@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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@@ -1,146 +0,0 @@
1
- ---
2
- name: explainer-video
3
- description: "Explainer Video Skill: the method the original skill taught, run as an AICUT film — pages that draw any moment t, cut on tracks. Runs in AICUT: the film is film.html, a page per shot, drawn by `aicut look` and `aicut render`."
4
- license: MIT
5
- source: "Mng-dev-ai/explainer-video"
6
- ---
7
-
8
- # Explainer Video Skill
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
- End-to-end pipeline: **topic → custom HTML page (you write) → MP4**.
43
-
44
- Each video gets its own visual language designed around its topic. A CRISPR video shouldn't look like a quantum computing video shouldn't look like a supply chain video. Design something fresh every time; the skill handles the plumbing.
45
-
46
- ## Pipeline
47
-
48
- ```
49
- 1. Claude writes the narration script
50
- 2. Claude writes a complete custom HTML page (with GSAP animations)
51
- 3. Pipeline generates voiceover via Edge TTS (free, no API key)
52
- 4. Pipeline measures audio duration and injects it into the page
53
- 5. Page reads window.__AUDIO_DURATION and scales scene timing
54
- 6. Pipeline records the page playback via headless Chromium
55
- 7. Pipeline merges the recorded video + voiceover MP3 into final MP4
56
- ```
57
-
58
- ## How Claude should invoke this skill
59
-
60
- ### Step 1 — Clarify
61
-
62
- Briefly ask the user for: topic, length (60-90s default), voice (`brian` default), and any tone notes. Don't over-ask — sensible defaults are fine.
63
-
64
- ### Step 2 — Write the script
65
-
66
- 150–220 words for 60–90s. TTS-friendly:
67
- - Numbers as words ("three hundred", not "300")
68
- - Em dashes (—) and ellipses (...) for natural pauses
69
- - Short sentences; vocal variety
70
- - Save it to `<workdir>/script.txt`
71
-
72
- ### Step 3 — Write a custom HTML page
73
-
74
- Save to `<workdir>/page.html`. The HTML must satisfy this **contract**:
75
-
76
- 1. **Viewport: 1280×720.** Set html/body width/height explicitly.
77
- 2. **Load GSAP:** `<script src="https://cdn.jsdelivr.net/npm/gsap@3.12.5/dist/gsap.min.js"></script>`
78
- 3. **Read `window.__AUDIO_DURATION`** (seconds, float) — the pipeline injects this before the page runs. Use it to scale your animation timing so visuals stay synced to the voiceover.
79
- 4. **Set `window.__done = true`** when your animation finishes. The pipeline waits for this flag.
80
- 5. **No external network requests** other than the jsdelivr GSAP CDN — pipeline runs headless and won't have arbitrary network.
81
-
82
- Everything else is up to you: design language, animation style, scene structure, palette, typography, illustrations, motion. Build what fits the topic.
83
-
84
- See `examples/quantum.html` for one reference implementation. Don't copy it — design something fresh for the new topic.
85
-
86
- ### Step 4 — Run the pipeline
87
-
88
- From this skill's directory:
89
-
90
- ```bash
91
- node lib/pipeline.js \
92
- --html /path/to/page.html \
93
- --script /path/to/script.txt \
94
- --voice brian \
95
- --out /path/to/output.mp4
96
- ```
97
- ```
98
- Or with a single config JSON:
99
- ```
100
- ```json
101
- {
102
- "title": "My Explainer",
103
- "voice": "brian",
104
- "script": "Full narration...",
105
- "html": "/abs/path/to/page.html"
106
- }
107
- ```
108
- Run with `--config /path/to/config.json --out output.mp4`.
109
-
110
- **Audio caching.** Voiceover MP3s are cached by `sha256(voice + script)` at `~/.cache/explainer-video/voice/<hash>.mp3`. Re-running with the same script + voice reuses the cached MP3 (faster startup). Iterate freely on visuals.
111
-
112
- To reuse a specific audio file (e.g. one you generated externally), pass `--audio path/to.mp3` and TTS is skipped entirely.
113
- ```
114
-
115
- ### Step 5 — Report
116
-
117
- Give the user the output path. Offer to iterate on script, voice, or visual design.
118
-
119
- ## Voices
120
-
121
- Friendly names map to Azure neural voices via Edge TTS:
122
-
123
- `brian` (calm documentary) · `adam` (deep authoritative) · `rachel` (warm friendly) · `sarah` (confident modern) · `antoni` (younger energetic) · `emma` · `ryan` (British) · `sonia` (British)
124
-
125
- You can also pass any Azure neural voice ID directly (e.g. `en-GB-RyanNeural`, `en-AU-NatashaNeural`, `es-ES-ElviraNeural`).
126
-
127
- ## Design tips for the HTML you write
128
-
129
- - **Match the topic's emotional register.** Quantum → cosmic, mysterious. CRISPR → biological, precise. History → editorial, restrained. Climate → urgent, grounded.
130
- - **Use GSAP timelines** to coordinate entrance/exit/hold for each scene.
131
- - **Kinetic typography** (word-by-word stagger, character splits) reads well at 1280×720.
132
- - **Time the animation to AUDIO_DURATION.** If you have 5 scenes, distribute proportionally to script segments — not equal slices.
133
- - **Avoid arbitrary stock-feel motion.** Make every animation reinforce a specific idea from the narration.
134
- - **Flat colors render well.** Heavy gradients/glows can flash during the headless capture.
135
- - **Keep CSS animations smooth** — Playwright records at ~25fps.
136
-
137
- ## Gotchas
138
-
139
- - The pipeline injects `<script>window.__AUDIO_DURATION=…</script>` just before `</head>`. Make sure your page has a `</head>` tag.
140
- - If your animation never sets `window.__done = true`, the pipeline will timeout after `audioDur + 30s`.
141
- - Render time ≈ realtime (60s of video takes ~60s to record).
142
-
143
- ## Source
144
-
145
- Rewritten for AICUT from [`Mng-dev-ai/explainer-video`](https://github.com/Mng-dev-ai/explainer-video)
146
- (MIT), SKILL.md. The method is that skill's own; the way it runs is AICUT's.
@@ -1,324 +0,0 @@
1
- ---
2
- name: framewright
3
- description: "Build a short procedural video (10–60 s) as one self-contained HTML file where every frame is a pure function of (frame number, seed, width), then render it to MP4 with headless Chrome and ffmpeg, with a synthesized soundtrack and optional photo-to-vector portraits. Use when the user asks for an animated clip, motion graphics, an intro or outro, a video greeting, shout-out or question addressed to someone, a teaser, kinetic typography, a retro TV, risograph, terminal or blueprint style animation, a one-take film where a single line or camera journey carries the story, a drawing that becomes a living painting, a landscape with nature sounds, or wants \"a video from code\" without stock footage or video editors. Runs an interactive brief, proposes three concepts, storyboards to a beat grid, builds scene by scene with visual checks, verifies the final MP4. Runs in AICUT: the film is film.html, a page per shot, drawn by `aicut look` and `aicut render`."
4
- license: MIT
5
- source: "smwbev/framewright"
6
- ---
7
-
8
- # Framewright
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
- You are going to make a short video the way a printmaker makes a print: one HTML file with a
43
- canvas, a list of scenes called plates, and a frame function that draws any frame on demand
44
- from (frame number, seed, width). No footage, no image files, nothing from a CDN. Frames are
45
- rendered in headless Chrome and assembled by ffmpeg. Sound is synthesized last, to the locked
46
- scene lengths.
47
-
48
- Talk to the user in their language. Keep the rules below even when the user is in a hurry:
49
- every shortcut here costs more than it saves.
50
-
51
- `SKILL_DIR` below means the folder that contains this file (in Claude Code it is
52
- `${CLAUDE_SKILL_DIR}`; elsewhere it is `.agents/skills/framewright`). After step 3 the
53
- scripts also live in the project's own `scripts/` folder.
54
-
55
- ## Non-negotiables
56
-
57
- 1. A frame depends only on frame number, seed and output width. No `Math.random`, no wall
58
- clock, no CSS animation, no `requestAnimationFrame` as a time source. `scripts/check.mjs`
59
- proves it before every full render.
60
- 2. No image, video, font or library files, no base64, no CDN. Polygons traced from a photo
61
- by a script are data and are fine. System fonts are enough.
62
- 3. You verify by looking at rendered frames, never by reading code and imagining. Any fix is
63
- confirmed with a frame.
64
- 4. One scene at a time. Write a plate, shoot three frames, look, fix, then the next plate.
65
- 5. Scene lengths are multiples of the beat from the first draft. Sound comes last.
66
- 6. Full render only after a contact sheet of the whole video looks right.
67
- 7. Never commit `frames/`, `shots/`, `*.mp4`, `*.wav` or the user's photos.
68
- 8. Ask before installing system packages. Never publish a real person's likeness without
69
- the user confirming they have the right to use it.
70
-
71
- ## Workflow at a glance
72
-
73
- | Step | What happens | Checkpoint with the user |
74
- |---|---|---|
75
- | 0 | environment check | only if something must be installed |
76
- | 1 | brief | questionnaire, one block |
77
- | 2 | concepts | three options, pick one |
78
- | 3 | storyboard + scaffold | one "go" |
79
- | 4 | scenes, one by one | contact sheet every 2–3 scenes |
80
- | 5 | assets (photos, logos) | preview of the traced portrait |
81
- | 6 | full sheet, render, build | preview MP4 |
82
- | 7 | sound | rebuilt MP4 |
83
- | 8 | delivery and variations | final |
84
-
85
- Typical wall-clock: brief and concepts 10 minutes, scaffold 10, each scene 10–20, render
86
- 2–4 minutes per minute of 1080p video, sound 15.
87
-
88
- ## Step 0. Environment
89
-
90
- ```bash
91
- bash SKILL_DIR/scripts/doctor.sh # report; add --json for a machine-readable summary
92
- bash SKILL_DIR/scripts/doctor.sh --install # installs what is missing, asks before each step
93
- ```
94
- ```
95
- Required: Node 20+, npm, ffmpeg with libx264, Puppeteer with Chrome in the project.
96
- Optional: Python 3 with numpy, scipy, Pillow, only when a photo will be traced. If the doctor
97
- reports missing tools, tell the user what will be installed and where, get a yes, then run
98
- `--install` (add `--yes` when the user already agreed). Do not start step 3 with a failing doctor.
99
- ```
100
-
101
- ## Step 1. The brief
102
-
103
- Run the questionnaire from `references/questionnaire.md`. Use the harness's structured
104
- question tool when one exists (Claude Code: `AskUserQuestion`, up to four questions per call,
105
- two to four options each, put the recommended option first and mark it). Without such a tool,
106
- print the questions as a numbered list with lettered options and a default per question, and
107
- accept terse answers like `1b 2a 3c`. Always ask, in this order:
108
-
109
- 1. Message: what must the viewer understand or feel, in one sentence. Names, dates, links,
110
- exact phrases that must appear on screen.
111
- 2. Where it plays and the format: 16:9, 9:16, 1:1, 4:5.
112
- 3. Length: 10–15, 20–25, 30–40, 45–60 seconds.
113
- 4. Tone: playful, deadpan, warm, epic, technical, dark.
114
- 5. Style: let you propose (default) or a family from `references/styles.md`.
115
- 6. Assets: photos, logos, screenshots. Files must be placed in the project folder; an image
116
- pasted into chat cannot be saved by you. Ask about rights for real people.
117
- 7. Sound: synthesized, none, or room for the user's track (then ask its BPM).
118
- 8. Deliverables and quality: draft or final, extra cuts (vertical, GIF, poster frame,
119
- seed variations), a cover as the first frame of the MP4 (feeds show it as the preview).
120
-
121
- If the user says "you decide", take the defaults, say which ones you took, and move on.
122
-
123
- ## Step 2. Concepts
124
-
125
- Propose exactly three concepts before any code. Build them from three angles: literal (show
126
- the subject), metaphor (a visual system that stands for the situation: a TV test card for
127
- waiting, a blueprint for a plan, a terminal for a process), and genre parody (news bulletin,
128
- arcade attract mode, safety card, weather forecast, teletext). For each concept give: a name,
129
- a one-sentence logline, the visual system and palette, three to five key scenes in order, the
130
- ending, a sound sketch, why it fits, and its main risk. Present a compact table, recommend
131
- one, and ask the user to pick. The method and worked examples are in
132
- `references/questionnaire.md`. A concept whose logline is one journey without cuts (a line that
133
- never lifts, a flight from a detail out to a landscape) is built as one continuous world
134
- (`references/world.md`); say so in its row, because it changes how scenes are built and changed.
135
- A concept that is one view drawn, painted and brought to life (a pencil drawing that becomes a
136
- living oil painting, styles 13–16) is built as a painting film (`references/painting.md`); say so
137
- in its row too: its plates are chapters of time over one painting, and the scene is the work.
138
-
139
- ## Step 3. Storyboard and scaffold
140
-
141
- Fill `storyboard.md` (template in `assets/storyboard.md`): one row per plate, lengths in
142
- bars, the beat grid (30 fps, 120 BPM: beat 15 frames, bar 60), the second of the main event,
143
- the total. The total must equal the agreed length; when a scene is added later, another
144
- scene gives up a bar. Show the table and ask for a single go.
145
-
146
- Then scaffold:
147
-
148
- ```bash
149
- bash SKILL_DIR/scripts/init.sh # index.html, scripts/, audio.mjs, storyboard.md, package.json
150
- bash SKILL_DIR/scripts/init.sh . --world # the same, but index.html is the one-world skeleton (no cuts)
151
- bash SKILL_DIR/scripts/init.sh . --painting # the painting skeleton; audio.mjs and nature.mjs make nature sound
152
- ```
153
- ```
154
- Open the PNGs with your image viewing tool and look at them. The skeleton's demo plate must
155
- render before you touch it. Then replace the demo plate with your first scene. In a painting film
156
- frame 0 is blank paper: shoot `30,82,200` (the drawing, the colour arriving, the living painting)
157
- instead, and replace the demo's scene block while the painting kit stays as it is.
158
- ```
159
-
160
- ## Step 4. Scenes
161
-
162
- Read `references/guide.md` once before the first scene. The essentials:
163
-
164
- - `plate('name', {len: 2*BAR}, (S, R) => { ... })`. `S.t` is progress 0..1, `S.i` the local
165
- frame, `S.f` the global frame, `S.g` the 2D context in logical coordinates (short side
166
- 1080). `R` is a generator stable for the whole plate; `S.b` re-seeds every three frames and
167
- gives a live line; `S.nz` changes every frame for noise. Seeds derive from the plate name.
168
- - All geometry in logical units, centred through `CX, CY`. Keep important content inside the
169
- central 92 % of the frame; in 9:16 also out of the top 15 % and the bottom 20 %, where the
170
- platform's buttons and captions sit.
171
- - Time inside a plate in beats: `Math.floor(S.i/BEAT)`, `span(S.i, a, b)`, `ease.out(...)`.
172
- Never hard-code global frame numbers inside a scene. Something that carries on across cuts
173
- takes another plate's time by name, `at('plate', beats)`; a moment the sound must hit goes
174
- into `CUES` and is read with `cue('name')`.
175
- - Helpers live above the plates block, never between plates.
176
- - Transitions are drawn by the engine at plate edges (`cutIn`/`cutOut` flags); scenes do
177
- not know about them.
178
- - A world film (`--world`) has no cuts. Plates are builders, `build(W, {pen, b, R})`, that
179
- append to one timeline: `b(x)` is beat x of the plate, the pen continues the line from where
180
- the previous plate left it, `camKey` moves one camera, `title` adds text. Read
181
- `references/world.md` before the first builder.
182
- - A painting film (`--painting`) draws one still painting in three media. Its plates all call
183
- `drawPainting(S)`; the view lives in the `SCENE` object and its layers between
184
- `/* ===== scene ===== */` and `/* ===== end scene ===== */`, and the painting kit above it stays
185
- as it is. Read `references/painting.md` before the first layer. Review the drawing alone first,
186
- then the reveal, then life (`references/painting.md`, section 13).
187
-
188
- Per scene: write it, shoot the first frame, one in the middle, one five frames before the
189
- end, look, fix, look again. After every two or three scenes:
190
-
191
- ```bash
192
- FROM=240 TO=480 node scripts/look.mjs sheet 12 480 7 shots/sheet-b.png # one section, denser
193
- ```
194
- ```
195
- Checklist for the sheet, each item with your eyes: every cell reads as a still in 1.5
196
- seconds; no text is clipped; neighbouring lines and panels do not touch; two adjacent cells
197
- of one plate never look identical; cuts land where planned and do not eat the first frame
198
- of a scene; nothing important sits in the outer 8 %; colour is not muddy; thin lines do not
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- crumble; the main event sits on its planned second; the last frame looks like an ending;
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- no two titles share the screen in the same place. A scene that fails "1.5 seconds" gets
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- redesigned, not decorated. An empty scene gets a bigger object or a closer camera, never more
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- detail; a busy close-up gets its decor dimmed around the subject. In a world film also shoot
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- the last frame of each plate next to the first frame of the next: nothing may jump.
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-
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- Send the sheet to the user at these points with two sentences of status. Do not narrate
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- code.
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- ```
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-
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- ## Step 5. Assets
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-
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- Photos become posterized polygons, never pixels:
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-
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- ```bash
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- bash scripts/portrait.sh photo.jpg --levels 0.14,0.28,0.42,0.56,0.70,0.84 --height 900
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- ```
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- ```
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- Look at `shots/portrait_preview.png` and at the rendered frame. Tune levels, blur, crop and
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- background threshold per `references/photo.md`. While the file is not yet in the folder, build
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- the scene on the synthetic placeholder that ships in the skeleton and say so.
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- ```
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-
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- ## Step 6. Full sheet, render, build
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-
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- ```bash
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- bash scripts/build.sh out.mp4 # frames (+ track.wav) -> mp4
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- ```
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- ```
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- The check renders five frames of every plate in seven orders (first frame of a new tab,
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- forward, backward, shuffled, right after the previous frame, after another width, after a
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- sweep over the film the way a render tab walks it) and demands identical pixels. It also scans
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- the source for `Math.random`, `Date` and `performance.now`, fails when the page requests any
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- file, and prints the beat grid and the expected render time. Fix every FAIL before rendering;
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- `make.sh` runs the check and stops on a failure. A frame that changes with render order points at
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- state that survives a frame: a pooled canvas drawn without clearing, a global a plate changes, a
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- cache keyed without all its inputs.
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-
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- Verify from the file, not from the frames: `ffprobe` frame count equals the total from
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- `look.mjs info`, duration equals frames divided by 30, and a tile made from the MP4 matches
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- the sheet:
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- ```
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- ```
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- Send the first MP4 to the user as soon as it exists, even with placeholders, and say what is
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- a placeholder.
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- ```
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-
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- ## Step 7. Sound
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-
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- `scripts/export-curves.mjs` writes `curves.json` from the page: plate starts, the cues, and for
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- every frame in a world film the speed and screen position of the line's head, in a painting film
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- the revealed shares, life, `gust` and zoom. `audio.mjs` takes its timeline from it, so it never
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- drifts from the picture (a page without `RISO.curves()` needs the starts from `look.mjs info`
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- copied into `T` by hand). Write one block of events per plate using the cue map in
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- `references/audio.md`; hits on something the picture marks take their time from the page's cues,
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- `cue('name')` (`CUES`, or `W.cues` in a world film), not from beat numbers copied out of a plate;
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- in a world film give the line or the character a voice that follows the curves (`follow()`,
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- `references/audio.md`, section 7). A painting or a landscape gets nature ambience instead of
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- beats: wind, water, rustle and birds from `nature.mjs`, timed to the cues and to the page's `gust`
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- by the `audio.mjs` that `--painting` copies from `assets/audio-nature.mjs` (`references/audio.md`,
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- section 8, Nature ambience). Then:
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-
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- ```bash
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- node audio.mjs track.wav
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- bash scripts/build.sh out.mp4
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- ```
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- ```
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- You cannot listen, so read the waveform: no accidental silence inside active scenes, no
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- scene pinned to the ceiling. Whenever a scene length changes, regenerate the track.
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- ```
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-
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- ## Step 8. Delivery
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-
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- Deliver `out.mp4` (1920×1080, H.264, AAC, ~0.7 MB per second on noisy styles) and say how
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- to rebuild: `bash scripts/make.sh [photo.jpg] [seed] [width]`. Offer, do not impose:
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- another seed (a different impression of the same plates), a vertical cut
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- (`AR=9:16 node scripts/render.mjs frames-v 7 1080 5`, then check a sheet with `AR=9:16`; lower
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- titles sit at 70 % of the height there, `TITLE_Y`, clear of the platform's buttons; a painting film
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- stretches its 16:9 scene and needs its own 9:16 layout, `references/painting.md`, section 11),
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- a GIF for chats, a poster frame (`look.mjs shot <frame> 1920`), the HTML itself as a live
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- preview. When the brief asks for the cover as the first frame, frame 0 must be a finished picture:
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- no fade-in, the title already up, marks already drawn (`references/world.md`, section 7); shoot it
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- at full size as the poster too. Remove intermediate MP4s so one result remains.
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-
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- ## Changing things later
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-
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- Insert a scene: add the plate, shorten another to keep the total, export the curves and
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- regenerate the track, reshoot the sheet. Seeds derive from plate names, so neighbours do not change.
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- Change a text: reshoot the frames that show it, check `fit`. Swap a photo: rerun
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- `portrait.sh`, reshoot the portrait scene. In a world film a retimed plate moves later plates
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- in time and the pen carries its end point over: reshoot the boundary frames
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- (`references/world.md`, section 9). Every change ends with a sheet and a rebuilt MP4.
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-
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- ## Reference files
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-
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- - `references/questionnaire.md`: the brief, wording for both structured and plain-chat
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- modes, the concept generator with worked examples.
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- - `references/styles.md`: sixteen visual systems with palettes, motion language, signature
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- objects, post-processing recipes and sound palettes.
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- - `references/guide.md`: the engine, helpers, timing grid, review protocol, render and
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- encoding numbers, file layout.
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- - `references/world.md`: one continuous world for films without cuts: builders, the pen and
301
- its line, the keyed camera, the light layer, occlusion and dimming, spotlight, titles,
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- review and changes, sound from the picture.
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- - `references/painting.md`: painting films: the scene contract, marks, the pencil drawing,
304
- reveals, life, water, the camera, caches, costs, review and sound.
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- - `references/audio.md`: cue map, synthesis blocks, mastering, checks, voices that follow the
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- picture, nature ambience (section 8).
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- - `references/photo.md`: photo to polygons, parameters, rendering and animation of portraits.
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- - `references/troubleshooting.md`: symptoms, causes, fixes, including environment traps.
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- - `assets/skeleton.html`: the starting file. `assets/world.html`: the starting file of a world
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- film. `assets/painting.html`: the starting file of a painting film (the painting kit and a demo
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- scene). `assets/audio-template.mjs`: the sound toolkit. `assets/nature.mjs`: nature sound
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- blocks; `assets/audio-nature.mjs`: a soundtrack built on them. `scripts/export-curves.mjs`:
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- plate starts and per-frame curves for the sound.
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- - `../../examples/ris-tv/` in the repository: a finished 40-second video with eight plates,
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- sound and a portrait pipeline, to read as a worked example.
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- - `../../examples/honeybee/` in the repository: a finished 56-second film in one take, the
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- one-world method at full scale with sound driven by the line.
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- - `../../examples/lake-dawn/` in the repository: a finished 15-second painting film, a mountain
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- lake at sunrise drawn in pencil, painted and brought to life, with nature sound.
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-
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- ## Source
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-
323
- Rewritten for AICUT from [`smwbev/framewright`](https://github.com/smwbev/framewright)
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- (MIT), .agents/skills/framewright/SKILL.md. The method is that skill's own; the way it runs is AICUT's.