Contenido del repositorio de origen con títulos, ejemplos, código, tablas, enlaces e imágenes preservados.
Layer Video Generation
Overview
Video models take a prompt the way a director takes a shot list, not the way an illustrator takes a brief. A video prompt describes what changes over the clip. A prompt that only describes the scene yields a near-still image with drifting artefacts, which is the most common failure here.
Pick the use case first: text_to_video from nothing, image_to_video to animate an existing frame, video_extend to continue a clip, video_editing to alter one. The loop and spend gate are in the layer skill. Assembling finished clips into one deliverable is layer-video-timeline.
If a sibling skill named here is missing from your available skills, ask the user to install it (npx skills add layerai/skills --skill <name>); unattended, proceed from tool schemas and flag the gap.
Anchor on an image whenever one exists
image_to_video beats text_to_video almost every time a look has already been approved. The first frame fixes the character design, palette, and composition, so the model spends its capacity on motion instead of re-inventing the subject. Attach the still as init_image or first_frame depending on what the model accepts, and where a model takes both first_frame and last_frame, supplying both is the most reliable way to control where a shot ends up.
Generate the key frame with layer-image, approve it, then animate it.
Writing the motion
Name three things, in this order:
- Subject motion: what moves, in what direction, at what speed. "The banner snaps taut in a
gust, then settles" is a shot. "A banner" is a photograph.
- Camera: static, slow push in, orbit, handheld drift, crane down. State "locked-off camera"
when the camera must not move, because models add drift by default.
- Rate: slow, deliberate, sudden, gradual over the full clip. Models otherwise pick a middling
pace that reads as neither.
Model families disagree about conventions, so read get_base_model for the one you picked rather than reusing phrasing that worked on another family. Where a model exposes structured video_effects (entries with an uppercase type such as ORBIT_360 or DOLLY_IN, plus an optional weight from 0 to 100), prefer that over describing the same move in prose: it is the parameter the model was tuned on.
Duration, audio, and lip sync
Clip length is per-model and short, usually a handful of seconds. Do not plan a 30-second piece as one generation without confirming a model supports it.
Some models choose their own length and ignore duration_seconds entirely. When the clip has to land on an exact length, filter for fixed_duration, which excludes them. Without it a model may simply hand back a different length, and nothing in the response reads as an error.
generate_audio is a capability, so filter for it when the clip needs native sound rather than assuming silence can be fixed later. lipsync is a separate capability for dialogue on a character. filter.capabilities is an object of booleans, not a list of names: {generate_audio: true}.
Video runs count against a tighter rate limit than images: 60 generations per minute per user, of which at most 30 may be video.
Multi-shot pieces
An ad, trailer, or cutscene is several shots. Before assembling, check whether a model can render the whole thing in one generation, because one generation holds its own continuity and assembly does not. When assembly is genuinely needed:
- Lock the look with one approved still.
- Generate each shot as
image_to_videofrom a frame consistent with that still. - Cut them together with
layer-video-timeline.
Storyboard it first if there are more than three shots: see layer-art-direction.
Loops
Filter for the loop capability first. It selects models that compose a seam-free loop rather than merely describing one, which is a different thing from a model that will accept the word "looping" in a prompt and return a clip that jumps at the cut. Pair it with fixed_duration when the loop has to be a specific length.
Failing that, generate the anchor frame and use it as both first_frame and last_frame where the model accepts both, so the motion at least returns to where it started.
Either way, keep the motion cyclical by nature (a flag in wind, a torch flicker, a hovering idle) and avoid one-way motion such as a character walking out of frame, which cannot be made to loop by any amount of prompting.
Worked example
"Animate this approved character key frame into a 5-second idle loop."
- The frame exists from a previous run, so it already has a
file_id. list_base_modelswithfilter.use_case: "image_to_video"and
filter.capabilities: {loop: true, fixed_duration: true}, since this has to loop seamlessly and land on five seconds. Take the first result, then get_base_model to see whether it accepts last_frame and structured video_effects.
- Prompt the motion only: "The character breathes slowly, cloak drifting in a light breeze, weight
shifting subtly between feet. Locked-off camera. Gentle, continuous, no change in pose by the end of the clip."
- Pass the same file as
first_frameandlast_frameso the loop closes. - Estimate. Video is priced well above images, so this will often clear 20 CUs and need an explicit
yes.
- Execute, poll at
poll_interval_seconds, and check the seam by watching the end run into the
start before calling it a loop.
Common mistakes
- Prompting the scene instead of the motion, then reporting the model "barely moved".
- Using
text_to_videowhen an approved still already exists. - Leaving the camera unspecified, then fighting drift the model added by default.
- Describing a camera move in prose when the model exposes
video_effects. - Planning a long piece as one clip without checking a model's duration limit.
- Assuming audio can be added later on a model that could have generated it natively.
- Prompting for a loop instead of filtering for the
loopcapability. - Leaving
fixed_durationoff when the clip has to land on an exact length. - Calling a clip a loop without watching the seam.

