@autoaiai/aicut 0.1.11 → 0.1.13

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (1063) hide show
  1. package/MANUAL.md +94 -94
  2. package/package.json +1 -1
  3. package/skills/aicut-motion/SKILL.md +69 -3
  4. package/skills/aicut-motion/THIRD_PARTY_NOTICES.md +14 -0
  5. package/skills/aicut-motion/assets/atlas/lib/harness.js +116 -0
  6. package/skills/aicut-motion/assets/atlas/lib/sound.js +274 -0
  7. package/skills/aicut-motion/assets/atlas/styles/001-flat-vector-science/code.js +937 -0
  8. package/skills/aicut-motion/assets/atlas/styles/001-flat-vector-science/poster.jpg +0 -0
  9. package/skills/aicut-motion/assets/atlas/styles/001-flat-vector-science/style.json +13 -0
  10. package/skills/aicut-motion/assets/atlas/styles/002-watercolor-wash/code.js +909 -0
  11. package/skills/aicut-motion/assets/atlas/styles/002-watercolor-wash/poster.jpg +0 -0
  12. package/skills/aicut-motion/assets/atlas/styles/002-watercolor-wash/style.json +13 -0
  13. package/skills/aicut-motion/assets/atlas/styles/003-shadow-puppet-theatre/code.js +881 -0
  14. package/skills/aicut-motion/assets/atlas/styles/003-shadow-puppet-theatre/poster.jpg +0 -0
  15. package/skills/aicut-motion/assets/atlas/styles/003-shadow-puppet-theatre/style.json +13 -0
  16. package/skills/aicut-motion/assets/atlas/styles/004-whiteboard-explainer/code.js +897 -0
  17. package/skills/aicut-motion/assets/atlas/styles/004-whiteboard-explainer/poster.jpg +0 -0
  18. package/skills/aicut-motion/assets/atlas/styles/004-whiteboard-explainer/style.json +13 -0
  19. package/skills/aicut-motion/assets/atlas/styles/005-psychedelic-poster/code.js +814 -0
  20. package/skills/aicut-motion/assets/atlas/styles/005-psychedelic-poster/poster.jpg +0 -0
  21. package/skills/aicut-motion/assets/atlas/styles/005-psychedelic-poster/style.json +13 -0
  22. package/skills/aicut-motion/assets/atlas/styles/006-tech-glow-explainer/code.js +990 -0
  23. package/skills/aicut-motion/assets/atlas/styles/006-tech-glow-explainer/poster.jpg +0 -0
  24. package/skills/aicut-motion/assets/atlas/styles/006-tech-glow-explainer/style.json +13 -0
  25. package/skills/aicut-motion/assets/atlas/styles/007-papercraft-models/code.js +994 -0
  26. package/skills/aicut-motion/assets/atlas/styles/007-papercraft-models/poster.jpg +0 -0
  27. package/skills/aicut-motion/assets/atlas/styles/007-papercraft-models/style.json +13 -0
  28. package/skills/aicut-motion/assets/atlas/styles/008-1940s-film-noir/code.js +792 -0
  29. package/skills/aicut-motion/assets/atlas/styles/008-1940s-film-noir/poster.jpg +0 -0
  30. package/skills/aicut-motion/assets/atlas/styles/008-1940s-film-noir/style.json +13 -0
  31. package/skills/aicut-motion/assets/atlas/styles/009-manim-style-math/code.js +840 -0
  32. package/skills/aicut-motion/assets/atlas/styles/009-manim-style-math/poster.jpg +0 -0
  33. package/skills/aicut-motion/assets/atlas/styles/009-manim-style-math/style.json +13 -0
  34. package/skills/aicut-motion/assets/atlas/styles/010-illuminated-manuscript/code.js +1126 -0
  35. package/skills/aicut-motion/assets/atlas/styles/010-illuminated-manuscript/poster.jpg +0 -0
  36. package/skills/aicut-motion/assets/atlas/styles/010-illuminated-manuscript/style.json +13 -0
  37. package/skills/aicut-motion/assets/atlas/styles/011-editorial-essay-collage/code.js +854 -0
  38. package/skills/aicut-motion/assets/atlas/styles/011-editorial-essay-collage/poster.jpg +0 -0
  39. package/skills/aicut-motion/assets/atlas/styles/011-editorial-essay-collage/style.json +13 -0
  40. package/skills/aicut-motion/assets/atlas/styles/012-bioluminescent-deep-sea/code.js +1124 -0
  41. package/skills/aicut-motion/assets/atlas/styles/012-bioluminescent-deep-sea/poster.jpg +0 -0
  42. package/skills/aicut-motion/assets/atlas/styles/012-bioluminescent-deep-sea/style.json +13 -0
  43. package/skills/aicut-motion/assets/atlas/styles/013-product-launch-reveal/code.js +728 -0
  44. package/skills/aicut-motion/assets/atlas/styles/013-product-launch-reveal/poster.jpg +0 -0
  45. package/skills/aicut-motion/assets/atlas/styles/013-product-launch-reveal/style.json +13 -0
  46. package/skills/aicut-motion/assets/atlas/styles/014-halftone-pop-panel/code.js +664 -0
  47. package/skills/aicut-motion/assets/atlas/styles/014-halftone-pop-panel/poster.jpg +0 -0
  48. package/skills/aicut-motion/assets/atlas/styles/014-halftone-pop-panel/style.json +13 -0
  49. package/skills/aicut-motion/assets/atlas/styles/015-isometric-pastel/code.js +991 -0
  50. package/skills/aicut-motion/assets/atlas/styles/015-isometric-pastel/poster.jpg +0 -0
  51. package/skills/aicut-motion/assets/atlas/styles/015-isometric-pastel/style.json +13 -0
  52. package/skills/aicut-motion/assets/atlas/styles/016-oscilloscope-vector-art/code.js +801 -0
  53. package/skills/aicut-motion/assets/atlas/styles/016-oscilloscope-vector-art/poster.jpg +0 -0
  54. package/skills/aicut-motion/assets/atlas/styles/016-oscilloscope-vector-art/style.json +13 -0
  55. package/skills/aicut-motion/assets/atlas/styles/017-risograph-zine/code.js +692 -0
  56. package/skills/aicut-motion/assets/atlas/styles/017-risograph-zine/poster.jpg +0 -0
  57. package/skills/aicut-motion/assets/atlas/styles/017-risograph-zine/style.json +13 -0
  58. package/skills/aicut-motion/assets/atlas/styles/018-claymation-set/code.js +756 -0
  59. package/skills/aicut-motion/assets/atlas/styles/018-claymation-set/poster.jpg +0 -0
  60. package/skills/aicut-motion/assets/atlas/styles/018-claymation-set/style.json +13 -0
  61. package/skills/aicut-motion/assets/atlas/styles/019-neon-sign-at-night/code.js +922 -0
  62. package/skills/aicut-motion/assets/atlas/styles/019-neon-sign-at-night/poster.jpg +0 -0
  63. package/skills/aicut-motion/assets/atlas/styles/019-neon-sign-at-night/style.json +13 -0
  64. package/skills/aicut-motion/assets/atlas/styles/020-kawaii-anime/code.js +852 -0
  65. package/skills/aicut-motion/assets/atlas/styles/020-kawaii-anime/poster.jpg +0 -0
  66. package/skills/aicut-motion/assets/atlas/styles/020-kawaii-anime/style.json +13 -0
  67. package/skills/aicut-motion/assets/atlas/styles/021-ukiyo-e-woodblock/code.js +724 -0
  68. package/skills/aicut-motion/assets/atlas/styles/021-ukiyo-e-woodblock/poster.jpg +0 -0
  69. package/skills/aicut-motion/assets/atlas/styles/021-ukiyo-e-woodblock/style.json +13 -0
  70. package/skills/aicut-motion/assets/atlas/styles/022-16-bit-pixel-odyssey/code.js +793 -0
  71. package/skills/aicut-motion/assets/atlas/styles/022-16-bit-pixel-odyssey/poster.jpg +0 -0
  72. package/skills/aicut-motion/assets/atlas/styles/022-16-bit-pixel-odyssey/style.json +13 -0
  73. package/skills/aicut-motion/assets/atlas/styles/023-chalkboard-lesson/code.js +846 -0
  74. package/skills/aicut-motion/assets/atlas/styles/023-chalkboard-lesson/poster.jpg +0 -0
  75. package/skills/aicut-motion/assets/atlas/styles/023-chalkboard-lesson/style.json +13 -0
  76. package/skills/aicut-motion/assets/atlas/styles/024-cut-paper-diorama/code.js +1008 -0
  77. package/skills/aicut-motion/assets/atlas/styles/024-cut-paper-diorama/poster.jpg +0 -0
  78. package/skills/aicut-motion/assets/atlas/styles/024-cut-paper-diorama/style.json +13 -0
  79. package/skills/aicut-motion/assets/atlas/styles/025-cathedral-glass/code.js +680 -0
  80. package/skills/aicut-motion/assets/atlas/styles/025-cathedral-glass/poster.jpg +0 -0
  81. package/skills/aicut-motion/assets/atlas/styles/025-cathedral-glass/style.json +13 -0
  82. package/skills/aicut-motion/assets/atlas/styles/026-editorial-chart/code.js +633 -0
  83. package/skills/aicut-motion/assets/atlas/styles/026-editorial-chart/poster.jpg +0 -0
  84. package/skills/aicut-motion/assets/atlas/styles/026-editorial-chart/style.json +13 -0
  85. package/skills/aicut-motion/assets/atlas/styles/027-synthwave-outrun/code.js +757 -0
  86. package/skills/aicut-motion/assets/atlas/styles/027-synthwave-outrun/poster.jpg +0 -0
  87. package/skills/aicut-motion/assets/atlas/styles/027-synthwave-outrun/style.json +13 -0
  88. package/skills/aicut-motion/assets/atlas/styles/028-origami-studio/code.js +828 -0
  89. package/skills/aicut-motion/assets/atlas/styles/028-origami-studio/poster.jpg +0 -0
  90. package/skills/aicut-motion/assets/atlas/styles/028-origami-studio/style.json +13 -0
  91. package/skills/aicut-motion/assets/atlas/styles/029-linocut-relief-print/code.js +697 -0
  92. package/skills/aicut-motion/assets/atlas/styles/029-linocut-relief-print/poster.jpg +0 -0
  93. package/skills/aicut-motion/assets/atlas/styles/029-linocut-relief-print/style.json +13 -0
  94. package/skills/aicut-motion/assets/atlas/styles/030-holographic-foil-card/code.js +687 -0
  95. package/skills/aicut-motion/assets/atlas/styles/030-holographic-foil-card/poster.jpg +0 -0
  96. package/skills/aicut-motion/assets/atlas/styles/030-holographic-foil-card/style.json +13 -0
  97. package/skills/aicut-motion/assets/atlas/styles/031-voxel-diorama/code.js +727 -0
  98. package/skills/aicut-motion/assets/atlas/styles/031-voxel-diorama/poster.jpg +0 -0
  99. package/skills/aicut-motion/assets/atlas/styles/031-voxel-diorama/style.json +13 -0
  100. package/skills/aicut-motion/assets/atlas/styles/032-sumi-e-ink-wash/code.js +903 -0
  101. package/skills/aicut-motion/assets/atlas/styles/032-sumi-e-ink-wash/poster.jpg +0 -0
  102. package/skills/aicut-motion/assets/atlas/styles/032-sumi-e-ink-wash/style.json +13 -0
  103. package/skills/aicut-motion/assets/atlas/styles/033-etch-a-sketch-toy/code.js +662 -0
  104. package/skills/aicut-motion/assets/atlas/styles/033-etch-a-sketch-toy/poster.jpg +0 -0
  105. package/skills/aicut-motion/assets/atlas/styles/033-etch-a-sketch-toy/style.json +13 -0
  106. package/skills/aicut-motion/assets/atlas/styles/034-cosmic-star-chart/code.js +951 -0
  107. package/skills/aicut-motion/assets/atlas/styles/034-cosmic-star-chart/poster.jpg +0 -0
  108. package/skills/aicut-motion/assets/atlas/styles/034-cosmic-star-chart/style.json +13 -0
  109. package/skills/aicut-motion/assets/atlas/styles/035-punk-zine-collage/code.js +759 -0
  110. package/skills/aicut-motion/assets/atlas/styles/035-punk-zine-collage/poster.jpg +0 -0
  111. package/skills/aicut-motion/assets/atlas/styles/035-punk-zine-collage/style.json +13 -0
  112. package/skills/aicut-motion/assets/atlas/styles/036-thermal-camera/code.js +738 -0
  113. package/skills/aicut-motion/assets/atlas/styles/036-thermal-camera/poster.jpg +0 -0
  114. package/skills/aicut-motion/assets/atlas/styles/036-thermal-camera/style.json +13 -0
  115. package/skills/aicut-motion/assets/atlas/styles/037-engineering-blueprint/code.js +793 -0
  116. package/skills/aicut-motion/assets/atlas/styles/037-engineering-blueprint/poster.jpg +0 -0
  117. package/skills/aicut-motion/assets/atlas/styles/037-engineering-blueprint/style.json +13 -0
  118. package/skills/aicut-motion/assets/atlas/styles/038-impasto-night/code.js +673 -0
  119. package/skills/aicut-motion/assets/atlas/styles/038-impasto-night/poster.jpg +0 -0
  120. package/skills/aicut-motion/assets/atlas/styles/038-impasto-night/style.json +13 -0
  121. package/skills/aicut-motion/assets/atlas/styles/039-win95-desktop/code.js +907 -0
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  124. package/skills/aicut-motion/assets/atlas/styles/040-low-poly-faceted/code.js +833 -0
  125. package/skills/aicut-motion/assets/atlas/styles/040-low-poly-faceted/poster.jpg +0 -0
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  127. package/skills/aicut-motion/assets/atlas/styles/041-manga-page/code.js +845 -0
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  130. package/skills/aicut-motion/assets/atlas/styles/042-wood-type-letterpress/code.js +496 -0
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  133. package/skills/aicut-motion/assets/atlas/styles/043-light-painting/code.js +635 -0
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  136. package/skills/aicut-motion/assets/atlas/styles/044-felt-patchwork/code.js +799 -0
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  139. package/skills/aicut-motion/assets/atlas/styles/045-phosphor-terminal/code.js +547 -0
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  142. package/skills/aicut-motion/assets/atlas/styles/046-glassmorphism-ui/code.js +592 -0
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  145. package/skills/aicut-motion/assets/atlas/styles/047-tarot-card/code.js +768 -0
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  148. package/skills/aicut-motion/assets/atlas/styles/048-transit-map/code.js +666 -0
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  157. package/skills/aicut-motion/assets/atlas/styles/051-art-deco-foil/code.js +606 -0
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  1028. package/skills/vox-director/SKILL.md +0 -351
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  1033. package/skills/vox-director/references/prompt-guide.md +0 -275
  1034. package/skills/vox-director/references/voices.md +0 -59
  1035. package/skills/xingchen-vox-collage/SKILL.md +0 -251
  1036. package/skills/xingchen-vox-collage/references/asset-layer-contract.md +0 -98
  1037. package/skills/xingchen-vox-collage/references/creative-exploration.md +0 -19
  1038. package/skills/xingchen-vox-collage/references/learned-branches.md +0 -34
  1039. package/skills/xingchen-vox-collage/references/remotion-scene-contract.md +0 -77
  1040. package/skills/xingchen-vox-collage/references/visual-language.md +0 -74
  1041. package/skills/xingchen-vox-collage/references/visual-qa.md +0 -59
  1042. package/skills/youtube/SKILL.md +0 -147
  1043. package/skills/youtube/references/algorithm-guide.md +0 -59
  1044. package/skills/youtube/references/analytics-benchmarks.md +0 -67
  1045. package/skills/youtube/references/dataforseo-integration.md +0 -51
  1046. package/skills/youtube/references/monetization-guide.md +0 -62
  1047. package/skills/youtube/references/repurposing-guide.md +0 -54
  1048. package/skills/youtube/references/retention-scripting-guide.md +0 -75
  1049. package/skills/youtube/references/seo-playbook.md +0 -77
  1050. package/skills/youtube/references/shorts-playbook.md +0 -64
  1051. package/skills/youtube/references/thumbnail-ctr-guide.md +0 -73
  1052. package/skills/youtube-shorts-factory/SKILL.md +0 -358
  1053. package/skills/youtube-shorts-factory/resources/adaptation-guide.md +0 -133
  1054. package/skills/youtube-shorts-factory/resources/storyboard-template.md +0 -271
  1055. package/skills/youtube-shorts-factory/resources/workflow-steps.md +0 -139
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@@ -1,30 +0,0 @@
1
- # 视频导演脚本与第二道审核
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-
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- 先完成 [完整口播精剪](00-audio.md),并通过第一道人工审核生成正式精炼音频。此后才在批准音频时间线上规划画面。
4
-
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- 明确授权的隔离模拟 run 使用两次独立的模拟用户确认,流程和变更失效要求相同,但不冒称 owner 批准,见[测试说明](../docs/simulation-testing.md)。
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-
7
- 逐步解决 layout、idea、materials、style、references;素材和参考片可选。依据内容组织论点、演示、比较与 MG 动画;不用每句标题卡代替解释。数字与事实必须有来源。
8
-
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- 用户已经给过的素材和风格不要重复询问。其余可选偏好由 Agent 根据内容提出默认方案,合并进本次导演脚本确认;不用先连续问一串参数问题。
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-
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- 在工作项目写 `MG导演脚本.md` 与 `director-plan.json`。`source.audio/subtitles` 指向上一阶段返回版本目录的 `narration.wav/final.srt`,`duration_seconds` 取实际采样时长。结构例见 [plan.json](../examples/plan-validation/plan.json)。`workflow` 必须包含:
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-
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- ```json
14
- {"schema":"draftcut.workflow.v2","project_dir":"项目绝对路径","director_script":"导演脚本绝对路径"}
15
- ```
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-
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- `assets` 列出该计划要用的可选素材路径。`creative_brief` 解决版式、想法、素材和风格,`visual_direction/package_direction` 写具体表达,`render_spec` 指定画布与帧率。cues 在帧网格上从零连续覆盖至音频时长的帧舍入。不要设置 `approved=true`,它不是批准来源。
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-
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- ```bash
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- python3 <skill-root>/scripts/spoken_workflow.py director-review \
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- --plan "$work/project/director-plan.json" --script "$work/project/MG导演脚本.md"
22
- ```
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-
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- 向用户交付返回的 `review.md`,其中包含完整脚本、计划、批准音频和素材摘要。**停在第二道门,等待用户对这版视频脚本明确签名批准**。第一道批准、无人值守措辞或 Agent 自审都不能代替这次批准。
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-
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- ```bash
27
- python3 <skill-root>/scripts/validate_plan.py --plan "$work/project/director-plan.json"
28
- ```
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-
30
- 该入口同时检查结构和两道当前签名。脚本、计划、素材变更使本次批准失效;口播稿变更则两次批准都需更新。批准后按 [制作](02-build.md) 连续执行。
@@ -1,26 +0,0 @@
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- # 导出与交付
2
-
3
- ```bash
4
- node <skill-root>/scripts/render_master.mjs --project-dir "$output_dir/hyperframes" \
5
- --plan "$plan" --output "$output_dir/final/video.mp4"
6
- node <skill-root>/scripts/validate_master.mjs --plan "$plan" \
7
- --final "$output_dir/final/video.mp4" --output-dir "$output_dir"
8
- ```
9
-
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- production 导出要求 ready 和连续预览证据。默认本机完整 Chrome、单 worker、硬件 H.264;环境不支持时明确使用 --encoding software,不静默替换。不能自动下载浏览器或升级运行时。--purpose smoke 仅用于标为合成的技术测试,不绕过创作者视频的制作。
11
-
12
- 用户明确授权且有独立 run 清单的模拟用户测试,必须用 `--purpose simulation`、run 内 `TEST-*.mp4` 和测试水印,见[测试说明](../docs/simulation-testing.md)。不能用 production 或 smoke 接受模拟批准;报告只作交互与技术链路证据。
13
-
14
- final/ 仅含最终 MP4,日志、计划、字幕和报告在工作目录。校验批准状态、尺寸/帧率、视频和音频时长、H.264/AAC、单文件交付;时长容差为三帧,不是感知同步证明。连续观看覆盖开头/中段/尾段,核对字幕与论点;试听可选,未试听如实记录,不构成出片门槛。
15
-
16
- 从导出的 MP4 精确提取实际最后一帧(帧号 `nb_frames - 1`),检查批准结尾仍可见,模拟导出还须可见测试水印;不能只看 `duration - 0.1s`。最后一帧空白即修正同工程视觉覆盖并重新渲染,保留失败版本,禁止把重封装或元数据通过当作画面已修复。
17
-
18
- quality-report.v1.json scope=technical;视觉与听感单独记录,没做就 pending,不把技术通过写成创意或音质已确认。交付视频、导演计划、准备报告、技术报告、预览/试听结论和真实限制。失败保留日志,不以假样例替代。
19
-
20
- 不自动上传 GitHub、Library 或视频平台;[非商业许可](../LICENSE.md) 与商业事先书面授权要求保留。
21
-
22
- ## v2 发布门禁
23
-
24
- 初始化、正式/合成导出和交付检查都会重验两道签名链。工程目录固定为该工作项目的 `hyperframes/`;不能从另一个工程借用批准。导出前检查唯一原声音轨、DOM 字幕内容/时间和批准素材;导出后比较 AAC 解码波形与批准 WAV,mono→stereo 显式复制声道,避免隐式下混增益干扰。
25
-
26
- `--purpose smoke` 仅接受经过两次 fixture 模拟批准的已知合成 PCM/词表。给真实录音加 `example_only` 标签、设置旧 approved 字段或拿旧审核文件重试都不能通过。导出临时文件先完成检查,再复制到交付目录;日志和导出批准记录保存在工程内。
@@ -1,7 +0,0 @@
1
- # 风格起点与参考分析
2
-
3
- 主题是可选起点,不是必选模板。只有音频时做全屏解释图、屏幕演示、编辑式文字和 B-roll;另有已授权人物素材时才考虑画中画课程或人物叙事。
4
-
5
- 询问受众、观点与视觉感觉,不要求主题编号。参考可访问则分析信息进入、重点切换、文字密度、节奏、留白、色彩和动效力度,再转化为当次创意建议。不能复制音乐、画面或字体;无参考也可依据 brief 继续。
6
-
7
- 统一设计语言,让画面帮助理解内容。不用演示数据冒充事实,不靠持续弹跳、模板卡片或无意义装饰填满时长。
@@ -1,58 +0,0 @@
1
- > **v2 审核边界:**以下为历史母带工具的信号处理参考。当前完整口播流程的正式母版绑定逐采样原声;直接变速或母带处理后的文件不能替换批准音轨,也不能靠旧授权绕过两次批准。需要此类处理时先明确新的审核与信号变换方案,当前生产门禁会拒绝未绑定的替换。`master_audio.py` 只作为独立诊断工具保留,不代表该选项已接入 v2 生产链。
2
-
3
- # 倍速与口播母带
4
-
5
- 在用户要求倍速、母带、高响度,或报告爆音、发糊、刺耳、泵动时读取。用户的听感问题优先于响度目标;LUFS、真峰值和解码通过不能证明没有可听失真。
6
-
7
- ## 倍速只做一次
8
-
9
- - 分别记录画面、音频、外部字幕各自的当前速度和共同时间原点;每项实际处理倍率为 `target_speed/该项当前速度`。例如画面已1.15倍、干净音轨仍1倍时,画面倍率为1,音频才用1.15。不要对已经1.15倍的母带再做 `atempo=1.15`。
10
- - 整片变速时,保留已批准画面作为整体底片:HyperFrames `<video data-playback-rate="倍率">`,烧录字幕、人物和MG一起变速。外部SRT/章节时码按各自当前速度除以对应倍率,文字不变;用户明确纠正文字时只改指定词。
11
- - 声音从同剪辑时间线、未做母带的源音轨重建,以 `atempo` 保留音高;已变速的WAV放入工程后,音轨播放倍率为1。不要用改采样率的方式制造变速。
12
- - 画面保留批准的fps;时长按最终画面帧数确定。不能用 `-shortest` 掩盖音画速度或时长不匹配。
13
- - 用户提出修订时先记录要求;涉及已批准信号或脚本变化的,按当前 v2 流程重新审核相应版本。
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-
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- ## 用户说爆音/发糊时
16
-
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- 1. 保留被拒绝版,回到未做母带的源音轨。只把坏母带调小不能撤销已产生的失真。
18
- 2. 优先对照开头和用户指出的位置:源音轨、处理后的PCM、最终解码AAC。以相近播放响度比较,区分源录音失真、处理失真、编码问题与播放端过载。
19
- 3. 先撤去重压缩、makeup增益、追目标的额外 `volume`、饱和器及多级限幅;根据证据再加入需要的处理,不默认套高频增强/降噪/去齿音链。
20
- 4. 峰值低于0dBFS仍可能存在之前的削波、压缩/限幅失真、齿音或时间伸缩伪影。不要用“真峰值合格”否定用户的听感。
21
- 5. 无法试听时,明确记为 `listening.performed=false`,可交付重建版及技术报告,但不能宣称“爆音已确认消失”或“听感验收通过”。用户反馈是进一步修订证据,不设置额外的统一审批门。
22
-
23
- ## 响度目标按声音决定
24
-
25
- - 温和口播/失真修复可先从约 `-14 至 -12 LUFS-I` 开始,保留句子起伏。
26
- - 用户明确要“响度战争”时,可以尝试更高响度,`-10 至 -9 LUFS-I`是可选目标,不是必须达成的下限。出现失真、发糊、底噪抬升或持续限幅时退回更温和版本,并报告实际结果。
27
- - 处理峰值通常留在 `-2 至 -1.5 dBTP`,最终解码AAC应不高于 `-1.0 dBTP`;平台再编码需要余量。LRA仅作辅助,不为了范围压平自然语气。
28
- - 不把某一期的速度、LUFS、均衡和压缩参数变成全局固定配方。
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-
30
- ## 固定信号,再做两遍测量
31
-
32
- 先把倍速、声道、必要的EQ/压缩等前处理写成无损预混文件,再测这个文件。第二遍必须使用同一信号及相同I/TP/LRA目标;初次测量若只是为确定LRA,确定目标后重新测量,不能沿用另一组目标的offset。前处理发生变化(包括新加压缩器、增益或变速)就重新测量,不能复用旧的 `measured_*`。
33
-
34
- 优先只使用一层测量驱动的归一化,不默认再叠加补偿增益和末级限幅。`linear=true`并不保证线性模式:峰值/LRA条件不满足时,FFmpeg会回退动态模式,必须记录实际 `normalization_type`。目标未达到时先评估余量与失真,不能仅按差值加增益。
35
-
36
- 可使用内置的保守入口;它不叠加独立压缩器/EQ,也不声称做过试听;归一化本身仍可能是动态处理:
37
-
38
- ```bash
39
- python3 <skill-root>/scripts/master_audio.py \
40
- --source-audio "$prepared_audio" \
41
- --source-speed 1 --target-speed "$target_speed" \
42
- --duration "$approved_duration" \
43
- --target-lufs -13.5 --true-peak -2 \
44
- --output-dir "$output_dir/audio-master"
45
- ```
46
-
47
- 输出无损倍速源、24bit/48kHz WAV、AAC及 `audio-master-report.v1.json`。输出目录必须是新的空目录。`--subtitles`须同时提供 `--subtitle-source-speed`,按字幕自己的倍率生成时码副本;只改时码行,正文中的时间字符串不变。此入口是温和起点,不保证每个录音都无需进一步处理。
48
-
49
- ## 长度、封装与验收
50
-
51
- - 倍速在前,母带在后。每次从无损预混继续,不反复转码已经处理的AAC。
52
- - 延迟与长度分别检查:如果使用 `alimiter`,显式考虑 `latency=true`;使用任意有延迟的处理后,核对开头/中段/尾段同步。`asetpts`不能撤销真实波形延迟。
53
- - 末端重采样后先 `asetpts=PTS-STARTPTS`,再 `apad,atrim=end_sample=round(duration*sample_rate)`,最后重置PTS;按样本数核对WAV及AAC长度,避免滤镜PTS偏移造成约一个AAC帧的尾部缺口。仅允许补偿编码/舍入尾差,不能用补静音修复错误倍速。
54
- - 已批准画面只改音频时,`-map 0:v:0 -map 1:a:0 -c:v copy`替换音轨;母带AAC只编码一次,能直接复制封装时使用 `-c:a copy`。验证前后视频码流哈希不变。
55
- - 对**最终解码AAC**复测LUFS-I、真峰值、LRA、音视频起点、尾差及解码;记录目标未达成的情况。检查字幕边界和倍速映射,不能只查文件存在。
56
- - 试听覆盖开头、最高电平/齿音/爆破音、用户问题段;修复后用相近响度A/B比较。没有实际听过就保留待试听状态。
57
- - 报告将 `technical_checks` 与 `listening` 分开。脚本将未达到请求响度目标单独列为检查失败,不能把安全但未达目标的输出当作已达目标;优先保留声音质量并明确记录目标调整。默认LRA不低于测得的源LRA,避免无意压缩动态。原始音轨读取启用严格解码错误检查。报告还分别记录倍速阶段和归一化阶段补删前的PCM样本数、补删尾差及AAC解码填充;仅声明时长一致不足以证明同步。
58
- - 技术通过但未试听的总体状态为 `technical_passed_listening_pending`,不得用无条件 `passed` 暗示听感已合格。
@@ -1,72 +0,0 @@
1
- # 现代组件:先复用,再编排
2
-
3
- 主题决定“这一段为什么出现、出现多久”,组件提供已实现的运动与布局,`theme.css`
4
- 统一字体、强调色、圆角、描边和节奏。组合这三层,避免每条视频重写所有效果。
5
- Hyperframes Catalog 是可编辑源码,不是只能调用的黑盒插件,也不是任意 React UI 库。
6
-
7
- ## 找到合适的效果
8
-
9
- ```bash
10
- node <skill-root>/scripts/hf.mjs catalog --query "two income curves comparison" --json
11
- node <skill-root>/scripts/hf.mjs catalog --query "highlight a key phrase" --json
12
- ```
13
-
14
- 用英文描述动作,屏幕内容仍写中文。先搜索当前段落需要的效果,不遍历整库或安装整组。
15
- 结果中的 name 是实际安装名;查看条目说明和源码,确认是想要的效果再用。
16
- 搜索结果较长时只向模型返回最相关几项。无需下载语义搜索模型即可先用词匹配。
17
-
18
- ## 对 DraftCut 有用的起点
19
-
20
- | 表达需求 | 优先搜索/查看的组件 | 使用判断 |
21
- |---|---|---|
22
- | 两条路径或职业收入曲线 | `mk-line-graph`、`data-chart` | 改为自己的示意关系与图例,不保留演示数据 |
23
- | 关键词高亮与现代字幕 | `caption-highlight`、`caption-clip-wipe`、`caption-editorial-emphasis` | 保留最终 SRT,统一中文字体;短语高亮即可,不伪造逐词时间 |
24
- | 反问、反差、综艺强调 | `caption-kinetic-slam`、`caption-emoji-pop` | 只在语义落点介入,不把整片变成持续弹跳 |
25
- | 数字或结论解释 | `animated-bar-chart`、`chart-story` | 图形随讲述展开;只用实际内容支持的数据 |
26
- | 方法、步骤与因果 | `flowchart`、`flowchart-vertical` | 选择适合画布的方向,控制字量,避开人物 |
27
- | 身份条与段落标记 | `yt-lower-third`、`lt-mask-reveal` | 以创作者信息替换示例,不把每句都做成标题卡 |
28
- | B-roll 进出与视觉衔接 | 搜索 `subtle wipe transition` / `soft reveal` | 先找克制转场;强 shader 效果只在内容需要时使用 |
29
-
30
- 条目可能随 Registry 更新;这些是查找起点,安装前以当前查询结果为准,不自动升级运行时。
31
-
32
- ## 安装与接入
33
-
34
- ```bash
35
- node <skill-root>/scripts/hf.mjs add mk-line-graph --dir "$output_dir/hyperframes" --no-clipboard --json
36
- node <skill-root>/scripts/hf.mjs add caption-highlight --dir "$output_dir/hyperframes" --no-clipboard --json
37
- ```
38
-
39
- - **Block**:独立场景,通常位于 `compositions/<name>.html`。在主页面用
40
- `data-composition-src` 引入,填写 id、开始时间、时长、画布尺寸。宿主 id 与子场景 id 对齐。
41
- 若把完整文档改为 template,style/script 必须放在 template 内,避免被装配器丢弃。
42
- - **Component**:小效果片段,通常位于 `compositions/components/<name>.html`。读取后把所需
43
- HTML/CSS/JS 合入当前场景。不要把其整套示例页面、演示字幕和另一个主时间线一并复制。
44
- - 主页面注册 `window.__timelines.master`;子场景注册自己的 id,由框架自动装配。
45
- 给组件内部元素加唯一 id 前缀,避免多次使用时相互影响。
46
- - 安装后的文件留在项目中复用,不在每次导出时重新安装;已有自定义内容不要用 `--force` 覆盖。
47
- 将条目名、来源 URL、修改点简记到 `components-used.json`,方便下一条视频继承。
48
-
49
- ## 统一到你的视觉体系
50
-
51
- 以现有 `theme.css` 或用户的视觉规范为准。新项目可从少量变量开始:字体、主文字色、
52
- 强调色、背景、圆角和描边;由实际设计决定值,不硬编码“诗人程序员 Jun”到所有项目。
53
- 先统一这些变量,再调整尺寸、安全区和动效进出。现有主题中的布局关系继续有效。
54
-
55
- 中文适配尤其注意:移除英文大写/过大字距,加载真实中文字体,长句按语义分页或调整字号。
56
- 原 SRT 只有句级时间时使用句/短语级高亮,不为插件重跑转写。不改变口播原文来迁就样例。
57
-
58
- 组件带远程字体、GSAP CDN 或演示图片时,按需本地化到 assets,使用初始化时已复制的
59
- `assets/gsap.min.js`;不要给同一页面加载多个 GSAP 版本。样例图表数据必须替换或明确标为示意。
60
- Lottie 适合现成动画资产;GSAP 适合花字、曲线和时间编排;Three.js/WebGL 仅在确需三维效果时使用。
61
-
62
- ## 快速对 Agent 说
63
-
64
- > 用“竖屏个人 IP”作为视觉起点。先查 Catalog 里的曲线图和关键词高亮组件,统一成我的视觉风格,
65
- > 动态口播保持主体,B-roll 按语义穿插,MG 在人物旁边分步解释。复用好的实现,不保留演示文案。
66
-
67
- 组件检索、安装、设计、render 都沿用 DraftCut 的批准状态。不要运行上游整套 talking-head-recut
68
- 或迁移 skill 来重新转写、要求额外批准、逐场景截图。安装组件不代表上传素材;没有明确要求时
69
- 不运行 publish、feedback、file-issue、云渲染或其他外部发布命令。
70
-
71
- 参考:[Catalog](https://hyperframes.heygen.com/catalog)、
72
- [Registry 接线说明](https://github.com/heygen-com/hyperframes/blob/main/skills/hyperframes-registry/SKILL.md)。
@@ -1,66 +0,0 @@
1
- ---
2
- name: easyedit
3
- description: "Make a movie fan edit with easyedit - the film's best speech with animated word-by-word captions, then a beat-cut montage and a black-and-white title shot. Use when the user says \"/easyedit <movie>\", \"make an edit of <movie>\", \"fan edit\", \"movie edit\", or wants another easyedit video. Runs in AICUT: the film is film.html, a page per shot, drawn by `aicut look` and `aicut render`."
4
- license: MIT
5
- source: "blixvip/easyedit"
6
- ---
7
-
8
- # easyedit
9
-
10
- ## Running it in AICUT
11
-
12
- AICUT's film is `film.html`: it cuts pages, footage, pictures and sound together on tracks. A page is a web page that
13
- sets `window.film = { frame(t) }` and draws that moment — no framework, no build step, no composition object, no
14
- `registerRoot`. Five shots are five pages cut together, not one page that changes scene, so each shot stays trimmable
15
- and replaceable in Studio.
16
-
17
- ```sh
18
- npx -y @autoaiai/aicut@latest # the manual: the format and the commands, always current
19
- npx -y @autoaiai/aicut@latest open . # make this folder a film and print Studio's address
20
- npx -y @autoaiai/aicut@latest look # a contact sheet of the whole film, its sound, and a determinism check
21
- npx -y @autoaiai/aicut@latest look 4.5 # one frame, full size — look at the PNG, not at the code
22
- npx -y @autoaiai/aicut@latest render # the MP4, beside film.html
23
- ```
24
-
25
- Run the manual before the first film: it is authoritative for the format, and this skill is about the method above it.
26
-
27
- Where the words below name another program's part, it becomes this:
28
-
29
- | elsewhere | in AICUT |
30
- |---|---|
31
- | composition, timeline, project file | `film.html`; tracks and clips inside it |
32
- | a scene, a sequence, a slide | a page (`pages/<name>.html`) cut onto a track |
33
- | `useCurrentFrame()`, `interpolate()` | `frame(t)` — the picture depends only on `t`, never on state or `Date.now()` |
34
- | a still, a screengrab | `aicut look <t>` |
35
- | `render` / `build` / `export` | `aicut render` (the person can also export from Studio) |
36
- | a dev server, a preview window | `aicut open` and the Studio address it prints |
37
-
38
- Hard rules that hold whatever the method says: the picture depends only on `t`; every value in the person's prompt is
39
- binding; look at the frames `look` writes before saying a film is done.
40
-
41
-
42
- easyedit is installed at `{{ROOT}}`. Run it with `{{PY}}`.
43
- Read `{{ROOT}}/AGENTS.md` before your first edit in a session. It has the whole workflow, and it's short.
44
-
45
- ## Make an edit
46
-
47
- 1. `cd {{ROOT}}` and run `{{PY}} -m easyedit.doctor`. Fix anything marked XX.
48
- 2. Build without rendering: `{{PY}} -m easyedit "<Movie>" --no-render`.
49
- 3. Check it before you spend ~10 minutes on the render, as described in AGENTS.md:
50
- - Run `{{PY}} -m easyedit.sheet "<Movie>"` and read `qa/report.txt` (text, cheap) - it covers the quote and
51
- every shot with flags, plus a ready-made draft at `qa/suggest-curate.json`. If `source: heuristic`, the AI
52
- writer was unavailable, so choose the quote yourself.
53
- - Look at `qa/candidates.jpg` and `qa/footage.jpg` only when the text leaves doubt. Exclude text cards,
54
- repeats and badly cropped shots. Pin a sequence that builds, and pick the hero shot in `curate.json`
55
- (start from the suggested draft).
56
- 4. Render: `{{PY}} -m easyedit "<Movie>"` (same flags as the build), then `{{PY}} -m easyedit.sheet "<Movie>" --final`
57
- and look at the stills.
58
- 5. Give the user the path `jobs/<slug>/<slug>.mp4`.
59
-
60
- If the easyedit web UI is running (`http://127.0.0.1:4331`), you can also start jobs with
61
- `POST /api/new {"movie": "..."}` and watch `GET /api/jobs`.
62
-
63
- ## Source
64
-
65
- Rewritten for AICUT from [`blixvip/easyedit`](https://github.com/blixvip/easyedit)
66
- (MIT), skills/easyedit/SKILL.md. The method is that skill's own; the way it runs is AICUT's.
@@ -1,136 +0,0 @@
1
- ---
2
- name: erduo-broll-loop-engineering
3
- description: "Turn original SRT and design into editable B-roll through an independent Director, focused chapter creators, and visual review. Use for SRT-to-video production or revisions; preserve existing legacy projects and explicit AICUT choices. Runs in AICUT: the film is film.html, a page per shot, drawn by `aicut look` and `aicut render`."
4
- license: MIT
5
- source: "erduo1998-cell/erduo-broll-loop-engineering"
6
- ---
7
-
8
- # Erduo B-roll Loop Engineering
9
-
10
- ## Running it in AICUT
11
-
12
- AICUT's film is `film.html`: it cuts pages, footage, pictures and sound together on tracks. A page is a web page that
13
- sets `window.film = { frame(t) }` and draws that moment — no framework, no build step, no composition object, no
14
- `registerRoot`. Five shots are five pages cut together, not one page that changes scene, so each shot stays trimmable
15
- and replaceable in Studio.
16
-
17
- ```sh
18
- npx -y @autoaiai/aicut@latest # the manual: the format and the commands, always current
19
- npx -y @autoaiai/aicut@latest open . # make this folder a film and print Studio's address
20
- npx -y @autoaiai/aicut@latest look # a contact sheet of the whole film, its sound, and a determinism check
21
- npx -y @autoaiai/aicut@latest look 4.5 # one frame, full size — look at the PNG, not at the code
22
- npx -y @autoaiai/aicut@latest render # the MP4, beside film.html
23
- ```
24
-
25
- Run the manual before the first film: it is authoritative for the format, and this skill is about the method above it.
26
-
27
- Where the words below name another program's part, it becomes this:
28
-
29
- | elsewhere | in AICUT |
30
- |---|---|
31
- | composition, timeline, project file | `film.html`; tracks and clips inside it |
32
- | a scene, a sequence, a slide | a page (`pages/<name>.html`) cut onto a track |
33
- | `useCurrentFrame()`, `interpolate()` | `frame(t)` — the picture depends only on `t`, never on state or `Date.now()` |
34
- | a still, a screengrab | `aicut look <t>` |
35
- | `render` / `build` / `export` | `aicut render` (the person can also export from Studio) |
36
- | a dev server, a preview window | `aicut open` and the Studio address it prints |
37
-
38
- Hard rules that hold whatever the method says: the picture depends only on `t`; every value in the person's prompt is
39
- binding; look at the frames `look` writes before saying a film is done.
40
-
41
-
42
- Make the spoken meaning visible, with considered composition and purposeful
43
- motion. **Picture quality comes first.** Preserve fresh creative contexts and
44
- independent visual review; save work through focused handoffs and deterministic
45
- scripts, never by removing needed creative work or returning an inferior film.
46
-
47
- ## Route once
48
-
49
- - New projects and existing `broll-plan.json` use the creative relay below.
50
- - Existing Recipe/runtime-plan v1–v4, explicit Remotion/hybrid, or an explicit
51
- five-shot version comparison use [legacy production`legacy-production.md`.
52
- Preserve original inputs and approvals; do not silently migrate projects.
53
- - This relay uses pinned HyperFrames. Its role references replace the legacy
54
- stage Skills for this route; do not load both sets or the whole Skill catalog.
55
-
56
- ## Parent: prepare and dispatch
57
-
58
- Keep the complete original SRT and original design in the project. If design is
59
- missing, make a short brief from the user's request; preserve the original SRT.
60
- Prepare known local assets/fonts and `assets/index.md` with paths and sources.
61
- Add a material researcher only for real selection work; authorized search or
62
- generation remains available when needed for the picture.
63
-
64
- Read [production commands`lean-production.md`. Resolve the installed
65
- Skill root and runnable commands once. Use `scripts/prepare-creative-task.mjs`
66
- to prepare each role's short `TASK.md`, then start it in a **new context** using
67
- the host's delegation capability. Give the task file and any explicit user
68
- constraints, not the parent conversation, previous agent logs, or all Skills.
69
- Respect the user's model selection; do not silently substitute a cheaper model.
70
- The helper prepares inputs; the host must actually start fresh contexts and may
71
- still inject global instructions. Do not claim it enforces a context sandbox.
72
-
73
- ## Creative relay
74
-
75
- 1. **Independent Director** reads originals and chooses the visual world,
76
- meaningful shot boundaries, material, action development and seams. It writes
77
- one `broll-plan.json`, a short `direction.md`, and `direction/<id>.md` shot
78
- cards. Its role is [creative direction`creative-director.md`.
79
- 2. **Fresh creators** each own a continuous passage and its editable HTML.
80
- Group shots by narrative continuity and complexity, not a fixed count.
81
- Give originals, shared direction/assets, owned shot cards and adjacent seam
82
- cards. Separate file ownership; run independent chapters in parallel where
83
- their visual contract is clear. Use [chapter creation`creative-creator.md`.
84
- 3. **Parent runs the scripts** for plan checks, renders, decode, sheets and
85
- assembly. Return a concise failed-shot error to its owner. Environment
86
- failures belong to the parent; do not make every creator reinstall or search
87
- for the same executable. Creators can request a render and view their work.
88
- 4. **Independent visual reviewer** sees the originals, direction, actual media
89
- and relevant seams, without creator explanations or cost figures. Use
90
- [visual review`creative-reviewer.md`. Technical success cannot
91
- approve aesthetics. Send specific time/shot feedback to the original creator,
92
- render only changed shots, and recheck affected shots and seams.
93
-
94
- Keep these creative contexts separate even for a short film; a short film can
95
- have one creator. If independent delegation is unavailable, disclose that the
96
- relay cannot be completed as specified; do not label a same-context self-review
97
- independent. Revisions of existing work retain its direction and shot ownership;
98
- reopen directing only when the requested change affects meaning or the visual world.
99
-
100
- ## Quality and delivery
101
-
102
- Use [visual direction`lean-visual-direction.md` and a few matching
103
- [motion patterns`motion-patterns.md` to make the action concrete.
104
- For an uncertain style or complex shared transition, make a representative
105
- passage and view it before multiplying that treatment. Reuse accepted visual
106
- source or frames as a reference, while varying composition with meaning. There
107
- is no mandatory number of samples, material quota, or decorative element count.
108
-
109
- Respect requested user review stops; existing authorization also covers normal
110
- renders and repairs. Do not stop for a new approval form merely because a role
111
- changed. Repair visible quality problems before delivery. If repeated local
112
- repairs are not improving the picture, change the visual solution instead of
113
- repeating the same layout or adding more decoration.
114
-
115
- Deliver ordered shot files, editable source/assets, complete preview, actual
116
- output facts and remaining limitations. A partial preview must identify missing
117
- shots and cannot stand for the full film. State what was actually viewed; frame
118
- sampling is not continuous playback. Report tokens only from actual host usage,
119
- separating cached input and output. Do not turn file sizes into savings claims.
120
- Follow [safe execution`safe-execution.md` for external commands.
121
-
122
- ## Optional author support
123
-
124
- When the user asks for author tutorials, human help, membership or custom work,
125
- or remains blocked after reasonable self-service troubleshooting, read
126
- [author support`author-support.md` and offer the relevant optional
127
- link once for this issue in this conversation. Continue authorized diagnosis;
128
- do not recommend on ordinary success, one recoverable error, or after refusal.
129
- Only the user-facing Parent offers the link, including across stage handoffs.
130
-
131
- ## Source
132
-
133
- Rewritten for AICUT from [`erduo1998-cell/erduo-broll-loop-engineering`](https://github.com/erduo1998-cell/erduo-broll-loop-engineering)
134
- (MIT), erduo-broll-loop-engineering/SKILL.md. The method is that skill's own; the way it runs is AICUT's.
135
-
136
- The repository holds 14 skills; this is the one its entry stands for.
@@ -1,208 +0,0 @@
1
- # Animation craft generation protocol
2
-
3
- ## Purpose
4
-
5
- Use Disney's twelve animation principles as upstream thinking prompts for
6
- Direction and backend-native authoring. They generate motion decisions; they
7
- are not a shot checklist, runtime capability taxonomy, evidence schema, or
8
- still-frame review rubric.
9
-
10
- Use this protocol together with the shared visual system, compact Recipe v2
11
- `microBeats[]`, and progressively queried craft guidance. Do not duplicate its
12
- rules in every Recipe or expand it into a longer downstream prompt.
13
-
14
- Do not begin with an effect, easing curve, spring, transition, catalog card, or
15
- runtime primitive. Separate the content decision from the creative solution and
16
- generate each shot in this order:
17
-
18
- ```text
19
- spoken meaning
20
- → audience obstacle
21
- → visual job
22
- → freely chosen visual idea
23
- → attention
24
- → body and material
25
- → causal action
26
- → key states or continuous motion
27
- → one expressive peak
28
- → settle and readable stability
29
- → native runtime implementation
30
- ```
31
-
32
- Do not write principle names, scores, compliance tables, or twelve-item
33
- inventories into Shot Recipes, manifests, handoffs, or QA artifacts. Do not
34
- require every shot to exhibit every principle. Deliberate stillness can be the
35
- right generated result.
36
-
37
- ## Compile the twelve principles into five decisions
38
-
39
- ### Direct attention before action
40
-
41
- This compiles **Anticipation**, **Staging**, and **Secondary Action**.
42
-
43
- - Give the shot one first-read focus.
44
- - Before an important change, send attention to where the change will happen.
45
- - Let the primary action lead. Secondary action may clarify cause, scale,
46
- reaction, or atmosphere, but it must derive from and remain subordinate to
47
- the primary action.
48
- - Do not start every element together or animate decoration merely to keep the
49
- frame busy.
50
-
51
- ### Give every moving element a body
52
-
53
- This compiles **Squash and Stretch**, **Solid Drawing**, and the physical side
54
- of **Appeal**.
55
-
56
- - Decide material, mass, volume, rigidity, support, depth, and character before
57
- choosing motion.
58
- - Paper, glass, metal, interface panels, text, photographs, people, and liquid
59
- must not share one generic spring personality.
60
- - Deformation, perspective, shadow, balance, and center of mass must agree.
61
- - Preserve perceived volume when elastic deformation is appropriate. Do not
62
- squash screenshots, body copy, logos, or serious data by default.
63
-
64
- ### Make action causal and let it finish
65
-
66
- This compiles **Slow In and Slow Out**,
67
- **Follow Through and Overlapping Action**, and **Timing**.
68
-
69
- - Build important action as preparation → action → settle, not uniform travel
70
- from A to B.
71
- - Choose speed and acceleration from mass, distance, emotion, and narrative
72
- urgency. Do not give unrelated actions one default duration or ease.
73
- - Derive dependent layers from the primary action. They may lag, overshoot,
74
- oscillate, or stop at different times, but must not run as unrelated ambient
75
- loops.
76
- - Let the result become stable long enough to be understood. Stability is the
77
- consequence of motion, not the absence of design.
78
-
79
- ### Choose key states or continuous motion deliberately
80
-
81
- This compiles **Straight Ahead Action and Pose to Pose** plus **Arcs**.
82
-
83
- - Explanation, comparison, reveal, and argument shots normally begin with
84
- clear initial, decisive, and result states; motion connects those states.
85
- - Organic growth, particles, crowds, fluids, procedural trails, and other
86
- continuously evolving phenomena may be generated as continuous motion, but
87
- their state must remain a deterministic function of time.
88
- - Organic or weighted motion normally follows an arc. Straight paths belong to
89
- mechanical, interface, constrained, or intentionally severe motion.
90
- - The choice is an authoring strategy, not a label to expose downstream.
91
-
92
- ### Spend exaggeration once
93
-
94
- This compiles **Exaggeration**, the expressive side of **Timing**, and
95
- **Appeal**.
96
-
97
- - Give each shot one primary expressive peak.
98
- - Push the property that carries the meaning: scale, speed, pause, path,
99
- hierarchy, contrast, deformation, or density.
100
- - Keep other properties restrained so the peak remains legible.
101
- - Appeal means clear, specific, and worth watching; it does not mean cute,
102
- bouncy, glossy, or maximally animated.
103
-
104
- ## Director generation procedure
105
-
106
- Generate the shot without Shotcraft from these questions:
107
-
108
- 1. What must the audience understand, what may be hard to grasp from speech
109
- alone, and what job should the picture perform?
110
- 2. What original concrete, abstract, metaphorical, diagrammatic, typographic,
111
- media-led, or mixed visual idea best performs that job? Explore freely; no
112
- route is the default and style must not decide meaning first.
113
- 3. What is the one first-read focus, and how does attention reach it before the
114
- decisive change?
115
- 4. What are the subject's material, mass, depth, support, and motion character?
116
- 5. What are the initial state, decisive action, settled result, and readable
117
- stable interval?
118
- 6. Which layers lead, which depend on them, and how do dependent layers finish?
119
- 7. Does the idea need authored key states or deterministic continuous motion?
120
- 8. What is the one expressive peak, and what remains restrained around it?
121
- 9. How does this action inherit from or hand energy to the neighboring shot?
122
-
123
- Translate the answers into the compact runtime-neutral Recipe fields:
124
- `audienceUnderstanding`, `visualJob`, `focus`, `heroFrame`, `microBeats`,
125
- `readableHold`, material needs, and neighbor handoff. Describe observable motion
126
- and results, not principle names or backend APIs. Give every beat its resulting
127
- visible state and principal development, and cover intentional stability with a
128
- `deliberate-stillness` beat. If this closes the shot, stop: no Shotcraft query or
129
- no-pattern receipt is required. Query only for a named remaining technique
130
- question or an explicit user request. A selected card may refine the mechanism
131
- but must not originate the shot's meaning or movement character.
132
-
133
- ## HyperFrames Builder generation procedure
134
-
135
- Read the Recipe and reconstruct its attention path, physical character, causal
136
- action, key states, expressive peak, and stable result before selecting an
137
- atomic rule, blueprint, adapter, transition, or ease.
138
-
139
- Author in this order:
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- 1. author the maximum visible hero frame first, including focus, depth layers,
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- supporting structure, media relationship, and stable readable result;
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- 2. place the initial, decisive, result, and stable states on the one paused,
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- seekable timeline;
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- 3. add only the preparation needed to direct attention;
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- 4. connect the primary action using motion consistent with the subject's body;
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- 5. derive lag, overlap, overshoot, and settling of dependent layers from that
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- primary action;
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- 6. add secondary action only when it strengthens meaning;
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- 7. remove ambient motion that has no informational or emotional cause.
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- Use as many HyperFrames mechanisms and visual layers as the generated direction
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- needs. Do not treat mechanism count as a quality target or collapse a rich idea
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- into a caption-plus-image layout. For elastic motion pair axial scales coherently
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- rather than tweening layout dimensions. Put entrance, continuing motion, and
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- dependent motion on separate wrappers when their transform ownership would
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- conflict. All motion remains deterministic and seek-safe under the official
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- HyperFrames contract; continuous motion may run through a shot but cannot stand
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- in for its planned finite developments.
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-
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- ## Remotion Builder generation procedure
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- Author the same maximum visible hero frame first, without creating a preview
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- approval artifact. Read the generated direction before choosing
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- `interpolate()`, `spring()`, `Sequence`, or a procedural function. Define a
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- small number of semantic states
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- and their frame windows first, then reconstruct every visible state from the
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- current frame and fps.
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-
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- Use `spring()` only when the declared material, inertia, or landing genuinely
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- calls for it. Do not spring every property. Derive follow-through with explicit
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- offset functions from the primary action. Continuous motion such as particles
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- or trails must be closed-form or fixed-seed and seekable at an arbitrary frame.
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- Preserve the stable result instead of letting procedural motion obscure it.
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-
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- ## Boundary of verification
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-
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- Technical checks may prove time coverage, deterministic seeking, file and font
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- closure, rendering, and decoding. Runtime-captured sampled geometry, escalated
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- to dense or per-frame evidence only for a bounded risk window, may also
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- detect discontinuity, abrupt speed/acceleration changes, failure to settle,
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- excessive reversal, synchronized starts, competing motion foci, short or moving
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- readable holds, safe-area exits, off-canvas elements, and strong unplanned
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- overlap. Only actual rendered DOM or scene geometry qualifies; static source
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- regex, Recipe prose, and hand-authored estimates do not.
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-
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- When Recipes are supplied to the shared lint, it may additionally prove that
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- each planned non-still beat is bound to a non-decorative rendered action and that
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- the subject actually changes within that beat. Finite actions may transform and
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- settle; progressive continuous subject action may fulfill a beat when its end
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- state visibly advances. A background loop, particle drift, moving decorative
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- line, unbound continuous motion, or a motion declaration with unchanged rendered
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- state cannot satisfy a beat. For a long non-still beat, an opening change followed
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- by an undeclared long still tail also cannot satisfy the planned window; describe
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- intentional stability as `deliberate-stillness`. This is a technical risk filter,
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- not a fixed motion interval, beat count, or judgment that the chosen composition,
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- metaphor, rhythm, or animation is aesthetically correct.
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-
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- Technical checks must not claim to prove anticipation, weight, overlap, timing, arcs,
200
- exaggeration, or appeal. More precisely, these checks do not prove that
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- anticipation communicates, mass feels right,
202
- follow-through is meaningful, arcs are pleasing, exaggeration serves the
203
- story, or the result has appeal. Do not create a twelve-principle score or
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- multiply static review artifacts. Use the shared motion/layout lint as a risk
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- filter and render diagnostics only for findings. Representative moving scenes
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- provide the early visual-lock decision; the complete moving preview provides
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- the final aesthetic decision. If generated motion is wrong, return
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- to the Director or owning Builder.