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# Caption Animation
Turn a transcript or voiceover into word-timed, scroll-stopping captions: each word pops in on the syllable, the active word highlights, and the text stays glued to the narration. Build the kind of captions that drive watch-time on TikTok, Reels, and Shorts — readable, on-beat, and inside the safe area. For short-form creators burning open captions onto vertical video.
## When it activates
- "Add animated captions," "make TikTok captions," or "karaoke captions."
- "Word-by-word subtitles," "auto subtitles," or "highlight the active word."
- "Burn in captions to a video" or "sync captions to a voiceover/narration."
- "Turn an SRT/transcript into animated text."
## Example prompts
- "Turn this Whisper transcript into karaoke captions with a per-word pop."
- "Restyle these auto subtitles into a branded, Hormozi-style reveal."
- "Burn word-level captions onto my voiceover and export a sidecar SRT."
## What's inside
- `SKILL.md` — the transcribe → normalize → page → animate → place → export pipeline.
- `references/word-timed-captions.md` — deeper guidance on word-level timing and animation.
---
Part of **[Short-Form Video Skills](../../)** · Built by **[iart.ai](https://iart.ai/?utm_source=github&utm_medium=readme&utm_campaign=tiktok-video-skills&utm_content=skill_footer&utm_term=caption-animation)** — the AI motion agent for editable, on-brand motion graphics.
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---
name: caption-animation
description: This skill should be used when the user asks to "add animated captions", "make TikTok captions", "karaoke captions", "word-by-word subtitles", "auto subtitles", "highlight the active word", "burn in captions to a video", "sync captions to a voiceover/narration", or "turn an SRT/transcript into animated text". Covers word-level timing from Whisper, per-word pop/scale-in, active-word highlight, 9:16 safe-area placement, readable type, and burn-in vs sidecar SRT/VTT.
version: 0.1.0
---
# Caption Animation
Turn a transcript or voiceover into word-timed, scroll-stopping captions: each word pops in on the syllable, the active word highlights, and the text stays glued to the narration. Build the kind of captions that drive watch-time on TikTok, Reels, and Shorts — readable, on-beat, and inside the safe area.
## When to use
- Word-by-word or karaoke captions on short-form vertical video (9:16).
- Burning open captions onto a voiceover/narration track from a transcript.
- Turning a Whisper/SRT transcript into animated text in Remotion or on the web.
- Restyling auto-generated subtitles into a branded, "Hormozi-style" reveal.
## The pipeline
| Stage | Job | Tool |
|---|---|---|
| Transcribe | Audio → word-level timestamps | Whisper (`@remotion/install-whisper-cpp`), AssemblyAI |
| Normalize | → `{ text, startMs, endMs }[]` tokens | `@remotion/captions` `Caption` type |
| Page | Group words into 1–4 word "pages" | `createTikTokStyleCaptions()` |
| Animate | Per-word pop + active-word highlight | Remotion `spring()` / CSS |
| Place | Safe-area, readable type | layout rules below |
| Export | Burn-in (MP4) and/or sidecar SRT/VTT | Remotion render / file emit |
## Two non-negotiable rules
1. **Word-level timing, not line-level.** Karaoke reads as magic only when each word lands on the syllable. Always transcribe to word timestamps; never fake them by splitting a line evenly over its duration — drift is instantly visible.
2. **Readability beats style.** Captions are read on a phone, in sunlight, muted. Bold sans-serif, heavy stroke or shadow, high contrast first; decoration second. A caption nobody can read is decoration, not a caption.
## Word timing from a transcript
Whisper emits word-level timestamps directly. Normalize every source into one flat token shape so the renderer never cares where the words came from:
```ts
// Caption token — the one shape everything downstream consumes
type Token = { text: string; startMs: number; endMs: number };
// Parse an SRT cue block "00:00:01,200 --> 00:00:01,640" into ms
const toMs = (t: string) => {
const [h, m, rest] = t.split(":");
const [s, ms] = rest.split(",");
return ((+h * 60 + +m) * 60 + +s) * 1000 + +ms;
};
```
If only sentence-level cues exist, re-transcribe for word timing — do not interpolate. Whisper's `medium.en` is ~2x faster than `large` and accurate enough for clean voice audio.
## Per-word pop-in (Remotion)
Drive each word's scale and opacity off a spring anchored to its own `startMs`. The micro-overshoot is what makes it feel "alive".
```tsx
import { useCurrentFrame, useVideoConfig, spring, interpolate } from "remotion";
const Word: React.FC<{ token: Token; active: boolean }> = ({ token, active }) => {
const frame = useCurrentFrame();
const { fps } = useVideoConfig();
const enter = (token.startMs / 1000) * fps; // word's own entrance frame
const p = spring({ frame: frame - enter, fps, config: { damping: 12, mass: 0.6 } });
const scale = interpolate(p, [0, 1], [0.6, 1]); // pop from 60% → 100% (overshoots)
return (
<span style={{
display: "inline-block",
transform: `scale(${scale})`,
opacity: interpolate(p, [0, 1], [0, 1]),
color: active ? "#FFE45E" : "#FFFFFF", // active-word highlight
transition: "color 80ms linear",
}}>{token.text}&nbsp;</span>
);
};
```
Compute `active` by testing `frame` against each token's `[startMs, endMs]`. Keep the highlight a single accent color or a filled "box" behind the live word — never animate every word's color at once.
## Pages, not walls of text
Show 1–4 words at a time. Use Remotion's `createTikTokStyleCaptions()` (or group manually) and tune `combineTokensWithinMilliseconds`: ~200–500ms for true word-by-word, ~1000–1500ms for short readable phrases.
```ts
import { createTikTokStyleCaptions } from "@remotion/captions";
const { pages } = createTikTokStyleCaptions({
captions, combineTokensWithinMilliseconds: 1200, // ~2–3 words per page
});
```
## Web/CSS pop (no Remotion)
For a DOM/live player, give each word its own `animation-delay` equal to `startMs`:
```css
.word { display:inline-block; opacity:0; animation: pop .26s cubic-bezier(.34,1.56,.64,1) forwards; }
@keyframes pop { from { opacity:0; transform:translateY(.18em) scale(.7) } to { opacity:1; transform:none } }
.word.active { color:#FFE45E; }
```
```js
words.forEach(w => { const el = mk(w.text); el.style.animationDelay = `${w.startMs}ms`; track.append(el); });
```
## Readable type and safe-area placement (9:16, 1080×1920)
| Property | Value | Why |
|---|---|---|
| Font | Bold/ExtraBold sans (Montserrat, Inter, Helvetica) | Reads on small, busy screens |
| Size | 56–80px (≈8% of frame height), min 45px | Legible muted on a phone |
| Stroke | 2–6px solid black outline | Survives any background |
| Shadow | Soft drop shadow as backup to stroke | Separation on bright frames |
| Case | Uppercase or sentence; high contrast fill | Punch + scannability |
| Vertical pos | Center band, ~62–70% down | Above the UI, below the action |
| Bottom safe | Keep clear of bottom ~280px / 15% | Avoids caption/CTA/audio UI |
| Side safe | Keep within center 80% width | Avoids right-rail icons |
Place captions in the center band — not pinned to the very bottom, where the platform UI (username, audio, buttons) lives. Pad text to a max of ~2 lines.
## Sync to a voiceover / narration
The transcript already carries the timing of the exact audio. Lay that same audio under the composition and keep timestamps in the audio's timebase — captions and voice stay locked with zero manual nudging. If the VO is re-recorded, re-transcribe; never hand-shift offsets.
## Burn-in vs sidecar SRT/VTT
| | Burn-in (open) | Sidecar SRT/VTT (closed) |
|---|---|---|
| Where | Pixels in the MP4 | Separate `.srt`/`.vtt` file |
| Social (TikTok/Reels) | Required — guaranteed, styleable | Often ignored by the platform |
| Accessibility (ADA/WCAG) | Does not satisfy alone | Required (toggleable) |
| Best practice | Burn animated captions for social | Also ship a sidecar for the web/SEO |
Emit both: burn the animated captions for social, and write a plain SRT/VTT from the same tokens for accessible/SEO playback.
## Output checklist
- Word-level timestamps (real, from transcription) — no even-split fakery.
- Per-word pop with micro-overshoot; one accent color for the active word.
- 1–4 words per page; never a wall of text.
- Bold sans, 56–80px, 2–6px stroke + shadow, high contrast.
- Center band, clear of bottom ~280px and side rails.
- Audio laid under composition; timestamps in the audio timebase.
- Ship burn-in for social and a sidecar SRT/VTT for accessibility.
## Deliver & verify (rendered stills → MP4)
> **Packaged helper** (`scripts/`): tile your stills with `scripts/contact-sheet.sh sheet.png f-hook.png f-mid.png f-end.png`, then assert the encode with `scripts/probe-mp4.sh out.mp4 [WxH] [fps]`. See `scripts/README.md`.
Captions ship as a Remotion composition (`<Composition>` + zod `schema` + `defaultProps`) — all word motion frame-driven off `useCurrentFrame()`, never `Date.now()` / `Math.random()` / timers. Deliverable = `out/*.mp4` (burned-in) + the project + the sidecar SRT/VTT. 9:16 vertical (1080×1920) is the default.
**Verify loop — render stills → inspect → encode.** Word timing is the thing that breaks; check it at exact frames before you spend an encode.
```bash
# Stills at start / a sampled active-word frame / end — WITH SHIPPED PROPS (real tokens + audio)
npx remotion still Captions out/f-start.png --frame=0 --props='{"captionsSrc":"vo.json"}'
npx remotion still Captions out/f-mid.png --frame=90 --props='{"captionsSrc":"vo.json"}'
npx remotion still Captions out/f-end.png --frame=N --props='{"captionsSrc":"vo.json"}' # N = durationInFrames-1
# Inspect each PNG:
# - the word highlighted at frame 90 is the word whose [startMs,endMs] contains 90/fps (no drift)
# - burn-in legible: bold sans, stroke+shadow holds, no clipping
# - 9:16 safe area: caption sits in the center band, clear of top ~12% and bottom ~20-35% (captions/CTA/audio UI) and the right action rail
npx remotion render Captions out/captions.mp4 --props='{"captionsSrc":"vo.json"}' # encode once stills are right
npx remotion render Captions out/demo.gif --codec=gif # README proof clip
```
Use `npx remotion compositions` to read `durationInFrames`/`fps` and pick the active-word + end frames.
**Before you finish:**
1. Stills render cleanly at frame 0, a mid active-word frame, and last — no missing font/audio.
2. The correct word is highlighted at the sampled frame (frame/fps lands inside its token); no even-split fakery.
3. Burn-in is legible (stroke+shadow) and the caption is fully inside the 9:16 safe area at every checked frame.
4. Frame-driven only — no `Date.now()` / `Math.random()` / timers.
5. Shipped props (real tokens, not just `defaultProps`) render correctly; MP4 + sidecar SRT/VTT emitted, GIF optional.
## Reference files
- `references/word-timed-captions.md` — end-to-end build: Whisper transcription and the `Caption` type, a full SRT parser, Remotion word-timed component with active-highlight, manual paging, an SRT/VTT emitter, per-platform safe-area maps, and a readable-type spec sheet.
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# Word-Timed Captions — End-to-End Build
A complete, runnable path from audio/transcript to animated burn-in captions plus a sidecar SRT/VTT. Code targets Remotion for burn-in and plain JS for the web; the data shapes are framework-agnostic.
## 1. The one data shape
Everything normalizes to a flat array of word tokens. Get to this shape and the renderer never cares about the source.
```ts
export type Token = { text: string; startMs: number; endMs: number };
export type Page = { startMs: number; endMs: number; tokens: Token[] };
```
Remotion's `@remotion/captions` uses a compatible `Caption` type:
```ts
type Caption = { text: string; startMs: number; endMs: number; timestampMs: number | null; confidence: number | null };
```
## 2. Transcribe to word-level timing (Whisper)
Word timestamps are non-negotiable for karaoke. Whisper produces them natively.
```bash
npx @remotion/install-whisper-cpp # one-time: installs whisper.cpp + a model
```
```ts
import { transcribe, toCaptions } from "@remotion/install-whisper-cpp";
const { transcription } = await transcribe({
inputPath: "voiceover.wav", // 16kHz mono WAV is ideal for whisper.cpp
model: "medium.en", // medium.en ≈ 2x faster than large, accurate on clean voice
tokenLevelTimestamps: true, // <-- the key flag: per-word, not per-line
whisperPath: "./whisper.cpp",
});
const { captions } = toCaptions({ transcription }); // → Caption[]
```
Tips:
- Feed clean voice audio (denoise/normalize first). Background music wrecks word boundaries.
- `large` is most accurate but 2–3x real-time on a laptop. Use `medium.en` unless accuracy is critical.
- Cloud alternatives (AssemblyAI, Deepgram, OpenAI Whisper API) also return word timing — map their `words[]` into `Token` the same way.
Map any token shape into `Token`:
```ts
const toTokens = (caps: Caption[]): Token[] =>
caps.map(c => ({ text: c.text.trim(), startMs: c.startMs, endMs: c.endMs }));
```
## 3. Parse an existing SRT into tokens
When handed an SRT, parse cues; if cues are sentence-level, re-transcribe for word timing rather than interpolating.
```ts
const toMs = (t: string) => {
const [h, m, rest] = t.trim().split(":");
const [s, ms] = rest.split(",");
return ((+h * 60 + +m) * 60 + +s) * 1000 + +ms;
};
export function parseSrt(src: string): Token[] {
return src.trim().split(/\n\s*\n/).map(block => {
const lines = block.split("\n");
const time = lines.find(l => l.includes("-->"))!;
const [a, b] = time.split("-->");
const text = lines.slice(lines.indexOf(time) + 1).join(" ").trim();
return { text, startMs: toMs(a), endMs: toMs(b) };
});
}
```
## 4. Page the tokens (1–4 words at a time)
Either use Remotion's helper or group manually. Manual grouping by gap + max-words keeps full control:
```ts
export function paginate(tokens: Token[], maxWords = 3, maxGapMs = 1200): Page[] {
const pages: Page[] = [];
let cur: Token[] = [];
for (const t of tokens) {
const span = cur.length ? t.endMs - cur[0].startMs : 0;
if (cur.length >= maxWords || span > maxGapMs) {
if (cur.length) pages.push(pageOf(cur)); cur = [];
}
cur.push(t);
}
if (cur.length) pages.push(pageOf(cur));
return pages;
}
const pageOf = (ts: Token[]): Page => ({ startMs: ts[0].startMs, endMs: ts.at(-1)!.endMs, tokens: ts });
```
Remotion equivalent:
```ts
import { createTikTokStyleCaptions } from "@remotion/captions";
const { pages } = createTikTokStyleCaptions({ captions, combineTokensWithinMilliseconds: 1200 });
// 200–500ms → word-by-word; 1000–1500ms → short readable phrases
```
## 5. Remotion component: word-timed with active highlight
```tsx
import { AbsoluteFill, Audio, Sequence, useCurrentFrame, useVideoConfig,
spring, interpolate, staticFile } from "remotion";
const CAPTION_STYLE: React.CSSProperties = {
fontFamily: "Montserrat, Inter, sans-serif",
fontWeight: 800,
fontSize: 72, // ~8% of 1920px height
color: "#fff",
textAlign: "center",
textTransform: "uppercase",
WebkitTextStroke: "5px #000", // heavy outline survives any background
paintOrder: "stroke fill", // stroke behind fill, not clipping glyphs
textShadow: "0 4px 16px rgba(0,0,0,.55)",
lineHeight: 1.1,
padding: "0 80px", // keep inside center 80% width
};
const Word: React.FC<{ token: Token; active: boolean }> = ({ token, active }) => {
const frame = useCurrentFrame();
const { fps } = useVideoConfig();
const enter = (token.startMs / 1000) * fps;
const p = spring({ frame: frame - enter, fps, config: { damping: 12, mass: 0.6 } });
return (
<span style={{
display: "inline-block",
transform: `scale(${interpolate(p, [0, 1], [0.6, 1])})`,
opacity: interpolate(p, [0, 1], [0, 1]),
color: active ? "#FFE45E" : undefined,
transition: "color 80ms linear",
}}>{token.text}&nbsp;</span>
);
};
export const Captions: React.FC<{ pages: Page[]; audio: string }> = ({ pages, audio }) => {
const { fps } = useVideoConfig();
const f = (ms: number) => Math.round((ms / 1000) * fps);
const frame = useCurrentFrame();
return (
<AbsoluteFill>
<Audio src={staticFile(audio)} /> {/* same audio the transcript came from */}
{pages.map((pg, i) => (
<Sequence key={i} from={f(pg.startMs)} durationInFrames={Math.max(1, f(pg.endMs - pg.startMs))}>
<AbsoluteFill style={{ justifyContent: "flex-start", alignItems: "center", paddingTop: "62%" }}>
<div style={CAPTION_STYLE}>
{pg.tokens.map((t, j) => {
const now = (frame / fps) * 1000;
return <Word key={j} token={t} active={now >= t.startMs && now < t.endMs} />;
})}
</div>
</AbsoluteFill>
</Sequence>
))}
</AbsoluteFill>
);
};
```
Because the `<Audio>` and the timestamps share one timebase, voice and captions stay locked with no manual nudging. Re-record the VO → re-transcribe → done.
## 6. Web/CSS path (live DOM player)
```js
function renderTrack(tokens, mountEl) {
tokens.forEach(t => {
const el = document.createElement("span");
el.className = "word";
el.textContent = t.text + " ";
el.style.animationDelay = `${t.startMs}ms`; // each word pops on its own start
mountEl.append(el);
});
}
// drive .active off the media element's currentTime
audio.addEventListener("timeupdate", () => {
const ms = audio.currentTime * 1000;
[...track.children].forEach((el, i) =>
el.classList.toggle("active", ms >= tokens[i].startMs && ms < tokens[i].endMs));
});
```
```css
.cap { font: 800 72px/1.1 Montserrat, sans-serif; text-transform: uppercase;
color:#fff; -webkit-text-stroke:5px #000; paint-order:stroke fill;
text-shadow:0 4px 16px rgba(0,0,0,.55); text-align:center; }
.word { display:inline-block; opacity:0; animation: pop .26s cubic-bezier(.34,1.56,.64,1) forwards; }
.word.active { color:#FFE45E; }
@keyframes pop { from { opacity:0; transform:translateY(.18em) scale(.7) } to { opacity:1; transform:none } }
```
## 7. Emit a sidecar SRT / VTT from the same tokens
Burn-in alone does not satisfy ADA/WCAG and many platforms ignore uploaded tracks — so ship both. Group tokens into readable cues and serialize:
```ts
const pad = (n: number, w = 2) => String(n).padStart(w, "0");
const stamp = (ms: number, sep: string) => {
const h = Math.floor(ms / 3.6e6), m = Math.floor(ms % 3.6e6 / 6e4),
s = Math.floor(ms % 6e4 / 1000), x = ms % 1000;
return `${pad(h)}:${pad(m)}:${pad(s)}${sep}${pad(x, 3)}`;
};
export const toSrt = (pages: Page[]) => pages.map((p, i) =>
`${i + 1}\n${stamp(p.startMs, ",")} --> ${stamp(p.endMs, ",")}\n${p.tokens.map(t => t.text).join(" ")}`
).join("\n\n") + "\n";
export const toVtt = (pages: Page[]) => "WEBVTT\n\n" + pages.map(p =>
`${stamp(p.startMs, ".")} --> ${stamp(p.endMs, ".")}\n${p.tokens.map(t => t.text).join(" ")}`
).join("\n\n") + "\n";
```
Use SRT for the broadest platform support; VTT when styling/positioning cues or serving on the web.
## 8. Per-platform safe areas (1080×1920, 9:16)
| Platform | Bottom keep-clear | Top keep-clear | Side keep-clear | Notes |
|---|---|---|---|---|
| TikTok | ~340px | ~120px | ~110px right rail | Captions, audio title, action buttons crowd the bottom-right |
| Instagram Reels | ~280px | ~130px | ~60px | Username/CTA bar at bottom |
| YouTube Shorts | ~240px | ~100px | ~120px right rail | Title + channel at bottom-left |
| Facebook Reels | ~300px | ~130px | ~80px | Similar to Reels |
Safe rule across all: place caption baseline at ~62–70% of frame height, keep text within the center 80% width, and never let it enter the bottom ~15%.
## 9. Readable-type spec sheet
| Property | Recommended | Floor |
|---|---|---|
| Weight | 800 (ExtraBold) | 700 |
| Size @1080p | 56–80px | 45px |
| Stroke | 4–6px solid #000 | 2px |
| Shadow | `0 4px 16px rgba(0,0,0,.55)` | soft 1px |
| Active accent | one color (e.g. #FFE45E) or filled box | — |
| Lines on screen | 1–2 | 2 max |
| Words per page | 1–4 | 5 max |
Set `paint-order: stroke fill` so a thick stroke sits behind the glyph instead of eating it. Test on a bright frame and a busy frame; if it survives both, it ships.
## 10. Render
```bash
npx remotion render src/index.ts Captions out/captions.mp4 \
--props='{"pages": ..., "audio": "voiceover.wav"}'
```
A 10-minute video with animated captions can take 30–60 min to render locally; render long-form in segments, or render on Remotion Lambda for parallel speed.
---
## Built by the team behind iart.ai
This skill is part of an open motion-graphics collection from iart.ai — the AI motion agent that turns data, scripts, and designs into editable motion graphics (Remotion → MP4). If you'd rather not hand-build this, iart.ai can auto-time captions to a narration track and one-click burn them in from a template — change the text/audio and re-export. → [iart.ai](https://iart.ai/?utm_source=github&utm_medium=reference&utm_campaign=tiktok-video-skills&utm_content=ref_footer&utm_term=caption-animation)
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# Countdown Video
Make a countdown that ends exactly when it should. The whole craft is one idea: derive the remaining time from the frame (or a monotonic timestamp), then format and animate that number — never count down with a `setInterval`. Covers livestream "starting soon" screens, launch and flash-sale countdowns, and looping backgrounds. For creators who need a timer that lands on zero on the exact frame.
## When it activates
- "Make a countdown timer video" or "create a countdown animation."
- "Build a stream starting soon countdown" or "do an event/launch/sale countdown."
- "Animate a mm:ss or dd:hh:mm:ss timer."
- "Add digit roll/flip transitions to a counter" or "loop a countdown background."
## Example prompts
- "Build a 10-minute 'be right back' livestream countdown."
- "Make a dd:hh:mm:ss launch countdown to a fixed target date."
- "Add flip transitions to an mm:ss timer that hits zero on the exact frame."
## What's inside
- `SKILL.md` — frame-accurate (drift-free) timers, time formatting, and a configurable duration prop.
- `references/countdown-cookbook.md` — recipes for common countdown scenarios.
- `references/digit-flip.md` — digit flip/roll transition techniques.
---
Part of **[Short-Form Video Skills](../../)** · Built by **[iart.ai](https://iart.ai/?utm_source=github&utm_medium=readme&utm_campaign=tiktok-video-skills&utm_content=skill_footer&utm_term=countdown-video)** — the AI motion agent for editable, on-brand motion graphics.
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---
name: countdown-video
description: This skill should be used when the user asks to "make a countdown timer video", "create a countdown animation", "build a stream starting soon countdown", "do an event/launch/sale countdown", "animate a mm:ss or dd:hh:mm:ss timer", "add digit roll/flip transitions to a counter", or "loop a countdown background". Covers frame-accurate (drift-free) timers, digit flip/roll motion, time formatting, and a configurable duration prop.
version: 0.1.0
---
# Countdown Video
Make a countdown that ends exactly when it should. The whole craft is one idea: derive the remaining time from the frame (or a monotonic timestamp), then format and animate that number — never count down with a `setInterval`. Covers livestream "starting soon" screens, launch/sale countdowns, and looping backgrounds.
## When to use
- "Starting soon" / "be right back" livestream screens with a 5–10 min timer.
- Launch and flash-sale countdowns (dd:hh:mm:ss down to a target date; mm:ss for urgency).
- Any animated counter where the number must land on zero on the exact frame.
## The one rule: drive the number from the clock, never a tick
A `setInterval(fn, 1000)` countdown **drifts** — the callback fires *at least* 1000 ms later, never exactly, and stacks up when the tab is throttled or a render frame is slow. Reports of ~1 second lost per minute are common. The fix is the same for rendered video and live web: compute remaining time as a pure function of an authoritative clock, so a late frame self-corrects on the next frame instead of accumulating error.
| Context | Authoritative clock | Remaining time |
|---|---|---|
| Remotion render | `useCurrentFrame()` | `total − frame/fps` |
| Web (live page) | `performance.now()` or `Date.now()` | `targetMs − now` |
| To a fixed date | `Date.now()` | `targetTimestamp − Date.now()` |
Never store remaining time in state and decrement it. Recompute it every frame.
## Frame-accurate countdown (Remotion → MP4)
`useCurrentFrame()` is deterministic: frame N is always rendered at exactly `N/fps` seconds. Subtract from the total and the timer is drift-free by construction.
```tsx
import { useCurrentFrame, useVideoConfig } from "remotion";
export const Countdown: React.FC<{ durationInSeconds: number }> = ({
durationInSeconds,
}) => {
const frame = useCurrentFrame();
const { fps } = useVideoConfig();
// remaining seconds, clamped at 0 — ceil so "1" shows for its full second
const elapsed = frame / fps;
const remaining = Math.max(0, Math.ceil(durationInSeconds - elapsed));
return <div style={{ fontVariantNumeric: "tabular-nums" }}>{formatMMSS(remaining)}</div>;
};
```
`durationInSeconds` is a **prop**, not a constant — the same composition renders a 5-minute stream timer or a 30-second sale timer by changing one input. Set the composition's `durationInFrames` to `durationInSeconds * fps` so the video is exactly as long as the countdown.
## Web timer (live page, requestAnimationFrame)
For a live page, drive an rAF loop from `performance.now()` and only repaint when the displayed second changes (no work 60×/sec for a 1 Hz number):
```js
const start = performance.now();
let lastShown = -1;
function tick(now) {
const remaining = Math.max(0, Math.ceil(duration - (now - start) / 1000));
if (remaining !== lastShown) { render(remaining); lastShown = remaining; }
if (remaining > 0) requestAnimationFrame(tick);
}
requestAnimationFrame(tick);
```
Counting down to a fixed date is the same idea with `Date.now()`: `Math.max(0, target - Date.now())`. See `references/countdown-cookbook.md` for the full date-target version with timezone handling.
## Time formatting
Break a remaining-seconds integer into fields with division + modulo, then zero-pad. Pick the format to fit the duration — never show `00d 00h 05m` when minutes is all that matters.
```js
const pad = (n) => String(n).padStart(2, "0");
const formatMMSS = (s) => `${pad(Math.floor(s / 60))}:${pad(s % 60)}`;
const formatDHMS = (s) => {
const d = Math.floor(s / 86400), h = Math.floor((s % 86400) / 3600);
const m = Math.floor((s % 3600) / 60), sec = s % 60;
return `${pad(d)}:${pad(h)}:${pad(m)}:${pad(sec)}`;
};
```
| Format | Use | Drop fields when |
|---|---|---|
| `mm:ss` | stream "starting soon", short timers (<1h) | — |
| `hh:mm:ss` | flash sale, same-day event | hide `dd` while 0 |
| `dd:hh:mm:ss` | launch / multi-day countdown | hide leading 0 units for cleaner read |
Always set `font-variant-numeric: tabular-nums` (or a monospace digit font) so digits keep equal width and the layout does not jitter as numbers change.
## Digit roll / flip transitions
A flat number swap reads as cheap; the rolling "odometer" look sells the countdown. Render each digit as a vertical strip 0–9 and translate it by `-digit × digitHeight`. Animate the *position*, not the text content, so the change is a glide, not a pop.
```css
.reel { height: 1em; overflow: hidden; }
.reel .col { transition: transform .45s cubic-bezier(.22,1,.36,1); }
/* col holds stacked 0..9; shift by -value em */
```
In Remotion, drive the strip offset off the frame instead of a CSS transition (so it is deterministic). The flip-card style (top half folds down over the bottom) and the per-digit reel are both detailed, with runnable components, in `references/digit-flip.md`.
## Looping background
Stream screens hold for minutes, so the background must loop seamlessly. Build motion on a cycle that divides evenly into the timeline (e.g. a gradient or particle drift whose period is `loopFrames`), and read it as `frame % loopFrames` so there is no visible seam at the wrap. Keep it low-contrast and slow — the number is the subject; the background is ambience. Recipes in `references/countdown-cookbook.md`.
## Output checklist
- Remaining time recomputed from `useCurrentFrame()` / `performance.now()` every frame — no `setInterval` decrement.
- Timer hits `00:00` on the exact intended frame; `durationInFrames === durationInSeconds × fps`.
- Duration is an input prop, not a hardcoded constant.
- Digits use `tabular-nums`; layout does not shift as numbers change.
- Format matches the span (mm:ss vs dd:hh:mm:ss); leading zero units dropped when distracting.
- Background loop period divides the timeline evenly; no seam at the wrap.
## Deliver & verify (rendered stills → MP4)
> **Packaged helper** (`scripts/`): tile your stills with `scripts/contact-sheet.sh sheet.png f-hook.png f-mid.png f-end.png`, then assert the encode with `scripts/probe-mp4.sh out.mp4 [WxH] [fps]`. See `scripts/README.md`.
The countdown ships as a Remotion composition (`<Composition>` + zod `schema` + `defaultProps`, `durationInSeconds` a prop) — the timer is a pure function of `useCurrentFrame()`, never `setInterval` / `Date.now()` / `Math.random()`. Set `durationInFrames = durationInSeconds * fps`. Deliverable = `out/*.mp4` + the project. 9:16 vertical (1080×1920) is the default.
**Verify loop — render stills → inspect → encode.** The whole point is frame-accuracy, so check the *digit value* at exact frames before encoding.
```bash
# Stills at start / mid / end — WITH SHIPPED PROPS (the real duration you'll render)
npx remotion still Countdown out/f-start.png --frame=0 --props='{"durationInSeconds":300}'
npx remotion still Countdown out/f-mid.png --frame=N --props='{"durationInSeconds":300}'
npx remotion still Countdown out/f-end.png --frame=L --props='{"durationInSeconds":300}' # L = durationInFrames-1
# Inspect each PNG — the digits must read EXACTLY the frame/fps math:
# - at frame N, displayed = ceil(durationInSeconds - N/fps) (e.g. 300s @ 30fps, frame 4500 → 150s → "02:30")
# - last frame reads 00:00 (or the end-state hold); no drift, no off-by-one second
# - tabular-nums: layout does not jitter between frames
# - 9:16 safe area: the timer + brand block sit clear of top ~12% and bottom ~20-35% UI and the right action rail
npx remotion render Countdown out/countdown.mp4 --props='{"durationInSeconds":300}' # encode once digits verify
npx remotion render Countdown out/demo.gif --codec=gif # README proof clip
```
Use `npx remotion compositions` to confirm `durationInFrames`/`fps`, then compute the frame for any second you want to check.
**Before you finish:**
1. Stills render cleanly at frame 0, mid, and last — no errors.
2. The digit value at frame N equals `ceil(durationInSeconds - N/fps)` exactly; last frame hits 00:00 on the intended frame (no drift / off-by-one).
3. Timer + brand stay inside the 9:16 safe area at every checked frame.
4. Frame-driven only — no `setInterval` / `Date.now()` / timers; `tabular-nums` so layout holds.
5. Shipped `durationInSeconds` (not just `defaultProps`) renders correctly; MP4 encoded, GIF optional.
## Reference files
- `references/countdown-cookbook.md` — complete runnable Remotion `<Countdown>` (configurable duration, mm:ss / dd:hh:mm:ss, end-state hold), the count-down-to-a-fixed-date web component with timezone handling, a "starting soon" stream-screen layout (brand block + social handles + looping gradient background), and the seamless-loop background pattern.
- `references/digit-flip.md` — two deterministic digit-animation components: the odometer reel (vertical 0–9 strip driven by frame) and the flip-card (top-half fold) effect, plus when each suits launch vs sale vs stream.
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# Countdown Cookbook
Complete, runnable recipes. Every value is derived from an authoritative clock (frame or timestamp) so nothing drifts.
## 1. Configurable Remotion countdown (mm:ss + dd:hh:mm:ss)
A single composition that handles any duration and either format. Drop into `src/Countdown.tsx`.
```tsx
import React from "react";
import { useCurrentFrame, useVideoConfig, AbsoluteFill } from "remotion";
const pad = (n: number) => String(n).padStart(2, "0");
const formatTime = (totalSeconds: number, mode: "mm:ss" | "dd:hh:mm:ss") => {
const s = Math.max(0, totalSeconds);
if (mode === "mm:ss") {
return `${pad(Math.floor(s / 60))}:${pad(s % 60)}`;
}
const d = Math.floor(s / 86400);
const h = Math.floor((s % 86400) / 3600);
const m = Math.floor((s % 3600) / 60);
const sec = s % 60;
// drop leading day field once it is zero, for a cleaner read
return d > 0
? `${pad(d)}d ${pad(h)}:${pad(m)}:${pad(sec)}`
: `${pad(h)}:${pad(m)}:${pad(sec)}`;
};
export type CountdownProps = {
durationInSeconds: number;
format?: "mm:ss" | "dd:hh:mm:ss";
label?: string;
};
export const Countdown: React.FC<CountdownProps> = ({
durationInSeconds,
format = "mm:ss",
label = "",
}) => {
const frame = useCurrentFrame();
const { fps } = useVideoConfig();
// ceil so the last whole second ("1") is shown for its full duration,
// and the display reaches "0" exactly on the final frame.
const remaining = Math.max(0, Math.ceil(durationInSeconds - frame / fps));
const ended = remaining === 0;
return (
<AbsoluteFill
style={{
justifyContent: "center",
alignItems: "center",
background: "#0b0d17",
color: "#fff",
fontFamily: "Inter, system-ui, sans-serif",
}}
>
{label && (
<div style={{ fontSize: 36, opacity: 0.7, marginBottom: 16, letterSpacing: 4 }}>
{label.toUpperCase()}
</div>
)}
<div
style={{
fontSize: 180,
fontWeight: 800,
fontVariantNumeric: "tabular-nums", // equal-width digits → no jitter
lineHeight: 1,
color: ended ? "#ff4d4d" : "#fff",
}}
>
{ended ? formatTime(0, format) : formatTime(remaining, format)}
</div>
</AbsoluteFill>
);
};
```
Register it so `durationInFrames` matches the countdown exactly — the video ends when the timer does:
```tsx
import { Composition } from "remotion";
import { Countdown } from "./Countdown";
const FPS = 30;
const DURATION_SECONDS = 300; // 5-minute "starting soon" timer
export const RemotionRoot = () => (
<Composition
id="Countdown"
component={Countdown}
durationInFrames={DURATION_SECONDS * FPS}
fps={FPS}
width={1920}
height={1080}
defaultProps={{ durationInSeconds: DURATION_SECONDS, format: "mm:ss", label: "Starting soon" }}
/>
);
```
Render any duration/format without touching code — duration is a prop:
```bash
npx remotion render Countdown out/sale.mp4 \
--props='{"durationInSeconds":86400,"format":"dd:hh:mm:ss","label":"Sale ends in"}'
```
To hold a final state (e.g. "WE'RE LIVE") instead of ending on `00:00`, extend `durationInFrames` past the countdown and branch on `ended`.
## 2. Count down to a fixed date (live web component)
For a real-time page that targets a calendar moment. Drift-free because remaining time is `target − Date.now()` recomputed each frame, never a decrement.
```js
// targetISO must include an offset, e.g. "2026-07-01T09:00:00-07:00",
// so the deadline is unambiguous regardless of the viewer's timezone.
function startCountdown(targetISO, el) {
const target = new Date(targetISO).getTime();
const pad = (n) => String(n).padStart(2, "0");
let lastShown = -1;
function tick() {
const remainingMs = Math.max(0, target - Date.now());
const s = Math.floor(remainingMs / 1000);
if (s !== lastShown) {
const d = Math.floor(s / 86400);
const h = Math.floor((s % 86400) / 3600);
const m = Math.floor((s % 3600) / 60);
el.textContent = `${pad(d)}:${pad(h)}:${pad(m)}:${pad(s % 60)}`;
lastShown = s;
}
if (remainingMs > 0) requestAnimationFrame(tick);
else el.textContent = "00:00:00:00"; // or swap to an "It's live" state
}
requestAnimationFrame(tick);
}
```
Timezone notes:
- Bake the offset into the target string (`-07:00`, `Z`). A bare `"2026-07-01T09:00:00"` is parsed as the viewer's *local* time and every viewer sees a different deadline.
- To show "ends 9am in *your* timezone everywhere," instead pick the wall-clock time per locale and let each viewer's `Date` resolve it — but that is a different deadline per region. Decide which you want before building.
## 3. "Starting soon" stream screen
Livestream lead-in screens hold 5–10 minutes: a clean brand block, social handles, and a calm looping background, with the timer as the focal point. Keep it low-clutter — chat and music carry the wait; the screen just signals "we're about to start."
```tsx
import { AbsoluteFill, useCurrentFrame, useVideoConfig, interpolate } from "remotion";
export const StartingSoon: React.FC<{ durationInSeconds: number; handle: string; brand: string }> = ({
durationInSeconds,
handle,
brand,
}) => {
const frame = useCurrentFrame();
const { fps, durationInFrames } = useVideoConfig();
const remaining = Math.max(0, Math.ceil(durationInSeconds - frame / fps));
const pad = (n: number) => String(n).padStart(2, "0");
// seamless looping gradient: angle cycles over loopFrames with no seam
const loopFrames = fps * 8;
const angle = interpolate(frame % loopFrames, [0, loopFrames], [0, 360]);
return (
<AbsoluteFill
style={{
background: `linear-gradient(${angle}deg, #141a3a, #0b0d17 60%)`,
color: "#fff",
fontFamily: "Inter, system-ui, sans-serif",
justifyContent: "center",
alignItems: "center",
}}
>
<div style={{ fontSize: 64, fontWeight: 800, marginBottom: 8 }}>{brand}</div>
<div style={{ fontSize: 28, opacity: 0.6, letterSpacing: 6, marginBottom: 40 }}>
STARTING SOON
</div>
<div style={{ fontSize: 200, fontWeight: 800, fontVariantNumeric: "tabular-nums", lineHeight: 1 }}>
{pad(Math.floor(remaining / 60))}:{pad(remaining % 60)}
</div>
<div style={{ position: "absolute", bottom: 60, fontSize: 30, opacity: 0.7 }}>{handle}</div>
</AbsoluteFill>
);
};
```
Export as MP4 and add it as a Media/Video source in OBS, or use a looping playout for a browser source. Common durations: 300s (5 min) or 600s (10 min) at 1920×1080.
## 4. Seamless looping background
Any motion whose period divides the timeline evenly wraps without a seam. Read animation phase as `frame % loopFrames` so the value at the wrap equals the value at frame 0.
```tsx
const loopFrames = fps * 6; // one full cycle every 6 seconds
const phase = (frame % loopFrames) / loopFrames; // 0 → 1, repeats
const driftY = Math.sin(phase * Math.PI * 2) * 40; // returns to start each cycle
```
Use sine/cosine (inherently periodic) or `interpolate(frame % loopFrames, [0, loopFrames], [a, a])` with matching start/end so there is no jump. Keep contrast low and motion slow — the number is the subject.
---
## Built by the team behind iart.ai
This skill is part of an open motion-graphics collection from iart.ai — the AI motion agent that turns data, scripts, and designs into editable motion graphics (Remotion → MP4). If you'd rather not hand-build this, iart.ai can render countdown videos from a template with a set time and brand — change the text/data and re-export. → [iart.ai](https://iart.ai/?utm_source=github&utm_medium=reference&utm_campaign=tiktok-video-skills&utm_content=ref_footer&utm_term=countdown-video)
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# Digit Flip & Roll Transitions
Two ways to animate a digit changing. Both are driven by the frame (deterministic) so they render identically every time — no CSS transition clock that the renderer can disagree with.
Pick by tone:
| Effect | Feel | Best for |
|---|---|---|
| Odometer reel | smooth, continuous glide | launch countdowns, premium/minimal timers |
| Flip card | mechanical "snap", split-flap board | sale urgency, retro/airport-board style |
## Shared idea
A single displayed digit is a stack of glyphs `0..9` laid out vertically. Showing digit `d` means translating the stack so glyph `d` sits in the window: `translateY(-d × digitHeight)`. Animate the *offset*, not the text, and you get a roll. The trick for a countdown is that the offset is continuous: between whole seconds the digit eases from its old value toward its new one.
## Odometer reel (Remotion, frame-driven)
```tsx
import React from "react";
import { useCurrentFrame, useVideoConfig, interpolate, Easing } from "remotion";
const DIGIT_H = 160; // px per glyph
const ROLL_FRAMES = 12; // how long a single digit roll takes
// Animated single digit: rolls from `prev` to `value` over the last ROLL_FRAMES
// of the current second.
const Reel: React.FC<{ value: number; prev: number; secondProgress: number }> = ({
value,
prev,
secondProgress,
}) => {
// secondProgress: 0→1 across the current whole second.
// Start the roll near the end of the second so the number "settles" on change.
const t = interpolate(secondProgress, [0.7, 1], [0, 1], {
extrapolateLeft: "clamp",
extrapolateRight: "clamp",
easing: Easing.bezier(0.22, 1, 0.36, 1),
});
// continuous position between prev and value
const shown = prev + (value - prev) * t;
const offset = -shown * DIGIT_H;
return (
<div style={{ height: DIGIT_H, width: 110, overflow: "hidden", position: "relative" }}>
<div style={{ transform: `translateY(${offset}px)` }}>
{[0, 1, 2, 3, 4, 5, 6, 7, 8, 9].map((n) => (
<div
key={n}
style={{
height: DIGIT_H,
lineHeight: `${DIGIT_H}px`,
textAlign: "center",
fontSize: 140,
fontWeight: 800,
fontVariantNumeric: "tabular-nums",
}}
>
{n}
</div>
))}
</div>
</div>
);
};
// Renders an mm:ss reel where each digit rolls.
export const ReelClock: React.FC<{ durationInSeconds: number }> = ({ durationInSeconds }) => {
const frame = useCurrentFrame();
const { fps } = useVideoConfig();
const elapsed = frame / fps;
const remaining = Math.max(0, Math.ceil(durationInSeconds - elapsed));
const prevRemaining = Math.max(0, remaining + 1); // value one second ago
const secondProgress = elapsed % 1; // 0→1 within the current second
const digits = (s: number) =>
[Math.floor(s / 600) % 10, Math.floor(s / 60) % 10, Math.floor(s / 10) % 10, s % 10];
const cur = digits(remaining);
const prev = digits(prevRemaining);
return (
<div style={{ display: "flex", gap: 8, color: "#fff", background: "#0b0d17", padding: 40 }}>
{cur.map((d, i) => (
<React.Fragment key={i}>
{i === 2 && <div style={{ fontSize: 140, fontWeight: 800 }}>:</div>}
<Reel value={d} prev={prev[i]} secondProgress={secondProgress} />
</React.Fragment>
))}
</div>
);
};
```
Notes:
- Each digit only rolls when it actually changes; a digit whose `prev === value` sits still because `shown` stays constant.
- A `9 → 0` rollover rolls *backward* through the strip (the cheap-looking part). To make tens/units roll the natural way on a carry, render an extra `0` glyph below the `9` and clamp — covered as an exercise; for most timers the backward roll at the tens boundary is unnoticeable at speed.
- `ROLL_FRAMES` is unused above because the roll is tied to `secondProgress`; expose it instead if a fixed-length roll is preferred.
## Flip card (split-flap)
The top half of the old digit folds down over a static bottom half, revealing the new digit. Pure CSS keyframe version — fine for a live web page; for Remotion, drive the `rotateX` off `secondProgress` the same way as the reel so it stays deterministic.
```css
.flip { position: relative; width: 110px; height: 160px; perspective: 600px; }
.flip .card {
position: absolute; inset: 0;
display: flex; align-items: center; justify-content: center;
font-size: 140px; font-weight: 800; font-variant-numeric: tabular-nums;
backface-visibility: hidden;
}
.flip .top { clip-path: inset(0 0 50% 0); transform-origin: bottom; }
.flip .bottom { clip-path: inset(50% 0 0 0); }
/* on change, animate the leaf folding down */
.flip .leaf {
position: absolute; inset: 0; transform-origin: bottom;
animation: fold .45s cubic-bezier(.36,0,.66,-0.2) forwards;
}
@keyframes fold {
0% { transform: rotateX(0deg); }
100% { transform: rotateX(-90deg); }
}
```
```js
// swap the digit and replay the fold whenever the value changes
function setFlip(el, newDigit) {
if (el.dataset.v === String(newDigit)) return; // no change → no flip
el.dataset.v = String(newDigit);
el.querySelector(".top").textContent = newDigit;
el.querySelector(".bottom").textContent = newDigit;
const leaf = el.querySelector(".leaf");
leaf.textContent = newDigit;
leaf.style.animation = "none";
void leaf.offsetWidth; // reflow → restart the animation
leaf.style.animation = "";
}
```
Drive `setFlip` from the same `requestAnimationFrame` + `performance.now()` loop in the cookbook (only call it when the displayed second changes), so the flips fire on real time and never drift.
## Choosing
- **Launch / premium:** odometer reel, slow ease, large tabular digits, muted palette.
- **Flash sale:** flip card for the mechanical urgency, or reel with a faster roll and a hot accent color on `mm:ss`.
- **Stream "starting soon":** either works, but keep it calm — a single reel on `mm:ss` reads better than a busy split-flap for a 5–10 minute hold.
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# Lower Thirds
Build a clean, branded lower third — the name/role caption that lives in the bottom band of the frame — that animates in, holds long enough to read, and exits without stealing the shot. The craft is restraint: a crisp reveal, a strong type hierarchy, correct safe-area placement, and one template that drives a whole roster of speakers. For creators producing interviews, panels, podcasts, and broadcast-style titles.
## When it activates
- "Make an animated lower third" or "add lower thirds."
- "Create a name tag/name lower third" or "do a speaker name overlay."
- "Build broadcast titles" or "animate a title/name/role caption."
- "Template lower thirds across a list of names."
## Example prompts
- "Add a lower third with the speaker's name and role, branded to my colors."
- "Build a staggered slide-in name plate for a podcast guest."
- "Template one lower-third design across a roster of 12 panelists."
## What's inside
- `SKILL.md` — enter/exit animation, in/out timing and dwell, safe-area conventions, and brand styling.
- `references/lower-third-component.md` — a reusable lower-third component.
---
Part of **[Short-Form Video Skills](../../)** · Built by **[iart.ai](https://iart.ai/?utm_source=github&utm_medium=readme&utm_campaign=tiktok-video-skills&utm_content=skill_footer&utm_term=lower-thirds)** — the AI motion agent for editable, on-brand motion graphics.
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---
name: lower-thirds
description: This skill should be used when the user asks to "make an animated lower third", "add lower thirds", "create a name tag/name lower third", "build broadcast titles", "animate a title/name/role caption", "do a speaker name overlay", or "template lower thirds across a list of names". Covers enter/exit animation (slide/wipe/mask reveal), in/out timing & dwell, safe-area & broadcast conventions, name-vs-role type hierarchy, brand styling, and rendering one design across many names.
version: 0.1.0
---
# Lower Thirds
Build a clean, branded lower third — the name/role caption that lives in the bottom band of the frame — that animates in, holds long enough to read, and exits without stealing the shot. The craft is restraint: a crisp reveal, a strong type hierarchy, correct safe-area placement, and one template that drives a whole roster of speakers.
## When to use
- Speaker/interview name tags, panel rosters, talking-head captions.
- Broadcast-style titles, news straps, podcast/webinar name plates.
- Templating one design across a list of names/titles → many clips (the payoff).
## Anatomy
A lower third is two text lines plus a graphic bed, placed in the lower band:
| Element | Role | Type treatment |
|---|---|---|
| **Name** (primary) | Who | Largest, heaviest, tightest tracking |
| **Role/title** (secondary) | What/where | ~45–60% of name size, lighter weight, often a brand accent color |
| **Bar / panel / accent** | Reads against any background | Solid or 70–85% opacity; an accent rule ties to brand |
Keep it to two lines. A name line + role line is the whole job — extra lines erode the hierarchy and crowd the safe area.
## Three rules that prevent cheap-looking titles
1. **Never hard-cut a title on or off.** A bare appear/disappear reads as a mistake. Even a 12-frame fade or slide makes it feel produced.
2. **Stagger, don't slam.** Animate the bar first, then the name, then the role, each offset by 3–6 frames. Everything arriving at once feels flat; a short cascade feels designed.
3. **Hold long enough to read twice.** Roughly 3–5s on screen (read it aloud twice). Too short and it's missed; too long and it nags. Animate in/out, never mid-segment.
## Enter & exit animations
Pick one motion language and reuse it. The most reliable, premium-reading reveals:
| Reveal | Feel | How |
|---|---|---|
| **Slide + fade** | Clean, default | Translate in ~24–40px while fading; ease-out on enter |
| **Wipe bar** | Broadcast | A bar scales/sweeps in (`scaleX`/clip), text fades behind it |
| **Mask reveal** | Premium | Clip text to a moving rectangle so letters "wipe on" |
Use asymmetric easing: a snappy `ease-out` (`cubic-bezier(.22,1,.36,1)`) on enter, a quicker `ease-in` on exit. Exit faster than you entered (~⅔ the duration) so the title gets out of the way.
```css
/* Mask reveal: text wipes on left→right, no plugin needed */
.lt-name { clip-path: inset(0 100% 0 0); animation: wipe .5s cubic-bezier(.22,1,.36,1) forwards; }
@keyframes wipe { to { clip-path: inset(0 0 0 0); } }
```
## In/out timing & dwell
Think in three phases. Budget frames, not vibes (at 30fps):
| Phase | Budget | Note |
|---|---|---|
| Enter | 12–18f (0.4–0.6s) | Staggered: bar → name → role |
| Hold | 90–150f (3–5s) | The readable dwell; scale with line length |
| Exit | 8–12f (0.27–0.4s) | Faster than enter |
In code, drive every state from the current frame (or a paused timeline), not wall-clock time — a video renderer demands deterministic frames. Express enter/hold/exit as a single progress curve so the same component works live in a browser and frame-by-frame in a renderer.
## Safe area & broadcast conventions
The lower third must survive every screen and platform UI. Compose inside the **title-safe area** (inner ~90% / margin 5%) and respect platform chrome:
| Frame | Anchor | Avoid |
|---|---|---|
| 16:9 (1920×1080) | Left edge at ~5% margin; baseline ~80–85% down | Outer 5% (title-safe), action-safe outer 10% |
| 9:16 (1080×1920) | Same left margin; **lift the band up** | Bottom ~18% (captions/UI), top ~12% |
| 1:1 (1080×1080) | Lower band, center-left | Outer 5% |
Anchor to the **left** and grow rightward so names of different lengths stay pinned and never re-center awkwardly. Keep the role line within the same left margin as the name. For 9:16, do not park the title at the very bottom — platform captions and buttons sit there.
## Type hierarchy & brand styling
Hierarchy is the whole design. Make the name unmistakably dominant:
- **Size contrast** ≥ 1.6× (name vs role). If unsure, push the name bigger, not the role.
- **Weight + color**: name in bold/near-white; role in a lighter weight and a **brand accent** color (one accent, used consistently).
- **Contrast for legibility**: text rides over unknown footage. Use a solid/semi-opaque bar, a subtle scrim, or a soft text shadow so it reads over both bright and dark plates.
- **Brand lock**: pin font, accent color, bar style, and corner radius in one theme object so every title across a series matches.
## Templating one design across a list
The reason to build this in code: change the text/data, re-export — no re-animating. Make name/role/theme **props**, never hardcoded, then map a roster to instances.
```jsx
const ROSTER = [
{ name: "Ada Lovelace", role: "Founder, Analytical Engines" },
{ name: "Grace Hopper", role: "Rear Admiral, US Navy" },
{ name: "Alan Turing", role: "Mathematician" },
];
// One <LowerThird> design; map the list → many instances (sequence them in a renderer)
{ROSTER.map((p, i) => <LowerThird key={p.name} {...p} theme={BRAND} startFrame={i * 150} />)}
```
In a renderer, make the roster an input prop and render once per row (`--props`) to emit one branded clip per person — same animation, same brand, only the text changes. See `references/lower-third-component.md` for the full runnable component and batch script.
## Output checklist
- Two lines only: dominant name, secondary role (≥1.6× size contrast).
- Animated in and out (no hard cut); enter staggered bar→name→role; exit faster.
- Hold 3–5s (readable twice); motion only at the ends, never mid-segment.
- Left-anchored inside title-safe; 9:16 band lifted above the bottom-18% UI zone.
- Text legible over any plate (bar/scrim/shadow); one brand accent throughout.
- Name/role/theme are props — one template renders the whole roster.
## Deliver & verify (rendered stills → MP4)
> **Packaged helper** (`scripts/`): tile your stills with `scripts/contact-sheet.sh sheet.png f-hook.png f-mid.png f-end.png`, then assert the encode with `scripts/probe-mp4.sh out.mp4 [WxH] [fps]`. See `scripts/README.md`.
The lower third ships as a Remotion composition (`<Composition>` + zod `schema` + `defaultProps`, name/role/theme as props) — enter/dwell/exit all driven by `useCurrentFrame()`, never `Date.now()` / `Math.random()` / timers. Deliverable = `out/*.mp4` + the project (re-render per roster row). 9:16 vertical (1080×1920) is the default.
**Verify loop — render stills → inspect → encode.** Sample the three phases so you catch a stagger or safe-area bug before encoding (or batching the whole roster).
```bash
# Stills at enter / dwell / exit — WITH SHIPPED PROPS (a real roster row, not defaults)
npx remotion still LowerThird out/f-enter.png --frame=10 --props='{"name":"Ada Lovelace","role":"Founder, Analytical Engines"}'
npx remotion still LowerThird out/f-dwell.png --frame=75 --props='{"name":"Ada Lovelace","role":"Founder, Analytical Engines"}'
npx remotion still LowerThird out/f-exit.png --frame=N --props='{"name":"Ada Lovelace","role":"Founder, Analytical Engines"}'
# Inspect each PNG — focus the DWELL frame (fully on screen):
# - hierarchy holds: name dominant (>=1.6x role), role in brand accent; both fully revealed, not mid-wipe
# - brand lock: font, accent color, bar/scrim correct; legible over the plate
# - 9:16 safe area: band LIFTED above the bottom ~20-35% UI zone, clear of top ~12% and the right action rail; left-anchored inside title-safe
# - enter/exit frames show partial reveal (animation actually runs), not a hard cut
npx remotion render LowerThird out/lower-third.mp4 --props='{"name":"Ada Lovelace","role":"Founder, Analytical Engines"}'
npx remotion render LowerThird out/demo.gif --codec=gif # README proof clip
```
**Batch roster**: verify ONE row via stills *before* rendering all names — catch a layout/overflow bug once, not N times. Use `npx remotion compositions` for `durationInFrames`/`fps` to pick the dwell + exit frames.
**Before you finish:**
1. Stills render cleanly at enter, dwell, and exit — no missing font/brand assets.
2. At the dwell frame: name dominant over role, brand accent + bar correct, fully (not partly) revealed.
3. The band is inside the 9:16 safe area — lifted above the bottom UI zone, clear of top and right rail — at every checked frame.
4. Frame-driven only — no `Date.now()` / `Math.random()` / timers; enter/exit show motion, never a hard cut.
5. A real roster row (not `defaultProps`) renders correctly; MP4 encoded, GIF optional.
## Reference files
- `references/lower-third-component.md` — a complete runnable lower-third: a Remotion component with staggered spring enter, readable hold, and faster exit driven purely by frame; a typed theme object for brand lock; the list→many-instances sequencing pattern; a per-row batch render script; plus a dependency-free CSS/HTML version of the same design with mask-reveal and wipe-bar variants.
@@ -0,0 +1,268 @@
# Lower-Third Component — runnable code
A complete, production-grade lower third you can drop in. Two paths:
1. **Remotion** (frame-deterministic, renders to MP4, batches over a roster).
2. **CSS/HTML** (no dependencies, for the web or a quick preview) with mask-reveal and wipe-bar variants.
Both share the same design language: a left-anchored bar, a dominant name, a brand-accent role line, a staggered enter, a readable hold, and a faster exit.
---
## 1. Remotion component (props-driven, frame-deterministic)
The animation is a pure function of `frame`, so it renders identically every time and stays in sync with the renderer. Enter staggers the bar, name, then role; exit is computed from the end of the clip so the title leaves faster than it arrived.
```tsx
// LowerThird.tsx
import {
AbsoluteFill, Sequence, interpolate, spring,
useCurrentFrame, useVideoConfig,
} from "remotion";
// --- Brand lock: change once, every title matches -------------------------
export type Theme = {
font: string;
bar: string; // panel/bar color
name: string; // primary text color
role: string; // accent color for the role line
radius: number;
marginPct: number; // left/safe margin as % of width
};
export const BRAND: Theme = {
font: "Inter, system-ui, sans-serif",
bar: "rgba(12,14,22,0.86)",
name: "#FFFFFF",
role: "#6EE7F0", // single brand accent
radius: 10,
marginPct: 5,
};
export type LowerThirdProps = {
name: string;
role: string;
theme?: Theme;
holdSeconds?: number; // readable dwell, default 4s
};
// Staggered enter via spring; exit via a quick fade/slide near the end.
const useEnterExit = (delayFrames: number, holdSeconds: number) => {
const frame = useCurrentFrame();
const { fps, durationInFrames } = useVideoConfig();
// ENTER: spring 0→1, offset by delayFrames (the cascade)
const enter = spring({
frame: frame - delayFrames,
fps,
config: { damping: 200, stiffness: 180, mass: 0.6 },
});
// EXIT: faster than enter — last 10 frames of the clip
const exitStart = durationInFrames - 10;
const exit = interpolate(frame, [exitStart, durationInFrames], [1, 0], {
extrapolateLeft: "clamp",
extrapolateRight: "clamp",
});
const opacity = enter * exit;
const x = interpolate(enter, [0, 1], [-32, 0]); // slide in from left
return { opacity, x };
};
const Line: React.FC<{
delay: number; holdSeconds: number; children: React.ReactNode;
size: number; weight: number; color: string; tracking?: number;
}> = ({ delay, holdSeconds, children, size, weight, color, tracking = 0 }) => {
const { opacity, x } = useEnterExit(delay, holdSeconds);
return (
<div style={{
opacity,
transform: `translateX(${x}px)`,
fontSize: size, fontWeight: weight, color,
letterSpacing: tracking, lineHeight: 1.15, whiteSpace: "nowrap",
}}>
{children}
</div>
);
};
export const LowerThird: React.FC<LowerThirdProps> = ({
name, role, theme = BRAND, holdSeconds = 4,
}) => {
const { width, height } = useVideoConfig();
const bar = useEnterExit(0, holdSeconds); // bar leads the cascade
const left = (width * theme.marginPct) / 100;
const baseline = height * 0.80; // sit ~80% down, inside title-safe
return (
<AbsoluteFill style={{ fontFamily: theme.font }}>
<div style={{
position: "absolute", left, top: baseline,
opacity: bar.opacity,
transform: `translateX(${bar.x}px)`,
}}>
{/* panel behind text guarantees legibility over any plate */}
<div style={{
background: theme.bar, borderRadius: theme.radius,
padding: "14px 22px 16px",
borderLeft: `4px solid ${theme.role}`, // accent rule ties to brand
backdropFilter: "blur(6px)",
}}>
<Line delay={4} holdSeconds={holdSeconds} size={46} weight={800} color={theme.name} tracking={-0.5}>
{name}
</Line>
<Line delay={8} holdSeconds={holdSeconds} size={26} weight={500} color={theme.role}>
{role}
</Line>
</div>
</div>
</AbsoluteFill>
);
};
```
Why each choice matters:
- **`spring` per line, offset by `delay`** gives the bar→name→role cascade. Same offsets everywhere keep titles consistent.
- **Exit derived from `durationInFrames`** means any clip length exits cleanly without per-instance tuning, and it's quicker than the enter (10f vs the spring's settle).
- **`whiteSpace: nowrap` + left anchor** keeps long and short names pinned to the same edge — no awkward re-centering across a roster.
- **`borderLeft` accent + semi-opaque panel** is the brand tie plus the legibility guarantee over unknown footage.
### Roster → many instances (one design, a whole panel)
Sequence the same component down a list. Each person gets a slot; only the text changes.
```tsx
// Roster.tsx
import { Series } from "remotion";
import { LowerThird, BRAND } from "./LowerThird";
const ROSTER = [
{ name: "Ada Lovelace", role: "Founder, Analytical Engines" },
{ name: "Grace Hopper", role: "Rear Admiral, US Navy" },
{ name: "Alan Turing", role: "Mathematician" },
];
export const Roster: React.FC = () => (
<Series>
{ROSTER.map((p) => (
<Series.Sequence key={p.name} durationInFrames={150 /* ~5s @30fps */}>
<LowerThird name={p.name} role={p.role} theme={BRAND} />
</Series.Sequence>
))}
</Series>
);
```
### Batch: one branded clip per person
Make the roster an input prop and render once per row, so each speaker becomes a standalone overlay clip — identical animation and brand, only the text differs.
```bash
#!/usr/bin/env bash
# render one transparent-friendly lower-third clip per person in roster.json
# roster.json: [{"name":"Ada Lovelace","role":"Founder, Analytical Engines"}, ...]
set -euo pipefail
mkdir -p out
jq -c '.[]' roster.json | while read -r row; do
slug=$(echo "$row" | jq -r '.name' | tr '[:upper:] ' '[:lower:]-')
npx remotion render LowerThird "out/${slug}.mp4" --props="$row"
done
```
For overlay-ready output with transparency, render the `LowerThird` composition (transparent background) to a codec that keeps alpha, e.g. `--codec=prores --prores-profile=4444`, or `--image-format=png` for a PNG sequence.
---
## 2. CSS / HTML version (no dependencies)
The same design without a framework — for the web, OBS browser sources, or a fast look-test. Includes both a **slide+fade** default and a **mask-reveal** name, plus a **wipe-bar** variant.
```html
<div class="lt" style="--accent:#6EE7F0">
<div class="lt-bar">
<div class="lt-name">Ada Lovelace</div>
<div class="lt-role">Founder, Analytical Engines</div>
</div>
</div>
<style>
:root { font-family: Inter, system-ui, sans-serif; }
.lt {
position: absolute; left: 5%; top: 80%; /* title-safe, left-anchored */
}
.lt-bar {
display: inline-block;
background: rgba(12,14,22,0.86);
backdrop-filter: blur(6px);
border-left: 4px solid var(--accent);
border-radius: 10px;
padding: 14px 22px 16px;
/* bar leads the cascade: slide + fade in, then a faster fade out */
animation: lt-in .5s cubic-bezier(.22,1,.36,1) both,
lt-out .3s ease-in 4.5s forwards; /* hold ~4s, exit faster */
}
.lt-name {
font-size: 46px; font-weight: 800; color: #fff; letter-spacing: -.5px;
line-height: 1.15; white-space: nowrap;
/* MASK REVEAL: letters wipe on left→right, staggered after the bar */
clip-path: inset(0 100% 0 0);
animation: lt-wipe .5s cubic-bezier(.22,1,.36,1) .12s forwards;
}
.lt-role {
font-size: 26px; font-weight: 500; color: var(--accent);
line-height: 1.15; white-space: nowrap;
opacity: 0;
animation: lt-fade .4s ease-out .22s forwards; /* role arrives last */
}
@keyframes lt-in { from { opacity: 0; transform: translateX(-32px); }
to { opacity: 1; transform: none; } }
@keyframes lt-out { to { opacity: 0; transform: translateX(-16px); } }
@keyframes lt-wipe { to { clip-path: inset(0 0 0 0); } }
@keyframes lt-fade { to { opacity: 1; } }
/* Mobile/9:16: lift the band above the bottom UI/caption zone */
@media (max-aspect-ratio: 1/1) { .lt { top: 70%; } }
</style>
```
### Wipe-bar variant (broadcast feel)
Swap the bar animation so a colored bar sweeps in and the text rides behind it:
```css
.lt-bar.wipe {
position: relative; overflow: hidden;
animation: lt-in .45s cubic-bezier(.22,1,.36,1) both,
lt-out .3s ease-in 4.5s forwards;
}
.lt-bar.wipe::before {
content: ""; position: absolute; inset: 0;
background: var(--accent);
transform-origin: left;
animation: lt-sweep .55s cubic-bezier(.76,0,.24,1) both; /* sweep across, then reveal */
}
@keyframes lt-sweep { 0% { transform: scaleX(0); } 60% { transform: scaleX(1); }
100% { transform: scaleX(0); transform-origin: right; } }
```
The CSS clock (`animation`) is fine for live/web playback. For a deterministic MP4, prefer the Remotion path above — a frame renderer and CSS timers disagree, which causes flicker or desync at export.
---
## Quick reference
| Need | Knob |
|---|---|
| Slower/faster reveal | enter duration 12–18f / `.5s` |
| Longer dwell | `holdSeconds` / the `4.5s` exit delay |
| Bigger name dominance | name `fontSize` (keep ≥1.6× the role) |
| Rebrand everything | the `BRAND` theme object / `--accent` |
| 9:16 placement | `baseline 0.80→0.70` / the media query |
---
## Built by the team behind iart.ai
This skill is part of an open motion-graphics collection from iart.ai — the AI motion agent that turns data, scripts, and designs into editable motion graphics (Remotion → MP4). If you'd rather not hand-build this, iart.ai can generate branded lower-thirds from a list of names/titles, one-click — change the text/data and re-export. → [iart.ai](https://iart.ai/?utm_source=github&utm_medium=reference&utm_campaign=tiktok-video-skills&utm_content=ref_footer&utm_term=lower-thirds)
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---
name: motion-design
description: >
Applies motion design principles to create emotionally-driven, technically sound animations and transitions.
Provides timing, easing, choreography, and Disney animation principles adapted for UI.
Use when creating animations, transitions, micro-interactions, loading states, page transitions,
scroll-triggered effects, or any motion work. Works with CSS, Framer Motion, GSAP, Lottie, Spring,
or any animation system.
license: MIT
metadata:
author: LottieFiles
version: "1.0.0"
---
# Motion Design Skill
## When to Apply
Use this skill when:
- Creating UI animations (buttons, cards, modals, page transitions)
- Designing micro-interactions and feedback animations
- Building loading, success, or error states
- Animating illustrations or decorative elements
- Planning scroll-triggered or progress-based animations
- Establishing brand motion identity
- Choreographing multi-element sequences
**Decision tree:**
1. Does it serve a functional purpose (feedback, guidance)? → Timing rules for responsiveness
2. Does it express brand personality? → Motion Personality archetypes
3. Does it tell a story or guide attention? → Disney principles + choreography
4. Is this a complex multi-element scene? → 1/3 Rule + stagger patterns
---
## Quick Reference: 8-Step Checklist
Before creating any animation:
1. **Emotional target?** — joy, calm, urgency, elegance
2. **Motion Personality?** — Playful, Premium, Corporate, Energetic
3. **Primary property?** — position, scale, rotation, opacity
4. **Duration?** — see duration table below
5. **Easing family?** — entrance=decelerate, exit=accelerate
6. **Hero element?** — apply staging principles
7. **Secondary + ambient layers?** — add richness
8. **1/3 rules?** — motion distance, simultaneous elements
---
## Three Pillars (CRITICAL)
Every animation must satisfy three pillars before any technical decisions:
| Pillar | Question | Drives |
|--------|----------|--------|
| **Emotional Intent** | What should the viewer FEEL? | Easing, timing, amplitude |
| **Visual Narrative** | What's the micro-story? | Setup → Action → Resolution |
| **Motion Craft** | How do we make it believable? | Physics, secondary motion, paths |
**Three motion layers** (flat animation = missing layers):
- **Primary**: Main action the viewer follows
- **Secondary**: Supporting richness (shadows, icons shifting)
- **Ambient**: Background life (gradients, subtle pulses)
> Deep dive: [director/core-philosophy.md](director/core-philosophy.md)
---
## Motion Personality
Select ONE archetype per project. Apply consistently.
| Archetype | Duration | Easing | Overshoot | Keywords |
|-----------|----------|--------|-----------|----------|
| **Playful** | 150-300ms | ease-out-back | 10-20% | fun, whimsical, bouncy, cute |
| **Premium** | 350-600ms | cubic-bezier(0.4,0,0.2,1) | 0% | elegant, minimal, luxury, sophisticated |
| **Corporate** | 200-400ms | cubic-bezier(0.2,0,0,1) | 0-3% | clean, professional, business, dashboard |
| **Energetic** | 100-250ms | ease-out-expo | 15-30% | dynamic, energetic, bold, exciting |
**Default**: Corporate for UI, Playful for illustrations.
**Brand Motion Identity** — define three constants:
1. **Signature easing**: One curve for 80% of animations
2. **Duration palette**: 3 durations (quick / standard / slow)
3. **Entrance pattern**: One consistent entry style
> Deep dive: [director/motion-personality.md](director/motion-personality.md)
---
## Property Selection
| Effect Goal | Primary Property | Secondary Properties |
|-------------|------------------|---------------------|
| Entrance/Exit | position | opacity, scale |
| Emphasis/Attention | scale | rotation (subtle), opacity pulse |
| State Change | opacity, color | scale (press feedback) |
| Direction/Flow | position | rotation (follow path) |
| Depth/3D Feel | scale + shadow | position (parallax) |
| Loading/Progress | rotation (spinner) | scale, opacity pulse |
| Success | scale (pop) | color, rotation (checkmark draw) |
| Error/Alert | position (shake) | color, rotation (wobble) |
**Simplicity threshold**: Use the minimum properties needed. One = direct. Two = polished. Three+ = potentially overwhelming.
> Deep dive: [reference/property-selection.md](reference/property-selection.md)
---
## Duration Table
| Element Type | Duration | Rationale |
|-------------|----------|-----------|
| Tooltip / micro-feedback | 80-120ms | Must feel instant |
| Button press / toggle | 120-180ms | Responsive feedback |
| Icon transition | 150-250ms | Clear state change |
| Card enter / exit | 200-350ms | Spatial awareness |
| Modal / dialog | 300-400ms | Focus shift |
| Page transition | 400-600ms | Context switch |
| Dramatic reveal | 600-1200ms | Theatrical build |
**Distance scales duration**: 100px = base. 200px = 1.3x. 400px = 1.6x.
**Enter > Exit**: Entrances 30-50% longer than exits. Users care about what appears.
**Interactive feedback**:
- Hover: <100ms
- Press: <150ms
- Release/settle: 200-300ms
- Error shake: 300-400ms (2-3 oscillations)
> Deep dive: [reference/timing-easing-tables.md](reference/timing-easing-tables.md)
---
## Easing Selection
**Directional rules**:
- **Entrance** → decelerate (fast start, gentle landing): ease-out family
- **Exit** → accelerate (gentle start, fast departure): ease-in family
- **On-screen** → smooth both ends: ease-in-out family
- **Looping ambient** → seamless: sine-based ease-in-out
**Industry standards**:
| Standard | Cubic Bezier | Use For |
|----------|-------------|---------|
| Material Design 3 | (0.2, 0, 0, 1) | Default on-screen |
| MD3 Emphasized | (0.05, 0.7, 0.1, 1) | Entrances, attention |
| MD3 Accelerate | (0.3, 0, 1, 1) | Exits, dismissals |
| Apple HIG | (0.25, 0.1, 0.25, 1) | Standard iOS |
| Snappy UI | (0.2, 0, 0, 1) | Fast, decisive |
| Gentle float | (0.4, 0, 0.2, 1) | Ambient, background |
| Bounce settle | (0.175, 0.885, 0.32, 1.275) | Overshoot, playful |
**Material-based easing**:
| Material | Duration Scale | Overshoot |
|----------|---------------|-----------|
| Rigid (metal, stone) | 1.2x | 0% |
| Elastic (rubber, gel) | 0.8x | 15-25% |
| Fluid (water, paint) | 1.5x | 5% |
| Paper (cards, sheets) | 1.0x | 3-5% |
| Gas (smoke, fog) | 2.0x | 0% |
| Glass (brittle) | 0.9x | 0% |
> Deep dive: [reference/timing-easing-tables.md](reference/timing-easing-tables.md)
---
## Common Patterns
### Button Press (Playful)
1. **Anticipation**: Scale to 0.97 (50ms, ease-out)
2. **Squash**: Scale to [1.04, 0.96] (100ms, ease-in)
3. **Follow through**: Overshoots to 1.02, settles to 1.0 (spring, 200ms)
4. **Secondary**: Shadow shrinks during press, icon shifts down 2px
5. **Total**: ~150ms press + 200ms settle
### Card Entrance (Premium)
1. **Start**: 20px below target, opacity 0
2. **Path**: Slight curve (10px X offset at midpoint)
3. **Easing**: ease-out-cubic deceleration
4. **Follow through**: Shadow arrives 50ms after card
5. **Secondary**: Content fades in 100ms after card lands
6. **Staging**: Other cards dim to 80%
### Success State (Playful)
1. **Primary**: Scale pop with ease-out-back
2. **Secondary**: Checkmark draws in
3. **Ambient**: Subtle particle burst
4. **Color**: Green fill
5. **Total**: 300-400ms
### Error Shake (Corporate)
1. **Primary**: Position oscillates 2-3 times, ±10-15px horizontal
2. **Easing**: ease-in-out for sharp stops
3. **Color**: Red tint
4. **Total**: 300-400ms
5. **No overshoot**: Errors feel firm
> More patterns: [patterns/entrance-exit.md](patterns/entrance-exit.md) | [patterns/state-feedback.md](patterns/state-feedback.md)
---
## Choreography Essentials
**Coordinated entry**:
- Lead with the hero — primary element enters first or most prominently
- Spatial consistency — all elements enter from same direction
- Counter-motion — hero moves right → ambient moves left at 20-30% speed
**1/3 Rule (distance)**: No motion travels more than 1/3 of screen without a keyframe change.
**1/3 Rule (elements)**: With 3+ elements, no more than 1/3 in active motion simultaneously.
**Stagger budgets**:
| Pattern | Delay | Total Budget | Use Case |
|---------|-------|-------------|----------|
| Micro cascade | 20-40ms | <200ms | List items, grid cells |
| Standard | 50-100ms | <400ms | Cards, panels, nav |
| Dramatic | 100-200ms | <600ms | Hero sections |
| Wave | 30-60ms | <500ms | Data visualizations |
**Critical**: Total stagger must stay under 500ms.
> Deep dive: [director/choreography.md](director/choreography.md)
---
## Emotion-to-Motion Map
| Emotion | Character | Path | Easing | Duration |
|---------|-----------|------|--------|----------|
| Joy | Bouncy, arcs | Curved, upward | ease-out-back | 200-400ms |
| Calm | Smooth, flowing | Gentle curves | sine ease-in-out | 500-1000ms |
| Urgency | Sharp, fast | Straight lines | ease-out | 100-200ms |
| Sadness | Slow, downward | Drooping curves | cubic ease-in-out | 600-1200ms |
| Surprise | Sudden, expanding | Radial outward | ease-out-expo | 150-300ms |
| Elegance | Slow, controlled | Long arcs | (0.4,0,0.2,1) | 400-700ms |
| Playfulness | Bouncy, irregular | Arcs, squiggly | ease-out-back | 200-350ms |
**Path as language**: Angular = tense. Curved = friendly. Spiral = whimsical. Diagonal = purposeful. Vertical = growth/weight. Horizontal = progress.
> Deep dive: [director/emotion-mapping.md](director/emotion-mapping.md)
---
## Weight Classification
| Weight | Examples | Duration | Overshoot | Easing |
|--------|----------|----------|-----------|--------|
| Heavy | Modals, overlays | 300-500ms | 0% | Gentle, high damping |
| Medium | Cards, panels | 200-350ms | 3-5% | Moderate |
| Light | Tooltips, badges, icons | 80-200ms | 5-15% | Responsive |
---
## Quality Rules
### CRITICAL — never break
1. **Never linear for spatial movement** — always use easing curves (linear only for spinners, progress bars)
2. **Never opacity-only** for important state changes — combine with position or scale
3. **Never exceed 1/3 screen** without intermediate keyframe
4. **Always three motion layers** — primary + secondary + ambient
### HIGH — strongly follow
1. Match duration to element type (see tables)
2. Use directional easing (ease-out entrance, ease-in exit)
3. Apply Disney principles (especially anticipation, follow-through)
4. Maintain consistent personality across scene
> Full checklist: [reference/quality-checklist.md](reference/quality-checklist.md)
---
## Troubleshooting Quick Reference
| Problem | Likely Cause | Fix |
|---------|-------------|-----|
| Looks robotic | Linear easing or no arcs | Add easing curves + arc paths |
| Feels too slow | Duration too long for element type | Check duration table, use ease-out |
| Feels cheap/flat | Missing secondary + ambient | Add shadow motion + background life |
| Too distracting | Too many elements moving | Apply 1/3 rule, reduce amplitude |
| No personality | Generic easing everywhere | Apply personality archetype consistently |
> Deep dive: [reference/troubleshooting.md](reference/troubleshooting.md)
---
## File Reference
**Philosophy** (director/):
- [core-philosophy.md](director/core-philosophy.md) — Three Pillars deep dive
- [decision-framework.md](director/decision-framework.md) — Full decision pipeline
- [disney-principles.md](director/disney-principles.md) — 12 principles, UI-adapted
- [motion-personality.md](director/motion-personality.md) — 4 archetypes + brand identity
- [emotion-mapping.md](director/emotion-mapping.md) — Emotion → motion + color psychology
- [choreography.md](director/choreography.md) — Multi-element coordination
- [narrative-structure.md](director/narrative-structure.md) — Micro-story framework
- [context-adaptation.md](director/context-adaptation.md) — Platform, a11y, performance
**Reference** (reference/):
- [timing-easing-tables.md](reference/timing-easing-tables.md) — Duration + easing lookups
- [property-selection.md](reference/property-selection.md) — Property communication guide
- [troubleshooting.md](reference/troubleshooting.md) — Animation smells + fixes
- [quality-checklist.md](reference/quality-checklist.md) — Evaluation criteria
**Patterns** (patterns/):
- [entrance-exit.md](patterns/entrance-exit.md) — Entrance/exit recipes
- [state-feedback.md](patterns/state-feedback.md) — Success, error, loading, hover
- [ambient-continuous.md](patterns/ambient-continuous.md) — Looping, breathing, parallax
- [multi-element.md](patterns/multi-element.md) — Stagger + choreography recipes
@@ -1,93 +0,0 @@
# Choreography
## Coordinated Entry Rules
### 1. Lead with the Hero
- Hero gets largest displacement and most attention-grabbing easing
- Supporting elements are subtler in every dimension
### 2. Spatial Origin Consistency
All elements enter from same direction or shared origin. Mixed directions = chaos.
### 3. Counter-Motion
| Hero Motion | Counter-Motion | Speed Ratio |
|-------------|---------------|-------------|
| Enters left | Background shifts right | 20-30% |
| Scales up | Shadow scales down | 10-20% |
| Rotates CW | Ambient drifts CCW | 15-25% |
| Lifts (Y up) | Shadow spreads + softens | 20-30% |
## Sequence Structure
| Phase | Duration Share | What Happens |
|-------|--------------|-------------|
| Setup | 20-30% | Elements enter, scene establishes |
| Action | 30-40% | Primary motion, hero moment |
| Resolution | 30-40% | Settle, secondary reactions, breathing |
Leave 100-200ms stillness after resolution before new motion.
## The 1/3 Rules
**Distance**: No motion travels >1/3 screen without intermediate keyframe. Break with direction changes, speed variations, or arc adjustments.
**Elements**: With 3+ animated elements, max 1/3 active simultaneously. Stagger so element 1 settles as element 3 starts.
## Stagger Patterns
| Pattern | Description | Best For |
|---------|------------|----------|
| Sequential | Reading order | Lists, grids |
| Center-out | Radiating from center | Hero content, ripples |
| Random | Varied timing | Organic, particle-like |
| Wave | Sine-based | Data bars, continuous |
| Reverse | Bottom-to-top | Exits, backward nav |
- All staggered elements use same easing family
- Vary only start time, not curve
- Optional: last element gets slight overshoot (punctuation)
## Shared Motion Events
When multiple elements react to one trigger:
- All start within 50ms of each other
- Can arrive at different times (staggered landing)
- Same easing family; motion originates from trigger point
## Attention Direction
| Technique | Implementation |
|-----------|---------------|
| Leading motion | Animate target before context |
| Following motion | Settle on focal point |
| Ambient motion | Subtle continuous in periphery |
| Pointing motion | Directional toward CTA |
### Depth Through Speed
| Layer | Displacement | Speed |
|-------|-------------|-------|
| Foreground | 1.0x | Fastest |
| Midground | 0.5x | Medium |
| Background | 0.2x | Slowest |
## Common Recipes
### Dashboard Load
1. Skeletons fade in (100ms)
2. Hero metric (250ms, ease-out, 100ms delay)
3. Supporting cards stagger (50ms between, 200ms each)
4. Chart data draws in (300ms, starts with cards)
5. Ambient pulse on primary metric
### Modal Open
1. Background dims (200ms)
2. Modal scales 95%→100% + fades (300ms, 50ms delay)
3. Content fades in (200ms, 100ms after modal)
4. Close button last (150ms)
### List Update (item added)
1. Existing items shift down (200ms, ease-in-out)
2. New item fades+slides from top (250ms, ease-out, 50ms delay)
3. Subtle scale overshoot on land (3-5%)
@@ -1,83 +0,0 @@
# Context Adaptation
## Platform Scaling
| Platform | Duration Modifier | Complexity | Physics |
|----------|------------------|------------|---------|
| Desktop | 1.0x (baseline) | Full | All types |
| Tablet | 0.9x | Standard | Most types |
| Mobile | 0.8x | Reduced (1-2 properties) | Snappy only |
| Watch | 0.6x | Minimal (1 property) | None |
| TV/Kiosk | 1.3x | Full | All types |
**Mobile rules**: prefer opacity + transform; touch feedback <100ms; reduce stagger budgets by 30%; avoid parallax
**Desktop opportunities**: hover states, cursor tracking, multi-column stagger, spatial choreography
## Accessibility
### prefers-reduced-motion
| Original Motion | Reduced Alternative |
|----------------|-------------------|
| Slide entrance | Opacity fade only |
| Bounce/spring | Instant or simple ease-out |
| Parallax | Static positioning |
| Auto-playing | Paused, user-initiated |
| Complex choreography | Single fade |
| Continuous ambient | Static or subtle opacity pulse |
Reduced motion means: remove spatial movement, keep opacity, remove spring easing, reduce duration 50%+, never auto-play loops.
### Vestibular Triggers (avoid or provide alternatives)
- Large-scale zoom, full-screen position transitions
- Spinning elements >100px, parallax >2 layers, rapid direction changes
### Cognitive Accessibility
- Same interaction = same animation every time
- Pause controls for animations >5 seconds
- Don't convey critical info through motion alone
## Performance Budgets
| Tier | Properties | Max Elements |
|------|-----------|-------------|
| Optimal | transform, opacity | Unlimited (GPU) |
| Good | + color, clip-path | 10-15 |
| Acceptable | + width, height, margin | 5-8 |
| Avoid | box-shadow, border-radius, filter | 1-3 |
- Target 60fps (16.67ms/frame); animation logic <10ms/frame
- will-change sparingly; keep animated elements <20 per viewport
- Stagger reduces peak load vs simultaneous
- Fallback: 30fps acceptable for ambient
## Content Type Adaptation
| Content Type | Personality | Duration | Motion Density |
|-------------|-------------|----------|---------------|
| Financial | Corporate/Premium | 250-500ms | Low |
| Social media | Playful | 150-300ms | Medium |
| Enterprise SaaS | Corporate | 200-400ms | Low |
| Gaming | Energetic | 100-250ms | High |
| Healthcare | Corporate/Calm | 300-600ms | Very low |
| E-commerce | Varies | 200-400ms | Medium |
| Editorial | Premium | 350-600ms | Low |
| Children's apps | Playful | 150-300ms | High |
## Responsive Motion
| Container Width | Max Displacement | Duration |
|----------------|-----------------|----------|
| <400px | 20% of width | 0.8x |
| 400-800px | 25% of width | 1.0x |
| 800-1200px | 20% of width | 1.0x |
| >1200px | 15% of width | 1.1x |
- Small viewport: sequential, one element at a time
- Medium: standard stagger, 2-3 columns
- Large: full choreography, center-out stagger, parallax
## Dark Mode
- Reduce motion intensity 10-20% (bright on dark = more impact)
- Subtler ambient motion; careful with opacity values
- Avoid pure white flashes
@@ -1,53 +0,0 @@
# Core Philosophy
## Three Pillars
### Pillar 1: Emotional Intent
Define target emotion before choosing any property.
| Emotion | Character | Timing | Easing |
|---------|----------|--------|--------|
| Trust | Smooth, predictable | 300-400ms | Gentle curves |
| Delight | Bouncy, surprising | 200-300ms | Overshoot |
| Urgency | Sharp, direct | 100-200ms | Snappy ease-out |
| Calm | Slow, flowing | 500-1000ms | Sine curves |
| Surprise | Sudden, explosive | 150-300ms | Exponential |
| Confidence | Direct, decisive | 200-400ms | Strong ease-out |
### Pillar 2: Visual Narrative
| Phase | Duration Share | Purpose |
|-------|--------------|---------|
| Setup | 20-30% | Establish context, prepare viewer |
| Action | 30-40% | Primary motion, hero moment |
| Resolution | 30-40% | Settle, breathe, confirm |
Even a 200ms tooltip fade has implicit setup→action→resolution.
### Pillar 3: Motion Craft
- Easing curves match emotional intent
- Duration proportional to element size and distance
- Arcs for organic, straight for mechanical
- Secondary motion (shadows, related elements)
- Nothing starts and stops all at once
## Three Motion Layers
| Layer | Role | Amplitude |
|-------|------|-----------|
| Primary | Main action viewer follows | 100% |
| Secondary | Supporting richness | 30-50% |
| Ambient | Background life | 10-20% |
- Secondary offset 50-100ms from primary, different easing
- Ambient is continuous/slow, never demands attention
- Primary-only animation feels flat; always add secondary + ambient
## The 1/3 Screen Rule
No motion travels >1/3 screen without intermediate keyframe. Break with direction changes, speed shifts, or arc adjustments.
## The Attention Budget
- One hero motion per scene moment
- Max 2-3 elements in active motion simultaneously
- Ambient doesn't count against budget
- Stagger rather than synchronize
@@ -1,91 +0,0 @@
# Decision Framework
## The First Questions
### 1. Purpose?
| Purpose | Approach | Priority |
|---------|----------|----------|
| Draw attention | Scale, color, pulse | Responsiveness |
| Guide sequence | Stagger, directional flow | Clarity |
| Provide feedback | Immediate response | Speed |
| Create atmosphere | Subtle, continuous | Subtlety |
| Explain relationship | Position, connection | Legibility |
| Celebrate/reward | Overshoot, particles | Delight |
### 2. Audience?
- Stressed → calm motion; Browsing → richer motion
- Task-focused → fast, minimal; Exploring → can be dramatic
- Seen 100x/day → fast, subtle; Seen once → can be dramatic
### 3. Context?
- Busy layout → simpler motion; Empty → can be dramatic
- Other animations active → coordinate or stagger
- Small container → small motion
## 4-Level Decision Hierarchy
### Level 1: Motion Category
| Category | When |
|----------|------|
| Revealing | Content appearing |
| Concealing | Content disappearing |
| Transitioning | Between states/views |
| Emphasizing | Drawing attention |
| Responding | Reacting to interaction |
| Ambient | Background atmosphere |
### Level 2: Motion Personality
Match to brand. See [motion-personality.md](motion-personality.md).
### Level 3: Motion Direction
| Direction | Communicates |
|-----------|-------------|
| Upward | Growth, aspiration |
| Downward | Settling, completion |
| Leftward | Regression, departure |
| Rightward | Progression, arrival |
| Outward (scale up) | Importance, emergence |
| Inward (scale down) | Dismissal, removal |
| Center-seeking | Focus, convergence |
| Center-fleeing | Distribution, release |
### Level 4: Implementation Properties
Choose animated properties. See [property-selection.md](../reference/property-selection.md).
## Decision Quick-Path
```
1. PURPOSE → What does this motion DO?
├── Feedback → short, ease-out, minimal
├── Entrance → ease-out, personality-matched
├── Exit → ease-in, 70% of entrance
├── Emphasis → scale or color pulse
└── Ambient → slow, continuous, sine
2. PERSONALITY → Match keywords
├── Fun/bouncy → Playful
├── Elegant/luxury → Premium
├── Clean/professional → Corporate
└── Bold/dynamic → Energetic
3. PROPERTIES → Minimum needed (two = sweet spot)
4. TIMING → Check duration table, adjust for distance/weight
5. EASING → Entering=ease-out, Leaving=ease-in, On-screen=ease-in-out, Looping=sine
```
## Evaluation Before Delivery
| Check | Question |
|-------|----------|
| Purpose | Clear function? |
| Personality | Matches brand/context? |
| Repetition | Fine on 100th viewing? |
| Attention | Respects viewer's focus? |
| Hierarchy | Reinforces importance? |
| Layers | Primary + secondary + ambient? |
| Timing | Duration appropriate? |
@@ -1,102 +0,0 @@
# Disney's 12 Principles — UI Adapted
## 1. Squash and Stretch
- Squash: scale ~[1.2, 0.8]; Stretch: ~[0.85, 1.15]
- Impact: 2-4 frames (30-65ms); Recovery: 4-8 frames (65-130ms)
- Preserve volume: width +20% → height decreases proportionally
- Skip for premium/luxury brands
## 2. Anticipation
- Small motion opposite to main direction before action
- Duration: 100-200ms, magnitude: 10-20% of main action
- Button: scale down 3% before expanding; Card: shift 5-10px away first
- Skip for micro-feedback (<150ms)
## 3. Staging
- Dim non-hero elements to 40-60% opacity; optional 2-4px blur
- Hero enters 100-200ms after supporting elements
- One primary action per timing beat
## 4. Straight Ahead vs. Pose to Pose
| Approach | Feel | Best For |
|----------|------|----------|
| Straight Ahead | Fluid, spontaneous | Particles, ambient, generative art |
| Pose to Pose | Planned, controlled | UI transitions, state changes |
## 5. Follow Through and Overlapping Action
- Child delay: 50-150ms behind parent
- Trailing elements: offset stop times by 100-200ms
- Use spring easing for trailing parts (lower stiffness = more trailing)
## 6. Slow In and Slow Out
| Context | Easing | Why |
|---------|--------|-----|
| Entrance | ease-out | Arrives smoothly |
| Exit | ease-in | Departs quickly |
| On-screen | ease-in-out | Smooth journey |
| Ambient loop | sine ease-in-out | Seamless |
**NEVER** linear for spatial movement. Linear only for: rotation, progress bars, timers.
## 7. Arcs
- Add 10-20px perpendicular offset at path midpoint
- Subtle (5px) for corporate, pronounced (20px+) for playful
- Mechanical UIs can use straight paths intentionally
## 8. Secondary Action
- Amplitude: 30-50% of primary; timing: 50-100ms after primary
- Different easing than primary
- Examples: card enters → shadow grows; button presses → ripple expands
## 9. Timing
| Weight/Mood | Duration |
|-------------|----------|
| Heavy (modals, pages) | 400-800ms |
| Light (tooltips, toggles) | 100-250ms |
| Sad/serious | 600ms+ |
| Happy/light | 200-400ms |
| Urgent | 100-200ms |
Enter-exit asymmetry: entrances 30-50% longer than exits.
## 10. Exaggeration
| Personality | Exaggeration |
|-------------|-------------|
| Playful | 15-25% |
| Energetic | 20-30% |
| Corporate | 0-5% |
| Premium | 0% |
- Scale overshoot: 10-30% beyond target; rotation: ±5-15°
## 11. Solid Drawing
- Maintain consistent proportions across keyframes
- Use scale + rotation together for depth
- Shadow behavior matches implied light source
## 12. Appeal
- Smooth curves over sharp angles; satisfying timing
- Personality consistency across all elements
- Appeal killers: jerky motion, inconsistent timing, abrupt stops, uniform animation
## Combining Principles
| Recipe | Principles Used |
|--------|----------------|
| Button press | Anticipation + Squash/Stretch + Follow-Through + Secondary + Timing |
| Card entrance | Anticipation + Arcs + Slow In/Out + Follow-Through + Staging |
| Success celebration | Exaggeration + Secondary + Timing + Squash/Stretch + Appeal |
| Error shake | Timing + Slow In/Out + Staging (no exaggeration) |
| Loading spinner | Timing + Slow In/Out + Appeal |
@@ -1,71 +0,0 @@
# Emotion-to-Motion Mapping
## Core Table
| Emotion | Character | Path | Easing | Duration |
|---------|----------|------|--------|----------|
| Joy/Delight | Bouncy, arcs, overshoot | Curved, upward | ease-out-back | 200-400ms |
| Calm/Serenity | Smooth, flowing | Gentle curves | sine ease-in-out | 500-1000ms |
| Urgency/Alert | Sharp, fast, direct | Straight lines | ease-out | 100-200ms |
| Sadness/Weight | Slow, downward | Drooping curves | cubic ease-in-out | 600-1200ms |
| Surprise/Impact | Sudden, expanding | Radial outward | ease-out-expo | 150-300ms |
| Elegance/Grace | Slow, controlled | Long smooth arcs | (0.4, 0, 0.2, 1) | 400-700ms |
| Playfulness | Bouncy, irregular | Arcs, squiggly | ease-out-back | 200-350ms |
| Confidence | Direct, decisive | Straight, horizontal | ease-out | 200-400ms |
| Curiosity | Exploratory, varied | Mixed, circular | varied | 300-500ms |
| Tenderness | Soft, gentle | Very subtle curves | soft ease-in-out | 600-1000ms |
## Path as Emotional Language
| Path Type | Connotation |
|-----------|------------|
| Angular/sharp | Tense, urgent, mechanical |
| Curved/smooth | Relaxed, friendly, organic |
| Spiral | Playful, whimsical |
| Straight diagonal | Dynamic, purposeful |
| Vertical up | Growth, achievement |
| Vertical down | Settling, gravity |
| Horizontal | Journey, progress |
| Radial outward | Explosion, release |
| Radial inward | Focus, convergence |
## Emotional Intensity
| Intensity | Characteristics | When |
|-----------|----------------|------|
| Low | Subtle opacity, tiny shifts | Ambient, routine |
| Medium | Visible but not demanding | Most UI interactions |
| High | Demands attention, large displacement | Errors, celebrations, onboarding |
## Color Psychology
| Color | Emotion | Animation Pairing |
|-------|---------|------------------|
| Blue | Trust, calm | Smooth, medium transitions |
| Green | Success, growth | Upward, expansion, gentle overshoot |
| Red | Alert, urgency | Sharp, fast, horizontal shakes |
| Orange | Energy, warmth | Bouncy, diagonal paths |
| Purple | Premium, mystery | Slow reveals, elegant easing |
| Yellow | Optimism, caution | Quick pulses |
| Teal | Modern, clarity | Clean, snappy transitions |
### Color Transition Rules
- Success: transition TO green (don't start with it)
- Error: flash red then settle (don't sustain)
- Warning: pulse yellow/amber for urgency
- Neutral: use opacity rather than color change
## Context-Based Emotion Defaults
| Context | Default Emotion |
|---------|----------------|
| Form success | Joy + Confidence |
| Validation error | Mild urgency |
| Page load | Calm + Confidence |
| Navigation | Confidence |
| Notification | Mild surprise |
| Loading | Calm |
| Onboarding | Curiosity + Delight |
| Dashboard | Calm + Confidence |
| Purchase complete | Joy + Confidence |
| Delete/remove | Calm (respectful departure) |
@@ -1,89 +0,0 @@
# Motion Personality
## Four Archetypes
### Playful
| Parameter | Value |
|-----------|-------|
| Duration | 150-300ms |
| Easing | ease-out-back / bouncy springs |
| Overshoot | 10-20% |
| Paths | Arcs and curves, never straight |
| Squash-stretch | Yes, on impacts |
Signature: bounce settle, squash-stretch on press, rotation wobble, bright color pops, varied stagger timing.
Use for: children's apps, casual games, social media, celebrations, onboarding, creative tools.
### Premium / Luxury
| Parameter | Value |
|-----------|-------|
| Duration | 350-600ms |
| Easing | cubic-bezier(0.4, 0, 0.2, 1) |
| Overshoot | 0% |
| Paths | Smooth curves, subtle parallax |
| Squash-stretch | Never |
Signature: slow fades, subtle scale (98%→100%), generous pauses, minimal properties (opacity+one), ultra-smooth.
Use for: fashion, finance, luxury brands, premium SaaS, portfolios, editorial.
### Corporate / Professional
| Parameter | Value |
|-----------|-------|
| Duration | 200-400ms |
| Easing | cubic-bezier(0.2, 0, 0, 1) |
| Overshoot | 0-3% |
| Paths | Mostly straight, small arcs for emphasis |
| Squash-stretch | No |
Signature: consistent timing, clear state transitions, functional motion, predictable patterns, uniform stagger.
Use for: enterprise, dashboards, business tools, admin, healthcare, banking.
### Energetic / Dynamic
| Parameter | Value |
|-----------|-------|
| Duration | 100-250ms |
| Easing | ease-out-expo / elastic |
| Overshoot | 15-30% |
| Paths | Dramatic arcs, large displacement, diagonal |
| Squash-stretch | Yes, exaggerated |
Signature: large scale changes (50-150%), fast color transitions, particle bursts, accelerating stagger, bold edge entrances.
Use for: gaming, sports, music, events, marketing, fitness apps.
## Keyword Matching
| Keywords | Archetype |
|----------|-----------|
| fun, whimsical, bouncy, cute, friendly | Playful |
| elegant, minimal, luxury, sophisticated | Premium |
| clean, professional, business, dashboard | Corporate |
| dynamic, energetic, bold, exciting | Energetic |
| (unspecified) + UI | Corporate (default) |
| (unspecified) + illustration | Playful (default) |
## Brand Motion Identity
Define three constants for recognizable motion:
### 1. Signature Easing (80% of animations)
Playful: ease-out-back | Premium: (0.4,0,0.2,1) | Corporate: (0.2,0,0,1) | Energetic: ease-out-expo
### 2. Duration Palette
| Tier | Playful | Premium | Corporate | Energetic |
|------|---------|---------|-----------|-----------|
| Quick | 150ms | 350ms | 200ms | 100ms |
| Standard | 250ms | 500ms | 300ms | 180ms |
| Slow | 400ms | 800ms | 450ms | 300ms |
### 3. Entrance Pattern
Playful: bounce up from below | Premium: slow fade + scale 98%→100% | Corporate: slide right + opacity | Energetic: snap from edge + overshoot
## Mixing Archetypes
- 90% primary archetype; specific moments can borrow another
- Ease into personality shifts, don't snap
- Example: corporate dashboard borrows Playful for success state only
@@ -1,62 +0,0 @@
# Narrative Structure
## Four-Act Structure
### Act 1: Anticipation (10-20%)
- Wind-up: small motion opposite to main direction
- Gathering: elements pull together before dispersing
- Dimming: context fades for focus; Tension: hold compressed ~50ms
- Skip for <150ms interactions and hover states
### Act 2: Action (30-50%)
Peak energy. The primary communicative motion.
- Fast+direct (sharp easing) → alerts
- Smooth+flowing (gentle easing, curves) → transitions
- Explosive+expanding (expo, radial) → celebrations
- Controlled+precise (linear-ish) → data charts
### Act 3: Reaction (10-20%)
- Shadows adjust: 50-100ms after primary
- Siblings shift: 50-150ms after primary
- Environment ripples: 100-200ms after primary
- Counter-motion: simultaneous with action
- Skip for simple toggles/checkboxes
### Act 4: Resolution (20-30%)
- Overshoot settle (spring/back-easing); opacity reaches final (ease-out)
- 100-200ms breathing room before next motion
- Even 50ms of settling transforms the feel
## Scaling to Duration
| Total | Anticipation | Action | Reaction | Resolution |
|-------|-------------|--------|----------|------------|
| 100-200ms | skip | 60-70% | skip | 30-40% |
| 200-400ms | 10-15% | 40-50% | 10-15% | 25-30% |
| 400-800ms | 15-20% | 30-40% | 15-20% | 20-25% |
| 800ms+ | 20% | 30-35% | 15-20% | 25-30% |
## Multi-Beat Narratives
Transitions: overlap (fluid) | sequential (clear) | simultaneous (parallel)
Progressions:
- **Build-Up**: low → rising → peak → settling
- **Cycle**: depart → peak → return → repeat
- **Impact**: sudden action → ripple → slow settle
## By Personality
| Personality | Anticipation | Action | Resolution |
|------------|-------------|--------|------------|
| Playful | Exaggerated wind-up | Bouncy, overshoot | Wobble settle |
| Premium | Subtle tension | Smooth, controlled | Elegant ease |
| Corporate | Minimal/none | Direct, efficient | Clean stop |
| Energetic | Quick gather | Explosive | Fast snap |
## Common Patterns
- **Reveal**: tension (dim, scale 95%) → emerge (100%, full opacity) → surroundings adjust → settled
- **Departure**: gather (scale 98%) → exit → close gap → layout settles
- **Transformation**: destabilize (vibration) → morph → secondary appears → new state breathing
- **Celebration**: compress (50-100ms) → burst (scale, particles) → settle → calm with positive state
@@ -1,81 +0,0 @@
# Ambient & Continuous Patterns
Ambient amplitude: 10-20% of primary motion. Never compete for attention.
## Breathing / Pulse
- Scale oscillation 0.98-1.02, sine ease-in-out, 2000-4000ms/cycle
- Alt: opacity oscillation 0.7-1.0
| Context | Scale Range | Duration | Opacity Range |
|---------|-----------|----------|--------------|
| Active indicator | 0.95-1.05 | 2000ms | 0.6-1.0 |
| Waiting/idle | 0.98-1.02 | 3000ms | 0.8-1.0 |
| Background element | 0.99-1.01 | 4000ms | 0.9-1.0 |
| CTA attention | 0.97-1.03 | 2500ms | 0.7-1.0 |
Pulsing >±5% scale becomes attention-demanding.
## Floating / Hovering
- Y position ±5-15px, sine ease-in-out, 3000-5000ms/cycle
- Optional: slight rotation ±2-3°, offset 30% of position cycle
**Layered floating** (multiple elements — different durations prevent sync):
- Element 1: 4000ms, ±10px
- Element 2: 5500ms, ±8px (offset 30%)
- Element 3: 3500ms, ±12px (offset 60%)
## Gradient Shift
- Background-position or gradient angle shift
- Duration: 8000-20000ms/cycle; range: ±10-20% position or ±15° angle
- Easing: linear or sine; should be imperceptible at a glance
## Parallax
| Layer | Speed Ratio | Content |
|-------|------------|---------|
| Foreground | 1.0x | Interactive, text |
| Midground | 0.5x | Decorative, cards |
| Background | 0.2x | Patterns, scenery |
| Deep background | 0.1x | Texture, atmospheric |
**Scroll-driven**: total displacement <100px; avoid on mobile; never parallax text
**Mouse-driven**: foreground 10-20px max, background 5-10px opposite direction, 100-200ms interpolation
## Continuous Rotation
- Spinners: linear easing, 1000-2000ms/revolution
| Variant | Speed | Use Case |
|---------|-------|----------|
| Slow spin | 10-30s/rev | Background decoration |
| Gear-like | 3-5s/rev | Technical/mechanical |
| Orbital | 5-15s/rev | Space/science theme |
| Wobble | 2-4s/cycle, sine | Playful idle |
## Shimmer / Gleam
- Gradient sweep left-to-right, 1500-2500ms/sweep
- Pause 2000-5000ms between sweeps
- Opacity gradient: 0%→30%→0%
- Use for: skeleton loading, premium accents, "new" badges
## Particle Ambient
### Snow/Falling: 10-20 elements, 20-60px/s down, ±10-20px drift, 3-8px, 30-70% opacity
### Dust/Motes: 5-10 elements, 10-30px/s mixed, 2-5px, 20-50% opacity
### Sparkle/Stars: 8-15 elements, opacity pulse 0→100%→0, 500-1500ms/sparkle, random stagger
**Performance**: <20 ambient elements, transform+opacity only, larger/fewer over small/numerous
## Combining Ambient Layers
| Layer | Type | Example |
|-------|------|---------|
| Background | Gradient shift or parallax | Slow color temperature change |
| Midground | Floating or particles | Gentle floating elements |
| Foreground | Breathing or shimmer | Subtle pulse on content |
Total ambient: max 20% of primary motion's visual energy.
@@ -1,82 +0,0 @@
# Entrance & Exit Patterns
## Entrance Strategies
### 1. Direct Entrance (Slide In)
- Position + opacity; offset 20-40px + opacity 0 → final position + opacity 1
- Easing: ease-out; duration 200-350ms
| Personality | Offset | Easing | Overshoot |
|------------|--------|--------|-----------|
| Playful | 30-50px | ease-out-back | 10-15% |
| Premium | 15-25px | (0.4, 0, 0.2, 1) | 0% |
| Corporate | 20-30px | (0.2, 0, 0, 1) | 0-3% |
| Energetic | 40-80px | ease-out-expo | 15-25% |
Direction: below=arrival, right=forward, left=back, above=dropdown/authority.
### 2. Emergent Entrance (Scale In)
- Scale + opacity; start 85-95% + opacity 0 → 100% + opacity 1
- Duration 250-400ms
| Personality | Start Scale | Easing | Overshoot |
|------------|------------|--------|-----------|
| Playful | 70-80% | ease-out-back | 10-20% |
| Premium | 95-98% | (0.4, 0, 0.2, 1) | 0% |
| Corporate | 90-95% | (0.2, 0, 0, 1) | 0-3% |
| Energetic | 50-70% | ease-out-expo | 15-30% |
Best for: modals, dialogs, notifications, popovers, tooltips.
### 3. Reveal Entrance (Clip/Mask)
- clip-path or mask + opacity; 300-500ms, ease-out
- Directions: top-to-bottom (dramatic), L-to-R (reading order), center-out (focus), edge-in (contained)
### 4. Assembled Entrance (Multi-Part)
- Parts arrive from different positions; stagger 50-100ms; total 300-600ms
- Best for: icon assembly, logo builds, data viz construction
## Exit Strategies
**Rule**: Exits = 65-75% of entrance duration.
### 1. Direct Exit (Slide Out)
- Offset 20-40px + opacity 0; ease-in; 150-250ms
### 2. Dissolve Exit (Fade Out)
- Opacity (+ optional scale to 98%); ease-in; 150-250ms
- Best for: gentle departures, backgrounding, crossfades
### 3. Collapse Exit (Shrink Out)
- Scale 85-95% + opacity 0; ease-in; 150-250ms
- Best for: deletion, closing modals, dismissal
### 4. Transfer Exit (Move Away)
- Position toward destination + scale shrink; ease-in-out; 250-400ms
- Best for: add-to-cart, save-to-collection, move-to-folder
## Entrance-Exit Continuity
- Eye follows naturally from exit to entrance
- Exit point near entry point when possible
- 100-150ms timing overlap between exit and entrance
- Same easing family for paired entrance-exit
## Common Recipes
### Notification Slide-In
1. Slide from right + opacity (250ms, ease-out)
2. Overshoot 3-5% (corporate) or 10-15% (playful)
3. Icon appears (100ms, 50ms delay)
### Toast Dismiss
1. Slide toward edge + opacity (180ms, ease-in)
2. Remaining toasts shift up (200ms, ease-in-out)
### Dropdown Open
1. Scale Y 0→100% (200ms, ease-out)
2. Items stagger fade in (30ms apart, 50ms after container)
### Page Transition (Forward)
1. Current page slides left + fades (300ms, ease-in)
2. New page from right + fades in (400ms, ease-out, 100ms delay)
3. Shared elements morph (400ms, ease-in-out)
@@ -1,69 +0,0 @@
# Multi-Element Patterns
## Stagger Recipes
### List Items
- Slide up 20px + fade (200ms, ease-out); stagger 40-60ms; total <400ms for 8 items
| Personality | Duration | Stagger | Easing |
|------------|---------|---------|--------|
| Playful | 250ms | 60ms | ease-out-back |
| Premium | 350ms | 80ms | (0.4, 0, 0.2, 1) |
| Corporate | 200ms | 50ms | (0.2, 0, 0, 1) |
| Energetic | 150ms | 30ms | ease-out-expo |
### Grid Cards
- Scale from 95% + fade (250ms, ease-out); stagger 50-80ms reading order; +20ms per new row
- Shadow 50ms after card. Alt patterns: center-out, column-first, random
### Navigation Items
- Slide from side + fade (180ms, ease-out); stagger 30-50ms; total <300ms
### Dashboard Widgets
```
0ms — Skeletons visible
100ms — Hero metric (250ms, ease-out)
200ms — Widgets begin (200ms each, 60ms stagger)
350ms — Hero complete, chart draws (300ms)
500ms — All landed
650ms — Ambient pulse begins
```
## Coordinated Sequences
### Modal with Content
0ms: backdrop dims (200ms) → 50ms: modal scales 95%→100% (300ms) → 200ms: title → 280ms: body → 350ms: buttons → 400ms: close button. Content in reading order.
### Tab Switch
0ms: indicator slides (250ms, ease-in-out) + old fades (150ms) → 100ms: new content from tab direction (200ms) → 150ms: elements stagger (40ms)
### Accordion
Expand: arrow rotates (150ms) + height expands (250ms) + content fades at 50ms (200ms); siblings shift (200ms). Collapse: reverse, ease-in.
### Page Transition
Current slides left+fades (300ms, ease-in) → new from right (400ms, ease-out, 100ms delay) → hero scales in → content staggers (50ms). Optional shared element morph (400ms).
### Drag and Drop
Drag: lift (scale 1.03, 150ms); others shift (200ms). Drop: settle (scale 1.0, 200ms); gaps close.
## Choreography Rules
### Timing Overlap
0%=methodical | 25%=brisk (standard) | 50%=fluid | 75%=rapid (energetic)
### Group Rules
- Same easing family; different durations/delays fine
- Exception: secondary/ambient can differ
### Shared Origin
Motion from trigger point; closer=first; farther=more delay
### Counter-Motion
| Hero Does | Counter-Motion |
|-----------|---------------|
| Slides right | Background left (20-30%) |
| Scales up | Shadow spreads |
| Lifts up | Shadow drops+softens |
| Rotates CW | Ambient CCW |
| Expands | Siblings compress |
@@ -1,96 +0,0 @@
# State & Feedback Patterns
## Button Press
### Playful
- Press: scale 0.95 (60ms, ease-out); Release: overshoot 1.05 (80ms); Settle: 1.0 (120ms, spring)
- Secondary: shadow shrinks/grows; color darkens/brightens. Total ~260ms
### Premium
- Press: scale 0.98 (80ms); Release: 1.0 (150ms, no overshoot)
- Opacity dims to 90% on press. Total ~230ms
### Corporate
- Press: scale 0.97 (60ms); Release: 1.0 (100ms); overshoot 0-2%
- Background darkens 10%. Total ~160ms
## Hover States
| Element | Effect | Duration |
|---------|--------|----------|
| Button | Scale 1.02-1.05 | <100ms |
| Card | Scale 1.01-1.02 + shadow lift | <100ms |
| Link | Color change + underline | <100ms |
| Icon | Scale 1.1 + rotation 2-5° | <100ms |
| Image | Scale 1.03 (overflow hidden) | 150ms |
Hover enter <100ms; hover exit 150-200ms (slower = polished).
## Toggle / Switch
- Thumb slides (120-180ms, ease-in-out); track color transitions simultaneously
- Slight squash in movement direction
- Playful: bounce at destination; Premium: smooth, no overshoot
## Success State
### Checkmark Success
1. Container: scale 0.9→1.0 (200ms, ease-out-back, 5-10% overshoot)
2. Checkmark: stroke draw (150ms, ease-out, 100ms delay)
3. Color: to green (200ms); ambient glow/particles (300ms)
4. Total: 400-500ms
### Confirmation Badge
1. Badge scales from 0 (200ms, ease-out-back)
2. Text fades in (150ms, 50ms delay)
3. Background pulse (300ms, sine)
### Payment Success
1. Spinner → checkmark crossfade (200ms)
2. Checkmark draws (200ms); container → success color (200ms)
3. Text fades in (200ms, 100ms delay); optional confetti (300-500ms)
## Error State
### Error Shake
- Horizontal oscillation ±10-15px, 2-3 cycles decreasing amplitude
- ease-in-out, 300-400ms total; red tint; no overshoot; settles at origin
### Inline Validation
1. Error text slides down + fades in (200ms)
2. Border → red (150ms); icon scales in (150ms, 50ms delay)
3. Optional single shake (200ms)
### Form Submission Error
1. Button returns to normal (200ms)
2. Error message slides in (250ms)
3. Affected fields highlight red (150ms, staggered 30ms)
4. Smooth scroll to first error (300ms, ease-in-out)
## Loading States
### Spinner
- Continuous 360°, linear, 1000-1500ms/rev; optional breathing pulse (2-3s)
### Skeleton
- Gradient sweep L→R, 1500-2000ms; base 10-20% opacity, peak 30-40%
### Progress Bar
- Width/transform, ease-in-out; optional color milestones + shimmer
### Indeterminate
- Oscillating position/width, 1500-2500ms, ease-in-out; continuous, never frantic
## Warning State
1. Yellow/amber border (150ms)
2. Warning icon scales in (150ms, subtle overshoot)
3. Optional icon pulse (2-3s, sine); text fades in (200ms, 50ms delay)
## Disabled / Enabled
- **Disabling**: opacity to 50-60% (200ms); optional scale to 98%
- **Enabling**: opacity to 100% (200ms); optional scale pulse 98%→100%
## Focus States
- Focus ring: scale 95%→100% + opacity (150ms)
- Card focus: scale 1.01, shadow increase (150ms)
- Tab nav focus: <100ms; must work with reduced-motion
@@ -1,95 +0,0 @@
# Property Selection
## Position
| Direction | Meaning |
|-----------|---------|
| Upward | Growth, improvement, aspiration |
| Downward | Settling, completion, grounding |
| Leftward | Regression, backward, departure |
| Rightward | Progression, forward, arrival |
| Toward center | Focus, convergence |
| Away from center | Distribution, expansion |
## Scale
| Direction | Meaning |
|-----------|---------|
| Scale up | Importance, activation, proximity |
| Scale down | Deprioritization, distance |
| Pulse | Attention, heartbeat, life |
| Breathing | Presence, waiting |
## Rotation
| Range | Meaning |
|-------|---------|
| Small (5-15°) | Subtle adjustment |
| Medium (45-90°) | Transformation |
| Full (360°) | Completion, processing |
| Continuous | Ongoing activity |
## Opacity
| Direction | Meaning |
|-----------|---------|
| Fade in | Arrival, enablement |
| Fade out | Departure, disablement |
| Partial | Secondary, disabled state |
**Rule**: NEVER opacity alone for important state changes. Combine with position or scale.
## Color
| Transition | Meaning |
|-----------|---------|
| To green | Success, go |
| To red | Error, stop |
| To blue | Trust, active |
| To gray | Disabled, inactive |
| Brightening | Activation, focus |
| Dimming | Deactivation, background |
## Combined Properties
| Combination | Best For |
|-------------|----------|
| Position + Opacity | Content appearing/disappearing |
| Scale + Opacity | Cards, modals, notifications |
| Position + Scale | Selected items, focused content |
| Rotation + Scale | Celebrations, playful activation |
| Position + Rotation | Organic transitions |
| Color + Scale | State emphasis |
Primary property carries meaning; secondary adds polish. Two properties is the sweet spot.
## Property Selection by Goal
| Goal | Primary | Secondary | Avoid |
|------|---------|-----------|-------|
| Entrance | position | opacity | rotation |
| Exit | position | opacity | scale up |
| Button press | scale | color | position |
| Hover | scale or color | opacity | position |
| Success | scale | color + opacity | position |
| Error | position (shake) | color | scale |
| Loading | rotation | opacity | position |
| Toggle | position | color | rotation |
| Notification | position + scale | opacity | rotation |
| Delete | scale + opacity | position | grow |
| Selection | scale | color, opacity | rotation |
| Progress | position or scale | color | opacity |
## Performance
| Property | Performance |
|----------|-------------|
| transform (translate, scale, rotate) | Excellent — GPU-accelerated |
| opacity | Excellent — GPU-accelerated |
| color / background-color | Good — triggers paint |
| clip-path | Good — GPU on modern browsers |
| width / height | Poor — triggers layout |
| margin / padding | Poor — triggers layout |
| box-shadow | Poor — expensive paint |
**Rule**: Prefer transform + opacity for all motion.
@@ -1,67 +0,0 @@
# Quality Checklist
## Visual Quality
- [ ] Elements >40px for motion, >100px for detail
- [ ] Readable at full speed without slow-motion
- [ ] Clear primary, secondary, ambient layers
- [ ] Counter-motion for balance where needed
- [ ] Natural arcs (unless intentionally mechanical)
- [ ] 1/3 rule (distance): no unbroken motion >1/3 container
- [ ] 1/3 rule (density): max 1/3 elements active simultaneously
## Technical Quality
- [ ] No linear easing on spatial movement
- [ ] Duration matches element type table
- [ ] Ease-out entrances, ease-in exits
- [ ] Duration proportional to distance
- [ ] Entrance duration >= exit duration
- [ ] Not opacity-only for important state changes
- [ ] Stagger total <500ms
- [ ] Follow-through: child elements offset 50-150ms
## Emotional Quality
- [ ] Target emotion identified before properties
- [ ] Personality archetype matches brand
- [ ] Setup → action → resolution structure
- [ ] Intensity matches interaction importance
- [ ] Consistent: same interaction = same motion
- [ ] Appropriate on 100th viewing
## Performance Quality
- [ ] Primary motion uses transform + opacity
- [ ] <20 animated elements per viewport
- [ ] No layout-triggering properties animated
- [ ] Elements staggered, not simultaneous
- [ ] Maintains 60fps (30fps acceptable for ambient)
## Accessibility Quality
- [ ] prefers-reduced-motion alternative provided
- [ ] No vestibular triggers without alternative
- [ ] Same interaction = same animation
- [ ] Critical info not motion-only
- [ ] Animations >5s are pausable
## Severity Tiers
### CRITICAL
- Linear easing on spatial movement
- Opacity-only for important states
- Exceeds 1/3 screen rule
- Missing primary layer
- Stagger >500ms
- Layout property animation causing jank
### HIGH
- Missing secondary layer
- Duration mismatch with element type
- Wrong directional easing
- Inconsistent personality
- No follow-through
- Missing reduced-motion alternative
### MEDIUM
- Missing ambient layer
- No anticipation phase
- Overshoot mismatch
- Could use better arcs
- Missing counter-motion
@@ -1,106 +0,0 @@
# Timing & Easing Tables
## Duration by Element Type
| Element | Duration |
|---------|----------|
| Tooltip / micro-feedback | 80-120ms |
| Button / toggle | 120-180ms |
| Icon transition | 150-250ms |
| Card enter/exit | 200-350ms |
| Modal / dialog | 300-400ms |
| Page transition | 400-600ms |
| Dramatic reveal | 600-1200ms |
| Ambient | 2000-20000ms |
## Distance-Duration Scaling
50px=0.8x | 100px=1.0x | 200px=1.3x | 300px=1.5x | 400px=1.6x | Full screen=1.8-2.0x
## Enter vs. Exit
Entrance = base (100%). Exit = 65-75% of entrance.
## Interactive Feedback
| Interaction | Max Latency |
|------------|-------------|
| Hover | <100ms |
| Press/tap | <150ms |
| Release/settle | 200-300ms |
| Error shake | 300-400ms |
| Long press | 500-800ms |
| Drag start | <50ms |
## Duration by Personality
| Personality | Quick | Standard | Slow |
|------------|-------|----------|------|
| Playful | 150ms | 250ms | 400ms |
| Premium | 350ms | 500ms | 800ms |
| Corporate | 200ms | 300ms | 450ms |
| Energetic | 100ms | 180ms | 300ms |
## Easing: Directional Rules
Entrance=ease-out | Exit=ease-in | On-screen=ease-in-out | Looping=sine | Rotation/progress=linear
## Easing: Industry Standards
| Name | Cubic Bezier | Use |
|------|-------------|-----|
| MD3 Standard | (0.2, 0, 0, 1) | Default on-screen |
| MD3 Emphasized | (0.05, 0.7, 0.1, 1) | Entrances |
| MD3 Accelerate | (0.3, 0, 1, 1) | Exits |
| MD3 Decelerate | (0, 0, 0, 1) | Entering |
| Apple HIG | (0.25, 0.1, 0.25, 1) | iOS default |
| Apple Spring | stiffness:300 damping:20 | Interactive |
| Snappy UI | (0.2, 0, 0, 1) | Fast, decisive |
| Gentle float | (0.4, 0, 0.2, 1) | Ambient |
| Bounce settle | (0.175, 0.885, 0.32, 1.275) | Playful |
| Elastic snap | (0.68, -0.55, 0.265, 1.55) | Dramatic |
## Material-Based Easing
| Material | Duration Scale | Overshoot |
|----------|---------------|-----------|
| Rigid (metal) | 1.2x | 0% |
| Elastic (rubber) | 0.8x | 15-25% |
| Fluid (water) | 1.5x | 5% |
| Paper (cards) | 1.0x | 3-5% |
| Gas (smoke) | 2.0x | 0% |
| Glass | 0.9x | 0% |
## Spring Parameters
| Feel | Stiffness | Damping |
|------|-----------|---------|
| Very stiff | 400+ | 25-30 |
| Standard | 250-350 | 18-24 |
| Bouncy | 150-250 | 10-15 |
| Very bouncy | 100-200 | 5-10 |
| Gentle | 100-150 | 20-25 |
Damping: <1.0=oscillates, 1.0=fastest no-oscillation, >1.0=slow settle.
## Stagger Patterns
| Pattern | Delay | Budget |
|---------|------|--------|
| Micro cascade | 20-40ms | <200ms |
| Standard | 50-100ms | <400ms |
| Dramatic | 100-200ms | <600ms |
| Wave | 30-60ms | <500ms |
Direction: top-to-bottom (lists) | L-to-R (horizontal) | center-out (hero) | random (organic) | reverse (exits)
Total stagger MUST stay <500ms.
## Overshoot Budget
| Context | Overshoot |
|---------|-----------|
| Success | 5-10% |
| Error | 0% |
| Feedback | 2-5% |
| Celebration | 15-25% |
| Premium | 0% |
@@ -1,73 +0,0 @@
# Troubleshooting
## Looks Robotic
- Linear easing → use ease-out (entrance) or ease-in-out
- Straight paths → add 10-20px arc at midpoint
- Uniform timing → stagger 50-100ms between elements
- Everything synced → offset start/stop 50-150ms
- No secondary → add shadow, icon reaction, ambient
## Feels Too Slow
- Duration exceeds type budget → check duration table
- ease-in-out when ease-out works → ease-out feels faster
- Too much anticipation → reduce to 10% or remove
- Stagger exceeded → total <500ms
- Overshoot settle too long → increase damping
## Feels Too Fast / Jarring
- Duration below minimum → modals 300ms+, pages 400ms+
- No easing → add ease-out minimum
- Missing resolution → add 50-100ms settle
- No anticipation on large motion → add 100-200ms wind-up
## Feels Cheap / Flat
- Only primary motion → add secondary + ambient
- Opacity-only → combine with position or scale
- Same easing everywhere → vary primary vs secondary
- No follow-through → child elements trail 50-150ms
- No overshoot → add 3-10%
## Too Distracting
- Too many moving → 1/3 rule
- Amplitude too large → reduce to minimum
- Competing heroes → one per moment, dim rest
- Ambient too prominent → 10-20% amplitude, slower
- No breathing room → 100-200ms pause between beats
## No Personality
- Default easing → apply archetype's signature
- Same duration for all → use personality palette
- No consistent entrance → define one for project
- Mixed archetypes → pick one for 90%+
## Inconsistent Feel
- Different easing same-type → standardize per motion type
- Duration varies same type → use palette consistently
- Entry direction changes → one origin everywhere
- Overshoot inconsistent → apply rules consistently
## Performance (Dropped Frames)
- Animating width/height/margin → use transform
- Too many elements → <20 per viewport
- Complex shadows/filters → simplify or pre-render
- No GPU acceleration → transform + opacity
- All simultaneous → stagger to spread load
## Quick Diagnostic
1. No linear on spatial movement
2. Duration matches element type
3. Primary + secondary layers
4. Consistent personality
5. Directional easing correct
6. 1/3 screen rule
7. 1/3 element rule
8. Follow-through present
9. Every motion has purpose
10. Fine on 100th viewing
## Personality Mistakes
- **Playful**: overshoot >25% = broken; not everything bounces; short+bounce = glitchy
- **Premium**: too subtle = invisible; too slow = waiting; zero = broken
- **Corporate**: too conservative = boring; playful easing breaks trust; identical = monotonous
- **Energetic**: max everywhere = nothing stands out; too many particles; no settle = chaos
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# Short-Form Video
Engineer a 9:16 video that survives the swipe. Short-form is a retention machine, not a small launch film: a hook that earns the first second, pattern interrupts that reset attention every few seconds, and often a loop that buys watch-time past 100%. The craft is timing, not polish. For creators making Reels, TikToks, and YouTube Shorts (7–60s, vertical).
## When it activates
- "Make a Reels/TikTok/YouTube Shorts video" or "build a short-form video template."
- "Write a hook for a short" or "fix the first 3 seconds."
- "Edit for retention," "add pattern interrupts," or "pace cuts for a vertical video."
- "Make a video loop" or "set up 9:16 safe areas."
## Example prompts
- "Build a reusable 9:16 short-form template — one design, many topics."
- "Fix the drop-off in this Reel: tighten pacing and add pattern interrupts."
- "Write three hook options for a 30-second educational short."
## What's inside
- `SKILL.md` — the retention arc, hook grammar, and pacing rules.
- `references/retention-pacing.md` — deeper guidance on retention editing and pacing.
---
Part of **[Short-Form Video Skills](../../)** · Built by **[iart.ai](https://iart.ai/?utm_source=github&utm_medium=readme&utm_campaign=tiktok-video-skills&utm_content=skill_footer&utm_term=short-form-video)** — the AI motion agent for editable, on-brand motion graphics.
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---
name: short-form-video
description: This skill should be used when the user asks to "make a Reels/TikTok/YouTube Shorts video", "build a short-form video template", "write a hook for a short", "edit for retention", "add pattern interrupts", "make a video loop", "fix the first 3 seconds", "pace cuts for a vertical video", or "set up 9:16 safe areas". Covers the hook→retention→loop grammar of vertical short-form (distinct from a launch hype film).
version: 0.1.0
---
# Short-Form Video
Engineer a 9:16 video that survives the swipe. Short-form is not a small launch film — it is a retention machine: a hook that earns the first second, pattern interrupts that reset attention every few seconds, and often a loop that buys watch-time past 100%. The craft is timing, not polish.
## When to use
- Reels / TikTok / YouTube Shorts (7–60s, vertical 9:16).
- Retention editing: fixing drop-off, adding pattern interrupts, tightening pacing.
- Hooks, seamless loops, repeatable short-form templates (one design, many topics).
## Story structure (the retention contract)
Short-form storytelling is a contract with the viewer's thumb: every second must re-earn the next one. The narrative is shaped *backwards from the retention curve*, not forwards from an intro. Lock these before touching the timeline.
- **One idea per video.** A short carries exactly one payoff. A second idea splits attention and the curve sags in the middle — make it a second video instead. If you can't name the single takeaway in a sentence, you don't have a short yet.
- **Open a loop in the first ~3s, close it last.** The hook poses a question or gap (the open loop); the payoff answers it. The viewer stays because the loop is open — so never answer it early, and never bury the payoff under setup.
- **No dead air.** Every beat either advances the idea or resets attention. Cut anything that does neither. Silence, slow ramps, throat-clearing intros ("hey guys, in this video…") are where viewers swipe.
- **Why the curve, not the cut, is the unit of work.** The algorithm distributes whatever holds the per-second retention curve flat; a "good" edit that flattens the curve loses to an ugly one that keeps it up. You are editing the *curve*, and the hook gates everything after it — fix it first.
The narrative spine (the `Hook → Setup → Body → Payoff/loop` arc is budgeted in the table below):
| Move | Story job | Failure if missed |
|---|---|---|
| Hook | Open the loop; promise the payoff | Swipe in first 3s |
| Tension hold | Keep the gap open through the body | Flat middle, mid-drop |
| Payoff | Close the loop — the one idea, delivered | "Wasted my time," no share |
| Loop / CTA | Feed back to frame 0, or one clear ask | No re-watch, no action |
(`The retention arc` table below assigns seconds to each move; this section is the narrative logic and ordering behind it. `Hook grammar` lists the hook archetypes.)
## The one metric that drives everything
**Retention, not production value.** The algorithm distributes whatever holds viewers; ~87% decide to stay or swipe inside 3 seconds, and the threshold for distribution sits near **70%+ average view-through** (Shorts ~73%, TikTok ~78%, Reels ~65%). Every decision below trades against that curve. A flawless shot that bores at 0:04 loses to an ugly one that holds.
## The retention arc
| Beat | Job | Budget (of a 20s short) |
|---|---|---|
| Hook (0–1s) | One frame + one line that creates an open loop | 0–1s |
| Setup | Pay off *why watch* — promise, stakes, or the gap | 1–4s |
| Body | Deliver value in beats; one idea per beat | 4–17s |
| Payoff / loop | Close the loop — or feed it back to frame 0 | 17–20s |
Scale the *body*, never the hook. A 60s short has a longer body and more beats — the same 1-second hook.
## Hook grammar (first ~1s)
The hook is a sentence + a visual that opens a curiosity gap the brain needs closed. Pick one pattern and commit:
| Hook type | Shape | Best for |
|---|---|---|
| Open loop | "The reason your X keeps Y…" (answer delayed) | most content |
| Direct promise | "3 ways to ___ in 30 seconds" | educational / listicle |
| Pattern interrupt | snap-zoom / whip-pan / visual mismatch in frame 1 | entertainment |
| Negation | "Stop doing ___" / "You're ___ wrong" | strong opinions |
Two rules: the hook line is **on-screen as text by frame 1** (85% watch muted), and the most striking *visual* is also the first frame — never a slow ramp-in. Hold a strong opening frame; do not fade up from black.
## Pattern interrupts & cut rhythm
A pattern interrupt is any change that resets attention: a hard cut, zoom punch, b-roll insert, sound effect, caption pop, or angle change. In short-form, density is high — a *visual change every ~2–4 seconds*; videos with an interrupt roughly every 4s hold ~58% vs ~41% for a static talking head. The killer is a flat middle: TikTok throttles distribution when the watch-through curve flattens, so never stitch the body from low-energy takes.
```js
// Drive every interrupt off the FRAME, not wall-clock — renders deterministically.
import { useCurrentFrame } from "remotion";
const fps = 30;
const cuts = [0, 1.2, 3.0, 5.4, 8.0, 11.2, 14.0]; // seconds — uneven on purpose
const frame = useCurrentFrame();
const shot = cuts.findIndex((t, i) => frame < (cuts[i + 1] ?? Infinity) * fps);
```
Vary the interval — a metronome reads as boredom; uneven cuts read as momentum. A punch-in zoom is the cheapest interrupt that needs no new footage:
```jsx
import { useCurrentFrame, interpolate, spring, useVideoConfig } from "remotion";
const PunchIn = ({ at, children }) => {
const frame = useCurrentFrame(); const { fps } = useVideoConfig();
const s = spring({ frame: frame - at * fps, fps, config: { damping: 12, stiffness: 200 } });
const scale = interpolate(s, [0, 1], [1, 1.12]); // snap to 112% on the beat
return <div style={{ transform: `scale(${scale})`, transformOrigin: "50% 45%" }}>{children}</div>;
};
```
## Captions
Most viewers watch muted, so on-screen captions are not optional — they carry the content and double as a pattern interrupt when each phrase pops in. Keep 4–7 words per line, high contrast, inside the safe area. **Do not re-implement caption animation here** — use the `caption-animation` skill for word-by-word timing, karaoke highlight, and styling; this skill only places captions on the retention timeline and inside the 9:16 safe zone.
## Loops & re-watch
A seamless loop counts each re-watch as fresh watch-time — a clean 8s loop watched 3× is 300% view-through, the strongest possible signal. Two techniques: match the **last frame to the first** (same composition, position, color) so the cut is invisible, and write a **sentence loop** — phrase the hook so the payoff feeds back into frame 0 ("…and that's why I never — " → loops to the start). Best length for re-watch is ~7–15s.
## 9:16 safe areas
Compose inside the universal safe zone so platform UI never covers text or faces.
| Zone | Pixels (1080×1920) | Avoid |
|---|---|---|
| Universal safe (all platforms) | center **900×1400** | anything critical outside it |
| Top | keep clear ~120px | profile / sound UI |
| Bottom | keep clear ~320px | captions, CTA, hashtags, audio bar |
| Right | keep clear ~120px | like / comment / share rail |
Put the hook text and key subject in the center 900×1400 box. Reserve the bottom ~320px even if it looks empty in the editor — that is where the platform paints its own captions and buttons.
## Output checklist
- Hook line is on-screen text by frame 1; strongest visual is the first frame (no fade-up).
- One open loop / promise set in the first ~4s.
- A visual pattern interrupt every ~2–4s; intervals uneven; no flat middle.
- Captions present (via `caption-animation`), 4–7 words, inside safe area.
- Loop closed — matched first/last frame or a sentence that feeds frame 0.
- Composed inside the 900×1400 center box; bottom 320px / top 120px / right 120px kept clear.
- Every animated value derived from `useCurrentFrame()` — no CSS/library timers.
## Deliver & verify (rendered stills → MP4)
> **Packaged helper** (`scripts/`): tile your stills with `scripts/contact-sheet.sh sheet.png f-hook.png f-mid.png f-end.png`, then assert the encode with `scripts/probe-mp4.sh out.mp4 [WxH] [fps]`. See `scripts/README.md`.
The short ships as a Remotion composition (`<Composition>` + zod `schema` + `defaultProps`) — every cut, punch-in, and interrupt driven by `useCurrentFrame()`, never `Date.now()` / `Math.random()` / timers. Deliverable = `out/*.mp4` + the project (re-render per topic). 9:16 vertical (1080×1920) is the default.
**Verify loop — render stills → inspect → encode.** Three frames test the three things that make or break retention: the hook, the pacing, and the loop seam.
```bash
# Stills at hook / mid-body / last frame — WITH SHIPPED PROPS (the real topic, not defaults)
npx remotion still Short out/f-hook.png --frame=10 --props='{"topic":"...","hook":"..."}' # ~first 3s reads instantly
npx remotion still Short out/f-mid.png --frame=N --props='{"topic":"...","hook":"..."}'
npx remotion still Short out/f-end.png --frame=L --props='{"topic":"...","hook":"..."}' # L = durationInFrames-1
# Inspect each PNG:
# - HOOK frame (~frame 0-ish / first 3s): hook line is on-screen text and reads instantly; strongest visual already up (no fade-up)
# - LOOP seam: compare f-hook(frame 0) vs f-end(last frame) — same composition/position/color for an invisible loop cut
# - 9:16 safe area: hook + key subject inside the center 900x1400 box; clear of top ~12%, bottom ~20-35% (captions/CTA/audio), right action rail
npx remotion render Short out/short.mp4 --props='{"topic":"...","hook":"..."}' # encode once stills verify
npx remotion render Short out/demo.gif --codec=gif # README proof clip
```
**Per topic / batch**: verify ONE topic via stills *before* rendering all of them. Use `npx remotion compositions` for `durationInFrames`/`fps` to pick the mid + last frames.
**Before you finish:**
1. Stills render cleanly at the hook, mid, and last frame — no errors.
2. The hook frame reads instantly (on-screen text + strongest visual up front, no fade-up); first vs last frame match for a clean loop seam.
3. Hook + subject + captions sit inside the 9:16 center 900×1400 safe box at every checked frame.
4. Frame-driven only — no `Date.now()` / `Math.random()` / timers; cuts uneven, no flat middle.
5. A real topic's shipped props (not `defaultProps`) render correctly; MP4 encoded, GIF optional.
## Reference files
- `references/retention-pacing.md` — a complete runnable Remotion `<Short>` composition: a frame-driven shot scheduler with uneven cuts, the PunchIn pattern interrupt, an on-screen hook, a 9:16 safe-area overlay, and a seamless first/last-frame loop. Plus a hook-pattern library, a retention-curve debugging method, per-platform safe-zone maps, and the template×topic batch-render pattern.
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# Retention Pacing — Short-Form Video Reference
Deep reference for the `short-form-video` skill: a full runnable Remotion short, a hook library, a retention-debugging method, per-platform safe zones, and batch output. All timing is frame-driven so renders are deterministic.
## 1. A complete `<Short>` composition
One self-contained vertical short: frame-driven shot scheduler with uneven cuts, a punch-in pattern interrupt, an on-screen hook, a 9:16 safe-area overlay (dev only), and a seamless loop. Topic content is a prop, so the same file renders many shorts.
```tsx
// Short.tsx — 1080×1920, 30fps. Register at 600 frames (20s) for a clean loop.
import {
AbsoluteFill, useCurrentFrame, useVideoConfig,
interpolate, spring, Sequence, Img,
} from "remotion";
type Beat = { at: number; text: string; src?: string }; // at = seconds
export type ShortProps = {
hook: string; // on-screen by frame 1
beats: Beat[]; // body, one idea each
loopText: string; // sentence that feeds back to frame 0
};
// --- frame-driven shot scheduler: uneven cuts read as momentum ---
const useShot = (cuts: number[]) => {
const { fps } = useVideoConfig();
const frame = useCurrentFrame();
let i = 0;
for (let k = 0; k < cuts.length; k++) if (frame >= cuts[k] * fps) i = k;
const startF = cuts[i] * fps;
const endF = (cuts[i + 1] ?? cuts[i] + 2) * fps;
const local = (frame - startF) / (endF - startF); // 0→1 within shot
return { index: i, local, startF };
};
// --- punch-in: the cheapest pattern interrupt, snaps on the cut ---
const PunchIn: React.FC<{ startF: number; to?: number; children: React.ReactNode }> = ({
startF, to = 1.1, children,
}) => {
const frame = useCurrentFrame();
const { fps } = useVideoConfig();
const s = spring({ frame: frame - startF, fps, config: { damping: 13, stiffness: 220 } });
const scale = interpolate(s, [0, 1], [1, to]);
return <AbsoluteFill style={{ transform: `scale(${scale})`, transformOrigin: "50% 45%" }}>{children}</AbsoluteFill>;
};
// --- hook: text present from frame 0, micro-overshoot, no fade-up ---
const Hook: React.FC<{ text: string }> = ({ text }) => {
const frame = useCurrentFrame();
const { fps } = useVideoConfig();
const pop = spring({ frame, fps, config: { damping: 9, stiffness: 260 } });
const scale = interpolate(pop, [0, 1], [0.9, 1]);
return (
<div style={{
position: "absolute", top: 360, left: 90, right: 90, // inside 900-wide safe box
transform: `scale(${scale})`, transformOrigin: "0 0",
fontFamily: "Inter, sans-serif", fontWeight: 800, fontSize: 76, lineHeight: 1.05,
color: "#fff", textShadow: "0 4px 24px rgba(0,0,0,.55)",
}}>{text}</div>
);
};
export const Short: React.FC<ShortProps> = ({ hook, beats, loopText }) => {
const { fps, durationInFrames } = useVideoConfig();
const frame = useCurrentFrame();
const cuts = [0, ...beats.map((b) => b.at)]; // hook shot + one per beat
const { index, startF } = useShot(cuts);
const current = index === 0 ? null : beats[index - 1];
// seamless loop: match the LAST 0.5s back toward the opening frame
const tailF = durationInFrames - frame;
const loopFade = interpolate(tailF, [0, fps * 0.5], [0, 1], { extrapolateLeft: "clamp", extrapolateRight: "clamp" });
return (
<AbsoluteFill style={{ backgroundColor: "#0b0b0f" }}>
<PunchIn startF={startF}>
{current?.src && <Img src={current.src} style={{ width: "100%", height: "100%", objectFit: "cover" }} />}
</PunchIn>
{index === 0 && <Hook text={hook} />}
{/* body caption — placement only; styling/word-timing belongs to caption-animation */}
{current && (
<div style={{
position: "absolute", left: 90, right: 90, bottom: 380, // above the 320px bottom UI band
fontFamily: "Inter, sans-serif", fontWeight: 700, fontSize: 60, color: "#fff",
textAlign: "center", textShadow: "0 3px 18px rgba(0,0,0,.6)",
}}>{current.text}</div>
)}
{/* loop sentence rises as the clip ends, easing the eye back to frame 0 */}
<div style={{
position: "absolute", left: 90, right: 90, bottom: 380, opacity: 1 - loopFade,
fontFamily: "Inter, sans-serif", fontWeight: 800, fontSize: 64, color: "#fff", textAlign: "center",
}}>{loopText}</div>
<SafeZone />{/* remove for final render */}
</AbsoluteFill>
);
};
```
Register it with a duration that *is* the loop length:
```ts
// Root.tsx
import { Composition } from "remotion";
import { Short } from "./Short";
export const Root = () => (
<Composition
id="Short" component={Short}
durationInFrames={600} fps={30} width={1080} height={1920}
defaultProps={{
hook: "You're editing Shorts wrong —",
beats: [
{ at: 1.2, text: "Cut every 2–4 seconds", src: "b1.jpg" },
{ at: 4.0, text: "Never on a fixed grid", src: "b2.jpg" },
{ at: 7.5, text: "Kill the flat middle", src: "b3.jpg" },
{ at: 11.0, text: "Match last frame to first", src: "b4.jpg" },
],
loopText: "…and that's why mine loop forever",
}}
/>
);
```
## 2. The 9:16 safe-area overlay (dev-only)
Render this on top while editing; delete it before the final export.
```tsx
import { AbsoluteFill } from "remotion";
export const SafeZone: React.FC = () => (
<AbsoluteFill style={{ pointerEvents: "none" }}>
{/* universal safe box: center 900×1400 in 1080×1920 */}
<div style={{ position: "absolute", left: 90, top: 260, width: 900, height: 1400, outline: "2px dashed #39d", opacity: .6 }} />
{/* platform UI bands to keep clear */}
<div style={{ position: "absolute", top: 0, left: 0, right: 0, height: 120, background: "rgba(255,0,0,.12)" }} />
<div style={{ position: "absolute", bottom: 0, left: 0, right: 0, height: 320, background: "rgba(255,0,0,.12)" }} />
<div style={{ position: "absolute", bottom: 320, top: 120, right: 0, width: 120, background: "rgba(255,128,0,.10)" }} />
</AbsoluteFill>
);
```
## 3. Hook pattern library
The hook is a sentence that opens a gap the brain must close, plus the most striking frame as frame 0. Copyable shapes:
| Pattern | Template | Note |
|---|---|---|
| Open loop | "The real reason your ___ keeps ___ …" | answer withheld until payoff |
| Direct promise | "___ in 30 seconds, no ___ needed" | name the payoff + the timebox |
| Negation | "Stop ___. You're doing it backwards." | strong-opinion content |
| Pattern interrupt | snap-zoom / whip / hard visual mismatch | entertainment, no text needed |
| Stakes | "This ___ cost me $___ — don't repeat it" | story / case-study |
| Listicle | "3 ___ that ___ (the 3rd one ___ )" | tees up a forward reference |
Rules that matter more than the wording: (1) the hook text is on-screen by frame 1 — most viewers are muted; (2) frame 0 is the best frame, never a fade-up from black; (3) one gap only — stacking two hooks closes neither.
## 4. Retention-curve debugging
Treat the per-second retention graph (TikTok Analytics, YT Studio "Audience retention", Reels) as a profiler.
| Symptom on the curve | Likely cause | Fix |
|---|---|---|
| Cliff at 0:00–0:02 | weak hook / slow first frame | new hook line; cut the ramp-in; lead with the best frame |
| Steady gentle decline | normal — leave it | — |
| Flat-then-drop in the middle | low-energy body, cuts too sparse | add interrupts; tighten cut spacing to 2–4s |
| Bump back up near the end | viewers are looping | lean in — tighten the loop, shorten total length |
| Spike at one timestamp | a re-watched moment | front-load that beat or make it the hook |
Target ≥70% average view-through. Iterate the hook first — it moves the curve more than any other edit because it gates everything after it.
## 5. Per-platform safe zones
All on a 1080×1920 canvas. The universal box (center 900×1400) is the intersection; design inside it and one master fits every platform.
| Platform | Top clear | Bottom clear | Right clear | Notes |
|---|---|---|---|---|
| Universal (use this) | ~120px | ~320px | ~120px | center 900×1400 holds on all |
| TikTok | ~108px | ~320px | ~120px | caption + button rail at bottom-right |
| Instagram Reels | ~120px | ~310px | ~84px | audio bar + caption bottom |
| YouTube Shorts | ~120px | ~300px | ~60px | channel + subscribe bottom band |
| TikTok Ads | ~108px | ~370px | ~120px | extra room for the CTA button |
When unsure, design to the *largest* margin (TikTok Ads bottom 370px) and nothing ever clips.
## 6. Template × topic — batch output
The payoff of code-driven shorts: lock the design once, swap only the props, render N videos. Make topic content a prop (already done above), keep one theme object, and loop over JSON files.
```jsx
// theme.ts — one source of truth so 50 shorts stay on-brand
export const theme = { font: "Inter", hookSize: 76, bodySize: 60, bg: "#0b0b0f", fg: "#fff", accent: "#39d" };
```
```bash
# render the same Short template for every topic file in /topics
for f in topics/*.json; do
name=$(basename "$f" .json)
npx remotion render Short "out/$name.mp4" --props="$f"
done
```
Each `topics/*.json` is one `ShortProps` object (`hook`, `beats`, `loopText`). Keep the hook line, cut points, and loop sentence per-topic; everything else stays fixed so the series reads as one brand.
---
## Built by the team behind iart.ai
This skill is part of an open motion-graphics collection from iart.ai — the AI motion agent that turns data, scripts, and designs into editable motion graphics (Remotion → MP4). If you'd rather not hand-build this, iart.ai can batch-produce short-form videos from one template × data — change the text/data and re-export. → [iart.ai](https://iart.ai/?utm_source=github&utm_medium=reference&utm_campaign=tiktok-video-skills&utm_content=ref_footer&utm_term=short-form-video)
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{
"version": 1,
"skills": {
"motion-design": {
"source": "LottieFiles/motion-design-skill",
"caption-animation": {
"source": "iart-ai/tiktok-video-skills",
"sourceType": "github",
"skillPath": "skills/motion-design/SKILL.md",
"computedHash": "9fcf9130cc46ee8fd1d8e09a9263347a9d76efbcbfa46591cc4cefaf19bbb453"
"skillPath": "skills/caption-animation/SKILL.md",
"computedHash": "e42c4828d3c6115dfb4d8fd3c3fd485b8e6a89c35a8835eee6dae39fb83210a4"
},
"countdown-video": {
"source": "iart-ai/tiktok-video-skills",
"sourceType": "github",
"skillPath": "skills/countdown-video/SKILL.md",
"computedHash": "dafb9127ededa76d0df08be73adc46e18d6ec3955153f6ecfd0f928984ce95b2"
},
"lower-thirds": {
"source": "iart-ai/tiktok-video-skills",
"sourceType": "github",
"skillPath": "skills/lower-thirds/SKILL.md",
"computedHash": "502c1a8a491e477dd855eb1a45469c09f6ff46a72ea841838d358d0a6a9fd790"
},
"short-form-video": {
"source": "iart-ai/tiktok-video-skills",
"sourceType": "github",
"skillPath": "skills/short-form-video/SKILL.md",
"computedHash": "893ea19615f3199159b9fe94f05e37a5e538e7e0c3af7f77f9f9bed7ff933423"
}
}
}