Motion Ad

SkillMedia

Produce a short motion-graphics video ad, a 15s Facebook/Instagram/TikTok spot, as a rendered MP4. Researches the destination landing page so every on-screen claim matches it, pulls real product imagery off the live site, animates one paused GSAP timeline in a single HTML page, and renders it frame-accurately through Playwright and ffmpeg. Use this whenever the user wants a video ad, promo video, animated ad, "an ad for my product", Meta/TikTok/Reels creative in video form, a 9:16 or 1:1 cut of an existing spot, or a re-render of an earlier ad with a different hook, hero or CTA, including when they never say the words "motion graphics". Not for animating UI inside an app, not for static image ads, and not for long-form or voiceover-led video.

Instructions available. Your AI can read the instructions. Execution depends on the setup they require.

Add ahel to your AI once: Claude, ChatGPT, Cursor, Claude Code or Codex. Then ask it to use this.

Then ask your AI: use the Motion Ad skill

What this skill tells your AI

The instructions your AI receives, as published by fabricioctelles/skills in skills/motion-ad/SKILL.md and read by ahel’s review.

Builds a sound-off-friendly ad as one HTML page driven by a paused GSAP timeline, then renders it frame by frame into an H.264 MP4. Every frame is produced by seeking the timeline, not by recording playback, so the output is deterministic and re-renders identically.

assets/template.html is a finished 15s 4:5 ad, not a blank scaffold: hook + phone → before/after scan reveal → 3D wall of outputs → showcase carousel + social proof → brand-color CTA end card. All brand and product content lives in one CONFIG object at the top of its script. Start from that CONFIG and rewrite the beats — building a timeline from zero is slower and produces a worse spot.

Read references/template-map.md before your first edit of index.html. It maps every DOM id, geometry constant and CONFIG field, and carries the recipes for cutting a beat, adding one, and re-laying out to 9:16 or 1:1. Editing the template without it is where this workflow usually breaks.

Preflight

Set S to the directory that contains this SKILL.md — the parent of assets/ and scripts/. In this repo it is ~/GIT/skills/skills/motion-ad; a default Claude Code install puts it at ~/.claude/skills/motion-ad. If you don't know, find it:

find ~ -maxdepth 7 -type d -name motion-ad -path '*skills*' 2>/dev/null | head

Then check the toolchain once per session, and install the two npm deps (no browser download — the scripts drive the Chrome you already have):

S=~/GIT/skills/skills/motion-ad
test -f $S/assets/template.html && test -f $S/scripts/render.cjs || echo "S is wrong"
node -v && ffmpeg -version | head -1 && python3 -c 'import PIL; print("pillow ok")'
(cd $S/scripts && npm install)
google-chrome --version || (cd $S/scripts && npx playwright install chromium && echo "use --channel chromium")

Done when: the toolchain line printed a version for node, ffmpeg and Pillow, and google-chrome --version (or the chromium fallback) printed a version. If ffmpeg is missing, stop and say so — nothing downstream works without it.

Non-negotiables

These four are the difference between an ad that ships and one that gets pulled. Each one exists because the failure is invisible in the output file — the MP4 renders fine either way.

  • Every on-screen claim must exist on the page the ad links to. Prices, counts, speeds, guarantees and "free" claims get checked by the ad platform and by users. Read the destination page (WebFetch, or its source if it lives in the current repo) before writing a single headline. If the user asks for copy that contradicts the page, write it — but flag the mismatch once, clearly, rather than silently shipping it.
  • Only real assets. Use the user's own images, or ones pulled from their live site with scripts/fetch-images.cjs. Never invent customers, reviews, ratings or results. When there is no real number for the proof row, set proof: null so the row disappears instead of showing a placeholder claim.
  • Never fabricate a person. If a beat needs more shots of someone than exist, crop or mirror real ones, and tell the user you did.
  • Match the brand, not the template defaults. Primary/accent/page colors, font, logo, and tone of voice all come from the product. Default to no hype, no exclamation marks, no emoji unless the brand itself uses them — an ad that oversells reads as scammy and drains conversion.

Workflow

- [ ] Step 1: Research the product and the destination page
- [ ] Step 2: Set up the workdir and gather assets
- [ ] Step 3: Write the storyboard and copy
- [ ] Step 4: Fill CONFIG and edit the timeline
- [ ] Step 5: Render stills, review, fix
- [ ] Step 6: Render the full MP4, spot-check, deliver

Step 1: Research

Establish the product, the destination URL, the audience and the format (4:5 feed by default, 9:16 for stories and reels, 1:1 for feed squares). Ask only for what you can't infer — the destination URL is the one thing you genuinely need, everything else usually falls out of the conversation or the site.

WebFetch the destination page and the homepage or pricing page for current facts: the headline promise, prices, rating and review counts, speed claims, and what is free versus paid. Pull the brand from the site's CSS or design system — primary and accent colors, font family, logo — or ask.

Done when: you have the URL, the format, and a written list of claims that are each traceable to a specific page.

Step 2: Workdir and assets

Work in a scratch directory, never inside the skill folder — you will edit index.html and drop dozens of images, and the skill must stay clean for the next run.

S=~/GIT/skills/skills/motion-ad           # wherever this skill is installed
W=<scratchpad>/video && mkdir -p $W/a && cd $W
cp $S/assets/template.html index.html
cp $S/scripts/node_modules/gsap/dist/gsap.min.js .
node $S/scripts/fetch-images.cjs --url <destination-url>   # -> a/web/NN.jpg + images.json
python3 $S/scripts/contact-sheet.py images a/web           # -> images.jpg

Read images.jpg to pick assets. Put the logo in a/ — a light-background version, plus a white one for the end card if it exists. Choose the hero before/after pair for the clearest transformation; for a SaaS product that is often "messy input → finished output" screenshots rather than photos. Portrait (≈4:5) images fill the hero and showcase cards best, and the wall wants at least 12 distinct ones so the grid doesn't visibly repeat. Ask the user whether they want specific images, and prefer theirs over scraped ones.

Done when: a/ holds the logo(s) and enough distinct images for the hero pair, the wall and three showcase cards, and you have named each file you'll reference in CONFIG.

Step 3: Storyboard and copy

Four to five beats in 15 seconds, one short headline each. The template's beat map and the CONFIG fields that drive it:

TimeBeatCONFIG fields
0–2.2sHook headline, phone scrolls a screen capture, finger taps the inputhook, screen, screenScroll, tap
2.2–5.4sTapped card grows into the hero; scan beam reveals before → after; benefit pillsreveal, before, after, beforeLabel, afterLabel, benefits
5.5–8.7sHero shrinks into a tilted 3D wall of outputsscale, scaleChip, gallery
8.7–11.8sShowcase carousel (3 cards, optional "before" inset) + proof rowproofHl, showcase, showChip, proof
11.8–15sBrand-color circle wipe → logo, CTA headline, chip, button tapcta.headline, cta.chip, cta.button, cta.foot

Headline budget: about 20 characters per line at 82px inside a 960px box. Lines wrap at spaces, but each extra line grows downward from a fixed top — so an over-budget headline collides with whatever sits below it instead of shrinking. Use \n to control where the breaks land. If a beat doesn't fit the product, change or cut it in the timeline rather than forcing it; a desktop-only tool should open on the hero card instead of a phone.

4:5 and 9:16 both fit the template honestly. 1:1 is the tight one — the phone is 520×1100 and won't fit a square frame, so expect to rescale it or replace the hook beat rather than just re-spacing (references/template-map.md → Re-lay out for 1:1). Say so when the user asks for square, and let them choose between a rescale and a different opening beat.

Done when: every beat has final copy and every claim traces to a page you read in Step 1.

Step 4: Fill CONFIG and edit the timeline

  • Set brand, logo, logoOnDark, colors, and change both the Google Fonts <link> family and the --font variable to the brand font.
  • In headlines, *word* or *several words* marks the accent color; \n forces a break.
  • Image paths are relative to index.html (e.g. a/web/03.jpg). Crop or mirror with PIL when an image needs different framing.
  • Set tap so the finger lands on the relevant spot of screen after it has scrolled by screenScroll — the tap point and the scroll offset are two halves of the same gesture.
  • Keep window.seek, window.DURATION, window.ready and the ?render autoplay guard intact; render.cjs depends on all four.
  • For 9:16 or 1:1, change html,body,#stage to the new size, re-space the vertical positions, and render with the matching --size. references/template-map.md lists every constant that has to move.

Done when: node $S/scripts/render.cjs --stills 0.3 produces a frame with real copy, real images and the brand's colors — no leftover Acme, no Benefit one.

Step 5: Stills review

node $S/scripts/render.cjs --stills 0.3,1.9,2.7,3.8,4.9,6.6,9.8,11.5,13.6
python3 $S/scripts/contact-sheet.py stills

Read stills.jpg. A wrong image path does not fail — it silently becomes a labelled placeholder — so look for: leftover placeholders, text overlapping the end-card orbs, empty gaps, labels that contradict the image beside them, the same image repeated side by side in the wall, and legibility at thumbnail size (that is the size the ad will actually be seen at, muted, on a phone).

Done when: every still shows the intended content, nothing overlaps, and each headline is readable in the contact sheet thumbnail.

Step 6: Full render and deliver

node $S/scripts/render.cjs --out ad-4x5.mp4          # ~1 min for 450 frames
ffprobe -v error -show_entries format=duration:stream=width,height,nb_frames -of csv=p=0 ad-4x5.mp4
mkdir -p ~/Downloads && mv ad-4x5.mp4 ~/Downloads/<brand>-<topic>-ad-4x5-vN.mp4

Spot-check the transitions you can't see in stills — the circle wipe and the carousel slides move fast enough that a still at the wrong moment hides a bad ease: ffmpeg -ss <t> -i <mp4> -frames:v 1 f.png. Confirm duration and nb_frames in the ffprobe output match what you expect; a frozen tail means the timeline is shorter than DURATION.

Never overwrite an earlier version — bump vN. Report the file path, the beat-by-beat copy, and every caveat: low-resolution sources, crops and mirrors, any placeholder you left in, any copy that differs from the landing page.

Done when: the MP4 is in ~/Downloads/ under a versioned name, ffprobe reports the expected duration and frame count, and the caveats are in your message.

Iterating on an earlier ad

Keep the workdir. A revision is a CONFIG edit plus a re-render, not a rebuild: swap the hero pair or the hook, change cta.button or proof.text, then re-run Step 5 and Step 6 and deliver as vN+1. If the user wants a different aspect ratio, copy the workdir so the 4:5 and 9:16 spots keep their own CONFIG.

Gotchas

Each entry is a real failure with a cause you can check, not a general caution.

The timeline is absolute, so cutting a beat leaves a frozen gap. Every tl.*() call passes a hard-coded second. Remove the phone beat and the next beat still starts at 2.55s, so the video holds a still frame until then. Re-time every later at value, and update window.DURATION to the new length — it's the single source of truth for the frame count (and the loop-guard tl.to({}, {duration: 0.01}, 15) has to move with it).

A wrong image path renders a placeholder, not an error. setImg swaps in a labelled SVG on onerror, so a typo, a wrong case, or a file you never downloaded produces a perfectly valid MP4 full of gradient placeholders. Check the contact sheet every time, and prefer the images.json filenames over guessing.

Fewer than ~12 gallery images makes the wall repeat visibly. The 7×7 grid picks cells with a modulo over gallery, so neighbouring tiles land on the same image. Supply at least 12 distinct outputs, or accept the repetition deliberately rather than by accident.

You cannot render 2× just by changing --size. The CSS is hard-coded to 1080×1350 and render.cjs uses deviceScaleFactor: 1, so a larger viewport renders a smaller ad in a larger frame. For a 2× master, scale #stage with a CSS transform: scale(2) (and keep the viewport at 2160×2700) — then re-check the stills, because text scales too and may now overflow.

A too-long headline doesn't shrink, it collides. Each headline sits at a fixed top and wraps downward, so an extra line pushes into the phone (top 392), the carousel, or the end-card stack — and the overflow is only visible on the stills you happen to render. Trim the copy rather than shrinking the font below ~64px; muted-feed legibility is the whole point of the format.

The finger tap and the screen scroll are one gesture. tap is a fixed stage point; if screenScroll moves the target away from it, the tap lands on empty white. Render the 1.5s still and check that the dot sits on something meaningful.

zsh aborts the whole command on an unmatched glob. rm still-*.jpg in a clean workdir kills the line with no matches found. Use find . -maxdepth 1 -name 'still-*.jpg' -delete.

npm install inside scripts/ creates node_modules/. It's gitignored, but keep it in the skill folder — the scripts resolve their own dependencies, so copying them into the workdir breaks them with Cannot find module 'playwright-core'.

Site-hosted images are often small thumbnails. If a hero or carousel card looks soft, say so and offer to drop higher-resolution originals into a/ under the same filenames rather than re-rendering at a size the source can't support.

No Google Chrome on the box. render.cjs and fetch-images.cjs default to channel: 'chrome'. Run npx playwright install chromium in scripts/ once and pass --channel chromium to both.

Reference files

  • references/template-map.md — anatomy of template.html: render contract, every CONFIG field, DOM ids and CSS variables, the geometry constants to change per aspect ratio, the timeline map, and recipes for cutting/adding beats. Read it before editing the template.
  • assets/template.html — the 15s 4:5 ad itself. Copy to index.html; never edit in place.
  • scripts/render.cjs — seeks the paused timeline per frame and pipes PNGs to ffmpeg. Flags: --stills, --out, --size, --fps, --page, --channel.
  • scripts/fetch-images.cjs — scrolls the destination page and downloads its real imagery. Flags: --url, --out, --min, --limit, --channel.
  • scripts/contact-sheet.py — tiles images or stills into one labelled JPG to review in a single Read.

Attribution

Created by danny.md, published under CC BY-NC 4.0 — free to use and remix, not to sell. Redistributed in this collection with added metadata, portable path resolution, a preflight check and references/template-map.md.

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Last commit
Oct 2026
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Item type
skill
Key
motion-ad
Source
github.com/fabricioctelles/skills