@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
  1056. package/studio/ui/dist/assets/ExportCenter-DEyy1vs_.js +0 -1
  1057. package/studio/ui/dist/assets/SettingsModal-CQmsA2A2.js +0 -2
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  1059. package/studio/ui/dist/assets/index-C7moXjTY.css +0 -1
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  1062. package/studio/ui/dist/assets/ko-CKtBPDze.js +0 -1
  1063. package/studio/ui/dist/assets/zh-CN-DtNEwKWJ.js +0 -1
@@ -1,259 +0,0 @@
1
- # Script and semantic time
2
-
3
- Read this when deciding the target wording, pronunciation, performable passages and the meanings
4
- that picture and sound should follow. It also covers estimated delivery duration and wordless passages.
5
- [Script syntax](../production/script-syntax.md) owns the authoring forms;
6
- [Timing](../production/timing.md) owns their projection into the work.
7
-
8
- [Source syntax](../production/source-syntax.md) covers the surrounding imports, references, Recipes
9
- and Runs; [Tracks](../production/tracks.md) covers the consumers of Script meaning.
10
- [Timeline authoring](../production/timeline.md) places local temporal domains, allows gaps and overlaps, and declares
11
- the complete work, including pure MG with no Script.
12
- [Media preparation](../production/media.md) explains connecting actual footage to a Segment, and
13
- [Runs](../production/runs.md) explains targeting material and reusing produced media, domains and alignment evidence.
14
-
15
- ## Script is the target's sole verbal authority
16
-
17
- `<script>` contains the words the target video will say. It contains no reference timecodes, media,
18
- visual Style parameters, prompts, or provider decisions. Semantic word attributes such as
19
- `useful{emphasis}` can identify a word's role for a Caption family. Brief may preserve required claims and Treatment may describe
20
- the purpose of a passage, but the adopted wording appears in Source only once.
21
-
22
- Choose Script structure from the thought being expressed and the performance carrying it:
23
-
24
- - a **Segment** groups a performable passage around its thought, delivery and action; accepted media
25
- can be aligned to it without becoming a compound semantic-media object;
26
- - a **Role Cue** assigns a spoken turn to a performer and carries that label into the model's dialogue;
27
- - **Dual Text** gives one authored unit separate display and pronunciation text;
28
- - `||` says that one on-screen **Caption Cue** hands off to the next after a complete Alignment Unit;
29
- - a **word attribute** gives a Caption family an authored role on one displayed word;
30
- - a **Selection** names the span of meaning an element serves, such as a demonstration covering an
31
- explanation or a comparison held through a claim;
32
- - a **Moment** names an event such as an answer or verdict, where graphics, sound or effects can
33
- respond together. The component decides how the resulting state continues.
34
-
35
- ```svml
36
- <script id="story">
37
- <hook>
38
- <HOST> @{claim!} I made the @{proof}<API | A P I> || work overnight.@{/proof}
39
- </hook>
40
- </script>
41
- ```
42
-
43
- Here the viewer reads `API` while the performance receives `A P I`. The pair is one indivisible
44
- Alignment Unit. `||` ends one on-screen Caption Cue after that unit and lets the next Cue begin with
45
- `work`; `proof` remains one semantic range, and `claim` is a semantic point that other layers can use.
46
-
47
- A Cue is a timed block of displayed speech, not a line of text. Its Caption family and Recipe may
48
- wrap that block over one or more lines, reveal or highlight its words, and give the block an entrance,
49
- exit or handoff. Segment boundaries and Role turns already separate Cues. Caption Use windows can change a
50
- Style midway through a Cue while preserving its content and original word times.
51
- Use `||` when the same Segment, turn and Style still needs another deliberate reading handoff. The
52
- [Caption craft](../playbooks/craft/captions.md#design-cue-rhythm-with-the-caption-system) owns how the
53
- picture, language, family and Recipe shape that decision.
54
-
55
- [Script syntax](../production/script-syntax.md) owns the exact forms, display/speech projections,
56
- spacing, grouping and marker affinities. Use those forms to express the choices above.
57
-
58
- ## Write the intended pronunciation
59
-
60
- Choose pronunciation while writing the Script. For coined names, unfamiliar brands and abbreviations
61
- whose reading needs direction, use Dual Text to keep the intended display spelling and give the
62
- performer a clear spoken form. Write that form as readable words, syllables or letter names in the
63
- performed language. Familiar word sounds, phonetic respellings and homophones can make an unfamiliar
64
- name's intended sound concrete while its display spelling stays intact. Keep ordinary spelling when
65
- it already expresses the intended reading; an English name inside Chinese speech does not
66
- automatically need a phonetic replacement. Choose the reading for this language and character,
67
- retaining the user's chosen display spelling.
68
-
69
- ### Choose the sound the spelling should carry
70
-
71
- These examples illustrate authored pronunciation choices, not generation results verified for every
72
- model. The spoken column is the literal text supplied through `.speech` or inside `.dialogue`:
73
-
74
- | Intended reading | Script fragment | Caption displays | Spoken text |
75
- | --- | --- | --- | --- |
76
- | Name the letter S | `<S\|ess>` | `S` | `ess` |
77
- | Say each letter of CSS by name | `<CSS\|see ess ess>` | `CSS` | `see ess ess` |
78
- | Spell out an abbreviation using separated letters | `<API\|A P I>` | `API` | `A P I` |
79
- | Say SQL as the word “sequel” | `<SQL\|sequel>` | `SQL` | `sequel` |
80
- | Give a coined name familiar syllables, when “zoo no” is the chosen reading | `<Zuno\|zoo no>` | `Zuno` | `zoo no` |
81
- | Give a name a chosen Mandarin homophonic reading | `<Lumi\|露米>` | `Lumi` | `露米` |
82
-
83
- Letter names, letter sounds and an acronym pronounced as a word are different choices. `ess` names
84
- S; it does not ask for a sustained /s/ sound. Likewise, `sequel` chooses one reading of SQL; use the
85
- intended letter names when the character should spell it out instead. Choose natural phrasing for
86
- the whole expression rather than inserting artificial pauses between every letter or syllable.
87
-
88
- Phonetic notation, including IPA, can guide a model that understands it. Script forwards the written
89
- form literally; it does not interpret IPA or expose a phoneme-control API. The spoken projection also
90
- feeds duration estimation and semantic preparation, so choose a representation usable by that production's
91
- speech path. Any model-specific pronunciation feature belongs to that model's documented inputs.
92
- Keep a reading aid such as `ess` on the spoken side; prose instructions such as “pronounce this as”
93
- belong in performance direction when needed, not among the words the Script asks the character to say.
94
-
95
- ### Carry the chosen reading through the work
96
-
97
- ```svml
98
- <script id="story">
99
- <opening>
100
- <HOST> This app connects through an <API | A P I>.
101
- </opening>
102
- <closing>
103
- <HOST> The same <API | A P I> works here too.
104
- </closing>
105
- </script>
106
- ```
107
-
108
- Each pair applies to that occurrence. Carry the chosen spoken form into every occurrence of the
109
- name, including other Segments, so separately generated performances receive the same direction.
110
- The right-hand wording reaches the model through the Segment's `.dialogue`; Caption keeps the
111
- display spelling. Settle these readings before estimating the Script's duration and requesting its performance.
112
-
113
- The same distinction helps Chinese copy express numbers and names clearly. For example,
114
- `今年<2026|二零二六>年` displays the year compactly while specifying how it is said;
115
- `只要<¥19.9|十九块九>` chooses a conversational price reading. Choose the spoken form for this
116
- sentence's meaning and delivery. Estimating the Segment with `--language zh` then uses that spoken
117
- wording, including the syllables hidden behind its compact numeric display. Caption retains the
118
- authored simplified or traditional characters; transcription supplies timing rather than rewriting
119
- the displayed Script.
120
-
121
- ## Choose performable passages
122
-
123
- Supply the Segment's `.dialogue` to the speaking prompt; it includes Role labels and the chosen
124
- pronunciation. `.speech` supplies pronunciation without Role labels for duration estimation or speech-only
125
- requests. The Caption view preserves the display wording. These are projections of one Script,
126
- so revising the words does not require maintaining another copy in a prompt or subtitle file.
127
- [Script projections](../production/script-syntax.md#use-the-scripts-deliberate-projections) shows the
128
- references and a two-speaker example.
129
-
130
- Script also represents passages without speech:
131
-
132
- ```svml
133
- <script id="story">
134
- <empty></empty>
135
- </script>
136
- ```
137
-
138
- `empty` is an ordinary Segment name; a name such as `product-detail` can express the passage's role.
139
- No words does not mean no semantics: the Segment retains its identity, and associated normalized
140
- media can provide its local duration. When a consumer needs that identity projected through the
141
- actual media, NarrativeAlignment can have an empty unit array while still mapping the Segment
142
- boundaries; the Segment's existence alone does not require Alignment.
143
- The same Timeline and Track timing vocabulary apply to a wordless passage or an entire
144
- piece made from prepared media. The empty tag itself declares neither a zero-length interval nor a duration.
145
- For an interval made only of component animation, use Timeline placement and extent instead; it
146
- needs no media-backed Segment. Spoken, wordless-media and graphics-only passages can share one work.
147
-
148
- Choose Segment boundaries from natural production passages and delivery length, not from every
149
- picture cut. One Segment and one generated clip can carry several speaking turns, camera cuts or a split-screen
150
- conversation. One continuous narration can carry many B-roll changes through Selections. Edited UGC
151
- can deliberately use several generated clips driven by the same character-and-scene image; a natural cut is
152
- often part of its appeal. A Role change or `||` does not require another generation.
153
- When retained recorded speech carries the passage, a file cut changes that performed material but
154
- does not automatically create a Segment. Several retained stretches can form one passage; distinct
155
- passages can use separate performance clips. Write the Script for the final performed words and,
156
- when downstream relationships need their positions, align the prepared result on its own local clock.
157
-
158
- ## Time an authored animation
159
-
160
- For speech-led work, a graphic's timing usually follows what it explains. Preserve that relationship
161
- in Script: a reveal belongs to its Moment, and coverage belongs to its Selection. Rewriting the
162
- argument or changing the performance then carries the design into the target's actual timing.
163
- Reference seconds document what you observed; the target Script expresses what the new graphic follows.
164
-
165
- A chat animation, diagram or kinetic-text piece can instead be drawn entirely by components. Its
166
- messages and changes still carry meaning; the author chooses when the audience receives them and
167
- how long they need to read. Keep content and the named time values that drive it together in Source.
168
- An event can have an identity such as `question` or `reveal`, produced by a Timeline child or a
169
- standalone `time:Instant`, without inventing spoken words or a media-backed Segment. Film time is
170
- declared through a Timeline with an explicit end; [composition and
171
- rendering](../production/rendering.md#compose-an-authored-animation) shows the form.
172
-
173
- Choose timing per relationship, not once for the whole video. A spoken Moment can introduce a chat
174
- scene whose messages then unfold at authored intervals. Conversely, an authored animation can reveal
175
- one item on a spoken Moment. Ask the Narrative projection to publish that Moment as an absolute
176
- Instant. If the design needs a lead or lag, derive a separate named `time:Instant` with an explicit
177
- offset, then pass the chosen result to the component. The event's trigger and its entrance duration
178
- are different choices: `at={answer}` locates the answer; ten frames can give its arrival a particular
179
- character.
180
-
181
- ## Estimate before choosing durations
182
-
183
- For a new or revised A-roll performance, choose time from the target's words, delivery, and action.
184
- The reference timeline remains useful for understanding rhythm and relationships; the new performance
185
- establishes their actual timing. Even unchanged words may take a different amount of time with a new
186
- speaker or delivery.
187
-
188
- `hypit estimate` is the creation-time command for `@hypit/speech-estimate`. It counts pronunciation units and
189
- estimates how many seconds they need at the chosen language and pace, using local computation:
190
-
191
- ```bash
192
- hypit estimate path/to/source.svml --segment opening --language en --pace normal
193
- hypit estimate --text "You expect me to type every coffee?" --language en --pace normal --rounding ceil
194
- hypit estimate path/to/source.svml --segment opening --language zh --pace fast --rounding round
195
- ```
196
-
197
- Choose `--pace slow|normal|fast` from the intended delivery: conversational explanation may suit
198
- `normal`, while brisk, tightly cut social delivery often suits `fast`. The CLI prints the actual
199
- units-per-second rate; `--rate` lets you choose it directly. Mandarin counts Han characters as
200
- approximate syllables and embedded English by syllable; English counts syllables rather than words.
201
- Set `--language zh` for Chinese copy, including copy with English product names, and estimate from the
202
- pronunciation side of Dual Text with `--segment`.
203
-
204
- The density includes ordinary phrasing pauses. `--padding` reserves additional time for an intended
205
- reaction, demonstration or held pause. Keep related performances at a coherent delivery density. Initial
206
- estimates can retain fractions with `--rounding none`. `ceil` rounds upward to a whole second, while
207
- `round` chooses the nearest one. Most video requests use whole seconds; choose the final literal with
208
- the selected model's supported values and the intended performance in mind.
209
-
210
- An energetic performance can still give a dense explanation room to breathe. Use the reference's
211
- pronunciation-unit count over its spoken passages to inform a candidate rate, then choose for the target's language,
212
- terminology and actions. Inspect the effective density after rounding each request: fitting every
213
- line into the shortest supported duration can make the whole delivery rushed. Keep the chosen rate
214
- and meaningful padding with the production's direction so later Segments follow the same decision.
215
-
216
- Let that estimate inform the shape of the passage. A short line may belong with the next response,
217
- benefit from a little fuller wording, or leave room for a meaningful action. A long passage may read
218
- better with tighter copy or a split at a natural change of thought. Preserve the intended meaning and
219
- energy while finding a performable shape, then estimate the affected wording again. The
220
- [Generated video direction](../playbooks/craft/video-direction.md#size-the-request-around-the-delivery)
221
- applies this judgment to the selected model's request range.
222
-
223
- The estimate balances the intended speaking density and sizes generation; it supplies no timeline
224
- anchors. Once a generated clip is accepted, normalize it and use its actual extent to construct an
225
- equal-length Timeline Window. When Caption, B-roll, MG, Effects or another consumer needs word
226
- positions, align the actual speech to its Script Segment and map that evidence through the
227
- domain/Window relation. The literal duration answers how much media to request. Alignment answers
228
- where words occurred inside accepted media; it does not reproduce an estimated distribution of words
229
- and is not required when no downstream relationship consumes those positions.
230
-
231
- For a wordless Segment, choose the requested duration from the action, music or visual rhythm.
232
- Speech-rate estimation has no role there; the resulting media still determines its Segment span.
233
-
234
- ## Bind meaning to Script identities
235
-
236
- For a picture, Caption treatment, MG state, sound, or effect that belongs to spoken meaning, author a
237
- Selection or Moment, reveal it through an explicit Narrative Projection declaration, and pass the
238
- resulting named Window or Instant to the consumer. Use a direct named time declaration for genuinely
239
- clock-based or speechless design.
240
-
241
- Choose an anchor by the event it names, including which side owns a pause. For adjacent B-roll,
242
- one Selection can end where the next begins; for a held reaction, a range can include the silence
243
- before the next word. [Marker affinities](../production/script-syntax.md#bind-meaning-to-script-identities)
244
- express these choices through word and structural boundaries. [Timing](../production/timing.md)
245
- explains projecting those identities into named Instants or Windows, adding deliberate offsets,
246
- and what a later Studio edit changes.
247
-
248
- Reference archives keep original seconds and explain which original words or content events an item
249
- serves. The target Source names the intended relation against the target Script. After the target's
250
- actual audio is aligned, the Timeline supplies its frames. Do not copy a reference timestamp into
251
- the target or preserve an incidental lead/lag unless that offset itself is part of the design.
252
-
253
- ## Connect reference understanding to audiovisual composition
254
-
255
- Timing seen in Studio or a real Result may expose one of several different problems. A wrong Cue or
256
- semantic anchor changes Script. A sound performance that changes the intended rhythm may change the
257
- duration choice or Treatment. A correct Selection rendered badly changes the component or Recipe. An
258
- unusable generated clip changes its prompt, reference, Candidate, or shot design. Put each correction
259
- where its fact is owned.
@@ -1,143 +0,0 @@
1
- # Transforming a reference into a target
2
-
3
- Read this when a user brings a reference and asks for their own version: another person, object,
4
- world, performance, story, or audience. Several changes can belong to one creative intention.
5
-
6
- Look at the supplied material and think about the reference together with the user's request. What
7
- makes the original compelling, and how can that appeal belong to this new person or product? Keep
8
- the reference's particular humor, visual relationships, and rhythm in view as you develop the target.
9
- The reference archive describes the original; Brief records the user's intention; Treatment explains
10
- how the new piece will work. Useful discoveries can change any part of that understanding as the work
11
- develops.
12
-
13
- ## Preserve the role, then recreate the form
14
-
15
- Recreate the reference's semantic timing intentions in the target. If a ranking portrait appears
16
- when a player is introduced and settles with the judgment, bind those events to the target's own
17
- Script. A different speaker or rewritten argument will change the seconds; the relationship can
18
- remain. Keep an explicit clock interval when that interval itself is part of the intended design.
19
-
20
- Before replacing an object, understand the role it plays in the work. A presenter may also appear as
21
- an avatar, a voice, a B-roll subject, a phone image, and the identity inside an MG system. A product
22
- may be a prop, a screen, a demonstration, a claim, and the final CTA. Transform the role across every
23
- real manifestation; do not stop after changing its most obvious pixels.
24
-
25
- The target need not copy a form that no longer fits. Preserve the purpose of an action, composition,
26
- or callback while directing a form that makes sense for the new body, product, platform, and viewer.
27
- A cat can perform confidence through a planted pose, gaze, tail, or framing without literally copying
28
- a human hand gesture. A product with no screen can demonstrate the same benefit through a different
29
- piece of evidence.
30
-
31
- Useful transformation lenses include:
32
-
33
- - **subject or identity** — who carries the narrative role and everywhere that identity appears;
34
- - **product or brand** — product truth, use, props, UI, logos, colors, proof, offer, and CTA;
35
- - **Script, language, or CTA** — meaning, speech rhythm, on-screen wording, demonstrations, and the
36
- timing relationships that follow the new words;
37
- - **platform, duration, or aspect** — which story functions survive, compress, expand, or need a new
38
- composition;
39
- - **visual or tonal style** — art direction across generated shots, Caption, Typography, MG, Effect,
40
- and Audio, without erasing the reference's useful structure;
41
- - **adding or removing a system** — redistribute the job formerly done by that system rather than
42
- leaving a narrative hole;
43
- - **multiple references** — state which function comes from each reference and resolve conflicts in
44
- Treatment instead of blending every surface detail.
45
-
46
- These lenses are prompts for thought, not fields to complete. Follow the relationships the actual work
47
- contains.
48
-
49
- ## Reshape an event from footage
50
-
51
- Some adaptations are recognizable through an unfolding event rather than any one subject's pixels.
52
- A stylized direct-address performance, dance phrase, fight, moving camera view, or mishap seen by a
53
- fixed camera may depend on particular timing and physical relationships. These are useful places to
54
- look for temporal evidence: discover what carries the reference's appeal, from performed delivery
55
- and reaction to movement, contact, camera position and payoff.
56
-
57
- The target may change a person, object, setting, spoken words, sound, visual world, or several of
58
- these together. Changing the person is common; a narrow substitution may leave most other
59
- relationships intact. When a new body, object or story changes what an action means, reshape the
60
- action to serve the target's intention. Brief and Treatment hold the requested change and the new
61
- creative answer; the source footage remains evidence rather than a ready-made target timeline.
62
- That evidence may remain observational, or a selected excerpt may become an actual generation input
63
- when the target must preserve or transfer its temporal behavior. These are different decisions.
64
-
65
- In a comic speaking reference, an unusual camera angle may work together with role-played vocal
66
- phrasing, expression and gesture. Put the intended words in Script, choose whose voice belongs to
67
- the target, and direct how the visible performance delivers the joke. A supplied portrait establishes
68
- appearance, not the voice or delivery. [Voice direction](../playbooks/craft/voice-direction.md) owns
69
- casting; [video direction](../playbooks/craft/video-direction.md#let-footage-carry-temporal-behavior-that-matters)
70
- owns when and how a selected source excerpt should condition the new shot.
71
-
72
- ## "Make this with my face"
73
-
74
- Suppose the user supplies a portrait and a football Ranking video. The jokes concern the players, so
75
- the spoken argument and comic reveals may already suit the new presenter. Bring the user into the
76
- camera image with the reference's teasing confidence, useful framing, and room for the board. Keep
77
- the full [image craft](../playbooks/craft/image-direction.md), directing the supplied person's appeal
78
- and presence with the same care as any leading performer in this work. That image can carry all
79
- ordinary talking clips and supply the person's other appearances.
80
-
81
- A joke about the original presenter's appearance or personal story needs another look: decide how
82
- its setup and payoff fit the new casting and Brief. The new person may invite a different delivery or
83
- a better version of the joke. A supplied pet might express the same confidence through a planted
84
- pose, gaze, or comic authority. Let the new character make the work feel inhabited.
85
-
86
- The portrait supplies visual identity; [voice direction](../playbooks/craft/voice-direction.md)
87
- uses supplied audio or a voice chosen for the target performance. The original photo's setting and
88
- pose may give way to the shot the video needs. Use [reference relationships](../playbooks/craft/generated-dependencies.md)
89
- to decide where the supplied image enters that production.
90
-
91
- ## "Use my product"
92
-
93
- Suppose a podcast recommends a bottled product, while the user wants to promote their budgeting app
94
- and supplies receipt scanning as its real benefit. The casual recommendation, skeptical partner, and
95
- satisfying demonstration can still carry the exchange. The opening split screen, complementary
96
- views, and speaker-colored Caption may still give it its recognizable shape.
97
-
98
- The new conversation might turn on "You expect me to type every coffee?" A phone demonstration of
99
- scanning a receipt answers that objection. Now the host holds a phone, the covering footage shows the
100
- app in use, and the graphic reveal supports the same moment of understanding. Script, action, imagery,
101
- and CTA grow from what this product actually offers. Supplied product images and UI establish its
102
- appearance; the user's facts and relevant product material establish its claims. Resolve important
103
- gaps from available material or with the user while continuing to develop the creative idea.
104
-
105
- When both person and product change, consider their relationship together: why this person recommends
106
- it, how the partner responds, and what makes the encounter engaging. Treatment holds that creative
107
- answer; Source expresses its words, references, and semantic relationships.
108
-
109
- ## Treat generation as ordinary production
110
-
111
- Think of the image model as a broadly informed painter, the video model as a broadly informed camera
112
- crew and performer, and audio generation as a broadly informed sound team. “Real” is an aesthetic
113
- direction—iPhone capture, natural light, documentary movement, room tone—not a claim about where the
114
- asset came from. The normal task is to create the target media.
115
-
116
- External references become essential when public world knowledge cannot determine exact identity:
117
- the user, a private or obscure product, a proprietary interface, an exact Logo or data display. An
118
- accepted generated image, video or sound can then become authority for later work.
119
-
120
- Prefer reference-conditioned video generation when identity, art direction, composition, or product
121
- continuity matters. The input guides the shot without having to appear as its literal first or last
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- frame. Use keyframe-constrained generation when the endpoint image itself is part of the designed
123
- continuous change. Use text-only generation when the shot benefits from variation and needs no exact
124
- visual anchor. These are control meanings; package and Provider support remains owned by their public
125
- documentation.
126
-
127
- ## Keep media dependencies shallow and useful
128
-
129
- Generate actual work: the main A-roll camera image, the reverse angle, a B-roll image, a product close
130
- up, or a component slot. The first accepted presenter image will often already be the main A-roll
131
- camera image. Another A-roll view can be generated from it by describing the new camera relationship,
132
- eye line, recurring objects, light, and what naturally changes when the camera faces the other way.
133
- The shared world lives in the relationship between useful shots, not in an abstract scene plate.
134
-
135
- An independent identity asset or location image is useful when the work itself needs it independently.
136
- Otherwise, avoid chains of intermediate pictures that exist only to feed the next generation. For a
137
- single shot split by a model's duration limit, reuse the same accepted visual authorities for each
138
- part unless the cut itself is designed around a literal boundary frame.
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-
140
- Carry accepted media into the composition through Source and Run Candidates. Use Studio and rendered
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- Results to develop Caption, MG, B-roll coverage, effects and sound around those assets. If a generated
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- item fails its intended role, improve the responsible prompt, reference relation or shot design before
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- deciding on another authorized request. Reconsider Treatment when the creative answer itself changes.
@@ -1,94 +0,0 @@
1
- # Material-led pictures and B-roll
2
-
3
- An image or video can carry a passage's visual answer: evidence for a claim, a place to inhabit, an
4
- action to understand, a contrast or a joke. B-roll is a common editorial use of that material while
5
- a performance carries the passage's words and time. The same materials can also lead the picture
6
- through a narrated explanation or a speech-free sequence. Choose their role from what the viewer
7
- needs to see, rather than from whether the source is a still, a moving clip or a person.
8
-
9
- ## Give the material a reason to appear
10
-
11
- Creator-led video often shows the speaker's life while their performed words continue: working,
12
- studying, travelling, using a product or reacting in another situation. Those pictures make the
13
- person and world more tangible. The person visible in a lifestyle image or silent clip may be the
14
- same person whose voice is heard; the placed performance still owns the words. A different passage
15
- may use a visible speaking performance whose own delivery carries the words. [Voice and performance](voice-and-performance.md)
16
- owns that distinction.
17
-
18
- An image can hold a product fact while the speaker makes a claim. A moving demonstration can show
19
- the action that proves it. A screenshot can make an interface state readable. One well-chosen
20
- picture may carry the thought more clearly than a new shot for every noun. When the work needs new
21
- material, [image direction](image-direction.md) or [video direction](video-direction.md) owns its
22
- creation; this page owns why and how it appears in the work. When the screen itself carries the
23
- explanation or evidence, [screen demonstrations](screen-demonstrations.md) owns that directing choice.
24
-
25
- ## Choose the relationship to the thought
26
-
27
- **Exact correspondence** serves a claim whose meaning depends on a particular picture being
28
- visible at that point. Give that image or clip the semantic Window the claim needs. A brief
29
- display can use part of a longer source; the generation request's duration does not set its
30
- display duration.
31
-
32
- **A visual thought across several pictures** can convey a habit, history, process or attitude.
33
- The pictures may be separate Clips or scenes inside one generated clip. Their changes can follow
34
- the argument's beats without assigning a cut to every spoken noun. When the reference's exact
35
- picture-to-claim correspondence matters, preserve that closer relationship instead.
36
-
37
- A generated multi-scene clip needs direction for scene order and meaningful actions. The
38
- `@hypit/seedance-kits/broll` Kit's `story` Text can express that relationship for Seedance; its
39
- package README owns the tested wording and edit choices. A direct image, an existing video or
40
- independently arranged media may serve the same visual purpose without that Kit.
41
-
42
- ## Compose material and performance in the same picture
43
-
44
- A still can fill the Canvas; a video can play beside a moving presenter; either can sit within a
45
- frame, crop, mask or designed border. The chosen picture can lead attention while the performance
46
- remains visible elsewhere, or it can occupy the whole view while that performance's audio
47
- continues. Its location and paint order follow the composition, not its B-roll name.
48
-
49
- For an independent picture, [Visual Clip authoring](../../production/visual-clips.md) supplies
50
- the image or prepared video, its Frame, appearance and playback. A still has a display Window
51
- without needing video conversion. A project component can retain a time-bearing source's position
52
- while its view changes. When material,
53
- presenter and graphics share layout or motion, a [project component](../../production/component-design.md)
54
- can own that visual behavior together. A border or animated frame is a presentation choice; it
55
- does not require a new kind of source material. [Spatial layout](../../production/spatial.md) owns
56
- the Canvas, Frames, fitting and crop that realize the chosen arrangement.
57
-
58
- A video's location sound or action sound can contribute to the mix when it helps the moment.
59
- Picture placement by itself does not replace the performed speech; [sound and mix](sound-mix.md)
60
- owns how those audible contributions meet.
61
-
62
- ## Let the picture enter and leave on its own terms
63
-
64
- A picture answering a spoken claim can follow a Selection or Moment; a musical beat or physical
65
- action may call for authored time. Its visual Window need not start or end with a speaker's
66
- appearance. A partner may begin speaking while the last lifestyle picture stays up, then become
67
- visible later: the sound-picture handoff forms a J-cut. An Audio Clip establishes whose
68
- words are heard while the visual composition chooses when views change.
69
-
70
- Choose the end by the thought, action and time needed to read the picture. A still remains present
71
- through its Window; a moving source also has its own playback span. Let a clip finish when its
72
- last action matters, or cut it where the work gains the better beat. Holding, looping or retiming
73
- is another expressive choice, not a consequence of the Window being longer than the source.
74
- [Visual Clip authoring](../../production/visual-clips.md#keep-destination-time-and-source-sampling-distinct)
75
- owns those sampling modes.
76
-
77
- Adjacent pictures may meet at one semantic boundary, bridge the pause between words or intentionally
78
- expose another view. [Script marker affinities](../../production/script-syntax.md#bind-meaning-to-script-identities)
79
- owns the exact shared-boundary forms; [review](../../production/review.md#make-the-composition-work)
80
- locates an unintended flash or gap. Watch the actual result: a nominally continuous Window cannot
81
- make an exhausted source or transparent frame fill the picture.
82
-
83
- ## When material leads the whole passage
84
-
85
- A music-led montage, tactile process film or visual product explanation can make images and clips
86
- the main sequence. Choose cuts from the visual argument, physical action or musical phrase. A close
87
- view earns its change when it reveals what the wider view could not; a quiet contact or settling
88
- motion may deserve time to finish. [Sound and mix](sound-mix.md) owns how recorded, generated or
89
- separately authored sound supports that material.
90
-
91
- The same [Timeline](../../production/timeline.md) resolves placed local domains, gaps and directly authored
92
- intervals without holding media. Independent material can occupy any of them. A wordless performed passage can supply
93
- its own reusable media boundaries; a passage made entirely of pictures and graphics can use
94
- authored time. Neither requires a hidden speaking picture.
@@ -1,126 +0,0 @@
1
- # Caption above a moving head
2
-
3
- Read this when the user's reference visibly uses Caption that follows a speaking person's moving
4
- head, or the user asks for that treatment. Ordinary Caption uses its family's layout and Style
5
- placement; the presence of a face does not by itself call for head boxes. The optional measured or
6
- authored regions answer where this particular speaker's words should appear in the actual picture.
7
-
8
- ## Resolve who, where and when
9
-
10
- Script Role identifies who says the Cue. The intended view of that person in the final composition
11
- determines where the Cue follows them; GVI face-track ids do not establish identity. The speech and
12
- the directed Caption treatment determine when it appears. In ordinary turn-taking, the previous
13
- speaker's Caption hands off as the next speaker starts. Their face remaining visible is not a reason
14
- to keep their earlier words on screen.
15
-
16
- Measure whichever available picture lets those relationships be mapped accurately:
17
-
18
- - A supplied or prepared clip gives source-local positions that must follow its placement,
19
- playback, crop and any moving view into the composition.
20
- - A composed view already contains its camera framing and program time, provided graphics do not
21
- obscure the person being measured.
22
-
23
- Retain the relation between the measured source and its use. A source timestamp can change meaning
24
- after trim or retiming, and a face box can move after crop or reframing. A presenter shrinking into an
25
- inset needs positions that follow that actual transformation. When the same person appears in
26
- several views simultaneously, choose the view this Caption follows. Fine accepts one region per Role
27
- per frame; several simultaneous text placements need an explicitly authored presentation.
28
-
29
- Leave room for the complete Cue and nearby graphics. A correctly measured head can still be an
30
- awkward place to put a long phrase; the work may instead use ordinary Caption placement there.
31
-
32
- ## Read face observations
33
-
34
- The worked method used Google Video Intelligence. Its face feature can return bounding boxes when
35
- `FACE_DETECTION` is requested with `includeBoundingBoxes` enabled; facial attributes are unnecessary
36
- for this placement task. Use the installed tool or the provider's
37
- [face-detection example](https://docs.cloud.google.com/video-intelligence/docs/samples/video-detect-faces)
38
- for actual invocation and existing authorization for any paid request. Another suitable detector or
39
- manual measurement can supply the same authored data. The stable Hypit input is the resulting
40
- Region Evidence, so detector invocation can remain an external, project-side preparation step.
41
-
42
- GVI's timestamped boxes are observations, not Script Roles or ready-to-use Hypit head tracks. Its
43
- [response schema](https://docs.cloud.google.com/video-intelligence/docs/reference/rest/v1/AnnotateVideoResponse#TimestampedObject)
44
- expresses `timeOffset` relative to the input video and the rectangle as `normalizedBoundingBox`.
45
- Use all relevant observations, not just the first box printed by a sample program.
46
-
47
- Treat the returned face tracks as candidate observations. Inspect representative frames from each
48
- track and associate useful fragments with the intended Script Role. A detector track is not a global
49
- person identity: a cut can split one guest across several tracks, and one shared shot can contain
50
- several people. Combine the fragments that visibly belong to the Role in final program time. Selecting
51
- the first or largest face alone can attach the guest's Caption to the interviewer.
52
-
53
- ## Map observations into the composition
54
-
55
- Transform the useful observations into ordinary project data, with these decisions explicit:
56
-
57
- - **Clock:** sample the observations on the Timeline's frame clock using the actual source playback
58
- mapping. For prepared media on the same clock at native speed, add its actual placement start,
59
- including any gap or overlap. Apply any source trim or rate change when measuring other footage.
60
- Final-video measurements already use that rendered program's clock.
61
- - **Geometry:** convert detector edges to `[x, y, width, height]` using width `right - left` and height
62
- `bottom - top`. If measurement used another resolution, crop, inset or split-screen panel, map the
63
- box through that actual placement before normalizing it to the final Canvas. Update this mapping
64
- through a moving or resizing view; a single fixed rectangle cannot describe that movement.
65
- - **Head extent:** expand the face region to include the relevant hair, hat and desired clearance.
66
- For face `(x,y,w,h)`, authored padding fractions can produce
67
- `(x - pL*w, y - pT*h, w*(1+pL+pR), h*(1+pT+pB))`. Choose those fractions from the visible head;
68
- there is no universal face-to-head multiplier. Keep the resulting region valid inside the Canvas.
69
- - **Missing observations:** make any interpolation or smoothing an explicit external preparation
70
- choice within a continuous shot and the same person. Inspect it, stop at cuts and occlusion, and
71
- write `null` when no usable region exists. Fine does not invent a missing box.
72
-
73
- Each Role track's final array has exactly one box or `null` per program frame. Keep the actual array
74
- in a project Recipe such as `tracking.svs`. A project script can perform the transformations using
75
- explicit source, clock and geometry inputs. Changing the camera use can require remapping positions.
76
-
77
- ## Place only the intended speaker's Caption
78
-
79
- Script and Caption already connect a Role's words to their timed Cue; the region input supplies the
80
- head position for the frames where this treatment follows them. A `null` region also hides that
81
- Role's Cue on that frame. Use the Cue's presentation window or `null` regions to end its appearance
82
- at the intended handoff, including when a Style's tail would otherwise leave the old words over the
83
- next speaker. When the person is absent, obscured or in another camera view, choose whether the
84
- Caption ends or uses an authored ordinary placement. Neither a detector track nor the mere presence
85
- of a listening face extends someone's speech.
86
-
87
- [Caption presentation](../../production/caption-presentation.md) owns Style coverage and hiding.
88
- A Role with no region evidence keeps ordinary Style placement; a `null` inside an existing series hides
89
- the Cue rather than switching placement automatically. A deliberate tracked-to-ordinary change can
90
- use explicit Caption Uses or separate Tracks with the same Script and Timeline.
91
-
92
- For example, this is a three-frame data-shape illustration, not a ready timeline for a real video:
93
-
94
- ```svs
95
- heads.default {
96
- series: [
97
- {"id":"GUEST","regions":[[0.12,0.09,0.20,0.26],null,[0.13,0.10,0.20,0.26]]}
98
- ];
99
- }
100
- ```
101
-
102
- ## Connect the placement to Caption
103
-
104
- ```svml
105
- <import as="region" from="@hypit/region-evidence@1"/>
106
- <region:Evidence id="heads" within={vertical.bounds} timeline={speech.timeline}
107
- recipe={tracking.heads.default}/>
108
- <caption-fine:Caption id="captions" document={story.caption} timing={story-captions}
109
- timeline={speech.timeline} within={vertical.bounds} regions={heads}>
110
- <caption-fine:Use style={caption-style}/>
111
- </caption-fine:Caption>
112
- ```
113
-
114
- The Region Evidence series ids match Script Roles. Fine places a single-Role Cue at that region's top
115
- center; `anchor-x: center` and `anchor-y: bottom` put the Cue above it. The Style still owns its width,
116
- font and motion. Supplying `regions` requires every Cue on that Track to have one Script Role, even
117
- when that particular Role uses fixed placement. Author the relevant Role Cues in Script. The
118
- `@hypit/region-evidence` and `@hypit/caption-fine` READMEs own the exact data behavior.
119
-
120
- ## Inspect the actual placement
121
-
122
- Use Studio or [snapshots](../../production/snapshots.md) to inspect the current picture around
123
- camera changes and speaker handoffs. Check the first and last frames of each tracked Cue, the whole
124
- Cue's clearance above hair or hats, top-edge clipping and collisions with graphics. Play the passage
125
- with speech to judge jitter, wrong-person jumps and reading rhythm. When source timing or visual
126
- presentation changes, remap the affected observations rather than carrying stale coordinates forward.