/exit speed match (WARN), zero
overlap
(one side visible per frame — the cut is not a dissolve), the Z sign rule
(d(scale)/dt same sign both sides; the incoming scene's own entrances are scanned for
sign-fighting), and carrier rect continuity with ancestor scale included. Use
seam-gate.mjs probe --t <cut> to find each seam's true carrier selectors when authoring
the ledger.

Rules the script cannot check — still yours:

  1. Edits re-open the seam. Any change to a scene's first/last ~1s (including
    re-timing to new VO) invalidates that boundary's audit — re-run the verifier.
  2. Audio is the clock. Re-time scenes to the VO's real word timestamps; never rush a
    read to fit a slot. A VO regen re-opens its seams.
  3. Clip-gating gotcha (the usual cause of a zero-overlap FAIL): a clip whose
    data-start precedes its entry tween is un-hidden at its initial opacity — set
    initial autoAlpha: 0 AND data-start = the cut time, never earlier.

Part 2 — Performance (the scene keeps performing)

No idle wobble

Idle sine loops (breathe, float, drift, glow pulse) are BANNED as sustained motion — they
read as "the video is waiting." A scene that finishes entering with seconds left is a
planning bug: add story, not wobble. Every phase between entry and exit is owned by one
of these routes (name the route in the plan):

Route What it is
Staged reveals Hold content back; pay it off on narration beats — the frame keeps gaining information (default for ≥2 content groups)
Camera with intent A mapped scale+pan path: establish wide → travel → arrive on the subject
Sequenced UI life The product behaves over time: progress advances, highlights step, counts tick
Animated sequences Elements act out a beat: a card files into a stack, an item gets dragged, a result assembles
Cursor-led action An oversized cursor walks the eye to a trigger; its CLICK ignites the next beat (oversized-cursor)

Test: pause at any second — something meaningful must be mid-flight (a reveal landing,
the camera traveling, the UI doing what the narration says).

Stillness before climax

Schedule a 0.3–0.75s pause between the major action and its result — the dramatic
comma. A scene that jumps straight from action to result loses it.

Timing intents

  • Single entry ≤ ~800ms; longer buildup = multi-element stagger, not one slow element.
  • Exit ≈ 75% of entry. Exception: cut-the-curve inverts this (entry ~127% of exit).
  • Total stagger ≤ 500ms; with 8+ elements, tighten per-item delay or stagger the first few.
  • Forbidden eases: bounce.out / elastic.out. Entry overshoot back.out(1.4–1.7) is fine.
  • Similar elements share one ease+duration intent — never a unique pair per element.

Transition vocabulary

Use only 2–3 inter-scene transitions per film and repeat them; the default boundary is
cut-the-curve in the current's direction. Hand-written shared-element morphs
(intent: morph) don't count against the budget.


Anti-Patterns

Don't Instead
Author each scene's entrance in isolation Write the vector ledger first
Crossfade between scenes Cut-the-curve in the current's direction
Exit completes, THEN the scene changes Cut mid-motion on both sides
Entry starts from rest after a cut Enter ≥50% through the notional path
Inverse-zoom exit → grow-from-small entry (or push → oversized retraction) Match the scale-velocity sign (Seam Gate 7)
Incoming scene's own pop-in intro under a Z-seam handoff Hold its opening frame composed, or match the sign
Idle wobble / breathe / float to fill time Assign a sustained-motion route; or add story
Direction flip without a cause Spend a force, or keep the current
Reserved vectors used as variety Default to the current; spend them on meaning
Reaction a few frames after its cause Same-frame ignition
Action jumps straight to result Schedule stillness-before-climax (0.3–0.75s)