@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.
- package/.agents/skills/embedded-captions/CATALOG.md +93 -0
- package/.agents/skills/embedded-captions/SKILL.md +286 -0
- package/.agents/skills/embedded-captions/assets/brand/CDPR-fankit-terms.txt +35 -0
- package/.agents/skills/embedded-captions/assets/brand/cyberpunk-widths.json +115 -0
- package/.agents/skills/embedded-captions/assets/fonts/char-widths.json +2211 -0
- package/.agents/skills/embedded-captions/assets/strokefonts/HersheyScript1.svg +242 -0
- package/.agents/skills/embedded-captions/assets/strokefonts/HersheyScriptMed.svg +242 -0
- package/.agents/skills/embedded-captions/dna/README.md +148 -0
- package/.agents/skills/embedded-captions/dna/chrome.json +68 -0
- package/.agents/skills/embedded-captions/dna/cream.json +69 -0
- package/.agents/skills/embedded-captions/dna/documentary.json +62 -0
- package/.agents/skills/embedded-captions/dna/editorial.json +70 -0
- package/.agents/skills/embedded-captions/dna/glitch.json +82 -0
- package/.agents/skills/embedded-captions/dna/ink.json +65 -0
- package/.agents/skills/embedded-captions/dna/keynote.json +62 -0
- package/.agents/skills/embedded-captions/dna/loud.json +75 -0
- package/.agents/skills/embedded-captions/dna/neon.json +58 -0
- package/.agents/skills/embedded-captions/dna/velocity.json +89 -0
- package/.agents/skills/embedded-captions/modes/cinematic/README.md +48 -0
- package/.agents/skills/embedded-captions/modes/cinematic/_archive/champion/spec.md +98 -0
- package/.agents/skills/embedded-captions/modes/cinematic/_archive/champion/template.html +188 -0
- package/.agents/skills/embedded-captions/modes/cinematic/_archive/memory-wall/spec.md +134 -0
- package/.agents/skills/embedded-captions/modes/cinematic/_archive/memory-wall/template.html +179 -0
- package/.agents/skills/embedded-captions/modes/cinematic/_archive/portrait-header/spec.md +81 -0
- package/.agents/skills/embedded-captions/modes/cinematic/_archive/portrait-header/template.html +170 -0
- package/.agents/skills/embedded-captions/modes/cinematic/cinematic-cream/spec.md +16 -0
- package/.agents/skills/embedded-captions/modes/cinematic/cinematic-cream/template.html +226 -0
- package/.agents/skills/embedded-captions/modes/cinematic/engine.html +355 -0
- package/.agents/skills/embedded-captions/modes/standard/_anatomy.md +233 -0
- package/.agents/skills/embedded-captions/modes/standard/_motion.md +192 -0
- package/.agents/skills/embedded-captions/modes/standard/fonts/build-fonts-css.cjs +97 -0
- package/.agents/skills/embedded-captions/references/aesthetic-principles.md +168 -0
- package/.agents/skills/embedded-captions/references/anti-patterns.md +188 -0
- package/.agents/skills/embedded-captions/references/bespoke-vs-presets.md +178 -0
- package/.agents/skills/embedded-captions/references/caption-grouping.md +130 -0
- package/.agents/skills/embedded-captions/references/composition-craft.md +522 -0
- package/.agents/skills/embedded-captions/references/direction-catalog.md +138 -0
- package/.agents/skills/embedded-captions/references/example-renders/champion.html +371 -0
- package/.agents/skills/embedded-captions/references/example-renders/memory-wall.html +334 -0
- package/.agents/skills/embedded-captions/references/failure-modes.md +145 -0
- package/.agents/skills/embedded-captions/references/layout-heuristics.md +238 -0
- package/.agents/skills/embedded-captions/references/motion-vocabulary.md +148 -0
- package/.agents/skills/embedded-captions/references/rail.md +68 -0
- package/.agents/skills/embedded-captions/references/reference-bar.md +47 -0
- package/.agents/skills/embedded-captions/references/scene-types.md +94 -0
- package/.agents/skills/embedded-captions/references/test-set.md +66 -0
- package/.agents/skills/embedded-captions/references/typographic-moves.md +266 -0
- package/.agents/skills/embedded-captions/references/typography-presets.md +63 -0
- package/.agents/skills/embedded-captions/scripts/audio-envelope.cjs +95 -0
- package/.agents/skills/embedded-captions/scripts/check-occlusion.cjs +250 -0
- package/.agents/skills/embedded-captions/scripts/check-overflow.cjs +194 -0
- package/.agents/skills/embedded-captions/scripts/check-rail-climax.cjs +233 -0
- package/.agents/skills/embedded-captions/scripts/check-timing.cjs +173 -0
- package/.agents/skills/embedded-captions/scripts/fill-timings.cjs +124 -0
- package/.agents/skills/embedded-captions/scripts/fit-fonts.cjs +158 -0
- package/.agents/skills/embedded-captions/scripts/gen-stroke-path.py +46 -0
- package/.agents/skills/embedded-captions/scripts/inject-fonts.cjs +169 -0
- package/.agents/skills/embedded-captions/scripts/lib-dna.cjs +201 -0
- package/.agents/skills/embedded-captions/scripts/make-cinematic.cjs +1205 -0
- package/.agents/skills/embedded-captions/scripts/make-composition.cjs +404 -0
- package/.agents/skills/embedded-captions/scripts/make-theme.cjs +8781 -0
- package/.agents/skills/embedded-captions/scripts/matte.cjs +294 -0
- package/.agents/skills/embedded-captions/scripts/measure-layout.cjs +293 -0
- package/.agents/skills/embedded-captions/scripts/prepare.sh +39 -0
- package/.agents/skills/embedded-captions/scripts/preview-frames.cjs +268 -0
- package/.agents/skills/embedded-captions/scripts/render-and-composite.sh +509 -0
- package/.agents/skills/embedded-captions/scripts/render-theme.sh +34 -0
- package/.agents/skills/embedded-captions/scripts/safe-zones.cjs +813 -0
- package/.agents/skills/embedded-captions/scripts/transcribe.cjs +349 -0
- package/.agents/skills/embedded-captions/themes/PORTING.md +49 -0
- package/.agents/skills/embedded-captions/themes/README.md +244 -0
- package/.agents/skills/embedded-captions/themes/anchor.json +27 -0
- package/.agents/skills/embedded-captions/themes/arcade.json +51 -0
- package/.agents/skills/embedded-captions/themes/aurora.json +41 -0
- package/.agents/skills/embedded-captions/themes/biolume.json +35 -0
- package/.agents/skills/embedded-captions/themes/brush.json +74 -0
- package/.agents/skills/embedded-captions/themes/chalkboard.json +52 -0
- package/.agents/skills/embedded-captions/themes/dossier.json +56 -0
- package/.agents/skills/embedded-captions/themes/graffiti.json +62 -0
- package/.agents/skills/embedded-captions/themes/hologram.json +41 -0
- package/.agents/skills/embedded-captions/themes/inkwater.json +43 -0
- package/.agents/skills/embedded-captions/themes/laser.json +46 -0
- package/.agents/skills/embedded-captions/themes/lastpage.json +33 -0
- package/.agents/skills/embedded-captions/themes/neonsign.json +53 -0
- package/.agents/skills/embedded-captions/themes/nightcity.json +56 -0
- package/.agents/skills/embedded-captions/themes/ordnance.json +54 -0
- package/.agents/skills/embedded-captions/themes/papercut.json +37 -0
- package/.agents/skills/embedded-captions/themes/popup.json +46 -0
- package/.agents/skills/embedded-captions/themes/ransom.json +62 -0
- package/.agents/skills/embedded-captions/themes/scoreboard.json +54 -0
- package/.agents/skills/embedded-captions/themes/spectrum.json +46 -0
- package/.agents/skills/embedded-captions/themes/stardust.json +29 -0
- package/.agents/skills/embedded-captions/themes/stomp.json +43 -0
- package/.agents/skills/embedded-captions/themes/terminal.json +49 -0
- package/.agents/skills/embedded-captions/themes/thunder.json +44 -0
- package/.agents/skills/embedded-captions/themes/transit.json +44 -0
- package/.agents/skills/embedded-captions/themes/vhs.json +47 -0
- package/.agents/skills/faceless-explainer/SKILL.md +209 -0
- package/.agents/skills/faceless-explainer/references/cut-catalog.md +215 -0
- package/.agents/skills/faceless-explainer/references/motion-language.md +156 -0
- package/.agents/skills/faceless-explainer/references/story-design.md +248 -0
- package/.agents/skills/faceless-explainer/references/visual-design.md +146 -0
- package/.agents/skills/faceless-explainer/scripts/assemble-index.mjs +570 -0
- package/.agents/skills/faceless-explainer/scripts/audio.mjs +260 -0
- package/.agents/skills/faceless-explainer/scripts/build-frame.mjs +536 -0
- package/.agents/skills/faceless-explainer/scripts/captions.mjs +508 -0
- package/.agents/skills/faceless-explainer/scripts/lib/assets.mjs +55 -0
- package/.agents/skills/faceless-explainer/scripts/lib/dimensions.mjs +45 -0
- package/.agents/skills/faceless-explainer/scripts/lib/storyboard.mjs +249 -0
- package/.agents/skills/faceless-explainer/scripts/lib/tokens.mjs +204 -0
- package/.agents/skills/faceless-explainer/scripts/lib/transition-registry.mjs +38 -0
- package/.agents/skills/faceless-explainer/scripts/lib/transitions.json +71 -0
- package/.agents/skills/faceless-explainer/scripts/transitions.mjs +320 -0
- package/.agents/skills/faceless-explainer/sub-agents/frame-worker.md +75 -0
- package/.agents/skills/flockposter/LICENSE +17 -0
- package/.agents/skills/flockposter/README.md +72 -0
- package/.agents/skills/flockposter/SKILL.md +562 -0
- package/.agents/skills/flockposter/examples/cli-instagram-reel.sh +21 -0
- package/.agents/skills/flockposter/examples/cli-multi-platform.json +69 -0
- package/.agents/skills/flockposter/examples/cli-tiktok-upload-only.sh +22 -0
- package/.agents/skills/flockposter/examples/cli-x-thread.sh +17 -0
- package/.agents/skills/flockposter/examples/cli-youtube-short.sh +21 -0
- package/.agents/skills/flockposter/examples/public-api-instagram-reel.json +28 -0
- package/.agents/skills/general-video/SKILL.md +143 -0
- package/.agents/skills/hyperframes/SKILL.md +160 -0
- package/.agents/skills/hyperframes-animation/SKILL.md +84 -0
- package/.agents/skills/hyperframes-animation/adapters/animate-text.md +64 -0
- package/.agents/skills/hyperframes-animation/adapters/animejs.md +114 -0
- package/.agents/skills/hyperframes-animation/adapters/css-animations.md +143 -0
- package/.agents/skills/hyperframes-animation/adapters/gsap-easing-and-stagger.md +118 -0
- package/.agents/skills/hyperframes-animation/adapters/gsap-timeline-and-labels.md +96 -0
- package/.agents/skills/hyperframes-animation/adapters/gsap-transforms-and-perf.md +96 -0
- package/.agents/skills/hyperframes-animation/adapters/gsap.md +105 -0
- package/.agents/skills/hyperframes-animation/adapters/html-in-canvas-patterns.md +507 -0
- package/.agents/skills/hyperframes-animation/adapters/lottie.md +117 -0
- package/.agents/skills/hyperframes-animation/adapters/three.md +131 -0
- package/.agents/skills/hyperframes-animation/adapters/typegpu.md +178 -0
- package/.agents/skills/hyperframes-animation/adapters/waapi.md +101 -0
- package/.agents/skills/hyperframes-animation/blueprints/comparison-split.md +27 -0
- package/.agents/skills/hyperframes-animation/blueprints/constellation-hub.md +44 -0
- package/.agents/skills/hyperframes-animation/blueprints/cta-morph-press.md +28 -0
- package/.agents/skills/hyperframes-animation/blueprints/cursor-ui-demo.md +57 -0
- package/.agents/skills/hyperframes-animation/blueprints/dataviz-countup.md +46 -0
- package/.agents/skills/hyperframes-animation/blueprints/device-surface-showcase.md +53 -0
- package/.agents/skills/hyperframes-animation/blueprints/grid-card-assemble.md +66 -0
- package/.agents/skills/hyperframes-animation/blueprints/kinetic-type-beats.md +78 -0
- package/.agents/skills/hyperframes-animation/blueprints/logo-assemble-lockup.md +69 -0
- package/.agents/skills/hyperframes-animation/blueprints/overwhelm-surround.md +28 -0
- package/.agents/skills/hyperframes-animation/blueprints/spatial-pan-stations.md +37 -0
- package/.agents/skills/hyperframes-animation/blueprints/ticker-takeover.md +29 -0
- package/.agents/skills/hyperframes-animation/blueprints/titlecard-reveal.md +42 -0
- package/.agents/skills/hyperframes-animation/blueprints/typewriter-reveal.md +51 -0
- package/.agents/skills/hyperframes-animation/blueprints/video-text-pivot.md +30 -0
- package/.agents/skills/hyperframes-animation/blueprints-index.md +146 -0
- package/.agents/skills/hyperframes-animation/examples/assets/avatars/02.avif +0 -0
- package/.agents/skills/hyperframes-animation/examples/assets/brands/github.avif +0 -0
- package/.agents/skills/hyperframes-animation/examples/assets/brands/nvidia.avif +0 -0
- package/.agents/skills/hyperframes-animation/examples/assets/brands/visa.avif +0 -0
- package/.agents/skills/hyperframes-animation/examples/assets/brands/zoominfo.avif +0 -0
- package/.agents/skills/hyperframes-animation/examples/brand-reveal-assemble-zoom.html +382 -0
- package/.agents/skills/hyperframes-animation/examples/comparison-split-cards.html +649 -0
- package/.agents/skills/hyperframes-animation/examples/concept-demo-decode-pan.html +520 -0
- package/.agents/skills/hyperframes-animation/examples/cta-morph-press.html +468 -0
- package/.agents/skills/hyperframes-animation/examples/cta-orbit-collapse.html +1298 -0
- package/.agents/skills/hyperframes-animation/examples/demo-page-scroll-spotlight.html +759 -0
- package/.agents/skills/hyperframes-animation/examples/hook-counter-burst.html +729 -0
- package/.agents/skills/hyperframes-animation/examples/messaging-multi-phrase.html +352 -0
- package/.agents/skills/hyperframes-animation/examples/metric-video-text-pivot.html +779 -0
- package/.agents/skills/hyperframes-animation/examples/problem-mockup-overwhelm.html +1374 -0
- package/.agents/skills/hyperframes-animation/examples/proof-logo-chain.html +861 -0
- package/.agents/skills/hyperframes-animation/examples/takeover-ticker-displace.html +347 -0
- package/.agents/skills/hyperframes-animation/examples/workflow-approve-press.html +606 -0
- package/.agents/skills/hyperframes-animation/rules/3d-page-scroll.md +227 -0
- package/.agents/skills/hyperframes-animation/rules/3d-text-depth-layers.md +297 -0
- package/.agents/skills/hyperframes-animation/rules/ai-tracking-box.md +382 -0
- package/.agents/skills/hyperframes-animation/rules/ambient-glow-bloom.md +305 -0
- package/.agents/skills/hyperframes-animation/rules/asr-keyword-glow.md +286 -0
- package/.agents/skills/hyperframes-animation/rules/avatar-cloud-network.md +371 -0
- package/.agents/skills/hyperframes-animation/rules/camera-cursor-tracking.md +246 -0
- package/.agents/skills/hyperframes-animation/rules/card-morph-anchor.md +267 -0
- package/.agents/skills/hyperframes-animation/rules/center-outward-expansion.md +227 -0
- package/.agents/skills/hyperframes-animation/rules/context-sensitive-cursor.md +257 -0
- package/.agents/skills/hyperframes-animation/rules/coordinate-target-zoom.md +332 -0
- package/.agents/skills/hyperframes-animation/rules/counting-dynamic-scale.md +283 -0
- package/.agents/skills/hyperframes-animation/rules/css-marker-patterns.md +373 -0
- package/.agents/skills/hyperframes-animation/rules/cursor-click-ripple.md +262 -0
- package/.agents/skills/hyperframes-animation/rules/depth-of-field-blur.md +313 -0
- package/.agents/skills/hyperframes-animation/rules/depth-scatter-assemble.md +303 -0
- package/.agents/skills/hyperframes-animation/rules/discrete-text-sequence.md +273 -0
- package/.agents/skills/hyperframes-animation/rules/dynamic-content-sequencing.md +307 -0
- package/.agents/skills/hyperframes-animation/rules/gsap-effects.md +299 -0
- package/.agents/skills/hyperframes-animation/rules/hacker-flip-3d.md +223 -0
- package/.agents/skills/hyperframes-animation/rules/kinetic-beat-slam.md +183 -0
- package/.agents/skills/hyperframes-animation/rules/motion-blur-streak.md +328 -0
- package/.agents/skills/hyperframes-animation/rules/multi-phase-camera.md +273 -0
- package/.agents/skills/hyperframes-animation/rules/orbit-3d-entry.md +301 -0
- package/.agents/skills/hyperframes-animation/rules/physics-press-reaction.md +350 -0
- package/.agents/skills/hyperframes-animation/rules/press-release-spring.md +296 -0
- package/.agents/skills/hyperframes-animation/rules/reactive-displacement.md +277 -0
- package/.agents/skills/hyperframes-animation/rules/scale-swap-transition.md +298 -0
- package/.agents/skills/hyperframes-animation/rules/sine-wave-loop.md +278 -0
- package/.agents/skills/hyperframes-animation/rules/split-tilt-cards.md +277 -0
- package/.agents/skills/hyperframes-animation/rules/spring-pop-entrance.md +273 -0
- package/.agents/skills/hyperframes-animation/rules/stat-bars-and-fills.md +156 -0
- package/.agents/skills/hyperframes-animation/rules/svg-icon-enrichment.md +329 -0
- package/.agents/skills/hyperframes-animation/rules/svg-path-draw.md +274 -0
- package/.agents/skills/hyperframes-animation/rules/vertical-spring-ticker.md +239 -0
- package/.agents/skills/hyperframes-animation/rules/viewport-change.md +349 -0
- package/.agents/skills/hyperframes-animation/rules-index.md +86 -0
- package/.agents/skills/hyperframes-animation/scripts/animation-map.mjs +606 -0
- package/.agents/skills/hyperframes-animation/scripts/package-loader.mjs +288 -0
- package/.agents/skills/hyperframes-animation/scripts/package-loader.test.mjs +62 -0
- package/.agents/skills/hyperframes-animation/techniques.md +507 -0
- package/.agents/skills/hyperframes-animation/transitions/TRANSITION-REGISTRY.md +167 -0
- package/.agents/skills/hyperframes-animation/transitions/catalog.md +127 -0
- package/.agents/skills/hyperframes-animation/transitions/css-3d.md +12 -0
- package/.agents/skills/hyperframes-animation/transitions/css-blur.md +51 -0
- package/.agents/skills/hyperframes-animation/transitions/css-cover.md +43 -0
- package/.agents/skills/hyperframes-animation/transitions/css-destruction.md +95 -0
- package/.agents/skills/hyperframes-animation/transitions/css-dissolve.md +66 -0
- package/.agents/skills/hyperframes-animation/transitions/css-distortion.md +45 -0
- package/.agents/skills/hyperframes-animation/transitions/css-grid.md +10 -0
- package/.agents/skills/hyperframes-animation/transitions/css-light.md +49 -0
- package/.agents/skills/hyperframes-animation/transitions/css-mechanical.md +30 -0
- package/.agents/skills/hyperframes-animation/transitions/css-other.md +25 -0
- package/.agents/skills/hyperframes-animation/transitions/css-push.md +41 -0
- package/.agents/skills/hyperframes-animation/transitions/css-radial.md +37 -0
- package/.agents/skills/hyperframes-animation/transitions/css-scale.md +24 -0
- package/.agents/skills/hyperframes-animation/transitions/overview.md +153 -0
- package/.agents/skills/hyperframes-cli/SKILL.md +113 -0
- package/.agents/skills/hyperframes-cli/references/doctor-browser.md +45 -0
- package/.agents/skills/hyperframes-cli/references/init-and-scaffold.md +55 -0
- package/.agents/skills/hyperframes-cli/references/lambda.md +132 -0
- package/.agents/skills/hyperframes-cli/references/lint-validate-inspect.md +121 -0
- package/.agents/skills/hyperframes-cli/references/preview-render.md +149 -0
- package/.agents/skills/hyperframes-cli/references/upgrade-info-misc.md +75 -0
- package/.agents/skills/hyperframes-core/SKILL.md +78 -0
- package/.agents/skills/hyperframes-core/references/composition-patterns.md +263 -0
- package/.agents/skills/hyperframes-core/references/data-attributes.md +70 -0
- package/.agents/skills/hyperframes-core/references/determinism-rules.md +68 -0
- package/.agents/skills/hyperframes-core/references/full-screen-motion.md +62 -0
- package/.agents/skills/hyperframes-core/references/minimal-composition.md +66 -0
- package/.agents/skills/hyperframes-core/references/script-format.md +49 -0
- package/.agents/skills/hyperframes-core/references/storyboard-format.md +95 -0
- package/.agents/skills/hyperframes-core/references/sub-compositions.md +237 -0
- package/.agents/skills/hyperframes-core/references/subagent-dispatch.md +41 -0
- package/.agents/skills/hyperframes-core/references/tailwind.md +125 -0
- package/.agents/skills/hyperframes-core/references/tracks-and-clips.md +76 -0
- package/.agents/skills/hyperframes-core/references/variables-and-media.md +90 -0
- package/.agents/skills/hyperframes-creative/SKILL.md +70 -0
- package/.agents/skills/hyperframes-creative/frame-presets/biennale-yellow/FRAME.md +289 -0
- package/.agents/skills/hyperframes-creative/frame-presets/biennale-yellow/caption-skin.html +221 -0
- package/.agents/skills/hyperframes-creative/frame-presets/biennale-yellow/frame-showcase.html +1214 -0
- package/.agents/skills/hyperframes-creative/frame-presets/blockframe/FRAME.md +275 -0
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- package/.agents/skills/hyperframes-creative/frame-presets/blockframe/frame-showcase.html +1347 -0
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- package/.agents/skills/hyperframes-creative/frame-presets/blue-professional/frame-showcase.html +1372 -0
- package/.agents/skills/hyperframes-creative/frame-presets/bold-poster/FRAME.md +275 -0
- package/.agents/skills/hyperframes-creative/frame-presets/bold-poster/caption-skin.html +230 -0
- package/.agents/skills/hyperframes-creative/frame-presets/bold-poster/frame-showcase.html +1140 -0
- package/.agents/skills/hyperframes-creative/frame-presets/broadside/FRAME.md +284 -0
- package/.agents/skills/hyperframes-creative/frame-presets/broadside/caption-skin.html +225 -0
- package/.agents/skills/hyperframes-creative/frame-presets/broadside/frame-showcase.html +1166 -0
- package/.agents/skills/hyperframes-creative/frame-presets/capsule/FRAME.md +284 -0
- package/.agents/skills/hyperframes-creative/frame-presets/capsule/caption-skin.html +224 -0
- package/.agents/skills/hyperframes-creative/frame-presets/capsule/frame-showcase.html +1465 -0
- package/.agents/skills/hyperframes-creative/frame-presets/cartesian/FRAME.md +278 -0
- package/.agents/skills/hyperframes-creative/frame-presets/cartesian/caption-skin.html +222 -0
- package/.agents/skills/hyperframes-creative/frame-presets/cartesian/frame-showcase.html +1263 -0
- package/.agents/skills/hyperframes-creative/frame-presets/claude/FRAME.md +277 -0
- package/.agents/skills/hyperframes-creative/frame-presets/claude/caption-skin.html +224 -0
- package/.agents/skills/hyperframes-creative/frame-presets/claude/frame-showcase.html +1439 -0
- package/.agents/skills/hyperframes-creative/frame-presets/cobalt-grid/FRAME.md +265 -0
- package/.agents/skills/hyperframes-creative/frame-presets/cobalt-grid/caption-skin.html +238 -0
- package/.agents/skills/hyperframes-creative/frame-presets/cobalt-grid/frame-showcase.html +1468 -0
- package/.agents/skills/hyperframes-creative/frame-presets/coral/FRAME.md +314 -0
- package/.agents/skills/hyperframes-creative/frame-presets/coral/caption-skin.html +226 -0
- package/.agents/skills/hyperframes-creative/frame-presets/coral/frame-showcase.html +1268 -0
- package/.agents/skills/hyperframes-creative/frame-presets/creative-mode/FRAME.md +333 -0
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# Cut catalog — within-frame seams (worker-built)
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> **A worker build-recipe (Step 5) — the sibling of `../hyperframes-animation/rules/`, not a second motion doc.** These are within-frame cuts the **frame worker builds INSIDE its own composition** (Z-scale + blur + opacity tweens, or per-word x-staggers, all on the frame's own paused GSAP timeline). They are **not** the between-frame transition: story owns that via `transition_in`, which the harness's injector stamps from a **separate registry vocabulary** (`crossfade` / `blur-crossfade` / `push-slide` / `zoom-through` / `squeeze`) — the catalog names here (**cut-the-curve / inverse-zoom / waterfall**) are **not** valid `transition_in` values. Use this catalog when a frame's shot sequence has an internal seam — a within-scene text/element swap, a **Scene-to-Scene** cut (a `Scene` is a time window WITHIN one frame, **not** a frame-to-frame boundary), or a text-to-text line change — and you want it to read as one continuous move instead of a hard slideshow cut. (`zoom-through` lives in both worlds: a whole-frame wrapper transition in the registry, an element-level Z-cut here — same idea, different scope.)
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Four techniques that create depth and continuity:
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1. **Zoom-Through** — within-scene text swaps, Z-axis, moving TOWARD the viewer
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2. **Inverse Zoom-Through** — Z-axis swaps moving AWAY from the viewer
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3. **Cut the Curve** — between-scene transitions on x/y
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4. **Waterfall Cut** — word-by-word cut-the-curve with staggered exits and entries
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All four are the same underlying principle: **cut at peak velocity, match direction and
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speed on both sides of the cut.** The differences are axis, scope, and granularity.
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**Choosing which at a seam:** for an UNFINISHED phrase (building one larger idea across
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several visually distinct scenes that still approach the same point — multi-line text, a
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run of consecutive cards) use **cut-the-curve** / **waterfall**. For a STATE CHANGE (turning
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to a NEW part of the video — most often hook → context, between two distinct chapters) use
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**zoom-through**, and **inverse zoom-through** for an arrival / payoff beat. Chain these so
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the frame's internal seams feel like one camera moving through the content.
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---
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## Blur Logic (applies to all Z-axis variants)
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Blur sells the speed at the cut, but it must scale with the SUBJECT SIZE:
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| Subject | Peak blur | Why |
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| ------------------------------------------------------ | ----------- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
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| Text-scale (headline, line, word group) | **10px** | At 20px text smears into illegibility — the eye loses the word it was tracking and the cut reads as a glitch, not speed. At 20px letterforms go mushy mid-cut; 10px keeps them readable. |
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| Full-frame surface (terminal window, card, screenshot) | **18–20px** | Big surfaces have edges and texture that survive heavy blur; lighter blur on a full-frame move reads as a rendering hiccup instead of motion. |
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Both sides of a cut use the SAME peak blur — the value must match at the swap frame.
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Apply blur to the WRAPPER, never to individual children.
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---
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## 1. Zoom-Through (forward)
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### The Problem
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Text enters, holds, exits. Then next text enters, holds, exits. Each text block is
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independent — no depth, no continuity. The video feels like a slideshow.
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### The Principle
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A velocity-matched cut on the Z-axis. You **never see both texts at the same time.** The
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outgoing text scales toward the viewer (accelerating), blur and opacity peak at the cut
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point hiding a hard swap, and the incoming text continues scaling up from behind
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(decelerating into the focal plane). One continuous forward motion, two different texts.
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**Phase 1: Exit** — text accelerates forward (toward viewer)
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- Scale: `1.0 -> 1.2`, Blur: `0px -> 10px` (text-scale; see Blur Logic), Opacity: `1.0 -> 0.15`
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**Phase 2: Hard cut** at peak velocity + peak blur
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- Outgoing: `opacity: 0` (instant via `tl.set`)
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- All properties match at the cut: blur, opacity, and scale DIRECTION (both scaling up)
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**Phase 3: Entry** — text continues forward (growing into focal plane)
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- Scale: `0.75 -> 1.0`, Blur: `10px -> 0px`, Opacity: `0.15 -> 1.0`
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### Why Opacity Must Be Separate on Exit
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opacity to its own tween with linear ease makes the dimming even. On entry, all properties
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can share `expo.out`.
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---
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The mirror: the camera "pulls back" instead of pushing through. The outgoing element
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RECEDES away from the viewer; the incoming element arrives OVERSIZED (as if it had been
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just behind the camera) and retracts into the focal plane. Both move in the shrinking
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direction — same-direction rule preserved, just reversed.
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**When to use over the forward variant:** arrival beats. The incoming element lands with
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presence because it comes from larger-than-frame — right for a payoff line ("That changes
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today."), a giant reply, or a held end-state. Forward zoom-through reads as _progressing
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- Duration: 0.2s
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**Phase 3: Entry** — incoming retracts into place
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### The Principle
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Use cut-the-curve for **all scene-to-scene transitions** on x and y axes. The outgoing
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scene's hero element accelerates in one direction, the cut lands mid-motion, and the
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incoming scene's hero element continues moving in the **same direction** and decelerates.
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Nothing exits fully off-screen and nothing enters from fully off-screen — **speed plus
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opacity fading trick the eye**; the partial moves are enough.
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### Same Path, Same Direction
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left. Both move leftward. One continuous motion.
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| Direction | Scene A exit | Scene B entry start | Scene B entry end |
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| --------- | -------------- | ------------------- | ----------------- |
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| Leftward | `x: 0 -> -230` | `x: +230` | `x: 0` |
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| Rightward | `x: 0 -> +230` | `x: -230` | `x: 0` |
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| Upward | `y: 0 -> -230` | `y: +230` | `y: 0` |
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| Downward | `y: 0 -> +230` | `y: -230` | `y: 0` |
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### Velocity matching via mirrored eases
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duration — mathematically the two halves of one `power4.inOut` composite, so the entering
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element picks up at exactly the 50% point of the notional path at identical velocity
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(e.g. 230px / 0.3s ≈ 3,070 px/s at the cut on both sides).
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The fade trick: the exit's opacity completes at ~25–30% of its travel (fade duration
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≈ 0.18–0.3s vs motion 0.3–0.34s) — the element vanishes while still visibly accelerating,
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and nothing has to reach the frame edge. Entry fades IN fast from ~0.35 under its
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deceleration. Time the LAST fading element to die right at the hard cut — gaps where
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nothing is moving read as awkward dead air.
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### Rules
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- Use cut-the-curve for all scene transitions — it's the default, not an accent
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- Same direction on both sides; mirrored `.in`/`.out` eases, same distance + duration
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- Exit duration short (0.2–0.4s), entry duration >= exit duration
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- Partial travel + fade, never full off-screen moves
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---
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## 4. Waterfall Cut (word-by-word cut-the-curve)
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Cut-the-curve at WORD granularity — the strongest version of the leftward cut for
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text-to-text seams. Each word of the outgoing line ramps out on its own pronounced curve;
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each word of the incoming line cascades in mid-flight. The stagger turns the cut into a
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wave the eye rides across the seam.
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### Exit (per word)
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- Motion: `x: 0 -> -230` over 0.34s on **power4.in** — a much more pronounced ramp than
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the usual power2: the word barely creeps, then RIPS
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- Fade: `opacity -> 0` over 0.18s (separate tween, `power1.in`) — completes when the word
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is only ~25–30% into its travel
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- Stagger: reading order, ~0.022s per word, timed so the LAST word finishes fading right
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at the hard cut
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### Entry (per word)
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- `fromTo x: +230 -> 0, opacity: 0.35 -> 1` over 0.3s on **power4.out** — the mirrored
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back half of the composite; every word ignites already moving at matched velocity
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- Waterfall stagger with SHRINKING gaps (start 0.05s, multiply by ~0.84 per word) so the
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cascade accelerates across the line — the cascade should speed up word over word, not run
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at a flat per-word delay
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- Pre-set all words to `x: +230, opacity: 0` at build time — `immediateRender: false`
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alone leaves un-started words sitting visible at rest during the stagger window
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### Whole-line variant
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A single-line beat (e.g. a big intro line) exits as one group with the same pronounced
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ramp, but stretch its fade to ~0.3s ending ~0.02s before the cut — a lone element that
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fades early leaves dead air that a word cascade would have covered.
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---
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## Choosing a Variant
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| | Zoom-Through | Inverse Zoom | Cut the Curve | Waterfall Cut |
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| -------------- | --------------------------- | --------------------------- | ----------------- | ------------------------- |
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| Scope | Within-scene text swap | Arrival/payoff beat | Between scenes | Text-to-text seam |
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| Axis | Z, toward viewer | Z, away from viewer | X / Y | X, per-word |
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| Peak blur | 10px text / 20px full-frame | 10px text / 20px full-frame | none required | none (fade does the work) |
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| Opacity at cut | 0.15 | 0.15 | exit faded by cut | last word dies at cut |
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| Feel | progressing through | arriving at | carried sideways | a wave across the seam |
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---
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## Anti-Patterns
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| Don't | Why | Instead |
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| ---------------------------------------- | ------------------------------------------- | ------------------------------------------------------ |
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| Two texts visible during a zoom-through | Overlapping text breaks the Z-axis illusion | Hard cut at blur peak, one text at a time |
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| 20px blur on text-scale subjects | Letterforms smear; reads as a glitch | 10px for text, 18–20px only full-frame |
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| Elements on different paths across a cut | Eye tracks one direction, cut goes another | Same property, same direction |
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| Mismatched blur/opacity at the swap | Visible flash or brightness jump | Identical values at the cut frame |
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| Gentle easing on entry (`power2.out`) | Entry velocity feels slower than exit | Mirror the exit: `power4.out` / `expo.out` |
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| Full off-screen exits / entries | Wastes time and breaks the speed illusion | Partial travel + early fade |
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| Lone element fading long before its cut | Dead air at the seam | Fade ends ~0.02s before the cut, or use a word cascade |
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| Zoom-through on body text | Small text at 0.75 scale is unreadable | Only headlines and short phrases |
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| Scene cuts without cut-the-curve | Static cuts feel like a slideshow | Cut-the-curve is the default |
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# Motion language — the move vocabulary + the motion doctrine + the seek-safe core
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> The motion layer for **Step 4 (Visual design)**. When you write a frame's **time-coded shot sequence**, you name each scene's move **inline from the vocabulary below** — a named palette of the moves the golden corpus actually uses. Each move carries the **backing rule id** in this skill's local `../hyperframes-animation/rules/`; cite that id so the move resolves to a real recipe when a **frame worker** implements it in Step 5 (the worker reads the rule body in `../hyperframes-animation/rules/<id>.md` — it reproduces the move, it does not guess from the name). You name motion by **role / move name**, never by raw GSAP curve, ms, or stagger formula — the worker maps the curve. Between-frame **transitions are not yours**: story names `transition_in`, the harness injects it; that injected transition **is** the frame's exit. For cuts a worker builds INSIDE a frame (within-scene swaps, scene-to-scene seams), see the catalog in `cut-catalog.md`.
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|
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5
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A good explainer feels like one continuous film — one camera, one motion feel, **smooth and timed to the voiceover** — not a pile of slides that animate once and freeze. In an explainer the development _is_ the teaching: the formula assembling, the diagram gaining a layer, the count-up landing. The doctrine in Part 2 is load-bearing: when in doubt, do what it says.
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---
|
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|
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9
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# Part 1 — the move vocabulary
|
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Reach into this palette when naming a scene's motion. Pick the move that matches the beat, name it in the shot sequence, and cite the rule id after `→`. The blueprints (`../hyperframes-animation/blueprints/`) name these same moves in their `rule mapping`; you're drawing from one shared palette. Compose 2–4 across a shot's scenes (entrance → sequential reveal → settle), not all at once.
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## Kinetic type
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- **hard-cut / flash word-swap** — a word or line replaces the previous one on an instant cut (no fade/roll); the swap itself is the beat. → `discrete-text-sequence`
|
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- **in-place token cycle** — a fixed line holds and only its variable slot changes, token → token → token. → `discrete-text-sequence`
|
|
17
|
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- **per-word staggered reveal** — a phrase assembles word-by-word (or chunk-by-chunk), each landing on its own beat. → `dynamic-content-sequencing`
|
|
18
|
+
- **kinetic beat-slam** — short phrases slam in on a shared percussive beat array, each with a distinct entrance, resolving on a locked finale; the recipe for "punchy / rhythmic" taglines. → `kinetic-beat-slam`
|
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|
+
|
|
20
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## Typewriter
|
|
21
|
+
|
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22
|
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- **type-on with caret** — text types in character-by-character behind a blinking caret. → `discrete-text-sequence` (+ `context-sensitive-cursor` for the caret blink / color)
|
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23
|
+
- **backspace-and-retype** — the line types, deletes the last word(s), and retypes a new one (typo-correction, reframe). → `discrete-text-sequence` (+ `context-sensitive-cursor`)
|
|
24
|
+
|
|
25
|
+
## Count-up / data
|
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26
|
+
|
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27
|
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- **value-scaled counter** — a number counts up and its font size grows with the value, so the climb itself escalates. → `counting-dynamic-scale`
|
|
28
|
+
- **bars / progress / star wipe** — a number paired with a graphic that fills: bar-height stagger, a progress bar / ring filling, a fractional star-rating wipe. → `stat-bars-and-fills`
|
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|
+
|
|
30
|
+
## Reveal / decode
|
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|
+
|
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32
|
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- **3D char flip-decode** — characters flip in 3D and resolve from scrambled glyphs to the real text (decryption feel). → `hacker-flip-3d`
|
|
33
|
+
- **SVG self-draw** — an outline / icon / ring draws itself stroke-by-stroke. → `svg-path-draw`
|
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34
|
+
|
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35
|
+
## Camera
|
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36
|
+
|
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37
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- **push / focus / drift** — a sequential camera move on the frame root (pull-back → focus → push) plus continuous micro-drift; the cinematic baseline. → `multi-phase-camera`
|
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38
|
+
- **zoom-to-target** — zoom into a non-centered element (scale + counter-translate to keep it framed). → `coordinate-target-zoom`
|
|
39
|
+
- **pan / focus-lock** — a virtual camera transforming one `.world` wrapper to pan / zoom / lock onto a region. → `viewport-change`
|
|
40
|
+
- **camera-cursor-tracking** — the viewport locks to a moving focal point (a typing cursor), static framing then focal-locked tracking. → `camera-cursor-tracking`
|
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41
|
+
|
|
42
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+
## Layout motion
|
|
43
|
+
|
|
44
|
+
- **cluster→outward expansion** — elements start clustered at center and expand outward to their final positions in lockstep. → `center-outward-expansion`
|
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45
|
+
- **orbit** — elements flip in from 3D space and settle into a continuous elliptical orbit (entry flips in-place at the orbital position). → `orbit-3d-entry`
|
|
46
|
+
- **split-tilt cards** — two cards side-by-side with opposing rotationY tilts, entering from their respective sides (comparison / before-after). → `split-tilt-cards`
|
|
47
|
+
- **logo/avatar ring + connectors** — avatars or logos on an elliptical ring with SVG connection lines to a center point, staggered entry. → `avatar-cloud-network`
|
|
48
|
+
|
|
49
|
+
## Surface / UI
|
|
50
|
+
|
|
51
|
+
- **3D page-scroll reveal** — a full webpage as a tilted 3D card whose internal content scrolls to reveal specific sections. → `3d-page-scroll`
|
|
52
|
+
- **cursor click + ripple** — a cursor moves to a target, depresses with it on click, and emits an expanding ripple. → `cursor-click-ripple`
|
|
53
|
+
- **button press** — a tactile press: compression then spring recovery, optional release burst / glow. → `press-release-spring` (or `physics-press-reaction` for a click that compresses cursor + target together)
|
|
54
|
+
- **keyword glow** — keywords light up with glow + scale + color on an attack-decay-rest envelope, synced to a word rail. → `asr-keyword-glow`
|
|
55
|
+
|
|
56
|
+
## Morph / handoff
|
|
57
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+
|
|
58
|
+
- **scale-swap** — two elements at the same screen center hand off: the outgoing cluster shrinks + fades as the incoming one arrives. → `scale-swap-transition`
|
|
59
|
+
- **card morph-anchor** — a container morphs apparent size + corner radius + surface between two shots, then fades to reveal the real target beneath (HyperFrames uses uniform `scale`, not `width`/`height`). → `card-morph-anchor`
|
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60
|
+
|
|
61
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## Seam cuts (worker-built, inside a frame)
|
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|
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63
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The velocity-matched cuts a worker authors between a frame's own Scenes. Name the seam in the shot sequence; the recipe is in the catalog, not a single `../hyperframes-animation/rules/` id.
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+
|
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65
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- **zoom-through / inverse zoom-through** — a within-scene swap on the Z-axis; forward reads "progressing through", inverse reads "arriving at" (payoff). → `cut-catalog.md`
|
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- **cut-the-curve** — a scene-to-scene cut where both sides move the same direction at matched velocity. → `cut-catalog.md`
|
|
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- **waterfall cut** — cut-the-curve at word granularity, a wave across a text-to-text seam. → `cut-catalog.md`
|
|
68
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+
|
|
69
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+
## Emphasis / marker
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+
|
|
71
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- **highlight / circle / burst / scribble** — a marker-drawn emphasis on a word or element: yellow highlight sweep, hand-drawn circle, radiating burst, scribble, or rough sketch-outline. → `css-marker-patterns`
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|
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73
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## Aliveness during a hold (use sparingly — see Part 2)
|
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+
|
|
75
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- **subtle jitter** — the sanctioned way to keep a settled frame alive: a small, low-amplitude positional/scale jitter on the held element. The motion-graphics trick that reads "alive" without reading "weak." → `sine-wave-loop` (low-amplitude register)
|
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76
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- **live SVG internals** — internal SVG parts move so an icon feels alive (rotating hands, oscillating blades, pulsing dots, dash-flow); fine because it's the subject doing something, not a card breathing. → `svg-icon-enrichment`
|
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- **finite bounded ambient** — a single bounded breathe/drift on ONE held hero, only when genuinely needed; de-emphasized — prefer sequential reveal or jitter first. → `sine-wave-loop`
|
|
78
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+
|
|
79
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+
## The added moves — now backed by local rules
|
|
80
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+
|
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81
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Five moves the golden corpus needs were added to this skill's `../hyperframes-animation/rules/`, rounding out the vocabulary above:
|
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82
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+
|
|
83
|
+
- **depth-of-field / selective-blur** — blur the off-focus subset to spotlight the focal element → `depth-of-field-blur`
|
|
84
|
+
- **motion-blur streak** — directional velocity blur on a fast fly-in / camera push-through → `motion-blur-streak`
|
|
85
|
+
- **3D depth scatter-assemble** — glyphs/elements scatter into a tumbling 3D cloud, then reassemble → `depth-scatter-assemble`
|
|
86
|
+
- **spring-pop entrance** — the canonical entrance pop; default to a smooth long-tail settle, overshoot only when explicitly playful → `spring-pop-entrance`
|
|
87
|
+
- **ambient glow / bloom** — un-triggered soft glow blooming behind a static hero → `ambient-glow-bloom`
|
|
88
|
+
|
|
89
|
+
---
|
|
90
|
+
|
|
91
|
+
# Part 2 — the motion doctrine (load-bearing)
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|
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93
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These four rules are the difference between a clip that reads as a serious explainer and one that reads as an agent-made PowerPoint. Follow them as written.
|
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94
|
+
|
|
95
|
+
## 1. Smooth beats bouncy — `power3` is the default
|
|
96
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+
|
|
97
|
+
Elements should use **long-tail decel curves that let them settle smoothly. `power3` is enough in most cases.** No bouncy, no overshoot, no `back.out` / `bounce.out` / `elastic.out` as a default.
|
|
98
|
+
|
|
99
|
+
Bouncy is the **#1 instant turn-off** in user-made Remotion / HyperFrames videos, and the agent almost never gets it right — it thinks bouncy adds emphasis, but it buys that emphasis at the cost of cleanliness. The serious motion-design shops feel the same. **Smooth always wins.** Overshoot is demoted to a **rare, explicitly-playful exception** (a consumer/fun logo slam, a deliberate bell-hit) — never the house style. Name the intent as a long-tail settle; the worker maps `power3` (or `expo.out` on a fast arrival). See `../hyperframes-animation/rules/spring-pop-entrance.md` — it now leads with the smooth settle.
|
|
100
|
+
|
|
101
|
+
## 2. Sequential reveal in the back ~50%, timed to the voiceover
|
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102
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+
|
|
103
|
+
This is the anti-PowerPoint mechanism — sharper than "put development in the middle."
|
|
104
|
+
|
|
105
|
+
- **Don't dump everything on screen in the first ~25%** of the scene. Rushing all content in up front is exactly what forces the slideshow feel.
|
|
106
|
+
- **Reveal each piece — a line, a card, even an h1 — when the voiceover mentions it**, sequencing reveals across the **later ~50%** of the scene. Same amount of agent work, but the cut becomes coherent and gains rhythm.
|
|
107
|
+
- **Less is more.** Fewer things on screen, each arriving on its VO beat, beats a full canvas that animated once and froze.
|
|
108
|
+
|
|
109
|
+
Practically: a frame's shot sequence front-loads almost nothing — the entrance carries only what the VO is saying at t=0, and the rest of the elements wait in the timeline for their spoken cue. A reveal maps onto a development-class move from Part 1 (`per-word staggered reveal`, `cluster→outward expansion`, a `count-up`, an `asr-keyword-glow` synced to the word rail).
|
|
110
|
+
|
|
111
|
+
## 3. No lazy breathing, no bad pan/push — "no motion over bad motion"
|
|
112
|
+
|
|
113
|
+
The agent's two reflexive ways to fake "aliveness" both read cheap:
|
|
114
|
+
|
|
115
|
+
- **No lazy breathing.** Scaling cards/text up and down in a circular loop to look "alive" is the cheap tell. Don't reach for it.
|
|
116
|
+
- **No bad slow pan / push in the back half.** A slow pan or push on elements in the later ~50% of a scene **disrupts the viewer's sightline and causes eye discomfort** — it actively makes the frame worse, not better.
|
|
117
|
+
|
|
118
|
+
The fix for both is the same: **stagger element reveals in time with the script** (rule 2). And the governing principle: **"I'd rather have NO motion than BAD motion."** A held, still frame is better than a frame kept "alive" by breathing or a drifting camera. The **only sanctioned aliveness** during a hold is **subtle jitter** — a small low-amplitude jitter that keeps a frame from feeling dead without looking weak (it's in Claude videos now). Everything else holds.
|
|
119
|
+
|
|
120
|
+
## 4. Internal seams are velocity-matched cuts
|
|
121
|
+
|
|
122
|
+
When a frame has an internal seam — a within-scene swap, a Scene-to-Scene cut, a text-to-text line change — make it a **velocity-matched cut**, not a hard slideshow cut: cut at peak velocity, match direction and speed on both sides. The catalog (the four techniques, the blur logic, and which to use when) is `cut-catalog.md`; the moves are listed under **Seam cuts** in Part 1.
|
|
123
|
+
|
|
124
|
+
## One-line summary
|
|
125
|
+
|
|
126
|
+
Smooth long-tail (`power3`) over bouncy; reveal sequentially in the back ~50% timed to the VO (not dumped in the first 25%); no lazy breathing and no bad slow pan/push — prefer stillness, with subtle jitter as the only aliveness; cut at peak velocity with matched direction/speed (→ `cut-catalog.md`).
|
|
127
|
+
|
|
128
|
+
---
|
|
129
|
+
|
|
130
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+
# Part 3 — the seek-safe core (hard rules)
|
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+
|
|
132
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+
The frame is a **paused GSAP timeline seeked frame-by-frame**, so some "continuous" intents from a real-time engine can't render — don't name them. These are non-negotiable regardless of doctrine.
|
|
133
|
+
|
|
134
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+
- **No infinite / forever motion** — "particles loop endlessly," "logo rotates forever," "marquee on repeat." Any aliveness (the subtle jitter, a live SVG internal, a needed bounded ambient) is a **finite tween over the hold**, never `repeat` / `yoyo`.
|
|
135
|
+
- **No randomness or wall-clock** — no `Math.random` particle fields, no `Date.now` drift. Every render must be identical; name deterministic motion only (stagger and any variation derive from the element index).
|
|
136
|
+
- **Entrances use `fromTo`** — state the from-state explicitly so a seek to `t=0` lands the element correctly; never rely on a CSS-hidden start (it renders visible before the tween claims it, and flickers under seek).
|
|
137
|
+
- **No CSS `transition` / `@keyframes` for motion** — CSS animation runs on the browser clock, independent of the HF seek clock; it desyncs and flickers. Drive all motion inside the paused GSAP timeline.
|
|
138
|
+
- **Entrance + sequential reveal only — no mid-video exit.** The frame unmounts via the harness transition; that injected `transition_in` **is** the exit. Exit motion belongs only to the final frame. (Worker-built seam cuts in `cut-catalog.md` are within-frame, not the frame's exit.)
|
|
139
|
+
|
|
140
|
+
## Forbidden — the failure modes
|
|
141
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+
|
|
142
|
+
**Slideshow (the primary failure):** everything dumped on screen in the first ~25%; content enters then freezes; nothing revealed on its VO cue. Fix with rule 2 (sequential reveal timed to the VO).
|
|
143
|
+
|
|
144
|
+
**Cheap aliveness:** circular breathing as "life"; a slow pan/push in the back half disrupting the eye; many elements floating independently as "motion." Fix with rule 3 (stillness + subtle jitter only).
|
|
145
|
+
|
|
146
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**Bouncy:** `back.out` / `bounce.out` / `elastic.out` as the default entrance; hand-keyed overshoot. Fix with rule 1 (`power3` long-tail; overshoot only when explicitly playful).
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**Always:** no `repeat` / `yoyo`; no `Math.random` / `Date.now`; no all-elements-entering-simultaneously (sequence or stagger).
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## Naming motion in a shot — example
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> Scene 1 (0.0–1.0s): solid field; hero headline enters via **per-word staggered reveal** (`dynamic-content-sequencing`) on a smooth long-tail settle (`power3`); slow **push** on the root (`multi-phase-camera`) holds steady — no back-half re-push.
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> Scene 2 (1.0–3.0s): as the VO names each step, five mechanism nodes reveal **sequentially** via **cluster→outward expansion** (`center-outward-expansion`), then a **value-scaled counter** (`counting-dynamic-scale`) ticks up beneath them — the back-half reveal, timed to the script, not dumped at t=0.
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> Scene 3 (3.0–4.2s): hold on the result; **keyword glow** (`asr-keyword-glow`) lands on the payoff word as the VO says it; settles and holds still — at most **subtle jitter** (`sine-wave-loop`, low amplitude) keeps it alive; no breathing, no drift.
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Name the move + its rule id (or `cut-catalog.md` for a seam cut) per scene; let the worker pick curves, ms, and stagger — defaulting to `power3`.
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# Story design — faceless explainer video
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Use this reference in Step 3 to write `STORYBOARD.md` and `SCRIPT.md` for a faceless explainer — a topic, concept, how-to, listicle, or narrative explainer built from text, with **no product, no website, and no captured assets**.
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This file defines the story: what the video teaches, in what order, and why each frame exists. It does not define layout, visual effects, animation, or final markdown schemas. For exact file syntax, follow `../hyperframes-core/references/storyboard-format.md` and `../hyperframes-core/references/script-format.md`.
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## Read first
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Read these inputs before writing:
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1. `hyperframes.json` — locked brief: angle, length, aspect ratio, language.
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2. `frame.md` — tone, mood, design system, and register.
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3. `capture/extracted/visible-text.txt` — the article / notes / topic / brief (the source of **information**).
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4. `user_script.txt` and `VO_MODE`, when the user pasted a script.
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There is no `asset-descriptions.md` and no `capture/assets/` to inspect — this is faceless. Every visual is invented downstream (Steps 4-5); your job here is the **narrative**, not a visual asset list.
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## Output
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Create two files:
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- `STORYBOARD.md` — the teaching plan, one frame per beat.
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- `SCRIPT.md` — the locked narration, only for spoken frames.
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Every storyboard frame must include the required fields from the storyboard format reference, plus the narrative metadata below.
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## Core rule
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An article is an information dump. A video is a guided act of understanding.
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Do not follow paragraph order. Reorder, merge, omit, and compress the source text into a clear teaching sequence. Strip the asides; surface the spine. **The single most common failure is paraphrasing the article in order — do not do that.** The input text is the source of information, not a story template.
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## Step 3 method
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### 1. Extract the teaching truth
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From the brief and text, identify:
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- Audience — who the video is speaking to, and what they already (don't) know.
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- Gap or stakes — the confusion, question, or "why care" the explanation resolves.
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- Thesis — the one-line idea the viewer should walk away with.
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- Spine — the 3-6 ideas (mechanisms / steps / items / beats) that build to the thesis.
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- Evidence — the concrete numbers, examples, comparisons, or worked cases that ground it.
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- Landing — the takeaway or the call to think / try / act.
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Write the storyboard around the thesis, not around the article's sections.
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### 2. Match the register to `frame.md`
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Use `frame.md` as a soft guide — the visual system tunes the **voice**, not the structure:
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| `frame.md` signal | Story effect |
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| ------------------------------ | -------------------------------------- |
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| warm, handmade, notes-like | plain, considered, low-hype; humane |
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| bold, poster-like, declarative | short punchy beats, confident claims |
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| friendly, polished, modern | approachable direct address, lighter |
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| literary, technical-but-human | thoughtful, precise; safe for code/dev |
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The teaching truth decides the arc. The visual system tunes the voice.
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### 3. Choose one explainer structure
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Pick **one** structure (or explicitly name a compound). Do not splice phases from different structures — each is a complete path through understanding.
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| Structure | "It is…" | Use when the payload is… | Body shape |
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| ------------------- | ------------------------------------------------ | ----------------------------------------------------------- | -------------------------------------------------------------------- |
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| `concept-explainer` | "what is X, and why does it matter" | one idea/term/phenomenon the audience half-knows | name concept → reveal mechanism layer by layer → land implication |
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| `how-to-process` | "here is how to do / how X works," ordered steps | a procedure or mechanism with a clear start→finish | a 3-6 step sequence on a consistent visual stage, one move each |
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| `listicle` | "N things about X" | a set of parallel, co-equal items (tips, mistakes, reasons) | hook → N roughly co-equal items → wrap; rule-of-three is strongest |
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| `story-explainer` | teach through a narrative arc | case studies, histories, cautionary tales | setup → tension → turn → resolution → lesson; the lesson generalizes |
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**Choosing:** one idea to understand → concept; an ordered procedure → how-to; parallel co-equal items → listicle; a concrete narrative/case → story.
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**Compounds** layer an outer arc with an inner rhythm — e.g. `concept-explainer with process` (ordered steps inside the mechanism phase), `story-explainer with how-to`. Set `arc` in the frontmatter to the chosen structure (or `<outer> with <inner>`). The downstream visual phase reads it for pacing: a process inner rhythm means tighter seams on a consistent stage and shorter frames.
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### 4. Build the frame sequence
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Each frame needs one clear job. Avoid frames that only say "more detail" or "another point."
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For every frame, define (use the storyboard format's fields, with these narrative additions in the frame's metadata + prose):
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- `type` — one of `hook | pain_point | product_intro | feature_showcase | benefit_highlight | social_proof | branding | cta`. This enum is shared with the downstream visual layer for pacing; **repurpose** it for teaching per the mapping below.
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- `persuasion` — a **named** rhetorical / clarity technique (see catalog), not "explain the idea."
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- `beat` — the target feeling (see vocabulary).
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- `scene` — a one-line visual idea, not detailed composition.
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- `voiceover` — spoken guide text, or empty for silent frames.
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- `transition_in` — a registry transition name (see Transitions).
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- `blueprint` _(optional candidate)_ — consult the role→blueprint menu in `../hyperframes-animation/blueprints-index.md`; when a proven shape fits this beat, tag its id (a tag, not a commitment — Step 4 confirms or overrides). Then **write the `voiceover` in the shape that blueprint implies**, so the line is reveal-ready before Step 4 ever runs. Teaching truth still decides which beats exist — never invent, drop, or bend a beat just to fit a shape; omit `blueprint` and write the line plainly when none fits.
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In the prose under each frame, state:
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- `narrativeRole` — the scene's **job** in the explanation (e.g. "Concretizes compound interest as a snowball," not "Shows a chart").
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- `keyMessage` — the one thing the viewer should understand after this frame (one sentence).
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### Type-enum repurposing (shared enum → explainer roles)
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The enum is shared with the downstream visual layer; map your explainer roles onto it so downstream pacing matches the frame's job:
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| Explainer role you want | Use `type` | Why this value |
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| -------------------------------- | ------------------- | -------------------------------------------------------------------- |
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| Hook / curiosity gap | `hook` | The high-leverage opening 3-5s. |
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| Pain / problem / why-care | `pain_point` | The friction or gap the explanation resolves. |
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| Name the core concept | `product_intro` | "Introduce the protagonist" — here the protagonist is the **idea**. |
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| Mechanism / step / item | `feature_showcase` | A unit of the body — one move of a process, one mechanism, one item. |
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| Implication / payoff / "so what" | `benefit_highlight` | The consequence or value of understanding. |
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| Evidence / example / data point | `social_proof` | A concrete grounding: a number, a worked example, a comparison. |
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| Thesis / takeaway / principle | `branding` | The philosophical landing — the generalizable idea, the one line. |
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| Call to think / try / act | `cta` | The closing ask — try it, watch for it, question it. |
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The body is usually a run of `feature_showcase` (steps/mechanisms/items), interleaved with `benefit_highlight` (implications) and `social_proof` (examples/data). At least one `feature_showcase` or `product_intro` should exist (every explainer has a body and a named idea).
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## Hook strategy
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Pick one opening strategy for the first 3-5 seconds. For explainers the hook opens a cognitive gap or stakes:
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| Strategy | Use when | Example |
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| ---------------------- | -------------------------------------------------- | ---------------------------------------------------------------- |
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| Shocking statistic | A credible number quantifies the stakes. | "90% of plastic ever made has never been recycled." |
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| Rhetorical question | Create an immediate cognitive gap. | "Why does time seem to speed up as you get older?" |
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| Counterintuitive claim | The truth contradicts common belief. | "Adding more lanes to a highway makes traffic worse." |
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| Pain validation | The audience already feels the confusion. | "Everyone says 'just diversify' — nobody says what that means." |
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| Visceral metaphor | The idea is abstract and needs to become concrete. | "Your attention is a spotlight, and apps fight over the switch." |
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| Concept announcement | The term itself is the subject; make it memorable. | "There's a word for this: the bystander effect." |
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| Direct address | The audience is clearly defined. | "If you've ever rage-quit a recipe halfway — this is for you." |
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| Imagine / scenario | A thought experiment frames the whole piece. | "Imagine money that loses value if you don't spend it." |
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| Stakes / consequence | The "why care now" is a real cost or risk. | "Get this one step wrong and the whole batch is ruined." |
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The hook must create curiosity, tension, or stakes. Do not open with a generic definition.
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## Clarity / rhetoric technique catalog
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`persuasion` is a **named technique** — how this frame makes the idea land or clear — not a vague intent. Combine when several are active (e.g. "Analogy + progressive disclosure").
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| Family | Techniques |
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| -------------------- | -------------------------------------------------------------------------------------------------------------------------------------------- |
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| **Make-concrete** | Analogy / metaphor · Concretization (abstract → tangible object) · Worked example with real numbers · Anchoring on a familiar referent |
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| **Reveal-in-order** | Progressive disclosure (one term/layer at a time) · Build-up (simple → general case) · Signposting ("first… then… finally") |
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| **Contrast** | Before/after · Common-belief vs reality · Comparison of two options · Counterexample (here is when it breaks) |
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| **Structure** | Rule of three · Numbered enumeration · Question→answer pairing · Frame-then-fill (state the shape, then populate it) |
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| **Evidence** | Statistical proof · Citation / source · Demonstration (show the mechanism running) · Causal chain (A → B → C) |
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| **Memory & landing** | Callback (return to the hook's image) · Distillation (compress to one line) · Coined term / mnemonic · Generalization (specific → principle) |
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When no catalog technique fits, name a new one inline and explain its mechanism (e.g. "Subtractive framing: define the concept by what it is _not_ first"). Never write generic "explain the idea."
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## Emotional beats
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`beat` is one word or a short compound phrase (e.g. "Curiosity and clarity"). Avoid generic "positive" / "interested." Explainers ride a comprehension arc:
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- **Negative valley** — _open the gap_ (hook / pain_point): curiosity · puzzlement · surprise · tension · concern · skepticism · recognition · intrigue
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- **Pivot** — _orient_ (product_intro / concept-naming): clarity · orientation · anticipation · focus
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- **Build** — _build understanding_ (feature_showcase / benefit_highlight / social_proof): comprehension · "aha" · confidence · fascination · foresight · momentum · conviction · delight · unease (for a caveat) · mastery
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- **Resolution** — _land_ (branding / cta / final): clarity · satisfaction · resolve · inspiration · inevitability · "now I get it"
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Compound beats are often strongest, e.g. "Surprise + recognition", "Comprehension + delight."
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## The body is a sequence, not a single frame
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An explainer's core is almost always **3-6 body frames on a consistent visual stage**, each advancing one mechanism / step / item / layer, building understanding cumulatively. A single isolated body frame rarely teaches anything.
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|
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- **concept-explainer:** name the concept (`product_intro`) → reveal the mechanism layer by layer (a run of `feature_showcase`, interleaving `benefit_highlight` for "so what" and `social_proof` for a grounding example).
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- **how-to-process:** `feature_showcase` per step, ordered, on one stage. Carry the object being acted on across adjacent steps (see Continuity).
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- **listicle:** `feature_showcase` per item; items are parallel, so default to `cut` / `push-slide` between them.
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- **story-explainer:** frames follow the beats (setup / tension / turn / resolution / lesson); types map per the table (`pain_point` for tension, `branding` for the lesson).
|
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## Continuity across frames (no worker grouping)
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This framework builds **one frame per worker** — there is no "continue run" that hands several frames to one worker. A sequence of frames reads as one continuous shot through two storyboard-level levers, both yours:
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+
|
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169
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1. **A consistent stage** — consecutive body frames share the same composition idea (same diagram growing, same number line, same desk), stated in each frame's `scene` so Step 4 and the workers keep the stage stable.
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2. **A consistent transition** — pick one seam type for a sequence (usually `push-slide <DIR>` for ordered steps, `crossfade` for a soft layer reveal) and repeat it across the run, so the frames feel like one flow rather than separate slides.
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|
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When a single element genuinely _transforms_ between two ideas (a diagram node becomes a chart bar, a formula becomes its result), keep it within **one frame** as a development beat (entrance → the transform → settle) rather than splitting it across a seam — the worker owns that motion. Note the intent in the frame's `scene` / narrative; Step 4 turns it into a time-coded shot sequence (instantiating the candidate `blueprint`).
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+
|
|
174
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+
## Transitions
|
|
175
|
+
|
|
176
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+
Use only registry transition names in `transition_in`:
|
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177
|
+
|
|
178
|
+
`cut | crossfade | blur-crossfade | push-slide LEFT | push-slide RIGHT | push-slide UP | push-slide DOWN | zoom-through | squeeze`
|
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179
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+
|
|
180
|
+
Pick 2-3 transition types for the whole video and repeat them. Frame 1 uses `cut` as a placeholder (there is no previous frame). Match the seam to the narrative: ordered steps → a consistent `push-slide`; a soft layer reveal or atmosphere shift → `crossfade` / `blur-crossfade`; zooming into a detail or pulling back → `zoom-through`; a clean topic switch or new list item → `cut`.
|
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+
|
|
182
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+
## Faceless visuals — no asset inventory
|
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183
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+
|
|
184
|
+
Every visual is invented downstream from each frame's `narrativeRole` / `keyMessage` / `scene` — typography, abstract graphics, diagrams, data-viz are all first-class. Therefore:
|
|
185
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+
|
|
186
|
+
- Do **not** write an `asset_candidates` line describing intended diagrams or typography as if they were files. Visual intent belongs in `scene` + `narrativeRole`; the visual phase reads those.
|
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187
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+
- The **only** real asset is a user-supplied image already placed at `public/<basename>`. Then add one line `asset_candidates: public/<basename> — <≤25 words: what it is>`. Never invent paths or reference `capture/`.
|
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188
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+
|
|
189
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+
## Script rules
|
|
190
|
+
|
|
191
|
+
### If there is no pasted script
|
|
192
|
+
|
|
193
|
+
Write tight per-frame narration:
|
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194
|
+
|
|
195
|
+
- 1-2 sentences per spoken frame; usually 6-20 words.
|
|
196
|
+
- Concrete and human; teach, don't read the article aloud.
|
|
197
|
+
- **Write each line as discrete cues, not one run-on breath.** Step 5 reveals each on-screen piece _when the voiceover names it_ (the anti-PowerPoint mechanism). A line with clear phrase boundaries — "First the snowball — then the hill — then the speed" — hands the shot its reveal cadence for free; a single long clause leaves the frame nothing to pace to.
|
|
198
|
+
- **Strong** (concretization): "Compound interest isn't addition, it's a snowball — every turn picks up the snow from the last, then more."
|
|
199
|
+
- **Weak** (article-paraphrase): "The study, published in 2019, examined three cohorts and found that…" — that is reading, not explaining.
|
|
200
|
+
|
|
201
|
+
Avoid: "Unlock the power of…", "Seamless experience", long noun-phrase lists, a frame that is only a filler bridge ("Or…").
|
|
202
|
+
|
|
203
|
+
**Silent frames are allowed and common in explainers** — a diagram assembling itself, a worked example animating, a beat of held tension before a turn. Set `voiceover` empty and leave the frame out of `SCRIPT.md`; then `narrativeRole` + `persuasion` must carry what the script doesn't say.
|
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204
|
+
|
|
205
|
+
### If `VO_MODE = restructure`
|
|
206
|
+
|
|
207
|
+
Treat `user_script.txt` as source material. Rewrite, reorder, merge, or omit to fit the chosen structure and target length.
|
|
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|
+
|
|
209
|
+
### If `VO_MODE = verbatim`
|
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210
|
+
|
|
211
|
+
Do not rewrite the user's words. Segment the script into frame-sized chunks at sentence or paragraph boundaries (you may split a long sentence at a natural clause boundary, but do not change words). Final duration follows the provided script.
|
|
212
|
+
|
|
213
|
+
## Frame template
|
|
214
|
+
|
|
215
|
+
Use the exact fields required by the core storyboard format. This is the narrative shape each frame should satisfy:
|
|
216
|
+
|
|
217
|
+
```md
|
|
218
|
+
## Frame N — Short name
|
|
219
|
+
|
|
220
|
+
- scene: one clear visual idea
|
|
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|
+
- voiceover: "spoken guide text, or empty"
|
|
222
|
+
- duration: rough estimate in seconds
|
|
223
|
+
- transition_in: crossfade
|
|
224
|
+
- status: outline
|
|
225
|
+
- src: compositions/frames/NN-short-name.html
|
|
226
|
+
- type: feature_showcase
|
|
227
|
+
- persuasion: Progressive disclosure
|
|
228
|
+
- beat: comprehension
|
|
229
|
+
- blueprint: messaging-multi-phase — candidate shape from the role→blueprint menu; omit when none fits
|
|
230
|
+
|
|
231
|
+
narrativeRole: What this frame does in the viewer's understanding.
|
|
232
|
+
keyMessage: The one idea the viewer should remember.
|
|
233
|
+
```
|
|
234
|
+
|
|
235
|
+
## Final checklist
|
|
236
|
+
|
|
237
|
+
Before asking for user approval, verify:
|
|
238
|
+
|
|
239
|
+
- One explainer structure is named (compound only when explicitly named); the sequence is narrative-driven, not paragraph-order-driven.
|
|
240
|
+
- The opening uses a named hook strategy.
|
|
241
|
+
- Each frame has one job; the body builds cumulatively (a run of `feature_showcase` / `benefit_highlight` / `product_intro`), not a single isolated body frame.
|
|
242
|
+
- Every frame has `type`, `persuasion` (a named technique from the catalog), and `beat` (specific, not generic).
|
|
243
|
+
- Each `voiceover` is phrase-segmented into cues (each a piece Step 5 can reveal on), not one run-on clause; a candidate `blueprint:` is tagged wherever a proven shape fits, and omitted where none does.
|
|
244
|
+
- The emotional arc has meaningful variation matching the structure.
|
|
245
|
+
- Transitions use only registry names and repeat 2-3 types; frame 1 is `cut`.
|
|
246
|
+
- A consistent stage + consistent transition carry any multi-frame sequence; a genuine element transform stays inside one frame.
|
|
247
|
+
- `asset_candidates` is absent (faceless) except a real user-supplied `public/<basename>`.
|
|
248
|
+
- `SCRIPT.md` contains only locked spoken narration; silent frames are intentional and omitted from it.
|