Motion Art Direction

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

作者 iart-ai3c129f769d90無授權條款58 個星標收錄於 2026年10月8日更新於 2026年10月8日儲存庫3 個月前更新

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.

僅含說明Design & Creative
AI 產生的概覽

為動態圖像設定創意與藝術方向:運動語言、調性、節奏與一致性規則。

功能
此技能在動畫開始前產出動態作品的創意方向層。它引導使用者走完七步流程:簡報、調性與能量、運動語言、階層、克制、分鏡方向與一致性檢查。主要產出包括填好的運動語言規格表、運動階層清單、逐鏡方向說明,以及通過/不通過的稽核結果。它也提供附時長、緩動曲線與過衝值的命名運動個性預設。
適用情境
適用於動態作品啟動、視覺風格尚未確定的階段,或動畫顯得雜亂、廉價、不一致且原因在於決策而非技法時。也適合把品牌或簡報轉化為團隊或代理可遵循的書面運動規則,或協調執行這些規則的其他動畫技能。
執行需求
無需指令碼或工具,屬於純指令型技能。它引用隨附的參考手冊以取得範例與範本。

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.

來源與署名

來源:iart-ai/motion-design-skills位於skills/motion-art-direction提交3c129f7

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