Apply one semantic, shot-local motion revision to an upstream shot: source windows, timing, reframe, element/camera tracks, cue markers, and entrance-hold-exit choreography.
Where: Flowgen -> Add -> Video & Motion -> Shot Motion Gen
Before you start
- Connect exactly one live upstream shot to Shot / shot_in.
- Resolve broken targets in the upstream chain before relying on a strict flow run.
Key ideas
- A live upstream shot is mandatory: Motion does not create an origin. It becomes ready only with a current shot_out -> shot_in edge, then resolves that chain before compiling its own contribution.
- Shot-local editing: The stage edits the nested shot clock: source trim, retiming, reframe, element/camera tracks, and cue markers. Master-timeline placement and between-shot transitions stay in Video Composition.
- Repeatable semantic motion: Later Motion stages can append motion, retime, replace named targets, or intentionally replace all shot-local motion without copying the document. Stable semantic anchors make revisions resilient to editor-id changes.
- Design System still matters: Motion receives the complete video-target design-system stylesheet so authored classes and existing motion character can be understood and painted, while it remains forbidden from rewriting design/CSS.
- Same live outputs: shot_out continues the exact chain, editor_out exposes the resolved native bundle, and poster_out exposes the current representative frame.
- Shot Motion Gen card: VideoShotMotionNode uses the authored shared-card path. Add shot-local timing, retiming, reframe, tracks, cues, and choreography.
- Properties sidebar: WebNodePanel.tsx
- Opened surfaces: Nested shot editor; poster preview; reasoning
Steps
- Connect the upstream stage's Shot / shot_out to Shot / shot_in.
- Describe the cut, timecode, trim, speed, reframe, camera move, element motion, cues, and entrance/hold/exit timing you want.
- Optionally connect Prompt, Skill, Design System, Image ref, Assets, Review, and System Prompt. Motion deliberately has no Footage, Page to edit, CSS, or Structure ref input.
- Choose the Shot Motion skill, model, thinking level, Preview format, and Render profile.
- Use the source-range editor to set the intended source window and playhead; use Set poster when this stage should change the representative frame.
- Run and inspect the resolved shot. Confirm that motion targets the intended semantic layers and that the source range remains valid.
- Repeat another Motion stage for a focused follow-up, add a Design revision, or connect the final shot_out to Video Composition shots_in.
Inputs
- Prompt / prompt_in: up to eight motion briefs.
- Skill / skill_in: one motion doctrine/instruction source.
- Design System / design_system_in: complete target stylesheet and authored motion context.
- Image ref / reference_in: visual/motion direction.
- Assets / asset_in: placement media available to the resolved shot.
- Shot / shot_in: one exact required upstream shot.
- Review / critic_in: one critic result.
- System prompt / system_prompt_in: append to or replace the built-in compiler prompt.
Deliberate omissions
Motion does not expose Footage, Page to edit, CSS, or Structure ref. Those inputs are for authoring/revising elements and styles in Shot Design; Motion is limited to timing operations on elements that already exist.
Motion contribution vocabulary
- Append an element or camera track.
- Set source window and layer window.
- Change speed/retiming.
- Reframe around a subject or semantic target.
- Add cue markers and entrance/hold/exit choreography.
- Replace a named target or, when explicitly requested, replace all shot-local motion.
Outputs and replay
- shot_out: exact composable shot reference.
- editor_out: resolved native editor bundle.
- poster_out: current poster image when captured.
- Downstream projections re-derive when an earlier stage changes; no model call is needed merely to copy upstream content because no copy exists.
Shot Motion Gen controls and presets
- Add path: Flowgen → Add → Video & Motion → Shot Motion Gen.
- Card: VideoShotMotionNode.
- Properties: WebNodePanel.tsx.
- Controls: Prompt; Skill; Model/thinking; Preview format; Render profile; Source range; Poster.
- Opened surfaces: Nested shot editor; poster preview; reasoning.
Tips
- Use several focused Motion stages instead of one ambiguous paragraph when you expect later revisions.
- Name targets in Shot Design before asking for precise repeated motion.
- State exact source timecodes and desired local duration when timing matters.
- Keep cross-shot transitions in Composition so individual shots stay reusable.
Limitations and important notes
- Cannot run without a live shot_in edge.
- Does not create/edit CSS or author new page structure.
- Cannot own master-timeline placement or transitions between shots.
- Hand edits that remove/rename semantic targets can produce skipped, broken, or conflicting replay events.
Troubleshooting
Run is unavailable
Connect an upstream Shot output to the exact Shot input. A preview cached in node data is not enough; the current graph edge is required.
The wrong element moved
Use a stable named/semantic target, simplify the instruction, or return to Shot Design and make the layer identity clearer.
Motion disappeared after an upstream change
Read the resolve report for target-missing, ambiguous, superseded, or hand-edit-diverged events, then reapply the affected motion stage.
I need a dissolve into the next shot
Add that transition in Video Composition. Shot Motion owns the interior of one nested shot.
FAQ
Can I use two Motion nodes in a row?
Yes. Repeated Motion stages are a core workflow and can append or revise earlier shot-local motion.
Why is there no pattern_in?
A static pattern page guides authoring of elements/styles, which belongs to Shot Design. Motion receives existing styles through the shot and Design System instead.