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ZICQ

Skills ZICQ category:Agent Workflows motion-design

Motion Design

Apply motion craft to an active task: refine a brief, beat map, visual continuity, typography, pacing, and timeline implementation. Use when planning or improving motion graphics; the host task owns artifact creation, output format, and export.

Official URL:GitHub

What this skill does

Intro in this page language first. The official description stays in its original wording; we do not rewrite SKILL.md.

What it does

Apply motion craft to an active task: refine a brief, beat map, visual continuity, typography, pacing, and timeline implementation

When to use it

planning or improving motion graphics; the host task owns artifact creation, output format, and export

How agents load it

Per Agent Skills progressive disclosure: name and description load at startup (~100 tokens); the full SKILL.md body loads when the skill activates; scripts/, references/, and assets/ load only as needed. This file's sections: Motion Design; Execution context; Resolve the brief without stalling; Art direction before adding movement; Choreograph attention; Choose a visual grammar.

File analysis

File analysis: besides SKILL.md, the body references assets/music.wav, assets/fonts. Those resources load on demand.

Motion DesignExecution contextResolve the brief without stallingArt direction before adding movementChoreograph attentionChoose a visual grammarAuthor reliable editable motionPlan and produce sound for videoVideo production and dual deliveryQuality while composing

Source category:GitHub skill

SKILL.md & Agent activation

Official spec ↗
name
motion-design
description
Apply motion craft to an active task: refine a brief, beat map, visual continuity, typography, pacing, and timeline implementation. Use when planning or improving motion graphics; the host task owns artifact creation, output format, and export.
  1. DiscoverThe client exposes names and descriptions to the agent.
  2. ActivateYour request or the task context selects the skill and loads its instructions.
  3. Load resourcesReferenced scripts, documentation and assets are used when needed.
Files referenced by the instructions · 2
  • assets/music.wav
  • assets/fonts

These paths are extracted from the text. Check the upstream package to verify the files exist.

Invocation syntax and available tools depend on your Agent client. Client integration guide ↗

Install this skill

Skills CLI ↗

Choose the target agent and installation scope, keep referenced package files, then verify the skill appears in the client's catalog.

This skill references supporting files. Retrieve the complete directory from the source; copying SKILL.md alone may leave missing dependencies.

Ask your Agent to install

Copy these instructions to a compatible agent and confirm the target directory matches your client.

Install the agent skill "motion-design" into my project. The full SKILL.md and official description are at https://zicq.com/en/skills/skl-14e1f0542461c290-Motion-Design.html
Save it as .cursor/skills/motion-design/SKILL.md or .claude/skills/motion-design/SKILL.md and keep the frontmatter name and description exactly as-is.
This skill also ships scripts/, references/, or assets/ — fetch the whole folder from https://github.com/nexu-io/open-design/tree/HEAD/skills/motion-design instead of creating only a SKILL.md.

Full package on GitHub ↗

Install from the terminal · Skills CLI

Requires Node.js and npx. First inspect the repository's skill list to confirm the name.

npx skills add 'https://github.com/nexu-io/open-design/tree/HEAD/skills/motion-design' --list

npx skills add 'https://github.com/nexu-io/open-design/tree/HEAD/skills/motion-design' --skill 'motion-design'

The CLI lets you choose the agent interactively. The default scope is the project; use -g for user scope. Confirm package availability with the discovery command, then use npx skills list to inspect installed skills.

Readable layout
--- name: motion-design description: "Apply motion craft to an active task: refine a brief, beat map, visual continuity, typography, pacing, and timeline implementation. Use when planning or improving motion graphics; the host task owns artifact creation, output format, and export." triggers: - motion design - motion graphics - 视频动效 - 动态设计 - MG动画 - kinetic typography - animated explainer od: mode: utility category: animation-motion featured: -100 example_prompt: Create a 15-second motion film for a focus timer. Show scattered thoughts converging into one clear task, with expressive typography, a continuous visual motif, and a confident closing frame. --- # Motion Design Use this functional helper to refine the user's brief or work in progress with one clear idea expressed through composition, transformation, rhythm, and appropriate sound unless the user requires silence. Apply the relevant craft guidance within the current task; this skill is not a rendering template and does not create a project or choose an output format. The Motion Design creation route owns those decisions. Quality means viewers understand and remember the idea while wanting to watch it move. ## Execution context Follow the active host's task route, stage, capability, and delivery contract. This skill supplies motion craft; it does not create tool access or change the host's workflow. In OD Next, retain its Core, general orchestration, keyed production-ready marker, and ship-on-write default. Plan in ordinary language; author during production. Never emit Plan Contract or Runtime State blocks, request protocol repair, or claim a host-frozen delivery contract. Only actual user-requested video-motion production, when the host Core authorizes it, permits the bounded video check below. For a video brief (a timed film, promo, explainer or showreel), declare BOTH editable HTML source and MP4 as required deliverables. Rendering the MP4 is Build production and must finish before delivery. For pointer/scroll-driven interaction or UI micro-animation, deliver runnable HTML/code instead; do not flatten the requested interaction into video. Never describe an unrendered video file as complete. Where the active task's tools and scope permit visual iteration, examine the opening, key transformation, transition, text hold and ending at intended size, plus continuous playback. Correct the largest observable defect, then revisit only affected moments. A runnable file alone is not proof of successful motion. Distinguish what was observed from what was only specified; never invent quality measurements. ## Resolve the brief without stalling Use the user's assets, references, script and previous decisions first. Resolve: message and audience; destination/aspect; duration; exact copy; must-show assets; visual direction; audio; and required output. Ask only when missing information would change the story or make the result misleading. Otherwise choose a coherent direction and state the meaningful assumption briefly. Do not impose three style options or an approval round on a user who asked you to make the piece. For an unconstrained short film, a useful starting point is 12–18 seconds, 16:9, 1920×1080, 30fps, no invented voiceover, and a replayable source. A portrait social brief calls for 9:16. Existing brand, timing, platform and copy override these defaults. Do not invent product claims, metrics, testimonials or assets. Create a compact beat map as part of the existing plan, not a second document: `time → viewer takeaway → focal object → transformation → copy/audio → exit`. Time budget includes entrances, reading holds and exits. Choose a recurring object, shape, line or typographic motif that connects the beats. Example mechanism for a focus product (adapt, do not copy as a universal style): scattered words orbit → one word attracts the others → orbit becomes a timer → timer completes and becomes the wordmark. Each movement changes the meaning; four unrelated title cards would lose the mechanism. ## Art direction before adding movement Resolve one strong representative frame in the composition before expanding all scenes. Choose the actual hierarchy, crop, type, palette, texture and focal object. A weak still will not be rescued by particles, camera shake or effects. When planning-only, describe this frame; do not create an artifact early. - Use a specific visual premise tied to the subject. "Premium", "cinematic" and "modern" alone are not art directions. Define what fills the frame, where attention rests, the material language and the contrast structure. - Typography is a graphic object. Compose with scale, alignment, line breaks, negative space and font character. Choose fonts that cover the actual language; use tested fallbacks and wait for font readiness before capture. - Prefer a small palette with intentional contrast. No default neon gradient, glass cards, glowing orb or beige background independent of the brief. - Choose one material/world logic: editorial ink, precise instrument, folded paper, tactile collage, vector geometry, painterly field, or another justified system. Carry its lighting, edges and textures through the film. - A scene may be asymmetric, full-bleed or sparse. Avoid repeatedly centering a headline above three cards. Keep subtitles and platform chrome out of the focal area; use destination-specific safe margins, not one universal ratio. - Supplied product screens and logos retain their proportions and content. Crop deliberately rather than stretching. Keep data axes, units and values correct through their entire animation. ## Choreograph attention Choose the lead action and let supporting motion answer it. Offset independent objects when that clarifies reading; move them together when collective motion is the idea. Do not mechanically stagger every word or enforce a fixed moving fraction of the screen. Use three possible layers, not three mandatory effects: 1. Primary action carries the idea. 2. Secondary action conveys weight or causality: a trailing label, a shadow settling, an elastic edge, a reaction in a connected object. 3. Ambient motion provides life only when the scene needs it. Quiet scenes and reading holds may be genuinely still. Timing and spacing have different jobs: timing places story beats; spacing controls acceleration and weight between them. Suggested starting ranges: | Job | Starting range | Shape | | --- | --- | --- | | Small accent / punctuation | 120–220ms | decisive snap, then settle | | Main element arrival | 350–650ms | quick travel, controlled landing | | Meaningful shape transformation | 600–1200ms | readable setup and resolution | | Large reveal / camera move | 900–1800ms | sustained trajectory, clear destination | These are film heuristics, not UI response-time limits. Fit distance, mass, emotion and soundtrack. Use ease-out for an arrival, ease-in for a motivated exit, and smooth acceleration/deceleration for a camera. Constant-speed travel is appropriate for conveyors, clocks, scans and intentional mechanical motion. Playful material can overshoot; precise instruments should not bounce by default. - Give fast actions preparation and recovery. Anticipation may be tiny, but there should be a legible cause rather than an unexplained teleport. - Change position on arcs when physical motion calls for it. Use straight paths for precision, direction or mechanical intent. - Match-cut across shared shapes, track a moving object into the next scene, reveal through a meaningful mask, or use a clean cut. Choose transitions because of the relationship between beats, not a desire for variety. - Preserve velocity and direction at hand-offs. Avoid accidental jumps in scale, lighting or object identity. Morph only where topology supports it; a designed match-cut is better than an unreadable mesh distortion. - Alternate action and rest. Reserve the strongest transformation for the central idea; endless maximum intensity makes everything feel equal. - Close intentionally: resolve the motif and hold the final message. Loops need matching start/end state AND velocity, without a duplicated pause. ## Choose a visual grammar **Product / brand film:** build around a real benefit and a concrete action. Use actual screens where available, isolate what changes, and carry the brand motif into the closing frame. A slow camera move over a static page is supporting footage, not the entire demonstration. **Kinetic typography:** let words act out meaning through weight, tracking, direction and transformation. Keep a stable reading window; do not rotate, blur or scatter every line. Animate a phrase as a unit when word-by-word entry would obstruct comprehension. Reveal timing is not reading time. **Explainer / data:** choose spatial metaphors that preserve the causal model. Show the object before transforming it; maintain labels while relationships change. Reveal axes before values when the scale matters. If narrated, align beats to actual supplied or generated audio timing, not guessed timestamps. Do not add unrelated decoration to cover a weak explanation. **Art / procedural scene:** distinguish a style's structure from surface noise. Define marks, material, palette, composition and one characteristic movement. Examples: a woodcut uses cut-line direction and layered ink; a painted night uses coherent curved strokes and moving light; paper cutouts use plane depth, edge shadows and hinged motion. Seed texture once and move it coherently; regenerating every mark each frame causes flicker. Animate elements inside the world, not only the camera between static paintings. Human identity and complex anatomy should use suitable supplied/generated assets when tools allow; keep silhouette, palette and lighting consistent. Never pretend those assets exist. **3D / professional-tool task:** retain the user's existing AE, Blender or Remotion project if specified and available. Read its state, edit the smallest relevant scene, and retain editable layers/keyframes. A tool-specific pipeline is justified by the desired result, not by the name of this skill. Do not make installation of AE, Blender, a paid provider or a new framework the default. ## Author reliable editable motion For a new Open Design film, use timeline-driven HTML with GSAP and optional SVG/Canvas. HTML/SVG suit typography, crisp diagrams and UI; Canvas suits dense marks, fields and procedural worlds. Combine them when useful. Preserve an existing supported renderer instead of rebuilding it just to fit this default. Keep duration, frame size, palette, type scale, easing and scene timings in one small configuration. Group each scene's elements and motion together. Separate content/data from drawing. Reuse geometry and cached textures; cap offscreen work and particle counts. Keep a scene stable at any requested timestamp. The Open Design video composition contract: ```html
``` This is a protocol skeleton, not a finished visual template. Author the real composition. Root duration, timeline duration, aspect and the brief must agree. Use real seconds: the master timeline must keep `timeScale(1)`, no repeat or start delay, and its actual `duration()` must equal `data-duration`. The setter `tl.duration(seconds)` changes playback speed; it does NOT add a reading hold. Use the full-length clock tween above, and keep all tracks within its duration. The player and renderer reject inconsistent video clocks before export. For SVG pop/scale entrances, establish a shared origin BEFORE the from state. Animate a common group for related shapes (a disk and its shading), or set the same `svgOrigin` in both states. Do not set it only in the destination: GSAP smooth-origin compensation can offset shapes with different bounding boxes. ```js function popShape(tl, node, cx, cy, at, duration = 0.45) { const svgOrigin = cx + ' ' + cy; tl.fromTo(node, { scale: 0, svgOrigin }, { scale: 1, svgOrigin, duration, ease: 'back.out(2)' }, at); } ``` Use the actual composition id consistently. Register timelines before signalling readiness; all image/font dependencies need a known ready state. Keep assets local when possible and avoid relying on inaccessible remote URLs. Deterministic motion must survive forward/backward seeking: no Date.now-based scene state, unseeded randomness, simulation that only works after playing from zero, or independent CSS animation competing with the master timeline. Define positions and reveals as functions of time, or as seekable timeline tracks. Never make visible content depend on timeline callbacks (onUpdate, onComplete); the MP4 exporter seeks with them suppressed. Audio-reactive motion needs a precomputed envelope or known beat map when exact replay matters. Never imply that an arbitrary pulse is analysis of the music. Open Design scaffolds and embeds shared source playback: open the HTML to automatically loop the film, with no separate player bar. Click the picture to pause/resume or unlock audio blocked by browser autoplay. The internal `window.__odMotionPlayer` interface retains play/pause, seek and replay. Preserve its `script[data-od-motion-source-player]`. Do not create competing controls or start a second playback clock. The renderer sets `window.__odMotionRender` before author scripts to disable preview chrome and scaling during capture. The scaffold includes pinned GSAP 3.14.2 at `./gsap.min.js`; preserve and reference that local file. No download is needed. Prefer installed/system fonts with Chinese coverage; an unrequested font must not block delivery. If an optional download fails, use an available font instead of probing more mirrors, installing font tools or creating environments. For an existing standalone source without the host player, put controls outside the composition and connect them to the same master timeline. Scale the whole stage uniformly to fit; do not reflow scene layout when the viewport changes. Controls must not appear in the exported frames. Keep a useful poster when reduced motion is requested and let the user explicitly start playback. ## Plan and produce sound for video For a video motion brief, decide voice, music and effects separately in the existing Design Spec and beat map. If the film benefits from music or sound accents and the user has not requested silence, add suitable sound proactively. “No voiceover” disables speech only; it does not mean no music or effects. An explicit silent/muted/no-sound request wins. Choose silence when justified by the destination (for example a silent ambient loop), and state that choice. This policy belongs to video motion; do not add sound to ordinary prototypes, documents, slides or interactive motion unless their brief calls for it. Record the audio decision in the ordinary plan. Declare `` for an audible film or `content="silent"` for intentional silence. This is composition metadata for the actual exporter, not a model-output planning contract. For `required`, author real local audio assets inside the composition directory: use supplied/licensed media, the host audio-generation tool when available, or an original synthesized instrumental/effect WAV. Do not invent an asset URL, install an unrelated audio environment, or substitute a pulsing visual for sound. If required audio production fails, report the blocker instead of delivering silence as complete. Declare every track with the renderer's supported timing, for example: ``. Effects use the same contract with their own start and duration. Keep sources local and relative, pre-trim tracks, and avoid loop, playback-rate and media-start attributes. Keep music below speech and align accents to the actual beat map. Preserve the shared source player: it automatically loops picture and sound, and synchronizes audio to play, pause, seek and replay. Do not start a second audio clock or use Web Audio alone, which is not an exportable track. The renderer mixes these tracks into the MP4. In the existing bounded video check, verify source audio follows those controls, that downloaded MP4 contains an audible audio track, and that key sounds occur at the authored times. A file extension or an audio tag alone does not prove sound. Silent films remain valid; never require audio for other task types. ## Video production and dual delivery For video briefs, use Open Design's existing local HyperFrames renderer during Build. It needs no video-generation API key. Do not ask the user to render it manually or run a second renderer. Plan declares `hyperframes-html` as the production route, editable source as canonical, and MP4 as a required derived output. For interactive briefs use `html` and source only. Keep source and MP4 paths in the readable plan and in the composition's MP4 link. The exporter checks its actual output path and the declared audio policy; Open Design does not parse or freeze a model-authored plan. Do not add machine blocks or a contract-repair turn. Apply this delivery guidance only to the user's actual current video-motion request, including an explicit video-motion request in another project. A selected scenario or loaded helper alone does not authorize creating a film. Plan-only requests end with the plan; interactive motion and hover/scroll animation in a prototype remain runnable HTML. Follow-ups may directly edit an existing film; re-render only when the requested change affects the video. 1. Scaffold a visible source directory with the native shell tool: `"$OD_NODE_BIN" "$OD_BIN" media scaffold --project "$OD_PROJECT_ID" --composition-dir "motion-source/film"`. Use a new descriptive directory for a new film; edit the existing source on revisions. Keep `hyperframes.json`, `meta.json`, HTML and local assets there. 2. Author `motion-source/film/index.html`. Its composition root must have `data-composition-id="main"`, `data-start="0"`, `data-duration`, `data-width`, `data-height` and `data-fps`. Register the seekable master timeline at `window.__timelines.main`. Use actual GSAP animations, not a placeholder timeline. Keep assets/fonts local and relative to this source directory. Include `` and `` in the head. The href must identify the actual planned MP4 inside the project. The interactive equivalent declares `content="interactive"` and needs no MP4. For video, choose a stable, representative moment in your actual timeline and declare its time in seconds as `data-poster-time` on that root. It must satisfy `0 <= time < data-duration`; avoid an empty opening or a transition. Prefer a frame that communicates the product or main idea at thumbnail size. The host validates the source/video clock and dimensions and extracts this exact frame from the finished MP4. Do not generate a separate invented cover, change the video's opening for the cover, or bake preview containers into it. 3. Render through the host: `"$OD_NODE_BIN" "$OD_BIN" media generate --project "$OD_PROJECT_ID" --surface video --model hyperframes-html --composition-dir "motion-source/film" --output "film.mp4"`. If it returns a task ID, use `"$OD_NODE_BIN" "$OD_BIN" media wait ` and wait for success. A queued task, HTML preview or failed command is not a completed film. 4. Preserve the source and assets, and link BOTH the actual MP4 and the source HTML in the final response using project-relative Markdown links. The file viewer provides preview/download. On later video edits re-render the same linked MP4 so the download matches the current source. If the host reports a renderer failure, preserve the editable source and report that blocker truthfully. Never fabricate a download or label HTML-only output as a finished video. Only actual user-requested video-motion production, and only when the host Core authorizes it, permits this bounded check: - During planning, retain factual invariants and exact required copy in the existing Design Spec/beat map. An explainer must preserve the causal mechanism and exceptions when shortening subtitles; decorative metaphors are not facts. - After the first render, perform one review of the actual source and exported video: check the clock/dimensions, compare captions against those invariants, and inspect at most three representative frames (opening, key explanation, ending). Check related SVG shapes stay aligned. Use available host/browser/ frame tools and actually view the images; source reading alone is not visual evidence. Do not claim a check that tool access did not allow. - If that review or the renderer identifies a concrete defect, make at most one targeted repair and re-render; recheck only the affected facts/frames. If still incorrect or unverifiable, report the limitation instead of certifying it. - Do not spawn acceptance agents, score aesthetics, add a separate pipeline stage, or repeat an open-ended polish loop. Interactive motion, prototypes, slides, documents and other tasks keep their existing ship-on-write policy. ## Quality while composing For each beat, account for focal point, motion cause, reading time and exit. At a transition, account for both outgoing and incoming states and their overlap. At the end, account for resolution, holding time and replay behavior. Use these concrete defect-to-decision pairs while building: | Defect | Better decision | | --- | --- | | Feels like a slideshow | Carry one object through a meaningful transformation | | Everything competes | Choose the lead action; reduce or delay support | | No sense of weight | Adjust travel time, acceleration, anticipation and settle | | Text is unreadable | Shorten copy only if allowed; increase hold and contrast | | Looks generic | Strengthen type, composition and the subject-specific motif | | Painterly texture flickers | Seed and cache marks; move a coherent field | | Sequence feels monotonous | Vary shot scale and action/hold rhythm with purpose | | Looks busy but says little | Remove decorative motion and show the causal action | Do not invent a numeric score to certify aesthetics. Report the usable artifact, its duration/aspect, and any missing asset, audio or export capability succinctly.

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