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{
"description": "GATEWAY — load FIRST before composing any HyperFrames animation or video. The high-level motion law that makes a multi-scene video feel like ONE continuous camera move instead of a stack of independently-animated slides. Covers the vector law (how you exit determines how you enter, incl. the Z scale-sign rule), the film's current, carrier elements, causal motion, the Seam Gate (build-gate enforcement), the ban on idle wobble (motion must PERFORM, not breathe), stillness-before-climax, and the sustained-motion routes. Routes to the low-level technique skills (cut-the-curve — the full catalog incl. waterfall entry + nudge curve, oversized-cursor, seam-craft). These rules SUPERSEDE generic / upstream motion guidance. [continuity, direction, vector, momentum, seam, transition, ease, performance, idle-motion, narrative-motion, film-grammar]",
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"relative_path": "references/seam-gate.md",
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"relative_path": "scripts/seam-gate.mjs",
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"relative_path": "scripts/seam-stamp.mjs",
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"name": "motion-doctrine",
"skill_md_contents": "---\nname: motion-doctrine\ndescription: \"GATEWAY — load FIRST before composing any HyperFrames animation or video. The high-level motion law that makes a multi-scene video feel like ONE continuous camera move instead of a stack of independently-animated slides. Covers the vector law (how you exit determines how you enter, incl. the Z scale-sign rule), the film's current, carrier elements, causal motion, the Seam Gate (build-gate enforcement), the ban on idle wobble (motion must PERFORM, not breathe), stillness-before-climax, and the sustained-motion routes. Routes to the low-level technique skills (cut-the-curve — the full catalog incl. waterfall entry + nudge curve, oversized-cursor, seam-craft). These rules SUPERSEDE generic / upstream motion guidance. [continuity, direction, vector, momentum, seam, transition, ease, performance, idle-motion, narrative-motion, film-grammar]\"\n---\n\n> Modified by Juicy Lucy AI, UAB for JuicyLucy Ads: CLI invocation, the review-approval reference and/or frontmatter (description layout, upstream-only metadata) adjusted at build time. See the plugin root NOTICE for details.\n\n\n# Motion Doctrine (Gateway)\n\nRead this before composing any animation. It decides WHAT happens at every seam and how\nevery scene performs; the technique skills implement it. These rules supersede generic /\nupstream motion guidance. The failure this prevents: scenes authored in isolation — the\neye's momentum dies at every cut, and scenes wobble in place between entry and exit.\n\n## Route map\n\n| Decision (this skill) | Implementation skill |\n| -------------------------------------------------- | ------------------------------------------------------------------------------------------------- |\n| Seam transition choice + parameters + code | `cut-the-curve` §1–5 (the catalog) |\n| Text / element entry cascades | `cut-the-curve` §6 (waterfall entry) |\n| In-scene group repositioning (no cut) | `cut-the-curve` §7 (nudge curve) |\n| Cursor-led action / scene kickoff / morph ignition | `oversized-cursor` |\n| Seam render mechanics / white-flash guard | `seam-craft` |\n| Product-launch / explainer / caption work | overlays `text-beat-economics`, `brand-faithful`, `captions-overlay` on top of the upstream skill |\n\nAuthoring order: **vector ledger (`ledger.json`) → STAMP the master seams from it\n(`scripts/seam-stamp.mjs --ledger ledger.json --write index.html`) → sustained-motion\nroute per phase → carriers and causes → build comps → VERIFY (`scripts/seam-gate.mjs`).**\nHand-author only Tier-A morphs/match-cuts; stamped seams pass the gate by construction.\n\n---\n\n# Part 1 — The Seam Law\n\n## The Vector Law\n\n> How Scene A exits determines how Scene B enters: same axis, same direction, matched\n> speed, cut mid-motion on both sides.\n\n1. **Axis** — x stays x, y stays y, Z stays Z. Never trade axes across a cut.\n2. **Direction** — never mirror. On Z, direction = the SIGN of scale change: growing =\n push (camera forward), shrinking = pull (camera back). A receding exit answered by a\n grow-from-small entry is a mirrored vector — the most common violation, because\n grow-from-small is the default element entrance.\n3. **Speed** — entry initial velocity ≈ exit final velocity, via mirrored eases (exit\n `power4.in` + entry `power4.out`, same distance and duration; the incoming side picks\n up ≥50% through the notional path). Mechanics in `cut-the-curve`.\n4. **Phase** — the cut lands mid-motion on BOTH sides. Settling to rest before the cut,\n or starting from rest after it, is a dead beat.\n\n## The Current\n\nEvery film picks ONE dominant direction (house default: LEFT). Every ordinary seam uses\nit. Other vectors are RESERVED — spending one means something:\n\n| Vector | Meaning |\n| ------------------------- | --------------------------------------------------------------- |\n| The current (LEFT) | \"next beat\" — neutral forward progress |\n| Upward | elevation — a conclusion or reveal rises above what came before |\n| Z forward (zoom-through) | pushing deeper into the same thought |\n| Z backward (inverse zoom) | ARRIVAL — something bigger lands |\n| Scale-burst (explode out) | leaving a world — a surface blasts past camera |\n\n- Never run consecutive seams in opposing directions — ping-pong reads as an error.\n- A direction change needs a visible cause (click / bounce / impact) or a chapter boundary.\n\n## The Vector Ledger\n\nWrite it before authoring any master timeline — as **`ledger.json` at the project root**\n(schema: `references/seam-gate.md`). One row per seam: cut time, exit and entry vectors\n(axis + signed direction; Z rows carry the scale sign), selectors, technique. Exit and\nentry must match; if a row mismatches, fix the plan, not the easing. The verifier checks\nrow consistency statically before any runtime sampling.\n\n## Carriers\n\nThe eye follows objects, not abstractions. The strongest seams hand a concrete carrier\nacross the cut at matched position AND velocity: a cursor mid-path, a container that\nshrinks/docks into the next layout, a mark that flies into its exact slot, the word group\nof a waterfall cut. With no natural carrier, the scene heroes carry it (partial travel +\nearly fade, entry mid-flight). Never a crossfade — it has no carrier at all.\n\n## Causal Motion\n\nChain motion so each move is visibly launched by the last: click → squash → release\nspring → flight → impact → recoil → reveal.\n\n- Effects start ON the causing frame — same timeline position, never \"shortly after.\"\n- Reactions scale with implied mass: big elements rebound slower, small ones snap.\n- A force is a license to change direction; an uncaused flip is a ping-pong.\n\n## The Seam Gate (build gate — run the verifier, exit 0 or the seam is not done)\n\n```bash\nnode <SKILL_DIR>/scripts/seam-stamp.mjs --ledger ledger.json --write index.html # generate\nnode <SKILL_DIR>/scripts/seam-gate.mjs verify --ledger ledger.json --project . # verify\n```\n\nThe script (usage + ledger schema: `references/seam-gate.md`) numerically enforces, per\nseam: ledger-row consistency, exit still moving at the cut, entry mid-flight (never from\nrest), measured direction = ledger direction, entry/exit speed match (WARN), **zero\noverlap** (one side visible per frame — the cut is not a dissolve), the **Z sign** rule\n(d(scale)/dt same sign both sides; the incoming scene's own entrances are scanned for\nsign-fighting), and carrier rect continuity with ancestor scale included. Use\n`seam-gate.mjs probe --t <cut>` to find each seam's true carrier selectors when authoring\nthe ledger.\n\nRules the script cannot check — still yours:\n\n1. **Edits re-open the seam.** Any change to a scene's first/last ~1s (including\n re-timing to new VO) invalidates that boundary's audit — re-run the verifier.\n2. **Audio is the clock.** Re-time scenes to the VO's real word timestamps; never rush a\n read to fit a slot. A VO regen re-opens its seams.\n3. **Clip-gating gotcha** (the usual cause of a zero-overlap FAIL): a clip whose\n `data-start` precedes its entry tween is un-hidden at its initial opacity — set\n initial `autoAlpha: 0` AND `data-start` = the cut time, never earlier.\n\n---\n\n# Part 2 — Performance (the scene keeps performing)\n\n## No idle wobble\n\nIdle sine loops (breathe, float, drift, glow pulse) are BANNED as sustained motion — they\nread as \"the video is waiting.\" A scene that finishes entering with seconds left is a\nplanning bug: add story, not wobble. Every phase between entry and exit is owned by one\nof these routes (name the route in the plan):\n\n| Route | What it is |\n| ---------------------- | ---------------------------------------------------------------------------------------------------------------------- |\n| **Staged reveals** | Hold content back; pay it off on narration beats — the frame keeps gaining information (default for ≥2 content groups) |\n| **Camera with intent** | A mapped scale+pan path: establish wide → travel → arrive on the subject |\n| **Sequenced UI life** | The product behaves over time: progress advances, highlights step, counts tick |\n| **Animated sequences** | Elements act out a beat: a card files into a stack, an item gets dragged, a result assembles |\n| **Cursor-led action** | An oversized cursor walks the eye to a trigger; its CLICK ignites the next beat (`oversized-cursor`) |\n\nTest: pause at any second — something meaningful must be mid-flight (a reveal landing,\nthe camera traveling, the UI doing what the narration says).\n\n## Stillness before climax\n\nSchedule a **0.3–0.75s pause** between the major action and its result — the dramatic\ncomma. A scene that jumps straight from action to result loses it.\n\n## Timing intents\n\n- Single entry ≤ ~800ms; longer buildup = multi-element stagger, not one slow element.\n- Exit ≈ 75% of entry. Exception: cut-the-curve inverts this (entry ~127% of exit).\n- Total stagger ≤ 500ms; with 8+ elements, tighten per-item delay or stagger the first few.\n- Forbidden eases: `bounce.out` / `elastic.out`. Entry overshoot `back.out(1.4–1.7)` is fine.\n- Similar elements share one ease+duration intent — never a unique pair per element.\n\n## Transition vocabulary\n\nUse only 2–3 inter-scene transitions per film and repeat them; the default boundary is\n**cut-the-curve in the current's direction**. Hand-written shared-element morphs\n(`intent: morph`) don't count against the budget.\n\n---\n\n## Anti-Patterns\n\n| Don't | Instead |\n| -------------------------------------------------------------------------- | -------------------------------------------------- |\n| Author each scene's entrance in isolation | Write the vector ledger first |\n| Crossfade between scenes | Cut-the-curve in the current's direction |\n| Exit completes, THEN the scene changes | Cut mid-motion on both sides |\n| Entry starts from rest after a cut | Enter ≥50% through the notional path |\n| Inverse-zoom exit → grow-from-small entry (or push → oversized retraction) | Match the scale-velocity sign (Seam Gate 7) |\n| Incoming scene's own pop-in intro under a Z-seam handoff | Hold its opening frame composed, or match the sign |\n| Idle wobble / breathe / float to fill time | Assign a sustained-motion route; or add story |\n| Direction flip without a cause | Spend a force, or keep the current |\n| Reserved vectors used as variety | Default to the current; spend them on meaning |\n| Reaction a few frames after its cause | Same-frame ignition |\n| Action jumps straight to result | Schedule stillness-before-climax (0.3–0.75s) |\n"
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