--- name: motion-doctrine description: "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) ```bash node /scripts/seam-stamp.mjs --ledger ledger.json --write index.html # generate node /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 ` 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) |