@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
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  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
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@@ -1,325 +0,0 @@
1
- # Player Contract
2
-
3
- Use this reference before creating, editing, fixing, or verifying any scene.
4
-
5
- ## Setup
6
-
7
- Use the official player project. Do not verify through a custom page,
8
- `lottie-web`, or another renderer.
9
-
10
- If the player project is missing:
11
-
12
- ```bash
13
- npx degit diffusionstudio/lottie my-animation
14
- cd my-animation
15
- npm install
16
- npm run dev
17
- ```
18
-
19
- The dev server defaults to port `3030`, but never assume it. On `npm run dev`,
20
- Vite prints the URL it bound to (`Local: http://localhost:<port>/`) and falls
21
- back to the next free port when `3030` is taken — e.g. when another project
22
- folder is already serving. Treat that printed port as the source of truth and
23
- use it as `<port>` in every curl and navigation below; a second folder's server
24
- answers on a different port, so a blind request to `3030` will hit the wrong
25
- project.
26
-
27
- If the project already exists, use its existing setup and start `npm run dev`
28
- when browser verification is needed.
29
-
30
- ## Scene Layout
31
-
32
- Every renderable scene lives under `public/projects/`:
33
-
34
- ```text
35
- public/
36
- canvaskit.wasm
37
- projects/
38
- <project-slug>/
39
- <scene-N>/
40
- lottie.json
41
- controls.json
42
- <image files>
43
- <font files>
44
- ```
45
-
46
- - `lottie.json` is required. A scene without it is ignored.
47
- - Project and scene slugs become URL segments: `/<project>/<scene>`.
48
- - Scene ordering comes from the trailing number in `scene-<N>`.
49
- - Put image assets next to the scene and reference them by bare filename in
50
- `assets[].p`, for example `"p": "logo.svg"`.
51
- - Put font files (`.ttf`, `.otf`, `.ttc`) next to the scene to render native text.
52
- The loader passes every scene font to Skottie; see "Native Text" below.
53
-
54
- ## Target Scene Policy
55
-
56
- - Resolve target scenes by authority. A user-provided file path wins. A browser
57
- URL route like `/<project>/<scene>` wins next and maps to
58
- `public/projects/<project>/<scene>/lottie.json`. An already-known
59
- project/scene for the task wins next.
60
- - Do not let the active scene from `GET /__context`, the `live` block in
61
- `/__context`, or `/__context.live` override a known file path, URL, or
62
- project/scene.
63
- - If project/scene is known, navigate directly to
64
- `http://localhost:<port>/<project>/<scene>` and inspect frames there with
65
- `?frame=<N>`.
66
- - Use the active project/scene from `GET /__context` only when the task is
67
- explicitly to edit what is currently on screen and no more specific target
68
- exists.
69
- - If creating new work without a target, create a new project/scene or the next
70
- available `scene-<N>`.
71
- - For dropped, uploaded, or imported Lottie JSON, work on the generated scene
72
- under `public/projects/<imported-project>/<scene>/lottie.json`, not the
73
- original dropped/uploaded JSON context.
74
- - Before editing, verify the resolved file is the intended
75
- `public/projects/<project>/<scene>/lottie.json`; before overwriting an
76
- existing `lottie.json`, re-read the current file from disk.
77
- - Overwrite `public/projects/main-project/scene-1/lottie.json` only when it is
78
- still the untouched placeholder. If unsure, create a new scene.
79
-
80
- Treat `main-project/scene-1` as safe to overwrite only if it has one simple
81
- background layer, no meaningful assets, no custom controls, and a generic name
82
- such as `Scene 1 - 512x512`.
83
-
84
- ## Live Editor Behavior
85
-
86
- - The scene tree watches folders and updates live.
87
- - Editing an existing `lottie.json` may require reload or re-navigation.
88
- - Slot edits in the UI are written back through `/__scenes/lottie`, so re-read
89
- source before applying another edit.
90
-
91
- ## Context Endpoint
92
-
93
- Use the context endpoint for project-tree discovery, last-modified checks, and
94
- observational playback state:
95
-
96
- ```bash
97
- curl -s http://localhost:<port>/__context
98
- ```
99
-
100
- It reports the project tree, active project/scene, frame, total frames, fps, and
101
- last-modified times. Treat that active scene as observational unless the task is
102
- explicitly to edit what is currently on screen and no path, URL route, or known
103
- project/scene target exists.
104
-
105
- ## Frame Pinning
106
-
107
- Inspect exact frames by navigating to:
108
-
109
- ```text
110
- http://localhost:<port>/<project>/<scene>?frame=<N>
111
- ```
112
-
113
- `?frame=N` seeks and pauses on load. Use frame `0`, midpoint, and `op - 1` for
114
- new scenes; use focused frames for small edits. The canvas is
115
- `<canvas id="main-canvas">`.
116
-
117
- ## Slots And Controls
118
-
119
- Use slots for user-editable values that should appear in the player properties
120
- panel. The player discovers slots automatically through Skottie.
121
-
122
- Top-level slot pattern:
123
-
124
- ```json
125
- {
126
- "slots": {
127
- "accentColor": { "p": { "a": 0, "k": [0.2, 0.5, 1, 1] } },
128
- "scaleAmount": { "p": { "a": 0, "k": 100 } }
129
- }
130
- }
131
- ```
132
-
133
- Reference a slot with `sid` on a compatible property:
134
-
135
- ```json
136
- { "c": { "sid": "accentColor" } }
137
- ```
138
-
139
- Add `controls.json` next to `lottie.json` when labels or numeric ranges matter:
140
-
141
- ```json
142
- {
143
- "controls": [
144
- { "sid": "accentColor", "label": "Accent color" },
145
- { "sid": "scaleAmount", "label": "Scale", "min": 40, "max": 160, "step": 1 }
146
- ]
147
- }
148
- ```
149
-
150
- Slot value types map to controls:
151
-
152
- | Slot value | Control |
153
- | --- | --- |
154
- | number | slider |
155
- | RGBA array `0..1` | color picker |
156
- | two-number array | two number inputs |
157
- | string text slot | text input |
158
-
159
- Slot types must match the properties that reference them.
160
-
161
- ### One control, many slots (`targetSids`)
162
-
163
- When one value appears in several slots, first prefer a **single shared slot**:
164
- reference the same `sid` from every property; one control drives them all, nothing
165
- else needed.
166
-
167
- Use `targetSids` only when the value cannot share one slot. The control writes to its
168
- own `sid` plus every id in `targetSids`, and those targeted slots are hidden from the
169
- panel. List extra targets only, never repeat the primary `sid`; the primary and every
170
- target must be the same type.
171
-
172
- In practice that means native text: a text slot carries the whole text document (font,
173
- size, fill, stroke), so the same string at different sizes or styles cannot share one
174
- slot — give each copy its own slot and drive them with one control. Same-type non-text
175
- values (a color, a size) should usually share a single slot, so they rarely need this.
176
-
177
- ```json
178
- {
179
- "controls": [
180
- { "sid": "brandName", "label": "Brand Name", "targetSids": ["heroBrandName", "lowerThirdBrandName", "endCardBrandName"] },
181
- { "sid": "eventDate", "label": "Event Date", "targetSids": ["heroDate", "agendaDate", "endCardDate"] }
182
- ]
183
- }
184
- ```
185
-
186
- ## Native Text
187
-
188
- Native Lottie text layers (`ty:5`) and text slots render in this player, as long
189
- as the scene supplies the font. The loader discovers every `.ttf`/`.otf`/`.ttc`
190
- file in the scene folder and hands all of them to `MakeManagedAnimation`
191
- alongside images. Skottie loads those bytes into a font manager and resolves each
192
- text layer by the font's **embedded family name** — so the contract is:
193
-
194
- 1. Drop the font file in the scene folder (next to `lottie.json`).
195
- 2. Declare it in the Lottie's top-level `fonts.list`, e.g.
196
- `{ "fName": "Inter", "fFamily": "Inter", "fStyle": "Regular", "ascent": 75 }`.
197
- `fFamily` must equal the font's real embedded family name (not the filename).
198
- 3. Reference that font from text documents via `f` (matching `fName`).
199
-
200
- The font's **filename is irrelevant** to resolution — Skottie matches on the
201
- embedded family name, not the asset key — but keep it unique within the folder so
202
- it does not collide with an image. If no matching font is present, the text layer
203
- renders transparent (the classic "blank text" failure).
204
-
205
- - Text slots (editable text in the properties panel) work the same way — the slot
206
- still needs the font present. Use them by default for primary scene copy:
207
- headlines, hooks, titles, taglines, CTAs, closing lockups, product/feature
208
- names, and short status/result callouts. Centered, self-contained copy is
209
- slot-safe; let it re-center after string edits.
210
- - Decide slotting per text layer. Leave a layer unslotted only when that layer's
211
- exact string controls layout or timing: code/terminal rows, hand-spaced lists,
212
- cursor/token offsets, masks, path/morph/per-character reveals, or tiny
213
- incidental labels.
214
- - Native editable text slots must use the keyframed text-document shape: layer
215
- fallback at `layers[].t.d.k[0].s`, slot binding via `layers[].t.d.sid`, and
216
- top-level slot document at `slots[id].p.k[0].s`. The editable string lives at
217
- `slots[id].p.k[0].s.t`. Do not author new text slots as `slots[id].p.p.t` or as
218
- a direct `slots[id].p.k` text object.
219
- - For keyframed text slots, the slot property must use `"a": 1`:
220
- `slots[id].p = { "a": 1, "k": [{ "t": 0, "s": { ...textDocument } }] }`. With
221
- `"a": 0` or a missing `a` next to a text-document keyframe array, Skottie can
222
- render the text slot blank. Color/scalar slots still use `"a": 0` with a plain
223
- `k` value.
224
- - If a text slot renders blank, check: (1) slot property is `"a": 1`; (2) font
225
- file is present and `fFamily` matches the embedded family name; (3) top-level
226
- slot document matches the layer fallback document.
227
- - Vector/shape text (baking glyphs to `ty:"sh"` outlines) is no longer required
228
- for text to render. Use it only when you deliberately want path-level control
229
- (stroke-on reveals, glyph morphs, handwritten traces) — not as a font
230
- workaround.
231
-
232
- ### Point Text vs Box Text
233
-
234
- A text document is **point text** by default (no `sz`): the box hugs the glyphs, so
235
- the layer grows horizontally as the string gets longer and only breaks at a literal
236
- `\r`. Keep point text where exact glyph or string placement is the design — single
237
- glyphs, tiles, countdown digits, per-character or choreographed type,
238
- mask/path/morph text, logos, terminal/code rows, and hand-tuned manual layouts; box
239
- text would fight their baseline and centering.
240
-
241
- Make it **box (paragraph) text** by adding to the text document:
242
-
243
- - `sz: [w, h]` — box size. Its presence is what switches the shaper to word-wrap.
244
- - `ps: [x, y]` — box origin (top-left), relative to the layer anchor.
245
- - `lh` — line height, i.e. spacing between the wrapped lines.
246
-
247
- The shaper wraps words automatically at the `sz[0]` width. Use box text for
248
- **editable multi-word slots** (headlines, subtitles, quotes, CTAs) so a longer edit
249
- reflows onto new lines instead of overflowing the frame. Slotted box text must carry
250
- the identical text document — including `sz`/`ps`/`lh` — in **both** the layer
251
- fallback (`layers[].t.d.k[0].s`) and the slot document (`slots[id].p.k[0].s`), same
252
- rule as the string itself. A slot edit changes **only** `.t`; the rest of the
253
- document shape (box fields, `j`, `lh`, and the slot's own `p.a`/`p.k`) is preserved
254
- on save.
255
-
256
- Verified in canvaskit-wasm 0.41.1: box text wraps on initial load **and re-wraps on
257
- live slot edits**; `j` maps `0`/`1`/`2` to left/right/center alignment within the
258
- box; and edit+save preserves the box fields. Two caveats are part of the contract:
259
-
260
- - **Top-aligned, no vertical-centering.** Text starts at the box top and grows
261
- downward; the box does not center it vertically. Set `ps` to the intended box
262
- *top-left*. To visually center a known block, offset `ps.y` by hand (≈
263
- `(sz[1] - blockHeight) / 2`).
264
- - **Height does not clip.** Only `sz[0]` (width) governs wrapping; `sz[1]` (height)
265
- neither clips nor constrains — text taller than the box spills past its bottom
266
- edge. Size the height generously, or expect bottom overflow on long edits.
267
-
268
- ## Vector Text Vertical Placement
269
-
270
- Vector text has no line-height or auto-centering. You place every glyph by hand,
271
- so compute the baseline from the font's cap height instead of eyeballing it.
272
-
273
- - Derive cap height from the font, not a guessed number:
274
- `capEm = sCapHeight / unitsPerEm`, then `cap = capEm * size`. If the font lacks
275
- the metric, fall back to `capEm ≈ 0.7` (use x-height `≈ 0.52em` for all-lowercase
276
- runs).
277
- - To vertically center a run in a container whose center is `cy`:
278
- `baseline = cy + cap / 2`.
279
- - For a row holding two runs of different sizes (for example a small label and a
280
- large value), center each run on the shared center line using its **own** cap
281
- height. A shared baseline makes the smaller run sink below the larger one.
282
-
283
- ## Background Policy
284
-
285
- - Full-frame standalone compositions should include a visible background layer
286
- with a `bgColor` slot and a `controls.json` entry.
287
- - Transparent-by-default outputs include logos, icons, loaders, overlays, lower
288
- thirds, and SVG-derived assets unless the user asks for a background.
289
- - Do not add an opaque rectangle just to fill the canvas.
290
- - If a transparent animation needs preview contrast, use the player/canvas
291
- environment for verification instead of baking unwanted pixels into the JSON.
292
-
293
- ## Verification
294
-
295
- - Validate JSON before browser verification.
296
- - Confirm the scene appears in `/__context`.
297
- - Inspect pinned frames in the browser. New scenes need frame `0`, midpoint, and
298
- `op - 1`.
299
- - Fix blank canvas, missing assets, unstyled shapes, wrong layer order, bad
300
- easing, cropped content, text overflow, and SVG artifacts before finishing.
301
-
302
- ## Final Review Passes
303
-
304
- Run lightweight render, design, and motion reviews before calling a scene
305
- complete. First, midpoint, and final frames are the minimum still-frame check,
306
- not a substitute for motion review.
307
-
308
- - Render review: validate JSON, confirm `/__context`, verify assets load, and
309
- inspect pinned frames in the official player.
310
- - Design review: inspect frame `0`, midpoint, `op - 1`, and any major semantic
311
- still. Check focal point, placement, spacing, hierarchy, typography, color
312
- roles, object necessity, and final-frame strength.
313
- - Text alignment review: inspect text rows zoomed in, not only at full-frame. A
314
- few pixels of vertical misalignment are invisible at composition scale. Confirm
315
- that mixed-size runs sharing a row are cap-center aligned, that single runs are
316
- optically centered in their container, and that stacked blocks (such as a
317
- headline and its subline) follow an intentional vertical rhythm.
318
- - Motion review: scrub playback and inspect key beat frames: frame `0`, early
319
- reveal, midpoint, settle or near-final, `op - 1`, loop seam if looping, and
320
- semantic beats where a number resolves, word lands, logo lockup forms, chart
321
- finishes drawing, CTA appears, or camera move settles.
322
- - Check beat order, stagger origin, timing, easing, settle/hold, loop seam,
323
- camera/framing, and readability during motion.
324
- - If design or motion review fails, simplify and revise before finishing. A
325
- valid render is not enough.
@@ -1,65 +0,0 @@
1
- # Recipe: Camera And Scene Motion
2
-
3
- Use for camera-following motion, pan, zoom, parallax, layered scene movement,
4
- hero pushes, product screenshot tours, and animated scene framing.
5
-
6
- ## User-Language Aliases
7
-
8
- - "pan across this", "zoom into the product", "camera follow"
9
- - "parallax scene", "Ken Burns style", "move through the interface"
10
- - "push in", "pull back", "follow the path", "scene motion"
11
-
12
- ## Defaults
13
-
14
- - Choose one dominant camera idea: push, pull, pan, follow, or parallax.
15
- - Keep the main subject readable throughout the move.
16
- - Use full-frame background policy unless the result is a transparent asset.
17
- - Treat camera motion as attention direction, not decoration.
18
- - Use camera motion to improve attention and final-frame framing, not to hide a
19
- weak composition.
20
-
21
- ## Presets
22
-
23
- - `premium-push`: slow push-in with subtle foreground/background separation.
24
- - `guided-pan`: horizontal or vertical pan revealing steps in order.
25
- - `focus-follow`: camera follows one hero object or path.
26
- - `layered-parallax`: foreground/midground/background move at different rates.
27
- - `product-tour`: screenshot/product card moves through 2-3 feature beats.
28
-
29
- ## Timing And Easing
30
-
31
- - Compact camera move: 60-120 frames.
32
- - Product or scene tour: 120-240 frames.
33
- - Use smoother easing than object motion; abrupt camera stops feel cheap.
34
- - Hold briefly after the camera arrives so the final message lands.
35
-
36
- ## Ask Only When Needed
37
-
38
- - Ask which subject to follow if the scene has multiple heroes.
39
- - Ask output size/platform if framing depends on aspect ratio.
40
- - Ask whether text must remain readable throughout the move when uncertain.
41
-
42
- ## Construction Notes
43
-
44
- - Prefer grouped/parented transforms over animating every child independently.
45
- - Keep scale changes modest unless the move is the concept.
46
- - Counter-animate text or labels if camera motion makes them hard to read.
47
- - Use parallax only when layered depth exists or can be built cleanly.
48
- - If the final frame feels like an accidental crop, revise the layout or camera
49
- endpoint before adding more movement.
50
-
51
- ## Common Failure Modes
52
-
53
- - Camera crops the hero subject or text.
54
- - Parallax layers move without a clear depth hierarchy.
55
- - Motion sickness from too much scale/position change.
56
- - Final frame feels like an accidental crop.
57
- - Camera motion adds energy but does not improve hierarchy or framing.
58
-
59
- ## Acceptance Checks
60
-
61
- - The viewer's eye follows the intended subject.
62
- - Important text remains readable or resolves quickly.
63
- - First and final frames are clean compositions.
64
- - Camera motion enhances the message instead of hiding weak layout.
65
- - Final camera position lands on the strongest still frame.
@@ -1,104 +0,0 @@
1
- # Recipe: Data, Stats, And Charts
2
-
3
- Use for KPI cards, stat reveals, big-number scenes, pitch-slide charts,
4
- dashboard metrics, progress/goal cards, social-proof rows, data-derived
5
- textures, and simple chart animations.
6
-
7
- ## User-Language Aliases
8
-
9
- - "animate these KPIs", "stat card", "big number reveal", "metric animation"
10
- - "pitch chart", "growth chart", "bar chart", "line chart", "data slide"
11
- - "dashboard metric", "progress card", "results row", "social proof"
12
-
13
- ## Defaults
14
-
15
- - Choose one data archetype before authoring. Do not improvise a layout for a
16
- number.
17
- - The headline should state the insight; the chart or figure confirms it.
18
- - Use one semantic accent against neutral, two values of one hue, or one
19
- saturated hue per card.
20
- - Default to borderless figures in negative space, or even self-contained cards.
21
- Do not wrap a stat triad in an extra outer framing card or border unless the
22
- user asks. Use exactly one surface tone; never stack two near-black or
23
- near-white tints. If columns need separation, use one hairline of one color
24
- between equal columns only, and prefer whitespace first.
25
- - Count up figures with baked keyframes and tabular numerals unless the prompt
26
- asks for static text.
27
- - Use slotted background for full-frame data scenes; transparent only when the
28
- user asks for overlay/asset output.
29
-
30
- ## Archetype Picker
31
-
32
- - Hero figure: one emotional metric, extreme figure-to-label contrast.
33
- - KPI grid or stat-card triad: several parallel proofs using one repeated
34
- template.
35
- - Results rows: hairline label/value rows for credible outcomes.
36
- - Comparison chart: one accent-vs-neutral bar, line, strip, or scale graphic.
37
- - Progress/goal card: actual vs target, goal line, weekly bars, or ring nesting.
38
- - Dashboard metric mock: one hero metric, one chart, and light supporting state.
39
- - Social proof: outcome-tied logo/name row, metric, and attribution.
40
- - Data-derived texture: heat map, mosaic, or dot/ring field where the pattern
41
- is data, not decoration.
42
-
43
- ## Timing And Easing
44
-
45
- - Compact stat card: 60-120 frames.
46
- - Multi-card/grid/chart reveal: 120-210 frames.
47
- - Use calm ease-out and no bounce for finance, research, enterprise, and serious
48
- data.
49
- - Small pops are acceptable for badges, consumer/wellness warmth, or bold social
50
- panels.
51
- - Support text arrives after the figure or geometry resolves.
52
-
53
- ## Construction Notes
54
-
55
- - Bake counters and odometer rolls. Do not rely on live expressions in Skottie.
56
- - Use tabular or fixed-width numeral shapes so digits do not jitter.
57
- - Sync counts to geometry: line reaches point, bar reaches height, segment
58
- reaches width, or ring reaches target.
59
- - Direct-label values on points, bars, cards, rows, or panels. Avoid axis
60
- decoding when the scene is short.
61
- - Use trim paths for lines, hairlines, axes, callout arrows, rules, and flows.
62
- - Use masks or clip reveals for rounded bars/cards so radii do not distort.
63
- - Use slots for insight/headline text, key values, accent color, background
64
- color, and optional chart colors when useful.
65
- - Placeholder third-party logos, compliance marks, or headshots unless the user
66
- supplied rights-safe assets.
67
-
68
- ## Common Failure Modes
69
-
70
- - Title names the topic but not the insight.
71
- - Static number appears with a fade instead of a count-up.
72
- - Values require axis/legend decoding.
73
- - Rainbow chart color decorates instead of teaching.
74
- - Too many metrics compete in one beat.
75
- - Serious data uses bouncy or theatrical motion.
76
- - An unnecessary outer framing card or border wraps the stat group when
77
- whitespace and alignment would carry it.
78
- - Multiple dividers use slightly different colors or weights (for example a title
79
- underline plus column rules that do not match).
80
- - Two stacked near-black or near-white tints read as a muddy box instead of one
81
- clean surface.
82
- - Dashboard mock looks dense but the state is incoherent.
83
- - Rounded bars/cards stretch because they were scaled instead of revealed.
84
- - Label and value in a row share a baseline, so the smaller label sinks below the
85
- larger value instead of reading as one aligned row.
86
- - Label/figure spacing or row spacing is eyeballed, so the vertical rhythm looks
87
- uneven.
88
-
89
- ## Acceptance Checks
90
-
91
- - The data archetype matches the metric's job.
92
- - The headline states the point and the data confirms it.
93
- - Figures are direct-labeled, counted up, and readable.
94
- - Label and value in each row are cap-center aligned and optically centered in the
95
- pill, card, or row, and the value stays centered through the count-up.
96
- - Stacked label/figure spacing and row-to-row spacing follow a consistent rhythm.
97
- - Chart geometry and numeric labels resolve together.
98
- - Palette uses semantic color, not decorative color.
99
- - No outer framing card or border unless it does a job whitespace cannot; any
100
- dividers are a single hairline and one color between equal columns; exactly one
101
- surface tone is used; hierarchy still reads with all chrome removed.
102
- - Final frame works as a clear still data slide.
103
- - Motion adds comprehension and does not overdramatize serious data.
104
- - Counters, masks, trim paths, and rounded reveals are Skottie-safe.
@@ -1,106 +0,0 @@
1
- # Recipe: Diagram And Technical Animation
2
-
3
- Use for technical diagrams, flow traces, line animations, callouts, architecture
4
- explainer graphics, process steps, and data/connection reveals.
5
-
6
- ## User-Language Aliases
7
-
8
- - "trace this diagram", "animate the flow", "show the pipeline"
9
- - "technical line animation", "callout animation", "draw the connection"
10
- - "architecture explainer", "step-by-step diagram", "network/path reveal"
11
-
12
- ## Defaults
13
-
14
- - Prioritize clarity over decoration.
15
- - Follow the object budget in `design-taste.md`: start with the smallest set of
16
- nodes, paths, labels, and accents that explains the system.
17
- - Reveal in the order the viewer should understand the system.
18
- - Do not treat "technical" as dark grid, blue arrows, empty rounded cards, and
19
- decorative circles. Pick a concrete visual system.
20
- - Use transparent background for overlays/assets; use slotted background for
21
- full-frame explainers.
22
- - Read `svg-compatibility.md` when the source diagram is SVG.
23
-
24
- ## Before Authoring
25
-
26
- - Define the final-frame topology: primary path, supporting clusters, callout
27
- positions, and strongest still-frame read.
28
- - Choose a visual system: editorial light, product UI, schematic minimal,
29
- branded system map, dense dashboard detail, or presentation-grade explainer.
30
- - Choose the structural relationship: chain for sequence, bracket for
31
- part-whole, orbit for convergence, radial for system, grid for comparison,
32
- or hairline rows for evidence.
33
- - Decide the node/detail strategy. Each node should communicate role, state,
34
- sequence, metric, UI fragment, icon, or label.
35
- - Decide what the lines mean: data flow, dependency, sequence, ownership, or
36
- state transition.
37
- - Keep believability separate from density: use coherent system states and
38
- clear workflow labels instead of fake technical micro-detail.
39
-
40
- ## Presets
41
-
42
- - `flow-trace`: lines draw in path order, nodes activate after connection.
43
- - `callout-pop`: labels or badges enter after their target is visible.
44
- - `scan-highlight`: highlight travels across a path or system segment.
45
- - `node-network`: nodes appear in clusters, connections follow.
46
- - `step-build`: diagram builds one logical step at a time.
47
- - `orbit-system`: radial nodes draw in, orbit subtly, and counter-rotate labels
48
- to keep them upright.
49
-
50
- ## Timing And Easing
51
-
52
- - Simple diagram: 75-150 frames.
53
- - Multi-step explainer: 150-300 frames.
54
- - Use linear or near-linear trim for technical traces, with eased activation for
55
- nodes and labels.
56
- - Hold after each major step long enough for comprehension.
57
-
58
- ## Ask Only When Needed
59
-
60
- - Ask for the intended reading order if it is not clear from the diagram.
61
- - Ask whether labels should be editable when text is prominent.
62
- - Ask full-frame vs transparent only if destination is unclear.
63
-
64
- ## Construction Notes
65
-
66
- - Separate paths, nodes, labels, and highlights.
67
- - Use trim paths for lines and small opacity/scale settles for nodes.
68
- - Avoid path morphing; technical diagrams need stable geometry.
69
- - Keep labels aligned and readable throughout the trace.
70
- - Give each node useful interior detail: icon, number, small label, status dot,
71
- mini UI row, thumbnail, metric, or port.
72
- - Use arrows only when direction is ambiguous. Vary line weight, opacity, or
73
- style to show primary and secondary flow.
74
- - Use grids as alignment structure or axes, not decorative wallpaper.
75
- - Turn floating circles into ports, status indicators, badges, or remove them.
76
- - Use tonal rings, hairlines, halftone-like dots, or subtle value steps for
77
- depth before glow or shadows.
78
- - For orbit/radial systems, counter-rotate text/icons if the parent rotates.
79
- - If the final frame feels crowded, reduce nodes, merge labels, or emphasize the
80
- primary path before adding more detail.
81
-
82
- ## Common Failure Modes
83
-
84
- - Everything reveals at once, losing the explanation.
85
- - Lines draw opposite the intended flow.
86
- - Labels overlap or appear before their target.
87
- - Decorative effects reduce technical clarity.
88
- - Empty rounded rectangles make the diagram feel placeholder-like.
89
- - Dark grid plus blue arrow chains make the scene feel generic unless requested.
90
- - Generic node mesh suggests "technical" without explaining a relationship.
91
- - Large blank regions weaken the final poster frame.
92
- - Fake complexity adds visual noise without explaining the system.
93
- - Dense meaningful-looking detail makes the system harder to understand.
94
-
95
- ## Acceptance Checks
96
-
97
- - The reveal order explains the system.
98
- - Final frame is a clean, accurate diagram.
99
- - Lines, arrows, labels, and callouts stay readable.
100
- - Nodes contain enough information to be meaningful without the animation.
101
- - The final topology feels balanced, with intentional negative space.
102
- - Decoration has a job: grouping, state, brand, attention, or structure.
103
- - Diagram structure communicates the relationship without relying on labels
104
- alone.
105
- - Detail improves comprehension without crowding the final composition.
106
- - SVG source diagrams preserve holes, clipping, and intersections.
@@ -1,70 +0,0 @@
1
- # Recipe: Loaders, Icons, And State Feedback
2
-
3
- Use for loaders, spinners, progress loops, badges, simple icons, success/error
4
- states, warning alerts, empty states, and compact status animations.
5
-
6
- ## User-Language Aliases
7
-
8
- - "loading spinner", "looping loader", "progress ring", "animated icon"
9
- - "success check", "error x", "warning triangle", "complete animation"
10
- - "toast icon", "empty state", "status badge", "done indicator"
11
-
12
- ## Defaults
13
-
14
- - Transparent background.
15
- - Loop cleanly for loaders/spinners/progress.
16
- - Play once and settle for success/error/warning states unless looping is asked.
17
- - Keep geometry crisp and readable at small sizes.
18
- - Prefer one primitive or icon idea repeated with phase offsets over unrelated
19
- moving parts.
20
- - Add only one charm gesture, such as blink, bounce, pulse, or draw-on, when it
21
- fits the brand tone.
22
-
23
- ## Presets
24
-
25
- - `orbital-loader`: rotating dots or marks with seamless timing.
26
- - `stroke-trace`: icon stroke draws, holds briefly, then resets or loops.
27
- - `pulse-badge`: compact scale/opacity pulse around a status symbol.
28
- - `check-complete`: path draw plus short settle for success states.
29
- - `error-shake`: brief x/alert emphasis, controlled and not frantic.
30
- - `warning-pulse`: triangle/badge reveal with restrained attention pulse.
31
- - `scan-progress`: linear or radial progress sweep with controlled repetition.
32
- - `phase-dots`: repeated dots or marks animate with offset timing and a matched
33
- loop seam.
34
-
35
- ## Timing And Easing
36
-
37
- - State feedback: 30-75 frames with a stable final pose.
38
- - Loaders: 60-120 frame seamless loops.
39
- - Use continuous linear only for rotational/progress loops.
40
- - Use short ease-out or low-bounce spring-like settles for success states.
41
-
42
- ## Ask Only When Needed
43
-
44
- - Ask loop vs one-shot only if the request is ambiguous.
45
- - Ask target size if the icon must fit a specific UI slot.
46
- - Ask brand/accent color if no source style exists.
47
-
48
- ## Construction Notes
49
-
50
- - Use trim paths for strokes, checks, rings, and circular loaders.
51
- - Match first and last frames for loops.
52
- - Engineer loop seams with identical first/last state or a period-locked cycle.
53
- - Avoid excessive detail below small-icon sizes.
54
- - Expose slots for accent color, stroke width, and background only if full-frame.
55
-
56
- ## Common Failure Modes
57
-
58
- - Loop seam is visible.
59
- - Repeated parts move in lockstep and feel mechanical.
60
- - Icon becomes unrecognizable during motion.
61
- - State animation feels too playful for an error/warning.
62
- - Stroke caps or joins render differently than expected.
63
-
64
- ## Acceptance Checks
65
-
66
- - Loop seam is invisible when looping.
67
- - Repeated motion uses phase offset unless lockstep is intentional.
68
- - Icon remains recognizable during motion.
69
- - Timing feels useful, not frantic.
70
- - Transparent output has no unwanted background layer.