klik-anim
klik-anim — Element Animation Craft
MANDATORY. Read this before writing or editing ANY animation, in any project. No motion code ships without passing the Pre-flight checklist at the end.
This is the craft layer, not the mechanics layer. Remotion's official skills own scaffolding, APIs, and rendering (Part B says exactly how to lean on them). Camera movement is its own craft and lives in the companion skill
klik-cam(the C0 camera dial and camera grammar) — this document governs everything that moves within the shot. Its base laws (determinism, easing, pacing) still apply to every animated parameter, camera included. This document owns what the mechanics leave open: how motion should feel and how frames should read — the difference between "a video was produced" and "this was designed." It holds only the laws that are true for every motion-graphics look. Anything that changes with the aesthetic — pacing, transition vocabulary, visual motifs, palette — is deferred to a per-style bible or an explicit project decision (Part C lists exactly which). When a style choice and a craft law (determinism, thin-peak easing, no cheap fades) disagree, the craft law wins — always.