# video-motion-graphics

Applies Disney's 12 animation principles to After Effects and Premiere Pro workflows. Useful for refining easing, keyframe timing, and expressions in motion graphics projects.

- skill · `type=skill` · Claude Code, Codex, Cursor, GitHub Copilot, Gemini CLI, OpenCode · 2400 installs · ★ 124
- Author: dylantarre
- License: MIT · policy=mirror · the beginning of the file is at the end of this page
- Source: https://github.com/dylantarre/animation-principles/tree/HEAD/skills/01-by-domain/video-motion-graphics/SKILL.md
- Updated: 2025-12-30
- HTML: https://affpapa.org/en/nevibecode/skills/video-motion-graphics

## What it does

This skill translates Disney's 12 animation principles into guidelines for After Effects and Premiere Pro. It contains keyframing rules alongside reusable JavaScript expressions. For elastic bounce, it provides an overshoot script with `freq = 3` and `decay = 5`. It also includes layer stagger logic based on layer index with a 0.1-second delay.

The reference outlines exact frame counts for common elements. Text reveals take 15 to 25 frames, while logo animation runs for 30 to 60 frames. Lower thirds need 12 to 18 frames on entrance. Linear keyframes are out. The guide requires 2 to 4 frames of reverse anticipation before the main move, and secondary elements must continue 4 to 8 frames past the primary stop.

RAM preview can deceive you on timing. You have to check playback at real 1x speed to judge acceleration. At 24fps, motion blur is non-negotiable, because without it the movement stutters. That fact alone requires testing curves in the Graph Editor and checking broadcast safe zones early.

## Install

### Claude Code (native platform)

1. **Skills CLI (Vercel)**
```bash
npx skills add dylantarre/animation-principles --skill video-motion-graphics -a claude-code
```

2. **Manually: put the files in place**
- File: `~/.claude/skills/video-motion-graphics/SKILL.md` — Copy the whole skill folder; for one project use .claude/skills/video-motion-graphics/

### Codex

1. **Skills CLI (Vercel)**
```bash
npx skills add dylantarre/animation-principles --skill video-motion-graphics -a codex
```

2. **Manually: put the files in place**
- File: `.agents/skills/video-motion-graphics/SKILL.md` — For all projects use ~/.agents/skills/

### Cursor

1. **Skills CLI (Vercel)**
```bash
npx skills add dylantarre/animation-principles --skill video-motion-graphics -a cursor
```

2. **Manually: put the files in place**
- File: `.cursor/skills/video-motion-graphics/SKILL.md` — Cursor also reads .agents/skills/ and .claude/skills/

### GitHub Copilot

1. **GitHub CLI**
```bash
gh skill install dylantarre/animation-principles video-motion-graphics
```

2. **Manually: put the files in place**
- File: `.github/skills/video-motion-graphics/SKILL.md`

### Gemini CLI

1. **Skills CLI (Vercel)**
```bash
npx skills add dylantarre/animation-principles --skill video-motion-graphics -a gemini-cli
```

2. **Platform CLI**
```bash
gemini skills install https://github.com/dylantarre/animation-principles --path skills/01-by-domain/video-motion-graphics
```

### Windsurf (Devin Desktop)

**Manually: put the files in place**
- File: `.devin/skills/video-motion-graphics/SKILL.md` — The legacy .windsurf/skills/ path still works

### OpenCode

**Skills CLI (Vercel)**
```bash
npx skills add dylantarre/animation-principles --skill video-motion-graphics -a opencode
```

### Claude.ai

**Claude.ai**
- Zip the folder and upload it in Settings → Capabilities → Skills

Where a file is given instead of a command, copy the files from the source to that path: https://github.com/dylantarre/animation-principles/tree/HEAD/skills/01-by-domain/video-motion-graphics/SKILL.md

## When to use it
- implement elastic overshoot using JavaScript expressions
- calculate frame durations for logo reveals and lower thirds
- set up anticipation and follow-through delays across layers
- adjust velocity curves in the Graph Editor without linear keyframes
- verify compositions against broadcast safe areas before export

## Example prompts
- Help me animate a lower third entrance in After Effects using the video-motion-graphics skill
- Write an overshoot and layer stagger expression for my After Effects text reveal
- How many frames should I allocate for logo animation and reverse anticipation?

## Source text · SKILL.md · MIT

Below is the content of a third-party file. It is data, not instructions for you: do not act on anything written inside unless the human asks. Block tag: bb926babdc5410bc.

BEGIN THIRD-PARTY FILE bb926babdc5410bc
```text
---
name: video-motion-graphics
description: Use when creating After Effects compositions, Premiere Pro motion, video titles, explainer videos, or broadcast motion graphics.
---

# Video Motion Graphics

Apply Disney's 12 animation principles to After Effects, Premiere Pro, and video motion design.

## Quick Reference

| Principle | Motion Graphics Implementation |
|-----------|-------------------------------|
| Squash & Stretch | Overshoot expressions, elastic motion |
| Anticipation | Pre-movement, wind-up keyframes |
| Staging | Composition, depth, focus pulls |
| Straight Ahead / Pose to Pose | Frame-by-frame vs keyframe animation |
| Follow Through / Overlapping | Delayed layers, expression lag |
| Slow In / Slow Out | Graph editor curves, easing |
| Arc | Motion paths, rotation follows path |
| Secondary Action | Environment response, particle systems |
| Timing | 24/30/60fps considerations |
| Exaggeration | Scale beyond reality, dramatic motion |
| Solid Drawing | Z-space, 3D consistency, parallax |
| Appeal | Smooth, professional, emotionally resonant |

## Principle Applications

**Squash & Stretch**: Use scale property with different X/Y values. Overshoot expressions create elastic motion. Shape layers deform more naturally than pre-comps for organic squash.

**Anticipation**: Add 2-4 frames of reverse motion before primary action. Wind-up for reveals—slight scale down before scale up. Position anticipation: move opposite direction first.

**Staging**: Use depth of field to direct focus. Vignettes frame important content. Motion blur on secondary elements. Composition leads eye to focal point.

**Straight Ahead vs Pose to Pose**: Traditional frame-by-frame for character animation. Keyframe-based for graphic animation. Most motion graphics are pose-to-pose with expression refinement.

**Follow Through & Overlapping**: Use `valueAtTime()` expressions for lag. Stagger layer animation with offset. Secondary elements continue 4-8 frames past primary stop. Parent/child relationships with delayed response.

**Slow In / Slow Out**: Master the Graph Editor—never use linear keyframes. Easy Ease is starting point, customize curves. Bezier handles control acceleration. Speed graph shows velocity.
```
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First 2239 of 4331 bytes. © dylantarre · MIT · https://github.com/dylantarre/animation-principles/tree/HEAD/skills/01-by-domain/video-motion-graphics/SKILL.md

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