Atlas / Skills / emily2040 / Seedance Motion

Seedance MotionSAFE

skills/emily2040/seedance-motion

Comprehensive production pipeline for quad-modal AI filmmaking with Seedance 2.0

Verdict
SAFE
Grade
B
Trust score
89 /100
Version
6.7.0
Hosts
1 documented
License
MIT
Stars
7,642
01

Overview

Comprehensive production pipeline for quad-modal AI filmmaking with Seedance 2.0

Read from source at commit b11e1df49a75OBSERVED · 2026-10-13
02

Host compatibility

What the documentation claims. We have not run a compatibility test.

HostStatusNotes
openclawmentioned
03

What it tells the agent

The instruction file, verbatim from the audited commit — this is the text the model reads, and the surface the audit's instruction layer examines. Quoted here so you can judge it without cloning anything.

---
name: seedance-motion
description: "This skill should be used when the user asks for body action, choreography, physics, object movement, movement timing, action continuity, stunt direction, or motion-reference mapping in Seedance 2.0."
license: MIT
user-invocable: true
tags:
  - motion
  - choreography
  - physics
  - seedance-20
metadata:
  version: "6.7.0"
  updated: "2026-08-01"
  parent: "seedance-20"
  author: "Iamemily2050 (@iamemily2050)"
  repository: "https://github.com/Emily2040/seedance-2.0"
  openclaw:
    emoji: "🎬"
    homepage: "https://github.com/Emily2040/seedance-2.0"
---

# seedance-motion

Before producing prompt text, a prompt-ready block, a rewrite, an example, or a compiled clip, load the [Director's Read](../../references/directors-read.md), classify the brief, and complete its canonical narrative or non-narrative record. Translate that record into visible or audible carriers and keep its internal labels out of final generation prose.

Use physical verbs and consequences. Motion should be observable on screen, timed within the clip, and assigned to a subject or object. Prefer one strong action with a visible endpoint over several vague actions competing for attention.

Load [reference-workflow](../../references/reference-workflow.md) for video-motion references, [shot-list-continuity](../../references/shot-list-continuity.md) for action handoffs across shots, [examples-by-mode](../../references/examples-by-mode.md) for safe edit, extend, and R2V patterns, and [directing-engine](../../references/directing-engine.md) when motion is performance: translate the scene's emotion into one true visible gesture per beat - a playable action with an objective and subtext - instead of an emotion word the model cannot render.

## Intent

Motion is the verb of the user's story - the thing they came to see HAPPEN. The soul here is consequence: motion that begins, lands, and changes something feels lived; motion that loops feels generated. Every action carries the story one beat forward, or it doesn't belong in the clip.

## Motion Contract

State: actor/object, action, force level, timing, physical consequence, continuity requirement, and endpoint.

| Motion type | Strong phrase | Weak phrase |
|---|---|---|
| Subtle acting | `Character A inhales, grips the cup tighter, then sets it down without looking away` | `she feels nervous` |
| Product material | `condensation beads gather, merge, and slide down the bottle neck` | `the product looks refreshing` |
| Choreography | `Character B ducks under the swinging bag, pivots left, and stops in a guarded stance` | `fast action fight scene` |
| Object physics | `paper receipt lifts in the fan breeze, flips once, and lands face-up` | `papers move dynamically` |
| Environmental motion | `rain streaks diagonally across the backlight while puddle ripples spread from footsteps` | `stormy weather atmosphere` |

## Physics-Forward Pattern

Official material claims strong physics; extract it by writing causes and letting the model compute consequences (field-observed emphasis - test before promising results). State mass, force, and material, then name one consequence the camera can see: `the heavy oak door swings shut and the candle flames bend toward it` beats `the door closes dramatically`. Consequences prove the action: weight shows in landing compression, momentum in overshoot and recovery, friction in skid length, wind in what it displaces. One physical cause with two or three visible consequences reads stronger than three separate actions.

## Timing Pattern

Use a three-beat structure for short clips: setup, action, changed end state. Example: `0-2s: candle flame steady; 2-4s: door opens and flame bends; 4-6s: smoke trail curls toward the hallway`. Time segmentation is useful for action, VFX, lip-sync, and product demonstrations, but avoid frame-perfect overload unless the user truly needs it.

When sound drives the motion, pair each visible change with one beat or SFX: `door click at 2s, light pulse on the downbeat, hand releases the cup on the final chime`. Do not ask for many cuts, locations, and micro-actions inside one short clip.

## Reference Motion Rules

For reference footage, use only owned, licensed, public-domain, stock, mocap, rehearsal, or self-recorded material. Map `@Video1` to motion, camera, timing, or blocking, not identity, unless the identity is authorized. If a reference contains a real person, transfer only general motion or camera behavior and explicitly exclude likeness transfer.

## Stability Rules

Hands, faces, logos, and product geometry drift when too many actions occur. Reduce motion around fragile details: lock the camera for lip-sync, keep hands in simple poses, ask product parts to remain rigid, and move light or environment instead of the core identity anchor.

## Sequence State

When sequence state is present, inherit the observed action phase, open motion vector, current clip scope, continuity locks, exact reference tags, and reserved future beats. Do not replay actions marked already happened or completed. Do not perform a reserved beat early; carry unfinished motion from the accepted end state into the next clip.

## Output Contract

Return the motion phrase, timing pattern, reference role map if any, and repaired prompt language.
04

Trust audit

SAFEgrade B · trust 89/100 Nothing in the source contradicts what it says it does. Grade A is reserved for packages that have also passed the behavioural sandbox.

LayerWhat it checksResult
L0Provenance & inventoryPASS
L1Static analysis of the codeNA
L2Instruction surface (what it tells the agent)PASS
L3Class-specific surfacePASS
L4Behavioural (sandbox)SKIPPED

What the source does

Filesystem
none-observed
Network
none-observed
Shell
none-observed
Dependencies
pinned
Secrets in source
none-found

Findings (0)

No findings outside the package's declared scope.

Gates applied: no_behavioural_pass.

Audited 2026-10-13 · audit v0.4.1 · source sha b11e1df49a75full audit observations/trust-audit/skill/emily2040__seedance-motion.json · Report an issue / request a re-scan
05

Audit history

Every audit this skill has had.

DateSourceVerdictGradeScoreChange
2026-10-13b11e1df49a75SAFEB89first audit
06

Questions

What does the Seedance Motion skill do?

Comprehensive production pipeline for quad-modal AI filmmaking with Seedance 2.0

Is Seedance Motion safe to install?

The audit found nothing in the source that contradicts what it says it does, and graded it B (89/100). Grade A is held back for packages that have also passed a sandboxed behavioural run, which is why a clean skill reads B.

What can Seedance Motion access on my machine?

The audit observed no filesystem, network or shell use at all in its source.

Which assistants does Seedance Motion work with?

Its documentation mentions openclaw. That is what the text claims, not a compatibility test we ran.

How current is this page?

The grade is for one exact copy of the source (b11e1df49a75), read on 2026-10-13. The repository is watched, and a new audit runs when it changes — this is the first audit.

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