arca-marketing-video 2.6.0 → 2.8.0

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package/package.json CHANGED
@@ -1,6 +1,6 @@
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  {
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  "name": "arca-marketing-video",
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- "version": "2.6.0",
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+ "version": "2.8.0",
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  "description": "Brand-driven short-form marketing content kit: four installable Claude Code skills (carousel generator, storyboard prompt, video prompt, shorts editor) plus a shared brand profile and assets. Run `npx arca-marketing-video` to install them into .claude/skills.",
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  "keywords": [
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  "skill",
@@ -54,8 +54,18 @@ Neither signal alone works:
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  - **Captions:** phrase blocks of 3-5 words, white with one accent color on keywords, ONE visible at a time. Hard-hide each before the next appears: clamp exit to `min(end+0.1, next.start-0.07)`, then `tl.set(opacity:0,visibility:hidden)`. Bottom third (~286px up).
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  - **Graphic chips:** glass pill + inline-SVG icon + short label, in the **lower-mid torso band (~y1170 of 1920)** — below the face, above the captions. "Over the people" is fine; over the face is not. One per beat, pop in / hold / pop out.
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  - **Zoom punch-ins:** scale the plate wrapper (base ~1.04) to ~1.10-1.14 on emphasis lines, ease back. Never scale below 1.0 (reveals letterbox edges). Cover-fit the plate.
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- - **SFX:** riser on the very first frame; soft whoosh on hard cuts / speaker changes; pop on each chip entrance. Keep dialogue front (SFX vol 0.25-0.35). Mixkit free SFX (`mixkit.co/free-sound-effects/<cat>/` `assets.mixkit.co/.../<id>-preview.mp3`) is a reliable no-key source.
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- - **Brand splash:** 3s end card (a still image — use `../_arca-marketing-assets/assets/final-cta.png`), brought in by a quick white flash + one signature SFX, with a subtle ken-burns zoom. Reserve that SFX for the splash only.
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+ - **SFX:** a curated set ships in `./sfx/` use these first (no download needed). Keep dialogue front (SFX vol 0.25-0.35); every `<audio>` needs an `id`. Mapping:
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+ | Role | File |
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+ | --- | --- |
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+ | Opening riser (first frame) | `./sfx/riser-high.mp3` |
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+ | Hard cut / speaker change | `./sfx/swoosh-high.mp3`, `./sfx/swoosh-low.mp3` |
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+ | Chip entrance / key reveal (pop) | `./sfx/ding.mp3` |
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+ | Brand-splash signature hit (reserve for splash only) | `./sfx/tiktok-boom-bling.mp3` |
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+ | Glitch / error beat | `./sfx/glitch.mp3` |
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+ | "Wrong"/mistake beat | `./sfx/wrong.mp3` |
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+ | Comedic deflation | `./sfx/sad-violin.mp3` |
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+ Need something not here? Mixkit free SFX (`mixkit.co/free-sound-effects/<cat>/` → `assets.mixkit.co/.../<id>-preview.mp3`) is a reliable no-key source.
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+ - **Brand splash:** 3s end card (a still image — use `../_arca-marketing-assets/assets/final-cta.png`), brought in by a quick white flash + the signature SFX (`./sfx/tiktok-boom-bling.mp3`), with a subtle ken-burns zoom. Reserve that SFX for the splash only.
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  ## Gotchas
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  | Symptom | Fix |
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  ## Files
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  - `./silence_cut.py` — silence ∪ word-gap cutter: `--src --audio --transcript --out [--cut-min 0.5]`.
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  - `./composition.template.html` — HyperFrames composition skeleton (plate, captions, chips, zooms, splash, SFX) with the load-bearing GSAP logic already wired.
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+ - `./sfx/` — bundled, ready-to-use SFX (riser, swooshes, ding, tiktok-boom-bling, glitch, wrong, sad-violin). See the SFX mapping above.
@@ -1,6 +1,6 @@
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  ---
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  name: video-prompt
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- description: Use when turning a storyboard into a finished vertical short-form video of any type (UGC, cinematic / movie-trailer, animation, product film, etc.). Handles both photographic storyboards (clean and use as start frames) and schematic / annotated plans (do NOT upscale 1:1 — rebuild patterned to them using Wyren clips for live footage + HyperFrames for on-screen graphics). Drives the Wyren MCP — picks image/video models and resolutions, forces phone-camera realism on the start frames (so they don't look like stock/AI photos), generates multi-angle coverage so the edit can cut fast like real UGC, optimizes the TikTok first 5 seconds, and keeps character faces consistent across shots. Triggers on "make the video from this storyboard", "generate the short", "render the clips". Part of the arca-marketing-video kit.
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+ description: Use when turning a storyboard into a finished vertical short-form video of any type (UGC, cinematic / movie-trailer, animation, product film, etc.). Handles both photographic storyboards (clean and use as start frames) and schematic / annotated plans (do NOT upscale 1:1 — rebuild patterned to them with Wyren clips, with any on-screen UI/screens generated diegetically in the footage, never composited as text/UI overlays). Drives the Wyren MCP — picks image/video models and resolutions, forces phone-camera realism on the start frames (so they don't look like stock/AI photos), generates multi-angle coverage so the edit can cut fast like real UGC, optimizes the TikTok first 5 seconds, and keeps character faces consistent across shots. Triggers on "make the video from this storyboard", "generate the short", "render the clips". Part of the arca-marketing-video kit.
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  ---
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  # Video Prompt
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  Use the storyboard as the PLAN, not as footage to copy. First classify it (see STORYBOARD
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  INTERPRETATION below): if the panels are photographic, clean them and use them as start frames; if
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  they are schematic / annotated mockups (panel numbers, notes boxes, drawn phone bezels, mock UI), do
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- NOT upscale or reproduce them 1:1 — rebuild the video patterned to them, using Wyren clips for the
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- live footage and HyperFrames for the on-screen graphics. You may generate clips separately and merge
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- them (Wyren or HyperFrames), or use video-model multishot — decide smartly.
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+ NOT upscale or reproduce them 1:1 — rebuild the video patterned to them with Wyren clips, realizing any
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+ on-screen UI / screens DIEGETICALLY inside the footage (never composited text/UI overlays see DO NOT
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+ COMPOSITE TEXT/UI GRAPHICS). You may generate clips separately and merge them, or use video-model
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+ multishot — decide smartly.
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  VIDEO TYPE SCOPE — read before applying the rules below.
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  This skill makes ANY video type. The LOOK follows the chosen VIDEO TYPE; the TikTok retention rules
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  - Generate the LIVE FOOTAGE with Wyren (people, faces, desk, reactions, real environment, camera
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  move) using the recurring character profile for face consistency and a fresh start frame
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  DESIGNED for that shot via image AI — not the schematic panel.
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- - Build the ON-SCREEN GRAPHICS with HyperFrames and composite them over the Wyren footage: UI
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- cards, data / deck mockups, split-desk labels, chips, checklists, route-map lines, captions,
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- progress arcs, a REC indicator, the logo anything that is a graphic, not live action.
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- - Match each panel's layout and intent (what graphic sits where, what the person is doing), but
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- realize it as real footage + clean motion graphics in the chosen VIDEO TYPE's look.
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+ - Realize any on-screen UI / data / screens the panel shows (a deck, a dashboard, sticky notes,
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+ a checklist, a route map, a "REC" indicator) as DIEGETIC parts of the scene — i.e. generate
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+ them INSIDE the Wyren clip as the real laptop/phone screen, real paper, or real props, framed
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+ so the text is small/partial/blurred and need not render perfectly. Do NOT composite them as
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+ floating graphics on top.
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+ - Match each panel's layout and intent (what's on screen, what the person is doing), realized as
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+ real in-scene footage in the chosen VIDEO TYPE's look.
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  WHO MAKES WHAT (schematic path):
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- - Wyren videoAI → live-action clips: people, faces, reactions, hands, environment, props, camera move.
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+ - Wyren videoAI → everything that appears in-frame: people, faces, reactions, hands, environment,
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+ props, camera move, AND any on-screen UI / data / screens (generated diegetically in the clip).
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  - Wyren imageAI → designed start frames and any photographic plates feeding the clips.
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- - HyperFrames → all overlay graphics, captions, chips, UI / data mockups, transitions, logo, splash,
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- composited on top of the clips (the same graphics layer the `shorts-editor` skill uses).
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- Keep diegetic vs overlay clear: a screen the actor really looks at can be a graphic comped onto the
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- device; floating captions / chips are HyperFrames overlays. Never bake storyboard annotations into the
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- video. If you are unsure which form the storyboard is, ask the user before generating.
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+ - HyperFrames → reserved for the EDIT stage (`shorts-editor`): spoken-word captions, brand splash /
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+ end card, and timing of zooms / SFX. Nothing else.
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+
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+ DO NOT COMPOSITE TEXT/UI GRAPHICS (hard rule):
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+ This skill (the video-generation stage) does NOT composite ANY overlay onto the footage. In particular,
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+ never recreate the storyboard's mock UI / data as floating overlays — no data/deck cards, dashboards,
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+ labels, callouts, checklists, route-map text, fake screens, or "REC"-style HUD text laid over the
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+ video. It looks fake and instantly kills the UGC feel. Any text or screen the viewer sees here must be
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+ DIEGETIC (filmed/generated as a real screen or prop inside the Wyren clip) or simply dropped — if a
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+ panel's mock UI can't be made diegetic, simplify or omit it.
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+ All overlays are decided later by the EDIT stage (`shorts-editor`): spoken-word captions, the brand
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+ splash, and its own engagement chips/graphics live there, on the editor's terms — not generated or
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+ composited in this stage.
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+
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+ If you are unsure which form the storyboard is, ask the user before generating.
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  CORE OUTPUT
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@@ -113,8 +127,8 @@ Step A — produce a start frame per shot (image model, `imageAI` node):
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  first frame.
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  - SCHEMATIC storyboard (path B): do NOT upscale the panel. Use image AI to DESIGN a new start frame
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  for that shot from the character profile + the panel's brief (scene, action, framing), so the frame
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- is real-looking footage, not a redraw of the mockup. The panel's mock UI becomes a HyperFrames
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- overlay later, not part of this start frame.
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+ is real-looking footage, not a redraw of the mockup. Any on-screen UI the panel shows is realized
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+ diegetically inside the clip (a real screen/prop), never composited as a text/graphic overlay.
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  PHONE-CAMERA REALISM FOR START FRAMES (UGC types — non-negotiable)
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  The #1 failure mode is a start frame that looks like a polished STOCK PHOTO or AI render (even soft
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  3. `validate_workflow` — resolve warnings with the user.
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  4. Estimate cost with `get_pricing` (chain mode) / `estimate_product_cost`; get the user's OK to spend.
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  5. `run_workflow` (`userConfirmed: true`), then poll `get_workflow_run_status` every 5s until terminal.
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- 6. Pull the clips with `get_node_outputs`.
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- 7. GRAPHICS PASS (HyperFrames) build the on-screen overlay graphics the storyboard calls for (UI/data
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- cards, chips, captions, checklists, route maps, logo, transitions) and composite them over the Wyren
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- clips. For a SCHEMATIC storyboard this pass is required (the mock UI in the panels lives here, not in
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- the footage). Hand off to the `shorts-editor` skill, which owns this HyperFrames graphics + master step.
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- 8. Merge the clips + graphics into the final cut.
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+ 6. Pull the clips with `get_node_outputs`. Any on-screen UI / data / screens were generated DIEGETICALLY
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+ inside the clips (see DO NOT COMPOSITE TEXT/UI GRAPHICS) there is no text-overlay pass here.
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+ 7. EDIT & FINISH hand the clips to the `shorts-editor` skill: fast-cut assembly, spoken-word CAPTIONS,
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+ brand splash / end card, zoom/SFX timing, and master. That is the ONLY place HyperFrames is used, and
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+ only for captions + splash + timing never to composite text/UI graphics onto the footage.
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  RECURRING CHARACTER CONSISTENCY (multishot / multi-clip)
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