---
name: motion-direction
description: Set the motion language for a piece before anything is animated — one easing family, one timing unit, one transition family, one stagger rhythm — and audit a timeline against it. Use when starting a title pass or a whole cut, when animation feels busy, cheap or inconsistent across shots, or when turning a brand or brief into motion rules an agent can follow. Not for individual clip mechanics — that is motion-graphics.
featured: true
---

# Motion Direction → the rules everything else obeys

Direction is the judgment layer above craft. It turns a brief into a short set of
motion rules, so every shot reads as one hand. Most of the work is subtraction:
deciding what does not move.

`motion-principles` gives the numbers. This decides which numbers the whole
piece is allowed to use.

## The one rule

Lock the motion language first, then animate to it. Pick **one** of each row
below and reuse it. Consistency reads as confidence; variety reads as noise. When
in doubt, repeat rather than invent.

## The motion-language spec

Fill every row once, at the top of the job, and state it back to the user before
you animate. The rows guide the timeline document; `motion-graphics` owns the
tool calls.

| Row | Pick one | Example |
|---|---|---|
| Easing family | The `easing` string for roughly nine moves in ten | `cubic-bezier(0.22,1,0.36,1)` |
| Base timing unit | The atomic `durationMs`; everything else is a multiple | 400 — micro 200, hero 800 |
| Transition family | Which cut style this piece uses | `crossfade` only, hard cuts elsewhere |
| Stagger rhythm | One `offsetMs` and one `from` | 80ms, `from: "start"` |
| Motion intensity | The travel, scale and overshoot budget | `distance` ≤ 0.15, `overshoot` ≤ 1.05 |
| Hold discipline | Minimum stillness between moves | ≥ 400ms with nothing animating |
| Type family and weights | One bundled family and a weight for each text tier | `Inter` 800 for the hero, 400 for support |
| Space and focus | One camera path and a depth plan, if the piece needs 2.5D | Hero at `depthPx: 0`, background farther away |
| Shutter and texture | Which layers blur, echo, or step | Hero blur on the impact, background held |

Two easings maximum: one for entrances and landings, one for exits. A third has
to justify itself.

## Match depth to the brief

For a showcase, hero, launch, or "best" piece, plan each scene with a background
bed, midground, foreground, and a grain or grade finish. Group each scene. Use
path shapes, masks, repeaters, style tracks, animation links, and effects where
they give the composition depth. Read the full document with `get_timeline` and
use `set_timeline_document` for fields `edit_timeline` cannot write, including
`styleTracks` and `repeater`.

Study a shipped reference before building. Call `list_example_timelines` to
choose a slug, then `get_example_timeline` to read its stats, scene catalog and
first scene excerpt. Use `scene_id` to choose another scene and `clip_offset` /
`clip_limit` to page through its layers. The CodeAct forms are
`nodetool.timelines.examples.list()` and
`nodetool.timelines.examples.get("kite", {clip_limit: 12})`. No library install
or repository filesystem is needed. Kite, Prism, Voltra and Tidewater show
different ways to group scenes and combine keyframed layers. Cadence shows a
vertical data story built from the chart helpers and a reusable component.

Build with the craft methods, not hand-keyframed fades. `video({palette,
fonts, ...})` from `@nodetool-ai/sandbox-timeline` gives every scene
`s.backdrop()`, `s.glow()`, `s.flash()`, `s.kicker()`, `s.pill()`,
`s.streaks()` and `s.finish()` — the vocabulary the shipped examples build
scenes from. A slam, a rise or a grow is `el.enter()`/`el.animate()` with the
right `from`/props (`title.enter({from: {scale: 1.35, blur: 26, opacity: 0}})`
is a slam), a count-up is `el.count()`, a draw-on is `el.draw()`. The depth
plan below maps directly onto the API — reach for one of these before a bare
`animate()` custom curve:

| Plane | Built with |
|---|---|
| Background bed | `s.backdrop()`, `s.streaks()`, a low-amplitude `el.loop()` |
| Midground | supporting elements, laid out in a container (`frame-composition`'s `s.stack`/`s.row`) |
| Hero | the one element with the boldest `el.enter()`/`el.animate()`, on the beat |
| Finish | `s.finish()` inside each scene, or `v.adjust()` for a whole-video grade after `v.series()` |

Plan every showcase scene across all four before writing the hero's
animation. Read the pack documentation
(`nodetool.packs.docs("@nodetool-ai/sandbox-timeline")`) for every method's
signature. Budget for a generated still or music bed in a showcase unless the
user sets a cost limit.

After saving a showcase, call
`validate_timeline` with `{"timeline_id":"<id>","tier":"showcase"}`, or
`nodetool.timelines.validate(id, {tier: "showcase"})`. Address its warnings
about scene groups, custom keyframes, finish, camera and concurrent visual
layers. These checks inspect document structure. Preview the result to judge
composition and readability. Standard validation remains appropriate for
ordinary edits and intentionally minimal pieces.

## Typography

Choose the family and weights in the motion-language spec before building text
clips. NodeTool ships `Inter`, `Space Grotesk`, `Bebas Neue`, `Playfair Display`,
`Lora`, and `JetBrains Mono`. Use one family across a piece and make the hero
visibly heavier than support, such as Inter 800 against 400. `Bebas Neue` ships
only at 400, so use size and spacing for contrast if you choose it.

On a 1920×1080 frame, start a hero title at 96–160 `fontSizePx`, support at
42–64, and a short kicker at 28–36. Keep large display tracking tight
(`letterSpacingPx` −2 to 1); open an uppercase kicker to 2–5px. Check the
actual words at the target frame size and adjust for fit and legibility.

For an existing text clip, `edit_timeline` can set the type as a
`set_clip_params` patch:

```json
{"timeline_id":"<id>","ops":[{"op":"set_clip_params","target":"Hero title","textStyle":{"fontFamily":"Inter","fontWeight":800,"letterSpacingPx":-1,"fontSizePx":128}}]}
```

`timeline-edit-ops` owns the full op contract. `frame-composition` handles
placement and safe areas for each aspect ratio.

## Tone and energy

Place the piece on two axes and commit. Mixing cells inside one piece is the
usual cause of "inconsistent".

| | Soft (organic, eased) | Sharp (precise, snappy) |
|---|---|---|
| **Calm** | Luxury, wellness, editorial: long windows, generous holds, minimal stagger | Premium tech, finance: deliberate, clean, unhurried, no overshoot |
| **Kinetic** | Lifestyle, playful, kids: overshoot and spring, loose timing | Sports, hype, gaming: short windows, hard cuts, accents on beats |

## Motion personality

The named preset that fills the spec's easing, timing and intensity rows. Pick
one per project and hand it to every later step by name.

| Personality | `durationMs` | `easing` | Overshoot | Presets it lives on |
|---|---|---|---|---|
| **Playful** | 150–300 | `easeOutBack` or `cubic-bezier(0.34,1.56,0.64,1)` | `overshoot` 1.1–1.2 | `pop`, `bounce`, `squash`, `float` |
| **Premium** | 350–600 | `cubic-bezier(0.4,0,0.2,1)` | none | `fade`, `blur`, `kenBurns`, `breathe` |
| **Corporate** | 200–400 | `cubic-bezier(0.2,0,0,1)` | `overshoot` ≤ 1.03 | `fade`, `slide`, `wipe` |
| **Energetic** | 100–250 | `easeOut` with short windows | `overshoot` 1.15–1.3 | `pop`, `flash`, `shake`, `spin` |

Premium sits calm-soft, Corporate calm-sharp, Playful kinetic-soft, Energetic
kinetic-sharp. Default to Corporate for product and Playful for lifestyle.
`easeOutElastic` and `easeOutBounce` belong to Playful alone.

## Motion hierarchy

Rank every element, animate down the list, and stop early.

| Tier | What it is | How it moves |
|---|---|---|
| Hero | The one thing the moment is about | The boldest, longest, most-eased move; lands on the beat |
| Support | Context that helps the hero land | Smaller and faster, out of the way, never competing |
| Texture | Bed, grain, ambient drift | A `loop` preset at low amplitude; no hard events |

These are the three layers `motion-principles` names Primary, Secondary and
Ambient. If two elements compete for the eye in one frame, the direction failed:
demote one before touching its keyframes.

Hierarchy is also a track decision. Lowest track `index` renders on top, so the
hero belongs on a low index and the bed on a high one; a scrim sits between the
picture it darkens and the text it carries. For a camera move, set clip
`transform.depthPx` separately from track order. The sequence's `camera2d`
can keyframe position and depth while `focusDepthPx` and `aperturePx` decide
which plane softens. Keep one plane legible while the others move.

Use `layout` (a flex container on a group clip, its real children via
`parentId`) for elements whose spacing should survive a text or shape
change: `flexDirection: "row" | "column"` with `gap` keeps siblings apart,
and a plate sized from live text is a `flexItem: {position: "absolute",
inset: 0}` sibling in a padded container. Use
`animationLinks` when one clip should follow another's authored position,
scale, rotation, or opacity. Linked followers share one motion decision;
they do not chain through a second link.

## Restraint

For every element ask whether the motion carries meaning. If not, hold it still.

- Do not animate the whole frame at once. Leave the eye an anchor.
- Do not stack a transition on a transition — a `wipe` cut under a `spin` in
  under a `flash` is three ideas competing for 500ms.
- Do not loop-animate text somebody is still reading.
- Do not give overshoot to serious content.
- One outsized moment per piece. A second cancels the first.
- A clip that both dissolves in and carries a `fade` in ramps twice and reads
  slower than either alone. Pick one.

## Pacing

Map energy across the whole timeline before timing any single move: a low open,
a build, one peak, a settled end. Vary it on purpose — tension, then release.
Stillness is pacing, not a gap. `beat-sync-editing` turns this shape into cut
points.

An animation's `beat` anchor follows the document tempo: one-based `index`,
`scope: "clip"` or `"sequence"`, and optional `offsetMs`. A measured audio
curve from `bake_audio_animation` follows the audio source instead. Use the
former for a rhythmic rule and the latter when a real onset or envelope must
drive the picture. `stagger_animations` offsets existing animations across an
ordered list of clip IDs while leaving media timing fixed.

Choose motion texture deliberately. `repeater` makes positioned, delayed
copies of one clip; `temporalEcho` trails it with fading delayed copies;
`steppedTime` quantizes its clock. Per-clip `motionBlur` controls its own shutter
angle and minimum sample count. When layers request different counts, the
scene uses the highest count up to 32 and samples each layer evenly across its
own shutter. Give blur to the fast hero when it clarifies direction, then
inspect the held frame for readability.

## Direction notes, per shot

Write intent, not keyframes. One line per shot is enough for someone else — or a
later turn — to animate it:

> Shot 3, 4s. Hero: the price plate, `pop` in on the downbeat, Corporate.
> Support: the caption 80ms behind it, `fade`. Texture: bed holds `kenBurns`
> from shot 2. Nothing else moves.

For a repeated title or logo system, inspect `list_compositions` before
building bare clips. `title-slam`, `word-cards`, and `logo-sting` are starting
rigs when their timing matches the brief. `motion-graphics` owns the tool
contract. `set_clip_params` does not accept the new camera, layout, link,
repeat, echo, step, or per-clip blur fields; author those through the full
document with `set_timeline_document` after reading it with `get_timeline`.

## The consistency audit

Before calling a pass done, read the document back with `get_timeline` and check
every clip against the spec. A miss is a direction defect, not a preference.

- Same easing family on comparable moves, and no stray `linear` outside loops.
- Every `durationMs` a multiple of the base unit.
- Only the chosen transition types on the cut.
- One text stagger rhythm, and one `offset_ms` order for cross-clip builds.
- Hold discipline respected: no two moves stacked with no rest between them.
- Exactly one hero animating at any instant.
- One font family, and it is a bundled one — `Inter`, `Space Grotesk`,
  `Bebas Neue`, `Playfair Display`, `Lora`, `JetBrains Mono`. Anything else
  reports `font_not_portable` and resolves differently per host.

Then look: `preview_timeline_frame` over the midpoints of the moves you just
audited. An audit that only read the document has checked the spec, not the
picture.

## Required example comparison

Run the review pass `motion-graphics` owns (its `## Review pass`) once, not
twice per piece — contact sheet, per-scene checklist, example comparison,
`tier: "showcase"` validation, and a real revision. Judge what comes back
against this page's spec too: does the busiest scene still respect Motion
hierarchy, does Restraint survive under the example's density, is the chosen
Motion personality still legible once the gaps are closed.
