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Reference motion-director

Motion vocabulary for directing

Knowing these terms lets you direct precisely. Use the prompt terms in briefs and storyboards.

TermWhat it isUse it forPrompt terms
Kinetic typographyText itself is the animation: words slide, scale, split, rotate, reveal, change emphasisHooks, title sequences, product statementsword-by-word reveal, staggered text, per-character animation, masked reveal, tracking expansion
Easing and springsEasing shapes acceleration; a spring adds a physical response, possibly with overshoot. The biggest difference between robotic and polished motionEvery moveease-out, cubic-bezier, spring animation, subtle overshoot, settling motion, no linear movement unless intentional
Staging and hierarchyStaging decides what the viewer notices first; hierarchy decides what matters most. Don't animate everything equallyEvery framesingle focal point, negative space, foreground / midground / background, parallax, asymmetric composition, controlled hierarchy
Transitions and match cutsA transition connects scenes; a match cut uses a shared shape, position, motion or idea so the change feels continuousScene changesmatch cut, shape morph, directional wipe, camera-driven transition, overlapping transition, motivated cut
Lighting, texture, depthMake flat graphics tactile or cinematic. Use selectively: too much glow, blur and grain look cheapHero moments, backgroundsrim lighting, soft bloom, ambient occlusion, subtle film grain, depth of field, specular highlights

Animation principles worth naming

  • Anticipation: a small move against the direction before the main move.
  • Follow-through and overlap: parts settle at different times; the label lands after the card.
  • Overshoot and settle: passes the target slightly, returns. Small for UI and type, larger for playful brands.
  • Stagger: items start one after another (40 to 80 ms), or each on its spoken word.
  • Arcs: natural moves curve; straight lines read mechanical.
  • Hold: stillness so the viewer can read. A hold is a decision, not dead time.
  • Squash and stretch: for characters and playful shapes; avoid on UI and type.

Camera and transition words

push in / pull out, dolly, truck, crane, whip pan (both shots on screen), rack focus, parallax, screen-recorder zoom (content scales inside a fixed frame), flood (a shape grows past the corners to become the next scene), shared element (an object becomes the next scene), mask reveal, iris, hard cut on the beat, J-cut / L-cut (sound leads or trails the picture).

Sound words

bed (music under everything), sting (short musical accent), riser (builds into a moment), impact / hit, whoosh (by its peak, on the move), UI click / tick, room tone, ducking (music dips under voice), silence as accent, -14 LUFS (web loudness).

Frame-based reminder (for whoever builds it)

Every animation is a pure function of the frame: in Remotion useCurrentFrame(), interpolate(), spring(), useVideoConfig(); no CSS transitions, requestAnimationFrame, timers or unseeded randomness. Same frame in, same image out.

Added terms (research round)

TermWhat it isPrompt terms
X becomes YThe storyboard form of a transition: outgoing object, carried content, incoming objectiris, accordion squeeze, flood-and-contract, line carry, label carry
Velocity-matched cutCut at the fastest frame; the next shot starts at that speed and brakesexit ramp, entry decay, momentum across the cut
Occluder cutA soft foreground object covers the screen and the cut hides inside ithidden cut, no-cut transition
Light-leak burnA wash ramps up, the cut hides at the peak, it recedes faster; the old picture washes outleak, burn (tint with the accent, no flare)
Fragment chainCopy as 1 to 4 word pieces, build mode (append, newest in accent) or replace modefragment, build, replace, one giant keyword
Karaoke fill, weight pumpWord fills at speaking rate; variable-font weight pulses on the beatword fill, weight envelope
Earned stillnessOne hold on the key claim, then the biggest spike; spend it oncehold, drop-out, silence hole
Golden sceneAn approved scene used as the working example for the restreference scene

Named moves written in the card format (intent, core motion, parameters with what happens if wrong, pitfalls) belong to the shot library: skills/shot-library. Draw 3 to 5 moves from it when a film risks repeating the familiar fade-up, push-in and end card.