@nodetool-ai/agents 0.8.4-a24.2 → 0.8.4

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Files changed (135) hide show
  1. package/dist/.nodetool-build-stamp +1 -1
  2. package/dist/_skills/LICENSE-iart-motion-design-skills +21 -0
  3. package/dist/_skills/README.md +211 -0
  4. package/dist/_skills/api-agents/SKILL.md +58 -0
  5. package/dist/_skills/api-apps/SKILL.md +54 -0
  6. package/dist/_skills/api-assets/SKILL.md +66 -0
  7. package/dist/_skills/api-collections/SKILL.md +33 -0
  8. package/dist/_skills/api-games/SKILL.md +81 -0
  9. package/dist/_skills/api-media/SKILL.md +131 -0
  10. package/dist/_skills/api-memory/SKILL.md +72 -0
  11. package/dist/_skills/api-models/SKILL.md +78 -0
  12. package/dist/_skills/api-scripts/SKILL.md +79 -0
  13. package/dist/_skills/api-settings/SKILL.md +49 -0
  14. package/dist/_skills/api-sketches/SKILL.md +61 -0
  15. package/dist/_skills/api-storyboards/SKILL.md +94 -0
  16. package/dist/_skills/api-timelines/SKILL.md +151 -0
  17. package/dist/_skills/api-web/SKILL.md +57 -0
  18. package/dist/_skills/api-workflows/SKILL.md +123 -0
  19. package/dist/_skills/beat-sync-editing/SKILL.md +208 -0
  20. package/dist/_skills/caption-titles/SKILL.md +94 -0
  21. package/dist/_skills/color-motion/SKILL.md +185 -0
  22. package/dist/_skills/commercial-beat-sheet/SKILL.md +338 -0
  23. package/dist/_skills/elevenlabs-audio-prompting/SKILL.md +163 -0
  24. package/dist/_skills/explainer-storyboard/SKILL.md +63 -0
  25. package/dist/_skills/flux-2-klein-prompting/SKILL.md +107 -0
  26. package/dist/_skills/frame-composition/SKILL.md +291 -0
  27. package/dist/_skills/game-direction/SKILL.md +99 -0
  28. package/dist/_skills/gpt-image-2-prompting/SKILL.md +161 -0
  29. package/dist/_skills/hailuo-prompting/SKILL.md +107 -0
  30. package/dist/_skills/kling-video-prompting/SKILL.md +188 -0
  31. package/dist/_skills/launch-commercial/SKILL.md +267 -0
  32. package/dist/_skills/launch-kit/SKILL.md +120 -0
  33. package/dist/_skills/logo-reveal/SKILL.md +225 -0
  34. package/dist/_skills/manimgx/SKILL.md +123 -0
  35. package/dist/_skills/minimax-h3-prompting/SKILL.md +134 -0
  36. package/dist/_skills/motion-ad/SKILL.md +281 -0
  37. package/dist/_skills/motion-background/SKILL.md +145 -0
  38. package/dist/_skills/motion-curves/SKILL.md +302 -0
  39. package/dist/_skills/motion-direction/SKILL.md +259 -0
  40. package/dist/_skills/motion-graphics/SKILL.md +217 -0
  41. package/dist/_skills/motion-principles/SKILL.md +255 -0
  42. package/dist/_skills/music-video-treatment/SKILL.md +40 -0
  43. package/dist/_skills/nano-banana-pro-prompting/SKILL.md +133 -0
  44. package/dist/_skills/native-game/SKILL.md +310 -0
  45. package/dist/_skills/native-game-reference/SKILL.md +879 -0
  46. package/dist/_skills/nodetool-3d-scene/SKILL.md +110 -0
  47. package/dist/_skills/nodetool-api-reference/SKILL.md +338 -0
  48. package/dist/_skills/nodetool-app-builder/SKILL.md +291 -0
  49. package/dist/_skills/nodetool-browser-agent/SKILL.md +119 -0
  50. package/dist/_skills/nodetool-chat-cli/SKILL.md +184 -0
  51. package/dist/_skills/nodetool-custom-node-developer/SKILL.md +294 -0
  52. package/dist/_skills/nodetool-deployment/SKILL.md +195 -0
  53. package/dist/_skills/nodetool-js-scripting/SKILL.md +223 -0
  54. package/dist/_skills/nodetool-model-provider-config/SKILL.md +348 -0
  55. package/dist/_skills/nodetool-rag-indexing/SKILL.md +153 -0
  56. package/dist/_skills/nodetool-sketch/SKILL.md +138 -0
  57. package/dist/_skills/nodetool-skill-author/SKILL.md +125 -0
  58. package/dist/_skills/nodetool-troubleshooter/SKILL.md +370 -0
  59. package/dist/_skills/nodetool-video-post/SKILL.md +149 -0
  60. package/dist/_skills/nodetool-workflow-builder/SKILL.md +295 -0
  61. package/dist/_skills/product-commercial/SKILL.md +132 -0
  62. package/dist/_skills/qwen-image-prompting/SKILL.md +122 -0
  63. package/dist/_skills/script-video/SKILL.md +106 -0
  64. package/dist/_skills/seedance-2-prompting/SKILL.md +194 -0
  65. package/dist/_skills/seedream-prompting/SKILL.md +117 -0
  66. package/dist/_skills/short-film/SKILL.md +123 -0
  67. package/dist/_skills/stable-audio-prompting/SKILL.md +130 -0
  68. package/dist/_skills/storyboard-core/SKILL.md +716 -0
  69. package/dist/_skills/timeline-edit-ops/SKILL.md +736 -0
  70. package/dist/_skills/trailer-template/SKILL.md +291 -0
  71. package/dist/_skills/ugc-video/SKILL.md +186 -0
  72. package/dist/_skills/veo-3-prompting/SKILL.md +140 -0
  73. package/dist/_skills/video-audio-continuity/SKILL.md +90 -0
  74. package/dist/_skills/video-clone/SKILL.md +96 -0
  75. package/dist/_skills/video-workflow/SKILL.md +119 -0
  76. package/dist/_skills/wan-2-6-prompting/SKILL.md +107 -0
  77. package/dist/app-build/bridge.d.ts.map +1 -1
  78. package/dist/app-build/bridge.js +44 -17
  79. package/dist/app-build/bridge.js.map +1 -1
  80. package/dist/capabilities/apps.d.ts.map +1 -1
  81. package/dist/capabilities/apps.js +55 -13
  82. package/dist/capabilities/apps.js.map +1 -1
  83. package/dist/capabilities/apps.specs.d.ts.map +1 -1
  84. package/dist/capabilities/apps.specs.js +5 -3
  85. package/dist/capabilities/apps.specs.js.map +1 -1
  86. package/dist/capabilities/game-asset-browser.d.ts.map +1 -1
  87. package/dist/capabilities/game-asset-browser.js +6 -1
  88. package/dist/capabilities/game-asset-browser.js.map +1 -1
  89. package/dist/capabilities/game.d.ts +1 -1
  90. package/dist/capabilities/game.d.ts.map +1 -1
  91. package/dist/capabilities/game.js +71 -56
  92. package/dist/capabilities/game.js.map +1 -1
  93. package/dist/capabilities/game.specs.js +1 -1
  94. package/dist/capabilities/game.specs.js.map +1 -1
  95. package/dist/capabilities/game3d.d.ts.map +1 -1
  96. package/dist/capabilities/game3d.js +14 -19
  97. package/dist/capabilities/game3d.js.map +1 -1
  98. package/dist/capabilities/gameAssertions.d.ts +52 -0
  99. package/dist/capabilities/gameAssertions.d.ts.map +1 -0
  100. package/dist/capabilities/gameAssertions.js +32 -0
  101. package/dist/capabilities/gameAssertions.js.map +1 -0
  102. package/dist/capabilities/models.d.ts.map +1 -1
  103. package/dist/capabilities/models.js +9 -0
  104. package/dist/capabilities/models.js.map +1 -1
  105. package/dist/capabilities/storyboards.d.ts.map +1 -1
  106. package/dist/capabilities/storyboards.js +36 -11
  107. package/dist/capabilities/storyboards.js.map +1 -1
  108. package/dist/capabilities/storyboards.specs.d.ts.map +1 -1
  109. package/dist/capabilities/storyboards.specs.js +11 -1
  110. package/dist/capabilities/storyboards.specs.js.map +1 -1
  111. package/dist/capabilities/workflows.d.ts.map +1 -1
  112. package/dist/capabilities/workflows.js +1 -0
  113. package/dist/capabilities/workflows.js.map +1 -1
  114. package/dist/capabilities/workflows.specs.d.ts.map +1 -1
  115. package/dist/capabilities/workflows.specs.js +4 -3
  116. package/dist/capabilities/workflows.specs.js.map +1 -1
  117. package/dist/evals/surfaces/game.d.ts.map +1 -1
  118. package/dist/evals/surfaces/game.js +29 -1
  119. package/dist/evals/surfaces/game.js.map +1 -1
  120. package/dist/game-authoring.d.ts +120 -0
  121. package/dist/game-authoring.d.ts.map +1 -1
  122. package/dist/game-build-integrity.d.ts +12 -0
  123. package/dist/game-build-integrity.d.ts.map +1 -0
  124. package/dist/game-build-integrity.js +78 -0
  125. package/dist/game-build-integrity.js.map +1 -0
  126. package/dist/game-examples.d.ts +44 -3
  127. package/dist/game-examples.d.ts.map +1 -1
  128. package/dist/game-examples.js +60 -10
  129. package/dist/game-examples.js.map +1 -1
  130. package/dist/system-skills.d.ts +1 -1
  131. package/dist/system-skills.js +1 -1
  132. package/dist/tools/builtin-tools.d.ts.map +1 -1
  133. package/dist/tools/builtin-tools.js +2 -0
  134. package/dist/tools/builtin-tools.js.map +1 -1
  135. package/package.json +19 -19
@@ -0,0 +1,185 @@
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+ ---
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+ name: color-motion
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+ description: Choose and animate colour on a NodeTool timeline, including shape and text gradients, colour grades, 3D LUTs, and dither. Use when building a look, matching shots, animating colour, or fixing muddy, washed-out, or banded frames.
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+ ---
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+
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+ # Colour in Motion → palettes, grades and what can move
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+
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+ Choose colours for shapes and type, then grade the picture around them. Authored
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+ colours, gradient stops, and effect fields can move through animation style
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+ tracks as well as the preset grade channels.
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+
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+ `timeline-edit-ops` carries the op contract for the calls named here.
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+ `motion-direction` decides whether colour is one of the channels this piece
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+ moves at all.
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+
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+ ## Build a restrained palette
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+
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+ One primary, one accent, two or three neutrals. Get depth from lightness and
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+ chroma, not from more hues — extra hues fight for attention and read as amateur.
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+
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+ Reason in OKLCH while you choose (`oklch(L C H)`: perceptual lightness, chroma,
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+ hue angle) because holding L and C while rotating H gives hues of equal visual
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+ weight, which HSL cannot do. Prefer hex in the document for static colours;
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+ the shared parser also accepts named, RGB, and HSL colours in style tracks.
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+
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+ On dark plates make the accent pop with high lightness and moderate chroma rather
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+ than maximum saturation. A blown-out saturated accent vibrates on black.
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+
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+ Tint the neutrals a little toward the primary hue. Pure grey next to coloured
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+ elements reads as disconnected.
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+
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+ ## Where colour lives
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+
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+ | Surface | Field |
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+ |---|---|
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+ | Text | `textStyle.color`, plus `stroke.color`, `shadow.color`, `background.color` |
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+ | Text, gradient | `textStyle.fill` — wins over `color` when set |
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+ | Shape | `shapeStyle.fill` and `stroke`, or `shapeStyle.fillStyle` for a gradient |
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+ | Captions | `captionStyle.color`, `activeColor`, `outline`, `background` |
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+ | Transition | `set_transition` `dipToColor` `color` |
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+ | Picture | `set_effects` — `color`, `curves`, `levels`, `liftGammaGain`, `lut`, `stylize`, `generator` |
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+
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+ A gradient fill is `{type: "linear", angle, stops}`, `{type: "radial", stops}` or
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+ `{type: "solid", color}`. Stop offsets are 0..1, so a fill is independent of the
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+ shape's size:
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+
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+ ```json
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+ {"op": "add_shape_clip", "shape": {"kind": "rect", "x": 0, "y": 0,
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+ "width": 1, "height": 1,
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+ "fillStyle": {"type": "linear", "angle": 90, "stops": [
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+ {"offset": 0, "color": "#0b0f1a"}, {"offset": 1, "color": "#1b2440"}]}}}
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+ ```
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+
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+ ## Move authored colour and the grade
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+
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+ Use `styleTracks` on a stored animation to interpolate authored colours or
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+ gradient fields. Supported targets include `text.color`, `shape.fill`,
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+ `shape.stroke`, `text.fill.angle`, `text.fill.stops.0.color`,
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+ `shape.fillStyle.angle`, and `shape.fillStyle.stops.0.color` or `.offset`.
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+ The target must name a field the clip already has. `text.color` is hidden by a
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+ text gradient; `shape.fill` is hidden by `shapeStyle.fillStyle`. Colour
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+ keyframes accept supported CSS colours, including hex, RGB, HSL, and names.
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+ Effect color tracks can address `effect.<effect-id>.colorA` or `.colorB` on
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+ generators, and `.color` on drop shadow, chroma key, or the color-using stylize
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+ modes: `lightRays`, `lensFlare`, `innerShadow`, `innerGlow`, `edgeHighlight`,
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+ and `lightLeakOverlay`. The glow renderer does not use `glow.color`.
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+ The field must already exist on the effect. A string field such as `mode` is
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+ not a color target.
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+
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+ For a document with a text gradient, this animation moves its first stop:
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+
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+ ```json
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+ {"id": "colour-shift", "role": "in", "preset": "fade", "durationMs": 600,
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+ "styleTracks": [{"target": "text.fill.stops.0.color", "keyframes": [
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+ {"t": 0, "value": "#8bd5ff"}, {"t": 1, "value": "#ffffff"}]}]}
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+ ```
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+
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+ `edit_timeline`'s `animate_clip` input does not accept `styleTracks`; it
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+ discards that field. Author these animations in the whole document through
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+ `set_timeline_document`, which validates before writing and snapshots the
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+ previous document. See `timeline-edit-ops` for that call's contract. For a
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+ targeted edit through `animate_clip`, use numeric grade presets or custom
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+ curves. Three useful approaches:
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+
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+ 1. **Animate the grade channels.** `hue` (degrees, adds), `saturation` (0..4,
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+ multiplies), `brightness` (−1..1, adds), `contrast` (0..4, multiplies),
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+ `temperature` and `tint` (−1..1, add) are all animatable properties. A
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+ `custom` curve on `saturation` from 0 to 1 is a colour bloom; `colorFade` is
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+ that as a preset, and `hueShift` is a full wheel per `loop` cycle.
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+ 2. **Animate a style track.** Move a shape or text colour, or a gradient stop,
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+ when the clip already carries that style.
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+ 3. **Cross-fade two clips.** Overlap two shapes with different fills when the
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+ change also needs a distinct texture or layout.
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+
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+ Interpolating hue by rotation is not the same as interpolating between two
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+ colours: `hue` takes the wheel's path, so blue to amber travels through green
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+ unless you go the other way with a negative value.
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+
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+ ## Grade the picture
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+
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+ `set_effects` replaces the whole chain. Spatial, stylize, generator, and LUT
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+ steps follow list order. The renderer aggregates legacy colour and blur fields
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+ into later passes, so reordering two `color` effects does not create two
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+ separate grades. Use a separate adjustment clip for a shared look that must
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+ follow individual shot corrections.
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+
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+ Choose adjustments in this order, then judge the final render:
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+
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+ 1. `levels` — set the black and white points first.
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+ 2. `color` with `brightness`, `temperature` and `tint` — exposure and cast.
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+ 3. `curves` or `color` `contrast` — the tonal range.
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+ 4. `color` `saturation` and `hue` — midtone colour.
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+ 5. `liftGammaGain` — separate shadow and highlight colour. Keep it subtle.
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+ 6. `lut` — paste the contents of a 3D `.cube` table into `cube` and set
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+ `intensity` for the mix. 1D tables are refused. A LUT's domain and table
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+ values may extend outside 0..1; the renderer clamps the final colour after
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+ interpolation.
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+ 7. `vignette`, and any `glow`, to finish the look.
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+
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+ Neutral values are the identity: `brightness` 0, `contrast` 1, `saturation` 1,
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+ `hue` 0, `gamma` 1, `lift` `[0,0,0]`, `gain` `[1,1,1]`. A `lut` effect requires
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+ the complete `.cube` text.
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+
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+ Grade every shot in a sequence the same way, or they will not cut together. When
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+ one shot needs its own correction, correct it toward the others first and apply
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+ the shared look after.
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+
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+ ## Check the grade on frames and in motion
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+
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+ `preview_timeline_frame` uses Canvas 2D pixel passes for the supported effect
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+ chain, including colour grading, LUTs, stylize modes, generators, and dither.
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+ Compare a frame at the same timecode with the GPU render when judging a subtle
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+ effect or a translucent edge. A missing scratch surface appears in the frame's
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+ `degraded` report. The frame lists unsupported effect types in
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+ `effects_not_applied`; `validate_timeline` reports them as `unknown_effect`.
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+
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+ Compositing blends stored encoded-sRGB channel values. It does not linearize
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+ them before combining layers. Judge a 50% blend by that output, rather than
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+ expecting a linear-light midpoint.
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+
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+ ## Contrast and legibility
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+
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+ `validate_timeline` reports `text_illegible` for type under 2.5% of frame height
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+ or under a 3:1 contrast ratio against its own `background` plate or a full-frame
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+ shape behind it. The check refuses to guess: a colour it cannot parse, a
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+ translucent plate, gradient-filled type or a backdrop it cannot prove is behind
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+ the text produces **no finding at all**. A silent pass is not a pass — look at
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+ the frame.
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+
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+ Three fixes, cheapest first: a `background` scrim on the text style, a `stroke`
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+ under the glyphs, or a shape clip at 40–60% black between the picture and the
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+ text. The scrim goes on a track index between them, because the lowest index
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+ draws on top.
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+
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+ ## Banding and muddy midpoints
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+
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+ A wide gradient across a dark frame can band. Add
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+ `{"type":"stylize","mode":"dither","amount":1,"seed":4}`
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+ after the gradient, with a fixed seed for repeatable frames. Dither reduces
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+ visible 8-bit steps; it cannot recover precision already lost in source media
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+ or guarantee that a video encoder keeps the noise. You can also shorten the
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+ gradient span or bring its stops closer in lightness. A `generator` effect with
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+ `mode: "noise"` or `"fractal"` makes a visible texture when that is the look,
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+ not just a banding fix.
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+
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+ A gradient that reads grey in the middle has stops that pass through low chroma.
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+ Add a third stop at the midpoint, chosen with its chroma held up, rather than
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+ trusting the two-stop path.
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+
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+ ## Colour as a motion channel
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+
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+ Colour carries the same three-layer ranking motion does. The hero can hold the
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+ only saturated accent in the frame while the bed sits desaturated under a `color`
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+ effect at `saturation` 0.6 — a hierarchy the eye reads before any movement
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+ starts. A `flash` emphasis (a brightness spike) is the loudest colour event
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+ available; one per piece.
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+
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+ ## Before you finish
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+
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+ - One primary, one accent, two or three neutrals, neutrals tinted toward the
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+ primary.
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+ - Static colours written in supported CSS syntax, preferably hex.
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+ - The effect chain in grading order, and the same look on every shot in the cut.
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+ - The look checked on preview frames and a rendered segment.
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+ - Text legible over its actual backdrop, checked by looking.
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+ ---
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+ name: commercial-beat-sheet
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+ description: Write a shootable, precisely timed commercial beat sheet and store it as a NodeTool storyboard, with a consistent entity roster behind every shot. Use when someone needs ad structure — hooks, beats, timecodes, VO — rather than a finished render.
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+ ---
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+
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+ Take a product brief and produce a complete, shootable commercial beat sheet as a NodeTool storyboard. Call the storyboard and entity capabilities directly; build no workflow.
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+
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+ This skill is the ad's structure. Pair it with a job skill for the look: `product-commercial` for a polished product film, `ugc-video` for a phone-shot creator ad. A product page URL that should end as a finished cut is `launch-commercial`; a sound-off animated ad built from the product's real screenshots is `motion-ad`.
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+
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+ ---
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+
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+ ## Role
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+
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+ Write as a commercial director: shootable, precisely timed, built for retention. The first 3 seconds matter most. Escalate one problem. Demonstrate mechanisms, not benefits. Close every loop you open. Never invent brand facts — write `[CLIENT INPUT NEEDED]` instead. Obey the runtime budget on every word. Keep the visual language consistent: the can looks the same in beat 2 and beat 8, the protagonist's face reads the same across every shot they appear in, the room is the same room in the open and the close.
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+
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+ ---
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+
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+ ## Entities (production consistency)
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+
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+ Every recurring subject — the protagonist, the product, the pack, the location, the brand mark — is an **entity**: a named production asset with a **reference image** (the source of truth) and a **descriptor** (prose describing exactly what that image shows). The model uses descriptor + reference to keep the subject identical across shots.
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+
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+ | Kind | Use for | Extra fields |
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+ | --- | --- | --- |
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+ | `character` | Anyone appearing in two or more shots | `voice_id` for VO casting |
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+ | `location` | The recurring environment | — |
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+ | `style` | A look that must hold across shots | `palette` (hex), `lora` |
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+ | `prop` | The product, the pack, the hero object | — |
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+
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+ Never generate a storyboard before the roster is resolved. Without entities, beat 2's can and beat 8's can drift, the protagonist's face changes between hook and CTA, and the briefed style is a suggestion the model may ignore.
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+
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+ **Headless tool names.** `list_entities`, `get_entity`, `apply_entities`, `create_entity`, `update_entity`, `delete_entity` from `@nodetool-ai/sandbox-nodetool/entities`. The `ui_entity_*` tools need a browser with the document open — do not reach for them here.
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+
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+ **Ids.** `create_entity` returns `{entity}`; an entity's id **is the asset id you passed in**. Do not read `.id` off the result.
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+
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+ **Which entities a shot's prompt receives.** The render does not send the whole roster to every shot. Per shot it applies the style and location entities always, plus every character and prop whose **name appears in the shot's text** (`action`, `motion`, `dialogue`, `narration`, `slug`, case-insensitive). That is why the shot text names entities in plain words — `[Protagonist]` works because the word is there, `@Protagonist` or a pronoun does not. To override the match, `add_shot` / `update_shot` take an explicit `entity_ids` list for that shot, and then only those apply.
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+
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+ ---
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+
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+ ## Tool contract
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+
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+ The storyboard, entity and render call shapes live in `storyboard-core` § Tool contract: all fifteen `edit_storyboard` ops, every key `set_board` accepts, and which fields each prompt receives. `load_skill` it before the first board call. `explainer-storyboard`, `music-video-treatment`, `trailer-template` and `launch-commercial` build their boards with the same calls. What this skill relies on:
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+
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+ - `create_storyboard` returns the id as `storyboard_id` (and as `id`). `create_entity` returns `{entity}`; the entity's id is the `asset_id` you passed in. `nodetool.media.generateImage` returns `.asset_id`.
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+ - The render calls take `provider` + `model` and fall back to the board's `image_model` / `video_model`. With neither, the call fails and says so. It never picks one.
45
+ - `render_storyboard_clips` sends the shot's `duration_seconds`, and the model snaps it to the lengths it offers. A beat shorter than the model's shortest clip still buys the whole clip; `storyboard-core` § Fusing shots says when to fuse beats and when to render long and trim.
46
+ - **What the model reads.** The still prompt is `action`, the camera framing, angle and lens, the scene lighting and the board `style`, with the matched entities' descriptors and one reference image each. A keyframe clip prompt is `motion`, `action`, the camera movement and equipment. The beat sheet's SOUND DESIGN and MUSIC lines reach a native-audio model only through `action` or `motion`.
47
+ - **The chosen model line has its own prompting skill.** `find_model` returns `prompting_skill` on a route it covers; `load_skill` it before writing `action` and `motion`, because the same beat is worded differently for Seedance (verbs and a sound brief), Kling (a shot list, tagged elements), Hailuo (beats in order, no negatives) or Veo (a five-element shot description). The image line for the stills has one too.
48
+
49
+ ---
50
+
51
+ ## Brief (collect from the user, never invent)
52
+
53
+ ```text
54
+ PRODUCT / SERVICE:
55
+ BRAND: [name + 3 personality traits]
56
+ CATEGORY:
57
+ TARGET AUDIENCE:
58
+ CORE PAIN:
59
+ USP:
60
+ PROOF ASSETS:
61
+ CTA:
62
+ TOTAL RUNTIME: [15s / 30s / 60s / 90s / 180s, or the user's own]
63
+ PLATFORM:
64
+ TONE:
65
+ ENTITIES: [characters / locations / props / style]
66
+ MANDATORIES:
67
+ FORBIDDEN:
68
+ ```
69
+
70
+ A fact that cannot be known is `[CLIENT INPUT NEEDED]` in the storyboard, never a guess.
71
+
72
+ ---
73
+
74
+ ## Entity discovery (between brief and beat sheet)
75
+
76
+ Three sources, in priority order:
77
+
78
+ 1. **User-provided** — use verbatim, do not regenerate.
79
+ 2. **Existing in the library** — `await list_entities({})` before creating anything. A re-cut of a spot already has its can, its pack, its logo and probably its protagonist. Reuse is almost always what the user wants.
80
+ 3. **Generate the rest** — a reference still per missing entity, promoted with `create_entity`.
81
+
82
+ **Style first, always.** Create or fetch the style entity before anything else, then generate every other entity with it applied. Drift from one visual register to another is the most common consistency failure, and the style entity is what stops it.
83
+
84
+ ```js
85
+ import { create_entity } from "@nodetool-ai/sandbox-nodetool/entities";
86
+ import { apply_entities } from "@nodetool-ai/sandbox-nodetool/entities";
87
+
88
+ const seasoned = styleId
89
+ ? await apply_entities({ text: "<the entity, on a neutral background>", entity_ids: [styleId] })
90
+ : { prompt: "<the entity, on a neutral background>" };
91
+
92
+ const still = await nodetool.media.generateImage(
93
+ seasoned.prompt,
94
+ await nodetool.models.pick("text_to_image")
95
+ );
96
+
97
+ await create_entity({
98
+ asset_id: still.asset_id,
99
+ kind: "character" | "location" | "style" | "prop",
100
+ name: "<Entity Name>",
101
+ descriptor: "<one to two dense sentences describing the reference image>",
102
+ description: "<longer notes for future shots>",
103
+ tags: ["brand", "..."],
104
+ palette: null, // style only: ["#000000", "#00f0ff", ...]
105
+ lora: null
106
+ });
107
+ const entityId = still.asset_id; // the entity IS its asset
108
+ ```
109
+
110
+ **The descriptor is the most important field** — it is injected into every prompt that names the entity. Write it as a visual specification:
111
+
112
+ - **Character** — age range, build, hair, skin, distinguishing features, signature wardrobe. "Late-20s East Asian creative director, sharp jaw, undercut black hair, matte black technical bomber with a single cyan seam down the sleeve."
113
+ - **Location** — layout, materials, lighting, signature features. "Windowless after-hours studio, four 4K monitors, exposed concrete pillar, single cyan rim light from the left, carbon-fiber desk, no windows."
114
+ - **Prop** — exact geometry, materials, branding marks, condition. "Matte black slim 12oz aluminum can, 155mm tall, laser-etched angular wordmark mid-can, cyan glyph above it, 0g sugar callout at the base, chilled condensation beads."
115
+ - **Style** — medium, palette, lighting, lens signature. "Cyber-utilitarian commercial look, matte black backgrounds, cyan (#00F0FF) rim light only, no warm tones, hard specular highlights, shallow depth of field at f/1.8."
116
+
117
+ A 30s spot usually needs 4–6 entities: 1 style, 1–2 characters, 0–1 location, 1–2 props. A 15s spot may need 3. More than 8 is over-engineered.
118
+
119
+ Show the roster before drafting beats. Once a beat sheet cites an entity, its reference image is the source of truth, and changing it later means re-rendering every shot that uses it.
120
+
121
+ ---
122
+
123
+ ## Beat budget
124
+
125
+ Compute timecodes from the runtime, rounded to the nearest 0.5s.
126
+
127
+ | Beat | % of runtime |
128
+ | --- | --- |
129
+ | **Hook** | 0–4% |
130
+ | **Brand landing** | 4–10% |
131
+ | **Problem** | 10–30% |
132
+ | **Solution / USP** | 30–55% |
133
+ | **Proof** | 55–72% |
134
+ | **CTA** | 72–85% |
135
+ | **Reiteration** | 85–93% |
136
+ | **Closing** | 93–100% |
137
+
138
+ Pattern interrupts at every 5s boundary and at 25%, 50%, 75%. Total VO ≤ `runtime × 2.5` words. One deliberate silence immediately before the CTA.
139
+
140
+ ---
141
+
142
+ ## Deliverables, in order
143
+
144
+ 1. **Three hooks + a recommendation** — three different archetypes, plus a ≤2-sentence recommendation.
145
+ 2. **The full beat sheet** — every beat in the block format below.
146
+ 3. **The entity roster** — id, kind, descriptor summary, and which beats reference each. This is the audit trail for visual consistency.
147
+
148
+ ---
149
+
150
+ ## Hook format
151
+
152
+ ```text
153
+ ARCHETYPE: <one of the 8>
154
+ 0:00–0:03: <shot by shot, max 3 shots>
155
+ LOOP OPENED: <the question this forces the viewer to answer>
156
+ SCROLL-STOP REASON: <why a thumb stops>
157
+ RISK: <what could feel off or alienating>
158
+ ENTITIES REFERENCED: <entity names visible in the hook>
159
+ ```
160
+
161
+ **Archetypes** — pick three that are not the category default: Cold Contradiction · In Media Res Failure · Cost Reveal · Visual Impossibility · Interrupted Confession · Result First · Anti-Ad · Ticking Clock.
162
+
163
+ **Hook rules.** Start mid-action; no fade, logo, or establishing shot. The brand appears no earlier than 0:03 and never in the hook. One idea per hook. Visuals work muted, audio works without visuals. If the first three seconds would work for a competitor, rewrite.
164
+
165
+ ---
166
+
167
+ ## Beat sheet format
168
+
169
+ ```text
170
+ ─────────────────────────────────────
171
+ BEAT [#] — [NAME]
172
+ TIMECODE: 0:00–0:00 (0.0s)
173
+ DRAMATURGIC JOB: [one line]
174
+
175
+ SHOT 1
176
+ FRAMING:
177
+ VISUAL:
178
+ ACTION:
179
+ ENTITIES: [entity names visible in this shot]
180
+ SHOT 2 ...
181
+
182
+ VOICE-OVER: "[verbatim, max 2.5 words/sec]"
183
+ DIALOGUE: "[verbatim]"
184
+ ON-SCREEN TEXT: [exact wording, max 5 words]
185
+ SOUND DESIGN:
186
+ MUSIC:
187
+ TRANSITION OUT:
188
+
189
+ WHY IT HOLDS: [one sentence]
190
+ ─────────────────────────────────────
191
+ ```
192
+
193
+ The `ENTITIES:` line is the consistency contract: every entity named must exist in the roster, and every one must be applied to that shot's generation prompt.
194
+
195
+ ---
196
+
197
+ ## Craft rules
198
+
199
+ * Demonstrate mechanisms instead of claiming benefits.
200
+ * Concrete numbers and behavior over adjectives.
201
+ * One idea per shot.
202
+ * Verbs in VO, nouns on screen. Never duplicate.
203
+ * Escalate one problem. Never list multiple pains.
204
+ * Proof sits immediately after the claim it validates.
205
+ * One CTA only.
206
+ * The closing line pays off, ideally echoes, the hook.
207
+ * **Every shot's prompt applies every entity visible in that shot.**
208
+
209
+ ---
210
+
211
+ ## Execution
212
+
213
+ ### 1. Collect the brief
214
+
215
+ Ask for any missing required field. Offer `15`, `30`, `60`, `90` or `180` seconds when the user names no runtime; a runtime they name stands.
216
+
217
+ ### 2. Resolve the entity roster
218
+
219
+ A hard gate — do not move on until it is complete. Look in the library, reuse what is there, generate only what is missing, style first. Show the roster.
220
+
221
+ ### 3. Compute the beat budget
222
+
223
+ Timecodes rounded to 0.5s; mark every 5s boundary and 25/50/75% as pattern-interrupt points.
224
+
225
+ ### 4. Draft three hooks
226
+
227
+ Three different archetypes, each in the hook format. Recommend one in ≤2 sentences.
228
+
229
+ ### 5. Draft the full beat sheet
230
+
231
+ For the chosen hook, every beat in the block format, matching step 3's timecodes, with a pattern interrupt on every flagged timecode, one deliberate silence before the CTA, and a closing line that echoes the hook.
232
+
233
+ ### 6. Create the storyboard
234
+
235
+ ```js
236
+ import { create_storyboard, edit_storyboard } from "@nodetool-ai/sandbox-nodetool/storyboards";
237
+
238
+ const board = await create_storyboard({
239
+ name: `${brand} — ${product} (${runtime}s)`,
240
+ brief: fullBriefIncludingEntities,
241
+ style: oneLineToneSummary,
242
+ aspect_ratio: aspectFromPlatform // the PLATFORM field; 9:16 for vertical feeds, 16:9 otherwise
243
+ });
244
+ const boardId = board.storyboard_id;
245
+ ```
246
+
247
+ ### 7. Attach the roster and the models
248
+
249
+ The roster goes on `set_board`, and so do the board's default models — resolve them with `find_model` now so every later render call has a default, and read each result's `prompting_skill` before step 8.
250
+
251
+ ```js
252
+ const stills = await find_model({ capability: "text_to_image" });
253
+ const clips = await find_model({ capability: "image_to_video" });
254
+ // .ref is {type, provider, id, name} — the object the board and the render read.
255
+ // .prompting_skill names the guide to load before writing shot text.
256
+ await edit_storyboard({
257
+ storyboard_id: boardId,
258
+ ops: [{ op: "set_board", entity_ids: roster,
259
+ image_model: stills.ref, video_model: clips.ref }]
260
+ });
261
+ ```
262
+
263
+ The render pipeline reads that list and applies, per shot, the style and location entities plus every entity named in the shot's text (see § Entities), so you do not pass them again.
264
+
265
+ ### 8. Add one shot per beat
266
+
267
+ ```js
268
+ await edit_storyboard({
269
+ storyboard_id: boardId,
270
+ ops: [{
271
+ op: "add_shot",
272
+ action: "<DRAMATURGIC JOB> — <shot summary, entity names in brackets>",
273
+ camera: { framing: "...", lens: "...", angle: "...", movement: "..." },
274
+ motion: "<what moves, how>",
275
+ duration_seconds: <beat length, rounded to 0.5>
276
+ }]
277
+ });
278
+ ```
279
+
280
+ `action` is the board's first-class content: pack the dramaturgic job, the shots, VO and on-screen text into one dense line under 400 characters, naming entities in brackets.
281
+
282
+ ```
283
+ HOOK (0:00–0:01.5): In media res failure. ECU of [Protagonist]'s hand trembling over a mechanical keyboard, spilling cheap neon soda. Text: YOUR ENERGY IS BROKEN.
284
+ ```
285
+
286
+ Write `action` and `motion` the way the chosen model line's prompting skill says (the `prompting_skill` that `find_model` returned in step 7). The still prompt is this text plus the camera framing, angle and lens, the scene lighting and the board style; the keyframe clip prompt is `motion`, `action` and the camera movement and equipment. Camera direction goes in `camera`, not repeated in `action`. Put the beat's sound design into `motion` when the video line writes native audio.
287
+
288
+ On-screen text in `action` is a note for the cut, not a render instruction: supers, captions and the CTA card go on as text clips after assembly (`caption-titles`), because a generator letters unreliably and the copy has to stay editable.
289
+
290
+ Set `render_mode` per shot: `"keyframe"` (default) where a subject must hold steady, `"direct"` for a heavy-motion shot where first-frame conditioning renders stiff.
291
+
292
+ ### 9. Season a prompt outside the board
293
+
294
+ The board's render pipeline applies its `entity_ids` automatically. For a test frame or an extra generated outside it, build the prompt the same way:
295
+
296
+ ```js
297
+ import { apply_entities } from "@nodetool-ai/sandbox-nodetool/entities";
298
+
299
+ const seasoned = await apply_entities({
300
+ text: shotAction, // keep the [Entity] names: name matching reads them
301
+ entity_ids: entityIdsForThisShot
302
+ });
303
+ // seasoned.prompt ends with a "Consistency references:" block;
304
+ // seasoned.reference_asset_ids are the images to pass as image inputs.
305
+ ```
306
+
307
+ ### 10. Render (only on request)
308
+
309
+ The default path stops at the planned board. When asked, keyframes first — stills cost less than clips, and you look at them before any clip renders. Report the shot count and models; no tool prices a render in advance:
310
+
311
+ ```js
312
+ import { render_storyboard_stills, render_storyboard_clips } from "@nodetool-ai/sandbox-nodetool/storyboards";
313
+
314
+ await render_storyboard_stills({ storyboard_id: boardId, provider, model });
315
+ ```
316
+
317
+ `provider` and `model` default to the board's `image_model` / `video_model` from step 7. With neither set nor passed, the render fails and says so — it never silently picks something. Pass them explicitly when one shot needs a different line than the board default.
318
+
319
+ A still that violates entity consistency (wrong face, wrong can, wrong look) is fixed at the **entity**: revise its reference and re-render every shot using it. Never paper over drift in one shot's prompt. A clip wrong where its keyframe was right is a **motion** problem: one `revise_storyboard_clip`.
320
+
321
+ ### 11. Assemble (only on request)
322
+
323
+ ```js
324
+ import { assemble_storyboard_timeline } from "@nodetool-ai/sandbox-nodetool/storyboards";
325
+
326
+ const timeline = await assemble_storyboard_timeline({
327
+ storyboard_id: boardId,
328
+ name: `${brand} — ${product} (${runtime}s) Cut`
329
+ });
330
+ ```
331
+
332
+ From here the normal timeline tools take over, and each has a skill: `timeline-edit-ops` for the op contract, `motion-graphics` for the build loop, `video-audio-continuity` before any clip renders if the spot's sound has to run across the beats, `beat-sync-editing` to put the cuts on the music bed and ramp the hit, `caption-titles` for the supers and the CTA card, `logo-reveal` for the end mark, and `color-motion` for the grade that makes the beats cut together. Load `motion-direction` first if the spot needs one motion language across every beat.
333
+
334
+ ---
335
+
336
+ ## When the user has no brand assets yet
337
+
338
+ If the brief is "an energy drink called WARP" with no logo, no can render and no protagonist photo, you still build the board. Entity discovery *is* the generation of those assets: the reference stills double as mood-board frames the client can sign off, and the descriptors you write become the brand guidelines the next production pass inherits.