@autoaiai/aicut 0.1.11 → 0.1.13

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (1063) hide show
  1. package/MANUAL.md +94 -94
  2. package/package.json +1 -1
  3. package/skills/aicut-motion/SKILL.md +69 -3
  4. package/skills/aicut-motion/THIRD_PARTY_NOTICES.md +14 -0
  5. package/skills/aicut-motion/assets/atlas/lib/harness.js +116 -0
  6. package/skills/aicut-motion/assets/atlas/lib/sound.js +274 -0
  7. package/skills/aicut-motion/assets/atlas/styles/001-flat-vector-science/code.js +937 -0
  8. package/skills/aicut-motion/assets/atlas/styles/001-flat-vector-science/poster.jpg +0 -0
  9. package/skills/aicut-motion/assets/atlas/styles/001-flat-vector-science/style.json +13 -0
  10. package/skills/aicut-motion/assets/atlas/styles/002-watercolor-wash/code.js +909 -0
  11. package/skills/aicut-motion/assets/atlas/styles/002-watercolor-wash/poster.jpg +0 -0
  12. package/skills/aicut-motion/assets/atlas/styles/002-watercolor-wash/style.json +13 -0
  13. package/skills/aicut-motion/assets/atlas/styles/003-shadow-puppet-theatre/code.js +881 -0
  14. package/skills/aicut-motion/assets/atlas/styles/003-shadow-puppet-theatre/poster.jpg +0 -0
  15. package/skills/aicut-motion/assets/atlas/styles/003-shadow-puppet-theatre/style.json +13 -0
  16. package/skills/aicut-motion/assets/atlas/styles/004-whiteboard-explainer/code.js +897 -0
  17. package/skills/aicut-motion/assets/atlas/styles/004-whiteboard-explainer/poster.jpg +0 -0
  18. package/skills/aicut-motion/assets/atlas/styles/004-whiteboard-explainer/style.json +13 -0
  19. package/skills/aicut-motion/assets/atlas/styles/005-psychedelic-poster/code.js +814 -0
  20. package/skills/aicut-motion/assets/atlas/styles/005-psychedelic-poster/poster.jpg +0 -0
  21. package/skills/aicut-motion/assets/atlas/styles/005-psychedelic-poster/style.json +13 -0
  22. package/skills/aicut-motion/assets/atlas/styles/006-tech-glow-explainer/code.js +990 -0
  23. package/skills/aicut-motion/assets/atlas/styles/006-tech-glow-explainer/poster.jpg +0 -0
  24. package/skills/aicut-motion/assets/atlas/styles/006-tech-glow-explainer/style.json +13 -0
  25. package/skills/aicut-motion/assets/atlas/styles/007-papercraft-models/code.js +994 -0
  26. package/skills/aicut-motion/assets/atlas/styles/007-papercraft-models/poster.jpg +0 -0
  27. package/skills/aicut-motion/assets/atlas/styles/007-papercraft-models/style.json +13 -0
  28. package/skills/aicut-motion/assets/atlas/styles/008-1940s-film-noir/code.js +792 -0
  29. package/skills/aicut-motion/assets/atlas/styles/008-1940s-film-noir/poster.jpg +0 -0
  30. package/skills/aicut-motion/assets/atlas/styles/008-1940s-film-noir/style.json +13 -0
  31. package/skills/aicut-motion/assets/atlas/styles/009-manim-style-math/code.js +840 -0
  32. package/skills/aicut-motion/assets/atlas/styles/009-manim-style-math/poster.jpg +0 -0
  33. package/skills/aicut-motion/assets/atlas/styles/009-manim-style-math/style.json +13 -0
  34. package/skills/aicut-motion/assets/atlas/styles/010-illuminated-manuscript/code.js +1126 -0
  35. package/skills/aicut-motion/assets/atlas/styles/010-illuminated-manuscript/poster.jpg +0 -0
  36. package/skills/aicut-motion/assets/atlas/styles/010-illuminated-manuscript/style.json +13 -0
  37. package/skills/aicut-motion/assets/atlas/styles/011-editorial-essay-collage/code.js +854 -0
  38. package/skills/aicut-motion/assets/atlas/styles/011-editorial-essay-collage/poster.jpg +0 -0
  39. package/skills/aicut-motion/assets/atlas/styles/011-editorial-essay-collage/style.json +13 -0
  40. package/skills/aicut-motion/assets/atlas/styles/012-bioluminescent-deep-sea/code.js +1124 -0
  41. package/skills/aicut-motion/assets/atlas/styles/012-bioluminescent-deep-sea/poster.jpg +0 -0
  42. package/skills/aicut-motion/assets/atlas/styles/012-bioluminescent-deep-sea/style.json +13 -0
  43. package/skills/aicut-motion/assets/atlas/styles/013-product-launch-reveal/code.js +728 -0
  44. package/skills/aicut-motion/assets/atlas/styles/013-product-launch-reveal/poster.jpg +0 -0
  45. package/skills/aicut-motion/assets/atlas/styles/013-product-launch-reveal/style.json +13 -0
  46. package/skills/aicut-motion/assets/atlas/styles/014-halftone-pop-panel/code.js +664 -0
  47. package/skills/aicut-motion/assets/atlas/styles/014-halftone-pop-panel/poster.jpg +0 -0
  48. package/skills/aicut-motion/assets/atlas/styles/014-halftone-pop-panel/style.json +13 -0
  49. package/skills/aicut-motion/assets/atlas/styles/015-isometric-pastel/code.js +991 -0
  50. package/skills/aicut-motion/assets/atlas/styles/015-isometric-pastel/poster.jpg +0 -0
  51. package/skills/aicut-motion/assets/atlas/styles/015-isometric-pastel/style.json +13 -0
  52. package/skills/aicut-motion/assets/atlas/styles/016-oscilloscope-vector-art/code.js +801 -0
  53. package/skills/aicut-motion/assets/atlas/styles/016-oscilloscope-vector-art/poster.jpg +0 -0
  54. package/skills/aicut-motion/assets/atlas/styles/016-oscilloscope-vector-art/style.json +13 -0
  55. package/skills/aicut-motion/assets/atlas/styles/017-risograph-zine/code.js +692 -0
  56. package/skills/aicut-motion/assets/atlas/styles/017-risograph-zine/poster.jpg +0 -0
  57. package/skills/aicut-motion/assets/atlas/styles/017-risograph-zine/style.json +13 -0
  58. package/skills/aicut-motion/assets/atlas/styles/018-claymation-set/code.js +756 -0
  59. package/skills/aicut-motion/assets/atlas/styles/018-claymation-set/poster.jpg +0 -0
  60. package/skills/aicut-motion/assets/atlas/styles/018-claymation-set/style.json +13 -0
  61. package/skills/aicut-motion/assets/atlas/styles/019-neon-sign-at-night/code.js +922 -0
  62. package/skills/aicut-motion/assets/atlas/styles/019-neon-sign-at-night/poster.jpg +0 -0
  63. package/skills/aicut-motion/assets/atlas/styles/019-neon-sign-at-night/style.json +13 -0
  64. package/skills/aicut-motion/assets/atlas/styles/020-kawaii-anime/code.js +852 -0
  65. package/skills/aicut-motion/assets/atlas/styles/020-kawaii-anime/poster.jpg +0 -0
  66. package/skills/aicut-motion/assets/atlas/styles/020-kawaii-anime/style.json +13 -0
  67. package/skills/aicut-motion/assets/atlas/styles/021-ukiyo-e-woodblock/code.js +724 -0
  68. package/skills/aicut-motion/assets/atlas/styles/021-ukiyo-e-woodblock/poster.jpg +0 -0
  69. package/skills/aicut-motion/assets/atlas/styles/021-ukiyo-e-woodblock/style.json +13 -0
  70. package/skills/aicut-motion/assets/atlas/styles/022-16-bit-pixel-odyssey/code.js +793 -0
  71. package/skills/aicut-motion/assets/atlas/styles/022-16-bit-pixel-odyssey/poster.jpg +0 -0
  72. package/skills/aicut-motion/assets/atlas/styles/022-16-bit-pixel-odyssey/style.json +13 -0
  73. package/skills/aicut-motion/assets/atlas/styles/023-chalkboard-lesson/code.js +846 -0
  74. package/skills/aicut-motion/assets/atlas/styles/023-chalkboard-lesson/poster.jpg +0 -0
  75. package/skills/aicut-motion/assets/atlas/styles/023-chalkboard-lesson/style.json +13 -0
  76. package/skills/aicut-motion/assets/atlas/styles/024-cut-paper-diorama/code.js +1008 -0
  77. package/skills/aicut-motion/assets/atlas/styles/024-cut-paper-diorama/poster.jpg +0 -0
  78. package/skills/aicut-motion/assets/atlas/styles/024-cut-paper-diorama/style.json +13 -0
  79. package/skills/aicut-motion/assets/atlas/styles/025-cathedral-glass/code.js +680 -0
  80. package/skills/aicut-motion/assets/atlas/styles/025-cathedral-glass/poster.jpg +0 -0
  81. package/skills/aicut-motion/assets/atlas/styles/025-cathedral-glass/style.json +13 -0
  82. package/skills/aicut-motion/assets/atlas/styles/026-editorial-chart/code.js +633 -0
  83. package/skills/aicut-motion/assets/atlas/styles/026-editorial-chart/poster.jpg +0 -0
  84. package/skills/aicut-motion/assets/atlas/styles/026-editorial-chart/style.json +13 -0
  85. package/skills/aicut-motion/assets/atlas/styles/027-synthwave-outrun/code.js +757 -0
  86. package/skills/aicut-motion/assets/atlas/styles/027-synthwave-outrun/poster.jpg +0 -0
  87. package/skills/aicut-motion/assets/atlas/styles/027-synthwave-outrun/style.json +13 -0
  88. package/skills/aicut-motion/assets/atlas/styles/028-origami-studio/code.js +828 -0
  89. package/skills/aicut-motion/assets/atlas/styles/028-origami-studio/poster.jpg +0 -0
  90. package/skills/aicut-motion/assets/atlas/styles/028-origami-studio/style.json +13 -0
  91. package/skills/aicut-motion/assets/atlas/styles/029-linocut-relief-print/code.js +697 -0
  92. package/skills/aicut-motion/assets/atlas/styles/029-linocut-relief-print/poster.jpg +0 -0
  93. package/skills/aicut-motion/assets/atlas/styles/029-linocut-relief-print/style.json +13 -0
  94. package/skills/aicut-motion/assets/atlas/styles/030-holographic-foil-card/code.js +687 -0
  95. package/skills/aicut-motion/assets/atlas/styles/030-holographic-foil-card/poster.jpg +0 -0
  96. package/skills/aicut-motion/assets/atlas/styles/030-holographic-foil-card/style.json +13 -0
  97. package/skills/aicut-motion/assets/atlas/styles/031-voxel-diorama/code.js +727 -0
  98. package/skills/aicut-motion/assets/atlas/styles/031-voxel-diorama/poster.jpg +0 -0
  99. package/skills/aicut-motion/assets/atlas/styles/031-voxel-diorama/style.json +13 -0
  100. package/skills/aicut-motion/assets/atlas/styles/032-sumi-e-ink-wash/code.js +903 -0
  101. package/skills/aicut-motion/assets/atlas/styles/032-sumi-e-ink-wash/poster.jpg +0 -0
  102. package/skills/aicut-motion/assets/atlas/styles/032-sumi-e-ink-wash/style.json +13 -0
  103. package/skills/aicut-motion/assets/atlas/styles/033-etch-a-sketch-toy/code.js +662 -0
  104. package/skills/aicut-motion/assets/atlas/styles/033-etch-a-sketch-toy/poster.jpg +0 -0
  105. package/skills/aicut-motion/assets/atlas/styles/033-etch-a-sketch-toy/style.json +13 -0
  106. package/skills/aicut-motion/assets/atlas/styles/034-cosmic-star-chart/code.js +951 -0
  107. package/skills/aicut-motion/assets/atlas/styles/034-cosmic-star-chart/poster.jpg +0 -0
  108. package/skills/aicut-motion/assets/atlas/styles/034-cosmic-star-chart/style.json +13 -0
  109. package/skills/aicut-motion/assets/atlas/styles/035-punk-zine-collage/code.js +759 -0
  110. package/skills/aicut-motion/assets/atlas/styles/035-punk-zine-collage/poster.jpg +0 -0
  111. package/skills/aicut-motion/assets/atlas/styles/035-punk-zine-collage/style.json +13 -0
  112. package/skills/aicut-motion/assets/atlas/styles/036-thermal-camera/code.js +738 -0
  113. package/skills/aicut-motion/assets/atlas/styles/036-thermal-camera/poster.jpg +0 -0
  114. package/skills/aicut-motion/assets/atlas/styles/036-thermal-camera/style.json +13 -0
  115. package/skills/aicut-motion/assets/atlas/styles/037-engineering-blueprint/code.js +793 -0
  116. package/skills/aicut-motion/assets/atlas/styles/037-engineering-blueprint/poster.jpg +0 -0
  117. package/skills/aicut-motion/assets/atlas/styles/037-engineering-blueprint/style.json +13 -0
  118. package/skills/aicut-motion/assets/atlas/styles/038-impasto-night/code.js +673 -0
  119. package/skills/aicut-motion/assets/atlas/styles/038-impasto-night/poster.jpg +0 -0
  120. package/skills/aicut-motion/assets/atlas/styles/038-impasto-night/style.json +13 -0
  121. package/skills/aicut-motion/assets/atlas/styles/039-win95-desktop/code.js +907 -0
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  124. package/skills/aicut-motion/assets/atlas/styles/040-low-poly-faceted/code.js +833 -0
  125. package/skills/aicut-motion/assets/atlas/styles/040-low-poly-faceted/poster.jpg +0 -0
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  127. package/skills/aicut-motion/assets/atlas/styles/041-manga-page/code.js +845 -0
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  130. package/skills/aicut-motion/assets/atlas/styles/042-wood-type-letterpress/code.js +496 -0
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  133. package/skills/aicut-motion/assets/atlas/styles/043-light-painting/code.js +635 -0
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  136. package/skills/aicut-motion/assets/atlas/styles/044-felt-patchwork/code.js +799 -0
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  139. package/skills/aicut-motion/assets/atlas/styles/045-phosphor-terminal/code.js +547 -0
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  142. package/skills/aicut-motion/assets/atlas/styles/046-glassmorphism-ui/code.js +592 -0
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  145. package/skills/aicut-motion/assets/atlas/styles/047-tarot-card/code.js +768 -0
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  148. package/skills/aicut-motion/assets/atlas/styles/048-transit-map/code.js +666 -0
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  157. package/skills/aicut-motion/assets/atlas/styles/051-art-deco-foil/code.js +606 -0
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  1028. package/skills/vox-director/SKILL.md +0 -351
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  1035. package/skills/xingchen-vox-collage/SKILL.md +0 -251
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  1041. package/skills/xingchen-vox-collage/references/visual-qa.md +0 -59
  1042. package/skills/youtube/SKILL.md +0 -147
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1
- ---
2
- name: action-fight-prompt
3
- description: "动作打戏 AI 视频提示词设计技能。当用户需要设计具备电影级运镜、节奏感、打击感的武打/战斗片段提示词时使用——覆盖双角色对打、女主 vs 怪兽、近身格斗、载具追逐战、群战、一镜到底、巨型生物/机甲大场面等场景。核心方法论:时序拆段(15 秒拆成 2-3 秒阶段)、动作因果链、环境反馈、视觉资产锁定与参考图映射、音效层。触发词:动作打戏、打戏提示词、武打镜头、战斗片段、打击感、fight scene、对打、动作设计、追车战、群殴、一镜到底。 Runs in AICUT: the film is film.html, a page per shot, drawn by `aicut look` and `aicut render`."
4
- license: MIT
5
- source: "kangarooking/director-skills"
6
- ---
7
-
8
- # 动作打戏提示词设计
9
-
10
- ## Running it in AICUT
11
-
12
- AICUT's film is `film.html`: it cuts pages, footage, pictures and sound together on tracks. A page is a web page that
13
- sets `window.film = { frame(t) }` and draws that moment — no framework, no build step, no composition object, no
14
- `registerRoot`. Five shots are five pages cut together, not one page that changes scene, so each shot stays trimmable
15
- and replaceable in Studio.
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-
17
- ```sh
18
- npx -y @autoaiai/aicut@latest # the manual: the format and the commands, always current
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- npx -y @autoaiai/aicut@latest open . # make this folder a film and print Studio's address
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- npx -y @autoaiai/aicut@latest look # a contact sheet of the whole film, its sound, and a determinism check
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- npx -y @autoaiai/aicut@latest look 4.5 # one frame, full size — look at the PNG, not at the code
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- npx -y @autoaiai/aicut@latest render # the MP4, beside film.html
23
- ```
24
-
25
- Run the manual before the first film: it is authoritative for the format, and this skill is about the method above it.
26
-
27
- Where the words below name another program's part, it becomes this:
28
-
29
- | elsewhere | in AICUT |
30
- |---|---|
31
- | composition, timeline, project file | `film.html`; tracks and clips inside it |
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- | a scene, a sequence, a slide | a page (`pages/<name>.html`) cut onto a track |
33
- | `useCurrentFrame()`, `interpolate()` | `frame(t)` — the picture depends only on `t`, never on state or `Date.now()` |
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- | a still, a screengrab | `aicut look <t>` |
35
- | `render` / `build` / `export` | `aicut render` (the person can also export from Studio) |
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- | a dev server, a preview window | `aicut open` and the Studio address it prints |
37
-
38
- Hard rules that hold whatever the method says: the picture depends only on `t`; every value in the person's prompt is
39
- binding; look at the frames `look` writes before saying a film is done.
40
-
41
-
42
- 为 AI 视频生成(miora 等通道)设计动作打戏提示词。目标:电影级运镜、清晰的节奏感、可信的打击感,杜绝瞬移、穿模、无效挥拳。
43
-
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- ## 四条铁律(缺一不可)
45
-
46
- 设计任何打戏片段前,先按这四条搭骨架,再填血肉:
47
-
48
- 1. **时序拆段**:总时长(≤15 秒)拆成多个 2-3 秒的小阶段。每个阶段只负责**一组主要动作**,用时间戳显式标出(如 `0:00-0:02`)。禁止一个提示词塞十几个同时发生的动作。
49
- 2. **动作因果链**:相邻阶段的动作必须是物理因果关系——对手前冲→女主借惯性转身;女主击中腹部→对手身体前倾→下一段才可能抓住肩膀。每个动作都要能回答"上一个动作给了它什么条件"。孤立动作 = 瞬移/穿模的根源。
50
- 3. **环境反馈**:每个阶段至少写一处环境反馈(尘土飞扬、金属撞击、沙石崩塌、地面裂纹、碎屑飞溅)。这不是装饰——它告诉模型力量来自哪里,打击感由此落地。
51
- 4. **资产锁定**:提示词开头用独立段落声明人物的脸、发型、服装、武器、身体比例**全程不变**。双角色场景必须分别说明每张参考图对应谁(`图1 = 女主,图2 = 怪兽`),防止结构混淆。
52
-
53
- ## 进阶规则(决定成片质感上限)
54
-
55
- 四条铁律保证"能看",以下规则保证"好看":
56
-
57
- 1. **音效独立成层**:单独写音效段——要么每阶段末尾跟一小句音效,要么结尾整段"音效节奏"总述。无配乐需求时显式写"不要音乐,只保留音效/环境音"。音效要覆盖力量(引擎拔高、闷响)、材质(碎石、摩擦)、生物(嘶吼、呼吸)三层。
58
- 2. **动作结果允许失败**:打击 ≠ 命中即胜。刀砍不进硬甲被弹开、反作用力震飞主角、刀刃卷曲——物理一致的挫败比全程碾压更有可信度,也为战术转变提供叙事钩子。
59
- 3. **动作轨迹拆解式描写**:关键一击不写结果、写轨迹——"空中下落 → 双手高举 → 竖向重劈 → 刀锋正中厚甲",四步链条让模型逐帧可执行。
60
- 4. **微慢动作给具体时长**:命中瞬间的慢速不写"轻微慢动作",写"约 0.2-0.3 秒微慢动作后立刻恢复正常速度",每段最多一次。
61
- 5. **结尾必须铺垫下一轮**:余韵段不止定帧——车头重新朝向目标、意识到破不了甲、扯下工牌走向出口。给下一段留钩子。
62
- 6. **群体敌人分层写**:多敌人场景交代数量与行为顺序("6 只伴猎怪纷纷转身嘶吼,其中 2 只率先扑出"),镜头明确拍出该顺序;群战中多对手面孔必须各不相同、禁止与主角相似。
63
- 7. **风格开关前置**:一镜到底、手持手机纪实质感、无防抖抖动等整体风格声明放在提示词最前部,只声明一次,不做中途切换。
64
-
65
- ## 输出样式(二选一,按题材)
66
-
67
- - **A. 时间戳式**:`0:00-0:02 段落正文`。适合快节奏近身对打、追车战——节奏密集,镜头切换频繁。正文内镜头语言以"镜头用……跟拍"句式自然嵌入。
68
- - **B. 分镜头命名式**:`镜头01——接近`。适合大场面、景别大幅跳转(贴海浪跟踪 → 环绕 → 极远航拍),每个镜头一个动词性命名,段落内写透单一景别。
69
-
70
- 两种样式都遵守四条铁律,同一条提示词内不混用。
71
-
72
- ## 工作流程
73
-
74
- ### 第一步:收集输入(缺项一次性问全)
75
-
76
- - 总时长(miora H3 通道为 4-15 秒整数;区间外不提交,向用户说明)
77
- - 角色:几方?人类/怪兽?各自的武器?有无载具?
78
- - 参考图:有几张,各对应谁
79
- - 场景环境:地面材质(沙石/金属/废墟/水面)——决定环境反馈词汇
80
- - 题材类型:近身对打 / 载具追逐 / 群战 / 巨型生物对决——决定用哪套场景配方(见 `references/scene-patterns.md`)与输出样式
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- - 音效要求:是否需要配乐(默认不要音乐、只保留音效)
82
-
83
- ### 第二步:搭节奏骨架
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-
85
- 按"三拍式"分配阶段,再微调:
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-
87
- | 拍 | 占比 | 内容 |
88
- |---|---|---|
89
- | 蓄力 | ~30% | 对峙、逼近、第一次交锋试探 |
90
- | 爆发 | ~50% | 主交锋:连续因果动作链,打击最密集 |
91
- | 余韵 | ~20% | 收尾定帧:胜负分明、尘埃落定、镜头缓推 |
92
-
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- 输出阶段表:每阶段填 4 列——时间戳 / 镜头 / 主动作(一组)/ 环境反馈。先给用户看这张表,确认后再展开成完整提示词。
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-
95
- ### 第三步:写完整提示词
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-
97
- 按此顺序组装(可选段按需取用):
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-
99
- ```
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- 【风格开关段】一镜到底/手持纪实质感等整体声明(如有)
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- 【资产锁定段】人物外观声明 + 参考图映射;群战加对手面孔规则
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- 【场景段】环境、光线、色调、氛围粒子(尘埃/水雾/粉笔灰)
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- 【时序段】逐阶段:时间戳或镜头命名 + 镜头语言 + 动作 + 因果衔接词 + 环境反馈
104
- 【音效段】分段音效或整体"音效节奏"总述;默认声明"不要音乐"
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- 【技术段】画幅、帧率、画质参数(16:9、24 FPS 等按项目规范)
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- ```
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- ```
108
- 四条铁律的词库与范例见 `references/camera-and-impact.md`;四类题材配方与两种输出样式骨架见 `references/scene-patterns.md`;完整范例(女主 vs 怪兽 15 秒)见 `references/example-15s-duel.md`。
109
- ```
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-
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- ### 第四步:QA 核对
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-
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- 交付前逐项自查,不通过就改:
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-
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- - [ ] 每阶段 ≤ 一组主动作,时长 2-3 秒
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- - [ ] 任意相邻两阶段能说出因果衔接("因为 A 所以 B"成立)
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- - [ ] 每阶段 ≥ 1 处环境反馈
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- - [ ] 开头有资产锁定段;双角色场景参考图映射明确;群战对手面孔规则齐全
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- - [ ] 运镜有变化(不是全程固定机位),且镜头服务于动作(爆发段贴身跟拍/手持震动,余韵段缓推或定帧)
120
- - [ ] 无孤立动作、无"瞬移式"位移描写
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- - [ ] 关键一击写了动作轨迹拆解;命中瞬间慢速给了具体时长(≤一次)
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- - [ ] 有独立音效层,且"不要音乐"约束按需求写明
123
- - [ ] 结尾有下一轮铺垫(转向目标 / 战术转变 / 情绪定格)
124
- - [ ] 输出样式全文统一(时间戳式或分镜头命名式,不混用)
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-
126
- ## 边界
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-
128
- - 只设计提示词文本,不提交生成任务(生成走 miora-video-studio 等对应技能)。
129
- - 时长超出通道上限时不拆分提交——是否分镜分批由用户决定。
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-
131
- ## Source
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-
133
- Rewritten for AICUT from [`kangarooking/director-skills`](https://github.com/kangarooking/director-skills)
134
- (MIT), action-fight-prompt/SKILL.md. The method is that skill's own; the way it runs is AICUT's.
135
-
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- The repository holds 7 skills; this is the one its entry stands for.
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1
- # 运镜与打击感词库
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-
3
- 设计时序段时按需取用。原则:镜头服务于动作,词汇服务于物理逻辑。
4
-
5
- ## 运镜词汇(按节奏阶段选用)
6
-
7
- ### 蓄力段——交代空间,制造压迫
8
- - 缓慢推近(slow push-in):从全景推向对峙双方,制造张力
9
- - 低角度仰拍(low-angle):强化怪兽/强敌的体量威胁
10
- - 越肩镜头(over-the-shoulder):建立双方位置关系,为后续动作交代空间
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- - 环绕(orbit/arcs):慢速绕行对峙的两人
12
-
13
- ### 爆发段——贴身、快、有震动
14
- - 贴身跟拍(tracking):跟随冲刺或翻滚方向横移
15
- - 手持震动(handheld shake):撞击瞬间轻微抖动,传递冲击力
16
- - 快速甩镜(whip pan):借动作方向甩切,隐藏剪辑点
17
- - 子弹时间/极速放缓(speed ramp):关键一击瞬间降速再恢复——每段最多用一次,滥用会稀释节奏
18
- - 特写插入(cut-in):武器相撞、脚掌蹬地、眼神的极短特写
19
-
20
- ### 余韵段——释放与定格
21
- - 缓慢后拉(slow pull-back):从近景拉到全景,尘埃中看清战场
22
- - 定帧(hold):胜负分明的一瞬停住,配环境反馈的余波(沙粒落定、金属余音)
23
- - 升格慢镜(slow motion):仅用于最后一击后的余韵,不用于连续打击
24
-
25
- **禁止**:全程固定机位;一段内运镜切换超过 2 次;无意义炫技运镜。
26
-
27
- ## 打击感写法
28
-
29
- 打击感 = 力量来源 + 接触瞬间 + 物理后果 + 环境反馈,四环缺一不可。
30
-
31
- **弱写法**(无打击感):`女主挥刀砍中怪兽`
32
-
33
- **强写法**:
34
- ```
35
- 女主腰部发力带动折叠刀横斩,刀刃撞上怪兽前臂甲壳——
36
- 接触瞬间迸出火星,怪兽头部被力道带得偏转半寸,
37
- 前爪在沙地上犁出两道浅沟,尘土腾起。
38
- ```
39
-
40
- 要点:
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- - **力量从身体写起**:腰部发力、蹬地起跳、借冲势——不是手臂凭空挥动
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- - **接触要有材质反应**:金属→火星、甲壳→碎屑、沙地→犁沟、混凝土→崩裂
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- - **后果要有位移**:偏转半寸、后退半步、踉跄——身体被力改变了状态,这正好为下一阶段提供因果条件
44
-
45
- ## 因果衔接词库
46
-
47
- 时序段中每个阶段的动作开头,用这些词承接上一阶段的结果:
48
-
49
- - 借势类:借助其冲势 / 顺着惯性 / 趁其重心前倾
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- - 后果承接类:被击中的怪兽身体前倾,女主顺势 / 刀刃卡住甲壳的瞬间,怪兽猛力甩头
51
- - 条件类:趁尘土遮蔽视线 / 借金属残骸的反弹
52
-
53
- **自检方法**:把相邻两阶段连起来读,若能自然填入"因为(上一阶段结果),所以(本阶段动作)"且符合物理逻辑,因果链成立;若读不通,就是孤立动作,必须改写或合并。
54
-
55
- ## 环境反馈词库(按场景材质)
56
-
57
- | 地面/环境 | 反馈词汇 |
58
- |---|---|
59
- | 沙石/戈壁 | 尘土飞扬、沙石崩塌、碎石飞溅、地面裂纹蔓延 |
60
- | 金属/废墟 | 金属撞击迸出火星、钢板凹陷震颤、残骸倾倒 |
61
- | 废弃建筑 | 混凝土崩裂、粉尘从天花板洒落、玻璃碴散落 |
62
- | 岩壁/山体 | 岩屑剥落、回声轰鸣、落石滚下 |
63
-
64
- 用法:放在接触瞬间之后、位移后果之前,一阶段一处即可,堆叠过多会冲淡动作主体。
@@ -1,59 +0,0 @@
1
- # 完整范例:女主 vs 怪兽 15 秒对打
2
-
3
- 示范四条铁律如何落成一条提示词。角色沿用项目设定:末日废土东方科幻、灵笼式 3D 动画风格、枪灰/钛银/石墨黑配色。
4
-
5
- ---
6
-
7
- ## 阶段表(先给用户确认的骨架)
8
-
9
- | 时间戳 | 镜头 | 主动作(一组) | 环境反馈 |
10
- |---|---|---|---|
11
- | 0:00-0:02 | 低角度仰拍缓推 | 怪兽前爪蹬地、向女主发起冲刺 | 沙石被蹬得崩裂飞溅 |
12
- | 0:02-0:04 | 贴身横移跟拍 | 女主借其冲势侧身转体,折叠刀顺势划过怪兽肋侧 | 尘土沿转体轨迹卷起 |
13
- | 0:04-0:06 | 特写→拉回中景 | 刀刃撞上甲壳迸出火星,怪兽吃痛头部偏转 | 金属撞甲壳的火星与闷响 |
14
- | 0:06-0:09 | 手持震动跟拍 | 怪兽前倾扑击,女主低位翻滚避过,起身反手一记踢击命中其腹部 | 翻滚扬起沙尘;踢中时尘土炸开 |
15
- | 0:09-0:12 | 快速甩镜+轻微慢速 | 被踢中的怪兽身体前倾,女主踏步上前抓住其肩膀借力跃上背颈 | 落足处沙地凹陷 |
16
- | 0:12-0:15 | 缓慢后拉至全景 | 女主刀刃抵住怪兽颈侧,怪兽僵直跪伏,胜负分明 | 尘埃缓缓落定,沙粒簌簌 |
17
-
18
- 三拍核对:蓄力 0-4s(对峙+试探性交锋)、爆发 4-12s(因果链最密)、余韵 12-15s(定局)。爆发放宽到 8 秒是因为动作链有 4 个因果环节,属于合理微调。
19
-
20
- ---
21
-
22
- ## 完整提示词
23
-
24
- ```
25
- 【资产锁定】全程锁定:女主的脸部五官、高马尾黑发、枪灰色贴身战术装甲
26
- (钛银护甲片、石墨黑内衬)、右腿折叠战斗刀、修长干练的身体比例,
27
- 与参考图1完全一致,任何阶段不得变化。怪兽的灰褐色皮肤、头骨外露的
28
- 甲壳结构、背脊骨板、暗红色软组织,与参考图2完全一致,任何阶段不得
29
- 变化。图1 = 女主,图2 = 怪兽,两者的解剖结构严禁混合。
30
-
31
- 【场景】末日废土戈壁,低饱和灰褐色调,锈色残骸散落,正午顶光,尘霾
32
- 空气中悬浮沙粒。灵笼式中国3D动画风格,半写实CG生物质感,PBR材质。
33
-
34
- 【时序】
35
- 0:00-0:02 低角度仰拍缓缓推近——怪兽前爪猛然蹬地,向女主发起冲刺,
36
- 沙石在其足下崩裂飞溅,尘土冲天。
37
- 0:02-0:04 镜头贴身横移跟拍——借助怪兽的冲势,女主侧身转体卸开冲撞,
38
- 折叠刀顺势划过怪兽肋侧,尘土沿转体轨迹卷起一道弧线。
39
- 0:04-0:06 刀刃特写随即拉回中景——刀刃撞上甲壳迸出火星,怪兽吃痛,
40
- 头部被力道带得偏转,金属与甲壳的闷响震颤空气。
41
- 0:06-0:09 手持镜头轻微震动跟拍——前倾失衡的怪兽挥爪扑击,女主低位
42
- 翻滚避过、起身反手一记踢击命中其腹部,翻滚与踢击先后扬起两团沙尘。
43
- 0:09-0:12 快速甩镜衔接轻微慢速——被踢中的怪兽身体前倾,女主趁势踏步
44
- 上前、双手抓住其肩膀借力跃上背颈,落足处沙地凹陷。
45
- 0:12-0:15 镜头缓慢后拉至全景——女主刀刃抵住怪兽颈侧,怪兽僵直跪伏,
46
- 尘埃缓缓落定,沙粒簌簌而下。
47
-
48
- 【技术】16:9 宽幕,24 FPS,电影级打光,8K 画质,动态模糊自然,
49
- 打击帧不含拖影伪影。
50
- ```
51
-
52
- ---
53
-
54
- ## 为什么这样写(对照四条铁律)
55
-
56
- 1. **时序拆段**:6 个阶段各 2-3 秒,每阶段一个主动作,模型无需同时理解十几个动作。
57
- 2. **因果链**:冲刺→借冲势转体→刀撞甲壳→怪兽前倾→才可能被踢中腹部→身体前倾→才可能被抓住肩膀跃上。每一环都是上一环的物理结果。
58
- 3. **环境反馈**:每阶段一处(崩裂飞溅/尘土弧线/火星/两团沙尘/沙地凹陷/尘埃落定),力量来源全部落在地面与材质上。
59
- 4. **资产锁定**:开头双角色分别锁定,参考图一一映射,并显式禁止解剖结构混合。
@@ -1,80 +0,0 @@
1
- # 题材配方与输出样式
2
-
3
- 四类高频打戏题材的专用配方。通用四条铁律(拆段/因果/环境反馈/锁定)仍全程生效,本文只写各题材的增量规则。
4
-
5
- ## 一、载具追逐战
6
-
7
- 物理重点在"车"而不在"人"——打击感来自机械的重量与形变。
8
-
9
- - **机械细节词**:悬挂压缩回弹、后轮剧烈打滑、重心转移压车、甩尾、轮胎碾飞碎石、车辙拖痕、车头短暂轻震、引擎轰鸣拔高/回落低鸣。
10
- - **冲撞逻辑**:正对冲撞用车头,侧向来袭用重心转移+甩尾横扫——先写"为什么不能用上次的方式",再写新解法,这是载具戏的因果链形态。
11
- - **群体敌人分层**:交代数量与行为顺序(转身 → 嘶吼 → 扑出的先后必须被镜头拍清楚),主力怪压后作为下一轮伏笔。
12
- - **环境反馈**:沙尘尾迹、弧形沙浪、地面擦痕、崩飞的碎石——高速感全靠地表被破坏的程度传达。
13
- - 镜头:低机位斜后方跟拍(俯冲)、侧后方中景跟拍(侧扑+压车)、命中瞬间轻微减速但保持弧线/命中点/飞出方向可读。
14
-
15
- ## 二、人 vs 巨型生物(硬碰硬流)
16
-
17
- 核心是"实力差"——第一击必须失败,失败必须物理一致。
18
-
19
- - **硬碰硬四步**:全力一击 → 接触瞬间火花巨响 → 明确结果("没有切入、没有伤痕,只有一次强烈撞击")→ 反作用力沿刀身传回双臂、主角失去平衡被震飞。禁写"砍进去了"。
20
- - **后果链**:震飞 → 空中坠落 → 重摔 → 连续翻滚卸力 → 勉强单膝停住——每一步都有上一的动能来源。
21
- - **装备损伤**:刀刃卷曲、装甲刮痕——道具被战斗改变,是最便宜的可信度。
22
- - **心理反应一拍**:瞳孔微缩、瞬间意识到硬度远超预期——一句即可,放在撞击结果之后。
23
- - **结尾钩子**:实力差定格(完好巨兽 vs 卷刃),铺垫"找弱点/换战术"。
24
- - 镜头:随被震飞方向平移、下坠时轻微下压跟随——镜头追随主角的动能,不旁观。
25
-
26
- ## 三、写实群战(一镜到底)
27
-
28
- 风格约束最重的一类,前 1/4 篇幅全部用于声明规则。
29
-
30
- - **风格开关前置**:单一连续镜头不切镜、原始手持手机质感、自然细微抖动+轻微果冻效应、不使用防抖、纪录片式真实感。
31
- - **声音规则最严**:不要音乐。只保留真实环境音——脚步、课桌椅摩擦、衣物摩擦、击打、空调低鸣、呼吸、远处环境声。安静本身是紧张感来源。
32
- - **光线即舞台**:真实光源逻辑(窗外自然光+室内日光灯混合),空气中可见漂浮灰尘,人物经过时打乱尘埃与光影层次。
33
- - **对手规则**:所有对手面孔各不相同,禁止与主角相似;身份统一(如同为男高中生),外形各异。
34
- - **效率美学**:主角动作干脆利落、无多余表演;每击一对一倒,倒地后"身体完全失去力量";反派动作可以狼狈(踉跄、捂脸、先手连攻)制造危机感。
35
- - **标志性瞬间**:唯一一次微慢动作(约 0.2-0.3 秒)留给最重的一击,且破坏物要给足反馈层级——撞击 → 表面物爆散 → 空中漂浮旋转 → 槽内碎块弹起落地 → 衣物留下擦痕 → 沿壁滑落瘫倒。
36
- - **结尾情绪定格**:动作结束后留 2 秒给"人"——沉重呼吸、擦血痕迹、整理发丝、摘下身份象征物轻描淡写丢下、转身离场、画面淡出。冷漠感靠细节不靠台词。
37
-
38
- ## 四、巨型生物/机甲大场面(能量系)
39
-
40
- 体量差最大的一类,用分镜头命名式,镜头承担叙事。
41
-
42
- - **分镜命名**:每个镜头一个动词性命名(接近 / 交战 / 蓄力 / 突击 / 余波),段落内写透单一景别。
43
- - **景别阶梯**:贴地高速掠过(渺小感)→ 大范围环绕(体量对比)→ 中景悬停蓄力(压迫感)→ 第一人称俯冲(代入感)→ 极远航拍大全景(破坏全貌)。景别必须逐级拉开,最后一级给"极远"。
44
- - **体量描写**:巨兽身体部位按人类结构类比(人类躯干/双臂/双腿+融合形态),攻击写"巨大的水流手臂向下挥动"而非泛写"攻击"。
45
- - **能量蓄力段**:悬停 + 周围物理异常(雾气扭曲、水颗粒悬浮、湍流、云层增强)——力量积压用环境畸变表达,不用发光特效词。
46
- - **余波段**:破坏后果清单(环形波纹扩散、碎块下落、湍流减弱、雾气漂移)+ 主角定帧位置 + "逐渐归于平静"收尾。
47
- - 音效约束单独一行收尾:"不要生成音乐,只生成音效"。
48
-
49
- ## 音效层写法(通用)
50
-
51
- 两种落法,选一种贯穿全文:
52
-
53
- 1. **分段式**:每阶段末尾一句"音效:……"。适合音效随动作强变化的近身戏。
54
- 2. **总述式**:结尾整段按时间顺序罗列音效节奏("引擎轰鸣拔高 → 碎石飞溅 → …… → 回落为厚重低鸣")。适合载具/大场面,音效本身有起伏弧线时。
55
-
56
- 必含三层:力量声(撞击闷响、引擎、破风)、材质声(碎石、摩擦、火花嗤响)、生物声(嘶吼、喘息、低鸣)。无配乐需求时必须显式写"不要音乐,只保留音效/环境音"。
57
-
58
- ## 两种输出样式骨架
59
-
60
- **A. 时间戳式**(近身对打/追车/群战):
61
-
62
- ```
63
- [风格开关]
64
- [资产锁定 + 对手规则]
65
- [场景/光线/声音规则]
66
- 0—2秒:段落正文(镜头句式嵌入:镜头用……跟拍)
67
- 2—5秒:……
68
- …
69
- [音效段]
70
- ```
71
-
72
- **B. 分镜头命名式**(大场面/能量系):
73
-
74
- ```
75
- [角色资产锁定 + 参考图映射]
76
- 镜头01——接近:段落正文
77
- 镜头02——交战:……
78
- …
79
- [收尾:不要生成音乐,只生成音效]
80
- ```
@@ -1,205 +0,0 @@
1
- ---
2
- name: ad-creative-video
3
- description: "This skill should be used when the user asks to \"make a video ad\", \"create an animated ad\", \"build a performance/UGC-style ad\", \"batch-produce ad creative variations\", \"generate ad variants for A/B testing\", \"swap headline/offer/CTA across many ad versions\", or \"export one ad in multiple aspect ratios for Meta/TikTok/Reels\". Covers ad hook structures, hook→CTA message-match, data-driven variant generation (1 template × CSV = N ads), multi-aspect export, and platform specs. Runs in AICUT: the film is film.html, a page per shot, drawn by `aicut look` and `aicut render`."
4
- license: MIT
5
- source: "iart-ai/ad-video-skills"
6
- ---
7
-
8
- # Ad Creative Video
9
-
10
- ## Running it in AICUT
11
-
12
- AICUT's film is `film.html`: it cuts pages, footage, pictures and sound together on tracks. A page is a web page that
13
- sets `window.film = { frame(t) }` and draws that moment — no framework, no build step, no composition object, no
14
- `registerRoot`. Five shots are five pages cut together, not one page that changes scene, so each shot stays trimmable
15
- and replaceable in Studio.
16
-
17
- ```sh
18
- npx -y @autoaiai/aicut@latest # the manual: the format and the commands, always current
19
- npx -y @autoaiai/aicut@latest open . # make this folder a film and print Studio's address
20
- npx -y @autoaiai/aicut@latest look # a contact sheet of the whole film, its sound, and a determinism check
21
- npx -y @autoaiai/aicut@latest look 4.5 # one frame, full size — look at the PNG, not at the code
22
- npx -y @autoaiai/aicut@latest render # the MP4, beside film.html
23
- ```
24
-
25
- Run the manual before the first film: it is authoritative for the format, and this skill is about the method above it.
26
-
27
- Where the words below name another program's part, it becomes this:
28
-
29
- | elsewhere | in AICUT |
30
- |---|---|
31
- | composition, timeline, project file | `film.html`; tracks and clips inside it |
32
- | a scene, a sequence, a slide | a page (`pages/<name>.html`) cut onto a track |
33
- | `useCurrentFrame()`, `interpolate()` | `frame(t)` — the picture depends only on `t`, never on state or `Date.now()` |
34
- | a still, a screengrab | `aicut look <t>` |
35
- | `render` / `build` / `export` | `aicut render` (the person can also export from Studio) |
36
- | a dev server, a preview window | `aicut open` and the Studio address it prints |
37
-
38
- Hard rules that hold whatever the method says: the picture depends only on `t`; every value in the person's prompt is
39
- binding; look at the frames `look` writes before saying a film is done.
40
-
41
-
42
- Build ONE motion-graphics ad template, then mass-produce variants from a data table — different hooks, offers, CTAs, and products — so a performance marketer can A/B test dozens of versions across placements and aspect ratios. The craft is making the template fully data-driven and message-matched, so 40 variants stay on-brand and only the tested variable changes.
43
-
44
- ## When to use
45
-
46
- - Performance/UGC-style video ads where the first 1.5–3s must stop the scroll.
47
- - Batch variant generation: one template rendered against many rows (headline/offer/CTA/product swaps) for A/B testing.
48
- - Multi-aspect export of the same ad for Meta Feed, Reels/Stories, TikTok, YouTube.
49
-
50
- Not for sale/discount countdown promos, and not for testimonial/review-driven ads — those are different structures. Stay on the batch-variation, test-everything angle.
51
-
52
- ## The two rules that make variants worth running
53
-
54
- 1. **Isolate one variable per variant.** A test only teaches something if exactly one thing changes. Hold layout, motion, colors, and timing constant; swap *only* the field under test (hook, or offer, or CTA). Mixing two changes makes the winner uninterpretable.
55
- 2. **Message-match the hook to the CTA.** The promise made in the first 3 seconds must be the promise the button pays off. A "stop wasting 2 hours a day" hook ends on "Save 2 hours — try free," not a generic "Shop now." The hook and CTA are a matched pair in every row of the data table.
56
-
57
- ## Ad anatomy (15–30s)
58
-
59
- | Beat | Job | Budget |
60
- |---|---|---|
61
- | Hook (0–3s) | Stop the scroll; state the problem or pattern-interrupt | 0–3s |
62
- | Context | Make the viewer feel the problem / agitate | 3–8s |
63
- | Payoff | Show the product as the solution, one clear benefit | 8–18s |
64
- | Proof | One concrete number, demo, or result | 18–25s |
65
- | CTA (last 3s) | Single action, message-matched to the hook | hold ≥2s |
66
-
67
- Land the hook's emotional trigger before the 2-second mark — judgment forms in ~1.7s and scroll speed keeps rising. Test the hook FIRST; it moves CPA more than any other element.
68
-
69
- ## Hook taxonomy (the field you vary most)
70
-
71
- | Hook type | Template | When it wins |
72
- |---|---|---|
73
- | Problem-first | "I didn't realize how much X was costing me until…" | pain is felt but unnamed |
74
- | Pattern interrupt | "This is going to sound controversial, but…" | crowded feed, generic category |
75
- | Curiosity gap | "Nobody talks about the one thing that…" | educated, skeptical audience |
76
- | Immediate benefit | "Cut your X in half in 7 days" | clear, quantifiable outcome |
77
- | Direct callout | "If you do X every morning, stop." | sharp audience segment |
78
-
79
- Keep a column of 5–10 hook strings and let the batch render produce one ad per hook against the same body — that is the cleanest hook test possible.
80
-
81
- ## Data-driven template (everything is a prop)
82
-
83
- Hardcode nothing the marketer might A/B test. The composition reads a single `variant` object; the renderer never edits the component. Make every animated value a pure function of `useCurrentFrame()` so each frame renders deterministically (no CSS transitions, no library timers — they desync the render).
84
-
85
- ```tsx
86
- import {useCurrentFrame, interpolate, AbsoluteFill, useVideoConfig} from "remotion";
87
-
88
- type Variant = {hook: string; benefit: string; proof: string; cta: string; bg: string; accent: string};
89
-
90
- export const AdTemplate: React.FC<{v: Variant}> = ({v}) => {
91
- const frame = useCurrentFrame(); const {fps} = useVideoConfig();
92
- const hookIn = interpolate(frame, [0, 8], [40, 0], {extrapolateRight: "clamp"});
93
- const ctaIn = interpolate(frame, [fps * 22, fps * 23], [0, 1], {extrapolateLeft: "clamp", extrapolateRight: "clamp"});
94
- return (
95
- <AbsoluteFill style={{background: v.bg, fontFamily: "Inter, sans-serif"}}>
96
- <h1 style={{transform: `translateY(${hookIn}px)`, opacity: interpolate(frame,[0,8],[0,1])}}>{v.hook}</h1>
97
- {frame > fps * 8 && <p>{v.benefit}</p>}
98
- {frame > fps * 18 && <strong>{v.proof}</strong>}
99
- <button style={{opacity: ctaIn, background: v.accent}}>{v.cta}</button>
100
- </AbsoluteFill>
101
- );
102
- };
103
- ```
104
- See `references/batch-ad-pipeline.md` for the complete template, the CSV→props parser with validation, and the brand-lock theme object.
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- ```
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-
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- ## 1 template × CSV = N variants
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- The payoff: author the ad once, then let a CSV drive the matrix. Each row is one fully-formed, message-matched variant. Render once per row.
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- # variants.csv: id,hook,benefit,proof,cta,bg,accent → one MP4 per row
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- node csv-to-props.js variants.csv ./props # writes props/<id>.json per row
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- for f in props/*.json; do
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- id=$(basename "$f" .json)
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- npx remotion render AdTemplate "out/${id}.mp4" --props="$f"
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- done
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- ```
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- To build a clean test matrix, hold every column constant and vary one: 5 hooks × 1 body = 5 ads (hook test); then take the winning hook × 3 CTAs (CTA test). `references/batch-ad-pipeline.md` has a matrix generator that expands variable lists into the CSV so combinatorial tests stay one-variable-at-a-time.
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- ```
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-
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- ## Multi-aspect export
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- Each placement wants a native aspect. Compose against a center safe zone so one master reframes cleanly to all of them — don't letterbox, re-center.
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- | Aspect | Placements | Resolution | Keep-clear safe zone |
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- |---|---|---|---|
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- | 9:16 | Reels, Stories, TikTok In-Feed | 1080×1920 | top ~14%, bottom ~20–35% (UI/caption), sides ~6% |
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- | 4:5 | Meta Feed (best feed real estate) | 1080×1350 | center 90%; CTA out of bottom 10% |
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- | 1:1 | Feed, broad reach | 1080×1080 | center square survives every crop |
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- | 16:9 | YouTube, in-stream | 1920×1080 | center 90% |
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- Design the hook text, product, and CTA inside the **1:1 center square** so they survive every crop. Drive aspect from a prop and render each per variant:
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-
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- ```bash
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- for ar in 9x16 4x5 1x1; do
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- npx -y @autoaiai/aicut@latest render
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- --props-merge="{\"aspect\":\"${ar}\"}"
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- done
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- ```
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- ```
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- Keep critical content out of the 9:16 bottom third — that is where the platform stacks captions, the CTA button, and the username. `references/platform-specs.md` has exact pixel safe zones and per-platform duration/format limits.
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- ```
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-
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- ## Output checklist
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-
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- - One variable per variant; layout/motion/timing identical across a test.
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- - Hook lands its trigger before 2s; hook and CTA are message-matched in every row.
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- - Every animated value is a pure function of `useCurrentFrame()` — no CSS/library timers.
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- - Dataset is a prop; nothing testable is hardcoded; one template renders the whole CSV.
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- - Each variant exported 9:16 + 4:5 + 1:1 (+16:9 if needed), key content in the center square.
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- - Brand stays locked across all variants via a single theme object.
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-
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- ## Deliver & verify (rendered stills → MP4)
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- > **Packaged helper** (`scripts/`): tile your stills with `scripts/contact-sheet.sh sheet.png f-hook.png f-mid.png f-end.png`, then assert the encode with `scripts/probe-mp4.sh out.mp4 [WxH] [fps]`. See `scripts/README.md`.
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-
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- **Output contract:**
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- - A Remotion ad template registered as `<Composition>` (+ zod `schema` + `defaultProps`), every animated value frame-driven (no CSS transitions / library timers / `Date.now()` / `Math.random()`).
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- - Deliverable = the rendered `out/*.mp4` per variant per aspect (plus the project + CSV, so the marketer re-renders on new rows).
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- **Verify loop — render stills → inspect → encode.** Cheap PNGs first, full encode only once they're clean. Render with the **shipped** props (the real row), not just `defaultProps`.
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- # Frame-exact stills across the hook→CTA arc, with a real variant's props
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- npx remotion still AdTemplate out/f-hook.png --frame=12 --props=props/v1.json # hook readable < 2s
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- npx remotion still AdTemplate out/f-mid.png --frame=300 --props=props/v1.json # benefit/proof
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- npx remotion still AdTemplate out/f-cta.png --frame=689 --props=props/v1.json # CTA, message-matched
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-
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- # inspect each: fidelity (hook / offer / proof / CTA text exact, brand bg+accent right)
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-
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- # AND artifacts (text overflow, off-canvas, CTA inside the 9:16 bottom third, missing font, wrong row binding)
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- ```
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- **Multi-aspect / batch — verify one variant in EACH aspect before batch-rendering the matrix.** A layout bug repeats across every row × aspect; catch it once.
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- ```
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- ```bash
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- for ar in 9x16 4x5 1x1; do # one representative variant, every target aspect
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- npx -y @autoaiai/aicut@latest look 4.5
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- --props=props/v1.json --props-merge="{\"aspect\":\"${ar}\"}"
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- done
179
- ```
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-
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- # stills clean in all aspects? → then batch-render every row × aspect:
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- for f in props/*.json; do id=$(basename "$f" .json); for ar in 9x16 4x5 1x1; do
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- npx remotion render AdTemplate "out/${id}-${ar}.mp4" --props="$f" --props-merge="{\"aspect\":\"${ar}\"}"
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- done; done
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- npx remotion render AdTemplate out/demo.gif --codec=gif --props=props/v1.json # README demo
186
- ```
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- **Before you finish:**
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- 1. `npx remotion still` renders cleanly at hook / mid / CTA — no errors, no missing fonts/assets.
189
- 2. Hook/offer/proof/CTA text exact and brand colors right; nothing in the 9:16 bottom third or outside the center safe zone.
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- 3. Frame-driven only — no CSS/library timers, `Date.now()`, or `Math.random()`.
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- 4. Shipped row's props render correctly (not just `defaultProps`); one variable per variant holds.
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- 5. One variant verified in 9:16 + 4:5 + 1:1 before the batch; MP4s play; (optional) GIF for the README.
193
- ```
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-
195
- ## Reference files
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-
197
- - `references/batch-ad-pipeline.md` — the full runnable Remotion ad template, the CSV→typed-props parser with validation, a one-variable test-matrix generator, the brand-lock theme object, and the complete batch + multi-aspect render script.
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- - `references/platform-specs.md` — exact 2025/2026 pixel safe zones, durations, aspect ratios, and format limits for Meta Feed/Reels/Stories, TikTok In-Feed, and YouTube, plus a hook→CTA message-match worksheet.
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-
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- ## Source
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-
202
- Rewritten for AICUT from [`iart-ai/ad-video-skills`](https://github.com/iart-ai/ad-video-skills)
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- (MIT), skills/ad-creative-video/SKILL.md. The method is that skill's own; the way it runs is AICUT's.
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-
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- The repository holds 3 skills; this is the one its entry stands for.