PluginBench
Skill
Pass
Audit score 90

motion-art-direction

iart-ai/motion-design-skills

Define motion rules before animating—lock easing, timing, and hierarchy so every shot feels intentional.

What is motion-art-direction?

Motion Art Direction is the creative decision layer for motion graphics: it translates a brief and brand into a repeatable motion language (one easing family, timing scale, transition style) before any frame is animated. Use it to set tone, ensure consistency across shots, and decide what to move—and what not to.

  • Define a motion language spec (easing, timing unit, transition family, stagger, intensity) that governs the entire piece
  • Map tone and energy on a calm↔kinetic / soft↔sharp matrix to pick a motion personality (Playful, Premium, Corporate, Energetic)
  • Establish motion hierarchy: rank elements as Hero (primary), Support (secondary), or Texture (ambient) so nothing competes for attention
  • Apply restraint by deciding what NOT to animate—cutting motion that doesn't carry meaning
  • Audit consistency across shots against the motion-language spec before animation begins
  • Provide shot-by-shot direction notes that describe intent, not keyframes, for other skills or animators to execute

How to install motion-art-direction

npx skills add https://github.com/iart-ai/motion-design-skills --skill motion-art-direction
Claude Code
Cursor
Windsurf
Cline

How to use motion-art-direction

  1. 1.Gather the brief: audience, one message, platform, duration, and three mood adjectives
  2. 2.Place the piece on the tone & energy matrix (calm↔kinetic, soft↔sharp) to identify its cell
  3. 3.Pick a motion personality (Playful, Premium, Corporate, or Energetic) or define a custom motion-language spec with easing family, base timing unit, transition family, stagger rhythm, and motion intensity
  4. 4.Rank every element into the three motion layers: Hero (primary), Support (secondary), Texture (ambient)
  5. 5.Do a restraint pass: list what stays static and cut any motion that doesn't carry meaning
  6. 6.Write shot-by-shot direction notes describing intent per shot, not keyframes
  7. 7.Audit the final piece against the motion-language spec: same easing, durations as multiples of base unit, only chosen transitions, consistent stagger, hold discipline respected

Use cases

Good for
  • Starting an explainer or launch film and the look/feel isn't decided yet
  • Fixing animation that feels busy, cheap, or inconsistent by establishing clear motion rules
  • Translating a brand brief into directable, written choices a team or agent can follow
  • Orchestrating other skills (gsap, lottie, shader, three.js) by setting the motion rules they execute
  • Ensuring a multi-shot piece feels like it came from one hand, not assembled from random clips
Who it's for
  • Creative directors and art directors planning motion work
  • Motion designers who need a framework before diving into tools
  • Teams coordinating animation across multiple shots or contributors
  • Agents/AI systems executing motion briefs with consistent style
  • Anyone translating a brand or brief into motion choices

motion-art-direction FAQ

What's the difference between direction and animation?

Direction sets the rules (easing family, timing scale, hierarchy); animation executes them. Direction is the judgment layer that turns a brief into a repeatable spec. Animation is craft—applying that spec to keyframes.

Do I need to use the named motion personalities, or can I define my own?

Use the named presets (Playful, Premium, Corporate, Energetic) as defaults—they map to the tone matrix. If your piece needs something custom, fill the motion-language spec table with your own easing, timing, and intensity values, then commit to it everywhere.

How do I know if something should be animated or stay still?

Ask: does the motion carry meaning? If it's just filling time or looking busy, cut it. Silence and stillness are pacing tools. The senior move is subtraction—deciding what NOT to move.

What if two elements in the same frame both want to move?

That's a hierarchy failure. One is the Hero (gets the bold move), the other is Support (smaller, faster, eased out of the way). If they still compete, demote one to Texture or hold it static. Never let two elements fight for the eye.

Can I mix motion personalities in one piece?

No. Pick ONE personality per project and apply it everywhere. Mixing cells (e.g., calm-soft easing with kinetic-sharp timing) is the most common cause of motion feeling inconsistent. Consistency reads as confidence; variety reads as noise.

Full instructions (SKILL.md)

Source of truth, from iart-ai/motion-design-skills.


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

StepDecisionOutput
1. BriefAudience, one message, platform, duration, mood (3 adjectives)One-line creative intent
2. Tone & energyWhere it sits on calm↔kinetic and soft↔sharpA point on the matrix below
3. Motion languageLock the spec tableThe motion-language spec (filled)
4. HierarchyRank what moves: hero / support / textureMotion hierarchy list
5. Restraint passCut motion that doesn't carry meaningList of what stays static
6. Shot directionNote intent per shot, not keyframesDirection notes (see template)
7. Consistency checkAudit against the specPass/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)
CalmLuxury, wellness, editorial — slow, long eases, generous holds, minimal staggerPremium tech, fintech — deliberate, clean linear-ish moves, tight but unhurried
KineticPlayful, lifestyle, kids — bouncy/overshoot, springy, loose timingSports, 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."

PersonalityDurationSignature easingOvershootReads as
Playful150–300msease-out-back / cubic-bezier(0.34,1.56,0.64,1)10–20%fun, bouncy, whimsical
Premium350–600mscubic-bezier(0.4,0,0.2,1)0%elegant, minimal, luxury
Corporate200–400mscubic-bezier(0.2,0,0,1)0–3%clean, professional, trustworthy
Energetic100–250msease-out-expo15–30%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.

PropertyChoose oneExample (calm-sharp / premium tech)
Easing familyThe signature curve for ~90% of movescubic-bezier(0.22, 1, 0.36, 1) (decelerate, soft landing)
Base timing unitThe atomic duration; build others as multiples0.4s (enters 0.4s, big moves 0.8s, micro 0.2s)
Transition familyHow shots connectMatch-cut + crossfade only; no wipes/spins
Stagger rhythmDelay between grouped elements60ms cascade, top-to-bottom
Motion intensityDistance/scale/overshoot budgetTravel ≤ 24px, scale 0.96→1.0, overshoot ≤ 2%
Hold disciplineMinimum 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.

TierWhat it isHow it moves
HeroThe one thing the shot is aboutGets the boldest, slowest, most-eased move; lands on the beat
SupportContext that helps the hero landSmaller, faster, eased out of the way; never competes
TextureBackground, grain, ambient driftSubliminal 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.