--- name: color-motion description: This skill should be used when the user asks to "build a color palette for a motion piece", "make a gradient background", "animate a color transition", "interpolate colors smoothly", "fix muddy/gray gradients", "convert colors to OKLCH", "color-grade a video for mood", "fix washed-out After Effects renders", "gamma shift", "Rec.709 vs sRGB", "colors shifted after rendering", or "match preview to final video". Covers palette construction, gradients, perceptual interpolation (OKLCH/Lab), grading order, and video/render color management. version: 0.1.0 --- # Color in Motion Choose, pair, and animate color for motion design: building restrained palettes, constructing gradients that read as premium, interpolating colors in perceptually-uniform spaces, and grading a piece for mood and consistency. Produces palettes with exact OKLCH/hex values, gradient CSS/code, and transition parameters. ## When to use - Picking or pairing a palette for a motion or video piece. - Building gradient backgrounds (mesh, noise, animated drift). - Animating color transitions (button states, theme switch, loaders). - Grading a video for mood, or fixing dull/gray gradient interpolation. - Fixing washed-out, gamma-shifted, or platform-inconsistent After Effects renders, and choosing correct per-platform export/color tags. ## Core techniques ### 1. Build a restrained palette Limit hues. A strong motion palette is **1 primary + 1 accent + 2-3 neutrals**. Derive contrast and depth from lightness and chroma, not from adding more hues. Extra hues fight for attention and read as amateur. In dark scenes, make the accent pop with **low-to-moderate chroma and high lightness** rather than maximum saturation — a blown-out saturated accent vibrates and looks cheap on dark backgrounds. Use OKLCH to reason about color: `oklch(L C H)` where L is perceptual lightness (0-1), C is chroma (0 ≈ 0.37 max), H is hue angle (0-360). Holding L and C constant while rotating H gives hues of genuinely equal visual weight — impossible to do reliably in HSL. ``` Primary: oklch(0.62 0.19 264) /* confident blue */ Accent: oklch(0.78 0.17 50) /* warm amber, lighter so it pops */ Neutral-0: oklch(0.97 0.005 264) /* near-white, faint hue tint */ Neutral-1: oklch(0.55 0.01 264) Neutral-2: oklch(0.18 0.015 264) /* near-black, same hue family */ ``` Tinting neutrals slightly toward the primary hue (tiny chroma) unifies the frame; pure gray neutrals next to colored elements look disconnected. ### 2. Interpolate in OKLCH or Lab — never raw sRGB Linearly interpolating two colors in sRGB passes through a desaturated, often gray or muddy midpoint (blue->yellow goes through gray; blue->red through muddy purple). Perceptual spaces (OKLCH, OKLab, CIE Lab) keep midpoints vivid and lightness even. CSS gradients support this natively: ```css /* Vivid, even midpoint */ background: linear-gradient(in oklch, #2b6cff, #ffb02e); /* Control hue path around the wheel for two-stop gradients */ background: linear-gradient(in oklch longer hue, #2b6cff, #ffb02e); background: conic-gradient(in oklch, red, blue, red); ``` For animated transitions interpolate with a library (see references) and emit per-frame colors, or for two-color CSS transitions register a typed custom property so the browser interpolates in the chosen space. ### 3. Gradients that read as premium - **Mesh / multi-radial**: stack several `radial-gradient`s at different positions over a base color. Soft, organic, expensive-looking. - **Add grain**: a faint noise overlay (SVG `feTurbulence` or a tiled PNG at ~3-5% opacity) kills banding and adds texture. - **Animate slowly**: drift gradient positions over 8-20s with `ease-in-out alternate`. Slow is premium; fast gradient motion looks like a screensaver. ```css .mesh { background-color: #0b0f1a; background-image: radial-gradient(at 20% 25%, oklch(0.62 0.19 264 / 0.7), transparent 50%), radial-gradient(at 80% 30%, oklch(0.70 0.16 320 / 0.6), transparent 55%), radial-gradient(at 50% 85%, oklch(0.78 0.17 50 / 0.5), transparent 50%); animation: drift 16s ease-in-out infinite alternate; } @keyframes drift { to { background-position: 8% -6%, -8% 6%, 4% 8%; } } ``` ### 4. Color transition animation Inline timing essentials so this skill stands alone: enter/highlight with ease-out (`cubic-bezier(0.16, 1, 0.3, 1)`), state changes 150-300ms, theme/full-screen washes 400-800ms. Use `linear` only for continuous loops. ```css @property --c { syntax: ""; initial-value: #2b6cff; inherits: false; } .btn { background: var(--c); transition: --c 200ms cubic-bezier(0.16,1,0.3,1); } .btn:hover { --c: #ffb02e; } ``` `@property` registration is what makes the color actually interpolate (unregistered custom properties jump instantly). ### 5. Grade for mood — correct order Apply grading operations in this order; reordering changes the result: 1. **Exposure / white balance** — fix overall brightness and neutralize/intentionally set the cast first. 2. **Contrast** — set black and white points; expand or compress the tonal range. 3. **Midtones / saturation** — adjust overall saturation and midtone color. 4. **Split-tone** — tint shadows and highlights separately. The classic cinematic look is **teal shadows + orange highlights** (complementary, flatters skin). Keep it subtle. 5. **Unify** — a final overall tint/LUT and a subtle vignette to bind the frame. In code, grade by chaining CSS filters or a fragment shader; for video, an actual LUT or grading panel. Always grade the whole piece consistently so shots cut together. ### 6. Video / render color management When a render looks correct in the After Effects comp viewer but washed-out, too bright, milky, or gamma-shifted in QuickTime, a browser, or across macOS/Windows, the cause is a gamma/transfer mismatch across four stages — AE working space, the render's embedded tag, the player's interpretation, and the display/OS gamma — not the artwork. Core rules: - **Set an explicit working space.** File > Project Settings > Color tab: Working Space = **Rec.709 Gamma 2.4** for SDR video (or **sRGB** for UI/stills); "None" disables color management and the viewer lies about the final look. Set Depth to **16 bpc** for grades/gradients to avoid banding. - **Rec.709 vs sRGB.** They share primaries but differ in transfer (sRGB ~2.2 piecewise vs Rec.709 display 2.4 / BT.1886). Using the wrong one shifts midtone brightness — Rec.709 for video, sRGB for screenshots/PNG/UI. - **Embed a color tag on export.** The shift across macOS/Windows/players comes from untagged files; each player guesses its own default. Tag Rec.709 (or sRGB) explicitly via Render Queue > **Output Module > Color Management** (do not leave "Preserve RGB" when a shift occurs). - **The QuickTime gamma bug.** QuickTime/AVFoundation apply an extra ~1.96 gamma, so a file can look fine in QuickTime but dark/contrasty in Chrome. **Never grade or approve to QuickTime** — Chrome, Premiere, or Resolve is the correct reference for web delivery. - **Match preview to final.** Toggle "Use Display Color Management" in the comp viewer while reviewing, and verify the export numerically: place a 50% grey (RGB 128) patch, render, re-sample — a value that rises (128 → 150+) confirms a washed-out gamma shift. Confirm the embedded tag with `ffprobe` (`color_primaries`/`color_transfer`/`color_space` = bt709). Per-platform export at a glance: **ProRes 422 HQ/4444** tagged Rec.709 for editing masters; **H.264 (MP4)** tagged Rec.709 for web/`