@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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  1026. package/skills/vlog-auto-edit/examples/project_structure.md +0 -84
  1027. package/skills/vox-animated-ad-mcp/SKILL.md +0 -419
  1028. package/skills/vox-director/SKILL.md +0 -351
  1029. package/skills/vox-director/references/beat-layer.md +0 -143
  1030. package/skills/vox-director/references/host-mode.md +0 -120
  1031. package/skills/vox-director/references/local-engine.md +0 -73
  1032. package/skills/vox-director/references/models-and-gotchas.md +0 -91
  1033. package/skills/vox-director/references/prompt-guide.md +0 -275
  1034. package/skills/vox-director/references/voices.md +0 -59
  1035. package/skills/xingchen-vox-collage/SKILL.md +0 -251
  1036. package/skills/xingchen-vox-collage/references/asset-layer-contract.md +0 -98
  1037. package/skills/xingchen-vox-collage/references/creative-exploration.md +0 -19
  1038. package/skills/xingchen-vox-collage/references/learned-branches.md +0 -34
  1039. package/skills/xingchen-vox-collage/references/remotion-scene-contract.md +0 -77
  1040. package/skills/xingchen-vox-collage/references/visual-language.md +0 -74
  1041. package/skills/xingchen-vox-collage/references/visual-qa.md +0 -59
  1042. package/skills/youtube/SKILL.md +0 -147
  1043. package/skills/youtube/references/algorithm-guide.md +0 -59
  1044. package/skills/youtube/references/analytics-benchmarks.md +0 -67
  1045. package/skills/youtube/references/dataforseo-integration.md +0 -51
  1046. package/skills/youtube/references/monetization-guide.md +0 -62
  1047. package/skills/youtube/references/repurposing-guide.md +0 -54
  1048. package/skills/youtube/references/retention-scripting-guide.md +0 -75
  1049. package/skills/youtube/references/seo-playbook.md +0 -77
  1050. package/skills/youtube/references/shorts-playbook.md +0 -64
  1051. package/skills/youtube/references/thumbnail-ctr-guide.md +0 -73
  1052. package/skills/youtube-shorts-factory/SKILL.md +0 -358
  1053. package/skills/youtube-shorts-factory/resources/adaptation-guide.md +0 -133
  1054. package/skills/youtube-shorts-factory/resources/storyboard-template.md +0 -271
  1055. package/skills/youtube-shorts-factory/resources/workflow-steps.md +0 -139
  1056. package/studio/ui/dist/assets/ExportCenter-DEyy1vs_.js +0 -1
  1057. package/studio/ui/dist/assets/SettingsModal-CQmsA2A2.js +0 -2
  1058. package/studio/ui/dist/assets/es-AqUfIkAy.js +0 -1
  1059. package/studio/ui/dist/assets/index-C7moXjTY.css +0 -1
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  1061. package/studio/ui/dist/assets/ja-YwiCB4QQ.js +0 -1
  1062. package/studio/ui/dist/assets/ko-CKtBPDze.js +0 -1
  1063. package/studio/ui/dist/assets/zh-CN-DtNEwKWJ.js +0 -1
@@ -1,90 +0,0 @@
1
- # Closed / Self-Intersecting Ribbon Fitting — Centerline Scaffold + Recenter + Snap
2
-
3
- Field-tested on a calligraphic ∞ mark (variable width 2→28px, one self-crossing,
4
- one occluding bead). Use this recipe when the mark is a **closed** variable-width
5
- ribbon and/or **crosses itself** — there are no two open boundaries to fit
6
- directly, so the playbook's "fit boundaries from source pixels" rule needs this
7
- adapted form. The principle survives: the centerline is only *scaffolding*; the
8
- final edges are snapped to SOURCE pixels.
9
-
10
- Implementation: `scripts/fit_ribbon_centerline.py` (seeds + exclusions JSON in,
11
- outline/centerline path d + report out).
12
-
13
- ## The recipe
14
-
15
- 1. **Seed a closed Catmull-Rom centerline** through hand-read keypoints in
16
- drawing order: loop extrema, caps, the crossing (listed once per pass), the
17
- taper. 15–25 points suffice; accuracy ±5px is fine — recentering fixes it.
18
- Put the START at a hidden spot (behind an occluding dot, inside a knot):
19
- both outline caps land there.
20
-
21
- 2. **Measure along normals; auto-recenter.** Sample the spline densely (~30/seg).
22
- At each sample march ±along the normal: the mask interval containing the
23
- point yields a *midpoint* (true center) and a *width*. Then rebuild the
24
- control points from the smoothed midpoints and repeat. Converges in 2–3
25
- passes (mean shift 1.6 → 0.3px in the field run).
26
- - **Space rebuilt control points by ARCLENGTH** (~55px apart). Rebuilding by
27
- sample stride inflates the control count every pass (22 → 56 in one run)
28
- because each pass resamples denser.
29
- - Reject measurements wider than a contamination bound (~40px): they mean
30
- the normal crossed into a merged/parallel stroke.
31
-
32
- 3. **Exclusion circles bridge occlusions and crossings.** Inside each exclusion
33
- (covering dots/beads, every self-crossing) skip measurement entirely and
34
- fill midpoints/widths by interpolation along arclength — **circularly**,
35
- the gap may wrap the seam. Smooth lightly afterwards: σ≈2.5 samples for
36
- midpoints, σ≈3 for widths. Heavier smoothing curve-cuts high-curvature caps
37
- (~1px inward bias) and flattens fast width ramps near caps.
38
-
39
- 4. **Sub-pixel edge snap (the honesty pass).** Offset edges = center ± width/2
40
- · normal still carry ~1px of systematic smoothing bias. For each edge sample,
41
- find the luminance-threshold crossing along the normal by bilinear
42
- interpolation and shift the sample onto it (clamp ±2.5px; skip inside
43
- exclusions and where width < 6px — on hairline tapers the two edges are
44
- closer than the search radius and snap to each other; smooth the shifts,
45
- σ≈2). This pass is what reconciles the centerline-scaffold approach with
46
- the "boundaries from source pixels" rule.
47
-
48
- 5. **Emit smooth cubics.** Fit one cubic per ~30-sample chunk per edge
49
- (endpoints fixed, tangents from data, least-squares handle lengths — two
50
- scalars, closed form). Path = left edge forward + straight cut + right edge
51
- reversed + closing cut + `Z`, `fill-rule: nonzero` (a self-crossing stroke
52
- outline traversed left-forward/right-back winds consistently, so nonzero
53
- unions the overlap — no holes). Both cut caps sit at the hidden seam.
54
-
55
- 6. **Report exclusion arc-fractions.** For every exclusion circle, record where
56
- the centerline passes through it as fractions of total arclength. A
57
- crossing's two passes (e.g. 0.357 / 0.835) are exactly the cut parameters a
58
- downstream split draw-on animation needs (see pixel2motion's reveal-patterns
59
- "Draw-On Across Self-Intersections").
60
-
61
- ## Pitfalls measured in the field
62
-
63
- | pitfall | symptom | fix |
64
- |---|---|---|
65
- | stride-based control rebuild | control count inflates every recenter pass | space by arclength |
66
- | heavy width smoothing (σ≈6) | caps/fast ramps cut ~1.5px inward | σ≈3 + edge snap |
67
- | snapping hairline tapers | edge snaps onto the *opposite* edge | skip snap where width < 6px |
68
- | linear (non-circular) gap fill | seam-adjacent exclusion interpolates across the whole loop | circular interpolation |
69
- | trusting the dot-region width | occluded; garbage measurements | exclusion circle + bridge |
70
- | gradient-filled parts in IoU | binary-mask diff inflates while visually faithful | judge structurally; report the artifact |
71
-
72
- ## Wordmark font matching (live `<text>`)
73
-
74
- When the lockup includes a wordmark and exact letterforms are not required:
75
-
76
- 1. **Enumerate fonts actually installed** (`ls /System/Library/Fonts*`,
77
- `fc-list`). Never trust name-based stacks: two "different" families scoring
78
- *identical* region IoU means both fell back to the same font — a missing
79
- "Garamond" can silently resolve while a real one never existed.
80
- 2. Per candidate, **auto-tune `font-size` to the source cap height** (2–3
81
- render-measure-scale iterations against the wordmark bbox), baseline pinned.
82
- 3. Rank by wordmark-region IoU **and ink-weight ratio** (rendered ink px ÷
83
- source ink px). Weight ratio ≈ 1.0 beats marginally-higher IoU with 1.2×
84
- heavier strokes: weight mismatch reads instantly, letterform differences
85
- read slowly. (Field run: Baskerville 1.04 ratio / IoU 0.535 chosen over
86
- Times 1.26 / 0.540 — visibly better.)
87
- 4. Lock geometry cross-platform: `textLength="<measured width>"
88
- lengthAdjust="spacingAndGlyphs"`, `text-anchor` + measured baseline; stack
89
- best-first with graceful fallbacks; document the substitution as a known
90
- residual.
@@ -1,116 +0,0 @@
1
- # The 12 Principles, Applied to Logo Motion
2
-
3
- Distilled from Disney's 12 Principles of Animation (Johnston & Thomas, *The Illusion of Life*) for the specific job of animating a vectorized logo. Each entry: what the principle means for a logo, concrete parameter ranges, and the failure mode to avoid.
4
-
5
- ## 1. Squash & Stretch
6
-
7
- Deformation shows weight and life. For logos, deformation is **personality-gated**: playful brands may squash 10–25%; professional brands use plain scale transforms (0%) instead. Scale deformation proportionally to duration — ~5% at 100ms, up to 30–40% only in deliberate 1200ms+ brand moments.
8
-
9
- - Dots landing: squash to `scaleY(0.8) scaleX(1.15)` on impact, recover over 30% of the bounce duration.
10
- - Volume preservation: if X stretches, Y compresses. `scale(1.2, 0.85)` not `scale(1.2, 1)`.
11
- - **Failure mode**: squashing a luxury/fintech mark. If the brand words are "precise / trustworthy / premium", skip deformation entirely.
12
-
13
- ## 2. Anticipation
14
-
15
- Prepare the eye before the main action. The wind-up is **20–30% of the main action's duration** at any time scale: a 750ms assembly gets a 150–220ms anticipation; a deliberate splash can take a full 300–400ms dramatic pause or counter-movement.
16
-
17
- - Patterns: brief dim/scale-down before the pop (`scale(0.96)` → action), a dot pulling back before sliding into place, a 1–2px counter-translate opposite the travel direction, a beat of empty canvas before the first stroke draws.
18
- - **Failure mode**: elements just *starting*. Motion with no anticipation reads as a glitch, not an entrance.
19
-
20
- ## 3. Staging
21
-
22
- One clear focus at a time. The logo reveal is a tiny film: establish the mark, then the wordmark, then the tagline — never all at once.
23
-
24
- - Choreograph a **reading order** and verify it in the frame strip: where does the eye go at t=300? t=800?
25
- - Background/secondary parts must be quieter (smaller amplitude, lower opacity delta) than the focal part.
26
- - Negative space is staging too: a mask wipe that reveals the counter-form of a mark stages the silhouette itself.
27
- - **Failure mode**: simultaneous equal-amplitude motion everywhere — the eye has nowhere to land.
28
-
29
- ## 4. Straight Ahead vs Pose to Pose
30
-
31
- Logo motion is **pose-to-pose by design**: define key poses (hidden → anticipation pose → peak → overshoot → final), then let easing interpolate. A deliberate 1200–2000ms sequence wants 6–10 key poses; a 300ms header reveal wants 2–3.
32
-
33
- - The final pose is non-negotiable: it is the QA-verified static vector (the Final Frame Contract).
34
- - Straight-ahead thinking only suits continuous idle loops (drift, shimmer) where there is no destination.
35
- - **Failure mode**: keyframes placed by trial-and-error percentages with no named pose behind each one.
36
-
37
- ## 5. Follow Through & Overlapping Action
38
-
39
- Nothing stops all at once. The single highest-leverage principle for logo builds.
40
-
41
- - **Drag hierarchy**: root (container/main mark) moves and lands first → primary parts (letters) → secondary (dots, accents) → tertiary (sparkle, underline). Offset each level by 2–4 frames (~35–70ms at 60fps).
42
- - Letters in a wordmark arrive with **staggered settling**: stagger delay = 10–20% of one letter's duration (300ms letters → 30–60ms stagger). Cap total cascade ≈ 500–700ms; with many letters, shrink the per-letter stagger rather than stretching the total.
43
- - Follow-through occupies ~30% of the timeline: overshoot the final pose slightly (`scale(1.02)`, `translateY(-2%)`), then settle with ease-out. Fast stops earn longer follow-through; slow arrivals settle subtly.
44
- - **Failure modes**: everything stopping on the same frame (robotic); excessive overshoot (disconnected, floaty); all parts sharing one delay (no hierarchy).
45
-
46
- ## 6. Slow In / Slow Out
47
-
48
- Easing is mandatory; linear motion looks mechanical at every duration (the only exception: continuous rotation in a spinner-style loop, which must be `linear` to avoid pulsing).
49
-
50
- - Entrances: ease-out (`cubic-bezier(0, 0, 0.2, 1)` or the stronger `cubic-bezier(0.16, 1, 0.3, 1)`).
51
- - Duration < 150ms: ease-out only — there is no time for an ease-in.
52
- - 150–400ms: ease-out or custom; 400ms+: full ease-in-out becomes available.
53
- - Deliberate narrative arcs: `cubic-bezier(0.34, 0, 0.14, 1)` (sharp interest, soft resolution).
54
- - **Failure mode**: default `ease` everywhere — it's an opinion, not a decision.
55
-
56
- ## 7. Arcs
57
-
58
- Natural motion curves. A dot flying to its position should travel a subtle arc, not a straight line — combine X and Y keyframes with different easing, or use `offset-path`.
59
-
60
- - Short reveals: subtle curvature (a few px of perpendicular bow). Deliberate sequences: designed sweeping trajectories that echo the logo's own curves (a swoosh's dot should arrive along the swoosh's implied arc).
61
- - Rotational entries (orbit-in) are arcs by construction; mind the transform-origin.
62
- - **Failure mode**: diagonal straight-line travel — reads as engineered, not alive (fine only if the brand is deliberately mechanical).
63
-
64
- ## 8. Secondary Action
65
-
66
- Supporting motion that reinforces without competing: a soft glow blooming as the mark lands, an underline drawing after the wordmark settles, a 1–2px shadow tightening on touchdown.
67
-
68
- - Secondary action obeys staging: lower amplitude, often after the primary beat, never overlapping the focal moment.
69
- - Use sparingly and personality-gated: playful brands can afford a sparkle; minimal brands get at most a fade or shadow shift.
70
- - **Failure mode**: confetti on a B2B logo; or secondary action firing *during* the primary action and splitting attention.
71
-
72
- ## 9. Timing
73
-
74
- Duration is the message. Pick the band from usage context, then refine per part:
75
-
76
- | Context | Band | Notes |
77
- |---|---|---|
78
- | Hover / micro-feedback | 150–300ms | ease-out only |
79
- | Header / in-page reveal | 300–800ms | standard reveal, stagger ≤ 3 beats |
80
- | Splash / brand intro | 1200–2000ms | full narrative: anticipation–action–settle |
81
- | Loading / idle loop | 1500–4000ms cycle | seamless, hypnotic not annoying |
82
- | Error / attention shake | ~400ms, 1 cycle | rare for logos; only on interaction |
83
-
84
- Universal laws: shorter distances → shorter durations; bigger/heavier parts move slower; enter fast, exit faster; first-visit tolerance is higher than repeat-visit (a 2000ms splash that plays on every route change is a bug, not a brand moment).
85
-
86
- - **Failure mode**: one duration for every part regardless of size or travel distance.
87
-
88
- ## 10. Exaggeration
89
-
90
- Push past reality for clarity — within personality bounds. Exaggeration budget scales with duration and brand energy: subtle polish ≈ scale from 0.95; dramatic ≈ from 0.6–0.8 with blur; playful overshoot ≈ `cubic-bezier(0.34, 1.56, 0.64, 1)`; elegant brands cap overshoot at ~2%.
91
-
92
- - Exaggerate the *important* beat (the mark's landing), not everything.
93
- - **Failure mode**: uniform exaggeration — when everything is dramatic, nothing is.
94
-
95
- ## 11. Solid Drawing
96
-
97
- Volume, perspective, and proportion stay consistent while moving. For vector logos this means: transforms must not distort the verified geometry (uniform scale unless squash is intentional and volume-preserving), parts must not visually detach from the group during motion, strokes keep their width profile (`vector-effect="non-scaling-stroke"` when scaling stroked parts), and nothing clips the viewBox mid-flight.
98
-
99
- - Check the mid-action frames: is the logo still *the logo* at t=50%?
100
- - **Failure mode**: a swoosh that thins as it scales; letters whose baselines drift during the cascade.
101
-
102
- ## 12. Appeal
103
-
104
- The sum test: would you watch it twice? The animation should feel like the brand wearing motion, not motion wearing a logo. Clean = appealing: fewer, better-chosen movements beat many simultaneous effects. Replay it; show it without context — is it recognizably *this* brand? Could a competitor ship the identical animation? If yes, the choreography is generic — revisit the personality mapping.
105
-
106
- - **Failure mode**: technically flawless, emotionally anonymous.
107
-
108
- ---
109
-
110
- ## Quick interaction matrix
111
-
112
- - Timing defines follow-through length (fast stop → long settle).
113
- - Arcs govern follow-through paths (settling swings, not slides).
114
- - Anticipation ratio is duration-invariant (20–30% of action).
115
- - Squash/stretch reappears at settling (slight compression on landing).
116
- - Staging decides which part gets exaggeration; appeal judges the whole.
@@ -1,71 +0,0 @@
1
- ---
2
- name: premiere-batch-delivery
3
- description: "Validate, export, and inspect multiple Adobe Premiere Pro deliverables with explicit pending and unverified states. Use for YouTube, social, web, mobile, archive, audio-only, versioned export, delivery QA, caption validation, direct export, AME submission, or repeatable batch output through the Premiere Pro MCP server. Runs in AICUT: the film is film.html, a page per shot, drawn by `aicut look` and `aicut render`."
4
- license: MIT
5
- source: "ayushozha/AdobePremiereProMCP"
6
- ---
7
-
8
- # Premiere Batch Delivery
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
- Define a delivery matrix first. Treat a queued job as pending, not as a successful export.
43
-
44
- ## Required server profile
45
-
46
- Start or restart the MCP server with `MCP_TOOL_PROFILE=delivery` to load the focused export, caption-check, and media-probe surface used by this skill.
47
-
48
- ## Workflow
49
-
50
- 1. List every target with its unique sequence index and ID, aspect ratio, resolution, frame rate, codec/preset, audio spec, captions, destination, and filename. Resolve the index/ID pair from a fresh `premiere_get_sequence_list` response; do not select by name alone.
51
- 2. Check project integrity, delivery specs, captions, and frame accuracy. Before every active-sequence-only caption check or sidecar export, call `premiere_set_active_sequence` for that target index, require `verified: true` with the exact target ID, and re-read `premiere_get_sequence_list`; stop unless `activeSequenceID` still matches. Pass the same ID as `sequence_id` to `premiere_export_captions`. Treat host-only loudness or color summaries as advisory unless a decoded-media analyzer or visual review verifies them. Stop on unresolved errors.
52
- 3. Call `premiere_list_export_presets_disk` to find real `.epr` files in known Premiere/AME directories, or use an explicitly supplied preset path. Confirm destination directories and collision policy. Create versioned filenames; never overwrite unless explicitly authorized.
53
- 4. Prefer one-at-a-time `premiere_export_direct` calls with a confirmed preset; the call blocks, which bounds concurrency and makes failures attributable. Use `premiere_export_via_ame` only when asynchronous queueing is required, and record its returned job identifier.
54
- 5. The CEP bridge cannot poll individual AME jobs to a trustworthy terminal state. Keep AME jobs pending until an external filesystem check observes a stable, non-empty output; if that check is unavailable, leave the job unverified rather than guessing.
55
- 6. Call `premiere_probe_media` for every completed output and compare duration, dimensions, frame rate, and audio/video streams with the delivery matrix. Produce a concise delivery report.
56
-
57
- ## Guardrails
58
-
59
- - Do not equate `queued` or `started` with `completed`.
60
- - Do not use the legacy platform compound exporters or `premiere_batch_export_sequences` as proof of completion; their CEP responses do not provide per-output completion readback.
61
- - Keep archive masters separate from distribution encodes.
62
- - Validate sidecar caption paths and names alongside the video deliverable.
63
- - Never reuse a prior active-sequence assumption across delivery-matrix rows; activate and verify each target immediately before its caption sidecar.
64
- - Report successful, failed, skipped, and unverified outputs separately.
65
-
66
- ## Source
67
-
68
- Rewritten for AICUT from [`ayushozha/AdobePremiereProMCP`](https://github.com/ayushozha/AdobePremiereProMCP)
69
- (MIT), skills/premiere-batch-delivery/SKILL.md. The method is that skill's own; the way it runs is AICUT's.
70
-
71
- The repository holds 7 skills; this is the one its entry stands for.
@@ -1,161 +0,0 @@
1
- ---
2
- name: premiere-pro-mcp
3
- description: "Install, verify, troubleshoot, and operate the Adobe Premiere Pro MCP server. Use when a user wants an agent to set up Premiere MCP, connect Claude Code/Codex/Claude Desktop, control Premiere, import media, build sequences, edit timelines, apply effects, or diagnose bridge issues. Runs in AICUT: the film is film.html, a page per shot, drawn by `aicut look` and `aicut render`."
4
- license: MIT
5
- source: "hetpatel-11/Adobe_Premiere_Pro_MCP"
6
- ---
7
-
8
- # Adobe Premiere Pro MCP
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
- Use this skill when working with the Adobe Premiere Pro MCP server from `hetpatel-11/Adobe_Premiere_Pro_MCP`.
43
-
44
- ## Core Rules
45
-
46
- - Use the MCP tools for Premiere operations; do not invent ExtendScript unless the MCP tool surface is missing the needed operation.
47
- - Default MCP `tools/list` is a small always-on set. Call `search_tools` (BM25 query or regex pattern), then `invoke_tool` with the exact name. `PREMIERE_MCP_TOOLSET=full` lists every tool.
48
- - Prefer read-only discovery first: `get_project_info`, `list_sequences`, `list_project_items`, `get_active_sequence`, and relevant resource reads.
49
- - Use real imported media. If the user asks to edit with assets, verify file paths exist, import them with `import_media`, then place the imported project item IDs on a sequence.
50
- - Keep the temp directory consistent across the MCP server and CEP panel: `/tmp/premiere-mcp-bridge` unless the user explicitly configured another path.
51
- - Ask before destructive or externally visible actions: deleting clips/media, overwriting exports, closing projects, saving over important project files, or sending files elsewhere.
52
- - For generated/demo edits, prefer creating a new clearly named sequence instead of modifying the user's active sequence.
53
- - If a tool returns `success: false`, report the exact error and run diagnostics before retrying blindly.
54
-
55
- ## Install Workflow
56
-
57
- If the user asks you to install or set up the MCP:
58
-
59
- 1. Check the OS. The automated installer is macOS-focused.
60
- 2. Clone or open the repo:
61
-
62
- ```bash
63
- git clone https://github.com/hetpatel-11/Adobe_Premiere_Pro_MCP.git
64
- cd Adobe_Premiere_Pro_MCP
65
- ```
66
- ```
67
- 3. On macOS, run:
68
- ```
69
- ```bash
70
- npm run setup:mac
71
- ```
72
- ```
73
- 4. For non-macOS or manual client setup, run:
74
- ```
75
- ```bash
76
- npm run build
77
- ```
78
- ```
79
- 5. Register the MCP server in the user's client with:
80
- ```
81
- ```text
82
- command: node /absolute/path/to/Adobe_Premiere_Pro_MCP/dist/index.js
83
- env: PREMIERE_TEMP_DIR=/tmp/premiere-mcp-bridge
84
- ```
85
- For Codex, prefer:
86
- ```
87
- ```bash
88
- codex mcp add premiere_pro --env PREMIERE_TEMP_DIR=/tmp/premiere-mcp-bridge -- node /absolute/path/to/Adobe_Premiere_Pro_MCP/dist/index.js
89
- ```
90
-
91
- ## Premiere Bridge Startup
92
-
93
- After installing:
94
-
95
- 1. Restart the MCP client if it reads config only at startup.
96
- 2. Restart Premiere Pro.
97
- 3. Open `Window > Extensions > MCP Bridge (CEP)`.
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- 4. Set `Temp Directory` to `/tmp/premiere-mcp-bridge`.
99
- 5. Click `Save Configuration`.
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- 6. Click `Start Bridge`.
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- 7. Confirm the bridge panel says Premiere is ready before running editing tools.
102
-
103
- If Premiere is not running, you can install/build/register the MCP, but tell the user live tool verification requires Premiere and the CEP bridge panel.
104
-
105
- ## Verification
106
-
107
- Run local checks:
108
-
109
- ```bash
110
- npm run setup:doctor
111
- ```
112
- ```
113
- If Premiere is running and the bridge is started, verify with safe read-only calls:
114
-
115
- - `get_project_info`
116
- - `list_sequences`
117
- - `list_project_items`
118
-
119
- For deeper validation in a disposable project, create a test sequence with `create_sequence_from_clips` or `create_sequence` plus a real `.sqpreset` path, then call `list_sequences` and confirm it exists. Do not call blank sequence creation without a preset because newer Premiere versions can open a native dialog that blocks CEP.
120
- ```
121
-
122
- ## Editing Strategy
123
-
124
- - Start by understanding the project: project info, active sequence, existing media, tracks, markers, and selected sequence.
125
- - Build a plan in concrete Premiere operations before changing anything.
126
- - For rough cuts, import media first, then use `create_sequence_from_clips` so Premiere derives settings without a native dialog. Use `create_sequence` only with a real `.sqpreset`; use `duplicate_sequence` with `clearContents=true` when an existing sequence defines the intended settings.
127
- - For product or brand spots, prefer `assemble_product_spot` or `build_brand_spot_from_mogrt_and_assets` when the user's request fits those workflows.
128
- - For black-and-white looks, use `apply_effect` with `Black & White` rather than generic saturation-only changes.
129
- - For timeline cuts, prefer sequence-aware tools and include `sequenceId` when available.
130
- - Export only after confirming output path, format/preset, and overwrite behavior.
131
-
132
- ## Troubleshooting
133
-
134
- If commands time out or report bridge errors:
135
-
136
- 1. Confirm Premiere is open.
137
- 2. Confirm `Window > Extensions > MCP Bridge (CEP)` is open and bridge is started.
138
- 3. Confirm both sides use the same temp directory.
139
- 4. Run:
140
-
141
- ```bash
142
- npm run setup:doctor
143
- ```
144
- ```
145
- 5. Ask the user to click `Run Diagnostics` in the CEP panel.
146
- 6. Read `/tmp/premiere-mcp-bridge/premiere-mcp-diagnostics-latest.json` if it exists.
147
- 7. Remove stale command/response files only if they are clearly old and the bridge is stopped or idle.
148
-
149
- Common fixes:
150
-
151
- - `ENOENT` on temp directory: create `/tmp/premiere-mcp-bridge`, save config again, restart bridge.
152
- - Tool succeeds in Premiere but reports failure: run `list_sequences` or the relevant list tool to confirm state before retrying.
153
- - Empty or malformed temp directory config: set the field to the path only, not JSON or an env assignment.
154
- ```
155
-
156
- ## Source
157
-
158
- Rewritten for AICUT from [`hetpatel-11/Adobe_Premiere_Pro_MCP`](https://github.com/hetpatel-11/Adobe_Premiere_Pro_MCP)
159
- (MIT), skills/premiere-pro-mcp/SKILL.md. The method is that skill's own; the way it runs is AICUT's.
160
-
161
- The repository holds 3 skills; this is the one its entry stands for.
@@ -1,209 +0,0 @@
1
- ---
2
- name: promo-creator-skills
3
- description: "产品宣传片制作总控 skill pack。用于从产品说明、官网、应用截图或 GitHub 仓库制作 60-90 秒宣传视频,按阶段完成 brief、storyboard、素材、AICUT 剪辑、BGM 设计和交付。当用户要做宣传片、产品视频、项目介绍视频、launch video、开源项目 promo、BGM 卡点或真实软件界面宣传片时使用。 Runs in AICUT: the film is film.html, a page per shot, drawn by `aicut look` and `aicut render`."
4
- license: MIT
5
- source: "kangarooking/promo-creator-skills"
6
- ---
7
-
8
- # Promo Creator Skills
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
- 这是产品宣传片创作的总控入口。它必须能独立指导完整项目;子 skill 是阶段深水区,不是唯一的流程来源。
43
-
44
- 默认目标:用真实产品信息、真实软件界面和可验证素材,制作一支 60-90 秒、可发布的产品宣传片 MP4。不要把它当成氛围视频、图片轮播或泛科技动效练习。
45
-
46
- ## 总控判断
47
-
48
- 当用户只说“做宣传片 / 产品视频 / launch video / promo”时,默认走完整流程:
49
-
50
- ```text
51
- 产品信息或 URL
52
- -> 01-brief.md
53
- -> 02-storyboard.md
54
- -> 03-asset-plan.md + assets/
55
- -> 04-edl.md + master-edit.html
56
- -> 06-music-plan.md + assets/bgm/
57
- -> final/promo.mp4 或 final/promo-with-bgm.mp4
58
- -> 05-delivery.md
59
- ```
60
- 当用户明确只要某一段能力时,只执行对应阶段。例如“只要 BGM prompt”只用音乐阶段;“我已经有素材,直接剪辑”从 EDL 和 HyperFrames 阶段开始。
61
- ```
62
-
63
- ## 子 Skill 路由
64
-
65
- 优先按总控流程推进;进入某个阶段时,读取对应子 skill 的 `SKILL.md` 获取详细规范。
66
-
67
- | 用户目标 | 详细规范 |
68
- |---|---|
69
- | 从零做完整宣传片 | `promo-workflow/SKILL.md` |
70
- | 只做产品分析和创意简报 | `promo-brief/SKILL.md` |
71
- | 已有 brief,要写分镜 | `promo-storyboard/SKILL.md` |
72
- | 已有分镜,要准备素材 | `promo-asset-producer/SKILL.md` |
73
- | 已有素材,要剪辑渲染 | `promo-editor/SKILL.md` |
74
- | 要配乐、BGM、卡点音乐 prompt | `promo-music-maker/SKILL.md` |
75
-
76
- ## 阶段流程
77
-
78
- ### Phase 1: Brief
79
-
80
- 详细规范见 `promo-brief/SKILL.md`。输入可以是产品说明、官网、GitHub 仓库、应用截图、用户口述或竞品链接。
81
-
82
- 产出 `01-brief.md`:
83
- - 产品定位和目标观众
84
- - 核心卖点和证明点
85
- - 推荐视觉风格
86
- - 叙事结构和时长建议
87
- - 风险、素材缺口和需要用户确认的问题
88
-
89
- 暂停点:确认定位、风格、时长、主叙事。
90
-
91
- ### Phase 2: Storyboard
92
-
93
- 详细规范见 `promo-storyboard/SKILL.md`。不要在 brief 未确认前直接写完整剪辑。
94
-
95
- 产出 `02-storyboard.md`:
96
- - 逐镜头时间码
97
- - 每个镜头的画面、文案、动效、转场、素材需求
98
- - 真实 UI / 真实产品信号应该出现在哪些镜头
99
- - HyperFrames 实现提示
100
-
101
- 暂停点:确认镜头内容、节奏、文案密度和转场方向。
102
-
103
- ### Phase 3: Assets
104
-
105
- 详细规范见 `promo-asset-producer/SKILL.md`。优先真实产品素材,其次生成补充视觉。
106
-
107
- 产出:
108
- - `03-asset-plan.md`
109
- - `assets/pack-a/`:AI 生成或补充视觉
110
- - `assets/pack-b/`:官网、截图、开源项目、文档或其他可验证素材
111
- - `assets/pack-b/pack-b-sources.md`:来源记录
112
-
113
- 暂停点:确认素材质量和版权/来源可接受性。
114
-
115
- ### Phase 4: Edit
116
-
117
- 详细规范见 `promo-editor/SKILL.md`。用 HyperFrames/HTML/CSS/GSAP 构建可渲染视频,不只给剪辑建议。
118
-
119
- 产出:
120
- - `04-edl.md`
121
- - `master-edit.html`
122
- - `final/promo.mp4`
123
-
124
- 暂停点:确认成片结构、画面密度、节奏和需要返修的镜头。
125
-
126
- ### Phase 5: Music
127
-
128
- 详细规范见 `promo-music-maker/SKILL.md`。音乐必须服务剪辑节奏,不要默认生成 ambient 科技垫底音乐。
129
-
130
- 产出 `06-music-plan.md`:
131
- - 音乐风格、BPM、情绪曲线
132
- - 和镜头转场对齐的 hit points
133
- - Mureka / Skywork Music Maker 英文 prompt
134
- - negative prompt
135
- - 至少 2 个有明显差异的方向
136
-
137
- 用户确认或要求实际生成时,再调用脚本生成 BGM。
138
-
139
- ### Phase 6: Delivery
140
-
141
- 补齐 `05-delivery.md`:
142
- - 最终视频路径
143
- - 源文件路径
144
- - 素材和 BGM 清单
145
- - 修改方式
146
- - 已知限制
147
-
148
- ## 工作目录
149
-
150
- 每个项目创建独立 run 目录:
151
-
152
- ```text
153
- outputs/promo-runs/YYYY-MM-DD-<product>/
154
- ```
155
- 如果用户给了明确项目名,使用用户项目名;否则根据产品名生成短 slug。
156
- ```
157
-
158
- ## 暂停规则
159
-
160
- 必须暂停的节点:
161
- - Brief 完成后
162
- - Storyboard 完成后
163
- - 素材计划或关键素材完成后
164
- - BGM 方向确认前实际生成音乐
165
- - 最终渲染后
166
-
167
- 暂停时最多问 3 个问题,并给出推荐选项。用户明确说“按你推荐来 / 继续 / ok”时,按推荐方案推进,不要反复追问。
168
-
169
- ## 执行约束
170
-
171
- - 先做产品判断,再做画面。
172
- - 先写分镜,再批量生成素材。
173
- - 先确认音乐方向,再消耗音乐生成额度。
174
- - 真实软件界面优先于抽象装饰图。
175
- - 所有外部素材记录来源。
176
- - 不要把多个根 HyperFrames composition 留在同一渲染目录。
177
- - 如果图片、浏览器、音乐或渲染能力不可用,输出可执行 prompt、素材清单或命令,并明确缺口。
178
-
179
- ## BGM 默认策略
180
-
181
- 产品宣传片默认先给两个差异明显的方向:
182
-
183
- | 方向 | 用途 |
184
- |---|---|
185
- | `Commercial Product Launch` | 产品发布、商业展示、CTA 更强的广告片 |
186
- | `Clean UI Demo Groove` | 真实软件界面、SaaS、流程展示、UI demo |
187
-
188
- 候选之间必须在 genre、rhythm、bass、hook、energy curve 上形成明显差异。避免多个 prompt 都写成 `minimal / ambient / soft pulse / glass ticks`。
189
-
190
- 详细音乐规范见 `promo-music-maker/SKILL.md` 和 `references/product_promo_bgm_prompting.md`。
191
-
192
- ## 最小可执行流程
193
-
194
- 当只能读取本文件时,也按下面步骤工作:
195
-
196
- 1. 根据用户输入创建 run 目录。
197
- 2. 写 `01-brief.md`,暂停确认。
198
- 3. 写 `02-storyboard.md`,暂停确认。
199
- 4. 写 `03-asset-plan.md`,收集或生成素材,暂停确认。
200
- 5. 写 `04-edl.md` 和 `master-edit.html`,渲染 `final/promo.mp4`。
201
- 6. 写 `06-music-plan.md`,确认后生成或匹配 BGM。
202
- 7. 合成 `final/promo-with-bgm.mp4`,写 `05-delivery.md`。
203
-
204
- ## Source
205
-
206
- Rewritten for AICUT from [`kangarooking/promo-creator-skills`](https://github.com/kangarooking/promo-creator-skills)
207
- (MIT), SKILL.md. The method is that skill's own; the way it runs is AICUT's.
208
-
209
- The repository holds 7 skills; this is the one its entry stands for.