Getting it into your agent
One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.
npx agentmods add skills/1370998960-del/https-github.com-emily2040-seedance-2.0/seedance-motionnpx skills add 1370998960-del/https-github.com-Emily2040-seedance-2.0 --skill seedance-motiongit clone --depth 1 https://github.com/1370998960-del/https-github.com-Emily2040-seedance-2.0Wrote this? Show the measurements
A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.
[](https://agentmods.dev/skills/1370998960-del/https-github.com-emily2040-seedance-2.0/seedance-motion)<a href="https://agentmods.dev/skills/1370998960-del/https-github.com-emily2040-seedance-2.0/seedance-motion"><img src="https://agentmods.dev/badge/skills/1370998960-del/https-github.com-emily2040-seedance-2.0/seedance-motion.svg" alt="Measured on agentmods" height="20"></a>What it costs to keep this loaded
Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.
| Model | Per session | Once invoked |
|---|---|---|
| Fable 5.1 | $0.00045 | $0.01076 |
| Opus 5 | $0.00023 | $0.00538 |
| Sonnet 5 | $0.00009 | $0.00215 |
| Haiku 4.5 | $0.00005 | $0.00108 |
Grade A, and why
seedance-motion scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 6d ago.
A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.
Nothing flagged
None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.
Copies of this mod
1 near-identical copy found in the catalogue:
- seedance-motion — 95% identical, 6 lines differ
How it starts
The opening of the file, as written. The whole thing — 69 lines — stays where its author put it; the contents beside it link to each section on GitHub.
seedance-motion
Use physical verbs and consequences. Motion should be observable on screen, timed within the clip, and assigned to a subject or object. Prefer one strong action with a visible endpoint over several vague actions competing for attention.
Load [ref:reference-workflow] for video-motion references, [ref:shot-list-continuity] for action handoffs across shots, [ref:examples-by-mode] for safe edit, extend, and R2V patterns, and [ref:directing-engine] when motion is performance: translate the scene's emotion into one true visible gesture per beat - a playable action with an objective and subtext - instead of an emotion word the model cannot render.
Intent
Motion is the verb of the user's story - the thing they came to see HAPPEN. The soul here is consequence: motion that begins, lands, and changes something feels lived; motion that loops feels generated. Every action carries the story one beat forward, or it doesn't belong in the clip.
Motion Contract
State: actor/object, action, force level, timing, physical consequence, continuity requirement, and endpoint.
| Motion type | Strong phrase | Weak phrase |
|---|---|---|
| Subtle acting | Character A inhales, grips the cup tighter, then sets it down without looking away |
she feels nervous |
| Product material | condensation beads gather, merge, and slide down the bottle neck |
the product looks refreshing |
| Choreography | Character B ducks under the swinging bag, pivots left, and stops in a guarded stance |
fast action fight scene |
| Object physics | paper receipt lifts in the fan breeze, flips once, and lands face-up |
papers move dynamically |
| Environmental motion | rain streaks diagonally across the backlight while puddle ripples spread from footsteps |
stormy weather atmosphere |
Physics-Forward Pattern
Official material claims strong physics; extract it by writing causes and letting the model compute consequences (field-observed emphasis - test before promising results). State mass, force, and material, then name one consequence the camera can see: the heavy oak door swings shut and the candle flames bend toward it beats the door closes dramatically. Consequences prove the action: weight shows in landing compression, momentum in overshoot and recovery, friction in skid length, wind in what it displaces. One physical cause with two or three visible consequences reads stronger than three separate actions.
What this file has done since we first saw it
Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.
- 6d ago First seen · 69 lines · 45 tokens per session scan A 686a45410a70
seedance-motion is a skill published in the GitHub repository 1370998960-del/https-github.com-Emily2040-seedance-2.0 (235 stars, last pushed 2mo ago), licensed MIT. It adds 45 tokens to every session and 1,076 once invoked, about $0.0002 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-30.
Other skills, from other repositories
seedance-motion
This skill should be used when the user asks for body action, choreography, physics, object movement, movement timing, action continuity, stunt direction, or motion-reference mapping in Seedance 2.0.
seedance-motion
This skill should be used when the user asks for body action, choreography, physics, object movement, movement timing, action continuity, stunt direction, or motion-reference mapping in Seedance 2.0.
seedance-motion
Control motion timing, beat density, action choreography, and sequential video extension chains for Seedance 2.0. Covers fight-scene physics, per-shot motion contracts, and multi-clip continuation techniques. Use when motion is too fast, too slow, or jittery, when choreographing action sequences, or when extending a…
motion-choreography
Motion as design language — easing grammar, easing-curve personality profiles, multi-element choreography patterns, restraint philosophy, anticipation and follow-through principles, and prefers-reduced-motion compliance. Use proactively when designing multi-element animation sequences or entrance/exit choreography…
physicsnemo-shard-tensor
Official NVIDIA-authored guidance for PhysicsNeMo ShardTensor domain parallelism — integrate domain parallelism into training/inference scripts (new or existing) with DDP or FSDP2, write and register shard patches to enable new layers/ops, and bootstrap multi-GPU correctness tests. Use when working with ShardTensor…
physicsnemo-discover
Official NVIDIA-authored guidance for navigating PhysicsNeMo — pick the model, datapipe, or example for a SciML/AI4Science task (surrogates, forecasting, downscaling, physics-informed, inverse, generative). Points at existing files via live repo search; never writes code. Do NOT use for installation or environment…