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 video across multiple clips.
Best use case
seedance-motion is best used when you need a repeatable AI agent workflow instead of a one-off prompt.
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 video across multiple clips.
Teams using seedance-motion should expect a more consistent output, faster repeated execution, less prompt rewriting.
When to use this skill
- You want a reusable workflow that can be run more than once with consistent structure.
When not to use this skill
- You only need a quick one-off answer and do not need a reusable workflow.
- You cannot install or maintain the underlying files, dependencies, or repository context.
Installation
Claude Code / Cursor / Codex
Manual Installation
- Download SKILL.md from GitHub
- Place it in
.claude/skills/seedance-motion/SKILL.mdinside your project - Restart your AI agent — it will auto-discover the skill
How seedance-motion Compares
| Feature / Agent | seedance-motion | Standard Approach |
|---|---|---|
| Platform Support | Not specified | Limited / Varies |
| Context Awareness | High | Baseline |
| Installation Complexity | Unknown | N/A |
Frequently Asked Questions
What does this skill do?
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 video across multiple clips.
Where can I find the source code?
You can find the source code on GitHub using the link provided at the top of the page.
SKILL.md Source
# seedance-motion · Intent-First Choreography (v5.0) This skill covers motion control, action choreography, and video extension for Seedance 2.0, prioritizing intent-driven descriptions over micro-management. ## The Guiding Philosophy > For action, describe the **intent** and **consequence**, not the precise timestamps. Let the AI director handle the interpolation. --- ## 1. The Recommended Workflow: Intent + @Video Reference This is the most reliable method for all action and fight scenes. ### Step 1: Find a Reference Video Find a real-world video clip (e.g., from a movie, a stunt performance, or a video game) that captures the style of action you want. Upload it as `@Video1`. ### Step 2: Write an Intent-Based Prompt Describe the high-level action in 1-3 sentences. Use degree adverbs and physics consequences. Then, explicitly tell the model to reference the uploaded video. ``` // Recommended Prompt Structure Characters: A references @Image1; B references @Image2. Choreography: The archer fires two arrows; the mage deflects them with a violet energy shield, then closes distance and blasts the archer into a tree with a shockwave. The archer draws a short blade and counter-attacks in close combat. Reference: Reference the fight actions, character movements, and camera work from @Video1. Style: Match the gritty, handheld style of @Video1. ``` **Why this works:** The `@Video1` reference provides the model with a rich, dense, and unambiguous understanding of the desired motion, physics, and camera language, which consistently outperforms any text-only description. *For more on the @reference system, see [ref:reference-workflow].* --- ## 2. The Text-Only Workflow: Intent-Based Description Use this when you don't have a reference video. The key is to keep it simple and enforce the **"One Action Per Shot"** rule. ``` // Text-Only Fight Scene Example Characters: A references @Image1; B references @Image2. Shot 1: A throws a right hook at B's jaw. Shot 2: B ducks under the punch and sweeps A's legs. Shot 3: A jumps, landing a spinning back kick to B's shoulder. Shot 4: B staggers backward two steps, recovering his balance. Camera: Medium shot, tracking the action. Slight handheld shake on impacts. Physics: Dust puffs up from the ground on the leg sweep. A wet impact sound accompanies each hit. ``` ### Key Principles for Text-Only Action - **One Action Per Shot:** Do not chain multiple distinct actions (e.g., punch, block, kick) into a single sentence or shot. Break them down. - **Degree Adverbs:** Use words like `violently`, `gracefully`, `slowly`, `frantically` to guide the model's interpretation of the action. - **Physics Consequences:** Describe the results of the action. `Dust erupts`, `sparks fly`, `water sprays`, `the character staggers`. --- ## 3. Experimental Workflow: Micro-Choreography > **⚠️ Warning:** This is an advanced, experimental technique that is unreliable for most users and often results in jitter, morphing, and failed generations. Use the Intent-Based workflows above for production. Micro-choreography involves specifying actions with timestamps or in a grid format. While it offers the highest potential for control, it is also the most likely to fail. ### The Grid Method (25宫格) | Beat | Camera | Action | SFX | | :--- | :--- | :--- | :--- | | 1 | Full shot, locked | B right punch → A face | drum "dong" + wind | | 2 | Close-up | A crossguard block | impact "peng" | | 3 | Medium | A wrist flip counter | ground crack | ### Timestamp Method `0-1s: A throws a punch. 1-2s: B blocks. 2-3s: A follows with a kick.` **When to use:** Only for short, highly technical sequences where the exact timing of each beat is critical and you are prepared to iterate many times to get a usable result. --- ## Diagnostic Tools Use these concepts to diagnose failing motion prompts, not as prescriptive rules for building them. - **Beat Density:** If your output is blurry or jittery, you may have too many actions packed into a short duration. The model can typically handle 1-2 distinct beats every 5 seconds. High-density prompts require the experimental micro-choreography format. - **Timing Language:** Use relative terms (`eases in over 2 seconds`) or descriptive adverbs (`accelerates into a run`) instead of hard timestamps for smoother, more natural motion. --- *Maintained by [Emily (@iamemily2050)](https://github.com/Emily2040)*
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