dsh-hyperframes 0.9.1 → 0.9.2

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (837) hide show
  1. package/CHANGELOG.md +7 -1
  2. package/README.en.md +3 -1
  3. package/README.md +3 -1
  4. package/docs/USAGE.en.md +2 -2
  5. package/docs/USAGE.md +2 -2
  6. package/lib/client.js +60 -58
  7. package/lib/index.js +1 -1
  8. package/lib/media-templates.d.ts +3 -3
  9. package/lib/media-templates.js +1 -1
  10. package/package.json +4 -3
  11. package/plugin.json +5 -0
  12. package/skills/NOTICE.md +3 -0
  13. package/skills/UPSTREAM-LICENSE.txt +190 -0
  14. package/skills/UPSTREAM.json +355 -0
  15. package/skills/embedded-captions/SKILL.md +4 -277
  16. package/skills/faceless-explainer/SKILL.md +4 -231
  17. package/skills/figma/SKILL.md +34 -113
  18. package/skills/general-video/SKILL.md +4 -161
  19. package/skills/hyperframes/SKILL.md +52 -115
  20. package/skills/{hyperframes-creative → hyperframes/assets}/frame-presets/biennale-yellow/caption-skin.html +7 -8
  21. package/skills/{hyperframes-creative → hyperframes/assets}/frame-presets/blockframe/caption-skin.html +7 -8
  22. package/skills/{hyperframes-creative → hyperframes/assets}/frame-presets/blue-professional/caption-skin.html +7 -8
  23. package/skills/{hyperframes-creative → hyperframes/assets}/frame-presets/bold-poster/caption-skin.html +7 -8
  24. package/skills/{hyperframes-creative → hyperframes/assets}/frame-presets/broadside/caption-skin.html +7 -8
  25. package/skills/{hyperframes-creative → hyperframes/assets}/frame-presets/capsule/caption-skin.html +7 -8
  26. package/skills/{hyperframes-creative → hyperframes/assets}/frame-presets/cartesian/caption-skin.html +7 -8
  27. package/skills/{hyperframes-creative → hyperframes/assets}/frame-presets/cobalt-grid/caption-skin.html +7 -8
  28. package/skills/{hyperframes-creative → hyperframes/assets}/frame-presets/code-editorial/FRAME.md +2 -2
  29. package/skills/{hyperframes-creative → hyperframes/assets}/frame-presets/code-editorial/caption-skin.html +7 -8
  30. package/skills/{hyperframes-creative → hyperframes/assets}/frame-presets/coral/caption-skin.html +7 -8
  31. package/skills/{hyperframes-creative → hyperframes/assets}/frame-presets/creative-mode/caption-skin.html +7 -8
  32. package/skills/{hyperframes-creative → hyperframes/assets}/frame-presets/daisy-days/caption-skin.html +7 -8
  33. package/skills/{hyperframes-creative → hyperframes/assets}/frame-presets/editorial-forest/caption-skin.html +7 -8
  34. package/skills/hyperframes/references/captions.md +46 -0
  35. package/skills/hyperframes/references/film.md +48 -0
  36. package/skills/hyperframes/references/format.md +158 -0
  37. package/skills/hyperframes/references/look.md +69 -0
  38. package/skills/hyperframes/references/motion.md +95 -0
  39. package/skills/hyperframes/references/overlays.md +39 -0
  40. package/skills/hyperframes/references/plugin-installation.md +3 -3
  41. package/skills/hyperframes/references/review.md +51 -0
  42. package/skills/hyperframes/references/runtimes.md +69 -0
  43. package/skills/hyperframes/references/skill-lifecycle.md +28 -14
  44. package/skills/hyperframes/references/sound.md +43 -0
  45. package/skills/hyperframes/references/spec.md +76 -0
  46. package/skills/hyperframes/references/story.md +103 -0
  47. package/skills/hyperframes/references/storyboard-format.md +30 -22
  48. package/skills/hyperframes/references/storyboard.md +36 -0
  49. package/skills/hyperframes/references/types/3d.md +25 -0
  50. package/skills/hyperframes/references/types/character.md +20 -0
  51. package/skills/hyperframes/references/types/data.md +19 -0
  52. package/skills/hyperframes/references/types/explainer.md +34 -0
  53. package/skills/hyperframes/references/types/launch.md +41 -0
  54. package/skills/hyperframes/references/types/music.md +24 -0
  55. package/skills/hyperframes/references/types/vertical.md +23 -0
  56. package/skills/{motion-graphics/categories/maps → hyperframes/scripts}/bake-basemap.mjs +71 -20
  57. package/skills/hyperframes/scripts/lib/main-module.mjs +13 -0
  58. package/skills/hyperframes/scripts/lib/main-module.test.mjs +46 -0
  59. package/skills/{motion-graphics/grounding → hyperframes/scripts}/locate.mjs +1 -1
  60. package/skills/hyperframes/scripts/plugin-cli.mjs +4 -3
  61. package/skills/hyperframes/scripts/plugin-cli.test.mjs +5 -1
  62. package/skills/hyperframes-animation/SKILL.md +4 -82
  63. package/skills/hyperframes-audio/SKILL.md +4 -472
  64. package/skills/hyperframes-cli/SKILL.md +76 -158
  65. package/skills/hyperframes-cli/references/beats.md +3 -7
  66. package/skills/hyperframes-cli/references/cloud.md +4 -4
  67. package/skills/hyperframes-cli/references/cloudrun.md +2 -2
  68. package/skills/hyperframes-cli/references/conventions.md +17 -0
  69. package/skills/hyperframes-cli/references/doctor-browser.md +24 -1
  70. package/skills/hyperframes-cli/references/feedback.md +14 -0
  71. package/skills/hyperframes-cli/references/init-and-scaffold.md +13 -8
  72. package/skills/hyperframes-cli/references/lambda.md +6 -2
  73. package/skills/hyperframes-cli/references/lint-validate-inspect.md +34 -11
  74. package/skills/hyperframes-cli/references/preview-render.md +13 -4
  75. package/skills/hyperframes-cli/references/upgrade-info-misc.md +8 -0
  76. package/skills/hyperframes-core/SKILL.md +4 -94
  77. package/skills/hyperframes-creative/SKILL.md +4 -67
  78. package/skills/hyperframes-keyframes/SKILL.md +4 -258
  79. package/skills/hyperframes-registry/SKILL.md +37 -128
  80. package/skills/hyperframes-registry/references/discovery.md +2 -2
  81. package/skills/hyperframes-registry/references/search.md +67 -0
  82. package/skills/hyperframes-studio/SKILL.md +4 -71
  83. package/skills/media-use/SKILL.md +50 -88
  84. package/skills/media-use/audio/references/bgm.md +4 -2
  85. package/skills/media-use/audio/references/captions/authoring.md +1 -2
  86. package/skills/media-use/audio/references/captions/motion.md +5 -5
  87. package/skills/media-use/audio/references/requirements.md +7 -7
  88. package/skills/media-use/audio/references/sfx.md +20 -14
  89. package/skills/media-use/audio/references/transcribe.md +2 -2
  90. package/skills/media-use/audio/references/tts.md +26 -12
  91. package/skills/media-use/audio/scripts/audio.mjs +25 -17
  92. package/skills/media-use/audio/scripts/audio.test.mjs +121 -4
  93. package/skills/{hyperframes-audio → media-use/audio}/scripts/carve.mjs +2 -14
  94. package/skills/media-use/audio/scripts/gemini-pipeline.test.mjs +20 -2
  95. package/skills/media-use/audio/scripts/heygen-tts.mjs +3 -2
  96. package/skills/media-use/audio/scripts/heygen-tts.test.mjs +38 -0
  97. package/skills/media-use/audio/scripts/heygen-voice.mjs +98 -0
  98. package/skills/media-use/audio/scripts/heygen-voice.test.mjs +233 -0
  99. package/skills/media-use/audio/scripts/lib/bgm.mjs +8 -4
  100. package/skills/media-use/audio/scripts/lib/bgm.test.mjs +45 -1
  101. package/skills/media-use/audio/scripts/lib/heygen.mjs +100 -16
  102. package/skills/media-use/audio/scripts/lib/heygen.test.mjs +205 -16
  103. package/skills/media-use/audio/scripts/lib/main-module.mjs +13 -0
  104. package/skills/media-use/audio/scripts/lib/media-record.mjs +118 -0
  105. package/skills/media-use/audio/scripts/lib/media-record.test.mjs +224 -0
  106. package/skills/media-use/audio/scripts/lib/openverse.mjs +134 -0
  107. package/skills/media-use/audio/scripts/lib/python.mjs +19 -5
  108. package/skills/media-use/audio/scripts/lib/python.test.mjs +69 -1
  109. package/skills/media-use/audio/scripts/lib/sfx.mjs +141 -88
  110. package/skills/media-use/audio/scripts/lib/sfx.test.mjs +270 -8
  111. package/skills/media-use/audio/scripts/lib/tts.cleanup.test.mjs +175 -0
  112. package/skills/media-use/audio/scripts/lib/tts.mjs +28 -24
  113. package/skills/media-use/audio/scripts/lib/tts.test.mjs +74 -1
  114. package/skills/media-use/audio/scripts/wait-bgm.mjs +4 -0
  115. package/skills/media-use/audio/scripts/wait-bgm.test.mjs +44 -1
  116. package/skills/media-use/references/audio.md +2 -2
  117. package/skills/media-use/references/grading.md +5 -4
  118. package/skills/media-use/references/local.md +24 -0
  119. package/skills/media-use/references/media-treatments.md +5 -1
  120. package/skills/media-use/references/memory.md +10 -5
  121. package/skills/media-use/references/meta.md +17 -17
  122. package/skills/media-use/references/mixing.md +72 -0
  123. package/skills/media-use/references/operations.md +10 -8
  124. package/skills/media-use/references/resolve.md +1 -1
  125. package/skills/media-use/references/setup-providers.md +31 -17
  126. package/skills/media-use/scripts/compatibility.test.mjs +1 -56
  127. package/skills/media-use/scripts/lib/cutlist.mjs +9 -2
  128. package/skills/media-use/scripts/lib/duck.mjs +20 -3
  129. package/skills/media-use/scripts/lib/index-gen.mjs +2 -2
  130. package/skills/media-use/scripts/lib/manifest.mjs +85 -32
  131. package/skills/media-use/scripts/lib/prefs-store.mjs +47 -29
  132. package/skills/media-use/scripts/lib/recipe-store.mjs +7 -3
  133. package/skills/media-use/scripts/lib/telemetry.mjs +4 -1
  134. package/skills/media-use/scripts/lib/telemetry.test.mjs +73 -0
  135. package/skills/media-use/scripts/lib/words.mjs +1 -1
  136. package/skills/media-use/scripts/prefs.mjs +2 -3
  137. package/skills/media-use/scripts/recipe.mjs +1 -3
  138. package/skills/media-use/scripts/transcript-cut.mjs +23 -4
  139. package/skills/media-use/scripts/transcript-cut.test.mjs +224 -0
  140. package/skills/motion-graphics/SKILL.md +4 -172
  141. package/skills/music-to-video/SKILL.md +4 -204
  142. package/skills/pr-to-video/SKILL.md +4 -267
  143. package/skills/product-launch-video/SKILL.md +4 -258
  144. package/skills/remotion-to-hyperframes/SKILL.md +32 -115
  145. package/skills/remotion-to-hyperframes/assets/test-corpus/tier-1-title-card/hf-src/index.html +3 -0
  146. package/skills/remotion-to-hyperframes/assets/test-corpus/tier-2-multi-scene/hf-src/index.html +3 -0
  147. package/skills/remotion-to-hyperframes/assets/test-corpus/tier-3-data-driven/README.md +8 -7
  148. package/skills/remotion-to-hyperframes/assets/test-corpus/tier-3-data-driven/expected.json +3 -3
  149. package/skills/remotion-to-hyperframes/assets/test-corpus/tier-3-data-driven/hf-src/compositions/scene-1.html +6 -2
  150. package/skills/remotion-to-hyperframes/assets/test-corpus/tier-3-data-driven/hf-src/compositions/scene-2.html +3 -4
  151. package/skills/remotion-to-hyperframes/assets/test-corpus/tier-3-data-driven/hf-src/compositions/scene-3.html +2 -2
  152. package/skills/remotion-to-hyperframes/assets/test-corpus/tier-3-data-driven/hf-src/index.html +3 -0
  153. package/skills/remotion-to-hyperframes/references/api-map.md +41 -29
  154. package/skills/remotion-to-hyperframes/references/limitations.md +3 -3
  155. package/skills/remotion-to-hyperframes/references/lottie.md +21 -8
  156. package/skills/remotion-to-hyperframes/references/media.md +23 -6
  157. package/skills/remotion-to-hyperframes/references/timing.md +20 -8
  158. package/skills/remotion-to-hyperframes/scripts/tests/boxSizing.test.mjs +21 -0
  159. package/skills/slideshow/SKILL.md +42 -512
  160. package/skills/slideshow/references/standalone-harness.md +1 -1
  161. package/skills/talking-head-recut/SKILL.md +4 -1214
  162. package/skills/embedded-captions/CATALOG.md +0 -91
  163. package/skills/embedded-captions/assets/fonts/char-widths.json +0 -2211
  164. package/skills/embedded-captions/assets/strokefonts/HersheyScript1.svg +0 -242
  165. package/skills/embedded-captions/assets/strokefonts/HersheyScriptMed.svg +0 -242
  166. package/skills/embedded-captions/dna/README.md +0 -148
  167. package/skills/embedded-captions/dna/chrome.json +0 -68
  168. package/skills/embedded-captions/dna/cream.json +0 -69
  169. package/skills/embedded-captions/dna/documentary.json +0 -62
  170. package/skills/embedded-captions/dna/editorial.json +0 -70
  171. package/skills/embedded-captions/dna/glitch.json +0 -82
  172. package/skills/embedded-captions/dna/ink.json +0 -65
  173. package/skills/embedded-captions/dna/keynote.json +0 -62
  174. package/skills/embedded-captions/dna/loud.json +0 -75
  175. package/skills/embedded-captions/dna/neon.json +0 -58
  176. package/skills/embedded-captions/dna/velocity.json +0 -89
  177. package/skills/embedded-captions/modes/cinematic/README.md +0 -48
  178. package/skills/embedded-captions/modes/cinematic/_archive/champion/spec.md +0 -98
  179. package/skills/embedded-captions/modes/cinematic/_archive/champion/template.html +0 -188
  180. package/skills/embedded-captions/modes/cinematic/_archive/memory-wall/spec.md +0 -134
  181. package/skills/embedded-captions/modes/cinematic/_archive/memory-wall/template.html +0 -179
  182. package/skills/embedded-captions/modes/cinematic/_archive/portrait-header/spec.md +0 -81
  183. package/skills/embedded-captions/modes/cinematic/_archive/portrait-header/template.html +0 -170
  184. package/skills/embedded-captions/modes/cinematic/cinematic-cream/spec.md +0 -16
  185. package/skills/embedded-captions/modes/cinematic/cinematic-cream/template.html +0 -226
  186. package/skills/embedded-captions/modes/cinematic/engine.html +0 -355
  187. package/skills/embedded-captions/modes/standard/_anatomy.md +0 -233
  188. package/skills/embedded-captions/modes/standard/_motion.md +0 -192
  189. package/skills/embedded-captions/modes/standard/fonts/build-fonts-css.cjs +0 -97
  190. package/skills/embedded-captions/modes/standard/fonts/files/anton-latin-400-normal.woff2 +0 -0
  191. package/skills/embedded-captions/modes/standard/fonts/files/audiowide-latin-400-normal.woff2 +0 -0
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  242. package/skills/embedded-captions/references/example-renders/memory-wall.html +0 -334
  243. package/skills/embedded-captions/references/failure-modes.md +0 -145
  244. package/skills/embedded-captions/references/layout-heuristics.md +0 -238
  245. package/skills/embedded-captions/references/motion-vocabulary.md +0 -148
  246. package/skills/embedded-captions/references/rail.md +0 -68
  247. package/skills/embedded-captions/references/reference-bar.md +0 -47
  248. package/skills/embedded-captions/references/scene-types.md +0 -94
  249. package/skills/embedded-captions/references/typographic-moves.md +0 -266
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  258. package/skills/embedded-captions/scripts/fixtures/heroless/theme.json +0 -11
  259. package/skills/embedded-captions/scripts/gen-stroke-path.py +0 -57
  260. package/skills/embedded-captions/scripts/hf-cli.cjs +0 -33
  261. package/skills/embedded-captions/scripts/inject-fonts.cjs +0 -169
  262. package/skills/embedded-captions/scripts/lib-dna.cjs +0 -201
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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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- 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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- # 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`
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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`
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- - **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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- ## Typewriter
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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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- - **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`)
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- ## Count-up / data
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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`
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- - **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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- ## Reveal / decode
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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`
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- - **SVG self-draw** — an outline / icon / ring draws itself stroke-by-stroke. → `svg-path-draw`
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-
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- ## Camera
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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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- - **zoom-to-target** — zoom into a non-centered element (scale + counter-translate to keep it framed). → `coordinate-target-zoom`
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- - **pan / focus-lock** — a virtual camera transforming one `.world` wrapper to pan / zoom / lock onto a region. → `viewport-change`
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- - **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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-
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- ## Layout motion
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- - **cluster→outward expansion** — elements start clustered at center and expand outward to their final positions in lockstep. → `center-outward-expansion`
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- - **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`
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- - **split-tilt cards** — two cards side-by-side with opposing rotationY tilts, entering from their respective sides (comparison / before-after). → `split-tilt-cards`
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- - **logo/avatar ring + connectors** — avatars or logos on an elliptical ring with SVG connection lines to a center point, staggered entry. → `avatar-cloud-network`
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- ## Surface / UI
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- - **3D page-scroll reveal** — a full webpage as a tilted 3D card whose internal content scrolls to reveal specific sections. → `3d-page-scroll`
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- - **cursor click + ripple** — a cursor moves to a target, depresses with it on click, and emits an expanding ripple. → `cursor-click-ripple`
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- - **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)
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- - **keyword glow** — keywords light up with glow + scale + color on an attack-decay-rest envelope, synced to a word rail. → `asr-keyword-glow`
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- ## Morph / handoff
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- - **scale-swap** — two elements at the same screen center hand off: the outgoing cluster shrinks + fades as the incoming one arrives. → `scale-swap-transition`
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- - **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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- ## Seam cuts (worker-built, inside a frame)
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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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- - **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`
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- ## Emphasis / marker
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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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- ## Aliveness during a hold (use sparingly — see Part 2)
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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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- - **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`
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- ## The added moves — now backed by local rules
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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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- - **depth-of-field / selective-blur** — blur the off-focus subset to spotlight the focal element → `depth-of-field-blur`
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- - **motion-blur streak** — directional velocity blur on a fast fly-in / camera push-through → `motion-blur-streak`
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- - **3D depth scatter-assemble** — glyphs/elements scatter into a tumbling 3D cloud, then reassemble → `depth-scatter-assemble`
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- - **spring-pop entrance** — the canonical entrance pop; default to a smooth long-tail settle, overshoot only when explicitly playful → `spring-pop-entrance`
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- - **ambient glow / bloom** — un-triggered soft glow blooming behind a static hero → `ambient-glow-bloom`
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- ---
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- # Part 2 — the motion doctrine (load-bearing)
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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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- ## 1. Smooth beats bouncy — `power3` is the default
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- 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.
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- 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. (The exact form of that settle is a critically-damped spring; the worker has a baked, seek-safe `springEase` — ζ=1 — in `../hyperframes-animation/adapters/gsap-easing-and-stagger.md` → Spring Eases for when the settle is the hero. Real physics, same doctrine — not a license for bounce.)
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- ## 2. Sequential reveal in the back ~50%, timed to the voiceover
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- This is the anti-PowerPoint mechanism — sharper than "put development in the middle."
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- - **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.
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- - **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.
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- - **Less is more.** Fewer things on screen, each arriving on its VO beat, beats a full canvas that animated once and froze.
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- 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).
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- ## 3. No lazy breathing, no bad pan/push — "no motion over bad motion"
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- The agent's two reflexive ways to fake "aliveness" both read cheap:
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- - **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.
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- - **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.
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- 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 current video work now). Everything else holds.
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- ## 4. Internal seams are velocity-matched cuts
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- 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.
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- ## One-line summary
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- 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`).
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- ---
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- # Part 3 — the seek-safe core (hard rules)
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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.
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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`.
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- - **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).
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- - **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).
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- - **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.
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- - **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.)
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- ## Forbidden — the failure modes
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- **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).
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- **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).
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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/references/storyboard-format.md` and `../hyperframes/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. Per `../hyperframes-creative/references/story-spine.md`: the hook speaks the viewer's language (the payoff of understanding, never the source text's section headings), and the thesis (`message`) lands by beat 2 — the explanation after that is its evidence.
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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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- - **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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- 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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- 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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- ## Transitions
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- Use only registry transition names in `transition_in`:
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- `cut | crossfade | blur-crossfade | push-slide LEFT | push-slide RIGHT | push-slide UP | push-slide DOWN | zoom-through | squeeze`
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- 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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- ## Faceless visuals — no asset inventory
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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:
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- - 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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- - 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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- ## Script rules
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191
- ### If there is no pasted script
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193
- Write tight per-frame narration:
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195
- - 1-2 sentences per spoken frame; usually 6-20 words.
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- - Concrete and human; teach, don't read the article aloud.
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- - **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.
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- - **Strong** (concretization): "Compound interest isn't addition, it's a snowball — every turn picks up the snow from the last, then more."
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- - **Weak** (article-paraphrase): "The study, published in 2019, examined three cohorts and found that…" — that is reading, not explaining.
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201
- Avoid: "Unlock the power of…", "Seamless experience", long noun-phrase lists, a frame that is only a filler bridge ("Or…").
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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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205
- ### If `VO_MODE = restructure`
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207
- Treat `user_script.txt` as source material. Rewrite, reorder, merge, or omit to fit the chosen structure and target length.
208
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209
- ### If `VO_MODE = verbatim`
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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.
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- ## Music & silence
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215
- The storyboard's top YAML block carries a `music:` field — the BGM mood the audio step retrieves against (e.g. `music: confident minimal tech underscore`). Omitting it falls back to `message:` → `arc:` → a neutral default, so BGM plays unless turned off explicitly.
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217
- - **`music: none`** — BGM off (narration, if any, still runs).
218
- - **`music: none` + no `SCRIPT.md`** — the canonical **fully-silent marker**: no narration, no BGM, no SFX. `audio.mjs` generates nothing and the audio step is a clean skip. Use exactly this spelling when the user asks for a silent / music-free video.
219
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220
- ## Frame template
221
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222
- Use the exact fields required by the core storyboard format. This is the narrative shape each frame should satisfy:
223
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224
- ```md
225
- ## Frame N — Short name
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227
- - scene: one clear visual idea
228
- - voiceover: "spoken guide text, or empty"
229
- - duration: rough estimate in seconds
230
- - transition_in: crossfade
231
- - status: outline
232
- - src: compositions/frames/NN-short-name.html
233
- - type: feature_showcase
234
- - persuasion: Progressive disclosure
235
- - beat: comprehension
236
- - blueprint: dataviz-countup — candidate shape from the role→blueprint menu; omit when none fits
237
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238
- narrativeRole: What this frame does in the viewer's understanding.
239
- keyMessage: The one idea the viewer should remember.
240
- ```
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242
- ## Final checklist
243
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244
- Before asking for user approval, verify:
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246
- - One explainer structure is named (compound only when explicitly named); the sequence is narrative-driven, not paragraph-order-driven.
247
- - The opening uses a named hook strategy.
248
- - Each frame has one job; the body builds cumulatively (a run of `feature_showcase` / `benefit_highlight` / `product_intro`), not a single isolated body frame.
249
- - Every frame has `type`, `persuasion` (a named technique from the catalog), and `beat` (specific, not generic).
250
- - 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.
251
- - The emotional arc has meaningful variation matching the structure.
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- - Transitions use only registry names and repeat 2-3 types; frame 1 is `cut`.
253
- - A consistent stage + consistent transition carry any multi-frame sequence; a genuine element transform stays inside one frame.
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- - `asset_candidates` is absent (faceless) except a real user-supplied `public/<basename>`.
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- - `SCRIPT.md` contains only locked spoken narration; silent frames are intentional and omitted from it.
@@ -1,146 +0,0 @@
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- # Visual design — faceless-explainer per-frame shot method
2
-
3
- > The method behind **Step 4 (Frame visual design)**. You (the orchestrator) read it to **enrich `STORYBOARD.md` frames in place** — story-design wrote the skeleton (each frame's `scene`, `voiceover`, `transition_in`, the narrative fields, and optionally a candidate blueprint id); you add how each frame **looks and moves**. The unit you write per frame is a **time-coded shot sequence** — a shot directed across its whole duration, not a static slide. You write **no HTML** (that's the frame workers). Because the explainer is **faceless, every visual is invented** — typography, abstract graphics, diagrams, data-viz — so you **design** the visual elements rather than select captured assets (there is no `capture/` to read). `frame.md` is your palette/type truth by role. Layout is a compact vocabulary in this file (the **Layout** section below), stated inline per Scene; motion vocabulary + the motion doctrine + the seek-safe core → `motion-language.md`; the proven shapes → `../hyperframes-animation/blueprints-index.md` + `blueprints/<id>.md`; concrete rules resolve in Step 5 from this skill's local `../hyperframes-animation/rules/`. Adding palette theory or a generic font rule here? Wrong home — `frame.md` + `hyperframes-creative`.
4
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5
- ## The unit is a time-coded shot sequence
6
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7
- A frame's visual layer is **a sequence of time windows paced to the voiceover**, not a bag of effect tags. The failure that reads as PowerPoint is **front-loading**: the agent rushes the whole canvas on screen in the first ~25%, and then it just sits. A time-coded shot sequence written **against the VO** makes that impossible: each window states what is on screen and what is moving, and **nothing appears before the voiceover reaches it.** In an explainer the development _is_ the teaching — the formula assembling term by term, the diagram gaining a layer, the count-up landing the statistic. Let the build _be_ the message.
8
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9
- Write each frame as a handful of windows cued by the spoken line:
10
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11
- ```
12
- Scene 1 (0.0–Xs): only what the VO is saying at t=0 enters — never the whole canvas
13
- Scene 2 (Xs–Ys): the next piece reveals as the VO names it (a line / layer / node / stat)
14
- … one window per spoken cue — as many or as few as the line calls for
15
- Scene N (…–end): content has resolved; hold the read (stillness; subtle jitter at most)
16
- ```
17
-
18
- - Each `Scene` line names **what's on screen**, **what moves in this window**, and **where it sits** (layout, inline). Times are real seconds across the frame's `duration`.
19
- - **Pace reveals to the voiceover; never front-load.** This is the core anti-PowerPoint mechanism (→ `motion-language.md` Part 2 Rule 2). At t=0 show only what the VO is saying then; reveal each further piece — a line, a layer, even an h1 — **when the VO names it**, spreading reveals across the shot and especially the **back ~50%**. **The window count = the number of spoken cues the line calls for** — a two-beat line is two windows, a five-item enumeration is five or six. There is **no fixed count and no mandatory "middle" act**; the only sin is dumping everything up front. (A **silent** frame — a diagram assembling itself, a worked example animating — paces its reveals to the beat instead of the VO; same discipline, no spoken cue.)
20
- - **End on a held read.** Once the content has resolved it holds and reads — **prefer stillness to bad motion**: no forced camera drift, no lazy breathing, no back-half pan/push; at most a subtle jitter keeps it alive (→ `motion-language.md`). On a short shot the final reveal and the hold are the **same window** — the hold is not a separate mandatory act. Only the final frame has a real exit; every other frame's exit is the harness transition (story's `transition_in`).
21
- - A **deliberately held** frame — content already revealed, now reading still — is legitimate and often right (a climax, a breather, a beat of held tension before a turn). The failure is never "too still"; it is **front-loaded-then-frozen** (everything dumped by ~25%, nothing cued to the VO). Place held beats deliberately for rhythm so the video isn't uniformly busy (allocate them in `## Video direction`). Reveal pacing + holds + the idle budget → `motion-language.md`.
22
-
23
- ## Pick the shape — instantiate a blueprint
24
-
25
- Don't invent each shot from scratch. The frame's **role** (its `type` / `beat`) points to a proven shape:
26
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27
- 1. **Match the role to a blueprint.** Open `../hyperframes-animation/blueprints-index.md`, find the frame's role in the **role→blueprint menu**, and pick the blueprint whose intent fits this beat (story may already have named a candidate id — confirm or override it). Read that `blueprints/<id>.md`: it is a short, domain-agnostic, **time-coded shot template with `[slots]`** and a named **signature move** (the thing that makes the shape itself — the SVG ring, the push-THROUGH, the in-place token swap).
28
-
29
- 2. **Instantiate its `[slots]` with THIS frame's invented content** — three postures:
30
- - **Reproduce** — the blueprint fits the beat and your content maps onto its slots cleanly. Fill every `[slot]` with this frame's word / shape / stat and follow its Scene timing. Write the resulting Scene lines.
31
- - **Adapt** — the _structure_ fits but the content / element-count / surface doesn't (or you want a fresher surface to avoid templating). State **what you keep / what you change** in one line, then write the adapted Scene lines. You may extend or vary; you may **never** drop the **signature move** (drop it and you picked the wrong blueprint), and you keep the reveals **paced to the VO** — never collapse the shape to a single front-loaded dump.
32
- - **Compose** — no blueprint fits the beat. Build the shot from the **motion vocabulary** in `motion-language.md`: still pace the reveals to the VO across the shot, never fire everything at t=0. Mark it `blueprint: compose`.
33
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34
- 3. **Keep the signature move.** Whichever posture, the blueprint's signature move (named in its file) is the spine of the shot — it usually lands on the shot's key reveal. Carry it through.
35
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36
- The blueprint's own Scene lines, motion vocabulary, and `rule mapping` are your raw material; you are choosing a shape and casting this frame's invented content into it, not copying an engineering spec.
37
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38
- ## What you add to each frame
39
-
40
- Story-design's `## Frame N` block already carries the narrative. You append the shot. Story's `scene` / `voiceover` / `transition_in` / role fields stay untouched.
41
-
42
- ```
43
- ## Frame 3 — How interest compounds
44
- - scene: a snowball rolls downhill, gaining a labeled ring each turn ← refine only if it could read sharper
45
- - voiceover: "…" ← story's; leave it
46
- - transition_in: crossfade ← story's; leave it
47
- - type: feature_showcase ← story's
48
- - persuasion: Concretization + progressive disclosure
49
- - beat: comprehension
50
- - blueprint: dataviz-countup (Adapt) ← you add: the id you instantiated (or "compose")
51
- - focal: the snowball ← you add: the INVENTED hero element of this beat
52
- - roles: snowball = foreground subject · hill = background gradient (dim ~40%) · ring labels = supporting ← you add: role per invented element
53
- - sfx: whoosh-soft, tick ← you add: the sound the beat wants (fetched + mounted at root; never yours to embed)
54
-
55
- Adapt: keep the count-up-ring signature; the trend chart becomes the snowball's labeled rings climbing.
56
- Scene 1 (0.0–1.2s): solid hill gradient (dim ~40%); the snowball seats upper-left, a circular progress ring + bold center number anchor it — Centered template, ~50% of frame. Slow push-in runs underneath.
57
- Scene 2 (1.2–3.4s): as the VO names each turn, the snowball rolls down and gains one labeled ring per turn (layer-reveal); a small total ticks up beside it (the count-up reveals on its spoken cue, not at t=0). Asymmetric 60/40, 3 depth layers.
58
- Scene 3 (3.4–5.0s): land the final ring emphasis dead-center, accent glow blooms behind it and holds; the total reads clean and STILL — no continuing push, no breathing (a held beat beats bad motion). The stillness reads against the prior motion.
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- ```
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- The lightweight tags:
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- - **`blueprint:`** — the id you instantiated (with `(Reproduce)` / `(Adapt)`), or `compose`. One id per frame.
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- - **`focal:`** — which **invented** element is the hero of this beat (a hero word, a diagram node, a chart series, a coined-term card).
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- - **`roles:`** — each invented element's role: `foreground subject` (the thing the eye lands on, text laid around it) · `background` (full-bleed field / gradient / grid, dim 30–50%) · `supporting` (labels, secondary shapes, ambient layers). Since there are no captured assets, you are **designing** these elements, not selecting them — keep them **few and load-bearing**. A user-supplied `public/<basename>` image, if any (named in story's `asset_candidates`), is treated as the `focal` cutout or a `background`.
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- - **`sfx:`** — name the sound the beat wants (an impact for a slam, a whoosh for a push, a tick for a count). The audio script's `fetch-sfx` pass retrieves it and the assembler mounts it at the root — you only **name** it, never embed an `<audio>` element.
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- **Layout is stated INLINE in each Scene line** — name the template, density, depth, and hierarchy as part of "where it sits" (`Centered, ~50% of frame`, `asymmetric 60/40, 3 depth layers`), drawing on the **Layout** vocabulary below; never write px / scale / shadow recipes (the worker writes those).
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- **Motion is named INLINE in each Scene line** — name the move from `motion-language.md`'s vocabulary (`per-word reveal`, `layer-reveal`, `count-up`, `glow blooms`) and let it settle on a long-tail curve (`power3` default — smooth beats bouncy; see `motion-language.md`). Never write ease curves / ms / stagger (those resolve in Step 5 from this skill's local `../hyperframes-animation/rules/`).
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- ## Inventing the visual — diagrams, type, data-viz
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- This is a **faceless** explainer: the frame's hero is something you **design**, not a screenshot. Three first-class treatments, each invented from the frame's `narrativeRole` / `keyMessage` / `scene`:
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- - **Typographic / kinetic type** — the hero word, the coined term, a number, a short enumeration. Treat type as the subject: full-bleed scale, weight contrast, one emphasized term. Strongest for hooks, concept names, takeaways. In a faceless explainer **type is often the primary visual** — lean on the type ramp hard.
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- - **Abstract graphics** — shapes, fields, paths, geometry that _embody_ the idea (the snowball, the spotlight, the staircase-not-cliff). Build the metaphor the script names; don't decorate with generic bokeh.
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- - **Diagram / data-viz** — nodes + edges, a chart, a number line, a formula, a process flow. The build (each part appearing on beat) is the teaching — design it to assemble across the Scenes, not appear whole.
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- Make the invented hero **fill 40–60% of the frame** — a diagram big enough to read its labels, a hero word near full-bleed. Don't shrink the one designed element into decoration around empty space.
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- ## Layout — named inline per Scene
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- State each Scene's layout as part of "where it sits." **If the blueprint already implies a composition** (a ring around a center, stations on a wide canvas, two cards from opposite wings), that wins — describe it directly; the vocabulary below is for **composing freely** or a generic beat, not a menu you must pick from. Never write px / scale / shadow (the worker does). One frame's layout can EVOLVE across its Scenes (Scene 1 centered hero → Scene 2 rearranges to a grid). Use **≥3 different framings per video** so it doesn't read as one repeated template; never the same framing twice in a row.
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- - **Framing vocabulary** — centered (hero / climax) · rule-of-thirds · split-screen (comparison) · layered-depth (immersive opening / atmosphere) · asymmetric 60/40 or 70/30 (editorial — a dense diagram + a caption rail) · triptych (three items / the rule-of-three landing) · full-width strip (a number line / timeline / enumeration). Vary the framing across the video so it doesn't read as one repeated template — let the beat decide, not a quota.
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- - **Density** — primary visual ≥ 40% of canvas; ≥ 3 depth layers (background + midground + foreground); never a lone small cluster floating in empty space. Openings and closings are prone to emptiness — add environmental layers (dual-radial swell, low-opacity scanlines, a hairline grid, brand-color ambient). Squint test: after blur you can still pick out the #1 element.
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- - **Hierarchy** — combine ≥ 2 of size (3:1) / weight (800 vs 400) / contrast / position (upper-third is golden) / motion, so one element clearly dominates. A title that is only _larger_ (sharing weight/color/spacing with body) reads weak.
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- - **Depth** — layer 2–3 of: size, blur, opacity gradient, overlap, shadow-stack, counter-scale on a push.
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- - **Don't show**: nav bars, footers, scrollbars, real cursors / browser chrome, generic decorative shapes standing in for a designed metaphor, floating bokeh / purple-blue "AI" gradients (the default-AI cliché, banned). A faceless explainer has no real interface — an interface mock is correct **only** when the topic itself is about that interface and the frame intentionally reconstructs it.
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- ## Portrait & square (non-16:9 canvases)
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- The zones, density, hierarchy, and depth principles all still apply; the **aspect ratio** changes, and a wide-frame layout does not transplant into a tall one — design for the storyboard's `format` from the start, never plan landscape and "crop."
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- - **Stack vertically, not side-by-side** — split-screen / triptych / 60-40 become top/bottom stacks, vertical step lists, stacked bands. Square tolerates side-by-side only for two compact items.
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- - **Vertical center moves with the canvas** — anchor a centered hero around **y ≈ 0.42 × height** (portrait ≈806, square ≈454), not a fixed 540.
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- - **Type runs larger, fewer words per line** — narrow frames wrap long headlines badly; prefer short kinetic lines, bigger type, more vertical rhythm.
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- - **Travels well to portrait:** Centered, Layered Depth, Full-Width Strip (stacked band), vertical Rule-of-Thirds. **Avoid** wide Split Screen and Triptych — use stacked equivalents.
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- ## `## Video direction` — write the invariants ONCE
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- The whole video shares one look and one motion grammar. Write a **`## Video direction`** block ONCE at the top of `STORYBOARD.md` so every frame inherits it and per-frame Scene lines carry only the **delta**. This block is load-bearing — it is what binds many independent shots into one film. **Keep it.**
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- - **palette system** — from `frame.md`: which roles map to which hues. Never invent.
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- - **motion grammar + reveal model** — long-tail eases (`power3` default, smooth over bouncy) + the **VO-paced reveal** model every frame follows (reveal each piece on its spoken cue; never front-load) + what may stay alive during a hold (subtle jitter at most; no lazy breathing) (→ `motion-language.md`).
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- - **rhythm / held-frame allocation** — name the **held / breather frames** (often before a climax or the turn in a story) so the video varies its energy: most frames reveal to the VO, a few hold still (a held read beats bad motion; the anti-monotony discipline; → `motion-language.md`).
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- - **negative list** — what never appears: off-brand textures / effects the pack forbids, **plus both motion failure modes** — slideshow (front-load then freeze) and screensaver (everything floating independently) (→ `motion-language.md`).
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- Do **not** repeat these per frame — restating video-level rules in every frame is exactly the bloat this layer prevents.
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- ## Palette & type — from `frame.md`, never invented
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- - **Palette** — `frame.md` (the adopted pack) is the color truth; apply its roles per frame. Generic basics (one accent, tint neutrals, avoid pure `#000`/`#fff`) → `hyperframes-creative/references/house-style.md`.
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- - **Type** — fonts resolve via `frame.md`'s type tokens; reference them **by role** (display / body / mono / the pack's ramp), never by raw family or px. Generic typography craft (embedded fonts, dark-bg optical compensation, `tabular-nums`) → `hyperframes-creative/references/typography.md`. In a faceless explainer type is often the primary visual — the hero word, the coined term, the kinetic enumeration — so lean on the type ramp hard.
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- ## Caption-band keep-out (plan side)
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- The bottom ~17% of the canvas is reserved for the caption pill. Plan every frame's content into the **top ~83%** so nothing important lands in the band (the worker enforces the pixel cutoff; you plan the layout). When captions are enabled, primary content and key visuals **cap at the band top**, and a centered hero anchors at **y ≈ 0.42 × height** (landscape ≈454, portrait ≈806), not the canvas midpoint; background / ambient / surface layers are exempt and may stay full-bleed. Holds even when captions are disabled — bottom-edge consistency.
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- ## Where the detail lives
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- | For… | Read |
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- | ------------------------------------------------------------------------------- | -------------------------------------------------------------------------------------------- |
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- | the proven shapes + role→blueprint menu + how to pick | `../hyperframes-animation/blueprints-index.md` → `blueprints/<id>.md` |
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- | motion — shot model, vocabulary, holds, idle budget, stillness, seek-safe | `motion-language.md` (local) |
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- | layout — framing, density, depth, hierarchy, inventing the visual, caption band | the **Layout** + **Inventing the visual** sections in this file |
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- | concrete eases / ms / stagger + rule recipe bodies (Step 5) | local `../hyperframes-animation/rules/` (the frame worker reads it; you don't) |
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- | palette + type tokens | the project's `frame.md`; basics → `hyperframes-creative` `house-style.md` / `typography.md` |
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- | "produced, not generated" foreground density | `hyperframes-creative/references/video-composition.md` |
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- | within-frame cuts / seams (zoom-through · cut-the-curve · waterfall) | `cut-catalog.md` (the worker builds them inside the composition) |
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- | transitions | story-design owns `transition_in`; you don't touch it |
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- ## Before you finish — checklist
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- - **`## Video direction`** written once at the top (palette · motion grammar + shot model + idle budget · stillness allocation · negative list incl. both failure modes); per-frame entries are deltas, not restatements.
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- - Every frame is a **time-coded shot sequence** with real second windows across its `duration` — not a tag bag.
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- - **No frame front-loads** — at t=0 only what the VO is saying enters; each further piece reveals on its spoken cue, across the back ~50%. Window count follows the VO (or the beat, on a silent frame), not a fixed number.
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- - Every frame names a **`blueprint:`** id (Reproduce / Adapt) or `compose`; an Adapt states keep/change and **keeps the signature move**; nothing collapses to a single front-loaded dump — reveals stay paced to the VO.
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- - **Held frames are deliberate** — allocated in Video direction for rhythm; a held read is fine (prefer stillness to bad motion), but no frame may be front-loaded-then-frozen.
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- - Each frame names its **invented** `focal` + per-element `roles` (foreground / background / supporting), kept few and load-bearing.
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- - The invented hero fills 40–60% of the frame (a diagram big enough to read, a hero word near full-bleed) — not shrunk into decoration around empty space.
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- - Layout named **inline** per Scene (template / density / depth / hierarchy — the **Layout** vocabulary here); motion named **inline** per Scene from the vocabulary (`motion-language.md`). No px / ease curves / ms / JS.
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- - Content planned into the top ~83% (caption band clear).
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- - Palette / type pulled from `frame.md` by role — nothing invented.
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- - You wrote no HTML; every visual is invented (no captured assets).