@autoaiai/aicut 0.1.11 → 0.1.13

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (1063) hide show
  1. package/MANUAL.md +94 -94
  2. package/package.json +1 -1
  3. package/skills/aicut-motion/SKILL.md +69 -3
  4. package/skills/aicut-motion/THIRD_PARTY_NOTICES.md +14 -0
  5. package/skills/aicut-motion/assets/atlas/lib/harness.js +116 -0
  6. package/skills/aicut-motion/assets/atlas/lib/sound.js +274 -0
  7. package/skills/aicut-motion/assets/atlas/styles/001-flat-vector-science/code.js +937 -0
  8. package/skills/aicut-motion/assets/atlas/styles/001-flat-vector-science/poster.jpg +0 -0
  9. package/skills/aicut-motion/assets/atlas/styles/001-flat-vector-science/style.json +13 -0
  10. package/skills/aicut-motion/assets/atlas/styles/002-watercolor-wash/code.js +909 -0
  11. package/skills/aicut-motion/assets/atlas/styles/002-watercolor-wash/poster.jpg +0 -0
  12. package/skills/aicut-motion/assets/atlas/styles/002-watercolor-wash/style.json +13 -0
  13. package/skills/aicut-motion/assets/atlas/styles/003-shadow-puppet-theatre/code.js +881 -0
  14. package/skills/aicut-motion/assets/atlas/styles/003-shadow-puppet-theatre/poster.jpg +0 -0
  15. package/skills/aicut-motion/assets/atlas/styles/003-shadow-puppet-theatre/style.json +13 -0
  16. package/skills/aicut-motion/assets/atlas/styles/004-whiteboard-explainer/code.js +897 -0
  17. package/skills/aicut-motion/assets/atlas/styles/004-whiteboard-explainer/poster.jpg +0 -0
  18. package/skills/aicut-motion/assets/atlas/styles/004-whiteboard-explainer/style.json +13 -0
  19. package/skills/aicut-motion/assets/atlas/styles/005-psychedelic-poster/code.js +814 -0
  20. package/skills/aicut-motion/assets/atlas/styles/005-psychedelic-poster/poster.jpg +0 -0
  21. package/skills/aicut-motion/assets/atlas/styles/005-psychedelic-poster/style.json +13 -0
  22. package/skills/aicut-motion/assets/atlas/styles/006-tech-glow-explainer/code.js +990 -0
  23. package/skills/aicut-motion/assets/atlas/styles/006-tech-glow-explainer/poster.jpg +0 -0
  24. package/skills/aicut-motion/assets/atlas/styles/006-tech-glow-explainer/style.json +13 -0
  25. package/skills/aicut-motion/assets/atlas/styles/007-papercraft-models/code.js +994 -0
  26. package/skills/aicut-motion/assets/atlas/styles/007-papercraft-models/poster.jpg +0 -0
  27. package/skills/aicut-motion/assets/atlas/styles/007-papercraft-models/style.json +13 -0
  28. package/skills/aicut-motion/assets/atlas/styles/008-1940s-film-noir/code.js +792 -0
  29. package/skills/aicut-motion/assets/atlas/styles/008-1940s-film-noir/poster.jpg +0 -0
  30. package/skills/aicut-motion/assets/atlas/styles/008-1940s-film-noir/style.json +13 -0
  31. package/skills/aicut-motion/assets/atlas/styles/009-manim-style-math/code.js +840 -0
  32. package/skills/aicut-motion/assets/atlas/styles/009-manim-style-math/poster.jpg +0 -0
  33. package/skills/aicut-motion/assets/atlas/styles/009-manim-style-math/style.json +13 -0
  34. package/skills/aicut-motion/assets/atlas/styles/010-illuminated-manuscript/code.js +1126 -0
  35. package/skills/aicut-motion/assets/atlas/styles/010-illuminated-manuscript/poster.jpg +0 -0
  36. package/skills/aicut-motion/assets/atlas/styles/010-illuminated-manuscript/style.json +13 -0
  37. package/skills/aicut-motion/assets/atlas/styles/011-editorial-essay-collage/code.js +854 -0
  38. package/skills/aicut-motion/assets/atlas/styles/011-editorial-essay-collage/poster.jpg +0 -0
  39. package/skills/aicut-motion/assets/atlas/styles/011-editorial-essay-collage/style.json +13 -0
  40. package/skills/aicut-motion/assets/atlas/styles/012-bioluminescent-deep-sea/code.js +1124 -0
  41. package/skills/aicut-motion/assets/atlas/styles/012-bioluminescent-deep-sea/poster.jpg +0 -0
  42. package/skills/aicut-motion/assets/atlas/styles/012-bioluminescent-deep-sea/style.json +13 -0
  43. package/skills/aicut-motion/assets/atlas/styles/013-product-launch-reveal/code.js +728 -0
  44. package/skills/aicut-motion/assets/atlas/styles/013-product-launch-reveal/poster.jpg +0 -0
  45. package/skills/aicut-motion/assets/atlas/styles/013-product-launch-reveal/style.json +13 -0
  46. package/skills/aicut-motion/assets/atlas/styles/014-halftone-pop-panel/code.js +664 -0
  47. package/skills/aicut-motion/assets/atlas/styles/014-halftone-pop-panel/poster.jpg +0 -0
  48. package/skills/aicut-motion/assets/atlas/styles/014-halftone-pop-panel/style.json +13 -0
  49. package/skills/aicut-motion/assets/atlas/styles/015-isometric-pastel/code.js +991 -0
  50. package/skills/aicut-motion/assets/atlas/styles/015-isometric-pastel/poster.jpg +0 -0
  51. package/skills/aicut-motion/assets/atlas/styles/015-isometric-pastel/style.json +13 -0
  52. package/skills/aicut-motion/assets/atlas/styles/016-oscilloscope-vector-art/code.js +801 -0
  53. package/skills/aicut-motion/assets/atlas/styles/016-oscilloscope-vector-art/poster.jpg +0 -0
  54. package/skills/aicut-motion/assets/atlas/styles/016-oscilloscope-vector-art/style.json +13 -0
  55. package/skills/aicut-motion/assets/atlas/styles/017-risograph-zine/code.js +692 -0
  56. package/skills/aicut-motion/assets/atlas/styles/017-risograph-zine/poster.jpg +0 -0
  57. package/skills/aicut-motion/assets/atlas/styles/017-risograph-zine/style.json +13 -0
  58. package/skills/aicut-motion/assets/atlas/styles/018-claymation-set/code.js +756 -0
  59. package/skills/aicut-motion/assets/atlas/styles/018-claymation-set/poster.jpg +0 -0
  60. package/skills/aicut-motion/assets/atlas/styles/018-claymation-set/style.json +13 -0
  61. package/skills/aicut-motion/assets/atlas/styles/019-neon-sign-at-night/code.js +922 -0
  62. package/skills/aicut-motion/assets/atlas/styles/019-neon-sign-at-night/poster.jpg +0 -0
  63. package/skills/aicut-motion/assets/atlas/styles/019-neon-sign-at-night/style.json +13 -0
  64. package/skills/aicut-motion/assets/atlas/styles/020-kawaii-anime/code.js +852 -0
  65. package/skills/aicut-motion/assets/atlas/styles/020-kawaii-anime/poster.jpg +0 -0
  66. package/skills/aicut-motion/assets/atlas/styles/020-kawaii-anime/style.json +13 -0
  67. package/skills/aicut-motion/assets/atlas/styles/021-ukiyo-e-woodblock/code.js +724 -0
  68. package/skills/aicut-motion/assets/atlas/styles/021-ukiyo-e-woodblock/poster.jpg +0 -0
  69. package/skills/aicut-motion/assets/atlas/styles/021-ukiyo-e-woodblock/style.json +13 -0
  70. package/skills/aicut-motion/assets/atlas/styles/022-16-bit-pixel-odyssey/code.js +793 -0
  71. package/skills/aicut-motion/assets/atlas/styles/022-16-bit-pixel-odyssey/poster.jpg +0 -0
  72. package/skills/aicut-motion/assets/atlas/styles/022-16-bit-pixel-odyssey/style.json +13 -0
  73. package/skills/aicut-motion/assets/atlas/styles/023-chalkboard-lesson/code.js +846 -0
  74. package/skills/aicut-motion/assets/atlas/styles/023-chalkboard-lesson/poster.jpg +0 -0
  75. package/skills/aicut-motion/assets/atlas/styles/023-chalkboard-lesson/style.json +13 -0
  76. package/skills/aicut-motion/assets/atlas/styles/024-cut-paper-diorama/code.js +1008 -0
  77. package/skills/aicut-motion/assets/atlas/styles/024-cut-paper-diorama/poster.jpg +0 -0
  78. package/skills/aicut-motion/assets/atlas/styles/024-cut-paper-diorama/style.json +13 -0
  79. package/skills/aicut-motion/assets/atlas/styles/025-cathedral-glass/code.js +680 -0
  80. package/skills/aicut-motion/assets/atlas/styles/025-cathedral-glass/poster.jpg +0 -0
  81. package/skills/aicut-motion/assets/atlas/styles/025-cathedral-glass/style.json +13 -0
  82. package/skills/aicut-motion/assets/atlas/styles/026-editorial-chart/code.js +633 -0
  83. package/skills/aicut-motion/assets/atlas/styles/026-editorial-chart/poster.jpg +0 -0
  84. package/skills/aicut-motion/assets/atlas/styles/026-editorial-chart/style.json +13 -0
  85. package/skills/aicut-motion/assets/atlas/styles/027-synthwave-outrun/code.js +757 -0
  86. package/skills/aicut-motion/assets/atlas/styles/027-synthwave-outrun/poster.jpg +0 -0
  87. package/skills/aicut-motion/assets/atlas/styles/027-synthwave-outrun/style.json +13 -0
  88. package/skills/aicut-motion/assets/atlas/styles/028-origami-studio/code.js +828 -0
  89. package/skills/aicut-motion/assets/atlas/styles/028-origami-studio/poster.jpg +0 -0
  90. package/skills/aicut-motion/assets/atlas/styles/028-origami-studio/style.json +13 -0
  91. package/skills/aicut-motion/assets/atlas/styles/029-linocut-relief-print/code.js +697 -0
  92. package/skills/aicut-motion/assets/atlas/styles/029-linocut-relief-print/poster.jpg +0 -0
  93. package/skills/aicut-motion/assets/atlas/styles/029-linocut-relief-print/style.json +13 -0
  94. package/skills/aicut-motion/assets/atlas/styles/030-holographic-foil-card/code.js +687 -0
  95. package/skills/aicut-motion/assets/atlas/styles/030-holographic-foil-card/poster.jpg +0 -0
  96. package/skills/aicut-motion/assets/atlas/styles/030-holographic-foil-card/style.json +13 -0
  97. package/skills/aicut-motion/assets/atlas/styles/031-voxel-diorama/code.js +727 -0
  98. package/skills/aicut-motion/assets/atlas/styles/031-voxel-diorama/poster.jpg +0 -0
  99. package/skills/aicut-motion/assets/atlas/styles/031-voxel-diorama/style.json +13 -0
  100. package/skills/aicut-motion/assets/atlas/styles/032-sumi-e-ink-wash/code.js +903 -0
  101. package/skills/aicut-motion/assets/atlas/styles/032-sumi-e-ink-wash/poster.jpg +0 -0
  102. package/skills/aicut-motion/assets/atlas/styles/032-sumi-e-ink-wash/style.json +13 -0
  103. package/skills/aicut-motion/assets/atlas/styles/033-etch-a-sketch-toy/code.js +662 -0
  104. package/skills/aicut-motion/assets/atlas/styles/033-etch-a-sketch-toy/poster.jpg +0 -0
  105. package/skills/aicut-motion/assets/atlas/styles/033-etch-a-sketch-toy/style.json +13 -0
  106. package/skills/aicut-motion/assets/atlas/styles/034-cosmic-star-chart/code.js +951 -0
  107. package/skills/aicut-motion/assets/atlas/styles/034-cosmic-star-chart/poster.jpg +0 -0
  108. package/skills/aicut-motion/assets/atlas/styles/034-cosmic-star-chart/style.json +13 -0
  109. package/skills/aicut-motion/assets/atlas/styles/035-punk-zine-collage/code.js +759 -0
  110. package/skills/aicut-motion/assets/atlas/styles/035-punk-zine-collage/poster.jpg +0 -0
  111. package/skills/aicut-motion/assets/atlas/styles/035-punk-zine-collage/style.json +13 -0
  112. package/skills/aicut-motion/assets/atlas/styles/036-thermal-camera/code.js +738 -0
  113. package/skills/aicut-motion/assets/atlas/styles/036-thermal-camera/poster.jpg +0 -0
  114. package/skills/aicut-motion/assets/atlas/styles/036-thermal-camera/style.json +13 -0
  115. package/skills/aicut-motion/assets/atlas/styles/037-engineering-blueprint/code.js +793 -0
  116. package/skills/aicut-motion/assets/atlas/styles/037-engineering-blueprint/poster.jpg +0 -0
  117. package/skills/aicut-motion/assets/atlas/styles/037-engineering-blueprint/style.json +13 -0
  118. package/skills/aicut-motion/assets/atlas/styles/038-impasto-night/code.js +673 -0
  119. package/skills/aicut-motion/assets/atlas/styles/038-impasto-night/poster.jpg +0 -0
  120. package/skills/aicut-motion/assets/atlas/styles/038-impasto-night/style.json +13 -0
  121. package/skills/aicut-motion/assets/atlas/styles/039-win95-desktop/code.js +907 -0
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  124. package/skills/aicut-motion/assets/atlas/styles/040-low-poly-faceted/code.js +833 -0
  125. package/skills/aicut-motion/assets/atlas/styles/040-low-poly-faceted/poster.jpg +0 -0
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  127. package/skills/aicut-motion/assets/atlas/styles/041-manga-page/code.js +845 -0
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  130. package/skills/aicut-motion/assets/atlas/styles/042-wood-type-letterpress/code.js +496 -0
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  133. package/skills/aicut-motion/assets/atlas/styles/043-light-painting/code.js +635 -0
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  136. package/skills/aicut-motion/assets/atlas/styles/044-felt-patchwork/code.js +799 -0
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  139. package/skills/aicut-motion/assets/atlas/styles/045-phosphor-terminal/code.js +547 -0
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  142. package/skills/aicut-motion/assets/atlas/styles/046-glassmorphism-ui/code.js +592 -0
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  145. package/skills/aicut-motion/assets/atlas/styles/047-tarot-card/code.js +768 -0
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  148. package/skills/aicut-motion/assets/atlas/styles/048-transit-map/code.js +666 -0
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  157. package/skills/aicut-motion/assets/atlas/styles/051-art-deco-foil/code.js +606 -0
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  1028. package/skills/vox-director/SKILL.md +0 -351
  1029. package/skills/vox-director/references/beat-layer.md +0 -143
  1030. package/skills/vox-director/references/host-mode.md +0 -120
  1031. package/skills/vox-director/references/local-engine.md +0 -73
  1032. package/skills/vox-director/references/models-and-gotchas.md +0 -91
  1033. package/skills/vox-director/references/prompt-guide.md +0 -275
  1034. package/skills/vox-director/references/voices.md +0 -59
  1035. package/skills/xingchen-vox-collage/SKILL.md +0 -251
  1036. package/skills/xingchen-vox-collage/references/asset-layer-contract.md +0 -98
  1037. package/skills/xingchen-vox-collage/references/creative-exploration.md +0 -19
  1038. package/skills/xingchen-vox-collage/references/learned-branches.md +0 -34
  1039. package/skills/xingchen-vox-collage/references/remotion-scene-contract.md +0 -77
  1040. package/skills/xingchen-vox-collage/references/visual-language.md +0 -74
  1041. package/skills/xingchen-vox-collage/references/visual-qa.md +0 -59
  1042. package/skills/youtube/SKILL.md +0 -147
  1043. package/skills/youtube/references/algorithm-guide.md +0 -59
  1044. package/skills/youtube/references/analytics-benchmarks.md +0 -67
  1045. package/skills/youtube/references/dataforseo-integration.md +0 -51
  1046. package/skills/youtube/references/monetization-guide.md +0 -62
  1047. package/skills/youtube/references/repurposing-guide.md +0 -54
  1048. package/skills/youtube/references/retention-scripting-guide.md +0 -75
  1049. package/skills/youtube/references/seo-playbook.md +0 -77
  1050. package/skills/youtube/references/shorts-playbook.md +0 -64
  1051. package/skills/youtube/references/thumbnail-ctr-guide.md +0 -73
  1052. package/skills/youtube-shorts-factory/SKILL.md +0 -358
  1053. package/skills/youtube-shorts-factory/resources/adaptation-guide.md +0 -133
  1054. package/skills/youtube-shorts-factory/resources/storyboard-template.md +0 -271
  1055. package/skills/youtube-shorts-factory/resources/workflow-steps.md +0 -139
  1056. package/studio/ui/dist/assets/ExportCenter-DEyy1vs_.js +0 -1
  1057. package/studio/ui/dist/assets/SettingsModal-CQmsA2A2.js +0 -2
  1058. package/studio/ui/dist/assets/es-AqUfIkAy.js +0 -1
  1059. package/studio/ui/dist/assets/index-C7moXjTY.css +0 -1
  1060. package/studio/ui/dist/assets/index-DdU5QNpY.js +0 -1623
  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
@@ -1,51 +0,0 @@
1
- # Naive Video Doctor
2
-
3
- Diagnose before changing anything.
4
-
5
- Resolve `<skill_root>` by locating the installed `talking-head-video-pipeline/SKILL.md`; do not assume the user's current directory is the skill directory.
6
-
7
- ## Commands
8
-
9
- Environment:
10
-
11
- ```bash
12
- bash <skill_root>/scripts/doctor.sh
13
- ```
14
-
15
- Project:
16
-
17
- ```bash
18
- python3 <skill_root>/tools/video_doctor.py --project <project_dir>
19
- ```
20
-
21
- Captions:
22
-
23
- ```bash
24
- python3 <skill_root>/tools/caption_check.py <srt> [<csv>]
25
- ```
26
-
27
- Design contract:
28
-
29
- ```bash
30
- python3 <skill_root>/tools/design_check.py <project_dir>/DESIGN.md
31
- ```
32
-
33
- ## Diagnosis Order
34
-
35
- 1. Missing required tools.
36
- 2. Missing or invalid state.
37
- 3. Missing source or outputs referenced by state.
38
- 4. Failed caption, typography, component, or other quality gate.
39
- 5. Renderer process or port state.
40
- 6. Codec/browser compatibility.
41
- 7. Timeline or asset-duration mismatch.
42
-
43
- ## Output
44
-
45
- List findings by severity:
46
-
47
- - `BLOCKER`: work cannot continue.
48
- - `WARNING`: work can continue with risk.
49
- - `INFO`: current verified state.
50
-
51
- Give the smallest repair order. Do not edit files, kill processes, delete outputs, or migrate state in doctor mode.
@@ -1,50 +0,0 @@
1
- # Naive Video Export
2
-
3
- Render the approved composition with original-quality media and master audio.
4
-
5
- Resolve `<skill_root>` by locating the installed `talking-head-video-pipeline/SKILL.md`; do not assume the user's current directory is the skill directory.
6
-
7
- ## Preconditions
8
-
9
- 1. Read state and G4 approval.
10
- 2. If approval is pending, stop and request preview confirmation unless state records `skipped_by_user`.
11
- 3. Re-run G0 and confirm the original `main_video` still exists. Resolve the timeline base as `working_video` when present, otherwise `main_video`.
12
- 4. Determine final target resolution from the request or source; do not infer true 4K from a 1080p proxy.
13
-
14
- ## Stable Strategy
15
-
16
- Prefer:
17
-
18
- 1. Render transparent motion overlays at final resolution.
19
- 2. Use the approved full-quality timeline base (`working_video` after rough cutting, otherwise `main_video`) as the ffmpeg base.
20
- 3. Composite inserted demos and overlays at their timeline positions.
21
- 4. Map audio from that same intended timeline base.
22
-
23
- Use this strategy for 4K HEVC/Main10 or whenever preserving the locked base is important. Read `references/export-recipes.md`.
24
-
25
- ## Rendering
26
-
27
- - Write long render output to a log file.
28
- - Poll progress without killing the process.
29
- - If frames advance, wait.
30
- - Resume only when the renderer supports a safe resume contract.
31
- - Replace damaged partial output only after the full rerender starts successfully.
32
- - Set state to `rendering` with output path and log path.
33
-
34
- ## Final Gate
35
-
36
- Verify with `ffprobe`:
37
-
38
- - file exists and is non-empty
39
- - duration
40
- - resolution
41
- - frame rate
42
- - video codec
43
- - audio codec and stream presence
44
- - intended timeline-base audio packet count or equivalent synchronization evidence
45
-
46
- Perform visual frame checks unless the user explicitly declines them. Set `final_ready` only after G5 passes.
47
-
48
- ## Completion
49
-
50
- Return the final file path, containing folder path, duration, resolution, and audio confirmation. State clearly if visual QA was skipped at the user's request.
@@ -1,51 +0,0 @@
1
- # Naive Video Init
2
-
3
- Create a resumable project without modifying source media.
4
-
5
- Resolve `<skill_root>` by locating the installed `talking-head-video-pipeline/SKILL.md`; do not assume the user's current directory is the skill directory.
6
-
7
- ## Workflow
8
-
9
- 1. Resolve `project_dir` and `main_video` from the user's message and attachments.
10
- 2. If `.naive-video-state.json` exists, do not reinitialize. Run project doctor and route to status or the requested stage.
11
- 3. Run environment checks:
12
-
13
- ```bash
14
- bash <skill_root>/scripts/doctor.sh
15
- ```
16
-
17
- 4. Inspect the source with `ffprobe`. Record duration, resolution, frame rate, codecs, pixel format, and audio stream.
18
- 5. When it is unclear whether the source is raw, ask one question: `这段视频已经粗剪好了吗?` If no, read `references/video-use-integration.md` and load `references/workflows/rough-cut.md` before captions. Do not ask about transcription services when the video is already rough-cut.
19
- 6. Ask whether the user wants `quick` or `guided` setup only when they did not already request speed or provide a style reference.
20
- 7. Run:
21
-
22
- ```bash
23
- python3 <skill_root>/tools/bootstrap.py \
24
- --project <project_dir> \
25
- --video <main_video> \
26
- --mode <quick-or-guided>
27
- ```
28
-
29
- 8. If a private default profile exists, tell the user it was loaded. Use `--profile none` when the user wants a clean project without prior preferences.
30
- 9. In guided mode, ask one question at a time using `references/style-onboarding.md`, then update `DESIGN.md` and the state style profile.
31
- 10. Read `references/asset-onboarding.md`. Ask whether screenshots, recordings, product images, charts, or demo videos should appear. If yes, record whether placement will be `semantic`, `exact`, or `hybrid`; explain that user-supplied seconds or spoken-sentence anchors are more precise.
32
- 11. Add all supplied assets and known anchors to `EDIT_PLAN.md`. Do not load the media into the public skill.
33
- 12. Run:
34
-
35
- ```bash
36
- python3 <skill_root>/tools/video_doctor.py --project <project_dir>
37
- ```
38
-
39
- ## Adoption
40
-
41
- For an older project with existing files, use `--adopt-existing`. Detect files but do not move or rename them. Set the stage only to the last quality gate that passes.
42
-
43
- ## Completion
44
-
45
- Report:
46
-
47
- - project directory
48
- - source duration and resolution
49
- - files created
50
- - missing optional tools
51
- - next phrase: `先帮我粗剪` when raw footage needs it, otherwise `抽字幕轴` or `用现有字幕做预览`
@@ -1,36 +0,0 @@
1
- # Naive Video Learn
2
-
3
- Turn explicit feedback into a testable project-local rule.
4
-
5
- Resolve `<skill_root>` by locating the installed `talking-head-video-pipeline/SKILL.md`; do not assume the user's current directory is the skill directory.
6
-
7
- ## Preconditions
8
-
9
- - The user must clearly confirm the preference.
10
- - The rule must be observable and testable.
11
- - Read `references/self-iteration.md`.
12
-
13
- ## Workflow
14
-
15
- 1. Capture a short faithful quote or paraphrase.
16
- 2. Classify scope as `project`, `profile`, or `product-candidate`.
17
- 3. Default ambiguous feedback to `project`.
18
- 4. Write the lesson to `VIDEO_LESSONS.md` using the protocol format.
19
- 5. If the lesson is an active style rule, update only the matching field in `DESIGN.md` and state.
20
- 6. For `profile` scope, initialize the private local profile when needed and add only the sanitized confirmed rule:
21
-
22
- ```bash
23
- python3 <skill_root>/tools/profile.py init
24
- python3 <skill_root>/tools/profile.py add-rule --stage <stage> --rule <sanitized_rule>
25
- ```
26
-
27
- 7. If it supersedes an older rule, mark the older lesson as superseded and keep only the active rule in `DESIGN.md`.
28
- 8. Never copy private context into this skill repository or GitHub automatically.
29
-
30
- ## Product Candidates
31
-
32
- For a generic hard correctness issue, record only a sanitized description in the user's project and tell the maintainer it is eligible for review. Publication remains a separate maintainer action.
33
-
34
- ## Completion
35
-
36
- Show the exact confirmed rule, its scope, and the file updated.
@@ -1,202 +0,0 @@
1
- ---
2
- name: text-to-lottie
3
- description: "Create, edit, or fix Lottie/Bodymovin JSON animations for the local Skia Skottie player. Use for text-to-Lottie, SVG/logo/type animation, loaders/icons, state feedback, UI microinteractions, lower thirds, diagrams, data/stat/chart animations, product promos, scene/camera motion, visual effects, scene edits, slots/controls, and Skottie debugging. Runs in AICUT: the film is film.html, a page per shot, drawn by `aicut look` and `aicut render`."
4
- license: MIT
5
- source: "diffusionstudio/lottie"
6
- ---
7
-
8
- # Text To Lottie
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
- Author production-ready Lottie JSON for the official local Skia Skottie player.
43
- The deliverable is a renderable scene in the player, not isolated JSON.
44
-
45
- ## Operating Model
46
-
47
- - Use the official player project and verify in Skia Skottie. Do not hand-roll a
48
- custom viewer or switch renderers for verification.
49
- - Keep the skill portable across Agent Skills clients. Avoid host-specific
50
- commands, command modes, or orchestration conventions in skill instructions.
51
- - Prefer fewer questions and stronger defaults. Ask only when a decision changes
52
- the output materially, such as transparent vs full-frame background, brand
53
- constraints, target format, or supplied source assets.
54
- - Prioritize clean, intentional, professional motion over merely satisfying the
55
- literal prompt.
56
-
57
- ## Reference Loading
58
-
59
- This `SKILL.md` is the thin control plane. Load only one-level references that
60
- match the task. Do not open the whole reference library.
61
-
62
- Always read `references/player-contract.md` before creating, editing, fixing, or
63
- verifying a scene. If a routed reference is unavailable, continue using the
64
- inline rules in this file.
65
-
66
- | User intent | References to read when present |
67
- | --- | --- |
68
- | Any new/edit/fix Lottie scene | `references/player-contract.md` |
69
- | JSON structure, keyframes, slots, shapes, assets | `references/lottie-spec-map.md` |
70
- | Logo animation | `references/recipe-logo.md`, `references/motion-taste.md`, `references/design-taste.md` |
71
- | Typography, title, quote, text reveal | `references/recipe-typography.md`, `references/design-taste.md`, `references/motion-taste.md` |
72
- | Lower third, name tag, caption bar, overlay | `references/recipe-lower-thirds.md`, `references/design-taste.md`, `references/motion-taste.md` |
73
- | Loader, icon, spinner, badge animation | `references/recipe-loaders-icons.md`, `references/motion-taste.md` |
74
- | Success, error, warning, completion, empty state | `references/recipe-loaders-icons.md`, `references/design-taste.md`, `references/motion-taste.md` |
75
- | UI microinteraction | `references/recipe-ui-microinteractions.md`, `references/design-taste.md`, `references/motion-taste.md` |
76
- | Generic "animate this SVG" or SVG-to-Lottie | `references/recipe-svg-animation.md`, `references/svg-compatibility.md`, `references/motion-taste.md` |
77
- | Camera follow, pan, zoom, parallax, scene motion | `references/recipe-camera-scene-motion.md`, `references/design-taste.md`, `references/motion-taste.md` |
78
- | Diagram, technical line animation, callout, flow trace | `references/recipe-diagram-technical.md`, `references/design-taste.md`, `references/motion-taste.md` |
79
- | Data, stats, KPIs, charts, metrics, dashboard figures | `references/recipe-data-stats.md`, `references/design-taste.md`, `references/motion-taste.md` |
80
- | Product launch, feature announcement, social promo | `references/recipe-product-promo.md`, `references/design-taste.md`, `references/motion-taste.md` |
81
- | Long text, multiple ideas, list/features/steps, timeline, before/after, problem/solution, quote+proof, recap/story, product walkthrough, multi-language variations, chapters, multi-beat sequence, episode, jump/hard cuts, transition grammar | `references/chapterization-transition-grammar.md`, `references/motion-taste.md` |
82
- | Glow, glass, metal, gradient, fill, bubble/burst effects | `references/recipe-visual-effects.md`, `references/design-taste.md`, `references/motion-taste.md` |
83
- | SVG input inside logo/icon/UI/lower-third work | The task recipe plus `references/svg-compatibility.md` |
84
- | Starter brief or reusable project direction | `references/recipe-starter-projects.md`, `references/design-taste.md`, `references/motion-taste.md` |
85
- | Any "premium", "clean", "minimal", "modern", "sleek", or "polished" qualifier | `references/design-taste.md` (restraint defaults), plus the routed recipe |
86
-
87
- For mixed prompts, choose one primary recipe from the main deliverable, then add
88
- secondary references for source format or visual treatment. Examples: SVG logo
89
- with glow uses logo as primary plus SVG compatibility and visual effects;
90
- product launch with pan/zoom uses product promo plus camera scene motion;
91
- technical SVG diagram tracing uses diagram/technical plus SVG compatibility;
92
- kinetic title with glass sweep uses typography plus visual effects.
93
-
94
- ## Workflow
95
-
96
- 1. Route the task using the table above. Read only the relevant references that
97
- exist.
98
- 2. Locate the official player project and resolve the target scene using the
99
- target precedence below. Before editing, verify the resolved path is
100
- `public/projects/<project>/<scene-N>/lottie.json`; re-read that current file
101
- immediately before overwriting because the UI can write slot edits back to
102
- source.
103
- 3. Decide the background policy before authoring.
104
- 4. Write or update `public/projects/<project>/<scene-N>/lottie.json` and, when
105
- useful, `controls.json`.
106
- 5. Validate JSON, run or reuse the dev server, inspect exact frames with
107
- `?frame=N`, and fix render/design/motion issues before finishing.
108
-
109
- ## Inline Rules
110
-
111
- ### Design Defaults (always apply)
112
-
113
- These few defaults are non-negotiable and apply to every designed scene. Load
114
- `references/design-taste.md` for the full reasoning, especially for any
115
- "premium", "clean", "minimal", "modern", or "card" prompt.
116
-
117
- - Premium means subtract, not add. When a prompt says premium, clean, minimal,
118
- modern, sleek, or sophisticated, default to restraint: remove chrome before
119
- adding it. Premium is carried by scale, weight, brightness, spacing, and
120
- timing, never by cards, borders, dividers, shadows, glow, or stacked tints.
121
- - Chrome/container budget is `0` by default. Do not add a framing card,
122
- container, border, or divider unless it does a job that whitespace and
123
- alignment cannot. Separate grids and columns with negative space and alignment
124
- first, a single hairline second, and a filled or bordered card last and only
125
- when explicitly warranted.
126
- - One surface tone. Use one background tone. Do not stack two near-black or two
127
- near-white tints to fake a "surface"; it reads muddy. If a card surface must
128
- differ from the background, make it one deliberate step with a clear purpose.
129
- - One divider treatment, one color. If dividers are truly needed, use one weight
130
- and one color for all of them, title rule and column rules included. Never use
131
- slightly different colors or weights per divider.
132
-
133
- ### Scene Rules
134
-
135
- - Scene files live at `public/projects/<project>/<scene-N>/lottie.json`.
136
- - Resolve target scenes by authority: an explicit file path wins; a browser URL
137
- route like `/<project>/<scene>` wins next; an already-known project/scene for
138
- the task wins next; otherwise create a new safe scene. Use `/__context` only
139
- for discovery, verification, or playback state unless the task explicitly says
140
- to edit what is currently on screen and no more specific target exists. Do not
141
- let `/__context.live` override a known file path, URL, or project/scene.
142
- Overwrite `main-project/scene-1` only if it is still the untouched placeholder;
143
- otherwise create a new scene.
144
- - Full-frame standalone compositions should include a visible background layer
145
- with a `bgColor` slot and `controls.json` entry.
146
- - Transparent-by-default outputs include logos, icons, loaders, overlays, lower
147
- thirds, and SVG-derived assets unless the user asks for a background.
148
- - Include top-level `v`, `fr`, `ip`, `op`, `w`, `h`, `nm`, `assets`, and
149
- `layers`. Treat `op` as exclusive.
150
- - Use purposeful easing and staging. Avoid defaulting to linear motion. Derive
151
- easing from the behavior-based anchors in `motion-taste.md` (chosen by motion
152
- behavior, focal element strongest); do not fall back to one uniform ease for
153
- every layer.
154
- - Use slots for important editable values and add `controls.json` labels/ranges
155
- when they improve the properties panel.
156
- - For SVG input, preserve the viewBox, normalize styling, watch fill rules and
157
- intersections, and verify the result in Skottie.
158
- - Native Lottie text/text slots (`ty:5`) render in this player when the scene
159
- ships its font: drop a `.ttf`/`.otf`/`.ttc` next to `lottie.json`, declare it in
160
- `fonts.list` with `fFamily` matching the font's embedded family name, and
161
- reference it from text documents. The loader passes every scene font to Skottie.
162
- Prefer native text; reach for vector/shape text only for deliberate path effects
163
- (stroke-on, glyph morphs, handwriting). See the player-contract "Native Text"
164
- reference.
165
-
166
- ## Verification
167
-
168
- Before finishing:
169
-
170
- 1. Confirm the intended target file path is
171
- `public/projects/<project>/<scene-N>/lottie.json`.
172
- 2. Validate JSON:
173
-
174
- ```bash
175
- node -e "JSON.parse(require('fs').readFileSync('public/projects/<project>/<scene-N>/lottie.json','utf8'))"
176
- ```
177
- ```
178
- 3. Confirm the official player is running and the scene appears in
179
- `GET /__context`.
180
- 4. Inspect pinned frames in the browser. For new scenes, check frame `0`,
181
- midpoint, and `op - 1`.
182
- 5. Confirm the background policy matches the use case.
183
- 6. Check for blank canvas, missing assets, unstyled shapes, wrong layer order,
184
- bad easing, awkward timing, cropped content, text overflow, and visible SVG
185
- artifacts.
186
- 7. Finish only when the animation renders cleanly and feels intentional.
187
- ```
188
-
189
- ## Maintenance Evals
190
-
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- Do not read eval files during normal animation work. Use them only when testing
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- or changing this skill:
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-
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- - `evals/trigger-prompts.json`
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- - `evals/routing-prompts.json`
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- - `evals/reference-loading-prompts.json`
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- - `evals/output-rubric.md`
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-
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- ## Source
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-
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- Rewritten for AICUT from [`diffusionstudio/lottie`](https://github.com/diffusionstudio/lottie)
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- (MIT), skills/text-to-lottie/SKILL.md. The method is that skill's own; the way it runs is AICUT's.
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- # Chapterization And Transition Grammar
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-
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- Use this when a prompt is dense or naturally multi-part. It decides whether to
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- split into chapters, what each chapter does, and how to move between them.
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- Easing anchors (see `motion-taste.md` → "Easing Anchors") are supporting tools
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- here, not the transition itself.
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-
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- ## When To Chapter
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-
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- Split into chapters when the prompt carries more than one idea: long text,
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- multiple claims, feature list, multiple stats, timeline, before/after,
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- problem/solution, quote+proof, setup/payoff, product walkthrough, recap/social
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- story, or multi-language / repeating content variations. One readable idea per
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- chapter.
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-
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- ## When Not To Chapter
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-
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- Keep one beat for a single logo lockup, one CTA, one icon animation, one simple
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- stat card, one UI microinteraction, a legal/read-critical block, or a calm hero
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- moment whose final settle is the payoff. Let it land and settle.
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-
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- ## Chapter Roles
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-
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- Give each chapter one readable job: hook, setup, claim, proof, contrast, detail,
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- payoff, CTA / final lockup, or loop bridge.
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-
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- ## Split By Meaning, Not Length
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-
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- Rewrite long text into short authored beats or reveal it progressively. Never
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- place a paragraph at once, and do not just chop it into smaller paragraph blocks.
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- Each chapter carries one idea.
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-
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- ## Structure Modes
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-
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- - Repeated armature: same layout and motion path, content changes. Best for
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- lists, stats, languages, recaps, supercuts.
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- - Evolving story layout: objects/text carry into new positions and the
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- composition changes across chapters. Best for product walkthroughs, explainers,
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- process, setup/payoff, and narrative motion.
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-
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- ## Readable Window
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-
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- Each chapter's main message gets a coast, hold, or stable moment before the seam.
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- Fast transitions are fine, but never at the cost of the read.
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-
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- ## Transition Grammar (pick one per seam)
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-
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- - hard cut on action: cut while the focal motion is still moving.
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- - jump cut: hard cut with matched direction/velocity across the seam.
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- - motion-masked swap: outgoing motion becomes the next beat's reveal/mask.
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- - continuous carry: an object/text travels into its next location across chapters.
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- - occlusion wipe: a large shape covers frame, then reveals the next chapter.
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- - hold/settle cut: only when the beat must land clearly first.
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- - loop reset: when the cadence intentionally repeats.
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-
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- ## Choosing Transitions (message + tone)
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-
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- - Energetic list/supercut/recap → repeated armature + hard cut / jump cut on motion.
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- - Narrative / product walkthrough → continuous carry or motion-masked swap.
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- - Contrast or palette/world change → occlusion wipe or hard cut.
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- - Premium / stat / proof → restrained mask or hold/settle cut.
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- - Read-critical → hold longer; never cut before it is understood.
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- - Every seam needs a reason — preserve continuity, create contrast, reset rhythm,
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- or land a point. Do not vary transition types randomly.
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-
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- ## Seam Mechanics
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-
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- A transition is chapter role + timing + direction + cut point + masking +
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- easing — not easing alone; anchors only support it. Carry across seams: cut
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- during motion for cut-on-action (never after a settle); match direction and
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- perceived velocity across jump cuts; a readable coast/hold must precede any fast
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- exit; and interrupted motion only reads as intentional under repeated rhythm (an
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- armature of ~3–4+ beats), not as a one-off.
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-
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- Author cut-on-motion exits so the natural endpoint lives beyond the visible cut:
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- the visible chapter is a window into a longer arc (e.g. it ends at frame 100 but
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- the move would resolve toward ~120–140), and the seam interrupts the move while
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- velocity is still active, often rising, before the motion settles. The core rule
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- is active continuation, not necessarily acceleration: velocity may be rising
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- (kinetic exit), steady (a constant pan), or already high and steady (a fast
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- object pass) — what matters is it is not settled and would continue if the
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- chapter were extended.
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-
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- | method | why the seam works | outgoing last frame | incoming first frame | anchors | switch when |
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- |---|---|---|---|---|---|
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- | hard cut on action | eye is mid-move, so motion continuity hides the content jump | focal element still moving (velocity active, often rising) toward a beyond-window/offscreen endpoint; not arriving at its final authored target on the cut frame | new content already in motion, compatible direction; no static hold | out `exit-accelerate`/`travel-cut`; in `entrance-sharp` | beat must be read at rest → hold/settle cut |
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- | jump cut | as hard cut, but the match across the seam sells continuity | moving toward a beyond-window endpoint (velocity active, often rising); note direction + perceived speed; not arriving at the final target on the cut frame | enters same direction at similar speed; position may reset | out `exit-accelerate`/`travel-cut`; in `travel-balanced`/`entrance-sharp` | single beat / no rhythm → looks broken; use hold/settle or carry |
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- | motion-masked swap | outgoing motion (or the shape it leaves) becomes the matte that reveals the next beat — no visible cut; the content change happens entirely while the mask hides it | the moving element fully covers the swap region / mask filled | next content already composed under the mask, revealed as it clears | `entrance-sharp` for the reveal; out `travel-balanced` | nothing shared to mask with → hard cut or occlusion wipe |
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- | continuous carry | one persistent element travels between chapters; identity continuity, often no cut | carried element mid-travel toward its next position | same element, or clearly related element, continues from matching position/velocity or preserved motion logic (not a fresh unrelated entrance); surroundings may change | `travel-balanced`; `settle-soft` if it lands | chapters share no element / need a clean reset → hard cut or occlusion wipe |
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- | occlusion wipe | a large shape covers the frame, hiding the swap, then uncovers the new chapter | covering shape fully occludes the frame (or swap region) | new chapter already fully composed behind the cover before it exits; revealed as the shape leaves | `entrance-sharp` for cover-on + reveal; `travel-balanced` for the sweep | want energy/continuity, not a full cover → hard cut or carry |
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- | hold/settle cut | the beat fully lands and is read, then changes — clarity over pace (opposite of cut-on-motion: the move completes and holds before the seam) | motion settled; message readable and at rest (a hold of N frames) | clean start of the next beat (an entrance, not mid-motion) | `settle-soft` to land; `entrance-sharp` to start next | pace/energy matters more than the settle → hard cut on action |
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- | loop reset | last frame matches first (position, color, velocity) so the wrap is invisible; or a deliberate visible reset beat | state equals the first frame's state (seamless), or a deliberate exit for a visible reset | identical to the loop start; perceived velocity continuous | match in/out velocity (often `travel-balanced`/linear); `exit-accelerate`+cut for a visible reset | one-shot, not a loop → normal ending (settle) |
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-
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- ## Seam Plan (before authoring)
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- Decide, per seam, before keyframing:
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-
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- - chapter role — what this beat does
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- - readable window — where the message coasts/holds
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- - outgoing motion — what's moving at the end (direction + speed)
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- - transition type — from the grammar
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- - incoming motion — what's moving at the start
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- - easing anchor — the supporting curve
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- - cut/hold frame — the exact seam frame; in-motion vs at-rest
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- - reason for the seam — continuity / contrast / rhythm reset / land a point
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-
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- ## Seam Verification
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- Inspect the two boundary frames per seam:
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-
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- - Render the outgoing last frame and the incoming first frame; confirm each meets
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- its row's two frame conditions above.
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- - Cut-on-action / jump cut: outgoing last frame is still moving (not settled);
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- direction + perceived velocity match on the incoming first frame. Check the
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- outgoing motion would continue if the chapter were extended — if the object
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- reaches its final target on the seam, it is a settle cut, not cut-on-motion.
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- - Masked swap / occlusion wipe: no gap frame where neither chapter is composed;
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- the mask/cover fully occludes at the swap.
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- - Continuous carry: the carried element's position + velocity match across the
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- seam, or the motion logic is visibly continuous enough that the eye can follow
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- it (related element / transform is fine).
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- - Hold/settle cut: the message is readable and at rest before the cut.
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- - Loop reset: first and last frames match (position, color, velocity) unless the
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- reset is intentional.
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-
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- ## Guardrails
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- - Jump/hard cuts need repeated rhythm or a clear editorial reason; one isolated
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- interrupted move can look broken.
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- - Cut-on-motion should usually match direction/velocity across the cut.
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- - Avoid high-energy chapter cuts for calm luxury/institutional tone, final logo
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- lockups, legal text, or anything that must settle to be understood.