@autoaiai/aicut 0.1.11 → 0.1.13

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (1063) hide show
  1. package/MANUAL.md +94 -94
  2. package/package.json +1 -1
  3. package/skills/aicut-motion/SKILL.md +69 -3
  4. package/skills/aicut-motion/THIRD_PARTY_NOTICES.md +14 -0
  5. package/skills/aicut-motion/assets/atlas/lib/harness.js +116 -0
  6. package/skills/aicut-motion/assets/atlas/lib/sound.js +274 -0
  7. package/skills/aicut-motion/assets/atlas/styles/001-flat-vector-science/code.js +937 -0
  8. package/skills/aicut-motion/assets/atlas/styles/001-flat-vector-science/poster.jpg +0 -0
  9. package/skills/aicut-motion/assets/atlas/styles/001-flat-vector-science/style.json +13 -0
  10. package/skills/aicut-motion/assets/atlas/styles/002-watercolor-wash/code.js +909 -0
  11. package/skills/aicut-motion/assets/atlas/styles/002-watercolor-wash/poster.jpg +0 -0
  12. package/skills/aicut-motion/assets/atlas/styles/002-watercolor-wash/style.json +13 -0
  13. package/skills/aicut-motion/assets/atlas/styles/003-shadow-puppet-theatre/code.js +881 -0
  14. package/skills/aicut-motion/assets/atlas/styles/003-shadow-puppet-theatre/poster.jpg +0 -0
  15. package/skills/aicut-motion/assets/atlas/styles/003-shadow-puppet-theatre/style.json +13 -0
  16. package/skills/aicut-motion/assets/atlas/styles/004-whiteboard-explainer/code.js +897 -0
  17. package/skills/aicut-motion/assets/atlas/styles/004-whiteboard-explainer/poster.jpg +0 -0
  18. package/skills/aicut-motion/assets/atlas/styles/004-whiteboard-explainer/style.json +13 -0
  19. package/skills/aicut-motion/assets/atlas/styles/005-psychedelic-poster/code.js +814 -0
  20. package/skills/aicut-motion/assets/atlas/styles/005-psychedelic-poster/poster.jpg +0 -0
  21. package/skills/aicut-motion/assets/atlas/styles/005-psychedelic-poster/style.json +13 -0
  22. package/skills/aicut-motion/assets/atlas/styles/006-tech-glow-explainer/code.js +990 -0
  23. package/skills/aicut-motion/assets/atlas/styles/006-tech-glow-explainer/poster.jpg +0 -0
  24. package/skills/aicut-motion/assets/atlas/styles/006-tech-glow-explainer/style.json +13 -0
  25. package/skills/aicut-motion/assets/atlas/styles/007-papercraft-models/code.js +994 -0
  26. package/skills/aicut-motion/assets/atlas/styles/007-papercraft-models/poster.jpg +0 -0
  27. package/skills/aicut-motion/assets/atlas/styles/007-papercraft-models/style.json +13 -0
  28. package/skills/aicut-motion/assets/atlas/styles/008-1940s-film-noir/code.js +792 -0
  29. package/skills/aicut-motion/assets/atlas/styles/008-1940s-film-noir/poster.jpg +0 -0
  30. package/skills/aicut-motion/assets/atlas/styles/008-1940s-film-noir/style.json +13 -0
  31. package/skills/aicut-motion/assets/atlas/styles/009-manim-style-math/code.js +840 -0
  32. package/skills/aicut-motion/assets/atlas/styles/009-manim-style-math/poster.jpg +0 -0
  33. package/skills/aicut-motion/assets/atlas/styles/009-manim-style-math/style.json +13 -0
  34. package/skills/aicut-motion/assets/atlas/styles/010-illuminated-manuscript/code.js +1126 -0
  35. package/skills/aicut-motion/assets/atlas/styles/010-illuminated-manuscript/poster.jpg +0 -0
  36. package/skills/aicut-motion/assets/atlas/styles/010-illuminated-manuscript/style.json +13 -0
  37. package/skills/aicut-motion/assets/atlas/styles/011-editorial-essay-collage/code.js +854 -0
  38. package/skills/aicut-motion/assets/atlas/styles/011-editorial-essay-collage/poster.jpg +0 -0
  39. package/skills/aicut-motion/assets/atlas/styles/011-editorial-essay-collage/style.json +13 -0
  40. package/skills/aicut-motion/assets/atlas/styles/012-bioluminescent-deep-sea/code.js +1124 -0
  41. package/skills/aicut-motion/assets/atlas/styles/012-bioluminescent-deep-sea/poster.jpg +0 -0
  42. package/skills/aicut-motion/assets/atlas/styles/012-bioluminescent-deep-sea/style.json +13 -0
  43. package/skills/aicut-motion/assets/atlas/styles/013-product-launch-reveal/code.js +728 -0
  44. package/skills/aicut-motion/assets/atlas/styles/013-product-launch-reveal/poster.jpg +0 -0
  45. package/skills/aicut-motion/assets/atlas/styles/013-product-launch-reveal/style.json +13 -0
  46. package/skills/aicut-motion/assets/atlas/styles/014-halftone-pop-panel/code.js +664 -0
  47. package/skills/aicut-motion/assets/atlas/styles/014-halftone-pop-panel/poster.jpg +0 -0
  48. package/skills/aicut-motion/assets/atlas/styles/014-halftone-pop-panel/style.json +13 -0
  49. package/skills/aicut-motion/assets/atlas/styles/015-isometric-pastel/code.js +991 -0
  50. package/skills/aicut-motion/assets/atlas/styles/015-isometric-pastel/poster.jpg +0 -0
  51. package/skills/aicut-motion/assets/atlas/styles/015-isometric-pastel/style.json +13 -0
  52. package/skills/aicut-motion/assets/atlas/styles/016-oscilloscope-vector-art/code.js +801 -0
  53. package/skills/aicut-motion/assets/atlas/styles/016-oscilloscope-vector-art/poster.jpg +0 -0
  54. package/skills/aicut-motion/assets/atlas/styles/016-oscilloscope-vector-art/style.json +13 -0
  55. package/skills/aicut-motion/assets/atlas/styles/017-risograph-zine/code.js +692 -0
  56. package/skills/aicut-motion/assets/atlas/styles/017-risograph-zine/poster.jpg +0 -0
  57. package/skills/aicut-motion/assets/atlas/styles/017-risograph-zine/style.json +13 -0
  58. package/skills/aicut-motion/assets/atlas/styles/018-claymation-set/code.js +756 -0
  59. package/skills/aicut-motion/assets/atlas/styles/018-claymation-set/poster.jpg +0 -0
  60. package/skills/aicut-motion/assets/atlas/styles/018-claymation-set/style.json +13 -0
  61. package/skills/aicut-motion/assets/atlas/styles/019-neon-sign-at-night/code.js +922 -0
  62. package/skills/aicut-motion/assets/atlas/styles/019-neon-sign-at-night/poster.jpg +0 -0
  63. package/skills/aicut-motion/assets/atlas/styles/019-neon-sign-at-night/style.json +13 -0
  64. package/skills/aicut-motion/assets/atlas/styles/020-kawaii-anime/code.js +852 -0
  65. package/skills/aicut-motion/assets/atlas/styles/020-kawaii-anime/poster.jpg +0 -0
  66. package/skills/aicut-motion/assets/atlas/styles/020-kawaii-anime/style.json +13 -0
  67. package/skills/aicut-motion/assets/atlas/styles/021-ukiyo-e-woodblock/code.js +724 -0
  68. package/skills/aicut-motion/assets/atlas/styles/021-ukiyo-e-woodblock/poster.jpg +0 -0
  69. package/skills/aicut-motion/assets/atlas/styles/021-ukiyo-e-woodblock/style.json +13 -0
  70. package/skills/aicut-motion/assets/atlas/styles/022-16-bit-pixel-odyssey/code.js +793 -0
  71. package/skills/aicut-motion/assets/atlas/styles/022-16-bit-pixel-odyssey/poster.jpg +0 -0
  72. package/skills/aicut-motion/assets/atlas/styles/022-16-bit-pixel-odyssey/style.json +13 -0
  73. package/skills/aicut-motion/assets/atlas/styles/023-chalkboard-lesson/code.js +846 -0
  74. package/skills/aicut-motion/assets/atlas/styles/023-chalkboard-lesson/poster.jpg +0 -0
  75. package/skills/aicut-motion/assets/atlas/styles/023-chalkboard-lesson/style.json +13 -0
  76. package/skills/aicut-motion/assets/atlas/styles/024-cut-paper-diorama/code.js +1008 -0
  77. package/skills/aicut-motion/assets/atlas/styles/024-cut-paper-diorama/poster.jpg +0 -0
  78. package/skills/aicut-motion/assets/atlas/styles/024-cut-paper-diorama/style.json +13 -0
  79. package/skills/aicut-motion/assets/atlas/styles/025-cathedral-glass/code.js +680 -0
  80. package/skills/aicut-motion/assets/atlas/styles/025-cathedral-glass/poster.jpg +0 -0
  81. package/skills/aicut-motion/assets/atlas/styles/025-cathedral-glass/style.json +13 -0
  82. package/skills/aicut-motion/assets/atlas/styles/026-editorial-chart/code.js +633 -0
  83. package/skills/aicut-motion/assets/atlas/styles/026-editorial-chart/poster.jpg +0 -0
  84. package/skills/aicut-motion/assets/atlas/styles/026-editorial-chart/style.json +13 -0
  85. package/skills/aicut-motion/assets/atlas/styles/027-synthwave-outrun/code.js +757 -0
  86. package/skills/aicut-motion/assets/atlas/styles/027-synthwave-outrun/poster.jpg +0 -0
  87. package/skills/aicut-motion/assets/atlas/styles/027-synthwave-outrun/style.json +13 -0
  88. package/skills/aicut-motion/assets/atlas/styles/028-origami-studio/code.js +828 -0
  89. package/skills/aicut-motion/assets/atlas/styles/028-origami-studio/poster.jpg +0 -0
  90. package/skills/aicut-motion/assets/atlas/styles/028-origami-studio/style.json +13 -0
  91. package/skills/aicut-motion/assets/atlas/styles/029-linocut-relief-print/code.js +697 -0
  92. package/skills/aicut-motion/assets/atlas/styles/029-linocut-relief-print/poster.jpg +0 -0
  93. package/skills/aicut-motion/assets/atlas/styles/029-linocut-relief-print/style.json +13 -0
  94. package/skills/aicut-motion/assets/atlas/styles/030-holographic-foil-card/code.js +687 -0
  95. package/skills/aicut-motion/assets/atlas/styles/030-holographic-foil-card/poster.jpg +0 -0
  96. package/skills/aicut-motion/assets/atlas/styles/030-holographic-foil-card/style.json +13 -0
  97. package/skills/aicut-motion/assets/atlas/styles/031-voxel-diorama/code.js +727 -0
  98. package/skills/aicut-motion/assets/atlas/styles/031-voxel-diorama/poster.jpg +0 -0
  99. package/skills/aicut-motion/assets/atlas/styles/031-voxel-diorama/style.json +13 -0
  100. package/skills/aicut-motion/assets/atlas/styles/032-sumi-e-ink-wash/code.js +903 -0
  101. package/skills/aicut-motion/assets/atlas/styles/032-sumi-e-ink-wash/poster.jpg +0 -0
  102. package/skills/aicut-motion/assets/atlas/styles/032-sumi-e-ink-wash/style.json +13 -0
  103. package/skills/aicut-motion/assets/atlas/styles/033-etch-a-sketch-toy/code.js +662 -0
  104. package/skills/aicut-motion/assets/atlas/styles/033-etch-a-sketch-toy/poster.jpg +0 -0
  105. package/skills/aicut-motion/assets/atlas/styles/033-etch-a-sketch-toy/style.json +13 -0
  106. package/skills/aicut-motion/assets/atlas/styles/034-cosmic-star-chart/code.js +951 -0
  107. package/skills/aicut-motion/assets/atlas/styles/034-cosmic-star-chart/poster.jpg +0 -0
  108. package/skills/aicut-motion/assets/atlas/styles/034-cosmic-star-chart/style.json +13 -0
  109. package/skills/aicut-motion/assets/atlas/styles/035-punk-zine-collage/code.js +759 -0
  110. package/skills/aicut-motion/assets/atlas/styles/035-punk-zine-collage/poster.jpg +0 -0
  111. package/skills/aicut-motion/assets/atlas/styles/035-punk-zine-collage/style.json +13 -0
  112. package/skills/aicut-motion/assets/atlas/styles/036-thermal-camera/code.js +738 -0
  113. package/skills/aicut-motion/assets/atlas/styles/036-thermal-camera/poster.jpg +0 -0
  114. package/skills/aicut-motion/assets/atlas/styles/036-thermal-camera/style.json +13 -0
  115. package/skills/aicut-motion/assets/atlas/styles/037-engineering-blueprint/code.js +793 -0
  116. package/skills/aicut-motion/assets/atlas/styles/037-engineering-blueprint/poster.jpg +0 -0
  117. package/skills/aicut-motion/assets/atlas/styles/037-engineering-blueprint/style.json +13 -0
  118. package/skills/aicut-motion/assets/atlas/styles/038-impasto-night/code.js +673 -0
  119. package/skills/aicut-motion/assets/atlas/styles/038-impasto-night/poster.jpg +0 -0
  120. package/skills/aicut-motion/assets/atlas/styles/038-impasto-night/style.json +13 -0
  121. package/skills/aicut-motion/assets/atlas/styles/039-win95-desktop/code.js +907 -0
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  124. package/skills/aicut-motion/assets/atlas/styles/040-low-poly-faceted/code.js +833 -0
  125. package/skills/aicut-motion/assets/atlas/styles/040-low-poly-faceted/poster.jpg +0 -0
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  127. package/skills/aicut-motion/assets/atlas/styles/041-manga-page/code.js +845 -0
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  130. package/skills/aicut-motion/assets/atlas/styles/042-wood-type-letterpress/code.js +496 -0
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  133. package/skills/aicut-motion/assets/atlas/styles/043-light-painting/code.js +635 -0
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  136. package/skills/aicut-motion/assets/atlas/styles/044-felt-patchwork/code.js +799 -0
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  139. package/skills/aicut-motion/assets/atlas/styles/045-phosphor-terminal/code.js +547 -0
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  142. package/skills/aicut-motion/assets/atlas/styles/046-glassmorphism-ui/code.js +592 -0
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  145. package/skills/aicut-motion/assets/atlas/styles/047-tarot-card/code.js +768 -0
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  148. package/skills/aicut-motion/assets/atlas/styles/048-transit-map/code.js +666 -0
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  157. package/skills/aicut-motion/assets/atlas/styles/051-art-deco-foil/code.js +606 -0
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1
- ---
2
- name: monet-ai-editor-monet
3
- description: "AI Video Editor — Agent Control Reference: 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: "Monet-AI-Editor/Monet"
6
- ---
7
-
8
- # AI Video Editor — Agent Control Reference
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
- ## ⚠️ FINDING `editorctl` — MANDATORY (read this first)
43
-
44
- `editorctl` is the Monet CLI. Always try it directly first — Monet keeps it on `PATH` for every shell it spawns and persists the bin dir to `~/.zshrc` / `~/.bash_profile` so it survives subshells and PATH-rewriting wrappers. **If `command -v editorctl` returns nothing**, fall back in order:
45
-
46
- 1. `"$HOME/Library/Application Support/Monet/bin/editorctl"` — macOS install (most users)
47
- 2. `node /Applications/Monet.app/Contents/Resources/app.asar.unpacked/out/cli/cli/editorctl.js …`
48
- 3. `node ./out/cli/cli/editorctl.js …` — dev tree
49
-
50
- Never give up after the first "command not found". Prefer `editorctl` over raw `curl localhost:51847` — it always exposes the current command surface and arg shapes.
51
-
52
- ## ⚠️ OUTPUT FILE NAMING — MANDATORY (read this first)
53
-
54
- **Never reuse a filename when editing or regenerating a video or image.** The asset cache holds the previous file by path, so writing to the same name silently shows stale content. Every edit/regenerate must produce a **new unique filename** (e.g. `clip_v1.mp4`, `clip_v2.mp4`, or a timestamp suffix). Applies to all video renders, image generations, canvas exports, and thumbnails. If a target path already exists, append `_v2`, `_v3`, … — do not overwrite.
55
-
56
- ## ⚠️ AUDIO ON MULTI-CLIP TIMELINES — MANDATORY
57
-
58
- When adding audio to a timeline with **more than one video clip**, audio cuts at every clip boundary. Required flow:
59
-
60
- 1. Tell the user: *"To keep audio from cutting between clips, I'll merge all video clips into one combined video first, then add the audio. OK to proceed?"*
61
- 2. Wait for confirmation — do not auto-merge.
62
- 3. Concatenate all clips into a single new file (unique filename per the rule above).
63
- 4. Replace the multi-clip video track with that merged clip, then add the audio.
64
-
65
- Single-clip timelines: skip the merge.
66
-
67
- ---
68
-
69
- ## ⚠️ CANVAS MODE — MANDATORY RULES (read this first)
70
-
71
- When `activeView=canvas` is reported by the hook or `editorctl get-state`:
72
-
73
- **There are EXACTLY 3 canvas options. No others exist.**
74
- 1. **Paper.js** — code drawing with vector graphics (`canvas-run-paperjs`)
75
- 2. **Matter.js** — physics and animation (`canvas-run-matterjs`)
76
- 3. **GPT image 2** — AI-generated image (`generate-image` + `canvas-add-image`)
77
-
78
- **REMOVED — do NOT offer these under any name:**
79
- - ~~Design mode~~ — removed
80
- - ~~Editable layers~~ — removed
81
- - ~~Figma-style layout~~ — removed
82
- - ~~Node-based design~~ — removed
83
- - ~~Direct canvas design~~ — removed
84
-
85
- When the user asks for something visual in canvas mode, present ONLY these three options using these EXACT labels. Copy them verbatim. Do not invent a fourth option or rephrase option 1 as anything design-related.
86
-
87
- ---
88
-
89
- **API Bridge:** `POST http://localhost:51847` — JSON body `{"command":"<name>","args":{...}}`
90
-
91
- ```python
92
- import urllib.request, json
93
-
94
- def call(command, **args):
95
- data = json.dumps({"command": command, "args": args}).encode()
96
- req = urllib.request.Request(
97
- "http://localhost:51847", data=data,
98
- headers={"Content-Type": "application/json"}, method="POST"
99
- )
100
- return json.loads(urllib.request.urlopen(req).read())["result"]
101
-
102
- call("ping") # → {"status":"ok","version":"1.0.0","port":51847}
103
- call("help") # → full command list
104
- ```
105
- ---
106
- ```
107
-
108
- ## Commands
109
-
110
- ### Project / Settings
111
- | Command | Args | Returns |
112
- |---------|------|---------|
113
- | `get_project` | — | Full project JSON |
114
- | `get_settings` | — | Model + provider config |
115
-
116
- ### Assets
117
- | Command | Args | Returns |
118
- |---------|------|---------|
119
- | `list_assets` | — | `[{id, name, path, type, duration, semantic}]` |
120
- | `get_asset` | `assetId` | Single asset with semantic + transcript |
121
- | `import_files` | `paths: string[]` | Imported asset records |
122
- | `transcribe_asset` | `assetId`, `language?` | `{segments}` via Whisper |
123
- | `embed_assets` | `all?: bool` | `{embedded, total}` via text-embedding-3-small |
124
- | `search_media` | `query, limit?` | Cosine similarity search (falls back to keyword) |
125
- | `search_spoken` | `query, limit?` | Substring search within transcribed segments |
126
-
127
- ### Sequences & Tracks
128
- | Command | Args | Returns |
129
- |---------|------|---------|
130
- | `list_sequences` | — | All sequences |
131
- | `create_sequence` | `name` | New sequence |
132
- | `activate_sequence` | `sequenceId` | Activated sequence |
133
- | `get_tracks` | — | `[{id, name, kind, clipCount}]` for active sequence |
134
- | `add_track` | `kind: video\|audio\|caption` | Updated sequence |
135
-
136
- ### Clips
137
- | Command | Args | Returns |
138
- |---------|------|---------|
139
- | `list_clips` | `sequenceId?` | All clips sorted by startTime, with trackKind |
140
- | `add_clip` | `assetId, trackId, startTime, duration?, inPoint?` | `{clipId, clip}` |
141
- | `remove_clip` | `clipId` | `{success}` |
142
- | `move_clip` | `clipId, startTime` | `{success}` |
143
- | `trim_clip` | `clipId, inPoint?, duration?, startTime?` | Updated clip |
144
- | `split_clip` | `clipId, time` | Updated sequence |
145
- | `duplicate_clip` | `clipId, offsetSeconds?` | `{clipId, clip}` |
146
- | `update_clip_label` | `clipId, label` | `{success}` |
147
-
148
- ### Effects & Properties
149
- | Command | Args | Returns |
150
- |---------|------|---------|
151
- | `list_effects` | — | Available effects + parameter docs |
152
- | `add_effect` | `clipId, effectType, parameters` | Updated project |
153
- | `remove_effect` | `clipId, effectId` | Updated project |
154
- | `set_speed` | `clipId, speed` | Updated project (0.1–10× playback) |
155
- | `set_volume` | `clipId, volume` | Updated project (0–4, 1=normal) |
156
- | `set_transition` | `clipId, side: in\|out, type, duration?` | `{success}` |
157
-
158
- ### History
159
- | Command | Args |
160
- |---------|------|
161
- | `undo` | — |
162
- | `redo` | — |
163
-
164
- ---
165
-
166
- ## Effect Types
167
- | Type | Parameters |
168
- |------|-----------|
169
- | `fade_in` | `duration` (sec) |
170
- | `fade_out` | `duration` (sec) |
171
- | `color_grade` | `brightness` (-1→1), `contrast` (0.5→2), `saturation` (0→3) |
172
- | `blur` | `radius` (px, default 5) |
173
- | `sharpen` | `amount` (0→3, default 1) |
174
-
175
- ## Transition Types
176
- `crossfade` · `dip_to_black` · `wipe` · `slide`
177
-
178
- ---
179
-
180
- ## Key Concepts
181
- - `inPoint` = position in the source file where clip playback starts
182
- - `startTime` = position on the timeline where the clip is placed
183
- - `duration` = how long the clip plays (can be shorter than source)
184
- - Every mutation instantly pushes `project:updated` → UI reflects changes live
185
- - Effects are previewed in real-time (CSS) and baked via FFmpeg on export
186
-
187
- ## Editing Safety Rules
188
- - Treat timeline gaps as a bug unless the user explicitly asks for a pause, beat, or black gap.
189
- - After creating a sequence or moving clips, verify continuity with `list_clips(sequenceId)` and check that each clip starts exactly when the previous clip ends if the edit is meant to be continuous.
190
- - Do not assume `create_sequence` or `activate_sequence` is enough on its own. Always verify the active sequence afterward with `list_sequences` or `get_project`.
191
- - When building a spoken highlight cut, move video, audio, captions, and markers together. Do not leave captions or markers on old timings after tightening the edit.
192
- - If playback appears to stop between clips, inspect the timeline first for empty gaps before assuming the preview player is broken.
193
- - Prefer exact target starts over cumulative offset math when tightening a cut. Recompute each clip's intended `startTime` from the cut plan.
194
-
195
- ---
196
-
197
- ## Brand Aesthetic from a URL
198
-
199
- > **MANDATORY — NO EXCEPTIONS**: If the user's message contains any URL or domain, you MUST run the fetch commands below and extract brand tokens before writing any canvas/design code. Do not use assumed or memorized brand colors. Fetch first, design second — every time. If the fetch fails, ask the user to paste the hex values; never fall back to guessing.
200
-
201
- ```bash
202
- curl -sL "<url>" | grep -Eo '(#[0-9a-fA-F]{3,8}|font-family:[^;"}]+|font-size:[^;"}]+|border-radius:[^;"}]+)' | sort -u | head -60
203
- ```
204
- ```
205
- Extract: background colors, surface colors, primary/accent colors, text colors, font families, font sizes/weights, border radii, spacing, and box-shadows. Also find the logo — it's the ground truth for brand colors and visual tone. Hard-code those exact values — never guess when a real URL is available.
206
- ```
207
-
208
- # Find logo
209
- curl -sL "<url>" | grep -Eo '(src|href)="[^"]*logo[^"]*"' | head -10
210
- curl -sL "<url>" | grep 'og:image'
211
- ```
212
- ---
213
- ```
214
-
215
- ## Canvas — Matter.js Physics Frames
216
-
217
- Use `canvas_run_matterjs` to place a live interactive physics scene on the canvas.
218
-
219
- ### MCP tools
220
- | Tool | Args |
221
- |------|------|
222
- | `canvas_run_matterjs` | `id?` (frame id to update), `name?`, `script` (JS string), `width?`, `height?` |
223
- | `canvas_add_frame` | `name`, `width`, `height`, `mode: 'matterjs'` |
224
- | `canvas_matterjs_scene` | `style` (balls/stacks/pendulum/bridge/ragdoll), `gravity?`, `count?`, `colors?` |
225
- | `canvas_frames` | — → `{frames: [{id, name, mode, width, height}]}` |
226
-
227
- ### Script patterns — pick ONE
228
-
229
- **Pattern A — Self-contained (rich UIs, custom 2D drawing, rAF loop)**
230
- ```js
231
- const { Engine, Bodies, Composite, Mouse, MouseConstraint, Events } = Matter;
232
- const W = 390, H = 844;
233
- const engine = Engine.create({ gravity: { y: 1.5 } });
234
- const canvas = document.querySelector('canvas'); // ← always use this; never create a new one
235
- canvas.width = W; canvas.height = H;
236
- const ctx = canvas.getContext('2d');
237
- // ... add bodies, set up mouse ...
238
- function loop() {
239
- Engine.update(engine, 1000/60);
240
- ctx.fillStyle = '#121212'; ctx.fillRect(0, 0, W, H);
241
- // draw with ctx
242
- requestAnimationFrame(loop);
243
- }
244
- loop();
245
- ```
246
- **Pattern B — Bodies only (template manages engine/render/runner)**
247
- ```
248
- ```js
249
- // engine, render, width, height, and all Matter vars are already declared — do NOT redeclare them
250
- var ground = Bodies.rectangle(width/2, height+25, width, 50, { isStatic: true, render: { fillStyle: '#334155' } });
251
- var ball = Bodies.circle(width/2, 50, 30, { restitution: 0.8, render: { fillStyle: '#5b82f7' } });
252
- Composite.add(engine.world, [ground, ball]);
253
- engine.gravity.y = 1;
254
- // Runner.run and Render.run are called automatically after this script — do not call them here
255
-
256
- ### Critical rules
257
-
258
- - **`Runner.run` needs two args**: `Runner.run(Runner.create(), engine)` — single-arg `Runner.run(engine)` silently does nothing in Matter.js 0.20.0
259
- - **Never `element: document.body`** in `Render.create` — spawns an invisible second canvas; use `canvas: document.querySelector('canvas')` instead
260
- - **Never declare `const engine` or `let engine` in Pattern B** — the template already has `var engine`; redeclaring with `const`/`let` causes a SyntaxError that silently blanks the canvas
261
- - **Never call `Render.run` / `Runner.run` in Pattern B** — the template does this after your script runs; calling them twice causes double-speed or broken rendering
262
- - **Never import or redeclare Matter vars in Pattern B** — `Engine`, `Bodies`, `Composite`, etc. are already destructured; `const { Engine } = Matter` will SyntaxError
263
-
264
- ### Pattern B available globals
265
- `engine` · `render` · `width` · `height` · `Engine` · `Render` · `Runner` · `Bodies` · `Composite` · `World` · `Body` · `Events` · `Constraint` · `Mouse` · `MouseConstraint`
266
-
267
- ### CLI
268
- ```bash
269
- editorctl canvas-add-frame "Name" 390 844 matterjs # matterjs|paperjs|html
270
- editorctl canvas-run-matterjs <frameId> "$(cat script.js)"
271
- editorctl canvas-run-paperjs <frameId> "$(cat script.js)"
272
- editorctl canvas-run-html <frameId> "$(cat scene.html)"
273
- editorctl canvas-frames
274
- editorctl canvas-done
275
- ```
276
- ```
277
- ---
278
- ```
279
-
280
- ## Remotion — React Video Composition
281
-
282
- Use Remotion to generate animated video assets (title cards, lower thirds, slideshows, motion graphics) and import them directly into the timeline.
283
-
284
- ### MCP tools
285
- | Tool | Args | Returns |
286
- |------|------|---------|
287
- | `video_editor_list_remotion_compositions` | — | List of composition IDs |
288
- | `video_editor_render_remotion` | `compositionId, outputFilename?, props?, durationInFrames?, fps?` | `{outputPath, assetId}` |
289
-
290
- ### CLI
291
- ```bash
292
- npm run remotion:studio # live preview at localhost:3000
293
- npx -y @autoaiai/aicut@latest render
294
- ```
295
-
296
- ### Built-in compositions
297
- | ID | Props |
298
- |----|-------|
299
- | `TitleCard` | `title` (str), `subtitle?` (str), `backgroundColor`, `textColor`, `accentColor` — 150 frames @ 30fps |
300
- | `Slideshow` | `images` (abs path[]), `frameDuration` (frames), `transitionDuration` (frames) — 300 frames @ 30fps |
301
- | `HtmlInCanvasGlitch` | `title`, `subtitle`, `glitchIntensity` (0–40), `backgroundColor`, `textColor`, `accentColor` — 180 frames @ 30fps. RGB-split glitch via `<HtmlInCanvas>` |
302
-
303
- ### HTML-in-canvas (Remotion ≥ 4.0.455)
304
-
305
- > ⚠️ **Naming collision — read first.** Remotion `<HtmlInCanvas>` (this section) produces a **video file** for the timeline. **Monet canvas HTML frames** (`canvas-add-frame ... html`, `canvas_update_frame`) produce a **live HTML scene in the canvas-tab artboard**. Different systems. Pick by destination: timeline → Remotion; canvas tab → Monet HTML frame. Never mix the two in one task.
306
-
307
- Use [`<HtmlInCanvas>`](https://www.remotion.dev/docs/html-in-canvas) to draw a DOM subtree into a `<canvas>` and post-process with Canvas 2D / WebGL / WebGPU. Best for glitch, magnifying glass, CRT, displacement, hue-rotate effects.
308
-
309
- ```tsx
310
- import { HtmlInCanvas, type HtmlInCanvasOnPaint } from 'remotion'
311
-
312
- const onPaint: HtmlInCanvasOnPaint = ({ canvas, element, elementImage }) => {
313
- const ctx = canvas.getContext('2d')!
314
- ctx.reset()
315
- ctx.filter = 'blur(8px)'
316
- const transform = ctx.drawElementImage(elementImage, 0, 0)
317
- element.style.transform = transform.toString() // <-- always reapply
318
- }
319
-
320
- <HtmlInCanvas width={1920} height={1080} onPaint={onPaint}>
321
- <YourDomTree />
322
- </HtmlInCanvas>
323
- ```
324
- Rules:
325
- - **Always** reapply the `drawElementImage` return value to `element.style.transform` so layout/input stay correct.
326
- - **Never** nest `<HtmlInCanvas>` inside another — Chrome paints only the outer one and Remotion throws. Merge effects into one `onPaint`.
327
- - `Config.setChromiumOpenGlRenderer('angle')` is already set in `remotion.config.ts` so WebGL/WebGPU shaders render correctly via `npx remotion render` and our MCP renderer.
328
- - Studio preview needs Chrome Canary ≥ 149 with `chrome://flags/#canvas-draw-element` enabled. Renders work everywhere — Remotion ships its own patched Chromium.
329
- ```
330
-
331
- ### Adding a composition
332
- 1. Create `remotion/src/compositions/MyComp.tsx` — export `myCompSchema` (zod) + `MyComp` component
333
- 2. Register in `remotion/src/Root.tsx` with `<Composition id="MyComp" ... />`
334
- 3. Renders go to `remotion-renders/` and are auto-imported when using the MCP tool
335
-
336
- ### Timing
337
- - Duration is in **frames** (`durationInFrames`). Default fps = 30. 30 frames = 1 second.
338
- - Use `useCurrentFrame()` + `spring()` + `interpolate()` for animation.
339
-
340
- ---
341
-
342
- ## Example — Minimal Edit
343
-
344
- ```python
345
- assets = call("list_assets")
346
- tracks = call("get_tracks")
347
-
348
- vid = next(a for a in assets if a["type"] == "video")
349
- vt = next(t for t in tracks if t["kind"] == "video")
350
-
351
- # Place first 10s of video at t=0
352
- r = call("add_clip", assetId=vid["id"], trackId=vt["id"],
353
- startTime=0, duration=10, inPoint=0)
354
- cid = r["clipId"]
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-
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- # Fade in over 1s, color grade, transition out
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- call("add_effect", clipId=cid, effectType="fade_in", parameters={"duration": 1.0})
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- call("add_effect", clipId=cid, effectType="color_grade",
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- parameters={"brightness": 0.05, "contrast": 1.1, "saturation": 1.2})
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- call("set_transition", clipId=cid, side="out", type="dip_to_black", duration=0.8)
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-
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- ## Source
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-
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- Rewritten for AICUT from [`Monet-AI-Editor/Monet`](https://github.com/Monet-AI-Editor/Monet)
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- (MIT), SKILL.md. The method is that skill's own; the way it runs is AICUT's.
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-
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- The repository holds 2 skills; this is the one its entry stands for.
@@ -1,206 +0,0 @@
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- ---
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- name: motion-graphics
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- description: "Build frame-exact motion graphics — animated logos, kinetic typography, brand videos, animated titles and social clips — as a single HTML file driven by a paused Web Animations timeline, then export them to MP4 in 1:1, 4:5 and 9:16. Use this whenever someone wants to animate a wordmark or logo, make a video from text, build a title sequence or lower third, produce a clip for LinkedIn / Instagram / Reels / TikTok, \"turn this design into a video\", animate a landing-page hero, or export a web animation to a video file — and also when an existing animation of this kind needs fixing, retiming, restyling or re-exporting. Reach for it even if the person only says \"animate our logo\", \"make this move\", or \"I need a short video for the launch\", without naming any of the above. Runs in AICUT: the film is film.html, a page per shot, drawn by `aicut look` and `aicut render`."
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- license: MIT
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- source: "acelera-agency/html-animation"
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- ---
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-
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- # Motion graphics as code
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-
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- ## Running it in AICUT
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-
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- AICUT's film is `film.html`: it cuts pages, footage, pictures and sound together on tracks. A page is a web page that
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- sets `window.film = { frame(t) }` and draws that moment — no framework, no build step, no composition object, no
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- `registerRoot`. Five shots are five pages cut together, not one page that changes scene, so each shot stays trimmable
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- and replaceable in Studio.
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-
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- ```sh
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- npx -y @autoaiai/aicut@latest # the manual: the format and the commands, always current
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- npx -y @autoaiai/aicut@latest open . # make this folder a film and print Studio's address
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- npx -y @autoaiai/aicut@latest look # a contact sheet of the whole film, its sound, and a determinism check
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- npx -y @autoaiai/aicut@latest look 4.5 # one frame, full size — look at the PNG, not at the code
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- npx -y @autoaiai/aicut@latest render # the MP4, beside film.html
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- ```
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-
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- Run the manual before the first film: it is authoritative for the format, and this skill is about the method above it.
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-
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- Where the words below name another program's part, it becomes this:
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-
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- | elsewhere | in AICUT |
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- |---|---|
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- | composition, timeline, project file | `film.html`; tracks and clips inside it |
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- | a scene, a sequence, a slide | a page (`pages/<name>.html`) cut onto a track |
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- | `useCurrentFrame()`, `interpolate()` | `frame(t)` — the picture depends only on `t`, never on state or `Date.now()` |
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- | a still, a screengrab | `aicut look <t>` |
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- | `render` / `build` / `export` | `aicut render` (the person can also export from Studio) |
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- | a dev server, a preview window | `aicut open` and the Studio address it prints |
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-
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- Hard rules that hold whatever the method says: the picture depends only on `t`; every value in the person's prompt is
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- binding; look at the frames `look` writes before saying a film is done.
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-
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-
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- Everything here is built the same way: **one HTML file, one paused timeline, deterministic export**. No video editor, no After Effects, no timeline GUI. The animation is code, so it is diffable, reviewable, re-renderable at any size, and — crucially — *measurable*.
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-
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- That last word is the heart of this skill. Motion work invites eyeballing, and eyeballing lies. Nearly every real defect you will hit here is invisible to a glance and obvious to a measurement, and several things that *look* broken turn out to be the measuring script's fault. Build the habit early: when something looks wrong, get a number before you get an opinion.
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-
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- ## The shape of the thing
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-
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- ```
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- project/
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- ├── video.html # canvas, scenes, timeline — the whole animation
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- ├── export.js # frame-by-frame capture → MP4, all aspect ratios
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- └── verify.js # whatever you need to assert about this piece
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- ```
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- ```
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- Copy `assets/starter.html` to begin. It is a complete, working animation with the engine already wired — type that enters, a recurring mark that highlights a word, and a scene that exits. Its palette and motif are placeholders; the structure is the point. Read it before writing anything; it is faster than assembling the pieces from the references.
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-
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- `scripts/timeline.js` is the engine and `scripts/physics.js` the simulator — inline both into the HTML, since a single self-contained file is the deliverable. `scripts/export.js` and `scripts/verify.js` run in Node and work unchanged for any project that exposes `window.__seek` and `window.__duration`.
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- ```
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-
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- ## Why a paused timeline
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-
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- CSS animations and libraries run on wall-clock time. That is fine for a website and useless for a video: to capture frame 847 you must be able to *put* the animation at frame 847, exactly, on demand.
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-
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- So: every animation is created through the Web Animations API with `fill: 'both'`, its absolute start time baked into the timing as `delay`, and immediately paused. Then
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-
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- ```js
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- function seek(s){ A.forEach(a => { a.pause(); a.currentTime = s * 1000; }); }
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- ```
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- positions the entire piece at any instant. The exporter walks `0 → duration` in `1/fps` steps and screenshots. The result is identical on any machine and does not care whether the browser can hit 60fps in real time.
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-
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- This buys you something else: you can *interrogate* any moment. `seek(7.2)` then read a `getBoundingClientRect()`. That is what makes the verification below possible.
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- ```
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-
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- ## Workflow
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-
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- **1. Lay out the canvas.** Fixed internal coordinates (1080 wide is a good default), scenes absolutely positioned and stacked, only the height varying per aspect ratio. Read `references/craft.md` before placing type — optical centering is not the same as centering the box, and getting it wrong is the single most common reason a composition "feels off" without anyone being able to say why.
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-
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- **2. Build the timeline.** Scene by scene. Give each element one animation covering its whole life. Keep an eye on the four failure modes below; they account for most of the time lost on work like this.
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-
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- **3. Verify by measuring.** Before showing anything, write the small script that checks the thing you are unsure about. `references/verify.md` has the recipes and, more importantly, the traps in the measuring scripts themselves.
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-
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- **4. Export.** `node export.js` → the MP4s. `references/export.md` covers the encoder flags that decide whether a platform accepts your file.
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-
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- ## The four things that will bite you
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-
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- These are not style preferences. Each one produced a bug that survived visual review.
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-
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- ### One animation per element
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-
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- Entrance, hold and exit go in a single keyframe list. Two animations with `fill: 'both'` touching the same property collide, and **the later-created one wins from time zero** — so an element that should appear at 14s is visible from the first frame, with its "before" state applied backwards through the whole piece.
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-
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- The symptom is bizarre and misleading: content from a later scene bleeding through an earlier one. If you see that, count the animations on the element.
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-
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- ### `seek()` must pause first
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-
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- A preview loop keeps playing. Set `currentTime` on a *running* animation and it advances a few milliseconds before the screenshot lands. This is not a preview annoyance — it silently corrupts **every frame of the export**, and the result looks plausible enough that you will ship it.
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-
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- Pause, then set the time, and cancel the preview loop the first time an external seek arrives.
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-
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- ### Keyframe times must be monotonic
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-
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- When you chain moves — "then it hops here, then there" — it is easy to schedule one before the previous finished. WAAPI rejects the whole animation with `Offsets must be monotonically non-decreasing`, which tells you nothing about which move overlapped.
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-
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- Clamp on the way in, so the times in your script are *intentions* rather than fragile arithmetic:
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-
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- ```js
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- const push = (t, s, ease) => { t = Math.max(t, lastT); lastT = t; /* ... */ };
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- ```
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- The same hazard reappears in anything assembled from several sequences (a shared camera track, for instance). Clamp there too.
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- ```
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-
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- ### Measure before you animate
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-
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- `fill: 'both'` applies the first keyframe immediately, so the moment you create the animations, every `getBoundingClientRect()` reflects a transform. Do all layout measurement first, then build the timeline. Ordering: build DOM → optically centre → measure targets → create animations.
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-
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- ## Pick a motion language, then hold to it
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-
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- The most common way a piece looks amateur is that different elements arrive in different ways. Choose **one** way things enter and one way they leave, and apply it everywhere. Which one is a **tone** decision, not a technical one:
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-
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- | Language | Says | `MG.ENTER` / `MG.EXIT` |
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- | --- | --- | --- |
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- | Speed — arrives fast with a directional smear and brakes | urgency, sport, news, "we move fast" | `speed` |
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- | Pop — grows from nothing and overshoots | playful, product, consumer, toy | `pop` |
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- | Wipe — a hard edge uncovers it, nothing moves | editorial, architectural, confident | `wipe` |
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- | Drift — barely moves, the fade does the work | premium, calm, luxury, serious | `drift` |
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- | Rise — comes up out of its own baseline | cinematic titles, credits | `rise` |
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- | Focus — comes into focus from blurred | photographic, dreamy, memory | `focus` |
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-
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- They return keyframe *steps*, so an entrance and an exit concatenate into one list:
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-
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- ```js
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- tl(el, [...MG.ENTER.pop(tIn, {size: fs}), ...MG.EXIT.drift(tOut, {size: fs})]);
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- ```
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- Nothing about the rest of this skill assumes a particular one. If a brief does not suggest a tone, ask — it is a bigger decision than any timing.
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- ```
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-
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- ## What holds regardless of language
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-
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- **Nothing should ever be perfectly still.** A frame that holds motionless for two seconds reads as *stuck*, even at a flawless 60fps. Every scene gets a slow continuous push — settle over ~1.5s, then keep drifting a fraction of a percent. Around 0.7% total; at 1.4% people notice things "levitating".
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-
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- **Arrivals decelerate, departures accelerate.** Whatever the language, matching the two curves makes everything feel rubbery.
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-
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- **Chained ease-outs read as stop-start.** Each segment decelerates to zero and the next starts fast again. Use ease-in-out for anything continuous, and reserve the braking curve for actual arrivals.
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-
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- **Stagger is a lever.** The same language feels completely different per-letter, per-word or per-line. Per-letter is energetic and gets tiring past a few words; per-line is calm and reads better for sentences.
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-
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- **Scale the exit down for large type.** Exit distance is usually proportional to size, so at 112px a default sweep crosses half the screen and collides with the next scene.
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-
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- **A recurring element can carry the whole piece.** One shape that persists across scenes gives a video a spine that cuts alone cannot — a rule that underlines the key word, a dot, a cursor, a colour block that reframes each card, a mask edge. Treat it as a character rather than a graphic: anticipation before it moves, overshoot on arrival, weight when it lands, a small idle vocabulary for when it waits. Drive any randomness from a seeded generator, because `Math.random()` makes the preview and the export different films.
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-
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- **An element that crosses text reads as a rendering bug**, even when the copy explicitly calls for a strikethrough. Keep it behind the type so letters cut through it.
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-
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- **Dark backgrounds change things.** A trail's colour, flat-area banding, and the fact that two stacked vignettes draw a visible ellipse edge. `MG.trail()` takes a colour for exactly this reason — hardcoded black on a dark ground is an invisible smear.
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-
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- ## Physics, when you need it
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-
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- For anything thrown, dropped or bounced, integrate the motion rather than reaching for an easing curve. An `ease-out` is not a fall — it decelerates, and falls accelerate. The same goes for departures, which start slow and build.
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-
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- `scripts/physics.js` has this solved. `PHYS.drop()` does projectile, bounce and topple for boxes; `PHYS.roll()` does the same for anything round, which is a genuinely different solver; `PHYS.departure()` does something pulling away; `PHYS.keyframes()` turns any of them into keyframes. Use them rather than rewriting — the two bugs that make hand-rolled rigid bodies look wrong are already handled, and `references/physics.md` explains what they were.
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-
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- ## Verify by measuring
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-
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- The habit, concretely: before you claim something is fixed, write six lines that check it and print a number.
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-
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- - Reproducing a reference exactly? Diff the rendered pixels, then — because pixel counts explode from sub-pixel antialiasing — **also compare geometry**, element by element, at matching instants. Geometry is the real claim; the pixel count is a coarse net.
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- - Something "feels janky"? Measure frame times before touching the design. It is often not dropped frames.
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- - Element flying off-frame? Sample its rect across the window and report the worst overflow.
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-
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- And a warning that will save you an hour: **when a check suddenly fails, suspect the check.** In practice most alarms were stale measurement windows, a fixed timestamp that drifted after a retime, a comparison of elements that were invisible at that moment, or a race in the harness. Confirm the failure independently before you "fix" working code.
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-
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- `scripts/verify.js` has each of these as a function you can import; `references/verify.md` explains what each one is really testing.
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-
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- ## Export
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-
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- `node export.js` renders 1:1, 4:5 and 9:16. Three things decide whether the file is usable:
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-
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- - **`yuv420p`** — without it, platforms and QuickTime refuse to decode.
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- - **`+faststart`** — without it, playback waits for the whole download.
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- - **A silent audio track** — some platforms reject video-only uploads outright.
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-
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- Change aspect ratio by making the **canvas** taller, never by padding a square with flat colour. If the design has any vignette or gradient reaching the edge, flat padding leaves a visible seam.
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-
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- One trap specific to Playwright: `screenshot({ animations: 'disabled' })` does not freeze anything — it fast-forwards animations to their end state, and every exported frame comes out identical. The timeline is already paused; do not pass it.
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-
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- ## When the copy is the problem
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-
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- If you are writing the words too and two rounds of alternatives all feel wrong, stop generating options. The words are usually fine — the *slot* has no defined job. Ask what that beat is for (name the problem? answer the objection? show proof?) and the line tends to write itself. A defensive beat dropped into the middle of a persuasive sequence will feel wrong no matter how well it is phrased.
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-
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- Two related instincts: consistency between scenes beats cleverness in one of them — a scene that is twice as long as its neighbours reads as a mistake even when its content earns the time. And when someone says a section is "too slow", scale its whole sequence by a factor rather than trimming one hold; the internal rhythm is usually right.
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-
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- ## References
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-
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- Read the one you need, when you need it.
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-
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- | File | What is in it |
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- | --- | --- |
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- | `references/engine.md` | Timeline internals, the failure modes in depth, camera and shared tracks |
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- | `references/craft.md` | Optical centering, trails, easing, recurring elements, idle vocabulary |
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- | `references/physics.md` | Why the solver in `scripts/physics.js` is built the way it is |
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- | `references/verify.md` | Measurement recipes, and the traps in the measuring scripts |
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- | `references/export.md` | ffmpeg flags, aspect ratios, platform requirements |
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-
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- ## Source
204
-
205
- Rewritten for AICUT from [`acelera-agency/html-animation`](https://github.com/acelera-agency/html-animation)
206
- (MIT), SKILL.md. The method is that skill's own; the way it runs is AICUT's.