@genex-ai/cli-demo 1.10.3-dev.535 → 1.11.0-dev.538
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.
- package/dist/blender-mcp-OXFN3RVI.js +210 -0
- package/dist/chunk-ZHIP7LCA.js +178 -0
- package/dist/index.js +628 -452
- package/package.json +1 -1
- package/templates/skills/genex-ai-menu/SKILL.md +15 -11
- package/templates/skills/genex-ai-video/SKILL.md +42 -15
- package/templates/skills/genex-tool-video/SKILL.md +8 -2
package/package.json
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{
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"name": "@genex-ai/cli-demo",
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"version": "1.
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"version": "1.11.0-dev.538",
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"description": "Set up your project's agent workspace (.claude/.codex/.cursor in the game folder), authorize, create a game project, generate AI assets, and publish (genex CLI).",
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"type": "module",
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"bin": {
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@@ -406,12 +406,15 @@ fight — the title in the display font is a finished title, not a stand-in:
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re-prompt the still against the new direction (or `--edit` it against the
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new reference) and re-run the video from the new still. Agent-initiated
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polish never does.
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- **The menu video renders
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- **The menu video renders 768p by default — leave it alone.** Every video
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path, the frame-conditioned (`--frame`) menu route included, defaults to
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incidental — never the main menu.
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768p — the model's top NATIVE mode; `--resolution 2k` is an upscale of the
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same base at ~2× the cost, worth it only if the menu still reads soft on a
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large desktop. Don't opt DOWN: `--resolution 480p` exists for clips that are
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genuinely incidental — never the main menu.
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- **The clip ships with a native audio track — keep the menu `<video>` muted.**
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Autoplay requires `muted` anyway; menu music stays the `npx genex music`
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track under the Music volume slider, not the clip's baked-in audio.
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- **Pause/victory/defeat variants reuse the same video — as GRADES.** Same
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`<video>` element or URL, different emotion via CSS `filter` on the
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background: pause = a plain dark overlay (`rgba(0,0,0,0.55)`); defeat =
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frame: the seamless-loop mode. The URL must be one printed by `npx genex image`.
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- `--first-frame <url>` / `--last-frame <url>` (video) — two-frame mode for a
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genuine state change; expect a loop seam.
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- `--duration <sec>` (video) —
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- `--resolution <
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`--frame` menu route included. `
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(`--loop`) ignore it (that model has no resolution
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- `--duration <sec>` (video) — 5–15 for frame-conditioned clips; default 8
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(menu loops read better long).
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- `--resolution <480p|768p|2k|4k>` (video) — every path defaults to **768p**
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(the top native mode), the `--frame` menu route included. `2k` upscales for
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~2× the cost; `480p` is the cost opt-down for incidental clips — not for the
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menu. Loop clips (`--loop`) ignore it (that model has no resolution
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parameter).
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- `--aspect 16:9 --quality high` (image) — the right settings for a menu frame.
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- `--no-wait` — enqueue and return immediately with the generation id; pick
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the result up later with `npx genex wait <id>` (safe to re-run — it attaches
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download it and nothing is committed to your repo. The URL is permanent (local dev,
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published game, and remixes alike).
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> **Cost & length:** the default is a **5-second,
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> for anything the player looks at directly.
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> genuinely needs to be longer (
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> **Cost & length:** the default is a **5-second, 768p** clip (MiniMax H3's top
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> native mode) — the right default for anything the player looks at directly.
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> Only pass `--duration` when the content genuinely needs to be longer (5–15s;
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> a cutscene), `--resolution 2k`/`4k` only for hero shots (they upscale the
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> same native base and cost roughly 2–3×), and `--resolution 480p` only when
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> the clip is genuinely incidental (a small in-world screen seen from a
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> distance). Every clip carries a **native stereo audio track** (score, foley,
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> even dialogue) — in-game `<video>` elements autoplay muted, so unmute it only
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> when the sound is the point (a cutscene) and route it through the SFX volume
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> slider. mp4 has **no alpha channel**, so a video is always a full rectangle
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> (there are no transparent video decals).
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## Play it in Three.js
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## Options
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- `--loop` — a seamless loop (for screens, ambient backdrops, video decals).
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- `--duration <sec>` — clip length
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genuinely needs more —
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- `--resolution
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- `--duration <sec>` — clip length 5–15; default 5. Only raise it when the content
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genuinely needs more — clips bill per second.
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- `--resolution 480p|768p|2k|4k` — output resolution (default **768p**, the top
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native mode). `2k`/`4k` upscale the same base for hero shots at ~2–3× the
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cost; `480p` is the cost opt-down for genuinely incidental clips. `--loop`
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clips ignore it (model default).
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- `--frame <url|file>` — one generated image (or a local file ≤4 MB) as BOTH
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first and last frame — the seamless-loop mode (motion must return to its
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start; the seam is mathematically exact).
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- `--first-frame <url>` / `--last-frame <url>` — two-frame motion between two
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stills (a genuine state change
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stills (a genuine state change — a door opens, day turns to night).
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- `--ref <url|file>` — repeatable, up to 9 subject/style reference images.
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Cite each in the prompt by its order: "Image 1 is the hero — she walks into
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frame…". This is how the SAME character or art style holds across many clips
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(a cutscene series, an episodic story). Cannot combine with `--frame`/`--loop`.
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- `--no-wait` — enqueue and return immediately, without the URL. Fire-and-forget
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only: re-running the command creates (and bills) a NEW video.
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- `--api-url <url>` — override the API base (local dev).
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Menu backdrops belong to `$genex-ai-menu`; a cohesive art-directed HUD sprite
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set belongs to `$genex-ai-hud` — both build on `npx genex image`/`video`.
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## Interactive video games
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Clips are cheap and fast enough to be a game's PRIMARY content, not just set
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dressing — an interactive movie (Detroit-style branching story), a generated-
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evidence detective game, a video-book. The pattern that makes it hold together:
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- **Branching scenes**: generate one clip per story node at build time, ship
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the mp4 URLs in a scene-graph JSON, play them full-screen with DOM choice
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buttons; preload the clips reachable from the current node while it plays.
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- **Visual continuity**: chain scenes with `--frame`/`--first-frame` so each
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clip opens where the last one ended.
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- **Cast consistency**: give every scene the same `--ref` images of your
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protagonist and key locations — the single biggest quality lever for any
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multi-clip story.
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- Keep hard facts (dialogue you must control, exact text) in subtitles and
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`npx genex voice` lines layered on top; the clip's own audio is atmosphere.
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## Troubleshooting
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- **"Not authorized"** — run `npx @genex-ai/cli-demo@dev init` first (it writes your `GENEX_TOKEN`).
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Blocks until ready, saves the mp4 into `./assets`, and prints the path. Wire the
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local path — a shipped build must never fetch the URL at runtime.
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Every clip carries a **native stereo audio track** (score, foley, ambience).
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Browsers only autoplay muted video, so keep the `<video>` element muted unless
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the sound is the point — and route it through your game's volume control.
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## Animating a still
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The strongest results come from conditioning on an image you already approved,
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## Options
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- `--duration <sec>` — target clip length
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- `--duration <sec>` — target clip length, 5–15 seconds (default 5; clips bill
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per second).
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- `--loop` — a seamless loop.
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- `--resolution <
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- `--resolution <480p|768p|2k|4k>` — default 768p (the top native mode). `2k`/`4k` upscale the same base at ~2–3× the cost; `480p` is the opt-down for clips where fidelity genuinely does not matter. Loop clips ignore it.
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- `--ref <path|url>` — repeatable, up to 9 subject/style reference images, cited in the prompt as "Image 1"…"Image N" — the way one character or art style holds across many clips. Cannot combine with `--frame`/`--loop`.
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- `--open` — also open it in a browser, for something the user must approve.
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- `--out-dir <dir>` — where the file lands (default `./assets`).
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- `--no-download` — print the URL only.
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