motion-tools-and-skills
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Tools, agent skills and prompts for AI-assisted motion design: Three.js + GSAP, HyperFrames, Remotion, Blender, Unreal and ComfyUI.
motion-tools-and-skills
Tools, agent skills, prompts and starters for making motion graphics with AI agents (Claude Code). The focus is code-rendered motion (Three.js + GSAP, HyperFrames, Remotion, Canvas, WebGL/WebGPU, p5.js) and agent-driven DCC tools (Blender, Unreal Engine, ComfyUI).
The first collection was gathered from ten open-source Opus 5.5 video projects on 6 October 2026, a second pass on 21 October added six more and refreshed three, a third on 22 October added five more, a fourth the same day added material from fifteen of twenty motion-skill repos, and a fifth on 4 November added the Anatomy isometric-explainer skill and a guide to React Bits, and a sixth on 14 November added dream-loop, Hairline, three of Meng To's skill sets and Emil Kowalski's choreography guides (SOURCES.md). Everything copied here carries its upstream licence, and every folder has a NOTES.md that says what it does, when to use it, what it needs, and what was changed.
New here? Read docs/techniques.md first. It distils the shared method behind all of these projects into working rules for our stack.
What's inside
skills/ — Claude Code skills
| Skill | Makes |
|---|---|
kinetic-reel |
Kinetic-typography reels and promos with three.js layers, a WebGL post pass and a synthesised beat-locked score |
painted-animation |
Hand-painted watercolour cartoons, music and lyric videos (p5.brush); includes the best animation guide in the survey |
motion-graphics-music-video |
Full music videos from a song: plan, generated characters on green, p5 motion graphics, SFX and VFX (Fal.ai key; VFX on macOS) |
lemo-opuscar |
Short films in any of 51 film styles, made entirely in code, including Evidence Films from real data; turn a style into a house style |
3d-product |
Product and object films in Blender (Cycles or Octane), from a patent, photos or CAD to a graded film, with a measured gate at every stage |
video-production-skills |
Eleven editorial skills: evidence-linked script, shot plan, explainer-motion brief, voice and caption sync, cover, release QA |
video-shotcraft |
Promo films in Remotion from 124 shot recipe cards with tuned components; the cards also work as timing specs for GSAP and HyperFrames (Remotion Company Licence needed for organisational use) |
img2threejs |
One reference image → a code-only, rigged, animatable Three.js model, built in gated passes |
lower-thirds |
Transparent lower thirds as ProRes 4444 / VP9 alpha, with alpha and title-safe checks |
motion-design-principles |
Durations, stagger, overshoot and choreography decided before code (LottieFiles) |
opus-visual-motion-engine |
HTML motion pieces with automated render QA (qa.mjs) |
motion-designer |
Code films and overlays with a determinism gate, beat clock and music cut to whole bars |
talking-head-b-roll |
Presenter graphics timed to the spoken words |
claude-motion |
Taste rules with numbers, a frame-review loop, sound from one timeline.json |
hyperframes-motion-reel |
Beat-locked reels in HyperFrames, with HyperFrames' rules and pitfalls |
anatomy |
Isometric explainer figures: a technical idea drawn as a real, detailed machine with live parts, WebGL light and a readout; records to video |
hairline |
Isometric line figures that answer the pointer: one object, one gesture, one idea, in a single stroke; also turns an SVG logo into a live figure |
dream-loop |
High-fidelity 3D scenes built to a generated target screenshot until a fresh judge scores them 8/10; fal.ai image-to-3D helper |
html-explainer-video |
One-minute explainer films where the voice is the clock: every scene lands on its word, in any look and shape, rendered locally |
html-demo |
A live app window that plays a product working, drawn in HTML from one clock; a crisp replacement for screen recordings |
threejs-scene-fx |
Five Three.js skills: a realistic ocean, underwater god rays, sky rays, a sky background and 200% rendering |
prompts/ — prompts and briefs
film-styles/: 51 film-style prompts (satellite briefing, archive light table, Swiss motion, data storytelling, isometric infographic, dark keynote, spy titles, glass product, ukiyo-e…) in one reusable 11-section schema.starters/mg-styles-15/prompts/: 15 motion-design style prompts with the source of every film they made, a template for new styles and an AI-jury review rubric.video-prompts/: 64 + 40 curated motion-design prompts and cases from two large collections of Opus 5.5 videos.
tools/ — render, check and finish
headless-render/: review sheets, frame strips, tracked crops and parallel rendering for any time-pure page; GPU probe for headless Chrome.lemo-core/: parallel video render, reading-time check, loudness master with grain, procedural SFX, TTS with a Whisper check, three.js post and CRT passes.song-analysis/: song → beat grid, downbeats, sections, per-instrument onsets from separated stems, loudness envelopes, and word-level lyric timing.tidewater-asset-pipeline/: CC0 sound sourcing and −23 LUFS normalisation; Blender batch retargeting to GLB and decimation.sync-check/: sound against picture in a rendered MP4 (off-beat hits, startling jumps).mixamo-retarget/: human joints → animated Mixamo character GLB, in numpy, without Blender.skills/3d-product/references/dsh-blender-modeling/: Blender modelling pitfalls, numeric gates, Blender 5.2 API breaks, three-view calibration, verifier checklist.- Plus beat detection, cut detection, green-screen keying, SFX mixing and a synth score inside the skills (listed in
tools/README.md).
starters/ — templates to build on
tidewater-webgpu-fx/: FFT ocean, physical sky, caustics, lens flare, motion blur and a full post chain in raw WebGPU/WGSL, with headless capture.pdoom-video-engine/: a three.js engine for audio-driven films with adaptive per-tile motion blur, true 4K from a 1080p layout and an HDR post chain.mg-styles-15/: 15 motion-design films with full source, arenderAt(t)render harness and the mgaudio soundtrack toolkit.papermotion/: a paper-cutout film engine with rigs, physics and simulation-driven sound, plus its skill.dioramas/: cinematic 3D pages with volumetric light, reflections and an AgX post stack; image → 3D assets through fal (Nano Banana 2 → Meshy 7.1); deterministic video capture of any live-clock page (dioramas, Anatomy figures, React Bits components), with--scaleand--clip.- Pointers to the kinetic-reel, painted-cartoon, web-intro and p5-overlay templates inside the skills.
docs/ — guides and research
techniques.md: the shared method, applied to our tools.reference-only.md: useful material that could not be copied (no licence, or third-party content), with where to find it.guides/lemo-opuscar/: directing and pipeline guides for code-made films, and how to make a style your own.guides/: motion fundamentals (iart.ai), field rules for code films (Howseen), effect recipes, news-insert rules, motion tokens, Disney principles in frames.guides/emil-kowalski/: Emil Kowalski's choreography rules (what leads, what follows, what stays still), a build-in-order animation guide with exact curves, and a glossary that names any motion effect for a prompt.guides/react-bits/: using React Bits backgrounds and text effects in films (loop export, frame-exact capture, picks, licence limits); nothing copied.research/athemeroy/: a study of 1,000+ agent-made videos, with a production brief, production paths, workflow analysis and data.
Using a skill
Copy a skill folder into %USERPROFILE%\.claude\skills\ (Windows) or symlink it into ~/.claude/skills/ (macOS, Linux, WSL), then describe the video you want in Claude Code. Details in skills/README.md.
What stays out of git
Renders (*.mp4, *.mov, ProRes masters), Unreal caches (DerivedDataCache/, Intermediate/, Saved/, Binaries/), node_modules/, model weights, .env files and large media. See .gitignore.
Licences
- Our own writing (this README, the
README.mdandNOTES.mdfiles,SOURCES.md,docs/techniques.md,docs/reference-only.md,prompts/video-prompts/yihui-prompt-index.md, and the scripts added to copied folders:starters/dioramas/scripts/render-video.mjs,starters/dioramas/scripts/capture/virtual-time.js,skills/video-shotcraft/assets/scripts/build-card-index.py): MIT © 2026 Ahmed Albadri. English translations of copied material stay under that material's upstream licence. - Copied folders keep their upstream licence: each has its own
LICENSEfile, andSOURCES.mdlists them all. MIT for the code from lemo-opuscar, ClaudeAnimationBase, opus-video-skills, motion-graphics-music-video-skill, tidewater, pdoom-video, mg-styles-15, papermotion, 3d-product, video-production-skills, dioramas and the dsh-blender-plugin modelling notes; Apache-2.0 for video-shotcraft, img2threejs and the Motion2MixamoRig retarget core; MIT for the fourth-survey skills, tools and guides (LottieFiles, iart.ai, Lob0Garou, kaventro, whaleyxbt, Sunwood AI Labs, Howseen, charlie947, Promptible, Dylan Tarre) for Anatomy (© Ryan); MIT for the sixth-survey skills and guides (dream-loop © Anshu Chimala, Hairline © Lucas Marques, Emil Kowalski, Meng To, and Leon Lin's sound effects); CC0 for the motion-token files; CC BY 4.0 for the athemeroy research and the adapted case list. - Third-party assets fetched by these tools at install or render time (fonts, sample libraries, models) keep their own licences.
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