Video walkthroughs · Claude Code Club
TL;DR
Ask a model for an animation and you get an animation. It won't look like the last one, because nothing wrote the movement rules down. The fix is three levels: prompt bare to see the model's taste, hand it a reference video and make it extract a motion design system, then generate every sequence through that system. The system is the asset agencies charge tens of thousands for. The clip is just today's output.
Motion graphics used to be the most expensive thing on a video budget. A sequence like the one that opens this video meant weeks of work from someone very good: modelling, shaders, camera moves, timing every letter by hand. The interesting part of what follows isn't that a model can now render one of those. It's that the model can write down the rules for how things move, save them as a file, and then produce an unlimited number of on-brand sequences from that one file. This page is the three levels that get you there, and you can climb all three in an afternoon.
Watch the full build: three levels of Claude Design motion graphics, from a bare prompt to a generated sequence with a real motion system behind it.
The worked example running through all of it is deliberately stupid. The topic is how to drink milk. A dumb topic is the right test, because there's no subject matter to hide behind. If the movement reads well on milk, the system is doing the work and not the idea.
Claude Design used to live only in the browser. It now runs inside Claude Code in the desktop app, which means the design canvas and your project files sit in the same place. Open a folder, pick your model, type the design command, and describe what you want made.
The first prompt should be close to empty. Name the format, name the topic, and tell it to start from nothing. On this run the whole brief was: design an animation about how to drink milk, ignore any existing design assets or files, start from scratch. That's it. No palette, no reference, no timing notes.
That ignore clause is doing more work than it looks like. Anyone who's been building with Claude Code has design files sitting around, and the model will happily read them and blend them in. A level 1 run is only useful if nothing is quietly steering it, because the entire point is finding out what the model reaches for on its own.
What came back was fine. Not remarkable, definitely not something you'd put in front of a client. That's the correct result for level 1 and it isn't a reason to stop. You've just learned what bare capability looks like, which is the baseline every later level gets measured against.
Two things about the level 1 output matter more than the animation itself.
The first is that everything on the canvas stays editable. You can click any element, open the properties panel, and change it. If the animation is about milk and you'd rather it be orange juice, that's a text edit, not a regeneration. Nothing is baked into a flat image.
The second is that Claude Design always produces alternate versions of whatever you asked for. On the milk run it made the main animation, a type-only variant, and a small diagram version. You didn't ask for any of them and you didn't pay extra attention to get them. The alternates are where you find the direction you wouldn't have thought to brief, so read them before you judge the run.
Level 2 is where this stops being a toy. Instead of describing the movement you want in words, you give the model something to look at.
Go to Pinterest, search motion graphics, and find a piece of animation you'd be happy to be compared to. You're not copying it. You're giving the model a target so it stops guessing. Look for a reference that's doing a lot at once: multiple element types, several transitions, text animation, a clear rhythm. A reference with only one trick in it produces a system with only one trick in it.
Then hand over the link with one instruction: create a motion design system from this reference. That's the whole prompt. Claude reads the video frame by frame and writes the rules out as a system you can open and read.
Describing motion in words is where almost everyone loses. Words like snappy, smooth, punchy, and premium mean nothing to a model because they mean different things to every person who says them. A reference video removes the translation step entirely.
The system that came back on this run named itself scatter and settle, and it held eight rules. Naming matters more than it sounds: a named system is something you can point at in a later prompt in three words instead of re-describing it.
The rules were specific in the way a real motion brief is specific:
It didn't stop at the written rules. It built working demonstrations of each one: the grid animation from the reference, a landing element that overshoots and settles, a shuffle move, animated type, shape transitions. A system with runnable examples in it is a system you can verify before you spend anything on generation. Open it, watch the examples, and change any rule you disagree with while it's still cheap to change.
This is the idea worth taking even if you never make an animation. Most people prompt for an output. You should prompt for the rules that produce the output, then keep the rules.
A motion design system is a real deliverable in the design industry. Agencies produce them for brands, they take months, and they cost tens of thousands of dollars. The document exists because a brand needs every piece of motion it ever ships to feel like it came from the same place, and the only way to guarantee that is to write the behaviour down. That document is now a reference link and one prompt.
It changes four things at once:
The model stops reinventing your look the moment your look exists somewhere it can read. Everything in level 3 is downstream of that one move.
With the system built, the second animation prompt was: in a separate artboard, use this motion design system to create an animation on how to drink milk. Same topic as level 1, new rules.
Separate artboard is a small phrase carrying real weight. It keeps the level 1 result intact next to the level 2 result, so you're comparing two things rather than remembering one. When you're evaluating a system, you need the before still on screen.
The result was better in the ways the system covered and unremarkable in the ways it didn't. Layout and composition were good. Colour was good. Text animation was good. Dynamism and transition variety were still soft, and that's a fair reading, not false modesty. The system covered how elements move. It didn't cover pacing across a whole sequence, so pacing stayed average.
That's the decision point at the end of level 2. If what's missing is a rule the system could hold, add it to the file and re-run. If what's missing is cinematography, camera, and real rendered texture, no amount of canvas animation will get you there, and you go to level 3.
Level 3 combines the motion design system with an AI video model. The system stops being the thing that renders and becomes the thing that briefs.
The prompt was one sentence with four jobs in it: use the scatter and settle motion system and the reference style, write a prompt for Higgsfield and Seedance 2.5 for a motion graphics sequence on how to drink milk, be creative and consider transitions and dynamic camera movement, and ignore any pre-existing iterations because we want something fresh.
Notice what's being asked for. Not a video. A prompt. Claude reads its own system file, then writes the brief a video model needs, and that brief is far more structured than anything most people type by hand:
The timestamped beat sheet is the part that separates a usable generation from a lucky one. A video model given a paragraph of vibes returns a paragraph of vibes. Given thirty seconds broken into named beats, it has something to hit. Writing that by hand is slow and tedious, which is exactly why handing the job to the model that already holds your system is the right split of labour.
To generate inside the same run, Claude Code needs access to a video model. Higgsfield is the route used here because one connection gives you the current image and video models, including Seedance 2.5 and GPT Image 2.
Once it's connected, watch the thinking rather than the spinner. On this run Claude went and found the motion design system folder on its own, read it, and only then wrote the video prompt. That's the behaviour you want to confirm. If it writes a prompt without opening the system, the system isn't being applied and you'll get a generic clip with your brand nowhere in it.
Both paths got tested on the same concept, which is the only honest way to compare them.
Straight to video means the timestamped prompt goes to Seedance and you get a sequence back. It's faster and it's fewer moving parts. The milk version came back with real style, a clean read from mood into the beats, and one visible flaw: the model couldn't spell the word gulp. Text rendering inside generated video is still the weakest link, and it's the single most common thing that ruins an otherwise good clip.
Storyboard first means asking for the board before the video. Claude used GPT Image 2 to produce twelve panels as one single image, then passed that image to the video model alongside the prompt. The result was similar in some places and different in others, but the important part is what a board buys you: a cheap look at composition and staging before any video credit is spent, and a visual anchor that keeps the generation from drifting.
Storyboard when someone other than you has to approve the result, or when the sequence has more than a few beats. Go straight to video when you're exploring, when the clip is short, and when you'd be happy to just regenerate it. For any client work, board first. The board is also the thing you show them.
The second intro clip has a real person in it, and it was built from a character sheet. Upload a few photos of yourself to an image model and ask for a character sheet of this person wearing whatever you actually wear on camera. That sheet becomes a reference you can pass into every future generation so the same face comes back every time.
From there the brief stacks pieces you already have: use this character sheet and this voice, the person in the orange hoodie is the on-screen talent, have them say the intro script word for word, pull the key words out and animate them on screen, hold this style, and change the camera between shots with slow push-ins and slight orbits.
Then the move that matters commercially. Before generating anything, ask it to build the motion design sheet, the shot list, and the camera angles first, so you can approve them. What came back was a full colour palette, the type treatment, small mockups of every camera angle, and little animated previews of the shots. It read like a pitch deck, and it cost no generation credits at all.
If you're doing this for clients, that's the actual product. Showing someone three motion sheets and a shot list before you render anything is how the deal closes, and it's how you stop paying to generate work that gets rejected. It also surfaces the one question worth answering early: eight separate shots stitched together, or one continuous generation. Stitching gives you control over each beat. A single generation gives you continuity and a much simpler edit. On this build the answer was one continuous twenty-two second generation with a timestamped prompt.
None of these are hypothetical. Every one showed up while making the milk sequences.
Four of those six are scope and instruction problems, not capability problems. The model was able the whole time. It just wasn't told where the edges were.
When level 3 works two runs in a row, it's stopped being an experiment and become a procedure. That's the moment to encode it, so the next sequence is a topic and a wait rather than an afternoon.
A motion graphics skill has to hold five things, and you decided all five while climbing the levels:
We built exactly that as an installable mograph skill: you hand it a topic and it runs the whole chain, from motion system to finished sequence, without you writing any of the prompts. The skill and the exact prompts behind it live inside the Claude Code Club for nine dollars a month at https://www.skool.com/claudecodeclub/about. Everything above this line you can run by hand today, and it works.
The shortest honest sequence from finishing this page to having something you'd actually show someone. One sitting.
Step ten is the one people skip, and it's the one that compounds. The clip is this week. The system is every week after that.
Do I need Fable 5.1 specifically for this?
No. The three levels are a workflow, not a model feature, and any model that can read a reference, write files, and drive the design canvas will run them. Fable 5.1 was used here because it's unusually creative, which matters most at level 1 when you want to be surprised, and it was run on high effort so it would think longer before committing. Once the motion design system exists as a file, the file matters more than the model does.
Do I have to use Higgsfield and Seedance?
Only for level 3. Levels 1 and 2 need no video model at all and produce a real animation on an editable canvas. Higgsfield is the route shown because a single custom connector gives Claude Code access to the current image and video models in one place. Any video generation you can call from inside your run will take the same timestamped prompt.
Why extract a motion system instead of just describing the style I want?
Because motion words don't survive translation. Snappy, smooth, and premium mean something different to every person and nothing consistent to a model. A reference video plus an extracted system turns feel into named rules and animation curves, which is why the second clip looks like a sibling of the first and a described style never does.
How good are the results actually?
Honest answer: level 1 is basic, level 2 is a good start with soft pacing, and level 3 is genuinely close to broadcast style with occasional flaws like misspelled words inside the generated frame. All of that came from near zero direction. The point of the levels isn't that the first output is perfect. It's that each level raises the floor, and the motion system is what makes the raise permanent.
Can I use this for client work?
That's where it pays. Ask for the motion design sheet, the colour palette, the shot list, and the camera angles before any generation, then send those for approval. It costs nothing to produce, it looks like a real pitch, and an approved sheet turns later revisions into small changes rather than full re-renders.
Can I put myself in the video?
Yes. Upload a few photos to an image model and ask for a character sheet of yourself in the clothing you want on screen. That sheet becomes a reference you pass into every generation so the same face returns each time, and you can pair it with a voice and a script so the on-screen talent says your lines word for word.
The framework on this page is yours to run by hand today. The installable mograph skill and the exact prompts behind it live inside the club.
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