motion-doctrine

A set of rules for planning movement in HyperFrames animations and videos. It coordinates how one scene exits, how the next scene enters, and how elements move within scenes.

In plain words
What is it for?
Use it before composing HyperFrames animations, especially for scene transitions, text arrivals, group movement, cursor actions, captions, and launch or explainer videos. It defines the planning order for movement, seams, and visual causes.
Why use it?
It prevents each scene from feeling like an isolated slide and keeps visual momentum across the whole video. It also routes different animation jobs to the techniques meant to handle them.

Skill for Claude CodeCodex

▶ Hyperframes + Claude Code = Insane Edits! George Tasan AI · about heygen-com/hyperframes · on YouTube →
Install

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.

agentmods
npx agentmods add skills/heygen-com/hyperframes/motion-doctrine
Any agent
npx skills add heygen-com/hyperframes --skill motion-doctrine
Clone the repo
git clone --depth 1 https://github.com/heygen-com/hyperframes

Made for: Claude Code, Codex.

Per session 187 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 2,385 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. Scan, not verified.
Origin original No closer match found in the catalogue.
Token cost

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.

ModelPer sessionOnce invoked
Fable 5 $0.00187 $0.02385
Opus 5 $0.00093 $0.01192
Sonnet 5 $0.00037 $0.00477
Haiku 4.5 $0.00019 $0.00238

Measured 2d ago against content hash 04ef48092fd5, method: parsed. Prices are Anthropic first-party input rates as of 2026-08-30, from the pricing page.

Security

Grade A, and why

motion-doctrine 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 2d ago.

The scan reads SKILL.md. This mod also ships 2 executable files (scripts/seam-gate.mjs, scripts/seam-stamp.mjs), listed below but not scanned — reading those needs a real analyzer, not pattern matching.

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.

.agents/skills/motion-doctrine/SKILL.md · 174 lines

How it starts

The opening of the file, as written. The whole thing — 174 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Motion Doctrine (Gateway)

Read this before composing any animation. It decides WHAT happens at every seam and how every scene performs; the technique skills implement it. These rules supersede generic / upstream motion guidance. The failure this prevents: scenes authored in isolation — the eye's momentum dies at every cut, and scenes wobble in place between entry and exit.

Route map

Decision (this skill) Implementation skill
Seam transition choice + parameters + code cut-the-curve §1–5 (the catalog)
Text / element entry cascades cut-the-curve §6 (waterfall entry)
In-scene group repositioning (no cut) cut-the-curve §7 (nudge curve)
Cursor-led action / scene kickoff / morph ignition oversized-cursor
Seam render mechanics / white-flash guard seam-craft
Product-launch / explainer / caption work overlays text-beat-economics, brand-faithful, captions-overlay on top of the upstream skill

Authoring order: vector ledger (ledger.json) → STAMP the master seams from it (scripts/seam-stamp.mjs --ledger ledger.json --write index.html) → sustained-motion route per phase → carriers and causes → build comps → VERIFY (scripts/seam-gate.mjs). Hand-author only Tier-A morphs/match-cuts; stamped seams pass the gate by construction.


Part 1 — The Seam Law

Read the full file on GitHub · 174 lines

Files

What ships with it

3 files beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.

Changes

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.

  1. 2d ago First seen · 174 lines · 187 tokens per session scan A 04ef48092fd5

Subscribe to this mod's changes

motion-doctrine is a skill published in the GitHub repository heygen-com/hyperframes (43,593 stars, last pushed today), licensed Apache-2.0. It adds 187 tokens to every session and 2,385 once invoked, about $0.0009 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.

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