Performance presets

Last updated: October 11, 2026

Every preset in the Performance slot of Create video, with what it adds to the shot. Performance covers what a character does and how time plays on screen.

Using performance presets

In Create video, click Performance in the row of buttons above the prompt, select one or more presets and click Add. Each preset appears as a chip in the prompt; click its × to take it off. You can also type @ and a preset's name in the prompt to place it at that point in the sentence. A preset adds a written direction to your prompt, so it works with any video model that takes a prompt, and it has no weight to set.

Combining presets

  • Pair one performance with one camera move that serves it: Slow Turn with Push In, Walk Away with Static.
  • Name the character in the prompt. A performance preset says how they act, the prompt still says who acts and where.
  • Time presets change the whole clip. Slow Motion on a four-second clip gives less action than you might expect; describe one beat of action, not a sequence.
  • For game animation reference, Infinite Loop or Boomerang with a locked camera gives a clip you can study or loop in an engine preview.

Performance

What the character does and how they carry it: a look, a gesture, an entrance, a reaction.

Stillness

A performance that refuses to move, so the smallest change carries everything.

Held Gaze

A look sustained past the comfortable length, until holding it becomes the action.

Eyeline Shift

Attention moving before the body does: the eyes arriving somewhere first.

Double Take

Looking away, registering it late, and snapping back.

Slow Turn

A deliberate rotation toward camera, withheld until the face finally arrives.

Approach

Closing the distance to the lens with intent, arriving into a tighter frame.

Walk Away

Leaving the frame without looking back, the back of the head as the last statement.

Hero Stance

Weight planted, shoulders square, a body arranged to be looked at.

Collapse

The body giving up its structure: knees, shoulders and neck letting go.

Flinch

An involuntary recoil that happens before any decision to move.

Breath

Breathing made visible: the chest, the shoulders, the pause before speaking.

Busy Hands

Hands occupied with something small while the real thing goes unsaid.

Reaching

An arm extended toward something just out of range.

Recoil

The whole body thrown backward by an impact or a revelation.

Listening

Receiving rather than speaking: the face working while someone else talks.

Laughter

A laugh that takes the whole body, not just the mouth.

Restraint

A large feeling held down, visible only in what the face refuses to do.

Exhaustion

Weight the body can no longer carry: everything heavier than it was.

Celebration

Release let all the way out: arms up, weight off the heels.

Stalking

Movement that does not want to be heard: weight controlled, pace deliberate.

Action Run

A subject running flat out, with the camera keeping pace beside them.

Agent Reveal

A slow, composed turn to camera: the reveal played for confidence rather than surprise.

Kiss

Two people closing the last of the distance between them.

Soul Jump

A spirit stepping out of the body it was standing in.

Time and motion

How time plays on screen: slowed down, sped up, frozen, looped, stepped or held in one unbroken take.

Slow Motion

Action given more screen time than it took, so weight, spray and the smallest decisions become legible.

Fast Motion

Duration compressed, so the action plays quicker than it happened and effort turns comic or relentless.

Speed Ramp

The playback rate changing inside one shot, so a moment stretches and then snaps back to pace.

Freeze Frame

One image held while narrative time stops: camera, subject and world all stop together.

Frozen in Motion

The world stopped while one chosen element keeps moving through it.

Motion Blur

The streak a moving subject or camera leaves across a long exposure, speed drawn as smear.

Moonwalk

A backward glide that reads as a forward step, the torso upright and the feet sliding the wrong way.

Time-Lapse

Frames captured far apart so slow change (cloud, crowd, light, decay) plays as continuous movement.

Styling Time-Lapse

Interval capture of a styling process, where clothes, hair and makeup change between one frame and the next.

Stop Motion

Physical objects photographed one frame at a time and nudged between exposures, so movement has a handmade pulse.

Step Printing

Frames repeated or dropped so motion advances in visible steps, smeared and stuttering at once.

Stutter

Frames dropped or repeated so playback hitches and the world's clock skips a beat.

Reverse Motion

Recorded action played backward, so effects arrive before their causes inside the shot.

Boomerang

A short action played forward then snapped back along the same frames, over and over.

Infinite Loop

The last frame sewn to the first so the motion never arrives anywhere and never stops.

Long Take

An unusually extended shot that keeps performance, space and time continuous and unedited.

Oner

A scene built to play as one continuous take, whether or not the joins are really there.

Echo Print

A ghosted afterimage trailing the movement that made it.

Zoetrope

The frames inside the movement made visible: stroboscopic, stepped animation.

Wigglegram

Two or three stereo frames rocking back and forth so depth shivers into view.

Bullet Time

Time arrested while the camera keeps travelling around the frozen moment.

Low Shutter

A long open shutter that leaves every movement trailing and soft.

Human Time-Lapse

The subject held still while the world and the hours race around them.

Landscape Time-Lapse

Cloud, shadow and light sweeping across terrain at many times life speed.

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