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nxrskyaa/motionite

Make high-quality motion-graphics videos (launch films, explainers, social reels, game trailers, loops, stings) with Remotion. Use it when asked to create, animate, storyboard, or render a motion video, kinetic type, a product promo, or an animated social post, or to pick a visual style for one. It includes 15 house styles (NxrStyle 01–15), 70 ID'd techniques with exact timings, universal motion laws, and a QA process (ffprobe, −14 LUFS, contact sheets, determinism). By NxrLabs.

What is motionite?

motionite is a Claude Code agent skill that make high-quality motion-graphics videos (launch films, explainers, social reels, game trailers, loops, stings) with Remotion. Use it when asked to create, animate, storyboard, or render a motion video, kinetic type, a product promo, or an animated social post, or to pick a visual style for one. It includes 15 house styles (NxrStyle 01–15), 70 ID'd techniques with exact timings, universal motion laws, and a QA process (ffprobe, −14 LUFS, contact sheets, determinism). By NxrLabs.

Works with~Claude Code~Codex CLI~Cursor
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Documentation

Motionite: motion design for agents

Motionite turns a brief into a finished, deterministic Remotion film that looks designed, not generated. It has three parts:

PartWhereUse it to…
15 NxrStylesstyles/ · comparison + pickerChoose one complete visual system per film
70 techniquestechniques/Build each move with proven numbers (IDs T, N, X, C, U, H, R)
Working codeexamples/Copy lib/anim.ts tokens, the demo comps and the style comps

The prompt is not the differentiator. The same one-line showreel prompt can give wildly different films. What makes the difference is iteration on stills and taste in the critique loop. This skill is that loop.

Workflow (follow in order)

1 · Brief → facts vs choices

Write down:

  • Facts: real assets you have (logo files, screenshots, footage, brand hex, fonts, VO, music + BPM), the claims, the aspect ratio, the duration and the platform.
  • Choices: everything else. If a real product's UI or logo is missing, ask or leave a labelled placeholder. Never invent it.
  • One sentence the viewer must remember. A film has one idea per beat and one message overall.

2 · Mood board

Collect 2–3 mood-board films and write what to take from each, in numbers: cut rhythm (seconds per shot), palette hex, type family, signature move. You can find the IDs in techniques/README.md. If you can, make a contact sheet of each one (ffmpeg -vf fps=2,scale=480:-1,tile=6x5) and read it.

3 · Pick ONE NxrStyle

Use the decision table in styles/COMPARISON.md, then open that style's file and follow its Visual DNA (palette, type, layout, motion, transitions, timing, audio) and its Do/Don't.

  • A supplied brand guide overrides the style's palette and font, and any bans.
  • You may borrow one technique from another style. Never borrow a whole palette or type system.
#StyleFeel#StyleFeel
01Beat Reelloud, bar-cut colour fields09Live Bento Grid1:1 looping poster of live tiles
02Night Caption Explainer9:16 VO captions, big number10Pixel Bar-Grid Trailerpixel game trailer, dither cuts
03Floating Product UI3D phone, giant number, chips11One-Take Portal Zoomone log-zoom through worlds
04Editorial Inkpaper, serif, highlighter12Console-as-Filmthe object is the world
05One-Pan Flat Worldone camera truck, sky by x13Clean Launch Filmrestrained, one accent
06PRESS START Menuretro 8-bit menu14Paper Stop-Motioncut paper on 12s, riso
07Frost Collectibleicy, orbit, mint counter15Hand-Drawn Inkself-drawing boil, ink blot
08Duotone Storybookengraved navy + one warm

4 · Shot list in frames

Write a table before you code:

ShotFramesOn screen at the first frameWhat moves (frame-exact)TextTechnique IDsAudio cue

Rules:

  • Pick the fps (30 for most work, 60 for UI-smooth films), then set a beat grid: BEAT = fps·60/BPM. Shots last whole bars, and cuts land 2 f before the beat.
  • Frame 0 is the poster, so it must already be composed.
  • One idea per shot, with ≥ 0.8 s of legible hold for any line.
  • Never put two transition devices back to back. A look change lands on a hard cut and lasts ≥ 1 s.

5 · Build in Remotion

Start from examples/. Copy src/lib/anim.ts (easings E, springs SPR, prog, spr, lmix, track, hitPulse, blurIn/blurOut, rand, onTwos), plus src/styles/kit.tsx and the comp of your chosen style.

Build rules:

  • render(frame) is pure: no Math.random, Date.now, timers, CSS transitions/animations, or state across frames. Seeded rand(key) only. Re-simulate any physics from frame 0 at a fixed step.
  • Enter with E.out and exit with E.in. The secondary move starts at 55–75 % of the primary.
  • Scale moves in log space (lmix). A value that retargets is a sum of springs (track).
  • Speed limit: ≤ 25 px/frame @60 unless smeared or blurred.
  • Overshoot ≤ 2 per film and never on type. Flash ≤ 2 per film, capped at 65–85 % (never a blank full frame).
  • Text blurs in (12–20 px → 0, sharp at 60 % of the move). Don't use plain opacity fades.
  • fontVariantNumeric: 'tabular-nums' on every counter. Quote font names that contain digits: '"Press Start 2P"'.
  • Never put opacity or filter on a preserve-3d element, never put will-change on camera-scaled text, and never use backdrop-filter in headless renders.
  • Layer cadence: UI on ones, drawn characters on twos, paper puppets on 12s. Textures never boil.
  • Loops: the last frame equals the first.

6 · Stills for approval (before any full render)

Render one still per beat, plus 3 frames around every transition:

npx remotion still src/index.ts <CompId> out/s_<f>.png --frame=<f> --scale=0.5

Put them in a contact sheet and look at them. Fix composition, legibility and palette at this stage, because a still costs seconds and a render costs minutes. If there is a human in the loop, get approval on the stills.

7 · Render

npx remotion render src/index.ts <CompId> out/raw.mp4 --codec=h264 --crf=18 --pixel-format=yuv420p
ffmpeg -i out/raw.mp4 -c:v copy -af loudnorm=I=-14:TP=-1:LRA=11 -c:a aac -b:a 192k -movflags +faststart out/film.mp4

8 · QA (full commands)

  1. ffprobe: codec, size, fps, and video duration = audio duration (±1 f).
  2. Loudness: −14 LUFS integrated (±1), ≤ −1 dBTP.
  3. Contact sheet from the final MP4 (not from stills): 2 fps, 6×5 tiles.
  4. Determinism: render a frame twice and pixel-diff it (it must be identical).
  5. Frame-diff curve: no single-frame spikes more than 3× their neighbours.
  6. Brand hex sampled from a still, and audio onsets within ±1 f of their visual hits.

9 · Self-critique (3 rounds)

Score the contact sheet against the six tests in qa.md: poster, read, beat, budget, style and brand. Fix the worst three issues, re-render, and repeat up to three times. Report what you changed each round.

Universal taste rules (short form)

  1. Frame 0 is a poster, and every paused frame is composed.
  2. Blur-in text. No plain fades. Exits accelerate.
  3. One accent colour, and it means something.
  4. Zoom and scale in log space, and keep camera moves continuous rather than stepped (except in pixel styles).
  5. Cut on the bar, one idea per bar, with readable holds.
  6. Flash cap 65–85 %, at most twice. Overshoot at most twice, never on type.
  7. Transitions are designed devices (iris, smear, blot, scale-through, polarity flip), never a cross-dissolve.
  8. Real assets over drawn ones. Never fake a real product's UI.
  9. Determinism is a feature: the same frame always renders the same pixels.
  10. The aesthetic bans (serif, cream, glow, glass, emoji, particles) are defaults for generic product films. A brand or its mood board can override them. The physics laws are not optional.

Full laws: techniques/laws.md. Brief template: techniques/prompt-skeleton.md.

Output contract

When you deliver a film, report:

  • the style used
  • the shot list (frames + technique IDs)
  • the path to the MP4 and the contact sheet
  • the ffprobe line, the LUFS reading and the determinism result
  • what changed in each critique round
  • any placeholder or invented asset

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