Agent skill

Motion Graphics

by waker240 in waker240/FullVideoProductionSkill

Create a short design-led motion graphic, title treatment, or transparent overlay in HyperFrames.

Apache-2.0Auto-check passedMedia & Creative

Install Motion Graphics

skills CLI
$ npx skills add waker240/FullVideoProductionSkill --skill motion-graphics -a claude-code

Project install by default; add -g for ~/.claude/skills/.

GitHub CLI
$ gh skill install waker240/FullVideoProductionSkill motion-graphics --agent claude-code

Project scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).

Manual copy
$ git clone --depth 1 https://github.com/waker240/FullVideoProductionSkill.git skills-src && mkdir -p .claude/skills && cp -r skills-src/skills/motion-graphics .claude/skills/motion-graphics && rm -rf skills-src

Use ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.

Claude Code skills documentation · loads skills from .claude/skills/

Facts

Skill name
motion-graphics
GitHub stars
197
Token cost
~3.5k tokens
SKILL.md length
1,267 words
Files
33 (incl. references)
Skills in repo
13
Repo updated
First seen
Licence
Apache-2.0

At a glance

Create a short design-led motion graphic, title treatment, or transparent overlay in HyperFrames.

  • Works in 7 steps: Initialize → Plan (subagent: Director Part 1) → Source ◇ (Bash: media-use, conditional) → …
  • The main deliverable is visual motion rather than narration
  • SKILL.md covers Categories — split by the…, Prerequisites, Flow and Resume table, plus 1 more section
  • Runs JavaScript scripts from its folder; calls npx, node and brew

What it does

Motion Graphics is an agent skill from waker240/FullVideoProductionSkill. Create a short design-led motion graphic, title treatment, or transparent overlay in HyperFrames. Use when the main deliverable is visual motion rather than narration.

Its SKILL.md is about 3.5k tokens, which your agent loads only when the skill is triggered. The skill folder holds 40 other files, including reference files (for example `agents/builder.md`, `agents/director.md` and `agents/finalize.md`). Compatibility notes: Requires sibling skills from this pack, a local filesystem and shell, Node.js 22.20.0+, and FFmpeg/ffprobe for media work. Generation providers and desktop…

It sits in Media & Creative, covering Motion graphics. It works with HeyGen. The repository describes itself as: 20亿Claude Opus 4.6-4.8的Token. The licence is Apache-2.0.

When your agent uses it

  • The main deliverable is visual motion rather than narration
  • Tasks that involve Motion graphics

Example prompts

  • “/motion-graphics”

Requirements

  • Node.js
  • Compatibility (from SKILL.md): Requires sibling skills from this pack, a local filesystem and shell, Node.js 22.20.0+, and FFmpeg/ffprobe for media work. Generation providers and desktop tools are optional, separately configured capabilities.

Workflow steps

7 steps, taken from the step headings in SKILL.md.

  1. Initialize
  2. Plan (subagent: Director Part 1)
  3. Source ◇ (Bash: media-use, conditional)
  4. Design (subagent: Director Part 2)
  5. Build (subagent: Builder, reuse-first)
  6. Render (Bash)
  7. Verify (Bash → repair subagent on failure)

What it can do on your machine

Read from SKILL.md and the folder at commit 0223baa. It shows what the files ask for, not the result of running them.

  • Tool permissions

    Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.

    From allowed-tools in the SKILL.md frontmatter.

  • Runs code

    Ships script files (JavaScript, from the files we listed), which the agent can run.

    Shell commands in SKILL.md call:

    • npx
    • node
    • brew

    From the folder's file list and the shell code blocks in SKILL.md.

  • Network

    No URLs in SKILL.md. Its commands use npx, which can reach the network depending on how they are called.

    From URLs in SKILL.md, links to its own repository left out.

  • Credentials

    Names no API keys, tokens, secrets or passwords.

    From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.

  • Compatibility

    Requires sibling skills from this pack, a local filesystem and shell, Node.js 22.20.0+, and FFmpeg/ffprobe for media work. Generation providers and desktop tools are optional, separately configured capabilities.

    From compatibility in the SKILL.md frontmatter.

Context cost

Motion Graphics loads about 3.5k tokens when it runs, and up to ~6k if it reads all its reference files. Until then it costs about 46 tokens; SKILL.md has 1,267 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~46
When it runs · the whole SKILL.md, loaded when a task matches
~3.5k
With references · SKILL.md plus every file in references/, read only if the agent opens them
~6k

Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.

Safety

Auto-check passed

The automated check found no risky patterns in SKILL.md.

Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); files beside SKILL.md are not scanned.

SKILL.md

The full file from waker240/FullVideoProductionSkill at commit 0223baa, republished under its Apache-2.0 licence (© waker240). 1,267 words, ~3,547 tokens.

Download SKILL.mdSave it as .claude/skills/motion-graphics/SKILL.md (or your agent's skills folder). This skill also uses 32 other files; get the full folder from GitHub.
name
motion-graphics
description
Create a short design-led motion graphic, title treatment, or transparent overlay in HyperFrames. Use when the main deliverable is visual motion rather than narration.
compatibility
Requires sibling skills from this pack, a local filesystem and shell, Node.js 22.20.0+, and FFmpeg/ffprobe for media work. Generation providers and desktop tools are optional, separately configured capabilities.
<!-- Public portability adaptation, 2026-09-26. -->

Install this skill with its sibling skills. See runtime setup and capability boundaries before executing commands. User instructions and the requested production stage take precedence over workflow defaults.

motion-graphics — dispatch entry

Confirm the route before Step 0. This skill makes a short, design-led, unnarrated motion graphic (motion is the message; ~under 10s, no voice-over). A longer, multi-scene, or narrated treatment → /general-video; any admitted multi-region Spatial Canvas whose persistent geography/revisit/synthesis is the composition grammar → /general-video regardless of duration (an ordinary one-way pan can stay here); a narrated video of a website → /website-to-video; a topic explainer → /faceless-explainer; a product promo → /product-launch-video; captions on existing footage → /embedded-captions. Out of scope: live / at-render-time data, or footage it can't capture. Unsure motion-first-vs-narrated? Read /hyperframes first.

A short design-led motion graphic. Asset-first: decide the asset strategy and source real material before designing the shot, then design the shot around what you have, then compose by reusing catalog capabilities. All artifacts go to PROJECT_DIR = videos/<project-name>/ (created in Step 0); all paths below are relative to it.

PhaseExecutionPrimary artifactDetailed flow
initBashhyperframes.jsonStep 0
plansubagent — decide external asset? + classify + asset strategyshot-plan.json (draft: category, asset_needs, brief)agents/director.md (Part 1)
source ◇review/freeze files + media-use adopt (skip if needs are empty)assets/ + provenance ledgerphases/source/guide.md
designsubagent — shot design around resolved assetsshot-plan.json (final: block(s) + layout + motion + positions)agents/director.md (Part 2)
buildsubagent — reuse-first compositioncompositions/index.htmlagents/builder.md
renderBash — hyperframes render (MP4, or --format webm/mov for overlay)renders/video.mp4Step 5
verifyBash — lint / inspect -> repair subagent on failure(fixes in place)agents/finalize.md

◇ source runs only when the chosen category declares assets. Pure code/text categories (e.g. kinetic-type, most charts/stat) have asset_needs: [] and skip straight from plan to design.

Categories — split by the asset decision

plan's first decision is: does this need an external asset? That fork splits the categories into two groups; then the specific category is picked — for source-backed work, by the type of reviewed content available. Each category is one categories/<id>/module.md (its planning + build rules); the shared motion vocabulary lives in references/motion-vocabulary.md (→ hyperframes-animation rules/blueprints + registry blocks).

Form categories — no external asset; the user supplies the content:

CategoryIntentLeans on
kinetic-typepunchy line / quote / title, motion-first textcaption-* blocks + animation rules
statsingle hero number / count-up + ringapple-money-count / rules/{counting-dynamic-scale, stat-bars-and-fills}
chartsbar / line / pie / race / % from datadata-chart block
logo-reveallogo sting / brand lockup (user logo)logo-outro / rules/svg-path-draw
lower-thirdsname / title bars, callouts, social overlayscaption-* + registry overlay blocks

Source-backed categories — review/freeze first, then animate by content type:

Returned contentCategoryAnimation
webpage / linkwebpagewebpage / UI animation (scroll, reveal, cursor, callouts)
news articlenewsheadline reveal + source card + key-fact callouts
tweettweetanimated tweet card
image / entityasset-fusionthe asset's geometry becomes the chart (RWA diegetic fusion)

Build order: one at a time, coverage-first (rough is fine). kinetic-type ported from the prototype; the rest follow.

Prerequisites

macOS Apple Silicon or Linux x64. System tools: brew install node ffmpeg. npx hyperframes doctor once. macOS GPU render: export PRODUCER_BROWSER_GPU_MODE=hardware.

media-use needs no provider or generation key. It inventories reviewed local files, probes them, and registers their provenance. Any external discovery/download happens separately with an authorized research or capture capability and must finish with a human/agent review before adoption.

Flow

Step 0 — Initialize

cwd is the agent workspace root; write all artifacts under PROJECT_DIR = videos/<project-name>/. <project-name>: use the dir the user gave, else a short kebab-case name from the intent (<subject>-motion). Not the workspace basename or a timestamp.

Only when $PROJECT_DIR/hyperframes.json is absent:

bash
PROJECT_DIR="${MOTION_GRAPHICS_DIR:-videos/<project-name>}"
mkdir -p "$(dirname "$PROJECT_DIR")"
npx --yes hyperframes@0.7.17 init "$PROJECT_DIR" --non-interactive --skip-skills --example=blank

init checks the installed skills against the latest on GitHub and updates the global set if any are out of date.

Constraints: never hyperframes init in the workspace root; never nest another hyperframes/ inside PROJECT_DIR; every Bash command (master + subagents) is a (cd "$PROJECT_DIR" && ...) subshell — never bare cd.

Step 1 — Plan (subagent: Director Part 1)

Dispatch one subagent. prompt = full agents/director.md + ## Dispatch context (SKILL_DIR / PROJECT_DIR / the user's request / Schema: <SKILL_DIR>/references/shot-plan-ir.md). It must:

  1. Decide: does this need an external asset? (the first fork)
    • No → pick a form category (kinetic-type / stat / charts / logo-reveal / lower-thirds); content is user-supplied; asset_needs: [].
    • Yes → emit an asset plan into asset_needs[] (news / web / tweet / image, including source and license requirements). The specific source-backed category (webpage / news / tweet / asset-fusion) is confirmed by the reviewed content available after Step 2, and finalized in Step 3.
  2. Write a draft shot-plan.json (envelope + chosen form category or source-backed intent + asset_needs + a one-paragraph shot brief). Schema: references/shot-plan-ir.md.

Validation: [ -s "$PROJECT_DIR/shot-plan.json" ] && echo ok || echo missing.

Show full SKILL.md (550 more words)Show less
Step 2 — Source ◇ (Bash: media-use, conditional)

If shot-plan.json.asset_needs is non-empty, satisfy each need with a user-supplied file, an already-reviewed local file, or a separately researched/captured item whose source and usage terms were reviewed. Freeze the selected files under the project, then run media-use --adopt to probe and register them. media-use does not search, fetch, or generate. See phases/source/guide.md. If asset_needs is empty, skip to Step 3.

bash
# after individually reviewed files have been frozen under assets/
(cd "$PROJECT_DIR" && node <MEDIA_USE_DIR>/scripts/resolve.mjs --adopt --project .)

Degrade gracefully: if a needed reviewed asset is unavailable, the category falls back to asset-free where possible (note it in context.log).

Step 3 — Design (subagent: Director Part 2)

Dispatch a subagent (prompt = agents/director.md Part 2 + dispatch context including the resolved assets/index.md if Step 2 ran + catalog-map.md). It designs the shot around the available assets: pick the catalog block(s) + the hyperframes-animation rules/blueprints, the layout, the motion, beats, and (for asset-fusion) the element_positions + eyedropper palette. If the request intentionally calls for a high-velocity montage/overwhelm/rupture treatment, it reads ../hyperframes-creative/references/fast-paced-editing.md and fills the optional fast_passage plan; ordinary energetic motion leaves it null. Finalizes shot-plan.json (content.block + content.customize + per-category content).

Step 4 — Build (subagent: Builder, reuse-first)

Dispatch a subagent. prompt = full agents/builder.md + dispatch context (shot-plan.json, catalog-map.md, the category's module.md, references/motion-vocabulary.md, references/builder-contract.md). Reuse-first: npx hyperframes add <block> + customize in place; hand-author only gaps + the asset-fusion affordance. Output compositions/index.html honoring the HF contract (paused GSAP timeline on window.__timelines, class="clip" + stable ids, tl.seek(0), deterministic).

Step 5 — Render (Bash)
bash
(cd "$PROJECT_DIR" && npx hyperframes render . --skill=motion-graphics -q draft -o ./renders/video.mp4)
# transparent overlay variant: --format webm  (or mov)
Step 6 — Verify (Bash → repair subagent on failure)
bash
(cd "$PROJECT_DIR" && npx hyperframes lint . && npx hyperframes inspect .)

exit 0 → done. On lint/inspect errors, dispatch the repair subagent (agents/finalize.md: snapshot QA + one in-place fix pass + re-render). Never change a fixed duration in repair.

When shot-plan.json.fast_passage is present, watch the final render at normal speed from baseline through release and confirm one legible focal path, an earned peak, reacquired orientation, restrained luminance changes, and sound/readability appropriate to this unnarrated format. Repair and rerender the same complete arc if any fails; snapshots are not sufficient.

Report + optional preview

Report the final output (renders/video.mp4, or the .webm / .mov overlay variant) + duration. Don't open a preview during the run. Offer one only on request, started after render so it serves the final file:

bash
(cd "$PROJECT_DIR" && npx hyperframes preview)   # Studio UI; or `npx hyperframes play` for a shareable link

The separate hyperframes-cli skill is not included. Use npx --yes hyperframes@0.7.17 preview --help or render --help for the installed CLI's actual flags.

Resume table

StateContinue from
no shot-plan.jsonStep 1 (plan)
shot-plan.json has asset_needs, no assets/Step 2 (source)
shot-plan.json final, no compositions/index.htmlStep 3/4 (design+build)
compositions/index.html exists, no renders/video.mp4Step 5 (render) + Step 6
renders/video.mp4 existsReport + stop

Design notes (maintainers — execution does not read this)

  • Asset-first rationale: sourcing is front-loaded and informs shot design: analyze the need → inspect or research candidates → review the selected source and usage terms → freeze → adopt → compose. Source-backed categories (webpage/news/tweet) and asset-fusion consume only reviewed project-local files.
  • Reuse-first: the in-ecosystem analog of LLM-generated templates is "compose catalog blocks + hyperframes-animation rules". HF's paused GSAP timeline ≙ Remotion's useCurrentFrame.
  • Category module contract: one categories/<id>/module.md (planning + build), sharing references/motion-vocabulary.md (+ optional eval). Adding a category = drop the folder + register its classifier line in agents/director.md + its row in catalog-map.md; the phase pipeline is untouched.
  • Directory shape:
    videos/<project-name>/
      hyperframes.json  context.log
      shot-plan.json            # the IR (Director output)
      assets/                   # reviewed, frozen media (if sourced)
      .media/index.md           # media-use adoption ledger
      compositions/index.html   # Builder output
      renders/video.mp4
  • Registration: in hyperframes router — add the "design-led short motion graphic" intent + Workflow description; carve the motion-graphics triggers out of /general-video; add reverse Do-NOT-use edges. See motion-graphics-genre.md §5-7.

© waker240, Apache-2.0. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file

Files

SKILL.md and 32 other files (references) in skills/motion-graphics of waker240/FullVideoProductionSkill.

  • SKILL.md
  • agents/builder.md
  • agents/director.md
  • agents/finalize.md
  • catalog-map.md
  • categories/asset-fusion/module.md
  • categories/charts/module.md
  • categories/kinetic-type/module.md
  • categories/logo-reveal/module.md
  • categories/lower-thirds/module.md
  • categories/maps/bake-basemap.mjs
  • categories/maps/module.md
  • categories/news
  • … and 20 more

Open the folder on GitHubat commit 0223baa

Compare with similar skills

Motion Graphics next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.

Motion Graphics compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
Motion Graphics this skillwaker240/FullVideoProductionSkill197—~3.5kAutomated safety check: PassApache-2.0
HyperFrames Animationheygen-com/hyperframes59k3 repos~2.1kAutomated safety check: PassApache-2.0
Faceless Explainer Videoheygen-com/hyperframes59k3 repos~7.7kAutomated safety check: NotesApache-2.0
Figma to HyperFramesheygen-com/hyperframes59k3 repos~4.5kAutomated safety check: NotesApache-2.0
Media Useedenfunf/reelmimic1.7k2 repos~2kAutomated safety check: PassMIT
HyperFrames Video Entry Pointheygen-com/hyperframes59k3 repos~5.2kAutomated safety check: PassApache-2.0

Similar skills

  • HyperFrames Animation

    heygen-com/hyperframes

    Collects motion rules, scene blueprints, transitions and runtime adapters for HyperFrames video compositions, with GSAP as the default animation runtime.

    59k GitHub starsUsed in 3 repos~2.1k tokens
    Media & CreativeAuto-check passed
  • Faceless Explainer Video

    heygen-com/hyperframes

    Turns an article, notes or a topic brief into an explainer video whose visuals are invented per scene, built frame by frame in HyperFrames with no footage.

    59k GitHub starsUsed in 3 repos~7.7k tokens
    Media & CreativeAuto-check: notes
  • Figma to HyperFrames

    heygen-com/hyperframes

    Imports Figma assets, brand tokens, components and motion into a HyperFrames video composition, using the Figma REST API with a connector or native export for shaders.

    59k GitHub starsUsed in 3 repos~4.5k tokens
    Media & CreativeAuto-check: notes
  • Media Use

    edenfunf/reelmimic

    Agent Media OS, the single skill for every media need in a HyperFrames project.

    1.7k GitHub starsUsed in 2 repos~2k tokens
    Media & CreativeAuto-check passed
  • HyperFrames Video Entry Point

    heygen-com/hyperframes

    Entry point for making, editing and rendering videos from HTML compositions with HyperFrames, routing each request to the right workflow.

    59k GitHub starsUsed in 3 repos~5.2k tokens
    Media & CreativeAuto-check passed
  • Hyperframes

    boraoztunc/skills

    Create video compositions, animations, title cards, overlays, captions, voiceovers, audio-reactive visuals, and scene transitions in HyperFrames HTML.

    395 GitHub starsUsed in 9 repos~7.6k tokens
    Media & CreativeAuto-check passed

More from waker240/FullVideoProductionSkill

All 13 skills in this repo
  • Hyperframes Animation

    waker240/FullVideoProductionSkill

    Build deterministic animation for HyperFrames using motion rules, transitions, scene blueprints, and runtime adapters.

    197 GitHub stars~2.4k tokensUpdated 12 days ago
    Auto-check passed
  • Hyperframes Creative

    waker240/FullVideoProductionSkill

    Develop video direction, typography, color, visual mechanisms, storyboards, and asset prompts.

    197 GitHub stars~3k tokensUpdated 12 days ago
    Auto-check passed
  • Media Use

    waker240/FullVideoProductionSkill

    Resolve reviewed local BGM, sound effects, images, icons, and brand assets into frozen project files plus a manifest.

    197 GitHub stars~2k tokensUpdated 12 days ago
    Auto-check: notes
  • Music To Video

    waker240/FullVideoProductionSkill

    Build a HyperFrames video around a supplied music track, using measured rhythm and editable visual concepts.

    197 GitHub stars~4.3k tokensUpdated 12 days ago
    Auto-check passed
  • Remotion To Hyperframes

    waker240/FullVideoProductionSkill

    Port an existing Remotion composition to HyperFrames HTML while preserving visible behavior.

    197 GitHub stars~2.4k tokensUpdated 12 days ago
    Auto-check passed
  • Hyperframes Media

    waker240/FullVideoProductionSkill

    Prepare Fish official-API narration, OpenAI word timestamps, and reviewed user-supplied local music/SFX for HyperFrames.

    197 GitHub stars~1.2k tokensUpdated 12 days ago
    Auto-check: notes

Works with

Questions about Motion Graphics

What does Motion Graphics do?

Create a short design-led motion graphic, title treatment, or transparent overlay in HyperFrames. Motion Graphics is an agent skill from waker240/FullVideoProductionSkill. Create a short design-led motion graphic, title treatment, or transparent overlay in HyperFrames.

When should I use Motion Graphics?

Motion Graphics fits situations like: the main deliverable is visual motion rather than narration; tasks that involve Motion graphics.

How do I install Motion Graphics in Claude Code?

Run `npx skills add waker240/FullVideoProductionSkill --skill motion-graphics -a claude-code`. Or copy the skill folder (skills/motion-graphics in waker240/FullVideoProductionSkill) into .claude/skills/motion-graphics in your project. Claude Code loads it when a task matches its description.

How do I install Motion Graphics in Codex?

Run `npx skills add waker240/FullVideoProductionSkill --skill motion-graphics -a codex`. Or copy the skill folder (skills/motion-graphics in waker240/FullVideoProductionSkill) into .agents/skills/motion-graphics in your project. Codex loads it when a task matches its description.

Can I use Motion Graphics in Cursor, Gemini CLI or GitHub Copilot?

Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add waker240/FullVideoProductionSkill --skill motion-graphics -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/motion-graphics, .gemini/skills/motion-graphics, .github/skills/motion-graphics and .opencode/skills/motion-graphics in your project.

What does Motion Graphics need to run?

Going by SKILL.md and its folder, Motion Graphics needs JavaScript for the scripts in its folder and the command-line tools its instructions call (npx, node and brew). Our summary lists: Node.js. Compatibility (from SKILL.md): Requires sibling skills from this pack, a local filesystem and shell, Node.js 22.20.0+, and FFmpeg/ffprobe for media work. Generation providers and desktop tools are optional, separately configured capabilities..

Does Motion Graphics access the network?

SKILL.md contains no URLs. Its commands use npx, which can reach the network depending on how they are called. This is read from the text; nothing was executed.

Is Motion Graphics safe to install?

Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. Review the folder before installing.

What licence does Motion Graphics use?

Motion Graphics is published under the Apache-2.0 licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does Motion Graphics use?

About 3.5k tokens (SKILL.md is roughly 14k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full. Its references folder adds about 2.4k tokens, read only when the agent opens those files.

What are the alternatives to Motion Graphics?

Skills that share tags, products or a category with Motion Graphics: HyperFrames Animation (heygen-com/hyperframes, 59k stars), Faceless Explainer Video (heygen-com/hyperframes, 59k stars), Figma to HyperFrames (heygen-com/hyperframes, 59k stars) and Media Use (edenfunf/reelmimic, 1.7k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Motion Graphics?

waker240 (a GitHub user) maintains it in waker240/FullVideoProductionSkill, which has 197 GitHub stars. The repository holds 13 skills in this directory. The repository was last updated on September 26, 2026.

Source: waker240/FullVideoProductionSkill on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.