skills/seedance-motion/SKILL.md
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.
npx skillsauth add osgaa444/seedance-2.0 seedance-motionInstall this skill globally with one command. Works with Claude Code, Cursor, and Windsurf.
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This skill covers motion control, action choreography, and video extension for Seedance 2.0, prioritizing intent-driven descriptions over micro-management.
For action, describe the intent and consequence, not the precise timestamps. Let the AI director handle the interpolation.
This is the most reliable method for all action and fight scenes.
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.
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].
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.
violently, gracefully, slowly, frantically to guide the model's interpretation of the action.Dust erupts, sparks fly, water sprays, the character staggers.⚠️ 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.
| 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 |
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.
Use these concepts to diagnose failing motion prompts, not as prescriptive rules for building them.
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)
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