@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
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  1061. package/studio/ui/dist/assets/ja-YwiCB4QQ.js +0 -1
  1062. package/studio/ui/dist/assets/ko-CKtBPDze.js +0 -1
  1063. package/studio/ui/dist/assets/zh-CN-DtNEwKWJ.js +0 -1
@@ -1,182 +0,0 @@
1
- # 剪映工程导出:成片 → 可编辑的剪映草稿
2
-
3
- 把 Remotion 时间线导出为剪映(CapCut 国内版)工程文件,用户可在剪映里
4
- 继续改字幕内容/字号/颜色、对每个镜头变速/重排/调色、调整或替换 SFX 与
5
- BGM。镜头内部动效(逐帧程序渲染)超出剪映的素材+关键帧模型,只能烘焙。
6
-
7
- **触发时机**:任何模式下成片交付后,默认询问用户一次:"是否需要同时生成
8
- 剪映工程文件(可在剪映里改字幕、变速、换音频)?" 用户要求时执行本文档
9
- 流程;用户明确点名"导出剪映工程"时直接执行,不再询问。
10
-
11
- **平台前提**:Mac 版剪映专业版 11.2 实测通过(`jianying-export/mac_draft.py`);
12
- Windows 版按上游支持路径实现但未真机验证(`windows_draft.py`),首次使用
13
- 先做冒烟测试(见 §6)。剪映打开明文草稿后会升级加密保存——**单向转换**,
14
- 要改就改导出脚本重装(幂等覆盖),不要试图读回剪映改过的草稿。
15
-
16
- ## 1. 分层原则:什么可编辑、什么烘焙
17
-
18
- | 层 | 剪映里的形态 | 可编辑度 |
19
- |---|---|---|
20
- | 镜头内动效(运镜/粒子/3D/逐元素编排) | 烘焙进底片 | 仅整段变速/调色 |
21
- | 镜头边界 | 底片按镜头切段(同一文件不同 source_timerange) | 变速/重排/删减 |
22
- | 屏幕空间字幕/解说 | 剪映原生文本轨 | 内容/字号/颜色全开 |
23
- | SFX / BGM | 剪映音频轨(带音量) | 全开 |
24
- | 用户点名的独立元素(logo/计数等) | 可选:画中画图层 | 位置/大小/透明度 |
25
-
26
- 品牌动效时刻(标题贴位、logo lockup 等定制编排的文字)默认烘焙——拆成
27
- 剪映文本会丢掉调校过的入场动画;用户明确要求可编辑时才拆,并说明代价。
28
-
29
- ## 2. plate 底片渲染
30
-
31
- 给 Remotion 项目加一个 `plate` inputProp,渲一版**无字幕、无 SFX、无 BGM**
32
- 的干净底片。字幕组件用 `getInputProps()` 网关(不必层层传 prop):
33
-
34
- ```tsx
35
- // 字幕组件顶部
36
- import { getInputProps } from 'remotion';
37
- const { plate } = getInputProps() as { plate?: boolean };
38
- if (plate) return null;
39
- ```
40
-
41
- ```tsx
42
- // Root 里音频统一 gating
43
- {bgm && !plate && <Audio src={staticFile('audio/bgm.mp3')} volume={0.72} />}
44
- {!plate && SFX.map(...)}
45
- ```
46
-
47
- ```bash
48
- npx remotion render src/index.ts <CompId> out/plate.mp4 \
49
- --props='{"bgm":false,"plate":true}'
50
- ```
51
-
52
- 渲后抽帧对比原片同帧(ffmpeg -ss):确认字幕已剥离、其余视觉逐帧一致。
53
-
54
- ## 3. 时间线数据提取
55
-
56
- 从 Remotion 工程的常量表(`theme.ts` 的 SHOTS / Main.tsx 的 CAPTIONS、
57
- SFX 表)提取三张表,**拍号网格在 Python 里精确复算**,不要抄注释里的
58
- 约数帧号:
59
-
60
- ```python
61
- FPS = 30
62
- BEAT0, BEAT_T = 0.0538, 0.47609 # 与 theme.ts 完全一致
63
- def beatF(n): return round((BEAT0 + n * BEAT_T) * FPS)
64
- def f2us(f): return round(f * 1_000_000 / FPS) # 帧 → 微秒
65
- ```
66
-
67
- - **镜头表** `(名称, from帧, to帧)`:抄 SHOTS 定义(含钉真实瞬态的非整拍
68
- 边界)。
69
- - **字幕表** `(中文, 英文, from帧, to帧)`:抄各镜头字幕组件的实参;
70
- **相邻镜头同文案合并为一段**(原片的跨镜头延续)。
71
- - **SFX 表** `(文件, 目标拍, 峰值秒, 音量)`:抄 Root 的钉帧表。剪映按
72
- 摆放位置播放,**不要带上 Remotion 的 4 帧起播补偿**(那是 Remotion
73
- 渲染管线的 quirk):`start_f = beatF(拍) - round(峰值秒 * FPS)`。
74
- 长样本的显式截断时长(如 impact 留混响尾)照抄。
75
-
76
- **微秒边界铁律**:相邻段的 Timerange 必须"起点/终点各自取整再相减"
77
- (`Timerange(f2us(f0), f2us(f1) - f2us(f0))`)。起点和时长分别取整会产生
78
- 1µs 级缝隙/重叠,pyJianYingDraft 直接报 SegmentOverlap。
79
-
80
- ## 4. 建轨(pyJianYingDraft 0.3.x)
81
-
82
- 环境:`python3.11 -m venv .venv && pip install pyJianYingDraft`,
83
- 封面抽帧需要 ffmpeg。建轨骨架(synapse-promo-v2 验收版蒸馏):
84
-
85
- ```python
86
- import pyJianYingDraft as draft
87
-
88
- folder = draft.DraftFolder(STAGING) # 先建到暂存目录,装库是独立步骤
89
- script = folder.create_draft(NAME, 1920, 1080, fps=FPS, allow_replace=True)
90
- script.append_track(draft.TrackSpec(draft.TrackType.video, name="底片"))
91
- script.append_track(draft.TrackSpec(draft.TrackType.audio, name="BGM"))
92
- script.append_track(draft.TrackSpec(draft.TrackType.text, name="字幕EN"))
93
- script.append_track(draft.TrackSpec(draft.TrackType.text, name="字幕ZH"))
94
-
95
- # 底片切段:source=target 同区间 → 每段可在剪映单独变速/重排
96
- plate = draft.VideoMaterial(PLATE)
97
- for _name, f0, f1 in SHOTS:
98
- rng = draft.Timerange(f2us(f0), f2us(f1) - f2us(f0))
99
- script.add_segment(draft.VideoSegment(plate, rng, source_timerange=rng),
100
- "底片")
101
-
102
- # SFX:Remotion 重叠音频自动混音,剪映同轨段不可重叠 → 贪心分道
103
- sfx_segs = []
104
- for file, beat, peak_sec, volume in SFX:
105
- mat = draft.AudioMaterial(os.path.join(SFX_DIR, file))
106
- start_f = max(0, beatF(beat) - round(peak_sec * FPS))
107
- dur_us = min(f2us(截断帧数), mat.duration, f2us(TOTAL_F - start_f))
108
- sfx_segs.append((f2us(start_f), dur_us, mat, volume))
109
- lanes, placed = [], []
110
- for start, dur, mat, volume in sorted(sfx_segs):
111
- lane = next((i for i, end in enumerate(lanes) if end <= start), len(lanes))
112
- if lane == len(lanes): lanes.append(0)
113
- lanes[lane] = start + dur
114
- placed.append((lane, start, dur, mat, volume))
115
- for i in range(len(lanes)):
116
- script.append_track(draft.TrackSpec(draft.TrackType.audio, name=f"SFX{i+1}"))
117
- for lane, start, dur, mat, volume in placed:
118
- script.add_segment(draft.AudioSegment(mat, draft.Timerange(start, dur),
119
- volume=volume), f"SFX{lane+1}")
120
-
121
- # BGM 一段(音量照抄 Root)
122
- bgm = draft.AudioMaterial(BGM)
123
- script.add_segment(draft.AudioSegment(
124
- bgm, draft.Timerange(0, min(bgm.duration, f2us(TOTAL_F))), volume=0.72),
125
- "BGM")
126
-
127
- # 双语字幕拆两轨:一个文本段只能一种字号,中文大英文小必须分开
128
- for zh, en, f0, f1 in CAPTIONS:
129
- rng = draft.Timerange(f2us(f0), f2us(f1) - f2us(f0))
130
- script.add_segment(draft.TextSegment(zh, rng, **ZH_STYLE), "字幕ZH")
131
- script.add_segment(draft.TextSegment(en, rng, **EN_STYLE), "字幕EN")
132
- script.save()
133
- ```
134
-
135
- **字幕样式换算**(Mac 11.2 实测标定):
136
-
137
- - 剪映 `TextStyle(size=…)` 单位 ≈ **画布高度百分比**:size 15 渲出
138
- ≈150px @1080p。CSS 像素字号 ÷ 10.8 ≈ 剪映 size(64px → 6.0)。
139
- - `ClipSettings(transform_y=t)` 按半高归一,`屏幕y = 540 × (1 − t)`:
140
- 底部字幕区 t ≈ −0.70(y≈915)/ −0.825(y≈985)。
141
- - scrim 底用 `TextBackground(color="#FFFFFF", alpha=0.82, round_radius=0.35)`;
142
- 颜色是 0–1 浮点三元组(#2C2C2C → (0.173,)*3)。
143
- - 字体不指定则用剪映默认;导出后提醒用户可在剪映里换字体微调——字号/
144
- 位置是近似值,用户反馈后调参重装收敛。
145
-
146
- ## 5. 装进剪映草稿库
147
-
148
- ```python
149
- import mac_draft # Mac;Windows 用 windows_draft
150
- info = mac_draft.macify(draft_dir, DRAFT_NAME) # Mac 三坑适配+媒体打包
151
- bak = mac_draft.install(draft_dir, DRAFT_NAME, info)
152
- ```
153
-
154
- Mac 版三个坑(mac_draft.py 已全部处理,改模块前必读其 docstring):
155
- 入口文件名 `draft_info.json`;meta 的 `draft_materials(type 0)` 必须登记
156
- 全部媒体(否则弹"媒体丢失");沙盒应用只能访问 `~/Movies`,媒体必须打包
157
- 进草稿 `Resources/`(否则"暂无访问权限")。
158
-
159
- Mac 版 platform 需要本机设备指纹(device_id 等),模块自动从草稿库里仍为
160
- 明文的老草稿抄取。**全新机器往往没有明文老草稿,此时 macify 会明确报错
161
- 中止**(无指纹草稿能否被剪映加载未经实测)——按报错提示传 `donor_draft`
162
- 或实验性传 `allow_missing_fingerprint=True`,并把实测结果反馈回模块注释。
163
-
164
- Windows 版:`windows_draft.install(draft_dir, DRAFT_NAME)`,无注册表,
165
- 列表不刷新就重启剪映。
166
-
167
- **安装前必须让用户完全退出剪映**(Cmd+Q;osascript quit 会被剪映忽略,
168
- 不要强杀)。安装脚本已内置运行检测。卸载:`mac_draft.uninstall(名称)`。
169
-
170
- ## 6. 验收
171
-
172
- 1. 脚本自检:读装好的 `draft_info.json` 核对轨道数/段数/时长,媒体登记
173
- 逐条 `os.path.exists` 且路径都在草稿目录内。
174
- 2. 用户端三查:整片播放连贯、SFX 卡拍;双击字幕改文字/字号/颜色;
175
- 任选一段底片变速。
176
- 3. 新机器/新剪映版本首次使用:先跑 `jianying-export/smoke_test.py`
177
- (最小三轨草稿注入),确认打开无"内容已损坏"、无"媒体丢失"再做正片。
178
- 4. 交付时说明:剪映保存后草稿被加密(单向);想改字幕方案/镜头切分,
179
- 回导出脚本改参数重装。
180
- 5. **隐私**:Mac 版草稿的 platform 字段含本机设备标识(device_id/
181
- hard_disk_id/mac_address)。自包含草稿目录**不要直接分发给他人**——
182
- 对外只交付渲出的成片;确要给别人可编辑工程,在对方机器上重新导出。
@@ -1,219 +0,0 @@
1
- # music-beat-sync — BGM 节奏分析与卡点方法论
2
-
3
- 强节奏 BGM 的片子,**所有转场和关键动效必须落在拍上**。本文档给出从
4
- "拿到一首曲子"到"成片切点误差 ≤3 帧"的完整可复现流程。实测:一支
5
- 70s、18 镜、131.97 BPM 的强鼓点宣传片按此法制作,渲后回测全部切点
6
- 误差 ≤2.2f(感知阈值约 3f)。
7
-
8
- ## 目录
9
-
10
- - 何时启用
11
- - 节拍网格测定
12
- - 鼓点分类与能量结构
13
- - 网格验收与产物
14
- - 用拍号编排时间线
15
- - 渲后回测
16
- - 工具备忘
17
-
18
- ## 0. 何时启用
19
-
20
- 阶段 0 先检查用户是否已指定音乐。
21
- - 已选好 → 走本文档:先分析节奏,再让分镜的每个切点/动效锚到拍号
22
- - 未选 → BGM 选型放到阶段 6(见 pipeline.md),此时动效时间线按
23
- 内容节奏排,不强行卡点
24
-
25
- **铁律:音乐先行。** 网格没验收通过之前不设计分镜;时长对不上时改
26
- 时间参数,不删改用户文案。分析全程用浮点秒记录时刻,**换算成帧只发生
27
- 在进 Remotion 的最后一步**(提前取整会让误差在管线里滚雪球)。
28
-
29
- ## 1. 节拍网格测定(不要相信 beat_track 的 tempo 标量)
30
-
31
- 用 `uv run --with librosa --with scipy --python 3.11` 跑一次性脚本:
32
-
33
- ```python
34
- import numpy as np, librosa
35
-
36
- y, sr = librosa.load("bgm.mp3", sr=None, mono=True)
37
- tempo, beats = librosa.beat.beat_track(y=y, sr=sr, tightness=400, units="time")
38
-
39
- # 关键一步:对 beat 序列做最小二乘等距网格拟合,求真实 BPM 与相位。
40
- # beat_track 返回的 tempo 标量可能偏差 2%+(实测 129.2 vs 真值 131.97),
41
- # 但它输出的 beat 时刻序列本身是好的——用整个序列拟合直线 t_i = t0 + i*T:
42
- i = np.arange(len(beats))
43
- A = np.vstack([i, np.ones_like(i)]).T
44
- (T, t0), *_ = np.linalg.lstsq(A, beats, rcond=None)
45
- bpm = 60.0 / T
46
- residual = beats - (t0 + i * T)
47
- print(f"BPM={bpm:.2f} t0={t0:.4f}s T={T:.5f}s 残差±{np.abs(residual).max()*1000:.0f}ms")
48
- ```
49
-
50
- 验收标准:残差 ≤ ±15ms(半帧内)说明曲子是机器鼓点、网格可信;
51
- 残差大说明有变速段,需要分段拟合。
52
-
53
- **半倍/双倍歧义必查**:beat 检测常在 2x/0.5x 之间跳(70 BPM 报成
54
- 140)。判据不是听感,是下一节的鼓点数据——正确的网格下 kick 应该
55
- 主要落在整数拍;如果 kick 一半落拍一半落半拍,多半是网格快了一倍。
56
- 拿 0.5x/1x/2x 三个候选按 §3 的指标各算一遍分数,选覆盖率最高的。
57
-
58
- **复杂曲先分离鼓 stem**:人声/贝斯厚的编曲会把鼓的攻击埋掉,
59
- beat_track 和 onset 都会漂。轻量方案 `librosa.effects.hpss` 取打击
60
- 成分;重方案 Demucs 分离整条鼓轨(见 §6),之后所有鼓点检测都在
61
- 鼓 stem 上做,不在全混音上做。
62
-
63
- ## 2. 鼓点分类与能量结构(决定什么钉在哪一拍)
64
-
65
- ### 2a. 三分类瞬态检测
66
-
67
- 不同鼓件驱动不同类型的动效,分频段各测一遍(在鼓 stem 或 hpss
68
- 打击成分上):
69
-
70
- | 类别 | 频段 | 驱动的动效 |
71
- |------|------|-----------|
72
- | kick | 40–160 Hz | 冲击 / slam / 骤缩——画面"被砸"的一拍 |
73
- | snare | 150–500 Hz 体 + 1–3 kHz 打击面(两者都要有) | 替换 / 闪切 / 构图切换——"换一件事"的一拍 |
74
- | hihat | 6–14 kHz | 微动密度——hihat 密的段落微动效可以密,稀的段落必须收 |
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-
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- ```python
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- from scipy.signal import butter, sosfilt
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- def band_env(y, sr, lo, hi):
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- sos = butter(4, [lo, hi], btype="band", fs=sr, output="sos")
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- env = librosa.onset.onset_strength(y=sosfilt(sos, y), sr=sr)
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- return env, librosa.times_like(env, sr=sr)
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-
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- kick_env, times = band_env(y, sr, 40, 160)
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- # 把每个整数拍位置的 env 能量列出来,排序找最强 hit:
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- for n in range(int((times[-1]-t0)/T)):
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- t = t0 + n*T
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- e = kick_env[np.argmin(np.abs(times - t))]
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- # 记录 (拍号 n, 能量 e),取 top 若干作为"大 slam 候选拍"
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- ```
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-
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- 命中记成 `{t 秒, s 强度, k 类别}` 的列表存档,设计分镜时按类别取用。
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-
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- ### 2b. RMS 能量曲线与结构表
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-
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- `librosa.feature.rms` 拉全曲能量曲线,配合鼓点密度切出段落边界。
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- 产出两样东西进设计 spec:
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-
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- - **音乐结构表**:能量从第几拍起满、breakdown/静默段在第几拍——
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- 分镜的能量曲线要贴着它排(breakdown 处放品牌呼吸位是天然结构),
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- 高能段镜头可以多层动效并行,低能段收到 1–2 层
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- - **最强 hit 拍号清单**:全片 2–3 个最大 slam(开题/高潮/收尾)
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- 必须钉在这些拍上
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-
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- **易错点(实测踩过)**:最大 slam 钉在了 b52.5(两拍之间)而最强
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- kick 在整数拍 b52 上,渲后回测偏差 +5.75f。强鼓点曲的重音几乎总在
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- 整数拍上,半拍钉点必须有 env 数据支持,不能凭听感。
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-
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- ## 3. 网格验收与产物(先验收,后分镜)
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-
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- 拿候选网格(含 0.5x/1x/2x)逐一对齐最近的真实鼓点瞬态,算四个指标:
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-
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- | 指标 | 含义 | 门槛 |
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- |------|------|------|
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- | match | 网格拍命中真实瞬态的比例 | ≥98% |
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- | mean_abs_ms | 平均绝对对齐误差 | <10ms |
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- | drift | 残差对时间做线性回归的斜率(漂移) | 全曲累计 <5ms |
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- | 首拍有效性 | 网格第 0 拍是否落在真实的音乐攻击上 | 必须 |
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-
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- 按分数选出获胜网格,把**所有候选和获胜理由**写进分析产物留档。
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- 拿不准时给候选网格各合成一条 click 轨叠回原曲听一遍,但最终以
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- 指标定夺,不以听感定夺。
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-
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- 分析产物随项目留档(是每一个切点的审计链):
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-
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- ```text
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- analysis/
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- beat_data.json # bpm, t0, T, beats[], hits[{t,s,k}], rms[], sections[]
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- grid_drift.json # 各候选网格的 match/误差/漂移 与获胜理由
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- click_*.wav # 候选 click 轨(可选,听感复核用)
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- ```
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-
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- `beat_data.json` 里的时刻永远是浮点秒、不预取整;下游只依赖
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- `bpm / beats / hits / rms / sections` 这几个字段名。
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-
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- ## 4. 时间线用拍号写,不用帧号写
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-
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- Remotion 项目里把网格常量化,一切镜头边界/动效关键帧用 `beatF()` 表达:
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-
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- ```ts
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- export const FPS = 30;
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- export const BEAT0 = 0.2244; // t0,秒
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- export const BEAT_INT = 0.45465; // T,秒
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- export const beatT = (n: number) => BEAT0 + n * BEAT_INT; // 拍→秒
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- export const beatF = (n: number) => Math.round(beatT(n) * FPS); // 拍→帧
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-
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- export const SHOTS = {
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- s0_open: { from: 0, to: beatF(8) },
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- s1_slam: { from: beatF(8), to: beatF(16) },
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- // …每个镜头边界都是 beatF(整数拍);镜头内部动效用局部拍:
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- };
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- export const localBeat = (shot: {from: number}, n: number) => beatF(n) - shot.from;
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- ```
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-
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- 好处:换曲/换段落时改两个常量全片重排;SFX 钉帧表也写 `beatF(n)`,
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- 与画面共用同一事实源,永不错位。
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-
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- **锚点绑定规则**(哪些用网格、哪些用真实瞬态):
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-
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- - 密集规则切点(每拍/每两拍一切)→ 用获胜网格的 `beatF(n)`
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- - 稀疏重音、孤立定格 → **钉真实瞬态**,不用网格插值点(网格在稀疏
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- 处的微小漂移会被单个重音放大成可感偏差)
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- - 结尾定格 → 最后一个真实瞬态 + RMS 静默确认(防止钉在余韵尾巴上)
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- - 视频素材/SFX 按**内部峰值**对齐,不按文件头对齐:
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- `素材起始 = 目标拍时刻 − (峰值时刻 − 裁剪偏移)`;峰值用音频能量
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- 包络或 FFmpeg 帧差定位
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-
167
- 设计规矩:
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- - 镜头时长以拍为单位(4/8 拍一镜),加速段可用半拍/四分之一拍阶梯
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- (如 CUT_BEATS = [48, 49.5, 50.5, 51, 51.25] 的收敛逼近)
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- - 每拍一动作的步进类镜头(清单逐项、马赛克逐格)直接 map 拍号
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- - BGM 鼓点已密时 SFX 克制:只钉画面独有动作,大 slam 只给 2–3 处,
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- 其余让位给 BGM 的鼓
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- - 结构性运动(形变/运镜/位姿)用连续帧函数;冲击事件(出现/替换/
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- 闪/骤缩)在选定的那一帧上开关。多层动效同帧命中构成重音;要错
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- 开只错 1–2 帧且必须是设计意图,不允许来自取整的意外错位
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-
177
- ## 5. 渲后回测(闭环,必做)
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-
179
- ### 5a. 两种误差分开报,不混为一谈
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-
181
- - **音频真值误差**:设计切点秒值 vs 真实瞬态秒值的距离,验的是
182
- 分析管线;门槛:平均 <5ms,全部 ±33ms 内,90% 在 ±15ms 内
183
- - **视觉量化误差**:秒值换算到最近可渲染帧引入的取整误差,验的是
184
- 帧率够不够;`beatF()` 取整那一步的误差就是它,逐锚点记录
185
-
186
- 最近帧取整的误差上限由 FPS 决定:30fps 是 ±16.7ms、60fps 是
187
- ±8.3ms、120fps 是 ±4.2ms。**30fps 交付不要声称 <5ms 的视觉精度**;
188
- 量化误差报表超出容忍时升帧率,而不是去改音频分析。
189
-
190
- ### 5b. 渲出成片抽音轨回测
191
-
192
- ```bash
193
- ffmpeg -i out/promo.mp4 -vn -acodec pcm_s16le /tmp/render-audio.wav
194
- ```
195
-
196
- 对渲出音轨重跑第 1 步的网格拟合(BGM 从视频里量,不从源文件量——
197
- 这样连音频编码/对齐偏移一起验),然后逐一对比:
198
- **设计切点帧号 vs 最近测得拍的帧号**,输出误差表。
199
-
200
- | 判定 | 误差 |
201
- |------|------|
202
- | 合格 | ≤3f(感知阈值) |
203
- | 理想 | ≤1.5f |
204
- | 必修 | >3f 的任何切点 |
205
-
206
- 误差超标的钉点回第 4 步改拍号或帧偏移,重渲再测,直到全表合格。
207
-
208
- ## 6. 工具备忘
209
-
210
- - librosa 不在系统 python:`uv run --with librosa --with scipy --python 3.11 script.py`
211
- - 只有人声/复杂编曲的曲子 beat_track 会漂:先用 `librosa.effects.hpss`
212
- 分离打击成分再测;仍不干净时上 Demucs 分离鼓轨——
213
- `uvx --from demucs demucs --two-stems=drums -n htdemucs bgm.mp3 -o analysis/`,
214
- 之后 §1/§2 全部在 `drums.wav` 上跑
215
- - BPM 拿不稳(多方法交叉验证):madmom 的 RNN+DBN 和 Essentia 的
216
- RhythmExtractor2013 可作 librosa 之外的第二、第三票;三者对不齐时
217
- 回 §3 用瞬态覆盖率投票,不猜
218
- - 变速曲(DJ 转场、accelerando):先用 librosa 局部 tempogram
219
- (约 5s 窗)确认变速点,再按能量段分段拟合,各段各自 t0/T