@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
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  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
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  1039. package/skills/xingchen-vox-collage/references/remotion-scene-contract.md +0 -77
  1040. package/skills/xingchen-vox-collage/references/visual-language.md +0 -74
  1041. package/skills/xingchen-vox-collage/references/visual-qa.md +0 -59
  1042. package/skills/youtube/SKILL.md +0 -147
  1043. package/skills/youtube/references/algorithm-guide.md +0 -59
  1044. package/skills/youtube/references/analytics-benchmarks.md +0 -67
  1045. package/skills/youtube/references/dataforseo-integration.md +0 -51
  1046. package/skills/youtube/references/monetization-guide.md +0 -62
  1047. package/skills/youtube/references/repurposing-guide.md +0 -54
  1048. package/skills/youtube/references/retention-scripting-guide.md +0 -75
  1049. package/skills/youtube/references/seo-playbook.md +0 -77
  1050. package/skills/youtube/references/shorts-playbook.md +0 -64
  1051. package/skills/youtube/references/thumbnail-ctr-guide.md +0 -73
  1052. package/skills/youtube-shorts-factory/SKILL.md +0 -358
  1053. package/skills/youtube-shorts-factory/resources/adaptation-guide.md +0 -133
  1054. package/skills/youtube-shorts-factory/resources/storyboard-template.md +0 -271
  1055. package/skills/youtube-shorts-factory/resources/workflow-steps.md +0 -139
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@@ -1,337 +0,0 @@
1
- ---
2
- name: jtxvideo-skill
3
- description: "JTX Video Skill: the method the original skill taught, run as an AICUT film — pages that draw any moment t, cut on tracks. Runs in AICUT: the film is film.html, a page per shot, drawn by `aicut look` and `aicut render`."
4
- license: MIT
5
- source: "jackjls/jtxvideo-skill"
6
- ---
7
-
8
- # JTX Video Skill
9
-
10
- ## Running it in AICUT
11
-
12
- AICUT's film is `film.html`: it cuts pages, footage, pictures and sound together on tracks. A page is a web page that
13
- sets `window.film = { frame(t) }` and draws that moment — no framework, no build step, no composition object, no
14
- `registerRoot`. Five shots are five pages cut together, not one page that changes scene, so each shot stays trimmable
15
- and replaceable in Studio.
16
-
17
- ```sh
18
- npx -y @autoaiai/aicut@latest # the manual: the format and the commands, always current
19
- npx -y @autoaiai/aicut@latest open . # make this folder a film and print Studio's address
20
- npx -y @autoaiai/aicut@latest look # a contact sheet of the whole film, its sound, and a determinism check
21
- npx -y @autoaiai/aicut@latest look 4.5 # one frame, full size — look at the PNG, not at the code
22
- npx -y @autoaiai/aicut@latest render # the MP4, beside film.html
23
- ```
24
-
25
- Run the manual before the first film: it is authoritative for the format, and this skill is about the method above it.
26
-
27
- Where the words below name another program's part, it becomes this:
28
-
29
- | elsewhere | in AICUT |
30
- |---|---|
31
- | composition, timeline, project file | `film.html`; tracks and clips inside it |
32
- | a scene, a sequence, a slide | a page (`pages/<name>.html`) cut onto a track |
33
- | `useCurrentFrame()`, `interpolate()` | `frame(t)` — the picture depends only on `t`, never on state or `Date.now()` |
34
- | a still, a screengrab | `aicut look <t>` |
35
- | `render` / `build` / `export` | `aicut render` (the person can also export from Studio) |
36
- | a dev server, a preview window | `aicut open` and the Studio address it prints |
37
-
38
- Hard rules that hold whatever the method says: the picture depends only on `t`; every value in the person's prompt is
39
- binding; look at the frames `look` writes before saying a film is done.
40
-
41
-
42
- ## Purpose
43
-
44
- Turn a recorded Chinese talking-head video into the user's standard AI-finance Douyin video:
45
-
46
- - the speaker is the visual anchor
47
- - motion graphics explain finance/AI/product events
48
- - the style is black-gold business, not flashy template editing
49
- - the workflow is staged and reviewable
50
- - final export includes a 2K 60fps version for publishing
51
- - the source orientation is respected: horizontal input stays horizontal unless the user asks otherwise
52
-
53
- ## Non-Negotiable Workflow
54
-
55
- Never jump straight from source video to a finished edit. Move in this order:
56
-
57
- 1. **Create project folder**
58
- - Use `hyperframes-runs/<project-slug>/`.
59
- - Keep all generated files inside the project folder.
60
-
61
- 2. **Preprocess source video**
62
- - Convert the input video to stable H.264 at 30fps with fixed keyframes.
63
- - Default command shape:
64
- ```
65
- - Save as `workflow/01_preprocessed_keyed.mp4` and copy/use as `assets/talk-main-keyed.mp4`.
66
- - Immediately run `ffprobe` and record source orientation:
67
- - `width > height` = horizontal workflow
68
- - `height > width` = portrait workflow
69
- - Save the orientation decision in the project notes / `design.md`. Do not choose layout rules before this decision is made.
70
-
71
- 3. **Extract audio and transcribe**
72
- - Extract clean audio, usually `workflow/01_audio_16k.wav`.
73
- - Use a Chinese-capable high-accuracy transcription model. Do not use `.en` Whisper models for Chinese.
74
- - First output to the user must be the SRT file path and content summary only.
75
- - Save SRT as `workflow/01_audio_16k.srt`.
76
-
77
- 4. **SRT 文件确认**
78
- - Do not analyze the script, storyboard, or render before the user confirms SRT.
79
-
80
- 5. **Analyze content structure**
81
- - Segment the transcript into content types:
82
- - 开场钩子
83
- - 痛点呈现
84
- - 正误对比
85
- - 流程清单
86
- - 方法论讲解
87
- - 案例 / 数据
88
- - 行动号召
89
- - 金融观点 / 市场判断
90
- - AI工具实测 / 产品事件
91
- - Save as `workflow/05_content_structure_for_review.md`.
92
- - Ask the user to review.
93
-
94
- 6. **文案结构确认**
95
- - Do not generate storyboard until confirmed.
96
-
97
- 7. **Generate storyboard**
98
- - Use `templates/storyboard-template.md` as the schema.
99
- - Include time range,口播内容,文案类型,画面策略,动效元素,音效建议,审核关注点.
100
- - Before writing the storyboard, branch by source orientation:
101
- - Horizontal: material-first split layouts are allowed for long evidence/chart explanations.
102
- - Portrait: the speaker must remain on screen; materials and motion graphics attach as overlays above the speaker.
103
- - Save as `workflow/06_storyboard_for_review.md`.
104
- - Ask the user to review.
105
-
106
- 8. **分镜表确认**
107
- - Do not generate HyperFrames code before storyboard confirmation.
108
-
109
- 9. **设计确认并生成项目 design.md**
110
- - Copy `templates/design-default.md` into the project as `design.md`.
111
- - Adapt only what the current video needs.
112
- - Keep the approved defaults unless the user asks otherwise.
113
-
114
- 10. **Generate HyperFrames project**
115
- - Use one continuous talking-head video as the base layer.
116
- - Do not repeatedly mount many slices of the same MP4; it can cause gray preview, freezing, or the speaker disappearing.
117
- - Put captions and visual explanations in separate timed overlay layers.
118
- - Prefer concise dynamic keywords over dense cards when there is no external material to show.
119
- - Use real source images/charts when they are available and relevant; do not redraw unclear symbolic diagrams.
120
- - Apply the orientation-specific layout rules:
121
- - Horizontal: may use left-material / right-speaker split scenes when materials need sustained explanation.
122
- - Portrait: never switch to a full-screen material scene; the speaker stays visible and materials/dynamic text are overlay layers attached to the speaker shot.
123
- - Main video must be muted; use a separate `<audio>` track.
124
-
125
- 11. **最终视觉确认**
126
- - Generate preview/review renders.
127
- - Use screenshots/contact sheets for visual checks.
128
- - Apply user feedback on subtitle height, size, transparency, person brightness, card placement, and motion restraint.
129
-
130
- 12. **Final export**
131
- - Preserve the source orientation unless the user explicitly asks to convert.
132
- - Horizontal final version: `2560x1440 / 60fps`.
133
- - Portrait final version: `1440x2560 / 60fps`.
134
- - Render a high-quality master, then generate the final 2K 60fps publishing file.
135
- - Re-mux full original audio after HyperFrames rendering.
136
- - Verify with `ffprobe`.
137
- ```
138
-
139
- ## Editing Rules Learned From Review
140
-
141
- Use these rules before writing the storyboard and again before rendering:
142
-
143
- 1. **Find the real topic first**
144
- - Do not animate every sentence.
145
- - Extract only the few beats that carry the video: event, key data, core contrast, bottleneck, conclusion.
146
- - For industry-chain videos, prioritize the event trigger, market-size numbers, margin/comparison numbers, and the true bottleneck.
147
-
148
- 2. **Use fewer, sharper words**
149
- - If there is no source material, show only dynamic keywords or numbers.
150
- - Do not use generic cards just to fill the screen.
151
- - A key overlay should usually be one line, one number, or one contrast.
152
- - Avoid stacking many explanatory lines; if everything is highlighted, nothing is highlighted.
153
-
154
- 3. **Use source material as the main visual when available**
155
- - Horizontal: if a chart/table/image is the evidence, make the material readable and visually dominant.
156
- - Portrait: source material can be shown, but only as an overlay on top of the speaker shot unless the user explicitly asks for a full-screen insert.
157
- - Do not crop important parts of the material.
158
- - Do not cover the material with duplicate text or redundant labels.
159
- - Put only the key prompt above or near the material.
160
-
161
- 4. **Decide horizontal vs portrait before layout**
162
- - Always inspect `width` and `height` before storyboard/design/code.
163
- - Do not reuse horizontal split-screen logic on portrait footage.
164
- - Do not reuse portrait overlay logic when a horizontal video needs readable long-form evidence.
165
- - Record the decision in `design.md` with the chosen canvas and export target.
166
-
167
- 5. **Portrait layout rules**
168
- - The speaker must remain visible for the entire video.
169
- - Materials, charts, screenshots, and keywords are overlay explanations attached to the speaker shot.
170
- - Do not create full-screen material takeovers in portrait unless the user explicitly asks.
171
- - If a source image is provided for a portrait video, use it briefly as an upper overlay, side overlay, or small evidence strip; do not let it replace the speaker.
172
- - Do not cover eyes, mouth, or key facial expression areas.
173
- - Prefer top/upper-side overlays for keywords and data; keep bottom reserved for subtitles and Douyin-safe UI.
174
- - If a phrase's visual emphasis feels like a distracting popup, remove that emphasis and keep the phrase in the full subtitle only.
175
-
176
- 6. **Horizontal split layout for long material explanation**
177
- - For horizontal videos with important material, use a two-panel layout:
178
- - left: large material panel
179
- - right: synchronized speaker panel
180
- - Keep material and speaker panels aligned in height.
181
- - Leave enough gap between title, panels, and subtitles.
182
- - The material is the primary visual in these sections; the speaker supports the explanation.
183
-
184
- 7. **Static blurred background in split scenes**
185
- - When the speaker is shown in a right-side panel, the background behind the panels must not be a live moving copy of the speaker.
186
- - Use a still frame from the source video as a blurred, darkened background.
187
- - Only the speaker panel should move.
188
- - This prevents the viewer from seeing two moving speakers at once.
189
-
190
- 8. **Animation must match the spoken timing**
191
- - Do not reveal a number or conclusion before the matching subtitle/口播.
192
- - Tie overlays to the exact SRT segment that says the key phrase.
193
- - Example: `$40 -> $60` should appear when the speaker says "从40美金涨到60美金", not when earlier context begins.
194
-
195
- 9. **Text style**
196
- - Use solid, heavy, high-contrast Chinese typography for key statements.
197
- - Avoid hollow, striped, folded, decorative, or textured type unless explicitly requested.
198
- - Use gold only for the most important number or conclusion.
199
-
200
- 10. **Subtitles stay independent**
201
- - Subtitle bars must not overlap material panels or speaker panels.
202
- - In horizontal split scenes, reserve a clear bottom subtitle band below the main panel.
203
- - In portrait scenes, subtitles remain the base layer of comprehension; overlays must not compete with the subtitle bar.
204
- - Subtitle background should be translucent, not fully opaque black.
205
-
206
- 11. **Render stability**
207
- - Use one continuous main video as the base.
208
- - For picture-in-picture speaker panels, prefer pre-cut speaker clips as root-level media layers controlled by opacity.
209
- - Avoid dynamically creating nested video elements inside timed HTML scenes.
210
- - Prefer local bundled scripts such as `assets/gsap.min.js` over CDN scripts for renders.
211
- - After rendering, re-mux full original audio and verify that audio duration is close to video duration.
212
-
213
- ## Default File Contract
214
-
215
- Use this structure:
216
-
217
- ```text
218
- hyperframes-runs/<project-slug>/
219
- assets/
220
- talk-main-keyed.mp4
221
- talk-main-audio.m4a
222
- workflow/
223
- 01_preprocessed_keyed.mp4
224
- 01_audio_16k.wav
225
- 01_audio_16k.srt
226
- 05_content_structure_for_review.md
227
- 06_storyboard_for_review.md
228
- templates/ # optional project-local copies
229
- design.md
230
- index.html
231
- renders/
232
- review.mp4
233
- contact-sheet.jpg
234
- preview-frame.jpg
235
- final-2k60.mp4
236
-
237
- ## Visual Defaults
238
-
239
- Use `templates/design-default.md` as the source of truth for:
240
-
241
- - AI金融黑金商务风
242
- - transparent, readable subtitle bar
243
- - bright speaker/person layer
244
- - concise dynamic keywords and restrained motion
245
- - material-first split layout when charts/tables/images are important
246
- - portrait overlay layout when the source video is vertical
247
- - no noisy gold line or flashy decoration
248
- - Douyin-safe subtitles
249
-
250
- ## Quality Gates
251
-
252
- Before telling the user a render is ready:
253
-
254
- - Run `npx hyperframes validate`.
255
- - Run `npx hyperframes inspect --samples 12` or denser for risky layouts.
256
- - Use `npx hyperframes snapshot --at ... --describe false` for exact timestamps that received feedback.
257
- - Run `ffprobe` on final MP4.
258
- - Confirm video stream dimensions, frame rate, and duration.
259
- - Confirm audio duration is complete and close to video duration.
260
- - Generate at least one preview frame or contact sheet.
261
- - For split scenes, inspect a frame while the section is active and confirm the blurred background is static.
262
- - For portrait scenes, inspect frames where materials appear and confirm the speaker remains visible.
263
- - For timed key numbers, inspect one frame before the cue and one frame after the cue.
264
- - For any user-reported flicker/popup issue, extract several frames around the timestamp from the rendered MP4, not only from HyperFrames snapshots.
265
-
266
- ## Export Defaults
267
-
268
- Review version:
269
-
270
- - Match source orientation unless the user asks otherwise.
271
- - Horizontal review: `2560x1440` or a fast proxy at the same aspect ratio.
272
- - Portrait review: `1080x1920`.
273
- - `30fps` or `60fps` depending on iteration speed
274
- - complete audio remuxed from the original processed audio
275
-
276
- Final publishing version:
277
-
278
- - Horizontal: `2560x1440`
279
- - Portrait: `1440x2560`
280
- - `60fps`
281
- - H.264 High Profile
282
- - AAC audio
283
- - `+faststart`
284
-
285
- Recommended horizontal final encode shape:
286
-
287
- ```bash
288
- -map 0:v:0 -map 1:a:0 \
289
- -vf "fps=60" \
290
- -c:v libx264 -preset slow -crf 17 -pix_fmt yuv420p \
291
- -profile:v high -level 5.2 -movflags +faststart \
292
- -c:a aac -b:a 192k final-horizontal-2k60.mp4
293
- ```
294
- ```
295
- Recommended portrait final encode shape:
296
- ```
297
- ```bash
298
- -vf "scale=1440:2560:flags=lanczos,fps=60" \
299
- -c:v libx264 -preset slow -crf 17 -pix_fmt yuv420p \
300
- -profile:v high -level 5.2 -movflags +faststart \
301
- -c:a copy final-2k60.mp4
302
- ```
303
-
304
- ## Avoid
305
-
306
- - Do not cut before SRT confirmation.
307
- - Do not skip storyboard review.
308
- - Do not make the production process itself appear in the video unless that is the topic.
309
- - Do not add full-height scrolling gold lines or flashy decorative effects.
310
- - Do not darken the entire speaker with a heavy black overlay.
311
- - Do not put subtitles too low where Douyin UI covers them.
312
- - Do not make subtitle backgrounds fully opaque black.
313
- - Do not convert horizontal source video to portrait unless the user explicitly asks.
314
- - Do not convert portrait source video to horizontal unless the user explicitly asks.
315
- - Do not use dense cards when a short dynamic keyword or real material is enough.
316
- - Do not show a live moving background speaker behind a picture-in-picture speaker panel.
317
- - Do not let a portrait video become a full-screen PPT/material video; the speaker must stay visible.
318
- - Do not reveal key numbers before the matching口播/SRT timing.
319
- - Do not invent financial facts, stock claims, prices, dates, or performance data.
320
- - Do not imply investment advice or喊单.
321
-
322
- ## Response Style
323
-
324
- When running this skill, report the current stage and next approval point. Keep the user in control of:
325
-
326
- - SRT confirmation
327
- - 文案结构确认
328
- - 分镜表确认
329
- - 设计确认
330
- - 最终视觉确认
331
-
332
- If the user says "继续", continue to the next unblocked stage.
333
-
334
- ## Source
335
-
336
- Rewritten for AICUT from [`jackjls/jtxvideo-skill`](https://github.com/jackjls/jtxvideo-skill)
337
- (MIT), skills/jtxvideo-skill/SKILL.md. The method is that skill's own; the way it runs is AICUT's.
@@ -1,140 +0,0 @@
1
- ---
2
- name: kinetic-reel
3
- description: "Make kinetic-typography motion reels (MP4) in code: showreels, portfolio or work reels, product promos, intro films, \"motion design\"-style videos with bold condensed type, HUD micro-type, black/cream/lime palette, three.js generative layers (particle terrain, liquid marble, chrome knot, particle clouds), shape-continuity transitions and a synthesized, beat-locked score. Canvas 2D + WebGL rendered frame by frame in headless Chrome, encoded with ffmpeg. Use when the user asks for a reel, showreel, motion-graphics / kinetic-type video, a \"Work Reel\" in this style, or to extend/re-cut the Work Reel ’26. Runs in AICUT: the film is film.html, a page per shot, drawn by `aicut look` and `aicut render`."
4
- license: MIT
5
- source: "tuzhechen2005/opus-video-skills"
6
- ---
7
-
8
- # Kinetic reel
9
-
10
- ## Running it in AICUT
11
-
12
- AICUT's film is `film.html`: it cuts pages, footage, pictures and sound together on tracks. A page is a web page that
13
- sets `window.film = { frame(t) }` and draws that moment — no framework, no build step, no composition object, no
14
- `registerRoot`. Five shots are five pages cut together, not one page that changes scene, so each shot stays trimmable
15
- and replaceable in Studio.
16
-
17
- ```sh
18
- npx -y @autoaiai/aicut@latest # the manual: the format and the commands, always current
19
- npx -y @autoaiai/aicut@latest open . # make this folder a film and print Studio's address
20
- npx -y @autoaiai/aicut@latest look # a contact sheet of the whole film, its sound, and a determinism check
21
- npx -y @autoaiai/aicut@latest look 4.5 # one frame, full size — look at the PNG, not at the code
22
- npx -y @autoaiai/aicut@latest render # the MP4, beside film.html
23
- ```
24
-
25
- Run the manual before the first film: it is authoritative for the format, and this skill is about the method above it.
26
-
27
- Where the words below name another program's part, it becomes this:
28
-
29
- | elsewhere | in AICUT |
30
- |---|---|
31
- | composition, timeline, project file | `film.html`; tracks and clips inside it |
32
- | a scene, a sequence, a slide | a page (`pages/<name>.html`) cut onto a track |
33
- | `useCurrentFrame()`, `interpolate()` | `frame(t)` — the picture depends only on `t`, never on state or `Date.now()` |
34
- | a still, a screengrab | `aicut look <t>` |
35
- | `render` / `build` / `export` | `aicut render` (the person can also export from Studio) |
36
- | a dev server, a preview window | `aicut open` and the Studio address it prints |
37
-
38
- Hard rules that hold whatever the method says: the picture depends only on `t`; every value in the person's prompt is
39
- binding; look at the frames `look` writes before saying a film is done.
40
-
41
-
42
- A method for making editorial, high-energy motion reels entirely in code, distilled from "Work Reel ’26" (an 84 s
43
- portfolio reel: Microsoft → UW–Madison Surgery → Enterprise RAG → trace finale). It's bundled as a runnable
44
- `template/` (a 17 s demo that uses every technique) and a full worked example in `examples/work-reel-26/`.
45
-
46
- **How it works.** Every frame is a pure function of `t`. `reel/index.html` loads `reel/cues.js` (the timeline) and
47
- `reel/reel.js` (an ES module: three.js layers, a 2D type canvas and a WebGL post pass). `render.mjs` drives headless
48
- Chrome to render contact sheets, strips and stills for review, or every frame in parallel, and ffmpeg encodes the MP4.
49
- `music/score.mjs` synthesizes the score in Node from the same `cues.js`, so every hit lands on its frame.
50
-
51
- ## Workflow
52
-
53
- ### 0. Scaffold
54
- ```bash
55
- bash ~/.claude/skills/kinetic-reel/scripts/new_project.sh <project-dir>
56
- ```
57
- ```
58
- Then read [references/style-guide.md](references/style-guide.md) (the look, the motion vocabulary, the transition
59
- catalogue, layout rules) and [references/sound.md](references/sound.md) in full before designing. Skim
60
- `examples/work-reel-26/reel.js` for how a long reel is organised.
61
- ```
62
-
63
- ### 1. Decide the emphasis, then storyboard
64
- - Ask (or settle) **what leads and how much time each part gets**. Viewers notice proportions: v2 of the Work Reel had
65
- Microsoft at ~60% and had to be rebalanced. The fix was to *add* runtime for the other chapters rather than cut the
66
- one people loved. Aim for the lead ≈ 35–40%.
67
- - Write `STORYBOARD.md` from the template: time budget, the source of truth for facts, a unifying device, and one row
68
- per shot (headline, visual mechanism, transition in, sound).
69
- - **Facts are sacred.** Only figures from the provided source, each with its scope ("~180 self-built cases",
70
- "320 bilingual prompts"). Anything illustrative (tool IDs, doc IDs, example answers, an AST) is labelled
71
- `SCHEMATIC` in the HUD. Never draw per-dimension data you don't have. Visualise the *process*. Medical/clinical
72
- work: no efficacy claims, say "in development / not yet validated" when true.
73
-
74
- ### 2. Build
75
- - `reel/cues.js`: `S` (scene starts), `hits` (every beat that matters), `CH` (chapters → the segmented progress bar),
76
- `dur`. 120 BPM: cuts on beats, chapter changes on bars.
77
- - `reel/reel.js`: one function per shot, `sName(t)`. Each paints the whole frame: `bg()` → GL layer via
78
- `glShot(...)` → type and shapes → `hud(t, {...})`. Register the shot in `SCENES` with a key; add a transition into it
79
- in `TR` (or leave it out for a hard cut on the beat).
80
- - Keep the `CJK` constant listing every Chinese character you draw (fonts load as a subset).
81
-
82
- ### 3. Look at it, every shot, several times
83
- ```bash
84
- node render.mjs --sheet=1,4,7,10,13,15.5 --cols=3 --w=640 --out=out/check/sheet.jpg # key frames
85
- node render.mjs --stills=10.4 --out=out/stills # full-res detail
86
- ```
87
- ```
88
- Open every image with Read. Check for collisions (labels over lines, stats over stats, text into HUD bands), empty
89
- frames on a cut, legibility at 1600 px wide, and that each transition *starts on something* and lands cleanly.
90
- Budget: a sheet per chapter, a full-res still per dense shot, a strip per transition type.
91
- ```
92
-
93
- ### 4. Score, render, encode
94
- ```bash
95
- node music/score.mjs && ffmpeg -y -i music/score.wav -af "highpass=f=30,equalizer=f=250:t=q:w=1:g=-2,loudnorm=I=-14:TP=-1.2:LRA=8" -c:a aac -b:a 192k assets/score.m4a
96
- node render.mjs --frames --workers=4 # ~8–40 ms/frame on a Mac GPU: seconds, not minutes
97
- node render.mjs --encode --audio=assets/score.m4a --out=out/reel.mp4 --fps=30
98
- ```
99
-
100
- # web copy: ffmpeg -i out/reel.mp4 -vf scale=1600:900:flags=lanczos -c:v libx264 -preset slow -crf 23 -c:a aac -b:a 128k -movflags +faststart out/reel-web.mp4
101
- ```
102
- You can't hear the score: check it with `showspectrumpic` and per-section RMS, and say so when you report. Audio-only
103
- changes don't need a re-render: remux (`-map 0:v -map 1:a -c:v copy`).
104
- ```
105
-
106
- ## The rules that matter most
107
- 1. **Type is the hero.** Condensed display (Anton) for headlines, one wide grotesk (Archivo Black) for slams, italic
108
- serif (Instrument Serif) for the one "voice" line, mono (JetBrains Mono) for every label. Big English headlines,
109
- small Chinese annotations when the audience is bilingual.
110
- 2. **Every shot has a mechanism**, not just words: a grid routing, a matrix scanning, a token hopping a state machine,
111
- lists fusing, packets passing gates. The headline names it; the mechanism proves it.
112
- 3. **Beat-locked.** Letters, chips, counters and cuts sit on `hits`. Fast in (expo-out), hold, next.
113
- 4. **Continuity.** Prefer shape-continuity transitions (zoom through the element the eye is on, iris from the thing
114
- that just lit up) to hard cuts inside a chapter. Hard cuts + an impact are for chapter slams.
115
- 5. **No noise whooshes.** In-key swells into chapters, quiet tonal cues inside them, silence on about half the cuts.
116
- 6. **Honest data** (see step 1) and a `SCHEMATIC` label on anything illustrative.
117
- 7. **Guard the math.** Radii from `backOut()` can dip below 0 (canvas throws): `circle`/`starburst`/`jelly` already guard.
118
- In the synth, clamp local time to ≥ 0 before `pow()` and clamp SVF `f`/`q` (both already in the template).
119
-
120
- ## Shipping a reel as a site intro
121
- The Work Reel ships as its site's entry page: `index.html` plays the reel full-screen and hands off to the portfolio.
122
- The pattern is bundled in [examples/site-intro/`site-intro` (`index.html`, `css/intro-reel.css`,
123
- `js/intro-reel.js`, plus a Cloudflare Worker that adds HTTP Range support):
124
- - Try to autoplay with sound. If refused, play muted with a pulsing "tap for sound". If that is refused too, or
125
- `prefers-reduced-motion`, show the end screen in "start" mode (play is the lead button).
126
- - During playback: small glass pills at top centre, since the reel's HUD owns the corners. "Skip intro" carries a
127
- ring that fills with the reel. A sound toggle's equalizer bars pulse at the reel's BPM. Esc skips, M mutes.
128
- - End screen: the reel's grammar in HTML. Corner brackets, the name as drop-in letters (Anton), mono micro-type,
129
- a segmented trace bar, a 2D dot-field version of the particle terrain, a lime primary CTA (text roll on hover,
130
- sheen, magnetic, a pulse every bar), and a ghost "watch again".
131
- - Leave through a lime iris from the pressed control, duck the audio, then navigate.
132
- - Two encodes (1600×900 at ~1.3 Mbps, 960×540 at ~0.6 Mbps for phones / save-data), `preload="auto"`, a poster.
133
- Serve them with HTTP Range (206), or seeking and Safari break.
134
-
135
- ## Source
136
-
137
- Rewritten for AICUT from [`tuzhechen2005/opus-video-skills`](https://github.com/tuzhechen2005/opus-video-skills)
138
- (MIT), skills/kinetic-reel/SKILL.md. The method is that skill's own; the way it runs is AICUT's.
139
-
140
- The repository holds 2 skills; this is the one its entry stands for.
@@ -1,51 +0,0 @@
1
- # Work Reel ’26 · 动态排版版
2
-
3
- **当前版本 v3**:84 s,16:9,30 fps,120 BPM。v1(42 s)和 v2(52 s,微软约占 60%)的源码存档在 `kinetic/v1/`、`kinetic/v2/`,
4
- 对应视频是 `out/kinetic-v1*.mp4` 和 `out/kinetic-v2*.mp4`。
5
-
6
- ## v3 结构(按重点排序:微软 → UW 外科系 → 企业 RAG)
7
-
8
- | 时间 | 段落 | 画面 |
9
- |---|---|---|
10
- | 0–10 | 开场 | 同 v1:BOOT → EVERY ANSWER NEEDS EVIDENCE → 名字 |
11
- | 10–12 | 目录 | 01 微软 / 02 UW–Madison 外科系 / 03 企业 RAG,各带角色和时长;镜头从「01」钻进下一镜 |
12
- | 12–42 | **01 微软**(30 s) | 标题 → 24 个工具格 → 6 维评测矩阵 → 约束解码 → 61%→87% → ReAct 状态机 → AutoGen 规划/审查 → 事件管道 → FAIL SAFE → 回顾胶带 |
13
- | 42–60 | **02 UW–Madison 外科系**(18 s) | DEPARTMENT OF SURGERY(字母里填流体纹理)+ 粒子聚合成甲状腺 + **AI RESEARCHER** → 病历切块进入向量星团,查询检索 top-k → 每句话都有出处 → 四道安全闸门(一个答案被拒答并转交医生)→ *Cite it — or abstain.* |
14
- | 60–74 | **03 企业 RAG**(14 s) | 标题配铬金属扭结 → BM25 与稠密两路召回、RRF 融合(按真实 RRF 公式排序)+ 级联重排漏斗 → DistilBERT 意图路由加 LLM 兜底 → SQL AST 守卫拦截 DROP → 高并发指标 |
15
- | 74–78 | Trace | 整支片展开成一次 Agent 运行的 span 瀑布图,STATUS OK |
16
- | 78–84 | 片尾 | 名字、水母标志、联系方式 → 故障效果 → 收成一个点 |
17
-
18
- **v3 新增的手法**:镜头之间不硬切,改用形状连贯的转场,包括钻进被选中的 UI 元素、圆形放大、扫描线擦除、百叶窗、像素格溶解、推移。
19
- 底部进度条按章节分段,整支片就是一条 trace。三维粒子云从灰尘聚合成甲状腺,再散开成向量空间,检索线接到按三维投影算出的真实点上。
20
-
21
- ---
22
-
23
- ## v1 原始分镜(42 s,供参考)
24
-
25
- 参考风格:一段动态排版参考片(未收录)。粗体窄字号大标题加 HUD 式小字标注;配色是黑、米白、荧光青柠,点缀电光蓝和信号红;
26
- 配合生成式画面(粒子地形、流体大理石纹、铬金属扭结、方框隧道、数据柱)和卡拍转场(斜切、切片、RGB 分离)。
27
- 纸海里的 Jelly 在这里简化成一个几何水母标志,顶替参考片里星芒的位置。
28
-
29
- **文字规则**:大字用英文,小字标注里夹少量中文。所有数字都来自简历和网站原文,附带口径说明(测试集、样本量)。
30
- 医疗相关只写「决策支持」「研发中、尚未进行患者端验证」。
31
-
32
- **节拍**:120 BPM,一拍 0.5 s,一小节 2 s,每次切镜都卡在拍点上。配乐是 `music/score_kinetic.mjs`,读取 `kinetic/cues.js`。
33
-
34
- | 时间 | 段落 | 画面 |
35
- |---|---|---|
36
- | 0–4 | BOOT | 黑底,HUD 四角括号画出,时间码开始走;粒子地形升起 → 2.0 中心亮起青柠圆点,卡拍跳动 → 3.0 展开成水母标志 → 闪白 |
37
- | 4–6 | EVERY / ANSWER | 巨大的 EVERY 加上下描边叠字滚动 → 5.0 翻转成 ANSWER |
38
- | 6–7 | needs | 米白底,细圆圈画出,衬线斜体 *needs*,一个红点 |
39
- | 7–8 | EVIDENCE | 电光蓝满屏,EVIDENCE 带动态模糊砸进来;中文小字「每个回答,都需要依据」;切片故障出场 |
40
- | 8–10 | 名片 | ZHECHEN TU. 从描边到实心,RGB 故障入场;AI APPLICATION · AGENT ENGINEER,涂喆宸,衬线副标 |
41
- | 10–13 | 01 企业 RAG | 米白底,ROUTE. / RETRIEVE. / RERANK. 逐字母落下;青柠圆里的水母标志;每行配一个技术标签 |
42
- | 13–16 | 01 数据 | 黑底,流体纹理填充的柱状图加红色曲线;计数器滚到 093%(路由准确率),然后 +18% Recall@10;S 曲线面板 → 斜切转场 |
43
- | 16–19 | 02 多智能体 | 旋转的青柠/白色方框隧道,中心圆内写 FIVE / AGENTS / ONE CASE,五个角色标签卡拍绕圆出现 |
44
- | 19–20 | 02 红旗 | 信号红满屏 RED FLAG,画面震动,写明「转交医生」 |
45
- | 20–22 | 02 指标 | 96%+ 急症召回率,配三个小指标;口径:约 180 条自建用例,决策支持、不做诊断 |
46
- | 22–25 | 03 微软 | 青柠底 CALL / THE RIGHT / TOOL,右侧铬金属扭结旋转;24 个 Azure REST 工具 |
47
- | 25–28 | 03 指标 | 61% → 87% 像里程表一样翻滚(Phi-3 完整调用准确率,320 条双语评测) |
48
- | 28–30 | 04 甲状腺 | 流体大理石纹满屏,衬线斜体 *Cite it — or abstain.* 逐词出现 → 竖条切片 |
49
- | 30–32 | 04 信息 | 米白底 CLINICAL RAG 大字;右列逐条打勾:主导 AI 工程师、6.9 万美元资助、两位 PI、依据生成、安全评测 |
50
- | 32–36 | 04 胶带 | 两条斜向胶带反向滚动:TRACEABLE ✳ GROUNDED ✳ SAFE / CITE ↗ SOURCE ↗ ABSTAIN;巨大的描边 04;底部小字「研发中,尚未进行患者端验证」 |
51
- | 36–42 | 片尾 | ZHECHEN / TU 字母升起,青柠水母标志旋转,圆形进度环;邮箱和 GitHub → 40.5 RGB 故障 → 收成一个点 → 黑场。片尾只用英文 |
@@ -1,40 +0,0 @@
1
- # Sound: the synthesized, beat-locked score
2
-
3
- `music/score.mjs` is a small offline synth in Node (no samples, no dependencies). It reads `reel/cues.js`, places
4
- every sound in time with `put(t0, len, gen(tt), {gain, pan, rev, bus})`, and writes `music/score.wav`.
5
- There are two buses. `drum` stays dry. `mus` is ducked by the kick (sidechain): each `kick()` writes into `duck[]`.
6
- A Freeverb send, tanh glue and normalization follow; loudnorm (−14 LUFS) runs in ffmpeg.
7
-
8
- ## Instruments
9
- `kick`, `clap`, `hat(open?)`, `tick` · `bass` (saw/square through tanh) · `pluck` · `pad` (detuned, slow swell) ·
10
- `stab` (chord hit) · `blip` (in-key sine ping) · `odo` (a burst of ticks for a rolling counter) · `glitch`
11
- (square-wave crumbs) · `impact` (kick + low-passed noise tail + sub drop) · `softImpact` (no noise tail) ·
12
- `riser` (tonal sweep with a little low-passed noise).
13
-
14
- ## Transition sounds (a hard rule, learned from feedback)
15
- **No noise whooshes on transitions.** v3 fired 29 in 84 s; it was "cool at first, then annoying". Use:
16
- - `swell(tEnd, chordNotes, len)`: a reversed pad that grows and stops dead on a chapter cut. Match the chord.
17
- - `bloom(t, notes)`: a soft bell chord, for iris transitions.
18
- - `glide(t, len, m0, m1)`: a quiet triangle glide up, for a zoom-through.
19
- - `harp(t, span, notes, v, dir)`: a quick pluck run, for slats (vary the direction).
20
- - `hatRoll(t)`: 3–4 rising hats, for wipes.
21
- - **nothing**, for about half the cuts: the downbeat and the next shot's own entrance sounds (tile ticks, scan blips,
22
- typing) carry them.
23
- Never use the same cue twice in a row. Keep `impact()` (with its noise tail) for about five structural moments. Use
24
- `softImpact()` for other slams.
25
-
26
- ## Arrangement
27
- - A groove loop runs over the reel: 4-on-the-floor kick, claps on 2 and 4, 8th hats (16ths for the lead chapter),
28
- a two-note bass per beat, a pluck arpeggio, and a pad per bar. Chords: Am F C G.
29
- - Give chapters different energy. A serious chapter goes half-time: kick on beat 1, soft clap on 3, a *decaying* sine
30
- sub (not a sustained drone). Aim for about 5 dB RMS lower than the lead chapter. Check with per-section RMS.
31
- - Take the drums out under a glitch exit. Leave a breath (kick only) on a quiet word.
32
- - Tie hits to the picture: ticks per letter/tile/row, blips on chips and nodes, `odo` under counters, a stab when a
33
- number lands, a low buzz on a rejection, a bell per retrieved item.
34
-
35
- ## Gotchas (both cost real time)
36
- - `t0 * SR` isn't an integer, so the first sample's local time can be −1e−16, and `Math.pow(negative, 2.2)` is NaN,
37
- which silences the whole mix after normalization. `put()` clamps `tt >= 0`. Keep it.
38
- - The state-variable filter in `noise()` explodes near `f = 1`: `f` is clamped to .85 and `q` to ≥ .45. Keep it.
39
- - You can't listen. Verify with `ffmpeg -lavfi showspectrumpic`, per-section RMS, and a count of the calls you
40
- meant to remove (e.g. `grep -c "whoosh("`). Tell the user you couldn't hear it.
@@ -1,79 +0,0 @@
1
- # Style guide: the Work Reel look
2
-
3
- ## Palette (`K` in reel.js)
4
- | token | hex | use |
5
- |---|---|---|
6
- | `ink` | `#0E0F0E` | default dark ground, type on light grounds |
7
- | `ink2` | `#171917` | nodes/cards on ink |
8
- | `cream` | `#F1EEE6` | light ground, type on dark |
9
- | `lime` | `#DDF53D` | THE accent: the lead chapter, the chosen item, the "OK" state, the mark |
10
- | `blue` | `#2F3CFF` | second ground (one slam per reel, one full-bleed scene), secondary emphasis on cream |
11
- | `red` | `#E8412F` | danger/rejection only (a red flag, a blocked query, a failed gate) and the full stop in a headline |
12
- | `grey`/`mid` | `#8B908A` / `#5E625D` | dimmed type |
13
- Rotate grounds between shots (ink → lime → ink → cream → blue …) so every cut is a visible change. A darker
14
- `#0B0D0C` ground marks a more serious chapter.
15
-
16
- ## Typography (`F` in reel.js)
17
- - Headlines: `font(F.cond, 130–330)`, one or two lines, ending in a full stop. Colour the key word (lime on dark, blue
18
- on cream) or just the full stop (red).
19
- - Slams: `font(F.wide, 172–250)` (Archivo Black) for one-word statements (EVERY / ANSWER / EVIDENCE), with outlined
20
- echoes stacked above and below.
21
- - Voice line: `italic 124px ${F.serif}` over the liquid layer, word by word on beats.
22
- - Labels, HUD, chips, tables: `font(F.mono, 14–26, 700)` with 2–8 px letter-spacing. Chinese: `font(F.zh, 20–34, 500)`
23
- with 4–14 px spacing.
24
- - Numbers: `F.cond` at 84–420 px. Counters roll (`count()` expo) or flip (`odometer()`).
25
-
26
- ## Layout
27
- - Canvas 1920×1080. Left margin **140**, right edge **1780**. Headline baselines around y 250–470.
28
- - The HUD owns the four corners: brackets at 40 px, micro-type at (58, 63) / (1862, 63) / (58, 1022) / (1862, 1022),
29
- one optional Chinese line at y ≈ 988 (left or right), the segmented progress bar at y 1050. Keep content out of
30
- y > 950.
31
- - Put stats in a row at y ≈ 900 or stacked in a right column at x ≈ 1400–1540. Never two stats in the same 300 px
32
- horizontal band at the same height: they collide. Check with a full-res still.
33
-
34
- ## Motion vocabulary (all in reel.js)
35
- | helper | what it does |
36
- |---|---|
37
- | `dropWord(s, x, y, font, t0, t, {fall, stag, fillAt})` | letters fall in with expo-out and a stagger; `fillAt(i)` recolours one letter |
38
- | `letters(s, x, y, o, fn)` | per-letter transform (dy, r, s, a, fill): build your own entrances |
39
- | `chip(s, x, y, {k, bg, fg})` | a label that wipes in; returns its width so chips can be laid out in a row |
40
- | `stat(v, label, x, y, {k, size, col})` | a big number with its label |
41
- | `count(t, t0, t1, v0, v1)`, `odometer(v0, v1, k, x, y, font, col)` | number roll / per-digit flip |
42
- | `arrow`, `line`, `circle`, `rrect`, `starburst`, `asterisk`, `arrowNE`, `jelly` (a simple mark) | shapes |
43
- | `redacted(x, y, w, h, seed, col)` | "text" as rounded blocks: never invent real content |
44
- | `thread(p0, p1, k, col)` | a cubic "citation" line drawn up to k |
45
- | `texWindow(draw, src)` | letters as windows onto a shader layer (e.g. a headline filled with liquid marble) |
46
- | `tape(t, y, rot, col, fg, words, speed, dir, k)` | a diagonal scrolling tape with ✳ / ↗ separators |
47
- | `glitchIn(lt, seed)` | slice + RGB split on a hard cut in (auto-disabled during transitions) |
48
- | `hud(t, {tl, tr, bl, br, zh, dark, brackets})` | the corner system + segmented progress bar |
49
-
50
- ## GL layers (render into `glA`, then `glShot()` draws it into the 2D frame)
51
- - `terrain(t, {fade, amp, push, camY})`: additive particle landscape, for openings and chapter titles on ink.
52
- - `liquid(t, {zoom, seed, strips, stripAmt})`: blue/red/lilac domain-warped marble, for the one "principle" line. With
53
- `strips` it becomes a vertical-slice glitch for exits.
54
- - `knot(t, {x, y, s})`: a chrome torus knot with an inked outline, for "form"/"tool" shots on lime or cream. Shade it
55
- with a soft oval shadow.
56
- - `cloud(t, {k, rot, x, y, s, hi})`: 9k particles morphing from a shell (k 0) to a silhouette (k 1).
57
- `cloud.project(i, t, o)` returns a point's screen position, so 2D lines can hit real 3D points (retrieval).
58
- Swap the silhouette's `inside(x, y)` for your subject.
59
- - Post pass (`FX`): `split` (RGB offset), `slice` (row glitch), `grain`, `vign`, `flash`.
60
-
61
- ## Transitions (the `TR` map: `key: [duration, fn]`)
62
- | fn | use it when | example |
63
- |---|---|---|
64
- | `trZoom(rect or () => rect)` | the eye is on a UI element (a tile, a chip, a card): zoom *through* it into the next shot | tile T07 → the eval matrix; the "01" in the index → the chapter title |
65
- | `trIris(cx, cy, ring)` | something just lit up / a dot / a node: the next shot grows out of it | the ANSWER node → the next scene |
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- | `trPush(dx, dy)` | a change of topic at the same level; add nothing else | diagram → diagram |
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- | `trWipe(col)` | a scan / sweep already moving across the screen | the matrix scan line → the next shot |
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- | `trSlats(n)` | a "reveal" beat, rhythmically, on a bar | pipeline → pipeline |
69
- | `trGrid(cols, rows, col)` | ending a section on a grid-like image (tests, pixels) | the test grid → the recap tapes |
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- Scenes register the rect they'll be zoomed through in `RECT` while they draw (A is rendered frozen on its last frame,
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- then B live; A's FX are dropped). Keep each transition 0.45–0.6 s and vary them: never three of one kind in a row.
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-
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- ## Recurring devices that work
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- - An **index/contents** card that states the order of emphasis (with each chapter's role and duration).
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- - The **trace** device: a segmented progress bar per chapter, and a finale that lays the whole reel out as a span
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- waterfall ("STATUS OK").
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- - A **mark** that recurs (start: a dot becomes the mark; end: the mark next to the name; the reel collapses to a dot).
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- - Tapes in two directions for a chapter recap.
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- - Red for exactly the failures that the system catches (red flag, blocked DROP, failed gate).