Skip to content
Back to skills

Motion Art Direction

ASecurity

This skill should be used when the user asks to "direct a motion graphics video", "do creative/art direction for a video", "define a motion language", "set the tone and pacing", "make the animation feel consistent", "decide what to animate (and what not to)", "turn a brief/brand into motion choices", or needs the senior creative judgment that sits above specific techniques (gsap/lottie/shader). Covers motion language, tone & energy, pacing/rhythm, motion hierarchy, restraint, and cross-shot c...

  • 24 stars
  • 0 votes
  • 0 copies
  • 3 views
  • Added August 31, 2026
designrustgospring

Security analysis

A100/100

Pro scans all 2 files and shows the line behind each finding

Scanned August 31, 2026

npx -y skills add iart-ai/motion-design-skills --skill motion-art-direction --agent claude-code

Installs into .claude/skills of the current project.

Are you the author of Motion Art Direction?

Add the live security badge to your README. It updates with every re-scan.

Security grade badge for Motion Art Direction
[![Security: A — Skills Directory](https://www.skillsdirectory.com/api/skills/iart-ai-motion-art-direction/badge)](https://www.skillsdirectory.com/skills/iart-ai-motion-art-direction)

More formats (shields.io, HTML) on the badges page. Keep it an A: scan every change in CI with Pro.

Download with Pro
SKILL.md
---
name: motion-art-direction
description: This skill should be used when the user asks to "direct a motion graphics video", "do creative/art direction for a video", "define a motion language", "set the tone and pacing", "make the animation feel consistent", "decide what to animate (and what not to)", "turn a brief/brand into motion choices", or needs the senior creative judgment that sits above specific techniques (gsap/lottie/shader). Covers motion language, tone & energy, pacing/rhythm, motion hierarchy, restraint, and cross-shot consistency.
version: 0.1.0
---

# Motion Direction

Make the creative decisions for a motion piece before anyone animates a frame. Direction is the judgment layer: it turns a brief and a brand into a small, repeatable set of motion rules — one easing vocabulary, one timing scale, one transition family — so every shot feels like it came from the same hand. Good direction is mostly subtraction: deciding what NOT to move.

## When to use

- Starting any piece — explainer, launch film, UI demo, data story, loop — and the look/feel isn't decided yet.
- Animation feels "busy", "cheap", or "inconsistent" and the cause is decisions, not craft.
- Orchestrating other skills (gsap/lottie/shader/three.js): direction sets the rules they execute.
- Translating a brand or brief into directable, written choices a team (or an agent) can follow.

## The one rule

**Define the motion language first, then animate to it.** A motion language is a short spec — pick *one* of each: easing family, base timing unit, transition family, stagger rhythm, motion intensity. Everything in the piece obeys it. Consistency reads as confidence; variety reads as noise. When in doubt, reuse, don't invent.

## Direction workflow

| Step | Decision | Output |
|---|---|---|
| 1. Brief | Audience, one message, platform, duration, mood (3 adjectives) | One-line creative intent |
| 2. Tone & energy | Where it sits on calm↔kinetic and soft↔sharp | A point on the matrix below |
| 3. Motion language | Lock the spec table | The motion-language spec (filled) |
| 4. Hierarchy | Rank what moves: hero / support / texture | Motion hierarchy list |
| 5. Restraint pass | Cut motion that doesn't carry meaning | List of what stays static |
| 6. Shot direction | Note intent per shot, not keyframes | Direction notes (see template) |
| 7. Consistency check | Audit against the spec | Pass/fail per shot |

## Tone & energy matrix

Place the piece on two axes; the cell dictates the motion language defaults.

| | Soft (organic, eased) | Sharp (precise, snappy) |
|---|---|---|
| **Calm** | Luxury, wellness, editorial — slow, long eases, generous holds, minimal stagger | Premium tech, fintech — deliberate, clean linear-ish moves, tight but unhurried |
| **Kinetic** | Playful, lifestyle, kids — bouncy/overshoot, springy, loose timing | Sports, hype, gaming — fast cuts, hard snaps, aggressive overshoot on beats |

Pick one cell and commit. Mixing cells within a piece is the most common cause of "inconsistent" motion.

## Motion personality (named presets)

The tone matrix tells you *where* the piece sits; a **motion personality** is the named, numeric preset you hand to whoever animates. Pick ONE per project and apply it everywhere. This is shared vocabulary — other skills (e.g. `gsap-web`, `micro-interaction`, the video packs) can just say "use the Premium personality."

| Personality | Duration | Signature easing | Overshoot | Reads as |
|---|---|---|---|---|
| **Playful** | 150–300ms | `ease-out-back` / `cubic-bezier(0.34,1.56,0.64,1)` | 10–20% | fun, bouncy, whimsical |
| **Premium** | 350–600ms | `cubic-bezier(0.4,0,0.2,1)` | 0% | elegant, minimal, luxury |
| **Corporate** | 200–400ms | `cubic-bezier(0.2,0,0,1)` | 0–3% | clean, professional, trustworthy |
| **Energetic** | 100–250ms | `ease-out-expo` | 15–30% | bold, dynamic, hype |

Default: **Corporate** for UI/product, **Playful** for illustration/lifestyle. Maps onto the matrix — Premium≈calm-soft, Corporate≈calm-sharp, Playful≈kinetic-soft, Energetic≈kinetic-sharp. The personality fills the "easing family / base timing unit / motion intensity" rows of the spec below.

## The motion-language spec

The core artifact. Fill every row with ONE choice and reuse it everywhere.

| Property | Choose one | Example (calm-sharp / premium tech) |
|---|---|---|
| Easing family | The signature curve for ~90% of moves | `cubic-bezier(0.22, 1, 0.36, 1)` (decelerate, soft landing) |
| Base timing unit | The atomic duration; build others as multiples | 0.4s (enters 0.4s, big moves 0.8s, micro 0.2s) |
| Transition family | How shots connect | Match-cut + crossfade only; no wipes/spins |
| Stagger rhythm | Delay between grouped elements | 60ms cascade, top-to-bottom |
| Motion intensity | Distance/scale/overshoot budget | Travel ≤ 24px, scale 0.96→1.0, overshoot ≤ 2% |
| Hold discipline | Minimum rest between moves | ≥ 0.3s of stillness after each beat |

Two eases maximum: one "in" (exits) and one "out" (entrances/landings). A third curve must justify its existence.

## Motion hierarchy

Not everything earns motion. Rank every element, then animate down the list — and stop early. These three tiers are the universal **three motion layers** (see `animation-principles`): Hero = **Primary**, Support = **Secondary**, Texture = **Ambient**.

| Tier | What it is | How it moves |
|---|---|---|
| Hero | The one thing the shot is about | Gets the boldest, slowest, most-eased move; lands on the beat |
| Support | Context that helps the hero land | Smaller, faster, eased *out* of the way; never competes |
| Texture | Background, grain, ambient drift | Subliminal only — slow loops, low contrast, no hard cuts |

If two elements compete for the eye in one frame, the direction has failed. Demote one to support.

## Restraint — what NOT to animate

The senior move. For each element ask: *does the motion carry meaning?* If not, hold it still.

- Don't animate the entire frame at once — stagger or hold a anchor so the eye has a home.
- Don't transition the transition (no animated wipe *and* a spin *and* a fade).
- Don't loop-animate text the viewer is still reading.
- Don't add overshoot to serious/financial content — it reads as toy-like.
- One "wow" moment per piece. A second one cancels the first.

## Pacing & rhythm

Pacing is the edit's heartbeat. Vary it on purpose: tension (faster, tighter) → release (a hold). Map energy across the timeline before timing individual moves — most pieces want a low-energy open, a build, a peak, and a settled end card. Cut and land key moments on the audio (see launch-video for beat-syncing); silence and stillness are pacing tools, not gaps to fill.

## Consistency check

Before sign-off, audit every shot against the spec table:

- Same easing family on comparable moves? (No stray `linear` or `ease`.)
- All durations are multiples of the base unit?
- Only the chosen transition family between shots?
- Stagger rhythm identical across grouped reveals?
- Hold discipline respected — no two moves stacked without rest?
- Exactly one hero per frame?

Any "no" is a direction defect, not a craft preference — fix it before polishing.

## Reference files

- `references/direction-playbook.md` — worked examples of the motion-language spec for five tone cells, a full brief template, a shot-by-shot direction-notes template with example entries, brand→motion translation tables, an easing-vocabulary cheat sheet, and a complete pre-render direction checklist.

Files in this skill

  • SKILL.md7.4 KB
  • references/direction-playbook.md8.9 KB

Attribution

Is this your skill, or is something wrong with this listing? Request removal or report an issue. Author removals are honored within 72 hours.

Comments

Loading comments…

Newsletter

Get the weekly list of safe new skills, and the ones we pulled.