Motion
Motion owns visual change through time: animation sets, transitions, camera movement, loops, and visual sequences. It does not own music, sound effects, the final audiovisual timeline, or public rendering.
The method may combine authored animation, capture, procedural tools, generative video, motion transfer, and deterministic transforms. Prism's candidate video-effect contract supplies pixel-producing effects, while Kinesis supplies replaceable machinery for structured recovery, generation, retargeting, technical cleanup, synchronization, and conversion. Voidlight owns the commission, choreography, visual direction, review, and acceptance. An engine job, model worker, Blender task, Comfy graph, provider history, or generated clip is not itself a Voidlight Pattern or accepted motion asset.
Progressive visual depth
The admitted commission declares how far the current Invocation should go: accepted still,
accepted motion, or sealed visual package. A broader voidlight.build_visual_package@2 Scroll may
contain the exact image, review, motion, probe, and package placements and branch only on that typed
finish policy. A narrower journey may instead finish one Scroll and pass its immutable artifact to
voidlight.forge_visual_sequence@2 in a new Invocation. Neither form lets an engine invent the
next step.
One reference journey is:
brief + target profiles + language policy
→ ImageJob@1 generate or edit
→ review and select exact first frame
→ optional second boundary image
→ VideoJob@1 i2v or first_last
→ temporal probe and visual review
→ VisualAssetBundle@1
The still boundary is terminal success when that is what the commission requested. A review Gate may pause before selection or continuation, and a hardware transition may enter Stasis, but a completed still is never kept artificially nonterminal merely because animation remains possible. Continuing later creates a forward Invocation over the retained image digest.
The Scroll names Image and Video Spell contracts rather than Qwen, LTX, ComfyUI, or a hosted API. Its Resolution Lock may bind an exact Qwen Image and LTX-2.5 Comfy preset on one host, different local profiles on another, or separately admitted Portal implementations. The Prism job's admitted prompt-translation record keeps the operator-facing and model-facing texts, translator revision, and declared loss; Prism does not own a global Translation service. An imported Comfy graph is never a portable Scroll.
voidlight.forge_animation_set@1 produces accepted animation clips tied to exact asset and Form
rig revisions plus exact Kinesis motion revisions when that machinery participated.
voidlight.forge_visual_sequence@2 arranges visual events under a declared frame rate, duration,
aspect profile, continuity rules, and transition constraints. Every exported clip retains the
source asset revisions, tools, transforms, timeline, probes, and checksum that made it.
A MusicCueMap@1 from Riffmaw may describe musical events, time windows,
intensity, and transitions. Voidlight decides how—or whether—those cues receive a visual answer.
The map does not prescribe images, and Voidlight does not alter its musical revision. Audio may
condition a visible performance only through an exact admitted reference. Sound returned by a
video model retains the compound Prism parent but routes by declared role: music to Riffmaw,
timed-language material to Language Edition, and picture-bound effects or ambience to Broadcast. None becomes
accepted merely because the video model returned it.
Review checks declared motion rather than only the last frame: duration, loop seams, temporal ordering, camera continuity, clipping, flicker or accessibility hazards, and export stability. One bounded correction may create a new revision. A mismatched timebase, stale input asset, unsupported profile, or ambiguous synchronization ends with a finding or refusal instead of a best-effort clip.
The accepted motion remains a visual artifact inside the package. Broadcast owns its placement, trim, retime, transitions, caption placement in the final edit, sound relation, and editorial claims; Foundry owns engine-native import and runtime behavior. FFmpeg or another deterministic renderer may serve either office under its exact contract, but the executable owns neither the creative sequence nor the final cut.