@autoaiai/aicut 0.1.11 → 0.1.13

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (1063) hide show
  1. package/MANUAL.md +94 -94
  2. package/package.json +1 -1
  3. package/skills/aicut-motion/SKILL.md +69 -3
  4. package/skills/aicut-motion/THIRD_PARTY_NOTICES.md +14 -0
  5. package/skills/aicut-motion/assets/atlas/lib/harness.js +116 -0
  6. package/skills/aicut-motion/assets/atlas/lib/sound.js +274 -0
  7. package/skills/aicut-motion/assets/atlas/styles/001-flat-vector-science/code.js +937 -0
  8. package/skills/aicut-motion/assets/atlas/styles/001-flat-vector-science/poster.jpg +0 -0
  9. package/skills/aicut-motion/assets/atlas/styles/001-flat-vector-science/style.json +13 -0
  10. package/skills/aicut-motion/assets/atlas/styles/002-watercolor-wash/code.js +909 -0
  11. package/skills/aicut-motion/assets/atlas/styles/002-watercolor-wash/poster.jpg +0 -0
  12. package/skills/aicut-motion/assets/atlas/styles/002-watercolor-wash/style.json +13 -0
  13. package/skills/aicut-motion/assets/atlas/styles/003-shadow-puppet-theatre/code.js +881 -0
  14. package/skills/aicut-motion/assets/atlas/styles/003-shadow-puppet-theatre/poster.jpg +0 -0
  15. package/skills/aicut-motion/assets/atlas/styles/003-shadow-puppet-theatre/style.json +13 -0
  16. package/skills/aicut-motion/assets/atlas/styles/004-whiteboard-explainer/code.js +897 -0
  17. package/skills/aicut-motion/assets/atlas/styles/004-whiteboard-explainer/poster.jpg +0 -0
  18. package/skills/aicut-motion/assets/atlas/styles/004-whiteboard-explainer/style.json +13 -0
  19. package/skills/aicut-motion/assets/atlas/styles/005-psychedelic-poster/code.js +814 -0
  20. package/skills/aicut-motion/assets/atlas/styles/005-psychedelic-poster/poster.jpg +0 -0
  21. package/skills/aicut-motion/assets/atlas/styles/005-psychedelic-poster/style.json +13 -0
  22. package/skills/aicut-motion/assets/atlas/styles/006-tech-glow-explainer/code.js +990 -0
  23. package/skills/aicut-motion/assets/atlas/styles/006-tech-glow-explainer/poster.jpg +0 -0
  24. package/skills/aicut-motion/assets/atlas/styles/006-tech-glow-explainer/style.json +13 -0
  25. package/skills/aicut-motion/assets/atlas/styles/007-papercraft-models/code.js +994 -0
  26. package/skills/aicut-motion/assets/atlas/styles/007-papercraft-models/poster.jpg +0 -0
  27. package/skills/aicut-motion/assets/atlas/styles/007-papercraft-models/style.json +13 -0
  28. package/skills/aicut-motion/assets/atlas/styles/008-1940s-film-noir/code.js +792 -0
  29. package/skills/aicut-motion/assets/atlas/styles/008-1940s-film-noir/poster.jpg +0 -0
  30. package/skills/aicut-motion/assets/atlas/styles/008-1940s-film-noir/style.json +13 -0
  31. package/skills/aicut-motion/assets/atlas/styles/009-manim-style-math/code.js +840 -0
  32. package/skills/aicut-motion/assets/atlas/styles/009-manim-style-math/poster.jpg +0 -0
  33. package/skills/aicut-motion/assets/atlas/styles/009-manim-style-math/style.json +13 -0
  34. package/skills/aicut-motion/assets/atlas/styles/010-illuminated-manuscript/code.js +1126 -0
  35. package/skills/aicut-motion/assets/atlas/styles/010-illuminated-manuscript/poster.jpg +0 -0
  36. package/skills/aicut-motion/assets/atlas/styles/010-illuminated-manuscript/style.json +13 -0
  37. package/skills/aicut-motion/assets/atlas/styles/011-editorial-essay-collage/code.js +854 -0
  38. package/skills/aicut-motion/assets/atlas/styles/011-editorial-essay-collage/poster.jpg +0 -0
  39. package/skills/aicut-motion/assets/atlas/styles/011-editorial-essay-collage/style.json +13 -0
  40. package/skills/aicut-motion/assets/atlas/styles/012-bioluminescent-deep-sea/code.js +1124 -0
  41. package/skills/aicut-motion/assets/atlas/styles/012-bioluminescent-deep-sea/poster.jpg +0 -0
  42. package/skills/aicut-motion/assets/atlas/styles/012-bioluminescent-deep-sea/style.json +13 -0
  43. package/skills/aicut-motion/assets/atlas/styles/013-product-launch-reveal/code.js +728 -0
  44. package/skills/aicut-motion/assets/atlas/styles/013-product-launch-reveal/poster.jpg +0 -0
  45. package/skills/aicut-motion/assets/atlas/styles/013-product-launch-reveal/style.json +13 -0
  46. package/skills/aicut-motion/assets/atlas/styles/014-halftone-pop-panel/code.js +664 -0
  47. package/skills/aicut-motion/assets/atlas/styles/014-halftone-pop-panel/poster.jpg +0 -0
  48. package/skills/aicut-motion/assets/atlas/styles/014-halftone-pop-panel/style.json +13 -0
  49. package/skills/aicut-motion/assets/atlas/styles/015-isometric-pastel/code.js +991 -0
  50. package/skills/aicut-motion/assets/atlas/styles/015-isometric-pastel/poster.jpg +0 -0
  51. package/skills/aicut-motion/assets/atlas/styles/015-isometric-pastel/style.json +13 -0
  52. package/skills/aicut-motion/assets/atlas/styles/016-oscilloscope-vector-art/code.js +801 -0
  53. package/skills/aicut-motion/assets/atlas/styles/016-oscilloscope-vector-art/poster.jpg +0 -0
  54. package/skills/aicut-motion/assets/atlas/styles/016-oscilloscope-vector-art/style.json +13 -0
  55. package/skills/aicut-motion/assets/atlas/styles/017-risograph-zine/code.js +692 -0
  56. package/skills/aicut-motion/assets/atlas/styles/017-risograph-zine/poster.jpg +0 -0
  57. package/skills/aicut-motion/assets/atlas/styles/017-risograph-zine/style.json +13 -0
  58. package/skills/aicut-motion/assets/atlas/styles/018-claymation-set/code.js +756 -0
  59. package/skills/aicut-motion/assets/atlas/styles/018-claymation-set/poster.jpg +0 -0
  60. package/skills/aicut-motion/assets/atlas/styles/018-claymation-set/style.json +13 -0
  61. package/skills/aicut-motion/assets/atlas/styles/019-neon-sign-at-night/code.js +922 -0
  62. package/skills/aicut-motion/assets/atlas/styles/019-neon-sign-at-night/poster.jpg +0 -0
  63. package/skills/aicut-motion/assets/atlas/styles/019-neon-sign-at-night/style.json +13 -0
  64. package/skills/aicut-motion/assets/atlas/styles/020-kawaii-anime/code.js +852 -0
  65. package/skills/aicut-motion/assets/atlas/styles/020-kawaii-anime/poster.jpg +0 -0
  66. package/skills/aicut-motion/assets/atlas/styles/020-kawaii-anime/style.json +13 -0
  67. package/skills/aicut-motion/assets/atlas/styles/021-ukiyo-e-woodblock/code.js +724 -0
  68. package/skills/aicut-motion/assets/atlas/styles/021-ukiyo-e-woodblock/poster.jpg +0 -0
  69. package/skills/aicut-motion/assets/atlas/styles/021-ukiyo-e-woodblock/style.json +13 -0
  70. package/skills/aicut-motion/assets/atlas/styles/022-16-bit-pixel-odyssey/code.js +793 -0
  71. package/skills/aicut-motion/assets/atlas/styles/022-16-bit-pixel-odyssey/poster.jpg +0 -0
  72. package/skills/aicut-motion/assets/atlas/styles/022-16-bit-pixel-odyssey/style.json +13 -0
  73. package/skills/aicut-motion/assets/atlas/styles/023-chalkboard-lesson/code.js +846 -0
  74. package/skills/aicut-motion/assets/atlas/styles/023-chalkboard-lesson/poster.jpg +0 -0
  75. package/skills/aicut-motion/assets/atlas/styles/023-chalkboard-lesson/style.json +13 -0
  76. package/skills/aicut-motion/assets/atlas/styles/024-cut-paper-diorama/code.js +1008 -0
  77. package/skills/aicut-motion/assets/atlas/styles/024-cut-paper-diorama/poster.jpg +0 -0
  78. package/skills/aicut-motion/assets/atlas/styles/024-cut-paper-diorama/style.json +13 -0
  79. package/skills/aicut-motion/assets/atlas/styles/025-cathedral-glass/code.js +680 -0
  80. package/skills/aicut-motion/assets/atlas/styles/025-cathedral-glass/poster.jpg +0 -0
  81. package/skills/aicut-motion/assets/atlas/styles/025-cathedral-glass/style.json +13 -0
  82. package/skills/aicut-motion/assets/atlas/styles/026-editorial-chart/code.js +633 -0
  83. package/skills/aicut-motion/assets/atlas/styles/026-editorial-chart/poster.jpg +0 -0
  84. package/skills/aicut-motion/assets/atlas/styles/026-editorial-chart/style.json +13 -0
  85. package/skills/aicut-motion/assets/atlas/styles/027-synthwave-outrun/code.js +757 -0
  86. package/skills/aicut-motion/assets/atlas/styles/027-synthwave-outrun/poster.jpg +0 -0
  87. package/skills/aicut-motion/assets/atlas/styles/027-synthwave-outrun/style.json +13 -0
  88. package/skills/aicut-motion/assets/atlas/styles/028-origami-studio/code.js +828 -0
  89. package/skills/aicut-motion/assets/atlas/styles/028-origami-studio/poster.jpg +0 -0
  90. package/skills/aicut-motion/assets/atlas/styles/028-origami-studio/style.json +13 -0
  91. package/skills/aicut-motion/assets/atlas/styles/029-linocut-relief-print/code.js +697 -0
  92. package/skills/aicut-motion/assets/atlas/styles/029-linocut-relief-print/poster.jpg +0 -0
  93. package/skills/aicut-motion/assets/atlas/styles/029-linocut-relief-print/style.json +13 -0
  94. package/skills/aicut-motion/assets/atlas/styles/030-holographic-foil-card/code.js +687 -0
  95. package/skills/aicut-motion/assets/atlas/styles/030-holographic-foil-card/poster.jpg +0 -0
  96. package/skills/aicut-motion/assets/atlas/styles/030-holographic-foil-card/style.json +13 -0
  97. package/skills/aicut-motion/assets/atlas/styles/031-voxel-diorama/code.js +727 -0
  98. package/skills/aicut-motion/assets/atlas/styles/031-voxel-diorama/poster.jpg +0 -0
  99. package/skills/aicut-motion/assets/atlas/styles/031-voxel-diorama/style.json +13 -0
  100. package/skills/aicut-motion/assets/atlas/styles/032-sumi-e-ink-wash/code.js +903 -0
  101. package/skills/aicut-motion/assets/atlas/styles/032-sumi-e-ink-wash/poster.jpg +0 -0
  102. package/skills/aicut-motion/assets/atlas/styles/032-sumi-e-ink-wash/style.json +13 -0
  103. package/skills/aicut-motion/assets/atlas/styles/033-etch-a-sketch-toy/code.js +662 -0
  104. package/skills/aicut-motion/assets/atlas/styles/033-etch-a-sketch-toy/poster.jpg +0 -0
  105. package/skills/aicut-motion/assets/atlas/styles/033-etch-a-sketch-toy/style.json +13 -0
  106. package/skills/aicut-motion/assets/atlas/styles/034-cosmic-star-chart/code.js +951 -0
  107. package/skills/aicut-motion/assets/atlas/styles/034-cosmic-star-chart/poster.jpg +0 -0
  108. package/skills/aicut-motion/assets/atlas/styles/034-cosmic-star-chart/style.json +13 -0
  109. package/skills/aicut-motion/assets/atlas/styles/035-punk-zine-collage/code.js +759 -0
  110. package/skills/aicut-motion/assets/atlas/styles/035-punk-zine-collage/poster.jpg +0 -0
  111. package/skills/aicut-motion/assets/atlas/styles/035-punk-zine-collage/style.json +13 -0
  112. package/skills/aicut-motion/assets/atlas/styles/036-thermal-camera/code.js +738 -0
  113. package/skills/aicut-motion/assets/atlas/styles/036-thermal-camera/poster.jpg +0 -0
  114. package/skills/aicut-motion/assets/atlas/styles/036-thermal-camera/style.json +13 -0
  115. package/skills/aicut-motion/assets/atlas/styles/037-engineering-blueprint/code.js +793 -0
  116. package/skills/aicut-motion/assets/atlas/styles/037-engineering-blueprint/poster.jpg +0 -0
  117. package/skills/aicut-motion/assets/atlas/styles/037-engineering-blueprint/style.json +13 -0
  118. package/skills/aicut-motion/assets/atlas/styles/038-impasto-night/code.js +673 -0
  119. package/skills/aicut-motion/assets/atlas/styles/038-impasto-night/poster.jpg +0 -0
  120. package/skills/aicut-motion/assets/atlas/styles/038-impasto-night/style.json +13 -0
  121. package/skills/aicut-motion/assets/atlas/styles/039-win95-desktop/code.js +907 -0
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  124. package/skills/aicut-motion/assets/atlas/styles/040-low-poly-faceted/code.js +833 -0
  125. package/skills/aicut-motion/assets/atlas/styles/040-low-poly-faceted/poster.jpg +0 -0
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  127. package/skills/aicut-motion/assets/atlas/styles/041-manga-page/code.js +845 -0
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  130. package/skills/aicut-motion/assets/atlas/styles/042-wood-type-letterpress/code.js +496 -0
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  133. package/skills/aicut-motion/assets/atlas/styles/043-light-painting/code.js +635 -0
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  136. package/skills/aicut-motion/assets/atlas/styles/044-felt-patchwork/code.js +799 -0
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  139. package/skills/aicut-motion/assets/atlas/styles/045-phosphor-terminal/code.js +547 -0
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  142. package/skills/aicut-motion/assets/atlas/styles/046-glassmorphism-ui/code.js +592 -0
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  145. package/skills/aicut-motion/assets/atlas/styles/047-tarot-card/code.js +768 -0
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  148. package/skills/aicut-motion/assets/atlas/styles/048-transit-map/code.js +666 -0
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  157. package/skills/aicut-motion/assets/atlas/styles/051-art-deco-foil/code.js +606 -0
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  1028. package/skills/vox-director/SKILL.md +0 -351
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  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
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  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
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  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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@@ -1,150 +0,0 @@
1
- # Production: project layout, rendering, delivery
2
-
3
- ## Contents
4
- 1. Project layout and git
5
- 2. Preview loop
6
- 3. Streaming 4K delivery
7
- 4. Sound
8
- 5. Pitfalls seen in practice
9
- 6. Samples, teasers and short cuts
10
-
11
- ## 1. Project layout and git
12
-
13
- Work in a folder **outside** the product repository (a repo's own rules often
14
- forbid HTML/video assets). Copy the engine and example in, then `npm i`.
15
-
16
- ```
17
- <film>/
18
- core.js studio-ui.js studio.js cels.js materials.js engine (MIT, keep LICENSE file)
19
- render.mjs package.json preview renderer (+ puppeteer-core)
20
- render-hq.mjs frames.mjs from this skill's scripts/
21
- fonts/ OFL faces + licence files + README
22
- OUTLINE.md outline: story direction, then the whole film
23
- cast-sheet.html character: expressions and actions
24
- shots.json shot list storyboard/ storyboard page + stills
25
- shots.js shot data for the studio (storyboard.py --js)
26
- <name>-cast.js the protagonist <name>-world.js page, marks, writer
27
- <name>-*.js the acts (the raven: -route.js act I, -flight.js acts II+ and ending)
28
- <name>-score.js synthesized score <name>.html the film; opens as the studio
29
- out/ renders (gitignored)
30
- ```
31
-
32
- The film HTML loads `studio-ui.js` right after `core.js`, so opening it in a
33
- browser gives the studio (`directing.md` §6). The render scripts load it with
34
- `?bare`, which skips the player entirely.
35
-
36
- `.gitignore`: `node_modules/`, `out/`, `.DS_Store`. Commit when the user asks;
37
- keep languages on branches (e.g. `main` = Chinese, `feat/english_version`)
38
- and merge fixes from `main` into the language branch.
39
-
40
- `defineFilm` in the bundled `core.js` accepts fps 12, 24 or 60 (60 was added
41
- for delivery; drawings stay on 24/12). The film reads `?fps=` from the URL
42
- (the example accepts 12/24/60 and falls back to 24), so the same file previews
43
- at 24 and delivers at 60. `render-hq.mjs --fps N` sets that parameter;
44
- `engine/render.mjs` (previews) only knows 12 and 24 and never passes `?fps=`,
45
- so do all preview work at 24.
46
-
47
- Name collisions: the engine defines globals (`S`, `W`, `H`, `CX`, `CY`, `key`,
48
- `arc`, `hash`, `spring`...). A film-level `const S = ...` throws at load and
49
- the renderer waits forever. Use distinctive names (`ST`, `T2`).
50
-
51
- ## 2. Preview loop
52
-
53
- From the film folder:
54
-
55
- ```bash
56
- node frames.mjs film.html load # errors? frame count?
57
- node render.mjs film.html --grid 60 --width 960 --out out/preview # overview sheet
58
- node render.mjs film.html --only 96,1300 --out out/preview # full-size stills
59
- node render.mjs film.html --strip 618,24 --width 1280 --out out/preview # consecutive frames
60
- node frames.mjs film.html shots 12.5,44,96 # stills at seconds
61
- node frames.mjs film.html score # audio levels per second
62
- ```
63
-
64
- Look at the overview after every structural change, full-size stills after
65
- every text or layout change, strips around fast action and every hand-over.
66
- A still that is blank except the background means something threw or a
67
- drawing budget was blown; check with `frames.mjs load`.
68
-
69
- These are for your own checks. The user reviews in two places: the storyboard
70
- page (`scripts/storyboard.py`, `directing.md` §4) before the animation, and
71
- the studio (`directing.md` §6) once the film is animated. No render happens
72
- until the user approves the film in the studio.
73
-
74
- ## 3. Streaming 4K delivery
75
-
76
- ```bash
77
- node render-hq.mjs film.html --width 3840 --fps 60 --workers 4 --out out
78
- ```
79
-
80
- Parallel headless Chrome workers each render a stretch of frames and pipe PNGs
81
- straight into ffmpeg (no frames on disk: 4K×7,000 PNGs would be >100 GB).
82
- Segments are joined losslessly, the score is muxed in. The closing frame is
83
- also written once at the start, so players and feeds use it as the cover; the
84
- audio is delayed by that frame. `--no-cover` disables it; `--param k=v` passes
85
- URL parameters (e.g. a font trial).
86
-
87
- Throughput on a 12-core Mac: ~25 frames/s at 4K, so a 2-minute 60 fps film is
88
- ~5–6 minutes. Verify every delivery:
89
-
90
- ```bash
91
- ffprobe -v error -show_entries format=duration,size:stream=width,height,r_frame_rate,nb_frames -of compact out/x.mp4
92
- ffmpeg -v error -i out/x.mp4 -f null - && echo decode OK
93
- ```
94
-
95
- Report duration, resolution, fps, size and "decode OK". A decode pass is not
96
- a viewing: say what you actually looked at.
97
-
98
- ffmpeg may be installed but not on the non-interactive PATH; export
99
- `/opt/homebrew/bin` before calling it.
100
-
101
- ## 4. Sound
102
-
103
- The score is Web Audio on the same timeline (`<name>-score.js`), rendered
104
- offline by the page. Place every cue from the route data (hop landings,
105
- reveals), never from hard-coded seconds, so a timing change cannot desync it.
106
- Pencil scratches and sparse piano for sketches, a pad when the ink arrives,
107
- a tick per landing, a short chord per stamp.
108
-
109
- Check levels: peak under ~0.8, quiet stretches still audible. Put gain after
110
- a compressor rather than raising the master into clipping. You cannot hear
111
- the result: tell the user the levels were measured but not listened to.
112
-
113
- ## 5. Pitfalls seen in practice
114
-
115
- - **Two renders at once**: two 4-worker renders on one machine crashed a
116
- Chrome worker ("Target closed"). Queue renders; one at a time.
117
- - **Stopping a render**: kill both the node process and ffmpeg, then delete
118
- `out/.<name>-*` staging folders and any half-written mp4.
119
- - **Background waits**: a wait loop that checks one file name can hang when a
120
- rename step never runs; check the log for the finish line and the process.
121
- - **Rendering while switching branches**: a script that checks out branches
122
- in the working folder must not overlap with edits; use `git worktree` for
123
- side experiments.
124
- - **Apostrophes** in single-quoted JS strings break the whole file.
125
- - **A frame counter's `S`/`T` shadowing** globals: see project layout.
126
- - **A still that looks right can hide a timing bug**: pops at hand-overs and
127
- stutter only show in strips or playback.
128
-
129
- ## 6. Samples, teasers and short cuts
130
-
131
- The first-look preview is the 30-second storyboard page, and the animated
132
- preview is the studio, so a sample MP4 is only needed when the user wants a
133
- file to share early. The example's act I (`raven-route.js`) is not a
134
- standalone film: the feature card (`featureCard`), dates and the camera's
135
- extended route live in `raven-flight.js`. For a sample, keep every script
136
- loaded and shorten the
137
- `TIMELINE` array in the film HTML to the segments you want (and end the score
138
- there). Nothing else changes, and the sample stays frame-identical to the
139
- final film.
140
-
141
- For a teaser that plays the same story faster, map output time to story time
142
- (`story = start + (t - start) * k`) in one wrapper, and run the score's cue
143
- times through the same map. Quantize poses on the *output* clock after the
144
- map, not on the story clock, or a 1.45× speed-up exposes drawings for odd
145
- frame counts. Hops shorter than ~8 frames stop reading as hops: shorten the
146
- walk instead of speeding it up past that.
147
-
148
- To leave out the ending, drop its segments from `TIMELINE`; `render-hq.mjs`
149
- then uses the new last frame as the cover, which is usually a mid-flight frame:
150
- pass `--no-cover`.
@@ -1,137 +0,0 @@
1
- # Turning a repository into a story
2
-
3
- The film is for people who have never used the project. Its job is to answer
4
- "what can this do for me?", told as the project growing up. The git history
5
- supplies the order and the proof; the user's product pitch supplies the point.
6
- How the growth is staged (a journey, something growing, a machine being
7
- built...) is the form, covered in `forms.md`. This file covers what every form
8
- needs.
9
-
10
- ## Contents
11
- 1. Gather evidence (data)
12
- 2. The arc: setup, development, turning point and resolution
13
- 3. Choosing beats
14
- 4. Recurring devices
15
- 5. Acts and looks
16
- 6. Claims you must not overstate
17
-
18
- ## 1. Gather evidence (data)
19
-
20
- Run `scripts/git_timeline.py <repo>` and read the README's feature sections
21
- and docs site. Collect:
22
-
23
- - first commit, public launch/first release, latest release, busiest day;
24
- - `feat`/`perf` commits and PR numbers as candidate beats;
25
- - reverts: a revert makes a good early setback;
26
- - the product's own vocabulary (e.g. "The Harness of Harnesses", agent names).
27
-
28
- Cite real hashes and PR numbers on screen. Never invent a commit, a
29
- contributor count or a benchmark number. If you show an illustrative score
30
- (A 66, B 81), say so in the storyboard notes.
31
-
32
- Author counts are unreliable: one person often appears under several names.
33
- Prefer "1,686 commits" over "39 hands".
34
-
35
- Selecting is the director's main job with data. Two minutes holds about 20
36
- beats out of thousands of commits. Write down what you left out and why, so
37
- the user can overrule it.
38
-
39
- ## 2. The arc: setup, development, turning point and resolution
40
-
41
- A timeline is not a story until something is at stake. Shape the history into
42
- four movements, and name the commits each one rests on:
43
-
44
- | | What it does | Typical git material |
45
- |---|---|---|
46
- | Setup | who the protagonist is, the problem, the first line | first commit, init, the README's first promise |
47
- | Development | abilities arrive one by one; each shows the viewer a use | `feat` commits, the first release, integrations |
48
- | Turning point | the pressure peaks: something breaks, gets rebuilt or changes direction | reverts, rewrites, the busiest day, a pivot, the hero feature's hard part |
49
- | Resolution | where it has landed and what it means for the viewer now | latest release, the overview, the closing card |
50
-
51
- Early commits make better comedy than features (hatching, a stranger's note,
52
- a revert as a fall); use them in the setup. Give the turning point the most screen time after the
53
- hero feature. The ending should pay off something set up in the first 20
54
- seconds (a keepsake dropped, a first line becoming the signature).
55
-
56
- The raven film ended in three moves, and most forms can adapt them:
57
- 1. Pull back over the whole history: the commit tokens in their real daily
58
- counts.
59
- 2. A signature written by the protagonist (e.g. "Made by Raven, / made for
60
- you.").
61
- 3. A closing card: product name, tagline, the protagonist peeking over the
62
- name and blinking, and a hand-drawn search box that types the repo URL
63
- beside the official GitHub mark. This frame is also the video's cover
64
- (`production.md` §3).
65
-
66
- ## 3. Choosing beats
67
-
68
- Aim for ~20 beats in two minutes (4–6 s each, longer for the hero feature).
69
- For each beat decide: the feature card text, what the viewer sees, the line
70
- the protagonist says, and the commit it rests on.
71
-
72
- Prefer features a newcomer can picture. From the raven film:
73
-
74
- 1. The orchestration / "one request becomes a task graph" idea, shown as a
75
- real request split among helpers ("research three rivals, write a scraper,
76
- watch it overnight, make a deck"). Threading one request through several
77
- beats makes the built-in agents understandable.
78
- 2. Each built-in agent gets its own small visual payoff (sources, "12 tests
79
- passed ✓", a night shift ending at dawn, three slides).
80
- 3. Third-party agents joining: named birds with name tags. Use only names the
81
- project actually supports (check presets/docs).
82
- 4. The hero feature (here: self-evolution) gets the most time and a process
83
- the viewer can follow: gates, candidates, scores, "kept", "next round".
84
- 5. Memory, skills on demand, import, reminders, playbooks, upgrades without
85
- restart: one visual gag each.
86
-
87
- ## 4. Recurring devices
88
-
89
- Every form needs a few devices that carry the data and hold the film
90
- together. Find this form's equivalent of each:
91
-
92
- | Device | Job | In the raven journey |
93
- |---|---|---|
94
- | The time axis | where "now" is | the branch, drawn solid up to today and faint dashed beyond; new segments are drawn as the raven arrives |
95
- | Commit token | one unit per commit, real daily counts | shiny beads hung under their day (ravens hoard shiny things) |
96
- | Margin notes | the proof | handwritten hash / PR number with an arrow, pinned to the page so they scroll away |
97
- | Feature card (top right) | the product speaking | big: feature name; small: what it does for the viewer; tiny: date and running commit count; holds until the next feature so it can be read |
98
- | A keepsake | set up early, paid off at a milestone | the eggshell hat, dropped at v0.1.0 |
99
-
100
- In other forms the token might be a leaf, a brick, a coin or a stamp in a
101
- diary. Keep one token per commit either way.
102
-
103
- Captions (top left) are the protagonist speaking, in the first person unless
104
- the outline chose a narrator. The card is the product speaking. Keep them
105
- different.
106
-
107
- ## 5. Acts and looks
108
-
109
- A look changes at an important commit (a seam in a journey, a season in
110
- growth, a new level) and needs a story reason. The raven film:
111
-
112
- | Act | Material | Reason |
113
- |---|---|---|
114
- | Draft days | pencil | the first commits are a sketch |
115
- | Going public | ink | open source is permanent; the wash inks the mascot |
116
- | The hero feature | riso print | many proof prints, pick the best |
117
- | Working with others | screen print | flat colours tell the helpers apart |
118
- | Rebuilding internals | blueprint | skeleton and structure |
119
- | Everything together | mixed | all materials in one sky |
120
-
121
- The look family can be something else entirely: pixel art for a levels film
122
- (`craft.md` §8), cut paper, chalk on a blackboard, a watercolour diary. The
123
- rule stays the same: every change sits on a commit and has a reason the viewer
124
- could say out loud.
125
-
126
- ## 6. Claims you must not overstate
127
-
128
- Read the docs for each feature you show. Typical traps:
129
-
130
- - A development-time tool (e.g. a benchmark-driven evolver) is not the product
131
- "rewriting itself while you chat". "I can swap out my own feathers" is fine;
132
- implying runtime self-modification is not.
133
- - Only list integrations and channels the code actually has (check the channel
134
- adapters before saying "find me in Slack").
135
- - Illustrative numbers must be marked as illustrative in the storyboard.
136
-
137
- Flag these to the user in your summary rather than silently softening them.
@@ -1,90 +0,0 @@
1
- # Text, languages and fonts
2
-
3
- ## Fonts: licence first
4
-
5
- System fonts are licensed for use on that computer, not for rendering into a
6
- published video. macOS's Chinese handwriting faces (Hannotate/手札体,
7
- HanziPen/翩翩体, Libian...) belong to commercial foundries (DynaComware etc.).
8
- Read the font's `name` table copyright before using any face you did not
9
- download yourself.
10
-
11
- Use SIL OFL 1.1 faces, bundled in `fonts/` with their licence files, loaded
12
- with `FontFace` before the first frame. Bundling also makes every machine
13
- render identical pixels. `scripts/fetch_fonts.sh <dir> <zh> <en>` downloads a
14
- set with licences.
15
-
16
- Tested choices:
17
-
18
- | Use | Face | Notes |
19
- |---|---|---|
20
- | Chinese (default) | LXGW WenKai 霞鹜文楷 | calm, legible handwriting-kaishu; the user's final pick |
21
- | Chinese, playful | Xiaolai 小赖, ZCOOL KuaiLe 站酷快乐体 | cartoonish; wider set |
22
- | Chinese, avoid | brush/running-script faces | fight the cartoon style |
23
- | English (default) | Comic Neue (Bold for 600) | upright, reads as handwriting; the user's final pick |
24
- | English, alternatives | Patrick Hand, Short Stack, Architects Daughter | upright |
25
- | English, avoid | Caveat, Kalam | the slant was rejected as too italic for captions |
26
-
27
- Only list faces in the loader that `fonts/` actually contains: a face that fails
28
- to load stops the film from ever becoming ready (`frames.mjs load` reports it).
29
-
30
- Render a sample sheet with the film's real copy before committing to a face.
31
-
32
- Font stack per language:
33
- - Chinese cut: `"LXGW WenKai", ...`: digits and Latin in the same face, so a
34
- date never switches to a slanted script mid-line.
35
- - English cut: `"Comic Neue", "LXGW WenKai", ...`.
36
-
37
- Declare a weight range on each `FontFace` so asking for 600 never triggers
38
- synthetic bold. If a Latin face runs small next to CJK, use `sizeAdjust`.
39
-
40
- ## The letter-by-letter writer
41
-
42
- Captions appear one character at a time (`writeOn` in
43
- `examples/raven-story/raven-world.js`). Three bugs it already fixes, keep them fixed:
44
-
45
- 1. The handwriting face's space is a hairline, so "调度所有 Agent 的 Agent"
46
- loses its gaps. Give spaces a minimum advance (a third of the size) and
47
- lay out with the same advance.
48
- 2. Set `textAlign = 'left'` inside the writer; an inherited `center` shifts
49
- every glyph.
50
- 3. Multiply by the context's current `globalAlpha`, or group fades leave
51
- ghost text.
52
-
53
- ## Copy rules
54
-
55
- - One caption voice per film, chosen in the outline: usually the protagonist
56
- in the first person, in short sentences, talking to a newcomer. A narrator
57
- works too, but don't switch voices mid-film. The feature card is the product
58
- speaking and is the only other voice.
59
- - Chinese: put a space between Chinese and Latin/digits (`多 Agent 编排`,
60
- `累计 1,686 次提交`); dates as `6月28日`.
61
- - English: write it as a native speaker would say it, never a literal
62
- translation. Read every line aloud. Examples of fixes the user asked for:
63
- - "I'm a raven called Raven" / "Yes, I'm a raven" → both rejected; the
64
- second sentence should say something new: "Hi, I'm Raven. Let me show you
65
- how I hatched."
66
- - "Every commit is one more" → "Each commit is one more for the pile."
67
- - "Made By Raven, Made For You." → "Made by Raven, / made for you."
68
- - Localize, don't transliterate: WeChat in the Chinese cut became Slack in the
69
- English cut (only because the product has a Slack channel).
70
- - Product names keep their official casing ("The Harness of Harnesses";
71
- the closing card may use lowercase "the harness of harnesses" if the user
72
- wants it). Check with the README.
73
- - No CJK punctuation in English strings (、,…). Apostrophes in JS strings:
74
- use double quotes for "I'm", "don't", "it's".
75
- - Dates in English: `Jun 28`; counts: `1,686 commits so far`.
76
-
77
- ## Layout checks after any text change
78
-
79
- Longer English lines and wider fonts collide with the feature card, labels
80
- and birds. After changing copy or font, render full-size stills of every
81
- text-heavy beat (`node frames.mjs film.html shots <seconds>`, 1920 wide by
82
- default) and look for:
83
-
84
- - caption vs feature card (top-left vs top-right on long lines);
85
- - caption vs a material seam or its label, and caption vs a raised wing;
86
- - margin note vs margin note when two stops are close (fade the older one out
87
- before the next arrives);
88
- - labels vs captions (scores, "current me", task pills);
89
- - text running out of a box (gate plaques, request note, name tags);
90
- - the date line under the feature card vs the card's subtitle.
@@ -1,96 +0,0 @@
1
- ---
2
- name: guizang-product-video-skill
3
- description: "制作代码驱动的软件产品宣传片和版本更新片(product promo、release notes video、changelog promo)。从真实功能和产品设计出发定方向,用真实组件、GSAP/Three.js 动效、原创配乐和动作音效完成影片,每支片子的视觉手法都从产品本身推导,不套模板。 Runs in AICUT: the film is film.html, a page per shot, drawn by `aicut look` and `aicut render`."
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- license: MIT
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- source: "op7418/guizang-product-video-skill"
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- ---
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-
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- # 归藏 product video skill
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-
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- ## Running it in AICUT
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-
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- AICUT's film is `film.html`: it cuts pages, footage, pictures and sound together on tracks. A page is a web page that
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- sets `window.film = { frame(t) }` and draws that moment — no framework, no build step, no composition object, no
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- `registerRoot`. Five shots are five pages cut together, not one page that changes scene, so each shot stays trimmable
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- and replaceable in Studio.
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-
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- ```sh
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- npx -y @autoaiai/aicut@latest # the manual: the format and the commands, always current
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- npx -y @autoaiai/aicut@latest open . # make this folder a film and print Studio's address
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- npx -y @autoaiai/aicut@latest look # a contact sheet of the whole film, its sound, and a determinism check
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- npx -y @autoaiai/aicut@latest look 4.5 # one frame, full size — look at the PNG, not at the code
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- npx -y @autoaiai/aicut@latest render # the MP4, beside film.html
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- ```
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-
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- Run the manual before the first film: it is authoritative for the format, and this skill is about the method above it.
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-
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- Where the words below name another program's part, it becomes this:
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-
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- | elsewhere | in AICUT |
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- |---|---|
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- | composition, timeline, project file | `film.html`; tracks and clips inside it |
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- | a scene, a sequence, a slide | a page (`pages/<name>.html`) cut onto a track |
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- | `useCurrentFrame()`, `interpolate()` | `frame(t)` — the picture depends only on `t`, never on state or `Date.now()` |
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- | a still, a screengrab | `aicut look <t>` |
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- | `render` / `build` / `export` | `aicut render` (the person can also export from Studio) |
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- | a dev server, a preview window | `aicut open` and the Studio address it prints |
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-
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- Hard rules that hold whatever the method says: the picture depends only on `t`; every value in the person's prompt is
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- binding; look at the frames `look` writes before saying a film is done.
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-
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-
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- 用真实组件讲清楚一个软件产品或一次更新,让画面、文案和声音一起推进。本文术语:**默认样式**指 `assets/fallback/`;**起步工程**指 `assets/starter/`,初始产物称**技术样片**;**方向文件**指视频工程里的 `DIRECTION.md`;音效事件统一保存在 `audio.cues`。
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-
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- ## 流程
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-
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- 1. **确认范围、平台与风格。** 已有工程沿用 brief 和用户决定,只处理本次修改。新片补齐:产品/仓库、发布渠道、时长与画幅、语言、是否允许链接,以及用户有没有参考视频。**范围与产品平台面必须由用户拍板**,仓库只能说明有哪些版本,说明不了用户想宣传什么:覆盖全量产品、最新一个版本周期,还是指定版本区间?覆盖哪些平台面(桌面端/CLI·TUI/移动端/服务端 API)?没指定时问一次,答案写入 `plan.json` 的 `scope`(如 `{"versions":"v0.10.12..v0.11.0","platforms":["cli-tui"]}`)并同步进 BRIEF。风格没定时问一次:"沿用代码库自己的设计风格(推荐),还是默认的暖白/炭黑风格?"`repo` 用产品设计;`default` 用默认样式包装;`hybrid` 保留产品识别、调整外层排版。常见起点:横版、45–60 秒、中文。
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- 2. **初始化并检查环境。** 按下方工具入口初始化独立视频目录,再运行环境检查;只对报告的缺项加载 [依赖安装](references/onboarding.md),装完复查。已有工程直接检查,不重新初始化。
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- 3. **调查产品,接通组件。** 按 [仓库与风格审计](references/repo-and-style.md) 确定功能、发布状态和证据,记下设计语言、暗色主题和可做母题的产品元素。在浏览器里挂载真实业务组件:补 provider,接口用 fixture,交互用真实点击和输入,放大到视频尺度([起步工程](references/starter.md)、[组件接入](references/component-pipeline.md))。先接通一个功能镜头并出静帧。
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- 4. **定方向,写 `DIRECTION.md`。** 按 [影片方向](references/direction.md):拆解参考,提炼产品气质,沿不同的轴提出三个方向,选一个并写出理由;列出 3–5 个"因为产品有 X、所以用 Y"的专属手法,并避开本工作区上一支片子的手法;把画面规范写成具体数字;写到每一秒的镜头表。用户想先看方向时,给三个方向和 3–6 张关键静帧,等反馈;否则继续。
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- 5. **逐镜头搭建。** 每个镜头 = 视图组件 + builder(GSAP 主时间轴、`onRender` 画布层、`onDrive` 真实交互),时间只从 `plan.json` 读。手法从 [视觉手法词汇](references/visual-vocabulary.md) 里选能从产品推导的,`assets/fx-lab/` 的样例改写后再用。每搭完一个镜头就出静帧,对照镜头表([审片](references/review.md))。
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- 6. **配乐与音效。** 按 [配乐与音效](references/audio-sourcing.md) 选音乐来源(用户提供 → 本机可用的生成模型 → 代码合成),编曲从镜头边界推出来,音色从产品气质推出来;音效先用录音素材,缺项再用内置 WAV。用 `sfx_landmarks.py` 实测落点和电平,按 [混音与验收](references/audio-and-qa.md) 对位、让位、混音。
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- 7. **审片并交付。** 导出全片,看 2 fps 联系表、每个转场的 10 fps 条带和信息密集镜头的全尺寸帧,按 [审片](references/review.md) 修改后重新导出。运行 `check_delivery.py`(`pacing` 只提示该去看哪一段)。交付 MP4、可复现工程和少量预览;说清哪些是自动检查、哪些实际看过/听过、哪些仍未验证。要发布时按 [封面](references/cover.md) 做 3:4 / 4:3 / 16:9 封面,用户没提就用一句话问一下。历史问题查 [案例复盘](references/case-study.md)。
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-
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- ## 硬约束
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-
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- - **真实功能。** 正式片至少一项可追溯的主张;每项记录发布状态、来源和白话解释。演示数据可以固定,功能效果与数字要有证据。范围与平台以 `plan.scope` 为准,交付时声明没有覆盖的平台面,避免观众以为片子讲的是产品全貌。
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- - **原组件,视频尺度。** 功能镜头接入实际业务组件、原样式及状态,界面正文在成片里 ≥ 22px(1080p)。抽象化只用于取景、布局和外层动画。平台确实无法接入时,记录阻碍和替代方式,遵从已有授权。
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- - **先有方向,再写代码。** 正式片必须有 `DIRECTION.md`:选定的方向和理由、从产品推导的专属手法、画面规范、镜头表。
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- - **不套模板。** 每个视觉手法都要能说出它对应产品的哪一点。案例和 fx-lab 是推导示范,不是风格包;同一工作区连续做片,不原样复用上一支的开场、章节和背景手法。片内也要避免所有元素同一种入场、同一种转场。
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- - **清楚排版。** 宣传标题默认英文、中文各一个 span,分别指定字体,中文无衬线;中文说明交代对象、动作和结果。产品内部字体保持原设计;用户指定的语言/字体优先。
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- - **首帧就是完整画面。** 没有单独上传封面时,X / Threads 等平台会直接抓第一帧当缩略图。所以片子的前 5–10 帧要放一个完整画面,通常是开场段落的完成态;之后再淡出,开场动画照常播放。第一帧不能是空白底色,也不能是等待入场的背景。`check_delivery.py` 会测前 5 帧。
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- - **完整声音。** 默认音乐与独立动作音效都进音轨,关键反馈听得见、音画同步。用户要求静音或省略音效时,记录 `audioExceptionReason`。
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- - **隔离工程。** 源码适配、展示依赖和构建配置放在视频工程;原产品代码和依赖不动。
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- - **授权与真实验收。** 素材保留来源和许可。默认样式受 [BSL 授权`SOURCE.md` 约束。自动检查只证明结构与文件一致;视觉、语义和听感靠实际审阅,没有试听就如实说明。
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-
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- ## 工具入口
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-
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- 先确认风格,再初始化;三种风格都可以传 `--repo`,其中 repo/hybrid 必填:
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-
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- ```sh
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- python3 <skill-dir>/scripts/init_project.py --output <video-dir> --style repo --repo <repo-dir>
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- python3 <skill-dir>/scripts/check_environment.py --project <video-dir> --engine browser
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- ```
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-
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- # 缺项 → 按 references/onboarding.md 补装 → 使用 --force 复查。
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- ```
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- npx -y @autoaiai/aicut@latest open .
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-
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- - [影片方向](references/direction.md):参考拆解、产品气质、三个方向与差异轴、专属手法推导、反重复、画面规范、镜头表。
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- - [视觉手法词汇](references/visual-vocabulary.md):按作用分组的手法,写明表达什么、从哪里推导、怎么实现、何时不用。
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- - [起步工程](references/starter.md):运行时结构(seek、GSAP 主时间轴、onRender、onDrive)、接入仓库、样式链、plan 字段。
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- - [审片](references/review.md):三个审片节点、联系表与转场条带、常见问题对照表。
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- - [封面](references/cover.md):3:4 / 4:3 / 16:9 三种比例的布局思路、选图、文案和导出(起步工程的 `cover.mjs`)。
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- - `assets/fx-lab/`:流线场、粒子汇聚、字符场、发光地平线、切片、环绕的可改写样例。
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- - `assets/audio/score-example-keys.py`、`score-example-cinematic.py`:两种气质的代码合成配乐示例,借手法,不照搬曲子。
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- - [内置音效`SOURCE.md`:11 个原创 WAV;需要改音色时运行 `scripts/make_sfx.py --output <new-sfx-dir>`。
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- - `scripts/sfx_landmarks.py <files>`:实测音效的起音点、峰值时间和峰值电平。
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- - `scripts/mix_audio.py <plan.json>`:混音、音乐让位、独立音轨和证据报告。
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- - `scripts/check_delivery.py <plan.json> [--video <final.mp4>] [--mix-report <audio-mix.json>]`:结构、文件、时间线、方向文件、媒体与画面节奏提示。
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- - `python3 -m unittest discover -s <skill-dir>/tests` 与 `node <skill-dir>/tests/integration.mjs --modules <video-dir>/node_modules`:维护此 skill 时运行;日常制片不需要读测试源码。
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- ```
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-
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- ## Source
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-
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- Rewritten for AICUT from [`op7418/guizang-product-video-skill`](https://github.com/op7418/guizang-product-video-skill)
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- (MIT), SKILL.md. The method is that skill's own; the way it runs is AICUT's.
@@ -1,113 +0,0 @@
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- # 声音与成片检查
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-
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- ## 配乐与音效
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-
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- 先按 [配乐创作与音效查找](audio-sourcing.md) 完成选材:音乐默认用代码原创,音效先找与产品/动作相符的录音素材,缺哪一项才用内置音效补哪一项。先确定音乐气质、节拍和收束位置,再安排动作。原案例使用 120 BPM;其他产品按实际分镜选择速度、旋律和配器,不要求同一首曲子。
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-
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- 建立与 `plan.json` 一致的 `audio.cues`:`at / actionId / file / gain / role`。`at` 是影片绝对秒数;动作的 `at` 是相对镜头开始的秒数,cue 对应 `shot.start + action.at`。音效落在动作发生点,而非机械地加在每个镜头开头。选中用轻 click/pop,结构变化才用 whoosh,通知用能被识别的提示音,结尾给一次收束。
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-
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- 许可要区分“能用于成片”和“能随模板重新分发原音频”。这个 skill 不捆绑原案例的 Pixabay 录音,也不携带商业字体。将音频下载进当前视频项目时记录来源及许可,不把项目许可自动视为 skill 的再分发许可。
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-
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- ## 从“写了音效”到“真的听得见”
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-
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- 每个核心功能组选一个最有反馈感的状态变化(选中、打开、完成、通知),将对应 action 标为 `soundRequired: true`。不是每个字入场都加声,但不能只在最后放个音就跳过中间所有关键动作。完成/通知使用可辨认的双音叮咚或确认音;不要只有 whoosh。
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-
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- 声音检查分三步:先单独听 `sfx-stem.wav`,确认关键事件有音效;再听 master,确认没有被配乐淹没;最后听编码后的 MP4,确认剪辑/导出没有漏掉。只检查文件存在或音轨数量都不够。有能力试听时按动作逐项检查;无法试听要准确标明,不假装已通过听感验收。
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-
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- 找不到合适音效时,直接从 [内置音效目录](../assets/audio/sfx/) 复制所缺的 click/click-alt、pop、toggle、typing、ding-dong、success、error、resolve、whoosh 或 sweep。这些是现成的原创 WAV,不需要先运行生成器;需要调整音色时才改 `make_sfx.py`,输出到新目录。
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-
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- **增益要按实测电平设。** 内置音效峰值约 −20 dBFS,录音素材接近 0 dBFS;同样的 gain,前者会被配乐盖住。用 `scripts/sfx_landmarks.py` 查每个文件的峰值电平和落点。混音后可以逐个 cue 比较音效轨与压低后音乐在出现那一刻的峰值:音效不应明显低于音乐。
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-
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- ```sh
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- # 将代码原创配乐输出到 assets/music.wav。
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- # 按 audio-sourcing.md 查找音效,缺项复制内置 WAV;再修改 plan 的动作和 cue。
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- python3 <skill-dir>/scripts/mix_audio.py plan.json
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- ```
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-
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- `mix_audio.py` 输出 `assets/sfx-stem.wav`、`assets/music-ducked.wav`、`assets/master.wav` 和 `evidence/audio-mix.json`,对混音做双遍响度处理。配乐太响时应调低音乐 gain,音效太轻应调整对应 cue。现有 HyperFrames/Remotion 混音器也可以使用,但保留等价的素材、音效事件、混音来源与最终输出证据。
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-
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- 配置结构(示意;时间应来自实际镜头):
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-
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- ```json
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- {
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- "audioRequired": true,
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- "sfxRequired": true,
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- "audio": {
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- "music": {"file": "assets/music.wav", "gain": 0.65},
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- "cues": [{"at": 12.2, "actionId": "task-finished", "file": "assets/sfx/ding-dong.wav", "gain": 0.7, "role": "sfx"}]
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- }
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- }
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- ```
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-
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- 对应动作例如:镜头从 12 秒开始,`actions` 中有 `{"id":"task-finished","at":0.2,"action":"任务完成通知出现","soundRequired":true}`。cue 应与该动作对齐,听觉落点与动作通常控制在 1 帧内,检查上限为 2 帧。用户明确要无音效时记录 `sfxRequired:false` 和 `audioExceptionReason`;全静音设 `audioRequired:false`。这类例外遵从用户,不由模型自行决定。
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-
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- ## 音效响时给它让位置
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-
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- 默认开启 `audio.ducking`。原来只有固定音乐 gain,重要提示仍可能被盖住;现在按 cue 预先降低音乐,音效结束后再平滑恢复。不是整首曲子一律变小,也不是突然静音。
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-
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- 下表是本 skill 的试听起点,**不是官方音频标准**;根据音乐密度和音效音色调整:
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-
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- | 声音职责 | 配乐压低 | 起音前压低 / 主要保持 / 恢复 |
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- | --- | --- | --- |
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- | 点击、切换、轻弹出 | 约 3–3.5 dB | 40ms / 100–120ms / 200–240ms |
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- | 输入细节 | 约 2.5 dB | 40ms / 350ms / 250ms |
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- | 转场 | 约 4 dB | 40ms / 160–200ms / 300–350ms |
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- | 完成、通知、重要确认 | 约 5–6 dB | 40ms / 350–450ms / 350–400ms |
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- | 品牌收尾 | 约 5 dB | 40ms / 550ms / 450ms |
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-
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- 混音脚本使用确定的音量包络;多个音效重叠时取当前最深的压低,不把衰减层层相乘。逐项可调:
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-
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- ```json
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- {"audio":{"ducking":{"enabled":true}},"cueExample":{"kind":"ding-dong","duck":{"db":6,"attack":0.04,"hold":0.45,"release":0.4}}}
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- ```
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-
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- `cueExample` 是字段示意,实际放在 `audio.cues[]`。全局设置会覆盖类型预设,cue 的 `duck` 再覆盖全局;没有理由不要给所有声音同样强度。听到音乐不断抽动时减少不必要的 cue、减小压低或延长恢复。音效仍被掩盖时先检查音色冲突、调整 BGM 与 SFX 相对音量,再看局部压低,不只提高最终 master 音量。
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-
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- 若改用实时侧链,FFmpeg `sidechaincompress` 用第二路信号控制第一路的压缩,需调 threshold/ratio/attack/release;本工具选择已知 cue 的音量自动化,更容易预先让位和重复验证。滤镜语法依据 [FFmpeg volume](https://ffmpeg.org/ffmpeg-filters.html#volume) 与 [sidechaincompress](https://ffmpeg.org/ffmpeg-filters.html#sidechaincompress),延迟依据 [adelay](https://ffmpeg.org/ffmpeg-filters.html#adelay)。
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-
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- ## 卡点和声音的变化
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-
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- 1. 听/分析实际音乐,确定 BPM 与第一拍时间;节奏不固定时记下实际拍点,不编一个 120 BPM。主要转场可对重拍,轻操作不必全对重拍。
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- 2. 图像和声音一起调整时间。`cue.at` 是文件开始,`syncOffset` 是文件内部的听觉落点,因此 `cue.at + syncOffset = shot.start + action.at`。落点用 `scripts/sfx_landmarks.py` 实测:点击类取起音点,whoosh/冲击取峰值(它们要比画面先开始)。
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- 3. 使用节拍网格时填 `audio.beatGrid:{bpm,offset}`;需要对拍的 cue 标 `onBeat:true`,可用 `beatDivision:1|2|4` 对四分/八分/十六分音符。混音记录会报告与动作、最近拍点相差多少帧;只报告,不悄悄挪动音效造成音画错位。
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- 4. 30–60 秒影片一般选 4–6 种职责:选择/确认、弹出/切换、键入、空间转场、完成/通知、收尾。类别服务画面,不为满足数量虚构异常或通知。短片可更少。
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- 5. 连续点击可用 click/click-alt 做轻微音色变化,输入声是有节奏的短簇,转场音只留给画面结构变化,叮咚保留给值得注意的状态。不要所有字出现都“叮”一下。
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- 6. 最后分别听音乐轨、音效轨、完整混音及最终 MP4;检查提示声的第一下是否被盖住、拖尾是否被切断、节奏是否拥挤。
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- ## 混音
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- 音乐应听得见但不疲劳;无配音短片可把最终混音约 -16 LUFS、true peak 不高于 -1 至 -1.5 dBTP 当起点,并依据平台要求和听感调整。不同平台/题材不强制同一数值。有配音时给人声留空间,根据听感做 ducking。
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- 需要标准化时可用 FFmpeg loudnorm 双遍处理:先测量,读取 measured_I/TP/LRA/thresh/offset,再把测量结果带入第二遍;不要仅靠峰值归一化判断听感。最终 AAC 编码后重新测 true peak,因为编码可能产生新峰值。报告 `normalization.normalization_type` 保存第二遍 loudnorm 实际采用的 linear/dynamic 模式。音乐超过片长 1 秒时脚本输出警告并写入报告;自动截断和淡出后需要确认结尾,必要时重新编曲。
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- 核对音乐与画面同长度、片头不突响、片尾自然结束、音效不削波、不突然静音。用播放器试听最终文件;若环境只能测量,明确未完成试听,不能称为“已经听过”。
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- ## 自动检查
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- ```sh
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- python3 <skill-dir>/scripts/check_delivery.py plan.json --video renders/final.mp4 --mix-report evidence/audio-mix.json > evidence/delivery-check.json
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- ffmpeg -i renders/final.mp4 -af loudnorm=I=-16:TP=-1.5:LRA=8:print_format=json -f null -
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- ```
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- 正式模式(`demo:false`)中,脚本还会拒绝缺中英标题、缺字体分工、关键动作没有 cue、仅有 BGM、混音记录过期或素材哈希变化。脚本不能从 MP4 中自动分离并判断音效听感;内置导出器会核对传入 master 与混音记录的哈希,其他导出器需自行验证轨道接线。
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- 脚本发现时间缺口/重叠、错误规格、缺少音轨、卖点无来源会失败;阅读时长和类型过于单一发出提醒。不能据此宣布卖点真实、视觉无裁切或音乐好听。
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- `--video` 还会给出 `pacing`(静止帧比例、最长静止段、硬切次数),只用来定位该回看的片段。大面积纯色背景、小区域运动容易被算成静止;不要为了数字加入无意义动画。画面审阅方法见 [审片](review.md)。
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- ## 最终人工检查
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- | 检查对象 | 具体看什么 |
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- | --- | --- |
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- | 叙事 | 第一次看能说出有哪些更新、对自己有什么用 |
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- | 阅读 | 中文单独读也知道操作对象、动作、结果;没有泛泛口号;说明出现够早 |
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- | 标题 | 英文有实际语义且处于标题层级;中文统一无衬线;两种语言的字体分别加载 |
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- | 画面 | 首帧/中间/末帧、所有转场前后;没有误空屏、裁切、跳动、裂图 |
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- | 品牌 | 正确产品名、正式完整 Logo、与仓库一致的视觉识别 |
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- | 事实 | 功能状态有证据;示例不冒充客户成果或跑分 |
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- | 组件 | 原业务组件及样式实际上镜;构建图、状态驱动、来源清单与静帧一致;没有以基础控件或 tokens 复刻冒充整项功能复用 |
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- | 音频 | BGM 与关键动作 SFX 都可闻;完成/通知反馈清楚;动作对齐;不刺耳、不爆音、结尾完整 |
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- | 链接 | 按用户要求隐藏 URL/CTA,遮挡在缩放移动中不泄漏 |
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- | 一致性 | 预览和 MP4 都检查,最终修改确实进入导出文件 |
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- 用最终 MP4 抽取关键帧,而不仅复用导出前截图。交付时附正确文件路径与清楚的成片状态,不把技术样片、未混音版、早期版本误当最终版。