@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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  1041. package/skills/xingchen-vox-collage/references/visual-qa.md +0 -59
  1042. package/skills/youtube/SKILL.md +0 -147
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- # pipeline — 八阶段制作流水线
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-
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- 八阶段,方向性问题不进昂贵的逐镜头阶段。
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- 实证细节来自多支已交付宣传片的复盘(模板片见 `template/`)。
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- 工程原语(节拍表、`state(f)`、镜头表、抖动校验)见 `engineering.md`、
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- `camera-table.md`、`product-machine.md`。
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-
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- ## 目录
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-
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- - 阶段 0:产品理解与执行约束
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- - 阶段 1:视觉方向与 styleframe
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- - 阶段 2:功能到镜头映射
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- - 阶段 3:分镜与制作放行
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- - 阶段 4:最终素材采集
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- - 阶段 5:逐镜头实现
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- - 阶段 6:声音设计
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- - 阶段 7:独立终检与交付
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-
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- 本文件是**自主自由创作**的完整流水线:阶段 0–3 的判断由 Agent 根据项目内容
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- 自主完成并记录,不逐阶段等待用户确认,然后连续进入阶段 4–7。用户已给出的
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- 用途、受众、功能、画幅、音频或数据要求都是硬约束。
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-
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- 直接使用 Ink Press 模板不进入本流水线,按 `template/TEMPLATE.md` 的原有替换
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- 流程执行;模板文档引用阶段 4 时只借用其中的素材采集方法。
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-
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- **共同创作从 `guided-free-creation.md` 进入本文件时,不要从头重跑。** 该流程
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- 已经完成并确认阶段 0–3;直接从阶段 4 最终素材采集继续,不重新询问或重新设计。
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-
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- 三处执行原则(实战复盘已吸收):
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-
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- 1. **最终设计 spec 与分镜共同构成制作放行。** 分镜表长在设计 spec 里
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- (`| # | 时间 | 镜头 | 关键动效 |` 四列);确认放行不重新打开已确认的
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- 业务或创意问题,只补实现必要的未决项。
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- 2. **验收贯穿全程,不是最后一个阶段。** 每个镜头任务以静帧验收收尾(产物按
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- 版本归档 `out/qa/`),每轮反馈修改后整片重渲。停稳段落必须跑
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- `references/camera-table.md` 的逐像素抖动校验,不能只靠肉眼。
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- 阶段 7 只是把这套贯穿动作升级为对照 aesthetic-rules.md 的正式自检报告。
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- 3. **时间轴是纯函数,运镜是镜头表。** 节拍写在 `B` 里,窗口状态是 `state(f)`,
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- 摄影机写成带 hold 的镜头表(`assets/film/src/lib/camera.ts`),不要五条独立
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- 关键帧轨道。工程骨架与拷贝清单见 `references/engineering.md`。
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-
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- 另注顺序弹性:styleframe 可以先用 HTML 与少量安全预检素材;重要的是**逐镜头
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- 实现开始前最终素材必须依据已定案的分镜采集**——素材方向错误拖到逐镜头阶段后
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- 才暴露,代价是整套场景报废。
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-
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- ---
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-
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- ## 阶段 0:产品理解与执行约束
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-
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- 在写视频代码或采集最终素材前,只读检查项目的定位、主要功能、页面状态、视觉
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- tokens、启动方式和数据风险。根据项目证据和用户已有描述,生成产品简报与需求到
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- 执行决策表,明确用途、受众、核心卖点、必须展示功能、时长/画幅/语言、音频和
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- 数据口径对本片的实际影响。先写出「讲哪几件事」的节拍表(6~8 件、30~45 秒),
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- 并选定制作路径:Ink Press 替换 / 一台摄影机不切镜 / 镜头卡切镜。
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-
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- 自主自由创作由 Agent 对缺省项作动态判断并写入设计 spec,不暂停要求用户确认。
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- **配乐默认不做。** 用户已经指定 BGM 时,先按 `references/music-beat-sync.md`
58
- 分析节奏;用户明确说要配乐但未给曲子时,到阶段 6 再选型或用 `assets/film`
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- 合成器。用户没提配乐,就当无声片做——无声是完整交付。公开演示数据可在确认其
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- 公开属性后使用;客户、个人、内部、密钥、实时或其他敏感数据一律先虚构、脱敏
61
- 或冻结。
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-
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- **产出**:产品简报;需求到执行决策表;节拍表;制作路径;明确的数据与音频约束。
64
-
65
- ---
66
-
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- ## 阶段 1:视觉方向与 styleframe
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-
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- **目标**:用最便宜的产物锁定全片色板、字体、光感与运镜气质,
70
- 让所有方向性争论发生在写第一行 Remotion 代码之前。
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-
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- **具体操作**:
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-
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- 1. 根据当前项目生成最多 3 个文字方向。每个方向附一组**动效性格 tokens**
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- (推导法见下方“品牌→动效参数”表),但不要把 Ink Press 作为固定选项。
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- 2. Agent 依据产品视觉、用途和受众自主选择最合适的方向,并把选择与取舍写入
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- 设计 spec;不暂停等待用户选择。
78
- 3. 对选定方向**不渲染视频、不写 Remotion 代码**,写一个纯 HTML/CSS
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- styleframe 页,包含 2–3 张 1920×1080 静态关键画面。
80
- 4. 用 Playwright/Puppeteer 截图验证字体、色板、材质、构图、光感与信息密度;
81
- 缓动和运镜速度仍以 tokens、Gallery 样片或短运动测试判断。若已有严格品牌规范
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- 或明确参考片,可记录理由后跳过 styleframe。
83
- 5. 若用户给了参考片:下载后 ffmpeg 抽帧(`select=eq(n,…)` 抽 ~100 帧、
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- `tile=4x5` 拼 contact sheet),逐个动画/转场/特效做 motion breakdown,
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- 写成"手法|参考片实现|取舍"三列表进设计 spec——**选择性适配,
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- 不强行套用**。图片参考同理:它描述的是"某一类镜头"的感觉,
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- 不是全片风格令。
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-
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- **品牌→动效参数推导**。不凭手感挑 easing/时长,先把品牌放到两根轴上,
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- 再从最近的预设起步:
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-
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- - **能量轴**:低(沉稳/premium/机构感)↔ 高(运动/startup/娱乐)——
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- 决定时长、过冲、squash 幅度;
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- - **调性轴**:严肃(金融/医疗/enterprise)↔ 活泼(消费/社交/儿童)——
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- 决定路径曲直、次级动作多寡。产品视觉本身是证据(锐利几何形→工程感,
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- 圆角+亮色→柔和活泼);用户口述的品牌词覆盖视觉推断。
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-
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- | 预设(品类) | 主时长@30fps | 入场 easing | 过冲 | squash |
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- |---|---|---|---|---|
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- | 专业信赖(fintech/enterprise/B2B)| ~21f | bezier(0,0,0.2,1) | 1.0 不弹 | 0 |
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- | 精致高端(奢侈品/时尚)| ~48f | bezier(0.4,0,0.6,1) | ≤1.02 | 0 |
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- | 活力大胆(体育/游戏/startup)| ~18f | bezier(0.16,1,0.3,1) | 1.12 | 0.25 |
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- | 活泼愉悦(消费/社交)| ~27f | bezier(0.34,1.56,0.64,1) | 1.08 | 0.18 |
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- | 平静关怀(健康/教育)| ~42f | ease-in-out 对称 | 1.0 | ≤0.04 |
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- | 亲和友好(小微/社区)| ~26f | bezier(0.25,0.46,0.45,0.94) | 1.04 | 0.08 |
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-
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- 用法:定预设 → 按两轴微调 → tokens 写进设计 spec。自检两条:
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- ①用三个词描述成片动效,与品牌词对得上吗;②同一套 tokens 必须同时管
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- 入场/转场/hold 节奏——一个品牌一种动效嗓音,混用两套读作拼盘。
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- 注意预设值与库内硬判例冲突时判例赢:落地要弹的场合 y1 必须 >1,
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- "专业信赖不弹"指的是无落地隐喻的淡入/推移类动作。
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- **产出**:选定方向的 styleframe;色板/字体/光感 tokens + 动效性格 tokens;
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- (有参考片时)motion breakdown 表。
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-
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- **常见坑**:
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-
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- - 用渲染视频做风格提案:太贵,改方向的心理成本也高。静态帧足够定调。
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- - 参考驱动的风格 move 全局一刀切:风格化机位逐镜头决定(信息密集的
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- 列表/堆叠镜头正视更可读)。
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-
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- ---
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-
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- ## 阶段 2:功能到镜头映射
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- **目标**:为每个必须展示的功能选定合适的运动语法,不在此阶段提前写完整分镜。
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- **具体操作**:
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- 1. **先列产品功能清单,逐一对应镜头**。核心功能漏拍等于返工;
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- 一种动画手法(飞入/堆叠/翻页)全片只当一次主角,同质化即返工信号。
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- 2. 扫描 `references/shots/` 全部卡片的 frontmatter,根据用途、能量、建议时长、
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- 限制和所需页面状态,为每项功能选择首选与备选卡;Agent 自主定案并记录依据。
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- 3. 完整读取选中卡片,并按“参考实现”定位准确 demo 源码。没有合适卡片时可新写,
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- 但必须在设计 spec 中说明范围与验证风险。
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- **产出**:功能到镜头映射表;选中卡名、变体、demo 源码和参考样片定位。
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-
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- ---
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-
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- ## 阶段 3:分镜与制作放行
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- **目标**:把已定案的功能与镜头映射排成有能量曲线的完整镜头序列,并转成帧级
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- 实施计划。自主自由创作由 Agent 自行放行,不暂停等待确认。
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- **具体操作**:
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- 1. 先查 `references/sequences/` 有无适用的桥段模板;有则按其填空流程分配段位
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- 与帧预算,再把映射好的镜头排成低能量开场→功能段与呼吸位交替→高能量收尾。
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- 2. **已有指定 BGM 时**:先出音乐结构表(满能量起点/breakdown 拍号,
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- 见 music-beat-sync.md §2),镜头边界全部锚到拍号,最强 hit 分给
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- 全片 2–3 个大 slam;breakdown 段天然是品牌呼吸位。
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- 3. 写完整分镜表:镜头顺序、时长、功能信息、具体页面状态、镜头卡与变体、主动作、
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- 素材来源、字幕、转场和 SFX。每镜只讲一个主要动效。
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- 4. 排时间线时**预留 hold/rest 帧预算**:品牌字标落定 hold ≥1s(30f)、
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- 批量动效收尾 0.5s 静止、开场主体动作 ≥3s。节奏返工是单向的——
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- 过快必返工、放慢从未被否。
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- 5. Agent 检查分镜与产品简报、需求决策、视觉方向和镜头映射一致后自行放行,
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- 把分镜转译成帧级时间轴进实施计划:
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- `| shot | from | duration | 内容 |`(卡点片则 from/to 全用 `beatF(n)`
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- 表达),并给每镜头指定源文件与验收帧号。
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- **产出**:设计 spec(含风格 tokens + motion breakdown + 分镜表);
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- 帧级时间轴。
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-
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- **常见坑**:
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-
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- - 没对功能清单,凭手感排镜头:核心功能漏拍、动画手法同质化,两种都返工。
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- - 开场贪多:开场信息宁少而聚焦,一个主角、一条完整动作弧。
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- - 时长预算不含呼吸位:动效排满每一帧,后期逐镜头补 hold 等于全线挪帧。
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-
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- ---
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-
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- ## 阶段 4:最终素材采集
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-
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- **前置条件**:最终设计 spec 与分镜已经放行。共同创作以用户确认作为放行;自主
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- 自由创作以 Agent 完成一致性检查并记录为放行。此前为 styleframe 采过的少量安全
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- 截图只能作为方向验证,不得直接替代最终素材。
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-
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- **目标**:按 `references/product-machine.md` 拿到合格的「那台机器」——默认按
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- 产品真实逻辑像素重画;需要 2.5D PageCam 纹理、或数据真实性本身是卖点时,再
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- 采集全页纹理、元素切片和坐标表。
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-
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- **具体操作**:
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-
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- 1. 先判断本片走重画还是抓图(可混用:窗口重画,其中一张图用抓的)。重画则
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- 在 `design.ts` / `components/Shell` 里按真实栏宽、字号、圆角搭窗口,不要
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- 把 13px 画成 20px。
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- 2. 抓图路径:起产品本地 dev server(桌面端产品则用窗口截图工具)。
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- 3. 复制 `assets/scripts/capture-template.mjs` 进项目,改 BASE_URL 与选择器,
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- 跑一次产出三件套:
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- - **全页 2x 截图**:viewport 1920×1080、`deviceScaleFactor: 2`;截图前
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- `document.fonts.ready` + 600ms settle,实时同步页额外再等 1.5–2s。
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- - **per-element cutout**:按语义选择器逐元素截图;悬浮件用透明底,需要
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- “卡片飞入空板”的镜头则额外截空 backplate。
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- - **layout.json**:记录每个元素在整页坐标系下的 `{x,y,w,h}` bbox 与每页
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- `pageH`,供飞行目标位、遮罩位置和入场区域直接使用。
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- 4. 支持按页/按元素增量重采。活数据源先按阶段 0 的数据口径冻结、虚构或脱敏,
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- 再进行最终采集。
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-
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- **产出**:重画路径下的 `design.ts` + 窗口组件;抓图路径下的 `public/textures/`
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- 全页图、元素切片、空 backplate 与 `layout.json`;可重跑的 capture 脚本。
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-
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- **常见坑**:
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-
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- - 在分镜放行前做全量采集:页面状态和素材范围尚未确定,会造成重复采集。
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- - 手搓示意图级 UI 复刻既有页面:合格路径是逻辑像素重画或真机截图,见
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- product-machine.md。
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- - 活数据源不锁定,或只截整页不记录 layout 坐标。
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-
211
- ---
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-
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- ## 阶段 5:逐镜头实现
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-
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- **前置条件**:需已有可跑的 Remotion 项目(镜头卡/模板:30fps、1920×1080;
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- 一台摄影机路径可用 60fps)。新项目按 `references/engineering.md` 从
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- `assets/film/` 拷 `anim.ts` / `camera.ts` / `frames.mjs` / `jitter-check.mjs`;
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- 镜头卡切镜再 copy `assets/lib/` 组件;走模板路线则直接从 `template/` 起步。
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-
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- **目标**:按帧级时间轴逐镜头落地,每镜头完成即自证质量——
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- 验收在这个阶段就开始,不留到最后。
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-
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- **具体操作**:
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-
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- 1. **每镜头先解析再三读**(硬规则,不可跳):用
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- `gallery/api/library.json` 校验卡名和 `style-key` → 读对应配方卡全文 →
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- 按卡片“参考实现”定位并读准确的 demo TSX 全文 → copy `assets/lib/`
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- 对应组件进项目。同时保存该 style 的 Gallery 参考样片路径,供实现对照和终检。
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- 标为“仅供参考,需要自定义实现”的样式不默认推荐,用户明确点名后才可实现并
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- 标注风险;标为“缺少预览”的样式不得声称已按动态样片复刻。
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- demo 代码是调校过的参数真相(缓动、时值配比、
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- 摘罩时机、已知坑的规避写法都在里面)——允许按目标产品做适配性
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- 改动,但配方卡"已知坑/命门"标注的参数不得降档,质量标准只升不降。
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- 凭卡名和理解新写=放弃全部调校积累,实测质感差一档。
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- 2. **PageCam 是镜头卡路径下"真实页面"镜头的地基**:整页纹理 + 关键帧 2.5D
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- 相机 + 页面空间 overlay,children 按页面 CSS px 定位、与 layout.json
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- 共坐标系。一台摄影机路径用 `assets/film` 的镜头表,不要五条独立轨道。
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- 3. **静帧验收(最高频动作)**:每镜头在计划里写死 2 个验收帧号,完成即跑
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- `scripts/frames.mjs`(批量快)或 `npx remotion still`。自己检查构图/穿帮/
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- 文字锐度后才算完成。停稳段追加抖动校验:连续 3~4 帧窗口区域哈希必须
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- 相同(`scripts/jitter-check.mjs`,见 camera-table.md)。静帧产物按迭代
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- 版本归档 `out/qa/`。
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- 4. **每轮修改后整片渲染**:`npx remotion render src/index.ts <Comp>
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- out/promo.mp4`,再用 `ffmpeg -i out/promo.mp4 -vf "select=eq(n,…)"`
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- 从成片抽关键帧回看。实际形态是"改哪个镜头就 still 哪几帧,
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- 然后整片重渲",成本可接受且杜绝接缝意外。
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- 5. 像素级自检备小工具:裁剪放大看文字锐度(crop)、两帧像素 diff、
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- 量元素 bbox 对构图。
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- 6. **确定性渲染铁律**:禁 `Date.now()` / `Math.random()` / 无参 `new Date()`。
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- 一切伪随机用固定种子(mulberry32/哈希函数,seed 从 index 派生),
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- 保证逐帧可复现、渲染间零抖动。
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- 7. 对照 `references/aesthetic-rules.md` 边做边自检(不等阶段 7):
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- 落地要弹的缓动 y1 必须 >1、光效裁进圆角、3D 下文字糊先查
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- 栅格化路径(CSS `zoom` 布局级放大,而非 transform scale)而不是调 DoF。
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- 8. 指代含糊的用户反馈("第一个标题")先确认对象再动手;改错立即整
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- commit revert 重来,不在错误版本上打补丁——每个改动独立 commit
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- 以便干净回滚。
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-
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- **产出**:逐镜头 commit;`out/qa/` 静帧档案;每轮全片渲染 mp4。
260
-
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- **阶段输出**:整片渲染视频(每轮迭代一版)+ 关键静帧。自主自由创作不因该输出
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- 暂停等待确认;用户主动反馈时再纳入下一轮。
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- 用户可能以"从成片截帧贴图"方式给反馈,双方基于帧评审。
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-
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- **常见坑**:
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-
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- - 首检交给用户:交付前必须自己抽帧看片,"镜头视角很差,
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- 而且有小抖动"这种问题不该由用户发现。
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- - 跳过 demo 代码直接写:参数是几轮真实裁决调校出来的,
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- 新写的版本几乎必然回踩已知坑。
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- - 产品宣传片默认不加手持 shake;相机噪声只在明确追求纪实感时用。
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- - 装饰性 glint/泛光群发:批量元素入场靠运动本身。单点高质量光效可做,
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- 群发即廉价。
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- - 3D 推进下文字发糊:根因是纹理源分辨率/栅格化路径,先查素材链路
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- (2x 纹理 + CSS zoom + 关键元素 4x 单独截图),别先动相机和景深。
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- - 飞入动画终点悬空:元素必须落进页面布局的真实槽位(嵌入、归位、
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- 排进滚动流),悬浮在页面上方不落地会显得假。
278
-
279
- ---
280
-
281
- ## 阶段 6:声音设计
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-
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- **目标**:先确认本片要不要配乐。要配时,BGM 定全片能量骨架,SFX 逐拍钉在
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- 动效关键帧上,音色符合"产品宣传片"片种而非 UI 事件语义。不要配时,无声是
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- 完整交付;仍可按需钉 SFX,工程里不留 BGM 层。
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-
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- **前置条件(最贵的顺序教训)**:**画面时间线锁定后才开始。**
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- 画面每动一次,钉帧表就要全体重对。若画面确实又改了,收尾动作固定
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- 包含"全表 SFX 帧号重对",音画错位是必查项。
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-
291
- **具体操作**(细节与判例见 `references/sound-design.md`):
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-
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- 1. 读 `references/sound-design.md`,从 `assets/audio/sfx/<类别>/` 复制音效
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- (免费商用授权,来源见 `assets/audio/ATTRIBUTION.md`)。音效按场景分 16
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- 个类别目录,先按需要的动作定类别(运镜→transition、落地→impact、
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- 打字→text、翻页→paper、光效→**light**…),再在类别里挑音色。
297
- 注意词汇表的 `sparkle` 对应的目录名是 `light/`,库里没有 `sparkle/`。
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- 2. **BGM(仅当用户确认要配乐)**:用户已指定曲子 → 阶段 0 已做节奏分析,
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- 此处只做混音(音量压低 ~0.34 给 SFX 留 headroom,interpolate 首尾淡入淡出)。
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- 用户要配乐但未给曲子 → 按片种选强鼓点电子底,或用 `assets/film/scripts/lib/synth.mjs`
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- 纯代码合成;候选必须垫进成片试听。用户没要配乐 → 跳过本步,不引入
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- `public/bgm.mp3`。配了 BGM 的片子,`<Audio>` 用布尔 inputProp(如 `bgm`)
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- 单独包住,终渲出带 BGM / 无 BGM 两版。
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- 3. **SFX 用电影系词汇按镜头语言选**:运镜=whoosh、落地=impact、
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- 铺垫=riser、光效=sparkle(目录 `light/`)、转场=transition;
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- 禁用游戏音包**音色**(合成器 pluck/bloop、卡通弹跳一耳朵出戏)。
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- 注意"禁游戏音"禁的是音色不是动作——画面真有点击/开关/碎裂就该配
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- 它的拟音,判别问句见 aesthetic-rules S1。但 **`ui/` 要逐个试听、不能
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- 整目录放行**:18 个里只有 `switch-*` 等少数是真实开关拟音,一半以上是
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- 合成反馈音(tone/bleep/notification),正属 S1 排除的质感——逐文件
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- 取舍表见 sound-design 3.3。`glass/` 是真实碎裂材质音,不在禁列。
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- 4. **声明式钉帧表集中管理 + 相对钉帧**:单文件 `{ from, src, volume }[]`
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- 数组,逐条注释对应的画面动作,每条包 `<Sequence from={s.from}>`。
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- **from 一律写相对表达式**——`SHOTS.x.from + offset`,卡点片写
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- `beatF(n)`——绝不写裸数字帧号。时间线平移时钉帧表自动跟随,
316
- 免除全表重钉。**长样本(>5s,库里 21 个)必须显式给 `durationInFrames`**
317
- ——靠 Sequence 截断而非剪音频文件;漏给会拖到动作结束后还在响。
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- 清单与截断判据见 sound-design 4.1。
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- 5. 连发防机枪感三招:双样本交替、音量阶梯递减(如 pop 六连
320
- 0.40→0.25)、间隔加速贴动画曲线(密到糊成一片时让声音淡出成 swoosh)。
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- 6. 通用音之外留"贴画面定制"槽位:有辨识度的画面动作配它自己的拟音
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- (打字画面配键盘声、逐条落入配逐个 pop),泛用 swoosh 盖不住。
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- 7. 强鼓点 BGM 的片子 SFX 克制:鼓点本身就是节拍音,SFX 只钉画面
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- 独有动作,大 slam 只给 2–3 处峰值。
325
- 8. 结尾固定句式:riser(组装段起)→ impact(字标落地,全片音量峰值)
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- → sparkle(余韵,取自 `sfx/light/`)。
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- 9. **音量按素材实测峰值给,不照抄区间**:`volume` 是乘法系数不是目标
328
- 音量——常规 0.2–0.6 的前提是素材峰值贴近 0dB。库里 7 个录得轻的素材
329
- (峰值 <-12dB,最轻 -24.6dB)给到 1.0 仍比 BGM 低十几 dB,会被鼓底
330
- 盖住:**首选换同类别里录得好的素材,或预归一化后入库**;必要时可给
331
- >1 的增益(Remotion 支持真实放大,但预览钳到 1.0,须以渲染产物验峰
332
- 防削波)。名单与三条出路见 sound-design 4.1。
333
-
334
- **产出**:带声整片;SFX 钉帧表(相对帧表达式+音源+音量+注释);
335
- 音频文件入 repo 并记录来源授权。
336
-
337
- **阶段输出**:带声整片渲染。自主自由创作继续进入终检,不暂停等待确认。
338
-
339
- **常见坑**:
340
-
341
- - 画面没锁就铺音效:全表重对的连带成本(见前置条件)。
342
- - 按 UI 事件语义选音色(合成器 confirmation/minimize 提示音):片种错位,整批推翻。
343
- 但别过度矫正到"完全不给交互动作配音"——那违反 S4 拟音优先。
344
- - 长样本不给 durationInFrames:声音盖过后续镜头(库里 21 个 >5s)。
345
- - 照抄 0.2–0.6 音量区间不看素材峰值:轻音素材钉了等于没钉。
346
- - 凭感觉散铺音效不建表:帧号漂移后无法整体平移,也无法和分镜表对照。
347
-
348
- ---
349
-
350
- ## 阶段 7:验收
351
-
352
- **目标**:把贯穿全程的静帧/整片自检升级为一次正式的全片过检,
353
- 同时验证成片是否忠实执行当前模式下确认或记录的产品简报、需求到执行决策表、视觉方向、镜头映射和分镜,
354
- 对照终检与审美准则逐条出报告,然后终渲交付。
355
-
356
- **具体操作**:
357
-
358
- 1. 全片渲染最新版。关键帧用 `scripts/frames.mjs` 批量出,停稳段跑
359
- `scripts/jitter-check.mjs`:窗口区域连续帧哈希必须相同。ffmpeg 抽全部
360
- 关键帧(每镜头至少:入场中、动作峰值、落定后三帧)。配了 BGM 的片子在此处就渲出两版——带 BGM 版
361
- 和无 BGM 版(保留 SFX),无 BGM 版靠阶段 6 预留的 `bgm` inputProp
362
- 从同一时间线渲出:写一个 `props-nobgm.json`(内容 `{"bgm":false}`)
363
- 然后 `npx remotion render … --props=props-nobgm.json`(跨平台可靠;
364
- macOS/Linux 也可内联 `--props='{"bgm":false}'`,Windows shell 会剥掉
365
- 内联 JSON 的双引号,必须走文件)。不另建工程、不用 ffmpeg 后期抽轨。
366
- 命名区分(如 `promo.mp4` / `promo-nobgm.mp4`)。无声片只渲一版。
367
- 2. **独立终检(必做)**:派一个干净上下文的 subagent 做第三方审查。
368
- 不给它制作过程中的辩解、修改历史或“应该通过”的暗示,只提供:最新版成片
369
- (配 BGM 的片子含两版,供 A8 校验)、
370
- 抽出的关键帧、创作模式、产品简报、需求到执行决策表、确认或记录的视觉方向/tokens、styleframe 或跳过理由、
371
- 功能到镜头映射、
372
- Gallery 卡名与具体变体、`library.json` 中对应记录、卡片文档定位到的准确
373
- demo TSX、Gallery 参考样片或从中抽出的关键帧、最终分镜、选中的镜头卡、
374
- `references/final-review.md` 和 `references/aesthetic-rules.md`。
375
- 3. 审查 Agent 按 `final-review.md` 检查产品目标、功能完整性、视觉方向一致性、
376
- 镜头卡/变体还原度、分镜一致性、数据安全、音画同步和视觉技术质量。逐镜头
377
- 看帧+看片,给出 "F2 ✗(第 340 帧缺少已确认的知识图谱功能)" 或
378
- "Q2 ✗(第 615 帧文字发糊)" 式结论,每条问题附可复核帧号/截图。
379
- 镜头卡适配不要求和 Gallery 样片像素级相同,但必须保留动作语法、关键时值、
380
- 已知坑/命门参数和用户点名的具体变体。
381
- 4. 内容级自查:每个镜头问"给了什么新信息",重复镜头/重复 tagline 删;
382
- 文案按最终画面重写一遍,纯动画段落也要有解说 caption,不留哑巴段落。
383
- 5. 音画对齐终检:逐条 SFX 对帧回放,确认无错位(时间线若在阶段 6 后
384
- 还动过,先重对再验)。卡点片按 music-beat-sync.md §5 做渲后回测,
385
- 全部切点误差 ≤3f 才算过。
386
- 6. 审查报告的修复项回到阶段 3/5/6 小循环:方案或分镜偏差回阶段 3,画面实现
387
- 问题回阶段 5,声音问题回阶段 6;直到 checklist 通过后终渲出片。
388
- 终渲重复步骤 1 的双版本渲染——配 BGM 的片子交付带 BGM / 无 BGM 两版,
389
- 无 BGM 版方便用户后期自配音乐或平台配乐。
390
-
391
- **产出**:独立审查报告(final-review + aesthetic-rules checklist + 帧号证据)
392
- + 终渲成片(带 BGM / 无 BGM 两版)。
393
-
394
- **交付物**:审查报告 + 成片两版(带 BGM + 无 BGM)。
395
-
396
- 交付后默认询问用户一次:是否需要同时导出剪映工程文件(可在剪映里改字幕、
397
- 分镜头变速、换音频)。需要则读 `references/jianying-export.md` 执行。
398
-
399
- **常见坑**:
400
-
401
- - 把验收当"最后才做的事":本阶段只是收口。若前五阶段没做静帧自检,
402
- 这里堆积的问题量会让 checklist 失去意义——验收贯穿全程是定式。
403
- - 自检报告流于"全部 ✓":用户会读清屏幕上每个字、会自己截帧对比——
404
- 报告里每条结论都应附可复核的帧号/截图。
405
- - 制作 agent 自己出审查报告:确认偏差不可避免,独立 subagent 审查
406
- 不可省略。
407
- - 只查“好不好看”不查“是否符合当前模式的制作基准”:功能漏拍、视觉方向漂移、
408
- 镜头变体用错和未经确认的数据都属于终检失败。
@@ -1,56 +0,0 @@
1
- # 那台机器必须是真的
2
-
3
- 片子里那个窗口,是观众唯一会盯着看的东西。它一假,前面所有的功夫都白费。
4
-
5
- 禁止低质量仿制。两条合格路径:
6
-
7
- 1. **按产品真实逻辑像素重画**(默认:可动、可插值、推近到 1.4× 仍清晰)。
8
- 2. **无头浏览器 2× 真机截图**(流程复杂、数据真实性本身是卖点、或 2.5D PageCam 需要整页纹理时)。
9
-
10
- 手搓示意图级 UI——把 13px 的字画成 20px、栏宽随手估、图标换了一套字重——一律禁止。非复刻场景(抽象开场 / 品牌段 / 页面上不存在的独立展示组件)允许手搓,但必须达到出版级质感;达不到就回截图或重画。
11
-
12
- ## 设计 token:全部有出处
13
-
14
- `src/design.ts` 的每一个颜色都逐个抄自产品自己的 token 文件(`_tokens.css` / `theme.css` / tailwind config / Figma variables / 计算样式),**片子里不允许出现第二套颜色**。加注释写清楚出处。
15
-
16
- 顺手放两个工具函数:`withAlpha(color, a)`(要能吃 `rgb()`,因为主题插值产出的是 `rgb()` 而不是 `#rrggbb`)、`mix(a, b, p)`。
17
-
18
- **强调色是配额制。** 挑一个 accent,规定它全片只出现在哪几个地方。深色场里要换一个提亮的变体——暗底上的深红会糊成一团黑。
19
-
20
- 走模板或镜头卡时,只继承镜头结构与运动语法;字体、排版、配色与材质必须按目标产品重新蒙皮。Ink Press 的琥珀纸张不是默认皮肤。
21
-
22
- ## 按逻辑像素画,再整体缩放
23
-
24
- 窗口组件用产品**真实的数值**搭:栏宽 224 / 336、工具栏 46、圆角 20、正文 15.5×1.9——然后靠摄影机的 `k` 决定它在屏幕上多大。不要「因为要拍片,所以把字画大」。
25
-
26
- 栏宽比例、图标字重、圆角、阴影分层,任何一处偷懒观众说不出哪里不对,但会觉得像个模板。
27
-
28
- 按钮位置这种**两处都要知道**的坐标(指针要落上去、工具栏要画在那儿),在 `story.ts` 里导出一个常量,两边都引它。写两遍必然会错开。
29
-
30
- ## 图标
31
-
32
- 重画产品同一套字形(Phosphor / Lucide / SF Symbols 的同名图标),放在 `components/Icons.tsx`,**不引第三方图标库**:库里的字重、圆角末端只要差一点,整台机器就像素级地不对。产品自己就是从图标包抠文件的,写个脚本从同一个包抠同一批,别手描。
33
-
34
- ## 重画 vs 抓真机截图
35
-
36
- **默认重画。** 主题切换能做成「每一帧都是一套真实存在的配色」。
37
-
38
- **以下情况抓图:** 模拟器跑出来的赛果、真实网络请求回来的内容、2.5D PageCam 需要全页纹理 + 元素切片 + `layout.json`。用 Playwright 驱动 dev server,2 倍分辨率截图存进 `public/shots/` 或 `public/textures/`。采集脚本用 `$SKILL/assets/scripts/capture-template.mjs`,改 BASE 与选择器。脚本要能重跑:按可见文本点按钮、失败时把当前路由和可见按钮打出来。
39
-
40
- 截图前等待:`document.fonts.ready` + 600ms settle;实时同步页再等 1.5–2s;`networkidle` 失败不要假装成功——头像没落地会退化成首字母方块。
41
-
42
- 两条路可以混:窗口重画,窗口里的某一张图/某一段图表用抓的。
43
-
44
- 页面数据按风险处理:公开演示数据只有在产品简报明确确认后才可保留;客户、个人、内部、密钥、实时或其他敏感数据必须用虚构或脱敏内容,且在采集前冻结。
45
-
46
- ## 写死的宽度和字符区间,必须出图验
47
-
48
- Remotion 每一帧都是一次全新的 React 渲染,靠 ref 量出来的宽度在第 0 帧永远是 0。所以「这段文字有多宽」只能写死成 em(等宽体一个字符约 0.6em,中文一个字约 1em)。给错了不报错,只会静静地少切或多切一段。
49
-
50
- 按字符区间标注的内容同理。**凡是写死的区间,改完必须出一张那一帧的图看一眼。**
51
-
52
- ## 片子里的内容也要对得上
53
-
54
- 示例文章的两种形态(编辑器里的 Markdown、预览里的成稿)必须是同一篇稿子。agent 对话里的文件名、文件树里的文件名、工具栏上的文档名,三处必须一致。
55
-
56
- 对话内容也要像真的:请求具体,回答是做完之后的汇报,中间有真实的工具调用序列。写成「正在处理…完成 ✅」就露馅了。文档类镜头的 mock 要出版级,见 aesthetic-rules Q10。
@@ -1,50 +0,0 @@
1
- ---
2
- name: promo-energy-arc
3
- 一句话: 全片能量骨架——低开品牌 → 单主角立传 → 字卡呼吸间隔的功能爬升段 → 发布会峰值收场
4
- 适用: 30–60s 多功能 web 产品宣传片的默认全片结构(分镜阶段先填骨架再挑卡)
5
- 段数: 4 段位 + 2–4 张呼吸字卡
6
- ---
7
-
8
- ## 意图
9
-
10
- 把散落在 R1–R3/Q5/Q8/P4 的节奏规则合成一条可直接填空的全片曲线。
11
- 模板片成片(1085f)与两次独立复现(各 900f)三次成表均收敛到同一
12
- 骨架——它是默认项,不是令:逐项目可有意识偏离,偏离写进项目 spec。
13
-
14
- ## 段位表
15
-
16
- | 段位 | 时长占比 | 能量 | 职责 | 候选配方卡 |
17
- |------|----------|------|------|------------|
18
- | ① 品牌开场 | 8–12%(30s 片);开场+立传合计可达 20%(模板片) | 低 | 字标压印 + hold ≥1s(R1),交棒产品页面 | brand-ink-open |
19
- | ② 单主角立传 | 12–15% | 中(质感最高、节奏最慢) | 一个主角、一条完整动作弧 ≥3s(Q5/R3),立出产品原子单位 | spotlight-hero-card(+aesthetic-rules.md Q2 高清 rasterize 技法) |
20
- | ③ 功能爬升段 | 55–65% | 中高⇄低交替 | 每镜绑一个独特功能、一种手法只当一次主角(P4);镜与镜之间按需插呼吸字卡 | deck-deal-flyin / type-and-filter / list-stack-press / row-embed / document-typewriter-reveal |
21
- | ④ 发布会收场 | 13–16% | 峰值(全片最高) | 已展示功能各出代表元素合影围住字标(Q8),sign-off hold ≥1s(R1) | outro-group-photo-launch |
22
-
23
- 呼吸字卡(paper-title-card)规则:每 1–2 个功能镜头后插一张,单张
24
- 50–55f(≈1.8s),全片 2–4 张;重要功能出场前用作引导字卡(C2)。
25
- 模板片 10 镜里字卡占 4 席,两次复现各 2 席——密度按功能镜头数取。
26
-
27
- ## 填空流程(替代 ad-hoc 推导)
28
-
29
- 1. 列产品功能清单(P4),数出功能镜头数 N。
30
- 2. 按段位表分配总帧数:先扣 ①②④ 与字卡的预算,剩余给 ③ 均分。
31
- 每镜预算内**先划走 hold/rest 帧**(R1 落定 ≥30f、批量收尾 15f,R3)
32
- 再排动效——不是排完动效再找空隙。
33
- 3. ③ 段能量交替:高能量镜(发牌/堆叠)与稳节奏镜(交互/读字段)
34
- 间隔排列,信息密度最高的镜头(文档/报告类)放在峰值收场之前——
35
- 模板片与两次复现均把文档/报告类镜头排在倒数第 2–3 位。
36
- 4. 逐槽位扫 shots/ frontmatter 挑卡,选中的卡读全文。
37
- 5. 镜头排定后逐接缝选转场式(shot-transitions 技法卡六式选型),
38
- 写进分镜表"关键动效"列——转场帧从相邻镜头预算划走。
39
-
40
- ## 已知坑
41
-
42
- - 骨架当风格令全局硬套:段位占比是模板片单例实证(标注:单例判例),
43
- 15s 短片或单功能产品应大胆合并段位,但 ①hold/④峰值两端不可省。
44
- - ③ 段只堆高能量镜:连续高能量读作嘈杂,交替与字卡就是节奏本身。
45
- - 呼吸字卡写成第二遍 tagline:字卡与 outro 文案重复即删(P4 判例:
46
- outro tagline 去重)。
47
-
48
- ## 参考实现
49
-
50
- template/src/aifl/Main.tsx AIFL_SHOTS 段位表(sum=1085f)。
@@ -1,65 +0,0 @@
1
- # 镜头卡来源与授权说明(2026-08 新增 48 张)
2
-
3
- 本批 48 张镜头卡的动效手法研究自公开发布的产品宣传片与开源项目主页。
4
- **所有实现均为从零重写**(re-implemented from scratch):仓库不包含任何
5
- 原片片段、截图、美术资产或品牌元素;实现中的文案、配色、UI 内容均为
6
- 中性占位模板。原作者未参与本项目,卡片标注来源仅为致敬与研究溯源
7
- ("仅参考、重新实现")。
8
-
9
- ## 法律边界(重要)
10
-
11
- - 抽象的动效**手法/技法**(时序结构、缓动思路、编排逻辑)一般属于
12
- 方法与创意范畴;但**具体表达**(原片的画面、美术、文案、品牌元素、
13
- 可辨识的整体视听呈现)受版权与商标等权利保护。本项目只研究前者,
14
- 并通过全部重写、去品牌化、占位化来避免复制后者。
15
- - 来源作品"公开发布"**不等于**授予复刻或衍生的许可。本表记录的是研究
16
- 溯源,不是授权凭证;对未获明确许可的来源,我们依赖的是"手法参考 +
17
- 独立重写、无原素材"这一实践,而非任何来自权利人的授权。
18
- - 若任何权利人认为某张卡的实现仍构成对其具体表达的复制,请提 issue,
19
- 我们将及时调整或移除相应内容与标注。
20
-
21
- ## 来源清单
22
-
23
- 注:下表按**研究批次**记录来源(一个批次对应一支参考片或一个参考站点,
24
- 覆盖该批次衍生的若干张卡);卡片文件本身不携带来源标注,逐卡归属见文末
25
- 「逐卡来源映射」附表。
26
-
27
- | 研究批次 | 来源 | 类型 | 状态 |
28
- |---|---|---|---|
29
- | anime.js | https://animejs.com/ 官网演示(GitHub: juliangarnier/anime) | 开源项目主页(MIT 项目;官网演示的美术呈现版权归作者) | 手法参考,重新实现;未使用其代码或美术 |
30
- | remotion-bits.dev | https://remotion-bits.dev/ | 开源示例集 | 手法参考,重新实现;未使用其代码 |
31
- | x.com/amirdzm | X 公开发布的 motion 作品两支(约 13s "Storyboard → Result" 等) | 个人作品(公开发布,未获复刻许可) | 手法参考,重新实现;无原素材 |
32
- | x.com/1amanly | X 公开发布的 motion 作品 | 同上 | 同上 |
33
- | x.com/Jerrythe2d | X 公开发布的 motion 作品(约 84s) | 同上 | 同上 |
34
- | x.com/bohdanmotion | X 公开发布的 motion 作品(约 26s) | 同上 | 同上 |
35
- | x.com/thiswillblossom | X 公开发布的 SaaS 概念广告(约 2.1s 四宫格) | 同上 | 同上 |
36
- | x.com/tvnxty | Firecrawl 品牌/产品宣传片(约 66s,公开发布) | 商业宣传片(公开发布,未获复刻许可) | 手法参考,重新实现;无原素材 |
37
- | x.com/shapelayer | X 公开发布的 motion 作品(约 11.6s) | 同上 | 同上 |
38
- | x.com/aizal_mp4(个别卡) | Willow Voice 产品宣传片(动效设计师 aizal 作品,约 41s) | 商业宣传片(公开发布,未获复刻许可) | 手法参考,重新实现;无原素材 |
39
- | 抖音 观机社(dy09) | 抖音账号"观机社"发布的荣耀 AI 概念片剪辑(约 22.6s) | 转载剪辑;底层为品牌向概念内容(涉及荣耀/Honor 品牌元素) | 手法参考,重新实现;品牌字标已替换为中性占位词 |
40
- | 抖音 江经怜(dy08,个别卡) | 抖音账号"江经怜"公开发布的作品(约 19.4s 竖屏) | 个人作品(公开发布,未获复刻许可) | 手法参考,重新实现;无原素材 |
41
- | reference/brand-scan | 用户提供的参考图定制 | 内部需求 | 原创实现 |
42
-
43
- > 已知精确度限制:X / 抖音来源当时以账号主页为单位记录,未逐条留存
44
- > 具体帖子 URL(原片仅在研究期间本地留存,未入库)。表中已尽量补充
45
- > 可辨识作品的时长与内容描述;如需逐条溯源可据此在对应账号检索。
46
-
47
- ## 逐卡来源映射
48
-
49
- 48 张卡与研究批次的对应关系(来自研究期的原片时段映射记录):
50
-
51
- | 来源 | 卡片 |
52
- |---|---|
53
- | anime.js 官网演示 | `radial-wave`、`scramble`、`svg-shape-morph`、`value-stagger-gradient` |
54
- | remotion-bits.dev | `basic-3d-scene`、`blur-slide`、`card-stack`、`carousel-3d`、`counter-confetti`、`cube-navigation`、`cursor-flyover`、`flying-words`、`fracture`、`glitch-cycle`、`gradient-transition`、`list-reveal`、`mosaic-reframe`、`terminal-3d`、`typing-code-block` |
55
- | x.com/1amanly | `avatar-bracket-carousel`、`countdown-arc-scatter`、`floating-glossy-label-pills`、`pill-chip-slot-cycle-handled`、`radial-ripple-phone-chips` |
56
- | x.com/Jerrythe2d | `avatar-grid-radial-build-colorize`、`bezier-source-converge-merge`、`chip-grid-single-select-blackout`、`chip-lift-to-user-pill`、`doc-park-left-pill-deal`、`picker-carousel-feature-cycle`、`scan-bracket-sweep`、`vertical-word-roll-blur-cycle` |
57
- | x.com/aizal_mp4(Willow Voice) | `aurora-bloom-bg-flip`、`glass-pill-dictation-typing` |
58
- | x.com/amirdzm(作品 a) | `brace-expand`、`grain-dissolve` |
59
- | x.com/amirdzm(作品 b) | `hatch-depth` |
60
- | x.com/bohdanmotion | `outline-word-fill`、`word-relay-geometry` |
61
- | x.com/shapelayer | `dashboard-glow-highlight-pill` |
62
- | x.com/thiswillblossom | `quad-split-parallel-scenes` |
63
- | x.com/tvnxty(Firecrawl 宣传片) | `product-card-progressive-assemble`、`research-card-stack-scroll` |
64
- | 抖音 观机社 | `logo-shrink-wordmark-lockup`、`white-flash-logo-simplify-cut` |
65
- | 用户参考图定制(brand-scan) | `assemble-then-type-flyin`、`scanline-annotate-focus`、`scanline-assemble-flyin` |
@@ -1,37 +0,0 @@
1
- ---
2
- name: basic-3d-scene
3
- 一句话: impress.js 式空间演示:卡片以不同位置/旋转/缩放散布 3D 空间,相机取各步姿态之逆依次飞行对齐,末步拉到 OVERVIEW 总览
4
- 适用: 概念/路线图/三步法的空间化讲述;替代平面 slides 的"每一步都换个空间视角"
5
- 时长: 约 6.0s(180f@30fps;四站,三段飞行各 0.96s)
6
- 能量: 中(每次转场有空间惊喜,停留段安静读卡)
7
- ---
8
-
9
- ## 意图
10
- 把"翻页"变成"在想法的空间里旅行":每张卡不仅有位置还有姿态(第二步侧转 40°、第三步整个画框转 90°),相机对齐它时观众的世界也跟着转——空间变化本身成为"进入新章节"的仪式感。
11
-
12
- ## 动效核心
13
- - 核心配方一行:**camera = stepTransform.inverse()**。每步只写卡片自己的 pose(x/y/z/rx/ry/rz/s),相机变换按 `scale(1/s) rotateZ(-rz) rotateY(-ry) rotateX(-rx) translate3d(-x,-y,-z)` 取逆,顺序严格相反
14
- - 四站姿态各有戏剧点:STEP01 原点正视 → STEP02 右移 520px + ry−40°(世界左转)→ STEP03 rz90°(画框侧躺,相机跟着转正它)→ OVERVIEW s=3.1(相机 1/3.1 拉远总览)
15
- - 飞行链式插值:三段 `flyAt=[0.22,0.48,0.76]` 各 0.16(inOutCubic),cam 从当前值向下一站 lerp——中断任一段都是合法姿态
16
- - enter/exit 聚焦:`af`(累计飞行进度)与卡片序号距离决定 `opacity 0.28–1 + blur 0–3.5px`;OVERVIEW 段强制全员点亮(`max(1-d, over)`)
17
- - OVERVIEW 卡本身放大 3.1 倍但内容预除 2.2——总览时它是"标题牌"而非巨物
18
-
19
- ## 参数表
20
- | 参数 | 典型值 | 调节手感 |
21
- |------|--------|----------|
22
- | 站点姿态 | 每站至少一个新变换维度 | 只挪 x/y 是平移幻灯片;rz 站(画框旋转)是记忆点,一支片用一次 |
23
- | 飞行时长 | 0.16(约 0.96s) | 有旋转的段别快于 0.12,观众需要时间理解"世界在转" |
24
- | 停留间隔 | 0.10–0.12 | 读卡位;卡内文字多时优先加停留而不是减飞行 |
25
- | OVERVIEW 缩放 | s=3.1(相机拉远 1/3.1) | 值越大总览越"高空";保证所有卡都进画框再留 10% 边距 |
26
- | 聚焦衰减 | opacity 0.28 底 + blur 3.5px 峰 | 底值别低于 0.2——离焦卡要"在场",纯黑会丢空间感 |
27
- | perspective | 1000px | 与最大 |z|(520)比值约 2:1;更深的 z 需同步加大 persp 防畸变 |
28
-
29
- ## 已知坑
30
- - 逆变换的旋转顺序(Z→Y→X 反着正变换的 X→Y→Z)不能乱——乱序在单轴旋转时看不出来,多轴复合站会歪
31
- - 卡片 pose 写在卡自身 transform 和相机公式两处消费,加站只改 poses 表,两处 transform 字符串别动
32
- - rz90° 站的卡内文字会跟着躺倒,相机转正后才可读——这是设计(转正瞬间"啊看懂了"),但该站文案要短
33
- - OVERVIEW 后无返程,作段落收尾用;要循环回 STEP01 就在末尾加一段 fly back(cam 再 lerp 回 poses[0])
34
-
35
- ## 参考实现
36
- demos/camera/basic-3d-scene/
37
- (Basic3DScene.tsx)