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Snapshot Nov 6, 2026 · 00:12 UTC · version 0.5.0

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{
  "description": "Create editable motion graphics locally in Tesseract, including full-frame animated scenes, typography, diagrams, lower thirds, and overlays on supplied footage. Use for focused motion-design work; use tesseract-video for assembling or revising a complete footage edit.",
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  "skill_md_contents": "---\nname: tesseract-motion\ndescription: Create editable motion graphics locally in Tesseract, including full-frame animated scenes, typography, diagrams, lower thirds, and overlays on supplied footage. Use for focused motion-design work; use tesseract-video for assembling or revising a complete footage edit.\n---\n\n# Design motion with Tesseract\n\nOpen the working `.tsrct` with `open_in_codex` (file target, absolute path) near the start of authoring, ideally just after creating it, so the user can follow changes live, inspect layers and the timeline, and attach a timestamp or layer selection to chat. Keep that same file open throughout revisions rather than waiting until the composition is ready for review. If the viewer cannot open, continue with rendered previews and provide the editable project file.\n\nFor converting files to or from other editing tools, such as Premiere Pro or After Effects, read [conversion](references/conversion.md). When opening shared or older `.tsrct` files, updating tools, or investigating load/render differences, read [versions and compatibility](references/versions.md).\n\nThe CLI may send basic usage telemetry for some commands. You can provide optional attribution via `TESSERACT_SKILL=tesseract-motion` and the [other attribution variables](references/telemetry.md). Respect the CLI's telemetry opt-out setting; never enable telemetry on the user's behalf.\n\nCreate a moving composition with a clear visual idea. Establish what the motion communicates, its rhythm, the destination canvas, and whether this is a full scene or an overlay that must leave footage visible.\n\nWhen designing an ad opening, read [ad hooks](references/ad-hooks.md): develop a clear visual idea tied to the actual product/message, align its key arrival to confirmed opening music cues when available, and preview it together with the next scene. Sound and transitions strengthen the idea; they are not a required effects stack.\n\nResolve this skill's root from the directory containing this `SKILL.md`. Read [CLI installation](references/installation.md) and check the required Tesseract version once per session. Use the resolved executable path throughout the task.\n\n1. Read [local operation](references/local-operation.md) and [native authoring](references/native-authoring.md).\n2. Read [motion design](references/motion-design.md). Use the supplied brand/style references. For an overlay, inspect the actual footage at the intended placement and timing; design around the subject, text, and action.\n3. Choose a useful mechanism—typography, paths, masks, precomps, a diagram, or a media treatment. Use native layers and a coordinated AnimationGraph. Existing footage and graphic assets are welcome; a single prerendered image of the design defeats editable motion.\n4. Read the [capability map](references/capabilities.md) when choosing a feature or checking its limits. Look up the specific definitions needed in the action and document schemas.\n   Retrieve them from `tsrct project schema` or `tsrct project schema --document`.\n   [FX authoring](references/fx-authoring.md) and [motion](references/motion.md) show working wire shapes and local rendering, not mandatory designs. For subject occlusion use actual person mattes when supported, not an approximate hand-drawn silhouette. For `--hdr`, an HDR delivery, `hdrGraphicsWhiteNits`, RGB above 1 or HDR images, read [HDR](references/hdr.md).\n5. When supplied or previously generated music sets the rhythm, read [waveform editing](references/waveform-editing.md): open a music waveform, listen to confirm accents and phrase changes, and map animation arrivals/reveals to the selected music events before authoring timing. Preserve the chosen track; do not mistake every peak for a beat or sync every movement mechanically. Read [sound design](references/sound-design.md) when the graphic is part of an audible video. Add a local accent or transition sound when it strengthens the movement; leave it quiet when speech or the existing mix already carries the moment. Keep sound in separate Audio layers, and use [audio and timing](references/audio-and-timing.md) for importing files, placement, and envelopes. A silent-overlay request stays silent.\n6. Use [filmstrip review](references/filmstrip-review.md) to inspect and correct the saved animation during construction. Before delivery, render the deliverable (for a transparent overlay, the ProRes export described below) and run the checks in [review and delivery](references/review-and-delivery.md), including playback in context and, for an overlay, the alpha check.\n7. Then read and follow the [critic review](references/critic-review.md): two independent critics, an art director and a specialist for the piece's purpose, such as a broadcast designer for an overlay on footage, score the rendered result, and you revise between rounds until both rate it at least 8.5/10, for at most three review rounds. Tell the user the review plan, each round's scores and feedback, and the final score. Hand off as described in [review and delivery](references/review-and-delivery.md#handoff).\n\nOutput an editable composition in a portable `.tsrct` document and a rendered preview.\nComposite overlays over the supplied footage as native layers. For a transparent overlay, export the overlay layer alone as ProRes and verify the alpha channel.\nUse `export --format prores --fx-solo compositionId:layerId --output overlay.mov`.\nSolo export covers the target’s active window without audio; full-project MOV export preserves the project mix.\n\nPrefer supported effects and native text/shape animation. For an unusual visual treatment use custom WGSL only after reading the [custom shader contract](references/custom-shader.md).\nNever invent API fields or keyframe formats. Meshes, cameras, lights and imported models are Scene3D items: hand off to the Tesseract: 3D Scenes skill and [Scene3D basics](references/scene3d-basics.md) instead of approximating them with tilted 2D layers.\n"
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