--- name: video-motion-language description: "Motion design decisions for HyperFrames videos — spring intents, beat structure, hold times, stillness-before-climax, transition vocabulary. GSAP eases, exact ms/frames, ease curves, and JS code live in build agent territory (/hyperframes-animation)." category: visual-design --- # Video Motion Language - Design-Judgment Layer A good promo video feels like one continuous whole, not a pile of unrelated animated slides. That requires a consistent motion language: the same ease intent, the same rhythmic timing, and the same spring feel. **This file only covers plan-layer design judgment** - spring intent, beat structure, holds, silent beats, and transition vocabulary. Concrete GSAP ease names (`back.out(1.4)`), ms/frame mapping, stagger formulas, exact cut-the-curve JS, and multiplicative breathing formulas are build-agent territory when writing timelines and consulting `/hyperframes-animation` plus `chunks/easings.js`; plan does not write code. > **`EASE` / `DUR` JS constants come from `chunks/easings.js`** (already inlined into Phase 3 dispatch `## Design chunks`; do not read design.html). Plan references by **intent role** (`EASE.entry` / `EASE.emphasis` / `EASE.exit`, `DUR.fast` / `DUR.med` / `DUR.slow`, though actual keys may vary by preset - e.g. editorial uses `DUR.snap` instead of `DUR.fast`). Plan writes "use entry spring" or "reference `EASE.entry`"; build agent maps it to the concrete curve. ## Spring Intent (by role, not curve) HyperFrames uses GSAP. The table below is the **intent** vocabulary for plans; the build agent uses `/hyperframes-animation` to translate intent into concrete GSAP ease + duration: | Intent | Feel | Use case | | ---------- | ------------------------------------------- | ----------------------------------------------- | | **entry** | confident slight overshoot, settles quickly | primary element entry (default) | | **gentle** | soft slide-in, no overshoot | background elements, subtle motion | | **snappy** | tight overshoot, nearly instant | UI elements, small icons, buttons | | **heavy** | weighted deceleration | large type blocks, diagram panels, hero visuals | | **slam** | bouncy overshoot, intentionally loud | logo / bell / impact moments | **Consistency rule:** similar elements share the same intent. In one scene, all icons are `snappy`, all hero images are `heavy`. **Do not** invent a unique ease + duration for every element. ## Forbidden - **`bounce.out` / `elastic.out`** - feels dated and pulls attention away from content. Real objects decelerate smoothly; they do not bounce. Low overshoot for `entry` intent (archive typical back.out 1.4-1.7) is OK; higher overshoot is reserved for clearly playful moments. - **Unique ease + duration per element** - visual noise. ## Duration Intent (100 / 300 / 500 / 800 concepts) Plan references by **intent tier** ("instant feedback", "state change", "layout change", "entry animation"); the build agent maps concrete ms / frames at 30fps using `/hyperframes-animation`. - **Instant feedback** - micro-interaction, state flash - **State change** - element entry, icon swap - **Layout change** - scene entry, major transition - **Entry animation** - hero reveal, opening sequence **A single entry should not exceed ~800ms.** If you need a longer buildup, use multi-element stagger instead of lengthening one element. ## Exit = 75% of Entry Exit animation is about 75% of entry duration (not 50%, not 100%). Arrival is deliberate; departure is swift but not abrupt. - Exit too fast -> flash - Exit = entry -> sluggish, blocks the next scene This is a rule the plan can name in prose; the build agent computes concrete frames. > Cut-the-curve deliberately reverses the ratio (entry ~127% of exit length) - entry takes longer to clear blur. This is the signature transition exception; plan only needs to cite the transition name. ## Stagger Total Cap When staggering N elements, **total stagger duration <= 500ms** (much longer feels dragged out). Concrete formula (`(N-1) × per-item delay`) and the strategy "stagger the first 6-8, enter the rest with the last item" are build work; plan only needs to know: - **3-7 elements** - normal stagger, total 300-700ms - **8+ elements** - tighten per-item delay, or stagger only the first few - **Never let stagger continue past 500ms** ## Beat Structure (core plan tool) Rhythmic videos have beats: tension -> release -> tension -> release. The cleanest archive reference is playground-launch's 46-second plan: | Phase | Duration | Rhythm | Scene type | | ------------------ | -------- | -------------------- | ---------------------------------- | | **Slow setup** | 6-10s | slow build | hero establish, VO not yet present | | **Fast montage** | 6-10s | ~2s each | cut-the-curve every 1.5-2s | | **Process reveal** | 12-18s | continuous no cut | screen recording, real workflow | | **Closure** | 3-5s | still and breathable | logo, URL, CTA | **Allocate motion by energy inside each scene:** - **High-energy scenes** (hook, CTA) - faster entry, tighter stagger, `snappy` spring - **Breathable scenes** (brand reveal, emotional beat) - slower entry, `gentle` spring, longer hold - **Data scenes** (statistic, feature) - medium rhythm, clean stagger, count-up ## Hold Time After an element enters, it must hold long enough to be read. Plan references minimum hold by **content type** (build maps concrete frames): | Content | Minimum hold intent | | ------------------------------------ | ------------------- | | display text (1-3 words) | ~1s | | short sentence | ~1.5s | | data / statistic | ~1.5s | | hero graphic / chart | ~2s | | complex visual (diagram, comparison) | ~2.5s | | hero / climax word | ~1-1.4s | Narration duration shorter than needed hold -> extend the scene to fill time. ## "Stillness Before Climax" Beat Archive signature: leave a **0.3-0.75s pause** between the major action and confirmation/result. This silence creates narrative tension before the landing. **Allocate it to 2-3 scenes per film (named in `## Film Direction`), where the narration lands a payoff** - stamped on every scene it stops being a comma and becomes a tic, and the film's rhythm flattens. - Icons collapse at 2.2s, but demo does not pop out until 2.95s (0.75s gap) - Step 3 activates at 3.33s, button enters at 3.52s (0.19s buffer) - "Hold on a final frustrated beat: cursor still, chat full, SFX slightly off-rhythm" **Plan must explicitly schedule this beat in the allocated scenes** - name `stillness-before-climax` in that scene's choreography prose. An allocated scene that jumps directly from action to result loses the dramatic comma; a non-allocated scene that adds one anyway dilutes it. ## Motion Budget - One Macro Move, Few Live Elements A real camera gives footage **globally correlated motion**: the lens drifts and every layer moves together, differentiated only by depth. Viewers read correlated motion as _someone is filming this_; they read many small independent motions as _UI animation / screensaver_. So the unit of "aliveness" is the **scene**, not the element. Per scene the plan budgets: 1. **ONE macro motion (required)** - a camera-style move on the scene root: slow drift, dolly in/out, push, parallax pan. This alone keeps every visible element moving, coherently, for the whole beat. 2. **At most 1-2 secondary live elements** - chosen from the menu below, on the elements that carry the beat (the hero word, the live chart, the CTA). **Subtle by default** - over-amplitude ambient motion is the more common failure: visible drift in every scene reads as "the whole video is shimmering," especially across 5+ consecutive scenes or any single scene whose idle phase runs > 6s. 3. **Everything else rests.** Stillness is a tool, not a failure: composition.md lists "one element moving vs all else static" as a strong hierarchy contrast - if everything moves, motion stops carrying information. Prefer the macro move + depth parallax over multiple independent floats; do not give every icon its own oscillator. Secondary-slot menu (concrete formulas and code are build work): | Pattern | Use case | | ---------------------------- | --------------------------------------------------------------------------------------------------------- | | **Settle and hold** | closing beats, post-climax tails, the final 25-40% of any scene > 12s (default when nothing else applies) | | **Slow drift** | a single isolated hero element | | **Sine float** | one decorative cluster at most (counter-phase to avoid sync; not three+ concurrent) | | **Multiplicative breathing** | the single focal hero (±1-2% scale on final transform, **not yoyo**) | | **Rotational drift** | 3D cards / hero logo (≤ ±0.5°) | | **Orbit** | surrounding icons (counts as the scene's one decorative cluster) | | **Glow pulse** | CTA / click target | | **Halftone breathing** | atmospheric / background scenes (density deforms with beat) | **Default amplitude (the subtle floor — declare it once in `## Film Direction`; per-scene prose names only deviations):** - Y translation: **±2-3 px** - Scale breath: **±1-2%** - Rotation: **±0.3-0.8°** (rarely needed) - Cycle period: **2.5-4s per breath** (slower = calmer; under 2s reads as fidgeting) **Reach for the higher end** (±4-6 px / ±3-5% / ±1-3°) **only when:** 1. The element is **alone on canvas** (single hero, no competing motion). 2. The scene is **short** (< 6s, finishes before idle fully settles in). 3. The brief explicitly asks for "kinetic" / "playful" / "energetic" register. **Scaling rules (hard):** - **Idle phase > 30% of scene duration → halve every amplitude.** A 17-second scene with 6.5s of `sine-wave-loop` idle ≠ a 6-second scene with 1.5s of idle. Long idle at default amplitude = the eye exhausts and the viewer reads "the whole composition is fidgeting." - **N ≥ 2 concurrent drifting elements → per-element amplitude ≤ default / √N.** Three columns each at ±6px = effectively ±18px of competing motion. Three at ±2-3px reads as one collective breath. - **Across the film: ≤ 2 consecutive scenes carry sustained drift.** The third should `settle and hold` for ≥ 60% of its duration so drift reads as deliberate, not pervasive. **Multiplicative breathing** stays the signature treatment for a hero **that holds a live slot** — not a default stamped on every hero in every scene. **Forbid** yoyo tweens (they overwrite entry scale). Concrete formula (`scale = final * (1 + Math.sin(t * freq) * amp)`, `onUpdate` reads `tl.time()`) is build work — the `/hyperframes-animation` `sine-wave-loop` rule has a ready-to-paste "settle and fade" envelope for long idle. The budget caps how many things move; it does not license invisible motion. **Anti-pattern: "fill the idle with drift."** When a scene runs much longer than the narrator estimated (audio drift > 50% — `prep.mjs` warns on these), the temptation is to stretch ambient motion across the entire tail. Don't. Add **one more active beat** (a glow re-pulse, a number tick, a chip reveal) at the 60-70% mark to give the eye somewhere new to land, then `settle and hold` until the transition. ## Transition Vocabulary - Use Only 2-3 Across the Film Inter-scene transitions follow a limited vocabulary. Choose only 2-3 and repeat them - repetition creates professional cohesion. Cleanest archive reference: playground-launch uses **only cut-the-curve** across 8 distinct visual universes, which is what makes the film cohere. > These 2-3 slots are Tier-B transitions on `break` boundaries only; `morph` (Tier-A, worker-authored) does not count toward the limit and may be used freely. ### Cut-the-curve (archive signature; default for most cases) Current scene blurs + slides out -> next scene blurs + slides in. Both sides use the same blur magnitude; direction alternates across seams (right -> left -> up -> down); background triggers slightly before foreground content; internal reveals occur after the stage settles. Plan only names direction ("cut-the-curve LEFT"); concrete 0.33s / 0.42s / 8-10px blur is build work. ### Scale + fade (zoom-through) One scene fades while pulling toward frame center; camera pushes forward into the next headline. ### Slide Directional slide (matches narrative flow), optionally with parallax. ### Morph (strongest narrative seam) Shared element transforms between scenes (phone cluster -> circular avatar = scale + borderRadius tween). ### Hard cut Instant opacity flip, used for high-energy moments (grid appears fully filled with no build-in). **Use sparingly** - cut-the-curve is default; hard cuts are reserved for type/tone shifts. **Plan must name a transition for every scene** - it determines Continuity for the next scene (see guide.md "Hard Contracts"): - `hard cut` / `jump cut` -> Continuity `break` - `cut-the-curve` / `morph` / `scale+fade` on the same material -> Continuity `continue` ## Plan Reference Example > "Macro motion: slow dolly-in on the scene root across the whole beat. Multi-phase: hero enters on `EASE.entry` (heavy intent) -> icons enter with snappy stagger (5 items, total stagger ~400ms), then rest -> **stillness-before-climax 0.6s** (allocated scene; only the dolly continues) -> result emphasis: text gentle entry + double-layer glow -> idle hold, hero breathing ±1% as the one live element."