Motion Art Direction

iart-ai/motion-design-skills/skills/motion-art-direction

作者 iart-ai3c129f769d90无许可证58 个星标收录于 2026年10月8日更新于 2026年10月8日仓库3个月前更新

This skill should be used when the user asks to "direct a motion graphics video", "do creative/art direction for a video", "define a motion language", "set the tone and pacing", "make the animation feel consistent", "decide what to animate (and what not to)", "turn a brief/brand into motion choices", or needs the senior creative judgment that sits above specific techniques (gsap/lottie/shader). Covers motion language, tone & energy, pacing/rhythm, motion hierarchy, restraint, and cross-shot consistency.

仅含说明Design & Creative
AI 生成的概览

为动态图形设定创意与艺术方向:运动语言、调性、节奏与一致性规则。

功能
该技能在动画开始前产出动态作品的创意方向层。它引导用户走完七步流程:简报、调性与能量、运动语言、层级、克制、分镜方向与一致性检查。主要产出包括填好的运动语言规格表、运动层级清单、逐镜方向说明以及通过/不通过的审计结果。它还提供带时长、缓动曲线与过冲值的命名运动个性预设。
适用场景
适用于动态作品启动、视觉风格尚未确定的阶段,或动画显得杂乱、廉价、不一致且原因在于决策而非技法时。也适合把品牌或简报转化为团队或智能体可遵循的书面运动规则,或协调执行这些规则的其他动画技能。
运行要求
无需脚本或工具,属于纯指令型技能。它引用随附的参考手册以获取示例与模板。

Motion Direction

Make the creative decisions for a motion piece before anyone animates a frame. Direction is the judgment layer: it turns a brief and a brand into a small, repeatable set of motion rules — one easing vocabulary, one timing scale, one transition family — so every shot feels like it came from the same hand. Good direction is mostly subtraction: deciding what NOT to move.

When to use

  • Starting any piece — explainer, launch film, UI demo, data story, loop — and the look/feel isn't decided yet.
  • Animation feels "busy", "cheap", or "inconsistent" and the cause is decisions, not craft.
  • Orchestrating other skills (gsap/lottie/shader/three.js): direction sets the rules they execute.
  • Translating a brand or brief into directable, written choices a team (or an agent) can follow.

The one rule

Define the motion language first, then animate to it. A motion language is a short spec — pick one of each: easing family, base timing unit, transition family, stagger rhythm, motion intensity. Everything in the piece obeys it. Consistency reads as confidence; variety reads as noise. When in doubt, reuse, don't invent.

Direction workflow

StepDecisionOutput
1. BriefAudience, one message, platform, duration, mood (3 adjectives)One-line creative intent
2. Tone & energyWhere it sits on calm↔kinetic and soft↔sharpA point on the matrix below
3. Motion languageLock the spec tableThe motion-language spec (filled)
4. HierarchyRank what moves: hero / support / textureMotion hierarchy list
5. Restraint passCut motion that doesn't carry meaningList of what stays static
6. Shot directionNote intent per shot, not keyframesDirection notes (see template)
7. Consistency checkAudit against the specPass/fail per shot

Tone & energy matrix

Place the piece on two axes; the cell dictates the motion language defaults.

Soft (organic, eased)Sharp (precise, snappy)
CalmLuxury, wellness, editorial — slow, long eases, generous holds, minimal staggerPremium tech, fintech — deliberate, clean linear-ish moves, tight but unhurried
KineticPlayful, lifestyle, kids — bouncy/overshoot, springy, loose timingSports, hype, gaming — fast cuts, hard snaps, aggressive overshoot on beats

Pick one cell and commit. Mixing cells within a piece is the most common cause of "inconsistent" motion.

Motion personality (named presets)

The tone matrix tells you where the piece sits; a motion personality is the named, numeric preset you hand to whoever animates. Pick ONE per project and apply it everywhere. This is shared vocabulary — other skills (e.g. gsap-web, micro-interaction, the video packs) can just say "use the Premium personality."

PersonalityDurationSignature easingOvershootReads as
Playful150–300msease-out-back / cubic-bezier(0.34,1.56,0.64,1)10–20%fun, bouncy, whimsical
Premium350–600mscubic-bezier(0.4,0,0.2,1)0%elegant, minimal, luxury
Corporate200–400mscubic-bezier(0.2,0,0,1)0–3%clean, professional, trustworthy
Energetic100–250msease-out-expo15–30%bold, dynamic, hype

Default: Corporate for UI/product, Playful for illustration/lifestyle. Maps onto the matrix — Premium≈calm-soft, Corporate≈calm-sharp, Playful≈kinetic-soft, Energetic≈kinetic-sharp. The personality fills the "easing family / base timing unit / motion intensity" rows of the spec below.

The motion-language spec

The core artifact. Fill every row with ONE choice and reuse it everywhere.

PropertyChoose oneExample (calm-sharp / premium tech)
Easing familyThe signature curve for ~90% of movescubic-bezier(0.22, 1, 0.36, 1) (decelerate, soft landing)
Base timing unitThe atomic duration; build others as multiples0.4s (enters 0.4s, big moves 0.8s, micro 0.2s)
Transition familyHow shots connectMatch-cut + crossfade only; no wipes/spins
Stagger rhythmDelay between grouped elements60ms cascade, top-to-bottom
Motion intensityDistance/scale/overshoot budgetTravel ≤ 24px, scale 0.96→1.0, overshoot ≤ 2%
Hold disciplineMinimum rest between moves≥ 0.3s of stillness after each beat

Two eases maximum: one "in" (exits) and one "out" (entrances/landings). A third curve must justify its existence.

Motion hierarchy

Not everything earns motion. Rank every element, then animate down the list — and stop early. These three tiers are the universal three motion layers (see animation-principles): Hero = Primary, Support = Secondary, Texture = Ambient.

TierWhat it isHow it moves
HeroThe one thing the shot is aboutGets the boldest, slowest, most-eased move; lands on the beat
SupportContext that helps the hero landSmaller, faster, eased out of the way; never competes
TextureBackground, grain, ambient driftSubliminal only — slow loops, low contrast, no hard cuts

If two elements compete for the eye in one frame, the direction has failed. Demote one to support.

Restraint — what NOT to animate

The senior move. For each element ask: does the motion carry meaning? If not, hold it still.

  • Don't animate the entire frame at once — stagger or hold a anchor so the eye has a home.
  • Don't transition the transition (no animated wipe and a spin and a fade).
  • Don't loop-animate text the viewer is still reading.
  • Don't add overshoot to serious/financial content — it reads as toy-like.
  • One "wow" moment per piece. A second one cancels the first.

Pacing & rhythm

Pacing is the edit's heartbeat. Vary it on purpose: tension (faster, tighter) → release (a hold). Map energy across the timeline before timing individual moves — most pieces want a low-energy open, a build, a peak, and a settled end card. Cut and land key moments on the audio (see launch-video for beat-syncing); silence and stillness are pacing tools, not gaps to fill.

Consistency check

Before sign-off, audit every shot against the spec table:

  • Same easing family on comparable moves? (No stray linear or ease.)
  • All durations are multiples of the base unit?
  • Only the chosen transition family between shots?
  • Stagger rhythm identical across grouped reveals?
  • Hold discipline respected — no two moves stacked without rest?
  • Exactly one hero per frame?

Any "no" is a direction defect, not a craft preference — fix it before polishing.

Reference files

  • references/direction-playbook.md — worked examples of the motion-language spec for five tone cells, a full brief template, a shot-by-shot direction-notes template with example entries, brand→motion translation tables, an easing-vocabulary cheat sheet, and a complete pre-render direction checklist.

来源与署名

来源:iart-ai/motion-design-skills位于skills/motion-art-direction提交3c129f7

许可证: 无许可证

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