@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
  1029. package/skills/vox-director/references/beat-layer.md +0 -143
  1030. package/skills/vox-director/references/host-mode.md +0 -120
  1031. package/skills/vox-director/references/local-engine.md +0 -73
  1032. package/skills/vox-director/references/models-and-gotchas.md +0 -91
  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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@@ -1,93 +0,0 @@
1
- # Raven tells its story - Outline v3 (one continuous path to the right)
2
-
3
- About two minutes, 16:9, 1920×1080, 24 fps. Plays as a local HTML film and can be rendered to MP4.
4
- The visual reference is [hand-drawn-canvas-animation](https://github.com/alesha-pro/tools/tree/main/skills/hand-drawn-canvas-animation) (MIT): redraw complete poses, keep strokes visible, and change materials with the story.
5
-
6
- ## Camera rules: one continuous shot, always moving right
7
-
8
- - From hatching onward, Raven moves only right. It can stop for an event, but its next step is forward.
9
- - The camera follows without cuts or reversals. Its position is a moving average of Raven's position, keeping the whole journey moving right.
10
- - The branch is the timeline. Each date is a stop; the top-right card updates the date and cumulative commit count as Raven arrives.
11
- - Materials change by segment. Important commits create seams on the page; crossing a seam changes Raven's material.
12
- - Movement grows with capability: small pencil hops, larger ink hops and the first takeoff, flight through riso, leading a flock through screen print, and finally the whole flock flying together.
13
-
14
- ## Protagonist
15
-
16
- A cartoon raven with large white eyes, large pupils and two highlights. See `cast-sheet.html`.
17
-
18
- - Raven features: a heavy beak, shaggy throat feathers, wedge-shaped tail, fingered flight feathers and a crown tuft.
19
- - Stages: pencil chick → black puffball on entering the ink → fledgling after shaking off the ink → adult.
20
-
21
- ## Four recurring devices
22
-
23
- | Device | Role |
24
- |---|---|
25
- | Timeline branch | Extends left to right. The past is solid; the future is dashed. Each new segment is drawn only when its day arrives. |
26
- | Shiny beads | One bead per commit, hung under its day in the actual daily count. |
27
- | Margin notes | Handwritten hashes and PR numbers pinned to the page, left behind as the camera advances. |
28
- | Eggshell hat | Lands on Raven's head at hatching, stays through the early journey, then falls off as the wings open and remains at v0.1.0 as a keepsake. |
29
-
30
- ## Segments and seams
31
-
32
- | Segment | Material | Seam | Story reason |
33
- |---|---|---|---|
34
- | Jun 28–30 | Pencil | Starting point | The first commits are a draft |
35
- | Jun 30–Jul 16 | Ink | v0.1.0: a wet brush edge inks Raven as it enters | Going open source makes the sketch permanent |
36
- | Jul 17–Aug 9 | Riso | #140: a misregistered print edge | Evolution means making proof prints and choosing the best |
37
- | Aug 10–28 | Screen print | subagent: a stencil edge | Flat colors distinguish the helper birds |
38
- | Aug 29–31 | Blueprint | generation model: an ink drop spreads across the sky | The story turns to structure and internals |
39
- | Sep 4–24 | Mixed | Birds of every material share the frame | Harness of Harnesses |
40
-
41
- ## Route (full film, about two minutes, for newcomers)
42
-
43
- The **feature card** sits at the top right: a large feature name, a short benefit and a final line with the date and cumulative commits.
44
- The second half follows one request: "Research three competitors, write a scraper, watch the data overnight, and turn the results into a deck." Four built-in agents each take one part.
45
-
46
- This is the historical outline; the completed film runs 128 seconds. The film code and storyboard refine the timings and closing sequence below. Captions here are English adaptations; `zh/` contains the Chinese film copy.
47
-
48
- | Time | Feature card | Picture | Raven's caption |
49
- |---|---|---|---|
50
- | 0:00–0:11 | Raven: the agent that runs your agents | A pencil draws the branch and egg; Raven hatches | Hi, I'm Raven. Let me show you how I hatched. Each commit is one more shiny thing for the pile. |
51
- | 0:11–0:19 | Safety: flag unfamiliar content | A note receives an "untrusted" tag | Flag anything a stranger slips me. |
52
- | 0:19–0:25 | Long-term memory: a shaky first attempt | The memory pouch is erased; Raven falls | My brand-new memory got rolled back. |
53
- | 0:25–0:32 | Open source: install with one command | Raven enters the ink and becomes a fledgling | They opened the nest. Now I'm in ink. |
54
- | 0:32–0:35 | Long-term memory: remember you across sessions | The pouch returns and the eraser bounces off | Memory's back. This time it sticks. |
55
- | 0:35–0:38 | Skills on demand: over 110,000, fetched when needed | A tool roll closes; Raven takes one tool | I don't lug every tool around, just the one the job needs. |
56
- | 0:38–0:44 | Raven-Research: answers with sources | First flight; Raven retrieves a report labeled "sources" | I'll fly a long way for an answer, and bring back the sources. |
57
- | 0:44–1:00 | Self-evolution: keep only versions that beat the baseline | Five gates: diagnose failures, design changes, quick screening, full retest, beat the baseline. Candidate birds A/B/C compete; B wins and rejoins Raven | I can swap out my own feathers. Every new version must clear five gates, and only stays if it beats me. |
58
- | 1:00–1:03 | Import memories from other AI tools | Proof prints pass beside the route | Coming from another AI tool? Bring your memories with you. |
59
- | 1:03–1:09 | Multi-agent orchestration: one request becomes a task graph | A request arrives; Raven draws a task graph and helpers catch up | You just say what you need. I break it down for the right birds. |
60
- | 1:09–1:13 | Raven-Code: turn requests into working code | Code hands over a page stamped "12 tests passed" | Coding goes to this one, and it's tested before it ships. |
61
- | 1:13–1:17 | Raven-Oncall: watch overnight, report at dawn | Oncall keeps watch with a lantern until morning | Need someone to watch it all night? This one's on it. Go get some sleep. |
62
- | 1:17–1:26 | Third-party agents: orchestrate Claude Code, Codex and Kimi Code | Named birds join: Claude Code, Codex, Kimi Code, OpenClaw and MiroThinker | Bring in other agents, too, all in the same task graph. |
63
- | 1:26–1:33 | Upgrades without restart | Raven swaps skeletons in the blueprint sky; 137 beads fall for Aug 30 | Our busiest day: 137 commits. I swapped my skeleton mid-flight, so settings change with no restart. |
64
- | 1:33–1:38 | Raven-Design: decks, charts and brand materials | Design opens a three-slide deck; the request is complete | And for the finale: a polished deck. Job done. |
65
- | 1:38–1:43 | Playbook: rerun a proven workflow | The task graph folds into a booklet with a "Run again" stamp | A flow that works becomes a Playbook. Next time, just say the word. |
66
- | 1:43–1:47 | Proactive reminders and channels | An alarm rings; WeChat signs in the Chinese cut, Slack in English, alongside Telegram and Web | I'll nudge you when it's time, and you can find me in Slack. |
67
- | 1:47–1:53 | Harness of Harnesses: the one holding all the reins | Raven holds every bird's reins; each bird holds its own tools | That's why they call me The Harness of Harnesses. |
68
- | 1:53–2:00 | Ending | Pull back; Raven peeks from behind the title and blinks | |
69
-
70
- ## Sound
71
-
72
- An original synthesized score, with cues attached to the route to stay in sync with the picture.
73
-
74
- - Each landing makes a soft tick; together they become footsteps.
75
- - Pencil: rustling texture and sparse piano.
76
- - Crossing the seam: a splash and opening strings.
77
- - Riso: a printing-press rhythm.
78
- - Screen print: plucked strings and flock calls.
79
- - Blueprint: a sustained bass tone.
80
- - Ending: the full chord progression.
81
-
82
- ## Completed film
83
-
84
- The completed `raven.html` runs 128 seconds, from 0:00 to 2:08.
85
-
86
- - **Playback:** open it in a browser, click play or press Space, and enable sound. Scrub to inspect individual frames.
87
- - **Preview render:** in a prepared film folder with the engine copied alongside the HTML, run `node render.mjs raven.html --grid 60`.
88
- - **MP4 delivery:** install ffmpeg if needed (`brew install ffmpeg`); use `node render-hq.mjs raven.html --width 3840 --fps 60` after studio approval, with the render helper copied into the film folder.
89
- - **Code:** `raven-route.js` covers Act I; `raven-flight.js` covers later acts and the ending; `raven-cast.js` draws the cast; `raven-world.js` draws the page elements; `raven-score.js` supplies the score.
90
-
91
- ## Correction
92
-
93
- An earlier draft said "39 hands". That was unreliable: excluding dependabot left 38 author names, but some names belonged to the same person. The captions therefore avoid a specific contributor count.
@@ -1,148 +0,0 @@
1
- # Character, motion and materials
2
-
3
- The drawing engine is the MIT "hand-drawn-canvas-animation" core bundled in
4
- `engine/` (upstream: github.com/alesha-pro/tools, skills/hand-drawn-canvas-animation).
5
- Read the reference project in `examples/raven-story/` before writing new code:
6
- it solves most of what follows.
7
-
8
- ## Contents
9
- 1. The protagonist
10
- 2. Poses and expressions
11
- 3. Timing: two clocks
12
- 4. Hops, flight, falls
13
- 5. Props that attach to the body
14
- 6. Pages, seams and materials
15
- 7. Companions
16
- 8. Other looks: pixel art
17
-
18
- ## 1. The protagonist
19
-
20
- The protagonist can be an animal mascot, a person, an object, a plant, or the
21
- product itself. The outline decides which (`forms.md`). The raven shows the
22
- cartoon-animal case. Cartoon, big eyes: white sclera, large pupil, two
23
- highlights. A mascot with a real animal behind it keeps a few true traits (the
24
- raven: heavy beak, shaggy throat hackles, wedge tail, fingered primaries, a
25
- crown tuft that carries half of every expression). A person drawn from
26
- official art keeps that art's silhouette, palette and one or two signature
27
- details (hair colour, an accessory), simplified to what reads at delivery size.
28
-
29
- Build it as one function from a pose object to a drawing
30
- (`examples/raven-story/raven-cast.js`):
31
-
32
- - head and body are ellipses unioned into one silhouette (`rvRun` bisects the
33
- intersection edges so the outline slides smoothly as the head moves);
34
- - the face, beak, wing, tail, legs are computed from the pose, then turned
35
- into stroke cels (`compileCel`) and drawn with `drawCel` in pencil or ink;
36
- - `rvPal(look, pose)` swaps materials: pencil (paper fill, graphite),
37
- ink (black mass, pale gloss), chalk (navy blueprint), and a body colour
38
- for companions;
39
- - sprites are cached per pose key, so a held pose costs nothing.
40
-
41
- Fix the drawing before animating it. The cast sheet (`cast-sheet.html`,
42
- `directing.md` §2) comes right after the story direction. It shows 6–12
43
- expressions and key poses for every action the story needs, in each material,
44
- at delivery size. When a later shot needs something new, add it to the sheet
45
- and show the user.
46
- Check that a flapping wing does not cover the face, and that a folded wing does
47
- not read as a belly patch.
48
-
49
- ## 2. Poses and expressions
50
-
51
- A pose is a flat object (`kind`, `lean`, `squash`, `tilt`, gaze `gx/gy`,
52
- `lid`, `mood`, `spark`, `beakOpen`, `tuft`, `wingMode`, `flap`, `tuck`...).
53
- `rvTrack([[t, pose, ease], ...])` blends numeric fields and switches discrete
54
- ones (`mood`, `wingMode`) on the key that sets them.
55
-
56
- Expressions that read at a glance: curious, look left/right, sparkle eyes,
57
- happy (arched lids), suspicious (tilted lid), dizzy (spiral eyes + stars),
58
- surprised (small pupils, tuft up), blink, squeeze.
59
-
60
- ## 3. Timing: two clocks
61
-
62
- Output runs at 24 or 60 fps. Keep two times:
63
-
64
- - **placement time** = every output frame: position, camera, parallax, text;
65
- - **drawing time** = quantized: the pose is exposed on ones (1/24 s) for fast
66
- action and on twos (1/12 s) for thinking. That keeps the hand-drawn feel.
67
-
68
- Compute the state twice and combine: position from the continuous time, pose
69
- from the quantized time (`placedAt(state, t, exposure(t))` in the example).
70
- Taking both from the quantized time makes the protagonist stutter against a camera
71
- that moves every frame, especially at 60 fps. Companions' wing beats must also
72
- use the quantized time.
73
-
74
- ## 4. Hops, flight, falls
75
-
76
- A hop is a small performance: crouch (squash .86, lean forward) → push
77
- (squash 1.12) → air (tucked legs, wing up/down alternating) → land (squash
78
- .84) → recover. Keep the root motion on an explicit arc; put one landing tick
79
- in the score per hop.
80
-
81
- In a journey (`forms.md` §2), a fall must still move only rightward: jump
82
- up-right toward something, hover, lose it, drop out of frame, climb back in
83
- *further right*.
84
-
85
- Flight: x from a keyed table of (time, x); y bobs gently. A flap cycle from
86
- `cos(phase)`; if the beat frequency changes, carry the phase continuously
87
- (`beatPhase`) or the wings jump.
88
-
89
- ## 5. Props that attach to the body
90
-
91
- Anything worn or carried is placed from the drawn geometry, not guessed:
92
- `rvGeom(pose)` exposes anchors (crown, back, chest, beak, feet) and
93
- `rvWorld(localPoint, placement)` maps them into the page. The eggshell hat,
94
- the memory pack, the pencil in the beak and the name tags all use this, so
95
- they follow squash, tilt and flight.
96
-
97
- ## 6. Pages, seams and materials
98
-
99
- The page is drawn per material region. Between two regions there is a seam
100
- (a wobbly vertical line at a world x). Each region renders into its own layer
101
- and is clipped by the seam polygon in screen space; the seam's own ink belongs
102
- to the page and is drawn inside each region before characters.
103
-
104
- Performance traps:
105
- - Halftone over a whole landscape is hundreds of thousands of arcs; the
106
- browser silently drops the frame. Emit only dots inside the visible box.
107
- - Keep the halftone lattice fixed to the page (world coordinates), or the dots
108
- shimmer as the camera moves.
109
- - Anything a later act adds must fade in after a hand-over (0.8 s), or it
110
- pops into frame.
111
-
112
- ## 7. Companions
113
-
114
- Companions are the same drawing with `body` colour and an accessory that says
115
- who they are (monocle for research, `</>` for code, night cap + lantern for
116
- on-call, beret for design). Third-party agents are drawn in pencil with a
117
- name tag, so they read as guests. Each gets an offset path relative to the
118
- mascot (`keys: [[t, dx, dy], ...]`) so they can fly forward for their own
119
- beat and fall back afterwards. Reins drawn at the end connect the mascot to
120
- each bird and each bird to its tool: the harness-of-harnesses image.
121
-
122
- ## 8. Other looks: pixel art
123
-
124
- Pixel art suits a levels film (`forms.md` §5) or a retro act inside another
125
- form. What changes:
126
-
127
- - **Keep sprites as data.** A palette plus one string per row (`.` for
128
- transparent), generated by a script from shared parts (face, hair, legs,
129
- bob), so an edit to one part carries through every frame. Hand-editing
130
- frames drifts.
131
- - **Whole output pixels.** The engine draws in logical units (the short side is
132
- 1080) and scales by `S` = output width / logical width, so 1 at 1920 wide
133
- and 2 at 3840. A sprite pixel must cover a whole number of output pixels at
134
- every width you render. Drawing a sprite as one `fillRect` per pixel at a
135
- fractional size (cell 3.5 at 1920 wide) leaves visible seams between the
136
- pixels, and so does a fractional position.
137
- - **Draw from a 1:1 bitmap.** Render each frame once into a small offscreen
138
- canvas at one pixel per sprite pixel, then `drawImage` it scaled with
139
- `imageSmoothingEnabled = false` at a position rounded to whole output
140
- pixels. That removes the seams at any scale, and one `drawImage` is far
141
- cheaper than thousands of rects.
142
- - **Snap motion.** Move the sprite and the camera in whole sprite pixels, or
143
- at least whole output pixels, or the sprite shimmers as the camera moves.
144
- - **Timing.** Sprite poses read best on twos or threes (8–12 poses per
145
- second). Two clocks still apply: position every output frame, pose from
146
- quantized time (§3).
147
- - **Check the small sizes.** Render the model sheet at 1×, 2× and 3× the sprite
148
- size and on the real background: a face that reads at 3× can vanish at 1×.
@@ -1,185 +0,0 @@
1
- # The director's steps and documents
2
-
3
- You direct. Every call about data, story and look is yours to propose and the
4
- user's to approve. The film gets built in seven steps. Each step ends in
5
- something the user can look at, and you stop there until they approve.
6
- Nothing is rendered to MP4 until the user has approved the film in the studio.
7
-
8
- ## Contents
9
- 0. Input: a GitHub link
10
- 1. Outline: story direction: what story, what it highlights
11
- 2. Character: expressions and actions: the cast sheet
12
- 3. Outline: the full film: the 2-minute outline
13
- 4. Storyboard: the first 30 seconds: the first storyboard page
14
- 5. Build the full film: the rest of the shots and the code
15
- 6. Studio preview: the film in the studio, not rendered
16
- 7. Final delivery: render, verify, report
17
- 8. Director's checks before each hand-off
18
-
19
- ## 0. Input: a GitHub link
20
-
21
- Clone the repo outside the film folder with
22
- `git clone --filter=blob:none <url>`, which keeps the full history and fetches
23
- file contents on demand. Then work through `python3 scripts/git_timeline.py <repo>`,
24
- the README's feature sections, the docs, the tags and releases (`gh release list`
25
- if gh is set up), and the code wherever a claim needs checking (`story.md` §1,
26
- §6). If you don't know the audience, the languages or where the film will be
27
- shown, ask. The length is about 2 minutes unless the user says otherwise.
28
-
29
- ## 1. Outline: story direction
30
-
31
- Start `OUTLINE.md` with a pitch the user can answer in a minute:
32
-
33
- - **Logline.** One sentence: who, wants what, what happens, where it lands.
34
- ("A pencil raven hatches on a branch that is Raven's commit history and
35
- flies until it leads every agent it meets.")
36
- - **Story.** The form and why it suits this product (`forms.md`). The
37
- protagonist, and whose voice the captions are. The arc in four lines, setup / development
38
- / turning point / resolution, each with the commits it rests on (`story.md` §2).
39
- - **What it highlights.** The 3–5 things a viewer should remember
40
- afterwards, each tied to a real feature, and which one gets the most time.
41
- - **Data.** The numbers the film stands on, each with its source (first
42
- commit, first release, total commits, the busiest day and its count), and the
43
- mapping from git facts to what the viewer sees (`forms.md` §1).
44
- - **Look.** A line or two on the look family and how it changes.
45
-
46
- In chat, tell the user the story and the highlights in a few lines and point to
47
- the file for the rest. If a second story is a real contender, give it one line.
48
-
49
- ## 2. Character: expressions and actions
50
-
51
- Design the protagonist in the chosen look, plus companions if the product has
52
- helpers, and render a cast sheet (`cast-sheet.html`: a film page with one
53
- frame, as in the example):
54
-
55
- - 6–12 expressions the story needs (curious, happy, surprised, dizzy, proud...);
56
- - the actions the story calls for as key poses, 3–4 per action: a walk or hop
57
- cycle, jump, fly, talk, point, carry;
58
- - every look or material the protagonist appears in, at delivery size, with a
59
- 1×/2×/3× check for small appearances.
60
-
61
- See `craft.md` §1–2, and §8 for pixel art. Open the sheet for the user. Fix
62
- the drawing here: it is what people most want to change, and every later frame
63
- depends on it.
64
-
65
- ## 3. Outline: the full film
66
-
67
- Expand `OUTLINE.md` into the whole film, about 2:00:
68
-
69
- - a format line: length, aspect, languages, delivery
70
- (`2:00 · 16:9 · zh + en · 4K60 MP4 · social + site`);
71
- - the acts, each with its look, where it changes and the story reason
72
- (`story.md` §5);
73
- - the recurring devices: commit token, date display, feature card, keepsake
74
- (`story.md` §4);
75
- - the beats, one line each: time range, what happens, the feature it shows, the
76
- commit. About 15–25 of them, adding up to about 2:00;
77
- - the ending (`story.md` §2);
78
- - claims to double-check (`story.md` §6) and open questions.
79
-
80
- The raven film's `examples/raven-story/OUTLINE.md` is a real outline. It comes
81
- from an older workflow, so it merges outline and shot list, and its camera rules
82
- section is the journey form's camera grammar.
83
-
84
- ## 4. Storyboard: the first 30 seconds
85
-
86
- Write shots for the opening 30 seconds only (through the first hand-over)
87
- into `shots.json`. Draw one keyframe per shot with the real cast and world code
88
- at a single pose, with caption and card in place (no animation yet), and render
89
- the storyboard page with the stills:
90
-
91
- ```bash
92
- python3 scripts/storyboard.py shots.json --frames storyboard/frames --out storyboard/storyboard.html \
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- --ui en --title "<Film title> - Storyboard (first 30 seconds)"
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- ```
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-
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- Open it for the user. These 30 seconds set the tone, pacing, caption voice and
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- look for everything after, so this is the cheapest place to redirect the film.
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-
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- Fields per shot:
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-
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- | Field | What goes in it |
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- |---|---|
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- | `time` | start, `m:ss` |
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- | `dur` | seconds, only when the shot doesn't simply run to the next one |
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- | `key` | the moment that best shows the shot (`m:ss` or seconds); the studio draws its storyboard frame there. Default: the middle |
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- | `act` | act label, e.g. `Setup - Pencil`; consecutive shots with the same label form one act |
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- | `card` | on-screen card or title text (the product speaking) |
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- | `picture` | what is in frame and what happens, in one or two sentences |
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- | `camera` | shot size and camera move, within the form's grammar ("wide, drifting right", "close on the face", "pull back to the whole tree") |
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- | `lines` | the caption in each language: `{"English": "..."}` (add localized language labels for other cuts); `" / "` marks a line break |
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- | `sound` | the cue: a hop tick, a splash at the seam, a chord on the stamp |
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- | `note` | the commit, PR, tag or date the shot rests on; `connective` if none |
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- | `shot` | the still's file name inside `--frames` |
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-
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- In a one-take journey, a "shot" is a stretch of the continuous move, named by
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- what the camera frames. The cut list is empty on purpose.
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-
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- ## 5. Build the full film
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-
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- With the 30 seconds approved, write the remaining shots into `shots.json` and
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- animate the whole film.
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-
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- - Keep `shots.json` as the source of truth, and re-render the storyboard page as
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- shots are added. Rows without stills are fine.
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- - When a shot needs an expression or action the cast sheet lacks, add it to the
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- cast and to the sheet, then show the user the additions with a line on where
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- each is used. The user may ask for more at any point.
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- - Check your own work with the preview tools (`production.md` §2):
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- `frames.mjs load`, the overview grid, strips across fast action, full-size
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- stills of text-heavy shots.
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- - Do not render an MP4.
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-
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- ## 6. Studio preview
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-
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- The studio is the film page itself. `engine/studio-ui.js`, loaded after
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- `core.js`, turns the page into a review desk:
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-
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- - the film on top, with a scrub track as wide as the frame: acts as bands and
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- shots as numbered cells. Drag anywhere to seek; hover to see the time and
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- shot;
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- - play from any point, with the score in sync. The picture starts at once and
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- the sound joins when its buffer is ready;
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- - keys: space play/pause, ←/→ one frame, shift+←/→ one second, `[` `]`
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- previous/next shot, Home/End;
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- - below it, the storyboard: one frame per shot, drawn live from the film at the
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- shot's `key`. Click one to jump there. The current shot is highlighted as
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- the film plays.
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-
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- Write the shot data next to the film HTML and open the film:
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-
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- ```bash
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- python3 scripts/storyboard.py shots.json --js shots.js --out storyboard/storyboard.html
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- open film.html
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- ```
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-
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- It works from `file://` with no server. Without `shots.js` the studio treats
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- each timeline scene as a shot. Shots past the film's current end show as "not
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- in the film yet", so the studio is also useful mid-build.
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-
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- Ask the user to review the film in the studio, and iterate on their notes
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- (timing, drawing, captions, cast) until they approve. Still no MP4.
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-
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- ## 7. Final delivery
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-
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- Only after the user approves in the studio, render and deliver (`SKILL.md`
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- step 7, `production.md` §3). Report duration, resolution, fps, file size,
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- "decode OK", which stills and strips you actually looked at, the score levels
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- you measured (and that you could not listen to them), and any claim you
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- softened or flagged. Then swap the storyboard page's keyframes for real frames
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- (`node frames.mjs film.html shots <key seconds>`) so the page stays the
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- reference for later edits.
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-
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- ## 8. Director's checks before each hand-off
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-
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- - **Newcomer test.** After the film, would someone who has never heard of the
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- product know what it does for them?
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- - **Arc.** Does each act teach one thing? Is the turning point the peak? Does the ending pay
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- off something set up in the first 20 seconds?
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- - **Data.** Is every hash, date and count real and sourced? Are the
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- illustrative ones marked?
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- - **Form.** Does the camera grammar hold for the whole film?
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- - **Look.** Does every look change sit on an important commit with a story
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- reason?
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- - **Voice.** Does every caption say something new, in native copy, in every
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- language?
@@ -1,150 +0,0 @@
1
- # Story forms: how the growth is staged
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-
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- The subject never changes: a product growing up, told from its git history.
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- The form is how that growth is shown on screen. A mascot hatching and walking
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- along the timeline is one form. Pick the one that suits this product, or
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- invent one, and propose it in the outline with a sentence on why it fits.
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-
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- ## Contents
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- 1. Choosing a form
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- 2. Journey (has a reference implementation)
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- 3. Growth
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- 4. Building
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- 5. Levels
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- 6. Companion
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- 7. Mixing and inventing forms
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-
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- ## 1. Choosing a form
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-
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- | If the product... | Try |
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- |---|---|
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- | has a character, a mascot, or a clear "from nothing to here" arc | Journey |
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- | accumulates things: capabilities, integrations, content, users | Growth |
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- | is a system of parts: engine, plugins, agents, modules | Building |
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- | is for developers or players, or its history is a run of hard problems | Levels |
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- | lives in someone's day: an assistant, a consumer app, a daily tool | Companion |
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-
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- Whatever the form, keep the mapping literal and consistent. One visual unit
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- per commit (or per day), one milestone per release, one setback per revert,
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- and real dates and counts. That mapping makes the film about *this*
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- repository and not a generic promo. Write it down in the outline as a small
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- table: git fact → what the viewer sees.
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-
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- Every form needs the same things from the story: a protagonist who wants
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- something, setbacks (reverts, rewrites, the busiest day), and an ending that
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- lands on what the product does for the viewer now (`story.md` §2).
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-
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- ## 2. Journey
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-
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- **Premise.** A traveller moves along a line that *is* the timeline; every date
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- is a stop on the way.
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-
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- **Mapping.** x is time. Commits hang along the path (beads, one per commit,
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- real daily counts). Releases and big commits are seams where the material
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- changes. A revert is a fall.
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-
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- **Camera grammar.** One continuous shot, and the traveller only moves right.
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- The camera follows a moving average of the traveller's x, so it can never pan
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- back, and there are no cuts. A fall climbs back in *further right*. This rule
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- is what turns the timeline into a physical journey and stops the film drifting
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- into a slideshow. Keep it for the whole film.
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-
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- **Movement grows with the project.** Small hops, bigger hops, first take-off,
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- flight, leading a flock, the flock flying out of frame.
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-
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- **Openings.** Hatching is one. Others: a sketch getting inked, waking up,
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- stepping out of a door, a paper boat set on a stream.
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-
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- **Reference.** `examples/raven-story/` (128 s, fully built): route and hops
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- in `raven-route.js`, flight and the later acts in `raven-flight.js`, the page,
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- seams and writer in `raven-world.js`.
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-
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- ## 3. Growth
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-
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- **Premise.** Something grows in place: a seed into a tree (a commit is a leaf,
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- a release a new branch, the busiest day a bloom), a village into a city (a
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- feature is a building), a blank page into a finished drawing, a garden through
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- the seasons.
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-
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- **Mapping.** Size and density follow cumulative commits; the daily count sets
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- how much grows that day. A revert is a pruned branch or a storm; a rewrite is a
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- season change.
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-
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- **Camera grammar.** Mostly locked off, with a slow pull-back as it grows. Push
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- in for a feature close-up, then back out. Time reads from light, weather, a
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- calendar or the season, not from the camera moving.
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-
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- **Story engine.** Growth alone is not a story. Give it someone who tends it or
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- lives in it and wants something, and weather that gets in the way.
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-
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- **Build.** Draw the organism as a pure function of t from `timeline.json`, so
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- every frame is deterministic. Grow each element over 0.3–0.6 s with a stagger,
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- or a busy day pops. Cache settled growth into a layer; thousands of leaves
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- redrawn every frame will drop frames.
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-
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- ## 4. Building
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-
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- **Premise.** A machine, ship, house or robot gets assembled piece by piece.
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- Each feature is a part with a job; at the end the machine switches on and does
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- what the product does.
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-
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- **Mapping.** Parts are features or modules (from `feat` commits or the
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- directory structure). Early commits are scaffolding and sketches. A revert
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- pulls a part back out; a refactor is rebuilt in blueprint.
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-
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- **Camera grammar.** A workshop wide shot plus inserts: close-ups of each part
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- clicking in. Cuts are allowed (it is a construction montage), but keep one
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- screen direction for "progress" so the build still reads as forward motion.
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-
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- **Watch for.** A parts list is not a story. Keep someone building it who hits
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- problems, and make the switch-on the payoff.
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-
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- ## 5. Levels
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-
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- **Premise.** A side-scrolling game. Each release or milestone is a level,
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- bugs and issues are enemies, features are power-ups, a revert costs a life,
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- the busiest day is the boss.
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-
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- **Mapping.** The level map is the timeline. The HUD shows the date, the
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- commit count as the score and the version as the level name.
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-
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- **Camera grammar.** Side scroll locked to the player, as in a platformer.
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- Title cards between levels, where cuts are allowed.
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-
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- **Look.** Pixel art suits it (`craft.md` §8), with a chiptune score.
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-
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- **Watch for.** Game grammar invites invented numbers. Score, lives and level
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- names must come from real counts and tags.
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-
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- ## 6. Companion
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-
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- **Premise.** A user's days. The product enters their life and grows up next
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- to them; each feature solves something in their day. The product can appear
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- as a small character (a kitten, a helper) that grows with it.
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-
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- **Mapping.** The story's calendar is the commit calendar. Each scene is a day
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- with a real feature in it, and a date stamp or margin note carries the hash.
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-
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- **Camera grammar.** Cuts between scenes are fine. Keep continuity devices (a
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- window, a desk, the same mug) so the passing time reads.
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-
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- **Watch for.** It drifts into an advert. Keep the git history visible in every
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- scene, and keep the protagonist's want bigger than "use the product".
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-
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- ## 7. Mixing and inventing forms
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-
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- Forms can change at an act boundary when the story gives a reason: a journey
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- for the solo early days, building when helpers or a team arrive, a pull-back
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- into growth for the ending overview. Announce the change the way the material
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- changes are announced: at a seam, on an important commit.
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-
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- These forms are starting points. A product often suggests its own: a map being
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- drawn for a navigation tool, a recipe being cooked for a food app, letters
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- being exchanged for a chat product. Any form works if the mapping stays
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- literal and the arc is there.
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-
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- Only the journey has a reference implementation. For another form, reuse the
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- engine (palettes, marks, cels, exposure, camera, materials), the film HTML,
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- the writer and the score as a skeleton, and write the world code fresh.
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- Expect the cast sheet and the 30-second storyboard to take longer than they
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- did for a journey: they are where a new form proves itself.