PTENES
TRACK 1

⚙️ Fundamentals & Setup

The motion graphics factory starts with two commands. Here, you install the Remotion skill in Claude Code, see why it transforms the result, and learn the right way to prompt: start simple and iterate in the same session.

3
Modules
18
Topics
~1.5h
Duration
Basic
Level
terminal — live demo
$ npx skills add remotion-dev/skills
$ claude▋
✓ 28 rule files · 9 component patterns · 7 transitions
you describe prompt Claude Code + Remotion skill Remotion frames video No panels. No manual keyframes. You talk, the code animates.

Trail map

Detailed content

1.1~30 min

⚙️ The stack: Claude Code + Remotion + skills

What each piece is, why Remotion runs on the web, and how two commands load 28 rule files into Claude’s context.

What it is:

Traditional motion graphics = complex panels and endless keyframes; the learning curve kills the idea before you can animate it.

Why learn:

Understanding the pain point makes the benefit of generating animation with AI-powered code clear.

Key concepts:

learning curve · manual keyframes · barrier to entry.

What it is:

Remotion is React: HTML/CSS/SVG/Canvas become frames. That’s why it works well with web animation libraries.

Why learn:

It’s what lets you plug in GSAP, D3, Three.js, and Lottie later.

Key concepts:

React · web stack · declarative composition.

What it is:

npx skills add remotion-dev/skills and then claude. That’s it.

Why learn:

Setup takes seconds — the technical barrier practically disappears.

Key concepts:

npx skills add · skills folder · Claude starts the session.

What it is:

9 component patterns, 7 transition types, animation primitives, audio integration, and render best practices.

Why learn:

It’s the knowledge Claude gains about Remotion.

Key concepts:

component patterns · transitions · rendering best practices.

What it is:

The rules load automatically in Claude's context — you don't paste documentation into every prompt.

Why learn:

Claude already “knows Remotion” from the session’s first prompt.

Key concepts:

context loaded · skills as knowledge · zero boilerplate.

What it is:

Remotion renders frame by frame, deterministically — ideal for a fixed timeline, not for interaction.

Why learn:

Explains why GSAP is such a good fit and Framer Motion less so (T2).

Key concepts:

deterministic · fixed timeline · frame by frame.

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1.2~30 min

✨ Why the skill changes everything

The same prompt, two completely different results. Without the skill: generic and shaky. With the skill: proper spring, sequencing, clean transitions.

What it is:

Generic layout, weird timing, elements in the wrong place — looks like someone’s first attempt at CSS animation.

Why learn:

It’s the baseline you measure the skill’s gain against.

Key concepts:

rough timing · wrong position · no physics.

What it is:

Clean transitions, proper spring physics, and appropriate sequencing — the difference is immediate.

Why learn:

Shows that the bottleneck isn't the model, but the context it receives.

Key concepts:

correct spring · sequencing · clean transitions.

What it is:

Entrances with a slight overshoot, like a spring—making the animation feel alive instead of robotic.

Why learn:

It’s the detail that separates “amateur” from “production.”

Key concepts:

overshoot · damping · naturalness.

What it is:

Elements appear in the right order and at the right time, not all at once.

Why learn:

Pacing is what gives the piece a professional feel.

Key concepts:

order · offsets · breathing room between elements.

What it is:

Typing text, text appearing—clean. Too many elements and fancy transitions at once = a mess.

Why learn:

Starting simple is what maintains quality.

Key concepts:

small scope · less is more · clarity.

What it is:

Always start simple and refine over turns in the same conversation.

Why learn:

It’s the method explored in depth in module 1.3 and T4.

Key concepts:

skeleton → refinement · iteration · same session.

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1.3~30 min

💬 How to Talk to Claude

The method that makes quality compound: start with a skeleton and refine it over turns in the same session, letting the context build up.

What it is:

The first prompt creates the basic structure, without aiming for perfection.

Why learn:

Trying to get the final result in a single prompt almost always fails.

Key concepts:

minimal structure · no one-shot · foundation for refinement.

What it is:

In the second turn, you adjust timing, offsets, and pacing.

Why learn:

Timing is where animation gains purpose.

Key concepts:

duration · delay · stagger.

What it is:

Adjust easing, spring, and curves until the motion feels natural.

Why learn:

Small curve adjustments completely change the feel.

Key concepts:

easing · spring · motion polish.

What it is:

Claude remembers what’s already been done; each turn builds on the previous one.

Why learn:

Quality builds—don’t start from scratch with every request.

Key concepts:

context memory · continuity · combined quality.

What it is:

List the scenes with numbers (“1. headline enters; 2. cards stagger in…”) instead of describing them vaguely.

Why learn:

Explicit sequences produce more predictable and accurate results.

Key concepts:

numbered list · scene by scene · clarity of intent.

What it is:

Not everything animates the same way: the main element leads, and the rest supports it.

Why learn:

Hierarchy guides the eye and prevents visual clutter.

Key concepts:

focus · support · motion contrast.

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