@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.
- package/MANUAL.md +94 -94
- package/package.json +1 -1
- package/skills/aicut-motion/SKILL.md +69 -3
- package/skills/aicut-motion/THIRD_PARTY_NOTICES.md +14 -0
- package/skills/aicut-motion/assets/atlas/lib/harness.js +116 -0
- package/skills/aicut-motion/assets/atlas/lib/sound.js +274 -0
- package/skills/aicut-motion/assets/atlas/styles/001-flat-vector-science/code.js +937 -0
- package/skills/aicut-motion/assets/atlas/styles/001-flat-vector-science/poster.jpg +0 -0
- package/skills/aicut-motion/assets/atlas/styles/001-flat-vector-science/style.json +13 -0
- package/skills/aicut-motion/assets/atlas/styles/002-watercolor-wash/code.js +909 -0
- package/skills/aicut-motion/assets/atlas/styles/002-watercolor-wash/poster.jpg +0 -0
- package/skills/aicut-motion/assets/atlas/styles/002-watercolor-wash/style.json +13 -0
- package/skills/aicut-motion/assets/atlas/styles/003-shadow-puppet-theatre/code.js +881 -0
- package/skills/aicut-motion/assets/atlas/styles/003-shadow-puppet-theatre/poster.jpg +0 -0
- package/skills/aicut-motion/assets/atlas/styles/003-shadow-puppet-theatre/style.json +13 -0
- package/skills/aicut-motion/assets/atlas/styles/004-whiteboard-explainer/code.js +897 -0
- package/skills/aicut-motion/assets/atlas/styles/004-whiteboard-explainer/poster.jpg +0 -0
- package/skills/aicut-motion/assets/atlas/styles/004-whiteboard-explainer/style.json +13 -0
- package/skills/aicut-motion/assets/atlas/styles/005-psychedelic-poster/code.js +814 -0
- package/skills/aicut-motion/assets/atlas/styles/005-psychedelic-poster/poster.jpg +0 -0
- package/skills/aicut-motion/assets/atlas/styles/005-psychedelic-poster/style.json +13 -0
- package/skills/aicut-motion/assets/atlas/styles/006-tech-glow-explainer/code.js +990 -0
- package/skills/aicut-motion/assets/atlas/styles/006-tech-glow-explainer/poster.jpg +0 -0
- package/skills/aicut-motion/assets/atlas/styles/006-tech-glow-explainer/style.json +13 -0
- package/skills/aicut-motion/assets/atlas/styles/007-papercraft-models/code.js +994 -0
- package/skills/aicut-motion/assets/atlas/styles/007-papercraft-models/poster.jpg +0 -0
- package/skills/aicut-motion/assets/atlas/styles/007-papercraft-models/style.json +13 -0
- package/skills/aicut-motion/assets/atlas/styles/008-1940s-film-noir/code.js +792 -0
- package/skills/aicut-motion/assets/atlas/styles/008-1940s-film-noir/poster.jpg +0 -0
- package/skills/aicut-motion/assets/atlas/styles/008-1940s-film-noir/style.json +13 -0
- package/skills/aicut-motion/assets/atlas/styles/009-manim-style-math/code.js +840 -0
- package/skills/aicut-motion/assets/atlas/styles/009-manim-style-math/poster.jpg +0 -0
- package/skills/aicut-motion/assets/atlas/styles/009-manim-style-math/style.json +13 -0
- package/skills/aicut-motion/assets/atlas/styles/010-illuminated-manuscript/code.js +1126 -0
- package/skills/aicut-motion/assets/atlas/styles/010-illuminated-manuscript/poster.jpg +0 -0
- package/skills/aicut-motion/assets/atlas/styles/010-illuminated-manuscript/style.json +13 -0
- package/skills/aicut-motion/assets/atlas/styles/011-editorial-essay-collage/code.js +854 -0
- package/skills/aicut-motion/assets/atlas/styles/011-editorial-essay-collage/poster.jpg +0 -0
- package/skills/aicut-motion/assets/atlas/styles/011-editorial-essay-collage/style.json +13 -0
- package/skills/aicut-motion/assets/atlas/styles/012-bioluminescent-deep-sea/code.js +1124 -0
- package/skills/aicut-motion/assets/atlas/styles/012-bioluminescent-deep-sea/poster.jpg +0 -0
- package/skills/aicut-motion/assets/atlas/styles/012-bioluminescent-deep-sea/style.json +13 -0
- package/skills/aicut-motion/assets/atlas/styles/013-product-launch-reveal/code.js +728 -0
- package/skills/aicut-motion/assets/atlas/styles/013-product-launch-reveal/poster.jpg +0 -0
- package/skills/aicut-motion/assets/atlas/styles/013-product-launch-reveal/style.json +13 -0
- package/skills/aicut-motion/assets/atlas/styles/014-halftone-pop-panel/code.js +664 -0
- package/skills/aicut-motion/assets/atlas/styles/014-halftone-pop-panel/poster.jpg +0 -0
- package/skills/aicut-motion/assets/atlas/styles/014-halftone-pop-panel/style.json +13 -0
- package/skills/aicut-motion/assets/atlas/styles/015-isometric-pastel/code.js +991 -0
- package/skills/aicut-motion/assets/atlas/styles/015-isometric-pastel/poster.jpg +0 -0
- package/skills/aicut-motion/assets/atlas/styles/015-isometric-pastel/style.json +13 -0
- package/skills/aicut-motion/assets/atlas/styles/016-oscilloscope-vector-art/code.js +801 -0
- package/skills/aicut-motion/assets/atlas/styles/016-oscilloscope-vector-art/poster.jpg +0 -0
- package/skills/aicut-motion/assets/atlas/styles/016-oscilloscope-vector-art/style.json +13 -0
- package/skills/aicut-motion/assets/atlas/styles/017-risograph-zine/code.js +692 -0
- package/skills/aicut-motion/assets/atlas/styles/017-risograph-zine/poster.jpg +0 -0
- package/skills/aicut-motion/assets/atlas/styles/017-risograph-zine/style.json +13 -0
- package/skills/aicut-motion/assets/atlas/styles/018-claymation-set/code.js +756 -0
- package/skills/aicut-motion/assets/atlas/styles/018-claymation-set/poster.jpg +0 -0
- package/skills/aicut-motion/assets/atlas/styles/018-claymation-set/style.json +13 -0
- package/skills/aicut-motion/assets/atlas/styles/019-neon-sign-at-night/code.js +922 -0
- package/skills/aicut-motion/assets/atlas/styles/019-neon-sign-at-night/poster.jpg +0 -0
- package/skills/aicut-motion/assets/atlas/styles/019-neon-sign-at-night/style.json +13 -0
- package/skills/aicut-motion/assets/atlas/styles/020-kawaii-anime/code.js +852 -0
- package/skills/aicut-motion/assets/atlas/styles/020-kawaii-anime/poster.jpg +0 -0
- package/skills/aicut-motion/assets/atlas/styles/020-kawaii-anime/style.json +13 -0
- package/skills/aicut-motion/assets/atlas/styles/021-ukiyo-e-woodblock/code.js +724 -0
- package/skills/aicut-motion/assets/atlas/styles/021-ukiyo-e-woodblock/poster.jpg +0 -0
- package/skills/aicut-motion/assets/atlas/styles/021-ukiyo-e-woodblock/style.json +13 -0
- package/skills/aicut-motion/assets/atlas/styles/022-16-bit-pixel-odyssey/code.js +793 -0
- package/skills/aicut-motion/assets/atlas/styles/022-16-bit-pixel-odyssey/poster.jpg +0 -0
- package/skills/aicut-motion/assets/atlas/styles/022-16-bit-pixel-odyssey/style.json +13 -0
- package/skills/aicut-motion/assets/atlas/styles/023-chalkboard-lesson/code.js +846 -0
- package/skills/aicut-motion/assets/atlas/styles/023-chalkboard-lesson/poster.jpg +0 -0
- package/skills/aicut-motion/assets/atlas/styles/023-chalkboard-lesson/style.json +13 -0
- package/skills/aicut-motion/assets/atlas/styles/024-cut-paper-diorama/code.js +1008 -0
- package/skills/aicut-motion/assets/atlas/styles/024-cut-paper-diorama/poster.jpg +0 -0
- package/skills/aicut-motion/assets/atlas/styles/024-cut-paper-diorama/style.json +13 -0
- package/skills/aicut-motion/assets/atlas/styles/025-cathedral-glass/code.js +680 -0
- package/skills/aicut-motion/assets/atlas/styles/025-cathedral-glass/poster.jpg +0 -0
- package/skills/aicut-motion/assets/atlas/styles/025-cathedral-glass/style.json +13 -0
- package/skills/aicut-motion/assets/atlas/styles/026-editorial-chart/code.js +633 -0
- package/skills/aicut-motion/assets/atlas/styles/026-editorial-chart/poster.jpg +0 -0
- package/skills/aicut-motion/assets/atlas/styles/026-editorial-chart/style.json +13 -0
- package/skills/aicut-motion/assets/atlas/styles/027-synthwave-outrun/code.js +757 -0
- package/skills/aicut-motion/assets/atlas/styles/027-synthwave-outrun/poster.jpg +0 -0
- package/skills/aicut-motion/assets/atlas/styles/027-synthwave-outrun/style.json +13 -0
- package/skills/aicut-motion/assets/atlas/styles/028-origami-studio/code.js +828 -0
- package/skills/aicut-motion/assets/atlas/styles/028-origami-studio/poster.jpg +0 -0
- package/skills/aicut-motion/assets/atlas/styles/028-origami-studio/style.json +13 -0
- package/skills/aicut-motion/assets/atlas/styles/029-linocut-relief-print/code.js +697 -0
- package/skills/aicut-motion/assets/atlas/styles/029-linocut-relief-print/poster.jpg +0 -0
- package/skills/aicut-motion/assets/atlas/styles/029-linocut-relief-print/style.json +13 -0
- package/skills/aicut-motion/assets/atlas/styles/030-holographic-foil-card/code.js +687 -0
- package/skills/aicut-motion/assets/atlas/styles/030-holographic-foil-card/poster.jpg +0 -0
- package/skills/aicut-motion/assets/atlas/styles/030-holographic-foil-card/style.json +13 -0
- package/skills/aicut-motion/assets/atlas/styles/031-voxel-diorama/code.js +727 -0
- package/skills/aicut-motion/assets/atlas/styles/031-voxel-diorama/poster.jpg +0 -0
- package/skills/aicut-motion/assets/atlas/styles/031-voxel-diorama/style.json +13 -0
- package/skills/aicut-motion/assets/atlas/styles/032-sumi-e-ink-wash/code.js +903 -0
- package/skills/aicut-motion/assets/atlas/styles/032-sumi-e-ink-wash/poster.jpg +0 -0
- package/skills/aicut-motion/assets/atlas/styles/032-sumi-e-ink-wash/style.json +13 -0
- package/skills/aicut-motion/assets/atlas/styles/033-etch-a-sketch-toy/code.js +662 -0
- package/skills/aicut-motion/assets/atlas/styles/033-etch-a-sketch-toy/poster.jpg +0 -0
- package/skills/aicut-motion/assets/atlas/styles/033-etch-a-sketch-toy/style.json +13 -0
- package/skills/aicut-motion/assets/atlas/styles/034-cosmic-star-chart/code.js +951 -0
- package/skills/aicut-motion/assets/atlas/styles/034-cosmic-star-chart/poster.jpg +0 -0
- package/skills/aicut-motion/assets/atlas/styles/034-cosmic-star-chart/style.json +13 -0
- package/skills/aicut-motion/assets/atlas/styles/035-punk-zine-collage/code.js +759 -0
- package/skills/aicut-motion/assets/atlas/styles/035-punk-zine-collage/poster.jpg +0 -0
- package/skills/aicut-motion/assets/atlas/styles/035-punk-zine-collage/style.json +13 -0
- package/skills/aicut-motion/assets/atlas/styles/036-thermal-camera/code.js +738 -0
- package/skills/aicut-motion/assets/atlas/styles/036-thermal-camera/poster.jpg +0 -0
- package/skills/aicut-motion/assets/atlas/styles/036-thermal-camera/style.json +13 -0
- package/skills/aicut-motion/assets/atlas/styles/037-engineering-blueprint/code.js +793 -0
- package/skills/aicut-motion/assets/atlas/styles/037-engineering-blueprint/poster.jpg +0 -0
- package/skills/aicut-motion/assets/atlas/styles/037-engineering-blueprint/style.json +13 -0
- package/skills/aicut-motion/assets/atlas/styles/038-impasto-night/code.js +673 -0
- package/skills/aicut-motion/assets/atlas/styles/038-impasto-night/poster.jpg +0 -0
- package/skills/aicut-motion/assets/atlas/styles/038-impasto-night/style.json +13 -0
- package/skills/aicut-motion/assets/atlas/styles/039-win95-desktop/code.js +907 -0
- package/skills/aicut-motion/assets/atlas/styles/039-win95-desktop/poster.jpg +0 -0
- package/skills/aicut-motion/assets/atlas/styles/039-win95-desktop/style.json +13 -0
- package/skills/aicut-motion/assets/atlas/styles/040-low-poly-faceted/code.js +833 -0
- package/skills/aicut-motion/assets/atlas/styles/040-low-poly-faceted/poster.jpg +0 -0
- package/skills/aicut-motion/assets/atlas/styles/040-low-poly-faceted/style.json +13 -0
- package/skills/aicut-motion/assets/atlas/styles/041-manga-page/code.js +845 -0
- package/skills/aicut-motion/assets/atlas/styles/041-manga-page/poster.jpg +0 -0
- package/skills/aicut-motion/assets/atlas/styles/041-manga-page/style.json +13 -0
- package/skills/aicut-motion/assets/atlas/styles/042-wood-type-letterpress/code.js +496 -0
- package/skills/aicut-motion/assets/atlas/styles/042-wood-type-letterpress/poster.jpg +0 -0
- package/skills/aicut-motion/assets/atlas/styles/042-wood-type-letterpress/style.json +13 -0
- package/skills/aicut-motion/assets/atlas/styles/043-light-painting/code.js +635 -0
- package/skills/aicut-motion/assets/atlas/styles/043-light-painting/poster.jpg +0 -0
- package/skills/aicut-motion/assets/atlas/styles/043-light-painting/style.json +13 -0
- package/skills/aicut-motion/assets/atlas/styles/044-felt-patchwork/code.js +799 -0
- package/skills/aicut-motion/assets/atlas/styles/044-felt-patchwork/poster.jpg +0 -0
- package/skills/aicut-motion/assets/atlas/styles/044-felt-patchwork/style.json +13 -0
- package/skills/aicut-motion/assets/atlas/styles/045-phosphor-terminal/code.js +547 -0
- package/skills/aicut-motion/assets/atlas/styles/045-phosphor-terminal/poster.jpg +0 -0
- package/skills/aicut-motion/assets/atlas/styles/045-phosphor-terminal/style.json +13 -0
- package/skills/aicut-motion/assets/atlas/styles/046-glassmorphism-ui/code.js +592 -0
- package/skills/aicut-motion/assets/atlas/styles/046-glassmorphism-ui/poster.jpg +0 -0
- package/skills/aicut-motion/assets/atlas/styles/046-glassmorphism-ui/style.json +13 -0
- package/skills/aicut-motion/assets/atlas/styles/047-tarot-card/code.js +768 -0
- package/skills/aicut-motion/assets/atlas/styles/047-tarot-card/poster.jpg +0 -0
- package/skills/aicut-motion/assets/atlas/styles/047-tarot-card/style.json +13 -0
- package/skills/aicut-motion/assets/atlas/styles/048-transit-map/code.js +666 -0
- package/skills/aicut-motion/assets/atlas/styles/048-transit-map/poster.jpg +0 -0
- package/skills/aicut-motion/assets/atlas/styles/048-transit-map/style.json +13 -0
- package/skills/aicut-motion/assets/atlas/styles/049-gouache-travel-poster/code.js +559 -0
- package/skills/aicut-motion/assets/atlas/styles/049-gouache-travel-poster/poster.jpg +0 -0
- package/skills/aicut-motion/assets/atlas/styles/049-gouache-travel-poster/style.json +13 -0
- package/skills/aicut-motion/assets/atlas/styles/050-napkin-sketch/code.js +943 -0
- package/skills/aicut-motion/assets/atlas/styles/050-napkin-sketch/poster.jpg +0 -0
- package/skills/aicut-motion/assets/atlas/styles/050-napkin-sketch/style.json +13 -0
- package/skills/aicut-motion/assets/atlas/styles/051-art-deco-foil/code.js +606 -0
- package/skills/aicut-motion/assets/atlas/styles/051-art-deco-foil/poster.jpg +0 -0
- package/skills/aicut-motion/assets/atlas/styles/051-art-deco-foil/style.json +13 -0
- package/skills/aicut-motion/assets/atlas/styles/052-radiograph-on-lightbox/code.js +730 -0
- package/skills/aicut-motion/assets/atlas/styles/052-radiograph-on-lightbox/poster.jpg +0 -0
- package/skills/aicut-motion/assets/atlas/styles/052-radiograph-on-lightbox/style.json +13 -0
- package/skills/aicut-motion/assets/atlas/styles/053-vaporwave/code.js +782 -0
- package/skills/aicut-motion/assets/atlas/styles/053-vaporwave/poster.jpg +0 -0
- package/skills/aicut-motion/assets/atlas/styles/053-vaporwave/style.json +13 -0
- package/skills/aicut-motion/assets/atlas/styles/054-ebru-paper-marbling/code.js +504 -0
- package/skills/aicut-motion/assets/atlas/styles/054-ebru-paper-marbling/poster.jpg +0 -0
- package/skills/aicut-motion/assets/atlas/styles/054-ebru-paper-marbling/style.json +13 -0
- package/skills/aicut-motion/assets/atlas/styles/055-isotype-pictograms/code.js +517 -0
- package/skills/aicut-motion/assets/atlas/styles/055-isotype-pictograms/poster.jpg +0 -0
- package/skills/aicut-motion/assets/atlas/styles/055-isotype-pictograms/style.json +13 -0
- package/skills/aicut-motion/assets/atlas/styles/056-soft-3d-clay/code.js +713 -0
- package/skills/aicut-motion/assets/atlas/styles/056-soft-3d-clay/poster.jpg +0 -0
- package/skills/aicut-motion/assets/atlas/styles/056-soft-3d-clay/style.json +13 -0
- package/skills/aicut-motion/assets/atlas/styles/057-cross-stitch-sampler/code.js +717 -0
- package/skills/aicut-motion/assets/atlas/styles/057-cross-stitch-sampler/poster.jpg +0 -0
- package/skills/aicut-motion/assets/atlas/styles/057-cross-stitch-sampler/style.json +13 -0
- package/skills/aicut-motion/assets/atlas/styles/058-constructivist-propaganda/code.js +540 -0
- package/skills/aicut-motion/assets/atlas/styles/058-constructivist-propaganda/poster.jpg +0 -0
- package/skills/aicut-motion/assets/atlas/styles/058-constructivist-propaganda/style.json +13 -0
- package/skills/aicut-motion/assets/atlas/styles/059-pocket-monochrome/code.js +524 -0
- package/skills/aicut-motion/assets/atlas/styles/059-pocket-monochrome/poster.jpg +0 -0
- package/skills/aicut-motion/assets/atlas/styles/059-pocket-monochrome/style.json +13 -0
- package/skills/aicut-motion/assets/atlas/styles/060-botanical-plate/code.js +934 -0
- package/skills/aicut-motion/assets/atlas/styles/060-botanical-plate/poster.jpg +0 -0
- package/skills/aicut-motion/assets/atlas/styles/060-botanical-plate/style.json +13 -0
- package/skills/aicut-motion/assets/atlas/styles/061-kinetic-type/code.js +690 -0
- package/skills/aicut-motion/assets/atlas/styles/061-kinetic-type/poster.jpg +0 -0
- package/skills/aicut-motion/assets/atlas/styles/061-kinetic-type/style.json +13 -0
- package/skills/aicut-motion/assets/atlas/styles/062-byzantine-mosaic/code.js +612 -0
- package/skills/aicut-motion/assets/atlas/styles/062-byzantine-mosaic/poster.jpg +0 -0
- package/skills/aicut-motion/assets/atlas/styles/062-byzantine-mosaic/style.json +13 -0
- package/skills/aicut-motion/assets/atlas/styles/063-y2k-liquid-chrome/code.js +666 -0
- package/skills/aicut-motion/assets/atlas/styles/063-y2k-liquid-chrome/poster.jpg +0 -0
- package/skills/aicut-motion/assets/atlas/styles/063-y2k-liquid-chrome/style.json +13 -0
- package/skills/aicut-motion/assets/atlas/styles/064-sticky-note-wall/code.js +651 -0
- package/skills/aicut-motion/assets/atlas/styles/064-sticky-note-wall/poster.jpg +0 -0
- package/skills/aicut-motion/assets/atlas/styles/064-sticky-note-wall/style.json +13 -0
- package/skills/aicut-motion/assets/atlas/styles/065-vintage-newsprint/code.js +656 -0
- package/skills/aicut-motion/assets/atlas/styles/065-vintage-newsprint/poster.jpg +0 -0
- package/skills/aicut-motion/assets/atlas/styles/065-vintage-newsprint/style.json +13 -0
- package/skills/aicut-motion/assets/atlas/styles/066-hidden-line-wireframe/code.js +672 -0
- package/skills/aicut-motion/assets/atlas/styles/066-hidden-line-wireframe/poster.jpg +0 -0
- package/skills/aicut-motion/assets/atlas/styles/066-hidden-line-wireframe/style.json +13 -0
- package/skills/aicut-motion/assets/atlas/styles/067-memphis-group/code.js +548 -0
- package/skills/aicut-motion/assets/atlas/styles/067-memphis-group/poster.jpg +0 -0
- package/skills/aicut-motion/assets/atlas/styles/067-memphis-group/style.json +13 -0
- package/skills/aicut-motion/assets/atlas/styles/068-ballpoint-notebook/code.js +989 -0
- package/skills/aicut-motion/assets/atlas/styles/068-ballpoint-notebook/poster.jpg +0 -0
- package/skills/aicut-motion/assets/atlas/styles/068-ballpoint-notebook/style.json +13 -0
- package/skills/aicut-motion/assets/atlas/styles/069-op-art-sphere/code.js +440 -0
- package/skills/aicut-motion/assets/atlas/styles/069-op-art-sphere/poster.jpg +0 -0
- package/skills/aicut-motion/assets/atlas/styles/069-op-art-sphere/style.json +13 -0
- package/skills/aicut-motion/assets/atlas/styles/070-topographic-survey/code.js +895 -0
- package/skills/aicut-motion/assets/atlas/styles/070-topographic-survey/poster.jpg +0 -0
- package/skills/aicut-motion/assets/atlas/styles/070-topographic-survey/style.json +13 -0
- package/skills/aicut-motion/assets/atlas/styles/071-pointillist-afternoon/code.js +563 -0
- package/skills/aicut-motion/assets/atlas/styles/071-pointillist-afternoon/poster.jpg +0 -0
- package/skills/aicut-motion/assets/atlas/styles/071-pointillist-afternoon/style.json +13 -0
- package/skills/aicut-motion/assets/atlas/styles/072-vector-arcade-1980/code.js +627 -0
- package/skills/aicut-motion/assets/atlas/styles/072-vector-arcade-1980/poster.jpg +0 -0
- package/skills/aicut-motion/assets/atlas/styles/072-vector-arcade-1980/style.json +13 -0
- package/skills/aicut-motion/assets/atlas/styles/073-patent-drawing/code.js +1096 -0
- package/skills/aicut-motion/assets/atlas/styles/073-patent-drawing/poster.jpg +0 -0
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规则:飞入/滚动一律非线性缓动 + 非均匀错峰,匀速运动读作廉价 PPT;大量同类元素入场用"越来越快"的硬加速节拍,最好绑一个物理隐喻(如牌堆发牌),满板后静止 0.5s 再切下一拍。
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30
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判例:用户:"卡片不断往下堆叠时,应该越来越快,scroll的速度也越来越快,并在最后停顿0.5秒"、"最后速度也不够快……卡片自动按顺序飞向自己的位置,归位越来越快"。先做成加速 scroll + 0.5s 停顿,再改成发牌式硬加速——抽象 flood 五轮不收敛、换成发牌隐喻一轮通过。
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31
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自检:有没有任何元素在做匀速直线运动?批量入场是否越来越快、末尾有无静止呼吸?
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32
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-
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33
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### R3. 节奏宁慢勿快:初版默认放慢一档,主体动作弧 ≥3s,交互演示按真人操作速度
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34
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规则:开场主体动作(聚焦→悬浮→归位一条完整弧线)至少 3 秒;模拟真实交互(打字、筛选、点击)按人真实操作的速度走,观众要能跟着做一遍;排时间线时预留 hold/rest 帧预算——第一版几乎总是偏快。
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35
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判例:全片六次独立反馈全部指向"放慢/停留",从未有一次"太慢了"的反向反馈。用户:"第一个镜头还是太快了,放慢到3秒"、"进入搜索框打字,然后筛选出卡片的过程太快了,放慢一些"。开场几经放慢到 3s macro opening,交互段落改成不慌不忙的 type-and-filter。
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36
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自检:把每个镜头当第一次看:哪里没看清?交互段落自己能不能跟着操作一遍?
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37
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-
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38
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### R4. 卡点约束时机不放大幅度:全画面级节拍冲击全片 ≤3 处,默认只动元素层
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39
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规则:强节奏 BGM 片"切点落拍"不等于"逐拍打画面"——作用于整画面/相机层的冲击(整画面 scale 泵/震屏/闪帧/负片帧)视同大 slam 管理:全片 ≤3 处、钉 music-beat-sync §2b 的最强 hit 清单、相邻两处间隔 ≥16 拍;其余拍点动效只作用主角元素层;节拍泵类连打单次 ≤4 拍、全片 ≤1 次。kick 命中表是候选池不是触发器。**计数单位是一次手法/set-piece 使用,不按内部子事件数**:一张卡的一次应用(paparazzi 三连闪、strobe 黑帧串、trailer-bumper 三刀切)算一个名额,卡自身标注的连发结构与全片次数上限照旧生效,不因本条被逐帧重复计数。
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40
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判例:用户反馈(2026-08-22):"如果给音乐,镜头会随节奏抖动,影响观感"——根因是把 music-beat-sync 的 kick→冲击映射执行成了逐拍全画面泵:强鼓点曲 kick 几乎每拍都有,逐拍"被砸"叠上相机层就是节拍频率的画面抖动。与 Q3 同族:Q3 封噪声性抖动(handheld),本条封节拍性抖动。
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41
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自检:高能段任取连续 8 拍逐帧回放:整画面 scale/位移是否在逐拍脉冲?数全片作用于整画面/相机层的冲击:超过 3 处了吗?每处对得上最强 hit 清单吗?
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42
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-
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43
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-
---
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44
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-
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45
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## 质感·运镜·构图(Q)
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46
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-
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47
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### Q1. 那台机器必须是真的:逻辑像素重画或 2× 真机截图;禁止示意图级仿制
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48
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规则:表现既有产品页面时,禁止把 13px 的字画成 20px、栏宽随手估、换一套图标字重。两条合格路径:① 按产品真实逻辑像素重画窗口(默认可动、可插值、特写仍清晰);② 无头浏览器 2× 真机截图(流程复杂、数据真实性是卖点、或 2.5D PageCam 需要纹理时)。非复刻场景允许手搓,但质量(出版级,对照 Q10)与表达明确性是硬门槛,达不到回重画或截图。公开演示数据只有在产品简报明确确认后可保留;客户、个人、内部、密钥、实时或其他敏感内容必须先虚构、脱敏或冻结。
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49
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判例:用户:"我希望的是用真实的页面,然后加入动画"、"不要用真实数据,造一份fake的,不要提到客户名字"。改用真实 dashboard 页面重建,此前一下午手搓纹理复刻版整体作废。修订(2026-07-13):"不一定都要来自真实页面截图,可以手搓UI组件,只是要保证质量和表达的明确性"。再修订(2026-08-27,吸收 promo-film):合格的手搓 = 按真实逻辑像素重画,不是示意图。
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50
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自检:每块 UI:数值是从产品抄来的吗?重画件推近后字还锐吗?截图件是否 2× 且 fonts.ready?源数据是否符合口径?
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51
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-
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52
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### Q2. 3D 透视下 UI 纹理按原生尺寸 rasterize 后缩小使用;文字发糊先查纹理分辨率链路
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53
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规则:3D 场景里的 UI 纹理按显示尺寸的 2–4 倍原生栅格化、在 3D 里向下采样(放大走布局级 CSS zoom 而非 transform scale);文字模糊先查栅格化路径,别先动相机/DoF。
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54
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判例:用户三轮追打:"明显卡片变得模糊了"、"还是不够高清……有像素点的方块"、"第一个镜头的文字清晰度还是没有解决"。先调 DoF 治标无效,改成按原生尺寸 rasterize 拿到真正 4x 锐度,最后把 CSS zoom 推广到全部 3D 页面层根治。
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55
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自检:放大/透视镜头逐帧截图看文字边缘:有没有像素方块?纹理源分辨率是否 ≥ 显示尺寸 2 倍?
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56
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-
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57
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-
技法展开(原 hires-rasterize-3d-text 技法卡沉淀于此,参考实现 template/src/aifl/live/PageCam.tsx):
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58
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- **根因**:Chromium 对 3D 合成层按 1920 布局宽栅格化再 GPU 放大——内容先降采样后放大必糊,与相机/景深参数无关。
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59
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- **解法**:放大量不走 `transform: scale(zoom)` 而走 CSS `zoom` 属性(布局级缩放),让 Chromium 按放大后的设备尺寸栅格化,从高清源向下采样。坐标要按 `Tx = 960/zoom − cx` 换算保持与平面模式取景一致(PageCam.tsx:100-114 有完整推导),漏换算会跑焦点。
|
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60
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-
- **配套**:全页 2x(deviceScaleFactor: 2)、hero 元素单独 4x 元素级截图,推进期 6f 交叉淡入盖住低倍页面纹理(淡入太长会看到两层错位)。
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61
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-
- **排查顺序**:文字糊 → 先查纹理源分辨率链路(截图倍率→栅格化路径→缩放方式),最后才考虑相机。DoF 只做氛围,永远不是清晰度的解法(实证无效)。验证用逐帧截图裁剪放大看字边缘,肉眼看缩略图发现不了。
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62
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-
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63
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-
### Q3. 镜头要稳:产品宣传片默认不加手持抖动
|
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64
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-
规则:亮场 UI 宣传片禁用 handheld shake;相机噪声只在暗场氛围片明确追求纪实感时用极小值,且必须自查渲染帧确认无意外抖动。
|
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65
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-
判例:用户:"镜头视角很差,而且有小抖动不知道怎么回事"。去掉 handheld shake、重新构图后抖动零投诉;另一支暗场氛围片保留 shake=0.02 未被投诉——适用边界由此划定(推测边界)。
|
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66
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-
自检:逐镜头看渲染帧:有没有任何非叙事意图的相机抖动?
|
|
67
|
-
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|
68
|
-
### Q4. 高光/扫光特效宁缺毋滥:不群发,一个镜头最多给主角一次,且必须裁进圆角边界
|
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69
|
-
规则:glint/泛光划过类特效不做群发——批量元素入场靠运动本身而非逐个发光;保留的光效必须被承载元素的 border-radius/overflow 裁剪,光溢出圆角是廉价感的典型来源。光效类技术路径本身不封杀:单点、给主角、实现质量过硬的 sheen/泛光可以做,做完对着渲染帧自问"好看吗"再交。
|
|
70
|
-
判例:用户两次否决:"不需要每个卡片都闪烁一下"、"卡片出现时的泛光划过的特效取消,不好看"。据此去掉逐卡 glint、撤掉泛光划过、把 chip 高光扫光裁进圆角边界内。澄清(2026-07-13 用户):否决针对的是"实现的版本不好看","不代表这个技术路径/特效类型就不可行"——群发禁令与圆角裁剪不变,但泛光/扫光类手法可以带着更高实现标准重试。
|
|
71
|
-
自检:数一数全片 glint/sweep 出现次数:有没有超过"主角元素一次"?每处光效是否被圆角裁剪?留下的每处光效,正常速度回放自己看过并觉得好看吗?
|
|
72
|
-
|
|
73
|
-
### Q5. 开场只给一个主角:单主体 + 完整动作弧,胜过群体群舞
|
|
74
|
-
规则:开场信息宁少而聚焦——一个主角元素、一条完整弧线(聚光→推近→悬浮→描边光→归位),多元素并舞撑不起第一印象。
|
|
75
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-
判例:用户:"第一个镜头,只需要聚焦在一张卡片,并让它更有质感"。开场一夜推倒六次,单卡结构定型后直到成片未再动结构。
|
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76
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-
自检:开场镜头有几个"想让观众看"的东西?主角的动作弧是否完整(起-承-落)?
|
|
77
|
-
|
|
78
|
-
### Q6. 机位服务可读性:信息密集镜头正视,文字特写侧向水平,风格化倾斜逐镜头验证
|
|
79
|
-
规则:风格化机位按镜头逐个决定——叙事/情绪镜头可倾斜,列表/堆叠等信息密集镜头保持正视;含文字的卡片特写用侧向水平机位,避免大角度仰拍/俯拍破坏文字可读性;禁止全局一刀切套用某种机位风格。
|
|
80
|
-
判例:全片统一倾斜化被用户否决"做的并不好……对于内容列表页(模板片中为论文列表)的改动也不好,回滚",随即单独把列表页 revert 回正视;用户:"聚焦到一个卡片……是从左侧拍摄而不是从下方",改为左侧 hero 机位。
|
|
81
|
-
自检:每个倾斜机位镜头:斜的理由是什么?画面里的文字在这个角度还读得清吗?
|
|
82
|
-
|
|
83
|
-
### Q7. 物件特写四件套:侧面倾斜角 + 可感知高度 + orbit 环绕 + 反差深色材质背景
|
|
84
|
-
规则:物件/资产特写镜头做足环境戏——侧面倾斜机位、堆叠出可感知的体积高度、镜头绕主体环绕,背景用与主场景反差的深色材质(如拉丝金属),再用拉远同步过渡回主场景。
|
|
85
|
-
判例:用户:"镜头应该是倾斜从侧面拍摄,堆叠的项目应该有一定的高度,然后镜头围着堆叠做旋转。真个场景应该是暗色的金属质感背景。然后在镜头拉远,同时出现dashboard背景"。从 pile 特写 orbit 初版做到定稿——暗色拉丝金属背景 + 更高的堆叠 + 环绕运镜。
|
|
86
|
-
自检:特写镜头的主体有没有体积感和环境反差?相机是死机位还是有环绕/拉远?
|
|
87
|
-
|
|
88
|
-
### Q8. 结尾做成"发布会合影":全片元素四方飞入围住字标,能量推到全片峰值
|
|
89
|
-
规则:多功能产品的收尾用"全家福"结构——每个已展示过的功能抽一个代表元素多方向飞入定格;规格匹配全片能量峰值(crane 运镜 + 舞台光 + 粒子),初版收尾几乎总是偏保守,默认加码一档。
|
|
90
|
-
判例:用户:"各个页面的核心元素从不同方向飞来……形成一个类似于合影的画面"、"加一些更多的特效、动画、运镜……像一个产品发布"。从合影式组装做到发布会级别——crane 运镜、舞台光、金粉。
|
|
91
|
-
自检:结尾是不是全片能量最高点?合影里是否每个已展示的功能都有代表元素?
|
|
92
|
-
|
|
93
|
-
### Q9. 飞入动画的终点必须是页面布局里的真实槽位,元素不悬浮在页面上方
|
|
94
|
-
规则:元素飞入后要"嵌入"页面(归位到真实格位、扩展滚动流),不落地悬浮其上会显得假。
|
|
95
|
-
判例:用户:"研究问题的list应该从空中飞入,嵌入dashboard"、"不要让10张项目卡悬浮其上,而是接着往下scroll,然后排到下面去,不要重叠"。据此让行元素飞入并嵌入布局、把网格改成随滚动延展(近整文件重写)。
|
|
96
|
-
自检:每个飞入元素落定后,它在页面布局里有真实坐标吗?有没有元素永久浮在页面之上?
|
|
97
|
-
|
|
98
|
-
### Q10. 文档类镜头的 mock 内容要出版级:原生排版、文字铺满、完整版式入镜
|
|
99
|
-
规则:观众会读清屏幕上每个字——文档/报告类镜头的 mock 必须用产品原生排版灌满真实密度的假内容,侧栏/评论栏等版式元素完整入镜;"贴图+标语"级别的假文档整镜头返工。
|
|
100
|
-
判例:用户:"周报内容的文字要用和现在排版和风格一致的,只是内容mock,文字内容铺满,且要完整展示左边栏和右边评论栏"(模板片中该镜头为周报页)。初版"贴图+标语"级假文档被整镜头重做,最终版为原生排版全量 mock、双栏完整入镜。
|
|
101
|
-
自检:暂停在文档镜头任意一帧:内容读起来像真的吗?版式(侧栏/评论/页眉)完整吗?
|
|
102
|
-
|
|
103
|
-
### Q11. 要被读的文字有最低有效字高:字幕 ≥5% 帧高,辅助文字 ≥3%;按最终像素量,不按 fontSize
|
|
104
|
-
规则:1080p 成片按手机/内嵌小窗播放校准可读性——镜头叙事字幕**有效字高 ≥56px(≥5.2% 帧高,推荐 60px 档)**,副标题/统计/URL 等辅助文字 ≥32px(≥3%);有效字高 = fontSize × 全部祖先 scale × 透视压缩(3D 镜头按 `cos(rotY)` 估算),验收量渲染帧上的实际像素,不看代码里的 fontSize。文字只有两态:**"纹理"**(截图 cutout 里的装饰小字,必须明显虚化/降亮度让观众不去读)或 **"要读"**(达标字号 + 足够对比度,压过浅色背景时配 scrim/投影),不存在"重排了但仍读不清"的中间态——读不到的文字宁可删掉。收尾 URL/行动号召是全片最不该小的一行。
|
|
105
|
-
判例:用户(2026-07-25):"里面有几个镜头,你可以发现它配的字很小……现在那些镜头里面的字太小了,根本就看不见"。审查 gallery 介绍片:S1/S2/S4 字幕 38–40px(约 3.5% 帧高)、S6 副句 30px、收尾 URL 25px 全部低于线,其中 S2 面板"为可读性重排"的副标题只给了 19px——重排却没达标即中间态反例;六处统一提到 60/40/34px 档后整改通过。
|
|
106
|
-
自检:抽每个含字幕的镜头一帧缩到 480px 宽(模拟手机小窗):每句还读得清吗?逐帧量"要读"文字的实际像素高:字幕 ≥56px、辅助 ≥32px 吗?有没有哪块文字处于"想让人读但读不清"的中间态?
|
|
107
|
-
|
|
108
|
-
### Q12. 不做察觉不到的缓慢运动:每帧 <0.02px 的位移一律删掉
|
|
109
|
-
规则:要让画面活着,用入场动画,不用缓慢缩放。阈值:每帧位移小于 0.02px 的运动一律删除。UI 特写场快速走位到位后必须停死——`scale()` 每帧按新的亚像素边界重新光栅化,连起来就是字在抖。背景颗粒降到 ~20fps,不要按成片帧率跑。
|
|
110
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-
判例:promo-film 收尾卡 270 帧涨 2.2%,折算每帧 0.005px,时间轴上看不出问题,成片里字标发抖。本 skill 吸收为硬约束 ③。
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111
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自检:停稳段连续 3~4 帧窗口区域哈希相同吗(camera-table.md)?有没有任何「几乎看不出的」推近还在跑?
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### Q13. 运镜写成镜头表,保持段自动生成;禁止五条独立关键帧轨道
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规则:摄影机用 `at/move/px,py/k/cx,cy` 镜头表(`assets/film/src/lib/camera.ts` 的 `makeCamera`),hold 由 `channel()` 生成,漏不掉。PageCam 关键帧之间必须有明确的 hold 点。漏写一条通道的保持关键帧,窗口会以每帧几百分之一像素漂移,字会抖,时间轴上看不出来。
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判例:promo-film 火星编辑器第一版 `py`/`cy` 漏了保持点,第二、四、五场全程在抖,第三场碰巧没漏所以是好的——现象是「有时候抖」。
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自检:改完镜头跑过 jitter-check 吗?每条相机通道在静止段是阶跃保持还是还在插值?
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### Q14. 全片只有一套颜色、一套字体、一条缓动
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规则:token 从产品抄来,注释写出处。一支片子一条主缓动(`anim.ts` 的 `EASE`);镜头卡带来的第二条曲线只用于该卡的主动作,不扩散到字幕、转场和其它镜头。混三条缓动读作三只手。
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判例:审美准则既有「一个品牌一种动效嗓音」(pipeline 阶段 1);promo-film 将其提升为全片硬约束。Ink Press 琥珀纸张不是默认皮肤。
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自检:`design.ts` 里有没有没有出处的颜色?入场/转场/hold 是不是同一条嗓音?
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---
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## 声音(S)
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### S1. 配乐默认不做;要配则按"片种"选,不按"事件"选。强鼓点电子底 + 电影系 SFX 词汇,禁游戏音包音色(禁音色不禁动作)
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规则:**先问用户要不要配乐,说要才做。** 无声是完整交付。要配时:SFX 词汇表 = whoosh(运镜)/impact(落地)/riser(铺垫)/sparkle(光效)/transition(转场),禁用游戏音包音色;BGM 选强鼓点电子底(tech-house 类)或 `assets/film` 合成器,候选曲必须垫进成片试听。配错了乐比没配乐伤害大。
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判例:用户:"这个配乐和音效都太像游戏了。你帮我找那种鼓点强的,节奏感强的,然后音效要那种典型的产品宣传视频的音效"。用 Mixkit tech-house + whoosh/impact/riser/sparkle 整批替换掉此前引入的全部 Kenney CC0 游戏音;BGM 34 分钟内三易其稿后定稿沿用。修订(2026-08-27,吸收 promo-film):默认无声;社交平台静音自动播放,信息必须全在画面里。
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**禁的是音色,不是动作**(易误读,务必分清):本条否掉的是"合成器 pluck/bloop、卡通弹跳、game-over 音阶"这类游戏音包**质感**,不是"不许给点击配声"。画面里真有点击/开关/碎裂,就该配它的拟音——那是 S4 的要求。判别问句:这个音像**真实世界里那个物件发出的声音**(快门、机械开关、玻璃、纸),还是像**游戏引擎里的反馈提示音**?前者用,后者弃。
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- 模板片自己就用 `click-camera.mp3` 且给了全片最高 SFX 响度 0.6——真实快门声,不是 UI 提示音。
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- **`sfx/ui/` 不是"整目录放行",恰恰是全库最需要逐个试听的一类**:18 个文件里既有真实物件拟音(`switch-light` `switch-tap` `switch-click-quick`,Mixkit 原名就是 light switch),也有一半以上是合成 UI 反馈音(`ui-confirm-bleep` `ui-confirm-tone` `ui-notify-tech` `ui-success-soft` `ui-tone-quick` `ui-popup-dry` `ui-message-pop` 等,原名 tone/bleep/alert/notification)——**后者正是本条要排除的质感**,除非片子刻意要"系统提示"的叙事。名单与取舍见 sound-design 3.3。
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- `sfx/glass/` 是真实碎裂材质音(4 个),不在禁列。
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自检:用户确认要配乐了吗?没配的话静音播放信息全在画面里吗?配了的话闭眼只听音轨:像产品发布会预告,还是像手机游戏?BGM 是在成片里试听后选定的吗?每个 UI 类音效,是真实物件质感还是游戏反馈提示音?
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### S2. SFX 逐拍钉帧管理;连发音效做双样本交替 + 音量阶梯递减 + 间隔加速,不同响度复读
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规则:SFX 用"帧号 + 音源 + 音量"的声明式表集中管理,逐条注释对应的画面动作,杜绝凭感觉铺音效;同类元素连发时防机枪感靠三招——双样本交替、沿序列音量阶梯递减(如 0.40→0.25 六级)、间隔跟随动画曲线加速,密到糊成一片时让声音淡出成 swoosh(本仓库实证无 playbackRate 变调,防机枪不靠变调)。
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判例:用户:"周报左侧栏的每周出现时可以换个音效,能配合每个周的出现的"(模板片中为周报页)。先立起逐拍钉帧的 SFX 帧号表结构(沿用至成片),再做 pluck 双样本交替、间隔 8→3f 加速,最后把 per-week pop 六连发音量做成 0.40→0.25 阶梯递减。
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自检:每条 SFX 是否钉在具体帧号并注释了对应动作?连发段落听起来是"数得出来的节奏"还是机械复读?
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### S3. 声音在画面锁定后做;时间线一动,SFX 全表重钉
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规则:BGM/SFX 排在画面结构基本锁定之后;任何改变镜头时长/顺序的修改,收尾动作固定包含"全表 SFX 帧号重对"——音画错位是交付前必查项。
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判例:用户:"改完这些后重新调整音效位置以匹配新的时间线"。据此按新时间线(总长 1085f)重钉全表 SFX;教训链:首版 SFX 钉完 11 小时后画面大改导致全表重钉,三次重钉中两次纯属画面返工的连带成本。
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自检:本轮有没有镜头时长/顺序变化?变了的话 SFX 表逐条重对过了吗?
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### S4. 拟音优先于装饰音:画面动作配该动作的真实声音,音频裁到与动作严格等长
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规则:画面里发生什么动作就配什么声音(打字画面配键盘声、逐条落入配逐个 pop),泛用 swoosh 盖不住有辨识度的画面动作;长样本按画面段落裁剪(Sequence 截断),时长与动作严格等长。
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判例:用户:"周报页面内容出现的时候可以配打字音效"(模板片中为周报页)。据此给文档页揭示配打字机音,keyboard.mp3 按语境裁 24f/44f 两个用途。
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操作要点(库里的两份特殊名单,见 sound-design 4.1):**>5s 的长样本(21 个)必须显式给 `durationInFrames`**,漏给会拖过动作结束;带长尾混响的 impact 例外,让尾音自然衰减。**峰值 <-12dB 的轻音素材(7 个)**:`volume` 是乘法系数,给到 1.0 也只是原样播放,仍会被 BGM 盖住——首选换素材或预归一化,必要时给 >1 的增益并以渲染产物验峰。
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自检:每个有辨识度的画面动作(打字/点击/落地)有没有自己的拟音?音效有没有拖到动作结束之后还在响?每条音效在成片里真的听得见吗(轻音素材音量够不够)?
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### S5. 音画对齐补两项偏移:输出音轨偏移逐渲染管线实测统一扣,音源峰值滞后逐文件量
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规则:渲出成片的整条音轨相对视频有固定滞后,根因在输出编码/封装链路(AAC encoder priming,48kHz 典型 2048 samples ≈1.28f@30fps;Remotion 跟踪 remotion-dev/remotion#7099),不是 `<Audio>`/`Sequence.from` 的行为——按渲染管线(Remotion 版本 + codec + sample rate + 容器)实测记档(渲出成片抽音轨,拿 2–3 个尖锐 SFX 原文件做归一化交叉相关,残差一致才算量准),补偿在渲染层的 from 计算式统一扣除,不逐条改帧号;音源自身的峰值滞后(峰值不在文件头)逐文件量。统一公式 `from = 目标峰值帧 − 峰值滞后 − 输出偏移`,方法与边界(截断型音效窗口不加长、片头 2f 内无法全补)见 sound-design §4.6。
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判例:AiflPromo 实测 click 滞后 2032 samples、impact 2066 samples(≈1.27–1.29f),与 AAC priming 指纹吻合,渲染品 elst 未声明裁剪垫头;promo-ink 时代实测过 4f(≈133ms,远超 priming 量级,根因未验证)——常数不可跨管线搬运。不补时两项叠加最重一击晚 0.27s,明显读作音画不同步;卡点片里差 2–3 帧就足以让合理的卡点动效被读作无端抖动(2026-08-22 用户反馈的成因之一)。
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自检:本管线的输出音轨偏移实测过吗(Remotion 版本/codec/采样率/容器随值记录在哪)?补偿是 from 计算式统一扣的还是散落在各条帧号里?带明显攻击峰的音源,峰值滞后量过了吗?
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---
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## 文案(C)
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### C1. 文案在画面锁定后按最终镜头重写一遍,纯动画段落也配解说
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规则:初稿文案只是占位——画面定稿后对照成片逐镜头重写;纯动画镜头配短解说 caption,不留"哑巴段落"(品牌收尾镜头除外,保持干净)。
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判例:用户:"你根据我现在完整的视频内容,重新写文案的词,我感觉现在的和视频画面不是很匹配,再就是在动画的部分是不是也加一些解说?"。据此重写标题文案,并给实拍镜头补上 caption 解说。
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自检:逐句对照:每句文案和它所在的画面匹配吗?有没有超过 3 秒的无解说动画段落?
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### C2. 标语写"团队 + 产品功能名 + 具体收益",抽象隐喻词一律具体化
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规则:标语要具体、带产品功能名(Paper Radar / weekly report),避免抽象隐喻词(board/place 类泛化口号);重要功能出场前加一张引导字卡。
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判例:用户逐字改稿:"'All your research, one board' 改成'All team's research, one place to go'…'The morning reading'那句改成'Paper Radar, tailored for your morning reading'";"最后文档页展示前,还应该加个文字画面"(模板片中为周报页)。据此三句逐词替换,并加一张文档页 lead-in 引导字卡。
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自检:每句标语里有没有具体的功能名/收益词?有没有只靠隐喻撑着的句子?
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### C3. 3D 镜头里的注记文字活在同一 3D 空间:page-space、同透视、斜拍,大字 + 荧光笔 highlight
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规则:给 3D 场景中的主体配画内注记时,文字必须进同一 3D 空间(页面坐标系、同一台相机透视、translateZ 悬浮 + 落影),平面叠字与场景脱节;样式用大衬线字 + 马克笔 highlight 关键词。
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判例:用户:"字在左侧,大一些醒目一下,有highlight,然后字的视角也是3d悬空,并且斜着拍摄的"(第一版平面字卡被否后重做)。改为把 hero-hover 注记放进 3D——页面坐标系斜视、马克笔 highlight。
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自检:3D 镜头里的每块文字:它跟着场景相机动吗,还是贴在屏幕玻璃上?
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## 流程(P)
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184
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### P1. 交付前必须自己渲染截帧逐一检查,不把首检交给用户
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规则:每轮修改后先自行渲染关键帧截图逐一检查(构图/抖动/文字锐度/穿帮),必要时用像素级工具(裁剪放大/两帧 diff)自证,再交用户。
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判例:用户第一次看片即质问:"你自己有截图检查质量吗?镜头视角很差,而且有小抖动不知道怎么回事"。此后管线里长出 crop/diff/measure 自检脚本与 out/qa/ 逐版本静帧归档,双方进入基于帧的评审。
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自检:这一版交出去之前,我自己看过哪些帧?关键镜头有没有截图证据?
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### P2. 参考素材先逐帧拆解成手法清单,再逐镜头判断适配性,不全局套用
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规则:有参考片先抽帧做 motion breakdown(每个动画/转场/特效的实现方式清单)写进 spec,按项目适配性取舍;图片参考描述的是"某一类镜头"的感觉而非全片风格令——落地前逐镜头判断适不适用,改完自查再交。
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判例:用户:"从原视频里截取尽可能多的帧……加以复现然后适配到我们的项目,不适合的不用强行适配"——把参考片的 motion breakdown 写进 spec 后连续放行;反例:三张参考图被全局套用为统一倾斜机位,被否"做的并不好……回滚"后逐镜头重做。
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自检:参考素材的每个手法有没有"采用/弃用"的显式决定?有没有把一张参考图当成了全片风格令?
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### P3. 指代含糊的反馈先确认对象;改错了整 commit 干净 revert,不在错误版本上打补丁
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规则:"第一个标题"式模糊反馈先确认所指再动手;落错对象立即整 commit revert 重来;每个改动保持独立 commit 以便干净回滚。
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判例:用户:"不是第一个字卡,我说的是开头和结尾的AI field lab出现的动画"。先理解错、hold 了 card1,8 分钟内干净 revert,再对正确对象重做通过。
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自检:这条反馈的指代对象我确定吗?当前 commit 粒度出了错能一键回滚吗?
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### P4. 先列功能清单逐一对应镜头;一种动画手法全片只当一次主角,重复镜头/信息一律删
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规则:开拍前列产品功能清单(dashboard/详情/论文/周报/品牌)逐一映射镜头,核心功能漏拍等于返工;一种手法(飞入/堆叠/翻页)全片只当一次主角;剪辑自查按"这个镜头给了什么新信息"过滤,同一素材/信息全片只出现一次,重复即删。
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判例:用户:"其他动画有些同质了。没有充分展示整个网站的特性"、"很不错了,但是没有周报部分的展示?"(模板片中为周报页)——据此补功能镜头;"倒数第二个镜头是重复的项目卡片的镜头,可以去掉了"——据此删掉重复的概览镜头、去重收尾标语。
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自检:功能清单每项都有对应镜头吗?有没有两个镜头在用同一种手法当主角、或讲同一件事?
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### P5. 停稳段落窗口区域必须逐像素相同,改完镜头每次都跑抖动校验
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规则:停稳的 3~4 帧,裁出窗口区域后哈希必须相同。用 `assets/film/scripts/frames.mjs` 出 1:1 静帧,再用 `jitter-check.mjs` 校验。哈希不同就是有通道在漂,回 camera-table.md。这个 bug 在视频里看是「字有点毛」,在时间轴上看什么都正常。
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判例:promo-film 与本 skill 硬约束 ③ 的同一条坑:漏保持点 → 亚像素漂移 → 字抖。用户第一次看片即质问「有小抖动不知道怎么回事」(与 P1 同族,本条把检测方法钉死)。
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自检:每个停稳段的 jitter-check 是 OK 还是 FAIL?crop 有没有避开会动的文案层和颗粒层?
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@@ -1,88 +0,0 @@
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# 镜头表:一台摄影机,保持段漏不掉
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2
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3
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全片最好只有一个应用窗口。一台摄影机路径下,它从第二场出现,到倒数第二场才淡出,中间**没有任何一次切镜**——换场靠推、拉、摇和顶层文案交接。
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这不是省事:一切镜,观众看到的是「一堆截图配了转场」;不切镜,观众看到的是「有人在用这个软件」。
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镜头卡切镜路径允许切镜,但**每一镜内部的运镜仍然必须写成带 hold 的镜头表或 PageCam 关键帧**,禁止无保持点的慢漂。PageCam 仍是 2.5D 真实页面镜头的地基。
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## 为什么写成镜头表,而不是五条关键帧轨道
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后者有一个几乎看不出来、又一定会犯的错:某一条通道漏写一个「保持」关键帧,它就会一路插值穿过整个静止段,让窗口以每帧几百分之一像素的速度漂移。慢到读不出是在动,**却足够让每个字每帧重新反锯齿一次**——画面上就是字在微微发抖,时间轴上看不出任何问题。
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`assets/film/src/lib/camera.ts` 里一行是一个镜头,保持段由 `channel()` 自动生成,**漏不掉**:
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```ts
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const SHOTS: Shot[] = [
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{ at: B.files, move: 0, px: 780, py: 440, k: 0.66, cx: 1250, cy: 560 },
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{ at: B.files + 55, move: 55, px: 780, py: 440, k: 0.72, cx: 1250, cy: 560 },
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{ at: B.files + 95, move: 40, px: 150, py: 420, k: 1.34, cx: 1300, cy: 580 },
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];
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export const camera = makeCamera(SHOTS, [
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{ at: B.files - 13, v: 0 }, { at: B.files + 23, v: 1 },
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{ at: B.cross - 5, v: 1 }, { at: B.cross + 40, v: 0 },
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], 28); // 30fps 用 ~28;60fps 用默认 55
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```
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- `at` 是**到位帧**,`move` 是走位时长 → 这个镜头从 `at - move` 走到 `at`。
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- `px/py` 看哪儿(窗口坐标)、`k` 多近、`cx/cy` 这个点落在**屏幕**哪儿。
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- 把落点写进轨道,是为了给文案留位置:取景的那一栏被推到文案的另一侧。
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## 改镜头时必须自己算一遍的事
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放大到 `k > 1` 时窗口比画面宽,空地在哪取决于取景点:
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- 靠窗口**左**缘的栏 → 空地在**左** → 文案放左。
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- 靠窗口**右**缘的栏 → 空地在**右** → 文案放右。
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- 中间的东西 → 两侧都被盖住 → 只能拉远(`k ≤ 0.9`),或把窗口整体推到一边。
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-
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窗口左缘的屏幕坐标是 `cx - px·k`,右缘是 `cx + (shellW - px)·k`(`edges()` 直接给这四个数)。文案压到窗口上,就是没算这个。
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-
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**窗口里的浮层也要按镜头算一遍。** toast、徽标、气泡贴在面板边缘,镜头一推近就可能被推出画面。挂在面板上的浮层,要么放在镜头对着的那一侧,要么就别贴边。
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43
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-
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44
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**摄影机没到位之前文案不能出现。** `enter(f, fps, delay)` 的 delay 是在等镜头停稳。镜头还在走的时候进场的字,观众读不进去。
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45
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-
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46
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## 运动模糊
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47
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-
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48
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`cam.moving` 在停稳时**恰好为 0**,于是 `filter` 那一行可以整个不写:
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-
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50
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```tsx
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51
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const blur = cam.moving * 2.2 + arrive * 12;
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style={{ filter: blur > 0 ? `blur(${blur}px)` : 'none' }}
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53
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```
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54
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-
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55
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`filter: blur(0px)` 与 `none` 不是一回事——前者仍然会建一个滤镜层再光栅化一次,静止段落里的字会恒定地糊一点点。
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-
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57
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3D / PageCam 路径下文字发糊,先查纹理分辨率链路(aesthetic-rules Q2),别先加 DoF。产品宣传片默认不加手持 shake(Q3)。
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58
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-
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59
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## 三条禁令
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60
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-
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61
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**① 不做察觉不到的缓慢缩放。** 阈值:每帧位移小于 0.02px 的运动,一律删掉。要让画面「活着」,用入场动画。
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62
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-
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63
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**② UI 特写场不给窗口加运镜。** 一屏 13px 的字被 `scale()` 每帧按新的亚像素边界重新光栅化,连起来是整台机器在抖。要动就快速走位到位,然后**停死**。
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64
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-
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65
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**③ 背景颗粒不要按成片帧率跑。** 60fps 的颗粒盖在边缘干净的窗口上,读出来是整幅在沙沙抖。降到 20fps(三帧换一格;30fps 成片则两帧换一格)。背景的呼吸/光晕可以留,但要慢到每帧 0.1px 以内——漂的是无边缘的光斑,不是字。
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66
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-
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67
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## 抖动校验(每次改完镜头都要跑)
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68
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-
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69
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停稳的两帧,窗口区域必须**逐像素完全一致**。不要靠肉眼看「好像没动」。
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70
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-
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71
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-
```bash
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72
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# 先出 1:1 静帧(COMP 换成 Composition id,模板片常用 AiflPromo)
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73
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# PowerShell: $env:SCALE=1; $env:COMP="Film"; node scripts/frames.mjs 460 461 462 463
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74
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SCALE=1 COMP=Film node scripts/frames.mjs 460 461 462 463
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75
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node scripts/jitter-check.mjs --crop=600:400:1150:400 460 461 462 463
|
|
76
|
-
```
|
|
77
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-
|
|
78
|
-
四个哈希必须相同。不同 → 有通道在漂,回去看镜头表。这个 bug 在视频里看是「字有点毛」,在时间轴上看什么都正常,**只有哈希能指认它**。
|
|
79
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-
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|
80
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-
`crop` 的 `W:H:X:Y` 按要检查的窗口区域填,避开会动的文案层和颗粒层。
|
|
81
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-
|
|
82
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-
批量审构图用半分辨率更快:
|
|
83
|
-
|
|
84
|
-
```bash
|
|
85
|
-
SCALE=0.5 COMP=Film node scripts/frames.mjs 90 180 360 540 720 900 1080
|
|
86
|
-
```
|
|
87
|
-
|
|
88
|
-
Remotion Studio(`npm run dev`)用来拖时间轴看动作;构图审查用出图。
|
|
@@ -1,132 +0,0 @@
|
|
|
1
|
-
# 工程:节拍表、state(f)、可拷贝原语
|
|
2
|
-
|
|
3
|
-
片子住在产品仓库的 `video/`(或用户指定目录),**自己一份 `package.json` 和 `node_modules`**,不跟应用共用(Remotion 会拖进 Chromium)。
|
|
4
|
-
|
|
5
|
-
本文件管「时间轴怎么写、工程怎么搭」。运镜细节见 `camera-table.md`,产品界面见 `product-machine.md`。
|
|
6
|
-
|
|
7
|
-
`$SKILL` 指本 skill 目录。`assets/film/` 来自 [promo-film-skill](https://github.com/whyubel1eve/promo-film-skill),许可见 `assets/film/NOTICE.md`。
|
|
8
|
-
|
|
9
|
-
## 画幅与帧率
|
|
10
|
-
|
|
11
|
-
| 路径 | 默认 |
|
|
12
|
-
| --- | --- |
|
|
13
|
-
| Ink Press / 镜头卡切镜 | 1920×1080 @ **30fps**(卡与模板均按 30fps 调校,不要擅自改) |
|
|
14
|
-
| 一台摄影机 | 1920×1080 @ **60fps** 更顺;若必须跟切镜片同一工程,用 30fps 并把 `makeCamera` 的 `speedScale` 改成 ~28 |
|
|
15
|
-
|
|
16
|
-
`remotion` 与 `@remotion/*` 必须**同一个精确版本**(不加 `^`)。装之前 `npm view remotion version` 看一眼,别照抄旧数字。
|
|
17
|
-
|
|
18
|
-
## 拷贝
|
|
19
|
-
|
|
20
|
-
```text
|
|
21
|
-
video/
|
|
22
|
-
├─ package.json
|
|
23
|
-
├─ remotion.config.ts ← 从 $SKILL/assets/film 拷
|
|
24
|
-
├─ tsconfig.json ← 从 $SKILL/assets/film 拷
|
|
25
|
-
├─ README.md 「想改什么去改哪个文件」
|
|
26
|
-
├─ public/
|
|
27
|
-
├─ scripts/
|
|
28
|
-
│ ├─ frames.mjs ← 拷
|
|
29
|
-
│ ├─ jitter-check.mjs ← 拷
|
|
30
|
-
│ ├─ make-music.mjs ○ 只在要配乐时
|
|
31
|
-
│ └─ lib/synth.mjs ○ 只在要配乐时
|
|
32
|
-
└─ src/
|
|
33
|
-
├─ index.ts
|
|
34
|
-
├─ Root.tsx
|
|
35
|
-
├─ Film.tsx 背景 + 窗口层 + 文案层(+ 可选配乐层)
|
|
36
|
-
├─ design.ts 颜色 / 字体 / 阴影,全部抄自产品
|
|
37
|
-
├─ story.ts 节拍表 + 镜头表 + state(f)
|
|
38
|
-
├─ content.ts 片子里出现的文章、对话、文件名
|
|
39
|
-
├─ lib/ anim.ts / camera.ts / scene.tsx ← 拷
|
|
40
|
-
├─ components/ Backdrop · Shell · Icons · Text
|
|
41
|
-
└─ scenes/S1…S7.tsx 一台摄影机路径:只画文案,不画产品
|
|
42
|
-
```
|
|
43
|
-
|
|
44
|
-
```bash
|
|
45
|
-
mkdir -p video/src/lib video/src/components video/src/scenes video/scripts video/public
|
|
46
|
-
cp -R "$SKILL/assets/film/src/lib/." video/src/lib/
|
|
47
|
-
cp "$SKILL/assets/film/scripts/frames.mjs" video/scripts/
|
|
48
|
-
cp "$SKILL/assets/film/scripts/jitter-check.mjs" video/scripts/
|
|
49
|
-
cp "$SKILL/assets/film/remotion.config.ts" "$SKILL/assets/film/tsconfig.json" video/
|
|
50
|
-
```
|
|
51
|
-
|
|
52
|
-
Windows PowerShell 把 `cp -R` 换成 `Copy-Item -Recurse`。镜头卡切镜再按需 copy `$SKILL/assets/lib/` 的 PageCam 等组件。走 Ink Press 则从 `$SKILL/template/` 起步,不要重新搭这份骨架。
|
|
53
|
-
|
|
54
|
-
**只有用户说要配乐**才多拷 synth;说不要就跳过,工程里不留用不到的文件。
|
|
55
|
-
|
|
56
|
-
拷过去的 `remotion.config.ts` 里 `setDelayRenderTimeoutInMilliseconds(120_000)` **不要删**:并行渲染时装字体,默认 30 秒会在出片时踩线,`remotion still` 碰不到。
|
|
57
|
-
|
|
58
|
-
## 四层结构
|
|
59
|
-
|
|
60
|
-
`Film.tsx` 从下到上永远是这几层,**顺序不要改**(`Music` 只在配乐时才有):
|
|
61
|
-
|
|
62
|
-
```tsx
|
|
63
|
-
export const Film: React.FC = () => (
|
|
64
|
-
<AbsoluteFill style={{ backgroundColor: C.canvas }}>
|
|
65
|
-
<Backdrop /> {/* 全片唯一背景,从不切 */}
|
|
66
|
-
<Stage /> {/* 那台机器 + 摄影机变换 */}
|
|
67
|
-
<Captions /> {/* 每个节拍一个 Sequence,只画字 */}
|
|
68
|
-
{/* <Music /> 可选 */}
|
|
69
|
-
</AbsoluteFill>
|
|
70
|
-
);
|
|
71
|
-
```
|
|
72
|
-
|
|
73
|
-
一台摄影机路径下,`Captions` 里每一场都要比自己的节拍多跑 `OVERLAP` 帧,让退场压在下一场入场底下。`layout="none"` 不能省——默认 `Sequence` 会套一层 `AbsoluteFill`,把绝对定位坐标系换掉。
|
|
74
|
-
|
|
75
|
-
镜头卡切镜路径没有「全片一个 Stage」:每个 Sequence 是一个镜头,但仍应有全片共享的 `design.ts` 和节拍表 `B`,禁止每个镜头各写一套颜色。
|
|
76
|
-
|
|
77
|
-
## 时间轴:一个纯函数
|
|
78
|
-
|
|
79
|
-
`src/story.ts` 是全片唯一的时间轴。窗口里发生的一切都是**全局帧号的纯函数**:
|
|
80
|
-
|
|
81
|
-
```ts
|
|
82
|
-
export const B = { // 节拍边界(帧)
|
|
83
|
-
open: 0, files: 90, cli: 270, theme: 500,
|
|
84
|
-
push: 700, cross: 925, cta: 1075, end: 1210,
|
|
85
|
-
} as const;
|
|
86
|
-
|
|
87
|
-
export const TOTAL = B.end;
|
|
88
|
-
export const OVERLAP = 11; // 30fps 约 0.37s;60fps 用 22
|
|
89
|
-
|
|
90
|
-
export const state = (f: number): State => { /* 只读 f */ };
|
|
91
|
-
```
|
|
92
|
-
|
|
93
|
-
**想重排节奏,只改 `B` 里那几个数字。** 下游全部用相对量(`B.cli + 50`)。某一场加长两秒,里面的动作跟着一起挪。
|
|
94
|
-
|
|
95
|
-
小工具在 `lib/anim.ts`:`t(f, [a, b])` 是缓动过的 0→1,`typed` 是打字机,`track` 是带保持的关键帧。一个节拍内部的时序都从这个节拍的起点算。该算出来的时刻不要写死:文案改一个字,发送时刻和后面所有动作应自动跟着挪。
|
|
96
|
-
|
|
97
|
-
几条经验:
|
|
98
|
-
|
|
99
|
-
- **上一个节拍的痕迹要留着。** 清空上一场对话读作切镜。
|
|
100
|
-
- **因果按真实顺序演。** 指针按下之后对话框才开。
|
|
101
|
-
- **该逐帧插值的别用淡入淡出。** 主题切换的中间每一帧都应是一套真实存在的配色。
|
|
102
|
-
- 一台摄影机路径:场景组件(`scenes/S*.tsx`)只画文案,**一行产品 UI 都不画**。
|
|
103
|
-
- 禁 `Date.now()` / `Math.random()` / 无参 `new Date()`。伪随机用固定种子(`assets/lib/helpers/rand.ts` 的 mulberry32)。
|
|
104
|
-
|
|
105
|
-
## 文案
|
|
106
|
-
|
|
107
|
-
- 一场只讲一件事。讲不清就拆场,或根本不该进片子。
|
|
108
|
-
- 标题是**结论**,不是功能名:「草稿就在你自己的硬盘上」,不是「本地文件系统支持」。
|
|
109
|
-
- 副行补一句「所以呢」,20~50 字,别超过三行。中文按每秒 5~6 字估阅读时间。
|
|
110
|
-
- 画面上能演出来的,字里不要再说一遍。
|
|
111
|
-
- 片子里的数字(体积、版本、域名、价格)必须跟真实产品对得上。
|
|
112
|
-
|
|
113
|
-
文案格式全片只有一种。别在某一场心血来潮换版式。有效字高见 aesthetic-rules Q11。
|
|
114
|
-
|
|
115
|
-
## 每场多长
|
|
116
|
-
|
|
117
|
-
判据是「**最后一件事做完之后还剩多久**」:留 0.7~1.3 秒收口,不留第二秒。挂着两秒静止尾巴读作卡住。场内节拍跟着场长缩放,否则最后一个动作会被自己的退场切掉。
|
|
118
|
-
|
|
119
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品牌字标落定 hold ≥1s;批量动效收尾静止 0.5s;开场主体动作 ≥3s。
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## 竖版与方版
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**画幅不是缩放,是重新排版。** 便宜中间态:1:1 可以把 16:9 的内容层缩到 0.62,**只缩内容层,背景保持满幅**。9:16 必须改成上下堆叠,镜头表的 `cx/cy` 另写一份——当作第二支片子估工作量。
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## README 是交付物
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下一个改这支片子的大概率是另一个 agent,它只会读 README。至少写:
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- 节拍表(讲什么 / 起始帧 / 时间)
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- 常见改动去改哪个文件
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- 这支片子**已经讲过什么**(下一支据此做减法)
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- 踩过的坑(原样保留)
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@@ -1,118 +0,0 @@
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# final-review — 成片独立终检
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独立审查 Agent 使用本清单验证“成片是否符合当前创作模式的制作基准”,并结合
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`aesthetic-rules.md` 检查视觉技术质量。审查 Agent 必须处于干净上下文,不参与
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制作;不要给它制作过程中的理由、辩解、修改历史或预期结论。
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## 审查输入
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- 最新成片 MP4 和每镜头关键帧;
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- 创作模式:直接使用模板、自主自由创作或共同创作;
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- 产品视频简报与必须展示的功能;
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- 需求到执行决策表;
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- 共同创作中用户确认、自主自由创作中 Agent 记录的视觉方向、品牌 tokens、
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styleframe(或跳过理由)和禁用风格;模板模式则提供原模板结构与实际替换记录;
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- 功能到镜头映射;
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- 用户指定或 Agent 在设计 spec 中记录的 Gallery 卡名与具体变体;
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- `gallery/api/library.json` 中对应卡片与 `style-key` 记录;
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- 卡片文档定位到的准确 demo TSX 源码;
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- 对应 Gallery 参考样片,或从参考样片抽出的关键帧/contact sheet;
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- 最终分镜、字幕、页面状态和 SFX 计划;
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- 选中的 `references/shots/*.md`;
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- `aesthetic-rules.md`;
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- 数据合规口径。
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缺少某项输入时标记“无法验证”,不要自行猜测制作基准。索引、卡片文档、
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demo 源码与 Gallery 参考样片互相冲突时,明确报告冲突来源,不自行挑一个当真相。
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## 检查项
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### P — 产品目标
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- P1:产品定位、目标用户和核心卖点是否清楚;
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- P2:成片是否把注意力放在当前模式确认或记录的功能优先级上;
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- P3:是否出现项目不存在、未经确认或容易误导的功能宣称。
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- P4:需求到执行决策表中的执行选择,是否能在分镜、文案、页面状态、音频和素材中
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找到对应落地;不得用固定的“受众/用途→风格”刻板映射替代项目依据。
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### F — 功能完整性
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- F1:每个“必须展示的功能”是否至少有一个清楚可辨的镜头;
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- F2:每镜头是否提供新信息,是否存在重复功能或重复 tagline;
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- F3:页面状态是否能让观众理解功能,而不只是装饰性运动。
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### V — 视觉方向
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- V1:字体、色板、材质、圆角、光感和信息密度是否符合确认或记录的视觉方向;
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- V2:动效速度、过冲、停留和能量曲线是否符合确认或记录的动效性格;
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- V3:是否偏离制作基准,漂移到 Ink Press、赛博霓虹或其他无关风格;
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- V4:禁用的颜色、效果或品牌特征是否被使用。
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### S — 镜头卡与 Gallery 变体
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- S1:功能映射中的镜头卡是否实际出现在对应镜头;
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- S2:用户点名 `卡名 · 样式名` 时,`style-key`、准确 demo TSX 和 Gallery
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参考样片是否指向同一变体,成片是否使用该变体;
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- S3:对照准确 demo TSX 与 Gallery 参考样片,是否保留配方卡/demo 的动作
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语法、关键时值、缓动关系和遮罩时机;
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- S4:是否违反卡片标注的“已知坑/命门”;
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- S5:适配后的产品截图、坐标和品牌 token 是否自然。
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- S6:标为“仅供参考,需要自定义实现”的样式是否得到用户明确点名,并在报告中标注
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其实现风险;标为“缺少预览”的样式是否避免声称与动态样片一致。
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-
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63
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不要求和 Gallery 样片像素级一致。检查的是运动语法和关键参数是否忠实,同时
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允许为目标产品调整截图、坐标、文案、品牌视觉和必要构图。
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65
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-
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66
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### B — 分镜一致性
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- B1:镜头顺序、时长和功能信息是否符合确认或记录的最终分镜;
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- B2:主动作、页面状态、素材来源、字幕、转场和 SFX 是否一致;
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70
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- B3:品牌字标 hold 是否至少 1 秒,批量动效收尾是否至少静止 0.5 秒;
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71
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- B4:是否在最终分镜放行后,无依据地删除、替换或增加关键镜头。
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-
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73
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### D — 数据与素材安全
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74
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-
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75
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- D1:是否遵守真实数据、虚构数据或脱敏口径;
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76
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- D2:是否暴露客户、个人、密钥、内部地址或其他敏感信息;
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77
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- D3:表现真实产品页面时是否使用逻辑像素重画或 2× 真机截图,而非示意图级仿制;
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78
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- D4:截图状态、字体、图片和动态数据是否完整加载。
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79
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- D5:公开演示数据是否有可复核的公开属性;客户、个人、内部、密钥、实时
|
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80
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或其他敏感数据是否已虚构、脱敏或冻结。
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81
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-
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82
|
-
### A — 音频与节奏
|
|
83
|
-
|
|
84
|
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- A0:是否先问过要不要配乐;用户说不要时工程里是否没有 BGM 层;静音播放是否仍能看懂。
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85
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-
- A1:若配了 BGM,是否符合确认或记录的音频方向,音量是否给 SFX 和可选配音留出空间;
|
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86
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-
- A2:SFX 是否钉在真实动作关键帧,是否出现明显错位;
|
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87
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-
- A3:强节奏音乐的切点误差是否不超过 3 帧;
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88
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-
- A4:结尾能量峰值和 riser→impact→sparkle 句式是否成立(若分镜采用;sparkle 一拍取自 `sfx/light/`);
|
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89
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-
- A5:长样本(>5s,库里 21 个)是否都显式给了 `durationInFrames`,有没有音效拖到动作结束后还在响;
|
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90
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-
- A6:每条 SFX 在**渲染产物**里是否真的听得见(不看预览——预览把 volume 钳到 1.0);本身录得轻的素材(峰值 <-12dB,库里 7 个)即便给 1.0 仍可能被 BGM 盖住,是否已换素材/预归一化/给足 >1 的增益,且渲染后 max_volume 未削波;
|
|
91
|
-
- A7:UI 类音效是否为真实物件质感而非合成反馈提示音(S1 判别问句)——`sfx/ui/` 中 `ui-confirm-*` `ui-*-tone` `ui-notify-*` 等合成音若出现在成片,是否有“系统在说话”的叙事理由并已写入项目说明文档(逐文件质感表见 sound-design 3.3)。
|
|
92
|
-
- A8:配了 BGM 的片子是否交付了带 BGM / 无 BGM(保留 SFX)两版成片,
|
|
93
|
-
且两版出自同一时间线(无 BGM 版画面与 SFX 与带 BGM 版逐帧一致);
|
|
94
|
-
- A9:卡点/SFX 密集片是否对成片实测并补偿了输出音轨偏移与音源峰值
|
|
95
|
-
滞后(sound-design §4.6),补偿常数是否附实测记录(渲染管线四要素、
|
|
96
|
-
探针、测法、日期),源分析值与输出偏移是否分开记账(SOURCE_BEAT0
|
|
97
|
-
未被污染);渲后回测误差表是否无系统性同向偏移(music-beat-sync §5b)。
|
|
98
|
-
|
|
99
|
-
### Q — 视觉技术质量
|
|
100
|
-
|
|
101
|
-
完整执行 `aesthetic-rules.md`。至少检查文字锐度、构图、圆角遮罩、3D 纹理
|
|
102
|
-
清晰度、元素落位、相机抖动、**停稳段逐像素哈希**、转场接缝、光效廉价感、
|
|
103
|
-
可读时长、一套缓动/一套 token、和确定性渲染。Q12–Q14、P5 为 2026-08 新增,必须查。
|
|
104
|
-
|
|
105
|
-
## 报告格式
|
|
106
|
-
|
|
107
|
-
每条结论使用编号,并给问题附帧号或截图:
|
|
108
|
-
|
|
109
|
-
```text
|
|
110
|
-
P1 ✓ 产品定位和核心卖点清楚。
|
|
111
|
-
F2 ✗ 第 340 帧:已确认的知识图谱功能没有出现在成片。
|
|
112
|
-
V3 ✗ 第 420 帧:大面积琥珀纸张材质偏离已确认的深蓝科技方向。
|
|
113
|
-
S2 ✗ 第 515 帧:用户选择 whip-pan,实际实现为 flash-cut。
|
|
114
|
-
Q2 ✗ 第 615 帧:3D 推近后正文文字发糊,见关键帧 f615.png。
|
|
115
|
-
```
|
|
116
|
-
|
|
117
|
-
最后按严重程度列出必须修复项、建议优化项和无法验证项。不要用没有证据的
|
|
118
|
-
“整体不错”代替逐项检查,也不要为了报告好看而全部标记通过。
|