@mevdragon/vidfarm-devcli 0.14.0 → 0.15.0

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 (418) hide show
  1. package/.agents/skills/embedded-captions/CATALOG.md +93 -0
  2. package/.agents/skills/embedded-captions/SKILL.md +286 -0
  3. package/.agents/skills/embedded-captions/assets/brand/CDPR-fankit-terms.txt +35 -0
  4. package/.agents/skills/embedded-captions/assets/brand/cyberpunk-widths.json +115 -0
  5. package/.agents/skills/embedded-captions/assets/fonts/char-widths.json +2211 -0
  6. package/.agents/skills/embedded-captions/assets/strokefonts/HersheyScript1.svg +242 -0
  7. package/.agents/skills/embedded-captions/assets/strokefonts/HersheyScriptMed.svg +242 -0
  8. package/.agents/skills/embedded-captions/dna/README.md +148 -0
  9. package/.agents/skills/embedded-captions/dna/chrome.json +68 -0
  10. package/.agents/skills/embedded-captions/dna/cream.json +69 -0
  11. package/.agents/skills/embedded-captions/dna/documentary.json +62 -0
  12. package/.agents/skills/embedded-captions/dna/editorial.json +70 -0
  13. package/.agents/skills/embedded-captions/dna/glitch.json +82 -0
  14. package/.agents/skills/embedded-captions/dna/ink.json +65 -0
  15. package/.agents/skills/embedded-captions/dna/keynote.json +62 -0
  16. package/.agents/skills/embedded-captions/dna/loud.json +75 -0
  17. package/.agents/skills/embedded-captions/dna/neon.json +58 -0
  18. package/.agents/skills/embedded-captions/dna/velocity.json +89 -0
  19. package/.agents/skills/embedded-captions/modes/cinematic/README.md +48 -0
  20. package/.agents/skills/embedded-captions/modes/cinematic/_archive/champion/spec.md +98 -0
  21. package/.agents/skills/embedded-captions/modes/cinematic/_archive/champion/template.html +188 -0
  22. package/.agents/skills/embedded-captions/modes/cinematic/_archive/memory-wall/spec.md +134 -0
  23. package/.agents/skills/embedded-captions/modes/cinematic/_archive/memory-wall/template.html +179 -0
  24. package/.agents/skills/embedded-captions/modes/cinematic/_archive/portrait-header/spec.md +81 -0
  25. package/.agents/skills/embedded-captions/modes/cinematic/_archive/portrait-header/template.html +170 -0
  26. package/.agents/skills/embedded-captions/modes/cinematic/cinematic-cream/spec.md +16 -0
  27. package/.agents/skills/embedded-captions/modes/cinematic/cinematic-cream/template.html +226 -0
  28. package/.agents/skills/embedded-captions/modes/cinematic/engine.html +355 -0
  29. package/.agents/skills/embedded-captions/modes/standard/_anatomy.md +233 -0
  30. package/.agents/skills/embedded-captions/modes/standard/_motion.md +192 -0
  31. package/.agents/skills/embedded-captions/modes/standard/fonts/build-fonts-css.cjs +97 -0
  32. package/.agents/skills/embedded-captions/references/aesthetic-principles.md +168 -0
  33. package/.agents/skills/embedded-captions/references/anti-patterns.md +188 -0
  34. package/.agents/skills/embedded-captions/references/bespoke-vs-presets.md +178 -0
  35. package/.agents/skills/embedded-captions/references/caption-grouping.md +130 -0
  36. package/.agents/skills/embedded-captions/references/composition-craft.md +522 -0
  37. package/.agents/skills/embedded-captions/references/direction-catalog.md +138 -0
  38. package/.agents/skills/embedded-captions/references/example-renders/champion.html +371 -0
  39. package/.agents/skills/embedded-captions/references/example-renders/memory-wall.html +334 -0
  40. package/.agents/skills/embedded-captions/references/failure-modes.md +145 -0
  41. package/.agents/skills/embedded-captions/references/layout-heuristics.md +238 -0
  42. package/.agents/skills/embedded-captions/references/motion-vocabulary.md +148 -0
  43. package/.agents/skills/embedded-captions/references/rail.md +68 -0
  44. package/.agents/skills/embedded-captions/references/reference-bar.md +47 -0
  45. package/.agents/skills/embedded-captions/references/scene-types.md +94 -0
  46. package/.agents/skills/embedded-captions/references/test-set.md +66 -0
  47. package/.agents/skills/embedded-captions/references/typographic-moves.md +266 -0
  48. package/.agents/skills/embedded-captions/references/typography-presets.md +63 -0
  49. package/.agents/skills/embedded-captions/scripts/audio-envelope.cjs +95 -0
  50. package/.agents/skills/embedded-captions/scripts/check-occlusion.cjs +250 -0
  51. package/.agents/skills/embedded-captions/scripts/check-overflow.cjs +194 -0
  52. package/.agents/skills/embedded-captions/scripts/check-rail-climax.cjs +233 -0
  53. package/.agents/skills/embedded-captions/scripts/check-timing.cjs +173 -0
  54. package/.agents/skills/embedded-captions/scripts/fill-timings.cjs +124 -0
  55. package/.agents/skills/embedded-captions/scripts/fit-fonts.cjs +158 -0
  56. package/.agents/skills/embedded-captions/scripts/gen-stroke-path.py +46 -0
  57. package/.agents/skills/embedded-captions/scripts/inject-fonts.cjs +169 -0
  58. package/.agents/skills/embedded-captions/scripts/lib-dna.cjs +201 -0
  59. package/.agents/skills/embedded-captions/scripts/make-cinematic.cjs +1205 -0
  60. package/.agents/skills/embedded-captions/scripts/make-composition.cjs +404 -0
  61. package/.agents/skills/embedded-captions/scripts/make-theme.cjs +8781 -0
  62. package/.agents/skills/embedded-captions/scripts/matte.cjs +294 -0
  63. package/.agents/skills/embedded-captions/scripts/measure-layout.cjs +293 -0
  64. package/.agents/skills/embedded-captions/scripts/prepare.sh +39 -0
  65. package/.agents/skills/embedded-captions/scripts/preview-frames.cjs +268 -0
  66. package/.agents/skills/embedded-captions/scripts/render-and-composite.sh +509 -0
  67. package/.agents/skills/embedded-captions/scripts/render-theme.sh +34 -0
  68. package/.agents/skills/embedded-captions/scripts/safe-zones.cjs +813 -0
  69. package/.agents/skills/embedded-captions/scripts/transcribe.cjs +349 -0
  70. package/.agents/skills/embedded-captions/themes/PORTING.md +49 -0
  71. package/.agents/skills/embedded-captions/themes/README.md +244 -0
  72. package/.agents/skills/embedded-captions/themes/anchor.json +27 -0
  73. package/.agents/skills/embedded-captions/themes/arcade.json +51 -0
  74. package/.agents/skills/embedded-captions/themes/aurora.json +41 -0
  75. package/.agents/skills/embedded-captions/themes/biolume.json +35 -0
  76. package/.agents/skills/embedded-captions/themes/brush.json +74 -0
  77. package/.agents/skills/embedded-captions/themes/chalkboard.json +52 -0
  78. package/.agents/skills/embedded-captions/themes/dossier.json +56 -0
  79. package/.agents/skills/embedded-captions/themes/graffiti.json +62 -0
  80. package/.agents/skills/embedded-captions/themes/hologram.json +41 -0
  81. package/.agents/skills/embedded-captions/themes/inkwater.json +43 -0
  82. package/.agents/skills/embedded-captions/themes/laser.json +46 -0
  83. package/.agents/skills/embedded-captions/themes/lastpage.json +33 -0
  84. package/.agents/skills/embedded-captions/themes/neonsign.json +53 -0
  85. package/.agents/skills/embedded-captions/themes/nightcity.json +56 -0
  86. package/.agents/skills/embedded-captions/themes/ordnance.json +54 -0
  87. package/.agents/skills/embedded-captions/themes/papercut.json +37 -0
  88. package/.agents/skills/embedded-captions/themes/popup.json +46 -0
  89. package/.agents/skills/embedded-captions/themes/ransom.json +62 -0
  90. package/.agents/skills/embedded-captions/themes/scoreboard.json +54 -0
  91. package/.agents/skills/embedded-captions/themes/spectrum.json +46 -0
  92. package/.agents/skills/embedded-captions/themes/stardust.json +29 -0
  93. package/.agents/skills/embedded-captions/themes/stomp.json +43 -0
  94. package/.agents/skills/embedded-captions/themes/terminal.json +49 -0
  95. package/.agents/skills/embedded-captions/themes/thunder.json +44 -0
  96. package/.agents/skills/embedded-captions/themes/transit.json +44 -0
  97. package/.agents/skills/embedded-captions/themes/vhs.json +47 -0
  98. package/.agents/skills/faceless-explainer/SKILL.md +209 -0
  99. package/.agents/skills/faceless-explainer/references/cut-catalog.md +215 -0
  100. package/.agents/skills/faceless-explainer/references/motion-language.md +156 -0
  101. package/.agents/skills/faceless-explainer/references/story-design.md +248 -0
  102. package/.agents/skills/faceless-explainer/references/visual-design.md +146 -0
  103. package/.agents/skills/faceless-explainer/scripts/assemble-index.mjs +570 -0
  104. package/.agents/skills/faceless-explainer/scripts/audio.mjs +260 -0
  105. package/.agents/skills/faceless-explainer/scripts/build-frame.mjs +536 -0
  106. package/.agents/skills/faceless-explainer/scripts/captions.mjs +508 -0
  107. package/.agents/skills/faceless-explainer/scripts/lib/assets.mjs +55 -0
  108. package/.agents/skills/faceless-explainer/scripts/lib/dimensions.mjs +45 -0
  109. package/.agents/skills/faceless-explainer/scripts/lib/storyboard.mjs +249 -0
  110. package/.agents/skills/faceless-explainer/scripts/lib/tokens.mjs +204 -0
  111. package/.agents/skills/faceless-explainer/scripts/lib/transition-registry.mjs +38 -0
  112. package/.agents/skills/faceless-explainer/scripts/lib/transitions.json +71 -0
  113. package/.agents/skills/faceless-explainer/scripts/transitions.mjs +320 -0
  114. package/.agents/skills/faceless-explainer/sub-agents/frame-worker.md +75 -0
  115. package/.agents/skills/flockposter/LICENSE +17 -0
  116. package/.agents/skills/flockposter/README.md +72 -0
  117. package/.agents/skills/flockposter/SKILL.md +562 -0
  118. package/.agents/skills/flockposter/examples/cli-instagram-reel.sh +21 -0
  119. package/.agents/skills/flockposter/examples/cli-multi-platform.json +69 -0
  120. package/.agents/skills/flockposter/examples/cli-tiktok-upload-only.sh +22 -0
  121. package/.agents/skills/flockposter/examples/cli-x-thread.sh +17 -0
  122. package/.agents/skills/flockposter/examples/cli-youtube-short.sh +21 -0
  123. package/.agents/skills/flockposter/examples/public-api-instagram-reel.json +28 -0
  124. package/.agents/skills/general-video/SKILL.md +143 -0
  125. package/.agents/skills/hyperframes/SKILL.md +160 -0
  126. package/.agents/skills/hyperframes-animation/SKILL.md +84 -0
  127. package/.agents/skills/hyperframes-animation/adapters/animate-text.md +64 -0
  128. package/.agents/skills/hyperframes-animation/adapters/animejs.md +114 -0
  129. package/.agents/skills/hyperframes-animation/adapters/css-animations.md +143 -0
  130. package/.agents/skills/hyperframes-animation/adapters/gsap-easing-and-stagger.md +118 -0
  131. package/.agents/skills/hyperframes-animation/adapters/gsap-timeline-and-labels.md +96 -0
  132. package/.agents/skills/hyperframes-animation/adapters/gsap-transforms-and-perf.md +96 -0
  133. package/.agents/skills/hyperframes-animation/adapters/gsap.md +105 -0
  134. package/.agents/skills/hyperframes-animation/adapters/html-in-canvas-patterns.md +507 -0
  135. package/.agents/skills/hyperframes-animation/adapters/lottie.md +117 -0
  136. package/.agents/skills/hyperframes-animation/adapters/three.md +131 -0
  137. package/.agents/skills/hyperframes-animation/adapters/typegpu.md +178 -0
  138. package/.agents/skills/hyperframes-animation/adapters/waapi.md +101 -0
  139. package/.agents/skills/hyperframes-animation/blueprints/comparison-split.md +27 -0
  140. package/.agents/skills/hyperframes-animation/blueprints/constellation-hub.md +44 -0
  141. package/.agents/skills/hyperframes-animation/blueprints/cta-morph-press.md +28 -0
  142. package/.agents/skills/hyperframes-animation/blueprints/cursor-ui-demo.md +57 -0
  143. package/.agents/skills/hyperframes-animation/blueprints/dataviz-countup.md +46 -0
  144. package/.agents/skills/hyperframes-animation/blueprints/device-surface-showcase.md +53 -0
  145. package/.agents/skills/hyperframes-animation/blueprints/grid-card-assemble.md +66 -0
  146. package/.agents/skills/hyperframes-animation/blueprints/kinetic-type-beats.md +78 -0
  147. package/.agents/skills/hyperframes-animation/blueprints/logo-assemble-lockup.md +69 -0
  148. package/.agents/skills/hyperframes-animation/blueprints/overwhelm-surround.md +28 -0
  149. package/.agents/skills/hyperframes-animation/blueprints/spatial-pan-stations.md +37 -0
  150. package/.agents/skills/hyperframes-animation/blueprints/ticker-takeover.md +29 -0
  151. package/.agents/skills/hyperframes-animation/blueprints/titlecard-reveal.md +42 -0
  152. package/.agents/skills/hyperframes-animation/blueprints/typewriter-reveal.md +51 -0
  153. package/.agents/skills/hyperframes-animation/blueprints/video-text-pivot.md +30 -0
  154. package/.agents/skills/hyperframes-animation/blueprints-index.md +146 -0
  155. package/.agents/skills/hyperframes-animation/examples/assets/avatars/02.avif +0 -0
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  162. package/.agents/skills/hyperframes-animation/examples/concept-demo-decode-pan.html +520 -0
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  173. package/.agents/skills/hyperframes-animation/rules/3d-page-scroll.md +227 -0
  174. package/.agents/skills/hyperframes-animation/rules/3d-text-depth-layers.md +297 -0
  175. package/.agents/skills/hyperframes-animation/rules/ai-tracking-box.md +382 -0
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  177. package/.agents/skills/hyperframes-animation/rules/asr-keyword-glow.md +286 -0
  178. package/.agents/skills/hyperframes-animation/rules/avatar-cloud-network.md +371 -0
  179. package/.agents/skills/hyperframes-animation/rules/camera-cursor-tracking.md +246 -0
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@@ -0,0 +1,237 @@
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+ ---
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+ name: hyperframes-keyframes
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+ description: >
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+ Use when a HyperFrames composition needs seek-safe 2D/3D keyframes, GSAP
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+ timelines, CSS keyframes, Anime.js, WAAPI, FLIP, paths, masks, SVG morph/draw,
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+ text trails, cursor demos, 3D depth, or `hyperframes keyframes` diagnostics.
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+ Don't use for broad scene strategy, brand design, media sourcing, captions, or
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+ general video planning.
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+ ---
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+
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+ # HyperFrames Keyframes
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+
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+ Keyframes are a pose contract: visible states, continuous subject identity, seek-safe runtime, verified pixels.
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+
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+ Use `hyperframes-animation` for broad scene recipes.
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+ Use `hyperframes-cli` for full command docs.
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+ Use `references/keyframe-patterns.md` only when choosing implementation mechanisms, not visual style.
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+
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+ ## Procedure
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+
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+ 1. Identify the animated subject, visible states, final state, and runtime.
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+ 2. Choose the smallest mechanism that proves the prompt. Read `references/keyframe-patterns.md` only if the mechanism is unclear.
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+ 3. Author seek-safe keyframes in the declared runtime. Build synchronously and register the runtime instance.
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+ 4. Verify with lint, validate, `hyperframes keyframes`, one focused `--shot`, and snapshots at proof times.
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+ 5. If proof fails, fix the source keyframes and rerun the smallest failing diagnostic before rendering.
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+
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+ ## Contract
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+
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+ - Name the moving subject.
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+ - Name the poses needed to prove the intended motion, including the final state.
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+ - Keyframe visible channels, not hidden helper state.
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+ - Preserve object identity when continuity matters.
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+ - Crossfade only when the intended motion is replacement or dissolve.
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+ - Hold readable or semantic states long enough to see.
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+ - Final frame is part of the animation, not cleanup.
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+ - Do not reset to rest unless requested.
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+ - Do not end on black unless requested.
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+ - If editing a starter scene, preserve layout, copy, assets, colors, and final state unless asked to redesign.
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+
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+ ## Runtime Rules
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+
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+ GSAP:
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+
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+ - build synchronously at page load
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+ - use `gsap.timeline({ paused: true })`
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+ - register as `window.__timelines[compositionId]`
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+ - registry key must match `data-composition-id`
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+ - do not call `tl.play()` for render-critical motion
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+ - keep repeats finite
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+
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+ CSS keyframes:
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+
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+ - finite duration and iteration count
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+ - deterministic delay
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+ - `animation-fill-mode: both`
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+ - use `data-start` when timing belongs to a clip
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+
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+ Anime.js:
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+
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+ - create synchronously
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+ - `autoplay: false`
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+ - finite duration and loops
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+ - push every instance to `window.__hfAnime`
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+
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+ WAAPI:
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+
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+ - finite `duration`
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+ - `fill: "both"`
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+ - deterministic construction
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+ - the text surface does not list WAAPI; verify with `--shot` (it seeks WAAPI) and snapshots
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+
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+ Never use for render-critical motion:
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+
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+ - `Date.now()`
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+ - `performance.now()`
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+ - unseeded `Math.random()`
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+ - hover/scroll triggers
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+ - timers
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+ - async-created timelines
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+ - unregistered `requestAnimationFrame`
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+ - infinite loops
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+
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+ ## GSAP Skeleton
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+
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+ ```js
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+ const root = document.querySelector("[data-composition-id]");
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+ const compositionId = root.dataset.compositionId;
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+ const tl = gsap.timeline({ paused: true });
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+
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+ tl.addLabel("state-a", 0);
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+ tl.to(".subject", {
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+ keyframes: [
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+ { x: 0, opacity: 1, duration: 0.2 },
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+ { x: 120, opacity: 1, duration: 0.4, ease: "power2.out" },
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+ { x: 100, opacity: 1, duration: 0.2, ease: "power2.inOut" },
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+ ],
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+ ease: "none",
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+ });
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+
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+ window.__timelines = window.__timelines || {};
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+ window.__timelines[compositionId] = tl;
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+ ```
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+
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+ Use labels for semantic states.
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+ Use position parameters instead of chained delays.
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+ Use `immediateRender: false` for later `from()`/`fromTo()` tweens touching the same property.
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+
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+ ## Keyframe Forms
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+
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+ - Array keyframes: pose ladder with per-step duration/ease.
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+ - Percentage keyframes: exact timing inside one tween.
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+ - Property arrays: compact multi-stop changes.
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+ - `ease: "none"` on the parent when each stop carries its own easing.
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+ - `easeEach` when every segment should share the same feel.
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+
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+ Do not copy numeric distances or timing from examples. Derive them from the actual composition geometry and duration.
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+
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+ For one subject moving between two boxes, prefer one continuous transform tween or FLIP. Split `x/y/scale` into multiple eased keyframes only when the viewer should feel distinct beats; every segment changes velocity and can read as a hitch.
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+
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+ ## Channels
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+
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+ Prefer compositor/visual channels:
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+ `x/y/z`, `xPercent/yPercent`, `scale`, `rotationX/Y/Z`, `skew`, `transformOrigin`, `svgOrigin`, `opacity`, `autoAlpha`, `clip-path`, masks, CSS vars, SVG path/dash values, camera transforms, shader uniforms.
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+
125
+ Avoid layout/lifecycle channels:
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+ `top/left/right/bottom`, `width/height`, `margin/padding`, `display`, `visibility`, late DOM creation, helper overlays doing subject motion.
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+
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+ ## Mechanism Choice
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+
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+ Choose the smallest mechanism that proves the prompt:
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+
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+ | Need | Mechanism |
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+ | ------------------------------------- | -------------------------------------------------- |
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+ | Same subject changes box or hierarchy | shared element / FLIP |
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+ | Subject travels a visible route | path travel |
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+ | Stroke grows or traces | stroke draw |
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+ | Shape becomes another shape | shape interpolation |
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+ | Reveal boundary is visible | clip, mask, or shader uniform |
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+ | Many items move with order | stagger / indexed delay |
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+ | Text itself moves | line, word, character, or band subdivision |
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+ | Surface bends, stretches, or crops | parent/child counter-transform |
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+ | UI has states | explicit state machine |
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+ | Scene has depth | DOM 3D, Three.js, or WebGL camera/object keyframes |
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+
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+ Mechanisms can combine, but each one must clarify the idea. Decoration is not proof.
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+
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+ ## Timing
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+
149
+ - Anticipation only when it clarifies cause or direction.
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+ - Acceleration leaves rest.
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+ - Peak proof shows the mechanism unmistakably.
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+ - Follow-through sells energy and direction.
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+ - Overshoot only when the subject should feel elastic or tactile.
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+ - Constant-speed path travel usually needs `ease: "none"`.
155
+ - Discrete UI states usually need a sharp ease-out.
156
+ - Repeated elements need ordered offsets, not identical timing.
157
+ - Final lockups need longer holds than transition poses.
158
+ - Smoothness means continuous velocity on the same subject.
159
+ - Do not overlap tweens that write the same transform property unless the overlap is intentional and verified.
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+ - Avoid animating large `clip-path`/mask changes while the same hero surface is also scaling or traveling; use nested reveals after the main move settles.
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+
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+ ## Text
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+
164
+ Preserve line boxes, word spacing, readability, and final fit. If text moves internally, move the glyphs or masked bands, not only decorations around the text. Snapshot readable frames.
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+
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+ ## SVG
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+
168
+ For stroke growth prefer `DrawSVGPlugin`, then `stroke-dasharray`/`stroke-dashoffset`.
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+ For shape interpolation prefer `MorphSVGPlugin`; convert primitives to paths when needed and split complex silhouettes into simpler parts.
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+
171
+ ## 3D
172
+
173
+ Scale alone is fake depth.
174
+ Use perspective on a stable parent, `transform-style: preserve-3d`, z travel, rotation, camera/world motion, occlusion, and layer order when objects cross.
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+
176
+ Use one or two diagnostic angles that expose the depth relationship. If angled proof shows no depth crossing, improve z/camera/occlusion.
177
+
178
+ ## Canvas / WebGL
179
+
180
+ Keyframe camera position, camera target, object transform, material opacity, shader uniforms, and postprocess intensity through deterministic state. Render from HyperFrames time. Use `--ghost` because marker boxes cannot see internal canvas motion.
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+
182
+ ## CLI Proof
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+
184
+ ```bash
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+ npx hyperframes lint
186
+ npx hyperframes validate
187
+ npx hyperframes keyframes .
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+ npx hyperframes keyframes . --json
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+ npx hyperframes keyframes . --runtime all
190
+ npx hyperframes keyframes . --selector "<selector>" --shot "<file>" --samples <n>
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+ npx hyperframes keyframes . --selector "<selector>" --shot "<file>" --layout strip --from <t0> --to <t1>
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+ npx hyperframes keyframes . --shot "<file>" --ghost --angle <angle>
193
+ npx hyperframes snapshot . --at <times>
194
+ ```
195
+
196
+ Choose `<selector>` for the real animated subject.
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+ Choose `<times>` for first frame, proof poses, final-minus-hold, and exact final.
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+ Choose `<angle>` only when depth must be proven.
199
+
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+ | Tool | Proves |
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+ | ---------------- | --------------------------------------------------------------------------------------------------- |
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+ | `keyframes` | targets, explicit stops, paths, traces, composed parent/child motion, CSS stops, Anime registration |
203
+ | `--shot` | ghosts, route shape, time spacing, DOM 3D projection, focused selector proof |
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+ | `--layout strip` | in-place motion, overlaps, contact, subtle scale/opacity, text waves |
205
+ | `--ghost` | canvas, WebGL, shader motion, rendered 3D |
206
+ | `snapshot --at` | masks, text readability, full state, final lockup, black/reset tails |
207
+
208
+ If selector proof looks wrong:
209
+
210
+ 1. rerun `--json`
211
+ 2. find the actual animated target
212
+ 3. shoot that target
213
+ 4. snapshot full frames
214
+ 5. trust painted pixels over logs
215
+
216
+ ## Diagnostic Reading
217
+
218
+ `flat` means no explicit middle poses. `keyframes` means explicit stops exist. `motionPath` means a route exists. `trace` means multi-stroke drawing. `composed with` means child motion inherits parent motion.
219
+
220
+ Even ghost spacing means constant speed. Clustered ghosts mean slow-in or settle. Large gaps mean fast travel.
221
+
222
+ A helper-selector shot is not proof. An onion shot over a broken full frame is not proof.
223
+
224
+ ## Error Handling
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+
226
+ | Failure | Fix |
227
+ | ------------------ | ---------------------------------------------------------------------------------- |
228
+ | endpoint-only | add middle poses, hold peak proof, rerun `--shot` |
229
+ | identity break | keep one element alive, use shared source/final boxes, remove substitute crossfade |
230
+ | fake 3D | add z/camera travel, occlusion, angled proof |
231
+ | wrong final | add final hold, snapshot final-minus-hold and exact final |
232
+ | unseekable runtime | pause autoplay, register instance, remove timers, build synchronously |
233
+ | unreadable text | preserve line boxes, reduce displacement, add final hold, snapshot text frames |
234
+
235
+ ## Done
236
+
237
+ Run lint, validate, keyframes, one focused `--shot`, and snapshots. Confirm first frame, proof poses, final-minus-hold, exact final, subject-owned motion, and no debug overlays.
@@ -0,0 +1,4 @@
1
+ interface:
2
+ display_name: "HyperFrames Keyframes"
3
+ short_description: "Author seek-safe video keyframes"
4
+ default_prompt: "Use $hyperframes-keyframes to author seek-safe 2D/3D keyframes and verify them with the CLI."
@@ -0,0 +1,106 @@
1
+ # Keyframe Mechanism Reference
2
+
3
+ Use this after `SKILL.md` when choosing a concrete implementation mechanism. It is a parts shelf, not a style guide. Start with one primary mechanism; add supporting motion only when it clarifies the idea.
4
+
5
+ ## Runtime Skeletons
6
+
7
+ GSAP:
8
+
9
+ ```js
10
+ const root = document.querySelector("[data-composition-id]");
11
+ const id = root.dataset.compositionId;
12
+ const tl = gsap.timeline({ paused: true });
13
+ tl.to("<selector>", {
14
+ keyframes: [
15
+ /* derive poses from the scene */
16
+ ],
17
+ ease: "none",
18
+ });
19
+ window.__timelines = window.__timelines || {};
20
+ window.__timelines[id] = tl;
21
+ ```
22
+
23
+ CSS:
24
+
25
+ ```css
26
+ .<subject > {
27
+ animation: <name> <duration> <ease> both;
28
+ animation-iteration-count: 1;
29
+ }
30
+ @keyframes <name> {
31
+ 0% {
32
+ transform: <pose-a>;
33
+ opacity: <a>;
34
+ }
35
+ 100% {
36
+ transform: <pose-b>;
37
+ opacity: <b>;
38
+ }
39
+ }
40
+ ```
41
+
42
+ Anime.js:
43
+
44
+ ```js
45
+ const animation = anime.timeline({ autoplay: false });
46
+ animation.add({ targets: "<selector>" /* derived channels */ });
47
+ window.__hfAnime = window.__hfAnime || [];
48
+ window.__hfAnime.push(animation);
49
+ ```
50
+
51
+ Three/WebGL:
52
+
53
+ ```js
54
+ const state = { progress: 0 };
55
+ tl.to(state, {
56
+ progress: 1,
57
+ duration: <duration>,
58
+ onUpdate: () => {
59
+ // derive camera/object/material values from state.progress
60
+ renderer.render(scene, camera);
61
+ },
62
+ });
63
+ ```
64
+
65
+ ## Mechanisms
66
+
67
+ | Mechanism | Solves | Keyframe | Runtime | Verify |
68
+ | ------------------- | ---------------------------------------------- | ------------------------------------------------------------------ | ------------------------------------------ | ---------------------------------------------- |
69
+ | Path travel | Subject must visibly follow a route | path progress, tangent rotation, follower offset, trail opacity | GSAP MotionPath or sampled x/y/z | strip shot at bends; final snapshot |
70
+ | Stroke draw | A line, ring, or outline appears over time | dash/draw range, stroke opacity, endpoint state | DrawSVG or SVG dash fallback | partial mid snapshot; complete final |
71
+ | Shape interpolation | One silhouette becomes another | source path, middle path, target path, fill/stroke | MorphSVG or path tween | first/mid/final snapshots |
72
+ | Shared element | Same subject changes box or hierarchy | source box, target box, x/y, scale, radius, context opacity | GSAP Flip or manual FLIP | one identity moves; no substitute crossfade |
73
+ | Clip/mask reveal | Animated boundary exposes content | clip path, mask position/size, edge softness, inner counter-motion | CSS, SVG, GSAP, or shader | snapshot edge frames and final unclipped state |
74
+ | Ordered repetition | Many items enter, leave, or transform in order | indexed delay, x/y, scale, opacity, final alignment | GSAP stagger, Anime stagger, CSS vars | check first/middle/last item timing |
75
+ | Text subdivision | Text motion needs readable internal timing | line/word/char/band wrappers, y/x, opacity, final fit | SplitText, authored spans, Anime splitText | strip shot plus final readability snapshot |
76
+ | Surface transform | Image/card stretches, crops, or changes shape | parent scale/skew/clip, child counter-scale, transform origin | GSAP/CSS keyframes | no accidental warped final |
77
+ | UI state machine | Interface passes through semantic states | closed, active, loading, success/error, final | GSAP/CSS/Anime | snapshots hit states in order |
78
+ | DOM depth | HTML elements need 3D separation | perspective, z, rotationX/Y, opacity, crossing layer order | CSS 3D + GSAP/CSS/Anime | angled `--shot`; overlap snapshot |
79
+ | Camera/object 3D | Canvas/WebGL scene moves in depth | camera, target, object transform, material opacity | Three.js/WebGL + GSAP proxy | `--ghost`; snapshots at proof poses |
80
+ | Shader uniform | Pixel effect is driven by scalar progress | progress, edge width, noise, color mix, opacity | ShaderMaterial/WebGL uniforms | `--ghost`; snapshot 0/edge/mid/final |
81
+ | Instanced system | Many 3D objects move as one system | instance transforms, scale, color/opacity, camera | Three InstancedMesh | snapshots, because DOM boxes miss internals |
82
+ | Imported model | Model animation must scrub deterministically | `AnimationMixer.setTime`, camera, material, lights | Three AnimationMixer | drive from HyperFrames time; `--ghost` |
83
+
84
+ ## Source Links
85
+
86
+ - GSAP keyframes: https://gsap.com/resources/keyframes/
87
+ - GSAP timeline: https://gsap.com/docs/v3/GSAP/Timeline/
88
+ - GSAP MotionPathPlugin: https://gsap.com/docs/v3/Plugins/MotionPathPlugin/
89
+ - GSAP Flip: https://gsap.com/docs/v3/Plugins/Flip/
90
+ - GSAP DrawSVGPlugin: https://gsap.com/docs/v3/Plugins/DrawSVGPlugin/
91
+ - GSAP MorphSVGPlugin: https://gsap.com/docs/v3/Plugins/MorphSVGPlugin/
92
+ - GSAP SplitText: https://gsap.com/docs/v3/Plugins/SplitText/
93
+ - GSAP CSSPlugin: https://gsap.com/docs/v3/GSAP/CorePlugins/CSS/
94
+ - Anime.js documentation: https://animejs.com/documentation/
95
+ - Anime.js stagger grid: https://animejs.com/documentation/utilities/stagger/stagger-parameters/stagger-grid/
96
+ - Anime.js timeline: https://animejs.com/documentation/timeline/
97
+ - Anime.js SVG helpers: https://animejs.com/documentation/svg/createmotionpath/
98
+ - MDN CSS animations: https://developer.mozilla.org/en-US/docs/Web/CSS/CSS_animations/Using_CSS_animations
99
+ - MDN `@keyframes`: https://developer.mozilla.org/en-US/docs/Web/CSS/@keyframes
100
+ - MDN `clip-path`: https://developer.mozilla.org/en-US/docs/Web/CSS/clip-path
101
+ - MDN CSS masking: https://developer.mozilla.org/en-US/docs/Web/CSS/mask
102
+ - MDN perspective: https://developer.mozilla.org/en-US/docs/Web/CSS/perspective
103
+ - MDN transform-style: https://developer.mozilla.org/en-US/docs/Web/CSS/transform-style
104
+ - Three.js AnimationMixer: https://threejs.org/docs/#api/en/animation/AnimationMixer
105
+ - Three.js ShaderMaterial: https://threejs.org/docs/#api/en/materials/ShaderMaterial
106
+ - Three.js InstancedMesh: https://threejs.org/docs/#api/en/objects/InstancedMesh
@@ -0,0 +1,172 @@
1
+ ---
2
+ name: motion-graphics
3
+ description: >
4
+ Use when the user wants a short, design-led motion graphic where motion is the
5
+ message: kinetic typography, stat or number count-up, chart/data-viz hit,
6
+ logo sting, brand lockup, lower-third, callout, social overlay, animated
7
+ headline/tweet/news item, motion poster, or quick captured-page highlight.
8
+ Usually under 10s and up to ~30s, with no narration arc, voice-over, or
9
+ live-action subject. Can render to MP4 or transparent overlay. Not for longer,
10
+ multi-scene, narrated, or brand-reel pieces (use general-video), narrated
11
+ website videos (website-to-video), topic explainers
12
+ (faceless-explainer), product promos (product-launch-video), PR videos
13
+ (pr-to-video), or captions on existing footage (embedded-captions). When unsure whether it's a
14
+ quick motion-first piece or a longer / narrated treatment, see /hyperframes.
15
+ metadata:
16
+ {
17
+ "tags": "orchestrator, motion-graphics, kinetic-type, data-viz, logo-reveal, lower-thirds, news, tweet, webpage, asset-fusion, short-form, overlay, no-narration",
18
+ }
19
+ ---
20
+
21
+ # motion-graphics — dispatch entry
22
+
23
+ > **Confirm the route before Step 0.** This skill makes a **short, design-led, unnarrated motion graphic** (motion is the message; ~under 10s, no voice-over). A **longer, multi-scene, or narrated** treatment → `/general-video`; a **narrated video of a website** → `/website-to-video`; a **topic explainer** → `/faceless-explainer`; a **product promo** → `/product-launch-video`; **captions on existing footage** → `/embedded-captions`. **Out of scope**: live / at-render-time data, or footage it can't capture. Unsure motion-first-vs-narrated? **Read `/hyperframes` first.**
24
+
25
+ A short design-led motion graphic. **Asset-first**: decide the asset strategy and source real material _before_ designing the shot, then design the shot around what you have, then compose by reusing catalog capabilities. All artifacts go to `PROJECT_DIR = videos/<project-name>/` (created in Step 0); all paths below are relative to it.
26
+
27
+ | Phase | Execution | Primary artifact | Detailed flow |
28
+ | -------- | --------------------------------------------------------------------- | ---------------------------------------------------------------- | ----------------------------- |
29
+ | init | Bash | `hyperframes.json` | Step 0 |
30
+ | plan | subagent — **decide search?** + classify + asset strategy | `shot-plan.json` (draft: category, `asset_needs` queries, brief) | `agents/director.md` (Part 1) |
31
+ | source ◇ | Bash — media-use resolve (**skip if `asset_needs` is empty**) | `assets/` + `assets/index.md` | `phases/source/guide.md` |
32
+ | design | subagent — shot design around resolved assets | `shot-plan.json` (final: block(s) + layout + motion + positions) | `agents/director.md` (Part 2) |
33
+ | build | subagent — reuse-first composition | `compositions/index.html` | `agents/builder.md` |
34
+ | render | Bash — `hyperframes render` (MP4, or `--format webm/mov` for overlay) | `renders/video.mp4` | Step 5 |
35
+ | verify | Bash — `lint` / `inspect` -> repair subagent on failure | (fixes in place) | `agents/finalize.md` |
36
+
37
+ `◇ source` runs only when the chosen category declares assets. Pure code/text categories (e.g. `kinetic-type`, most `charts`/`stat`) have `asset_needs: []` and skip straight from plan to design.
38
+
39
+ ## Categories — split by the search decision
40
+
41
+ `plan`'s **first decision is: does this need a search?** That fork splits the categories into two groups; then the specific category is picked — for search-driven, **by the type of content the search returns**. Each category is one `categories/<id>/module.md` (its planning + build rules); the shared motion vocabulary lives in `references/motion-vocabulary.md` (→ `hyperframes-animation` rules/blueprints + registry blocks).
42
+
43
+ **Form categories — no search; the user supplies the content:**
44
+
45
+ | Category | Intent | Leans on |
46
+ | -------------- | ---------------------------------------------- | --------------------------------------------------------------------------- |
47
+ | `kinetic-type` | punchy line / quote / title, motion-first text | `caption-*` blocks + animation rules |
48
+ | `stat` | single hero number / count-up + ring | `apple-money-count` / `rules/{counting-dynamic-scale, stat-bars-and-fills}` |
49
+ | `charts` | bar / line / pie / race / % from data | `data-chart` block |
50
+ | `logo-reveal` | logo sting / brand lockup (user logo) | `logo-outro` / `rules/svg-path-draw` |
51
+ | `lower-thirds` | name / title bars, callouts, social overlays | `caption-*` + registry overlay blocks |
52
+
53
+ **Search-driven categories — search first, then animate by content type** (the RWA path):
54
+
55
+ | Returned content | Category | Animation |
56
+ | ---------------- | -------------- | -------------------------------------------------------------- |
57
+ | webpage / link | `webpage` | webpage / UI animation (scroll, reveal, cursor, callouts) |
58
+ | news article | `news` | headline reveal + source card + key-fact callouts |
59
+ | tweet | `tweet` | animated tweet card |
60
+ | image / entity | `asset-fusion` | the asset's geometry _becomes_ the chart (RWA diegetic fusion) |
61
+
62
+ Build order: one at a time, coverage-first (rough is fine). `kinetic-type` ported from the prototype; the rest follow.
63
+
64
+ ## Prerequisites
65
+
66
+ macOS Apple Silicon or Linux x64. System tools: `brew install node ffmpeg`. `npx hyperframes doctor` once. macOS GPU render: `export PRODUCER_BROWSER_GPU_MODE=hardware`.
67
+
68
+ Optional keys (local fallbacks if unset) — only needed by categories that source/generate assets via media-use:
69
+
70
+ | Key | Used for | Fallback |
71
+ | ----------------------------------- | ----------------------------------------------------------- | ------------------------------- |
72
+ | `GEMINI_API_KEY` / `GOOGLE_API_KEY` | image generation (media-use resolve) | skip generate / search-only |
73
+ | (asset_scout / search providers) | `webpage`/`news`/`tweet` + `asset-fusion` real-asset search | category degrades to asset-free |
74
+
75
+ ## Flow
76
+
77
+ ### Step 0 — Initialize
78
+
79
+ cwd is the agent workspace root; write all artifacts under `PROJECT_DIR = videos/<project-name>/`. `<project-name>`: use the dir the user gave, else a short kebab-case name from the intent (`<subject>-motion`). Not the workspace basename or a timestamp.
80
+
81
+ Only when `$PROJECT_DIR/hyperframes.json` is absent:
82
+
83
+ ```bash
84
+ PROJECT_DIR="${MOTION_GRAPHICS_DIR:-videos/<project-name>}"
85
+ mkdir -p "$(dirname "$PROJECT_DIR")"
86
+ npx hyperframes init "$PROJECT_DIR" --non-interactive --example=blank
87
+ ```
88
+
89
+ `init` checks the installed skills against the latest on GitHub and updates the global set if any are out of date.
90
+
91
+ **Constraints:** never `hyperframes init` in the workspace root; never nest another `hyperframes/` inside `PROJECT_DIR`; every Bash command (master + subagents) is a `(cd "$PROJECT_DIR" && ...)` subshell — never bare `cd`.
92
+
93
+ ### Step 1 — Plan (subagent: Director Part 1)
94
+
95
+ Dispatch one subagent. prompt = full `agents/director.md` + `## Dispatch context` (`SKILL_DIR` / `PROJECT_DIR` / the user's request / `Schema: <SKILL_DIR>/references/shot-plan-ir.md`). It must:
96
+
97
+ 1. **Decide: does this need a search?** (the first fork)
98
+ - **No** → pick a **form category** (kinetic-type / stat / charts / logo-reveal / lower-thirds); content is user-supplied; `asset_needs: []`.
99
+ - **Yes** → emit a **search plan** into `asset_needs[]` (news / web / tweet / image; two-pole queries). The specific **search-driven category** (webpage / news / tweet / asset-fusion) is confirmed by the content type returned in Step 2, and finalized in Step 3.
100
+ 2. Write a draft `shot-plan.json` (envelope + chosen form category _or_ search intent + `asset_needs` + a one-paragraph shot brief). Schema: `references/shot-plan-ir.md`.
101
+
102
+ Validation: `[ -s "$PROJECT_DIR/shot-plan.json" ] && echo ok || echo missing`.
103
+
104
+ ### Step 2 — Source ◇ (Bash: media-use, conditional)
105
+
106
+ If `shot-plan.json.asset_needs` is non-empty, resolve assets (search / generate / fetch → frozen project-local paths + ledger). See `phases/source/guide.md` (wraps `media-use resolve`; the search-driven categories use the news/web/tweet/image search). If `asset_needs` is empty, **skip to Step 3**.
107
+
108
+ ```bash
109
+ # illustrative — see phases/source/guide.md
110
+ (cd "$PROJECT_DIR" && node <SKILL_DIR>/phases/source/resolve.mjs --plan ./shot-plan.json --out ./assets)
111
+ ```
112
+
113
+ Degrade gracefully: if a search/provider is unavailable, the category falls back to asset-free (note it in `context.log`).
114
+
115
+ ### Step 3 — Design (subagent: Director Part 2)
116
+
117
+ Dispatch a subagent (prompt = `agents/director.md` Part 2 + dispatch context including the resolved `assets/index.md` if Step 2 ran + `catalog-map.md`). It designs the shot **around the available assets**: pick the catalog block(s) + the `hyperframes-animation` rules/blueprints, the layout, the motion, beats, and (for `asset-fusion`) the `element_positions` + eyedropper palette. Finalizes `shot-plan.json` (`content.block` + `content.customize` + per-category content).
118
+
119
+ ### Step 4 — Build (subagent: Builder, reuse-first)
120
+
121
+ Dispatch a subagent. prompt = full `agents/builder.md` + dispatch context (`shot-plan.json`, `catalog-map.md`, the category's `module.md`, `references/motion-vocabulary.md`, `references/builder-contract.md`). **Reuse-first**: `npx hyperframes add <block>` + customize in place; hand-author only gaps + the asset-fusion affordance. Output `compositions/index.html` honoring the HF contract (paused GSAP timeline on `window.__timelines`, `class="clip"` + stable ids, `tl.seek(0)`, deterministic).
122
+
123
+ ### Step 5 — Render (Bash)
124
+
125
+ ```bash
126
+ (cd "$PROJECT_DIR" && npx hyperframes render . --skill=motion-graphics -q draft -o ./renders/video.mp4)
127
+ # transparent overlay variant: --format webm (or mov)
128
+ ```
129
+
130
+ ### Step 6 — Verify (Bash → repair subagent on failure)
131
+
132
+ ```bash
133
+ (cd "$PROJECT_DIR" && npx hyperframes lint . && npx hyperframes inspect .)
134
+ ```
135
+
136
+ exit 0 → done. On lint/inspect errors, dispatch the repair subagent (`agents/finalize.md`: snapshot QA + one in-place fix pass + re-render). Never change a fixed duration in repair.
137
+
138
+ ### Report + optional preview
139
+
140
+ Report the final output (`renders/video.mp4`, or the `.webm` / `.mov` overlay variant) + duration. **Don't open a preview during the run.** Offer one only on request, started **after** render so it serves the final file:
141
+
142
+ ```bash
143
+ (cd "$PROJECT_DIR" && npx hyperframes preview) # Studio UI; or `npx hyperframes play` for a shareable link
144
+ ```
145
+
146
+ Flags live in the `hyperframes-cli` skill (`references/preview-render.md`).
147
+
148
+ ## Resume table
149
+
150
+ | State | Continue from |
151
+ | -------------------------------------------------------- | ------------------------ |
152
+ | no `shot-plan.json` | Step 1 (plan) |
153
+ | `shot-plan.json` has `asset_needs`, no `assets/` | Step 2 (source) |
154
+ | `shot-plan.json` final, no `compositions/index.html` | Step 3/4 (design+build) |
155
+ | `compositions/index.html` exists, no `renders/video.mp4` | Step 5 (render) + Step 6 |
156
+ | `renders/video.mp4` exists | Report + stop |
157
+
158
+ ## Design notes (maintainers — execution does not read this)
159
+
160
+ - **Asset-first rationale:** sourcing is front-loaded and informs shot design (the RWA flow: analyze → search → review → compose). the search-driven categories (`webpage`/`news`/`tweet`) and `asset-fusion` both lean on media-use search (news/web/tweet/image), which is media-use's documented RWA lineage.
161
+ - **Reuse-first:** the in-ecosystem analog of LLM-generated templates is "compose catalog blocks + `hyperframes-animation` rules". HF's paused GSAP timeline ≙ Remotion's `useCurrentFrame`.
162
+ - **Category module contract:** one `categories/<id>/module.md` (planning + build), sharing `references/motion-vocabulary.md` (+ optional eval). Adding a category = drop the folder + register its classifier line in `agents/director.md` + its row in `catalog-map.md`; the phase pipeline is untouched.
163
+ - **Directory shape:**
164
+ ```
165
+ videos/<project-name>/
166
+ hyperframes.json context.log
167
+ shot-plan.json # the IR (Director output)
168
+ assets/ assets/index.md # media-use output (if sourced)
169
+ compositions/index.html # Builder output
170
+ renders/video.mp4
171
+ ```
172
+ - **Registration:** in `hyperframes` router — add the "design-led short motion graphic" intent + Workflow description; carve the motion-graphics triggers out of `/general-video`; add reverse Do-NOT-use edges. See `motion-graphics-genre.md` §5-7.
@@ -0,0 +1,40 @@
1
+ # Motion-Graphics Builder
2
+
3
+ Turn `shot-plan.json` into one renderable HyperFrames composition (`compositions/index.html`). Everything stays in the HF ecosystem — HTML is the source of truth; a single **paused** GSAP timeline carries all motion; the engine seeks it. Category-specific build rules live in `categories/<id>/module.md`; this file is the shared contract.
4
+
5
+ ## Reuse-first (the default)
6
+
7
+ Default = **compose existing catalog capabilities, not hand-author**:
8
+
9
+ - `npx hyperframes add <block>` (registry) → customize in place. Most blocks bake content/data into their own script (only a few expose CSS-var params), so reuse = **add + edit**.
10
+ - `hyperframes-animation` rules / blueprints / transitions for motion; runtime adapters (GSAP default).
11
+
12
+ Hand-author only (a) gaps no block/rule covers, (b) the `asset-fusion` affordance binding. The Director named the block(s) + customizations in `shot-plan.json` (`content.block` + `content.customize`); see `catalog-map.md`.
13
+
14
+ ## The HF contract (non-negotiable)
15
+
16
+ - Root `#stage` carries `data-composition-id`, `data-start="0"`, `data-duration=<s>`, `data-fps`, `data-width`, `data-height`.
17
+ - Exactly ONE `gsap.timeline({ paused:true })`; register `window.__timelines["<id>"] = tl;`; end with `tl.seek(0)`. **Never `tl.play()`** for render-critical motion. No timers / async / event-driven timeline build. Finite repeats only.
18
+ - **Timed clips** need `class="clip"` + a stable `id`. Timeline-driven groups inside one full-duration clip don't each need timing attrs.
19
+ - **Fonts**: prefer local `@font-face` (.woff2) for deterministic / offline render; CDN Google Fonts do render (compiler caches + injects `@font-face`) but warn + need network.
20
+ - **Deterministic only** — no `Date.now()` / `Math.random()` / network.
21
+
22
+ ## Layout before animation
23
+
24
+ Build the **hero-frame end-state** in CSS first (flex + padding; never absolute offsets on content containers; the root must be sized). Then `gsap.from()` entrances INTO it; exits via transitions or the final scene. Full rules: `references/builder-contract.md`.
25
+
26
+ ## IR → composition
27
+
28
+ - `content.block` → `hyperframes add` it (or inline) + apply `content.customize`.
29
+ - per-category `content` (text scenes / chart data / fusion positions / news-tweet content) → realize per `categories/<id>/module.md`.
30
+ - resolved `asset_needs` → reference **frozen project-local paths** (never a remote URL or a prompt).
31
+ - `palette[-1]` / bg + `font` from the envelope.
32
+ - `export: alpha-overlay` → transparent bg; render `--format webm` (or `mov`).
33
+
34
+ ## Critical correctness (GSAP / seek)
35
+
36
+ Opacity-gate delayed elements (set hidden until their entrance). Clamp at tween bounds (no overshoot past a held value). Allowed eases: `power1–4`, `back`, `bounce`, `circ`, `elastic`, `expo`, `sine` (`.in/.out/.inOut`). One motif per scene. Run `hyperframes inspect` for overflow / collisions.
37
+
38
+ ## Verify-fix
39
+
40
+ `hyperframes lint` → `inspect` → `render -q draft`. On failure, fix the offending element + re-run. (Remotion-sourced prior art is graded by the `/remotion-to-hyperframes` SSIM harness.) **Never change a fixed `data-duration` during repair.**
@@ -0,0 +1,53 @@
1
+ # Motion-Graphics Director
2
+
3
+ Turn a request into a `shot-plan.json` for a short (~3–30s) **design-led motion graphic**. You run in **two parts** around the asset-sourcing step: **Part 1 (plan)** before sourcing, **Part 2 (design)** after. You do NOT write composition code — that's the Builder. Schema: `references/shot-plan-ir.md`.
4
+
5
+ ## Part 1 — Plan (before sourcing)
6
+
7
+ Emit a DRAFT `shot-plan.json`.
8
+
9
+ 0. **Decide first: does this need a search?** No → a **form category** (user supplies content). Yes → emit a search plan; the specific **search-driven category** (`webpage` / `news` / `tweet` / `asset-fusion`) is confirmed by what the search returns (Step 2 → finalized in Part 2).
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+
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+ 1. **Classify** — form categories by intent below; search-driven categories are picked post-search:
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+
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+ | Category | Pick when… |
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+ | -------------- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
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+ | `kinetic-type` | a punchy line / quote / title; text is the hero |
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+ | `stat` | a single hero number / count-up |
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+ | `charts` | bar / line / pie / race / % from data |
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+ | `logo-reveal` | a logo sting / brand lockup (user supplies the logo) |
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+ | `lower-thirds` | name/title bars, callouts, social overlays |
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+ | `maps` | a geographic shot — highlight regions, connect places, zoom to a location. Sub-fork: **vector** (D3, stylized) vs **basemap** (baked MapLibre — real satellite/dark/zoom-to-place) |
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+ | `webpage` | highlight / animate a real captured web page or UI _(search-driven)_ |
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+ | `news` | a news article → article-highlight: blur → zoom into keyword _(search-driven)_ |
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+ | `tweet` | a tweet → animated card _(search-driven)_ |
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+ | `asset-fusion` | a real photo/asset's geometry _becomes_ the chart _(search-driven)_ |
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+
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+ If genuinely ambiguous between two, ask exactly one question. Then load `categories/<id>/module.md` for that category's specifics.
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+
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+ 2. **Asset strategy → `asset_needs[]`.** Each item: `{ role, kind: image|icon|logo|svg|news|web|tweet, query|source, treatment }`.
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+ - asset-free (`kinetic-type`, most `stat`/`charts`) → `asset_needs: []`.
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+ - `maps` → **vector** lane: `asset_needs: []` (D3/TopoJSON, runs live in HF). **basemap** lane (satellite/dark/zoom-to-place): `asset_needs: [{ type: "map-bake", … }]` (baked in Source — see `categories/maps/module.md`).
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+ - `webpage` / `news` / `tweet` → search the real source (page / article / tweet) + a supporting image. **Two-pole queries only**: atomic (1–3 words, composable: portraits, logos, objects) OR specific (5–15 words: a news event, a tweet). Never the middle. A failed specific query is dropped, not broadened.
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+ - `asset-fusion` → search or generate one hero asset.
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+ - `logo-reveal` → user-supplied logo (`source`).
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+
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+ 3. **Envelope**: `duration_s` (3–30), `fps` (30), `canvas` (default 1080×1920; 16:9 / 1:1 per platform), `style`, `palette` (hex list, or `"derive-from-asset"`), `font` (from the HF embed list), `beats`, `export` (`mp4` | `alpha-overlay`).
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+
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+ 4. **Shot brief**: one paragraph — what the viewer experiences + the single dominant motion idea.
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+
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+ ## Part 2 — Design (after sourcing)
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+
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+ Given the draft + resolved `assets/index.md` (if Step 2 ran) + `catalog-map.md`, design the shot **around the assets**:
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+
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+ - Pick the **catalog block(s)** + the `hyperframes-animation` rules / blueprints (catalog-aware — see `catalog-map.md`).
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+ - Layout (hero-frame), motion (per `references/motion-vocabulary.md`), beats, pacing, exits.
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+ - `asset-fusion`: read the asset's **geometric affordance** → `element_positions` (center / extent / safe-zones / avoid-zones) + **eyedropper palette** from the asset.
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+ - Finalize `shot-plan.json`: `content.block` + `content.customize` + the per-category `content`.
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+
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+ ## Heuristics (design-led short motion)
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+
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+ - **Motion IS the message**; no narration arc. Hook lands fast (~first 0.5s). **One dominant motif.** Pattern-interrupt if the piece runs >~2.5s (change exactly one thing). Effect intensity matches the energy. Legibility: a key element stays readable ≥~0.3s. Beats may be anticipated ~0.1s for perceived sync.
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+ - **Reuse-first**: name a catalog block; ask for hand-authored motion only for gaps + the `asset-fusion` affordance.
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+
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+ Then hand `shot-plan.json` to the Builder.
@@ -0,0 +1,17 @@
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+ # Finalize / repair (subagent)
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+
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+ Snapshot visual QA + one in-place fix pass + render. Dispatched only when Step 6 `lint`/`inspect` reports issues, or to do the final render.
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+
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+ ## Dispatch context
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+
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+ `SKILL_DIR` / `PROJECT_DIR` / `Render quality: draft|standard|high` / snapshot times / lint+inspect tails (if any).
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+
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+ ## Flow
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+
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+ 1. **Snapshots** — `npx hyperframes inspect . --at <beat times>`; eyeball for: overflow / off-canvas, text collisions, empty frames, wrong content, motion that doesn't read.
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+ 2. **One in-place repair pass** — `Edit` `compositions/index.html` for the visible issues. **Never change a fixed `data-duration`** (timing is set upstream; changing it breaks assembly). Re-run `lint`/`inspect`.
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+ 3. **Render** — `(cd "$PROJECT_DIR" && npx hyperframes render . --skill=motion-graphics -q <quality> -o ./renders/video.mp4)` (add `--format webm` for an alpha overlay export). Verify the mp4 exists + duration matches.
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+
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+ ## STOP / escalate
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+
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+ Only when the shot is **fundamentally wrong** (whole content off, needs recomposition) — return to Step 3/4 (re-design + re-build), don't force it with edits. Small fixes never escalate.