freecodego 0.1.7-alpha.2.2 → 0.1.7-rc.2.2

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 (593) hide show
  1. package/README.i18n.yaml +45 -5
  2. package/README.md +4 -4
  3. package/README.zh.md +4 -4
  4. package/cordis.patch.yml +230 -126
  5. package/dist/assets/design/craft/FUTURE_SECTIONS.md +9 -0
  6. package/dist/assets/design/craft/LICENSE +201 -0
  7. package/dist/assets/design/craft/PROVENANCE.md +77 -0
  8. package/dist/assets/design/craft/README.md +106 -0
  9. package/dist/assets/design/craft/accessibility-baseline.md +201 -0
  10. package/dist/assets/design/craft/animation-discipline.md +154 -0
  11. package/dist/assets/design/craft/anti-ai-slop.md +84 -0
  12. package/dist/assets/design/craft/color.md +88 -0
  13. package/dist/assets/design/craft/form-validation.md +221 -0
  14. package/dist/assets/design/craft/laws-of-ux.md +296 -0
  15. package/dist/assets/design/craft/rtl-and-bidi.md +186 -0
  16. package/dist/assets/design/craft/state-coverage.md +134 -0
  17. package/dist/assets/design/craft/typography-hierarchy-editorial.md +182 -0
  18. package/dist/assets/design/craft/typography-hierarchy.md +165 -0
  19. package/dist/assets/design/craft/typography.md +122 -0
  20. package/dist/assets/design/react-bits/SKILL.md +130 -0
  21. package/dist/assets/design/skills/embedded-captions/CATALOG.md +91 -0
  22. package/dist/assets/design/skills/embedded-captions/SKILL.md +260 -0
  23. package/dist/assets/design/skills/embedded-captions/assets/fonts/char-widths.json +2211 -0
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  26. package/dist/assets/design/skills/embedded-captions/dna/README.md +148 -0
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  37. package/dist/assets/design/skills/embedded-captions/modes/cinematic/README.md +48 -0
  38. package/dist/assets/design/skills/embedded-captions/modes/cinematic/_archive/champion/spec.md +98 -0
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  48. package/dist/assets/design/skills/embedded-captions/modes/standard/_motion.md +192 -0
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  89. package/dist/assets/design/skills/embedded-captions/themes/terminal.json +49 -0
  90. package/dist/assets/design/skills/embedded-captions/themes/thunder.json +44 -0
  91. package/dist/assets/design/skills/embedded-captions/themes/transit.json +44 -0
  92. package/dist/assets/design/skills/embedded-captions/themes/vhs.json +47 -0
  93. package/dist/assets/design/skills/faceless-explainer/SKILL.md +235 -0
  94. package/dist/assets/design/skills/faceless-explainer/references/cut-catalog.md +215 -0
  95. package/dist/assets/design/skills/faceless-explainer/references/motion-language.md +156 -0
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  98. package/dist/assets/design/skills/faceless-explainer/sub-agents/frame-worker.md +12 -0
  99. package/dist/assets/design/skills/general-video/SKILL.md +164 -0
  100. package/dist/assets/design/skills/general-video/sub-agents/frame-worker.md +34 -0
  101. package/dist/assets/design/skills/hyperframes/SKILL.md +134 -0
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  117. package/dist/assets/design/skills/hyperframes/references/routes/product-launch-video.md +13 -0
  118. package/dist/assets/design/skills/hyperframes/references/routes/remotion-to-hyperframes.md +9 -0
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  126. package/dist/assets/design/skills/hyperframes-animation/SKILL.md +86 -0
  127. package/dist/assets/design/skills/hyperframes-animation/adapters/animate-text.md +64 -0
  128. package/dist/assets/design/skills/hyperframes-animation/adapters/animejs.md +130 -0
  129. package/dist/assets/design/skills/hyperframes-animation/adapters/css-animations.md +143 -0
  130. package/dist/assets/design/skills/hyperframes-animation/adapters/gsap-easing-and-stagger.md +199 -0
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  139. package/dist/assets/design/skills/hyperframes-animation/blueprints/agent-progress-theater.md +76 -0
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+ # Story design — PR → narrative
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+
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+ Use this reference in Step 3 to write `STORYBOARD.md` and `SCRIPT.md` for a **PR-to-video** — a code change (the diff, commits, files, +/− stats, and the people behind it) turned into an explainer. There is **no website and no captured assets**; the PR was ingested into `capture/extracted/` in Step 1.
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+
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+ This file defines the story: what the video explains, in what order, and why each frame exists. It does not define layout, effects, animation, or file syntax. For exact storyboard syntax follow `../hyperframes/references/storyboard-format.md` and `../hyperframes/references/script-format.md`.
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+
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+ ## Read first
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+
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+ 1. `hyperframes.json` — locked brief: angle (archetype), audience, length, aspect, language.
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+ 2. `frame.md` — tone, type, design system (the shipped preset is **code-editorial**: warm editorial, a serif that thinks, scarce coral, a navy code surface).
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+ 3. `capture/extracted/visible-text.txt` — the assembled PR brief: title, meta (`base ← head · +N/−M across F files`), people, body, commits, changed files, and a budget-bounded set of **representative diff hunks**. This is your source of **information**.
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+ 4. `capture/diff.patch` — the full unified diff, for deeper hunk selection than the brief's excerpt.
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+ 5. `capture/extracted/people.json` — contributors (author / committers / reviewers / commenters), bot-filtered, each with an avatar in `assets/<login>.png` (for the credits close).
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+
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+ ## Output
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+
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+ - `STORYBOARD.md` — the explanation plan, one frame per beat.
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+ - `SCRIPT.md` — the locked narration, only for spoken frames.
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+
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+ Every frame includes the required storyboard-format fields plus the narrative metadata below.
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+
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+ ## Core rule
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+
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+ A diff is a list of edits. A video is a guided act of understanding.
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+
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+ Do **not** narrate the diff file-by-file or read the PR description aloud — that is the single most common failure. **Explain the change** — and where the change has a runtime behavior, **show that behavior in motion** (a `mechanism` beat — see "Show the behavior" below), don't just display the lines that changed. Reorder, merge, omit, compress: surface the one change that matters and drop the incidental churn (lockfile bumps, formatting, generated files) unless it _is_ the story. Scene order comes from narrative design, not from the diff's file order or the commit list.
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+
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+ **Value before evidence** (`../hyperframes-creative/references/story-spine.md`): the viewer-facing payoff — what the change unlocks, fixes, or speeds up — lands by the second beat; the diff and the mechanism are the **evidence** for that claim, never the opening. Implementation is the footnote of the story, not the spine.
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+
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+ Default to a **plain, technical, unhurried developer voice** — accurate, specific, no hype, no marketing gloss. You are explaining a real change to engineers; respect their time and intelligence. `frame.md` (code-editorial) tunes the voice toward considered and literary; it does not change the structure.
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+
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+ ## PR archetypes
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+
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+ Choose **one** archetype (or name a compound). Each is a complete path through understanding a change — do not splice phases from different archetypes.
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+
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+ - **Changelog** — "here's what shipped." Hook naming the headline → **2–4 roughly co-equal change items** → ship/wrap. Best for release PRs, multi-change PRs, "what's new in vN." Items are parallel → `cut` / `push-slide` between them. Rule-of-three is strongest when changes compress. An item with a visible behavior can be a `mechanism` mini-demo instead of a bare `diff`.
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+ - **Feature-reveal** — "here's what you can do now." Hook (the outcome the feature unlocks, in user language) → the payoff made concrete (`impact` — what now works) → name it (`change`) → the new code typing on (`diff`) → **animate what it does (`mechanism`)** → close (a callback to the promise). Best for a PR that adds **one notable feature**. The promise leads and the code proves it: `diff` and `mechanism` are the evidence for the opening claim — the viewer should already care before the first line of code appears.
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+ - **Fix-explainer** — "this was broken; here's the fix." Symptom/bug (`problem`) → **animate the broken behavior (`mechanism`)** → the fix as a before→after (`diff`) → **the behavior now working (`mechanism`)** or the result (`impact`). Best for bugfix PRs. Seeing the bug _happen_ and then _not_ happen is the turn — a stronger shape (tension → turn → relief) than the diff alone.
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+ - **Refactor-walkthrough** — "same behavior, better shape." Hook (the smell / the why) → old shape vs new shape (`before_after`) → **the structure untangling, same inputs → same outputs (`mechanism`)** → payoff (`evidence` — lines removed, perf delta, files touched). Best for refactors, perf, cleanups, migrations. A `mechanism` animation _proves_ "same behavior, better shape" far better than asserting it.
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+
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+ **Choosing:** one notable new capability → feature-reveal; a bug fix → fix-explainer; a behavior-preserving cleanup/perf/migration → refactor-walkthrough; many co-equal changes / a release → changelog. Tie-breakers: a feature that also fixes a bug → feature-reveal with the fix as one body beat; a fix that needed a small refactor → fix-explainer (the fix is the headline). **Compound:** write `arc` as `"<outer> with <inner>"`, e.g. `"feature-reveal with changelog"`. Outer = the macro arc the viewer rides; inner = the body rhythm.
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+
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+ ## PR-native frame types
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+
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+ Set each frame's `type` to one of these PR-native values. (The storyboard parser keeps `type` verbatim; it is a narrative + pacing label, not a hard enum.) Each maps to a code-editorial frame treatment and a typical visual — so the type, the design, and the visual stay aligned end to end. Note `mechanism` is the **show-the-behavior** beat (an invented animated diagram), distinct from `diff` (show the code).
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+
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+ | `type` | The frame's job | code-editorial treatment (frame.md) | typical visual (see code-vocabulary.md) |
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+ | -------------- | --------------------------------------------------------------------------------------------------------------------------- | ------------------------------------------------------------------ | --------------------------------------------------------------------------------------- |
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+ | `hook` | The high-leverage opening 3–5s | Cover | — (or `code-3d-extrude` for a hero code moment) |
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+ | `problem` | The bug / smell / pain / why-care the PR resolves | Statement or Pull-quote | `code-highlight` (spotlight the offending line) |
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+ | `change` | Name the change / the feature / the PR itself | Statement or Cover | — |
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+ | `diff` | The change body — a before→after, a hunk, new code typed on | **Code Surface** (navy) | `code-diff` / `code-morph` / `code-typing` |
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+ | `before_after` | Explicit old-shape vs new-shape comparison (refactor/fix) | Code Surface (split / morph) | `code-morph` / `code-diff` |
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+ | `mechanism` | **Show what the change DOES at runtime** — the request retrying, the cache filling, serial→parallel, the race resolved | invented diagram on cream (hairline ink + one coral active marker) | **invented SVG/GSAP**; `flowchart` / `flowchart-vertical` / `data-chart` where they fit |
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+ | `impact` | The payoff — what now works, what's now possible; opens the video as the promise (feature-reveal) or lands it as the result | Number / Impact | `number-lockup` (no code block needed) |
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+ | `evidence` | Concrete grounding — `+N/−M`, a passing test, a benchmark | Number / Impact | `code-diff` red→green / `number-lockup` |
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+ | `credits` | Shipped-by close — the humans behind the change | Closing | — (avatar row from `assets/<login>.png`) |
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+ | `cta` | The closing ask — pull it, upgrade, read the PR | Closing | — (coral-callout) |
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+
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+ The body of a PR video **alternates `diff` (show the code that changed) with `mechanism` (show what it does at runtime)**, landing on `impact` / `evidence` (the result). A body that is all `diff` reads as code show-and-tell — the `mechanism` beat is what makes the change _legible_ and is the usual cure for a video that feels flat. Every PR has a change, so at least one `diff` (or `change`) frame always exists; most PRs also have a behavior worth animating.
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+
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+ ## Hook strategy
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+
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+ The hook is the highest-leverage 3–5 seconds. Pick one:
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+
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+ | Strategy | When | Example |
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+ | ---------------------- | ----------------------------------- | ---------------------------------------------------------------------- |
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+ | Shocking statistic | The change quantifies the stakes | "This PR deletes 1,200 lines." / "40% faster cold starts." |
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+ | Counterintuitive claim | The change contradicts intuition | "We made the client slower — and that fixed it." |
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+ | Pain validation | The audience already feels the bug | "Every deploy, the same flaky timeout." |
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+ | Concept announcement | The change has a name worth landing | "Meet retry-with-backoff — flaky networks stop killing your requests." |
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+ | Before/after teaser | The diff is the whole story | "One line threw. Now it recovers." |
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+ | Stakes / consequence | The "why care now" is a real cost | "This crash hit every user on a flaky network." |
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+ | Direct address | The audience is clearly defined | "If you've ever waited on a 5-minute CI run…" |
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+
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+ Do not open with a generic repo/company description. Whatever the strategy, the hook speaks the **viewer's outcome language** (story-spine rule 1) — never file / function / identifier names; numbers only when they carry stakes ("40% faster"), not inventory ("23 files changed").
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+
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+ ## Clarity / rhetoric technique catalog
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+
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+ Each frame's `persuasion` is a **named** technique, not "explain the change." Combine when several are active:
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+
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+ - **Make-concrete** — Worked example (one real request/input) · Analogy (backoff as "knock, wait longer, knock again") · Concretization (abstract change → one tangible code line)
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+ - **Reveal-in-order** — Progressive disclosure (the diff one line at a time) · Build-up (the simple call, then the edge case) · Signposting ("before… after…")
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+ - **Contrast** — Before/after diff · Old shape vs new shape · The bug vs the fix · Two approaches compared
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+ - **Structure** — Rule of three (three changes) · Numbered enumeration · Question→answer · Frame-then-fill (state the shape, then the code)
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+ - **Evidence** — `+N/−M` stat · Passing test / green check · Benchmark / perf delta · Causal chain (request → 5xx → retry → success)
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+ - **Memory & landing** — Callback (return to the hook's bug) · Distillation (the change in one line) · Generalization (this fix → the principle)
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+
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+ ## Emotional beats
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+
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+ `beat` is one word or a short compound (e.g. "Recognition and relief"). Avoid generic "positive". A PR video rides a comprehension arc:
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+
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+ - **Negative valley** — _open the gap_ (`hook`/`problem`): curiosity · frustration · recognition · concern · "ugh, that bug"
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+ - **Pivot** — _orient_ (`change`): clarity · orientation · anticipation · focus
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+ - **Build** — _build understanding_ (`diff`/`before_after`/`impact`/`evidence`): comprehension · "aha" · confidence · momentum · conviction · relief (for a fix)
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+ - **Resolution** — _land_ (`credits`/`cta`): satisfaction · resolve · "ship it" · inevitability
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+
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+ Compound beats are often strongest: "Recognition _and_ relief" (a fix), "Curiosity _and_ confidence" (a feature).
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+
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+ ## The body is a sequence
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+
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+ A PR video's core is **2–5 body frames**, each advancing one change / one before→after / one item, building cumulatively. **Alternate `diff` (the code) with `mechanism` (the behavior)** — don't stack code surfaces:
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+
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+ - **changelog:** a `diff` (or a `mechanism` mini-demo) per change item; parallel → default `cut` / `push-slide`.
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+ - **feature-reveal:** `impact` (the promise, concrete) → `change` (name it) → `diff` (the code, often typing/morphing on) → `mechanism` (animate it working) → a closing callback to the promise.
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+ - **fix-explainer:** `problem` (symptom) → `mechanism` (the bug happening) → `diff` (cause + fix, before→after) → `impact` (result, or a `mechanism` of it working).
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+ - **refactor-walkthrough:** `before_after` structure → `mechanism` (the structure untangling, behavior preserved) → an `evidence` numbers beat.
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+
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+ ## Continuity across frames
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+
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+ This framework builds **one frame per worker** — there is no multi-frame "continue run." A sequence reads as one continuous shot through two storyboard-level levers, both yours:
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+
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+ 1. **A consistent stage** — consecutive body frames share one composition idea (the same navy code window filling in, the same before|after split, the same counter advancing), 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 run (`crossfade` for a soft code reveal, `push-slide` for the next change item) and repeat it.
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+
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+ When a single element genuinely _transforms_ between two ideas (the failing test flips green, the old function becomes the new one), keep it **within one frame** as a development beat (entrance → transform → settle) — the worker owns that motion (a `code-diff` or `code-morph` block). Note the intent in `scene` / narrative; Step 4 wraps it in a time-coded shot sequence around the block (a `code-diff` / `code-morph`).
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+
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+ ## Transitions
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+
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+ Use only registry transition names in `transition_in`:
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+
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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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+
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+ Pick 2–3 for the whole video and repeat. Frame 1 is `cut` (no previous frame). Match the seam to the narrative: ordered change items → a consistent `push-slide`; a soft reveal / into-the-cause → `crossfade` / `blur-crossfade`; zooming into a code line or pulling back to the file tree → `zoom-through`; a clean new change item → `cut`.
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+
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+ ## The diff is the centerpiece
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+
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+ Code beats live on the **navy code surface** (code-editorial's Code Surface treatment) — but the body is **not** all code (pair them with `mechanism` beats, next section). Plan the code beats deliberately:
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+
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+ - **Feature 2–4 real diff hunks**, named in each frame's `scene` — each a small, legible snippet (~4–12 lines), **never a whole file**. Pull them from `capture/diff.patch` / the brief's "Representative diff."
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+ - Name **which code animation block** the frame wants in `scene` (the Step-4 visual phase and the worker read it). See `code-vocabulary.md` for the full map; the short version: before→after = `code-diff`; refactor/rename continuity = `code-morph`; new code written on = `code-typing`; spotlight one line = `code-highlight`; walk a long file = `code-scroll`; a hero reveal = `code-3d-extrude` / `code-particle-assemble`.
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+ - Numbers (`+1,204 / −318`, files touched, perf delta) belong on an `impact` / `evidence` frame as a `number-lockup`, **not** read aloud in narration.
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+
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+ ## Show the behavior — the mechanism beat (not just the diff)
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+
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+ A diff shows **what changed in the code**. It does **not** show **what the change does** — and "what it does" is usually the more memorable, more explanatory beat. The single biggest reason a PR video feels flat is that every body frame is a code surface or a number: it _tells_ (here are the lines, here is the stat) but never _shows_ (here is the request actually recovering).
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+
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+ A **`mechanism` frame animates the runtime behavior** the PR changes — built as an **invented animated diagram** (SVG / HTML / GSAP on code-editorial's cream ground: hairline-ink nodes / edges / lanes, one coral marker on the active or changed element), where **the build _is_ the teaching** — each part appears on beat, the flow plays out across the shot. It is **not** a code block and **not** a headline. Reach for the `flowchart` / `flowchart-vertical` / `data-chart` registry blocks where they fit; otherwise invent it (visual-design.md's diagram / abstract-graphics register).
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+
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+ Plan **at least one `mechanism` beat** for any PR with a visible runtime behavior (most feature and fix PRs have one). What to animate, by what the change touches:
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+
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+ | The change touches… | Animate (the behavior, not the code) |
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+ | ------------------------------- | -------------------------------------------------------------------------------------------------- |
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+ | Retry / backoff / resilience | a request lifecycle: fire → 500 → wait (delay growing) → retry → 200 |
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+ | Caching / memoization | two lanes racing: cold (slow, hits the DB) vs cached (fast, hits the cache) |
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+ | Concurrency / parallelism | a serial single lane reshaping into parallel lanes |
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+ | Race / ordering bug | the broken behavior first (items dropped, two writers colliding), then the fixed flow |
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+ | Performance | two timelines / bars racing, the new one finishing first (a `data-chart` fits) |
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+ | Refactor / migration | a tangled call-graph untangling into a clean one; same inputs → same outputs |
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+ | New endpoint / pipeline / state | data flowing through the new path; a state machine lighting up step by step (`flowchart-vertical`) |
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+
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+ Name the mechanism in the frame's `scene` ("animate the request retrying: fire → 500 → backoff → 200, invented SVG flow") so Step 4 and the worker build it. The `diff` frame and the `mechanism` frame are **complementary** — the diff is the proof in code, the mechanism is the proof in motion; alternate them rather than stacking code surfaces.
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+
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+ ## The close: a credits / shipped-by scene
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+
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+ A PR is shipped by people, and every PR video closes with a `credits` frame naming them. `capture/extracted/people.json` lists real contributors (bot-filtered), and Step 1 downloaded each avatar to `assets/<login>.png` (the `avatarFetched: true` entries — confirm with `ls assets/`). `reviewDecision` (e.g. `APPROVED`) is honest grounding.
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+
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+ > **The PR `author` only opened the PR — not necessarily who wrote the code.** A teammate often authors most commits. Lead the credits with `committer`s by `commitCount`, not the opener.
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+
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+ The `credits` frame is an avatar row with names + roles + an "approved" check. On that frame only, set `asset_candidates` to 1–6 entries of `assets/<login>.png — <login>, <role>` (commit authors by `commitCount` first, then reviewers; only `avatarFetched: true` logins). The body stays code-only — avatars appear **only** on this close, never decorating a diff frame. The frame sits in the Step 3 proposal like any other, so the user can cut it there; skip it yourself only when no avatar was fetched.
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+
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+ > **Narrate the name, not the handle.** `people.json` carries a `name` field (GitHub display name, e.g. "Miguel Angel Simon Sierra") next to `login` for whichever contributors `gh` already named (author, commit authors, `mergedBy`); it's `null` for reviewers/commenters/assignees, which `gh pr view` only ever gives a bare login. Before writing this frame, resolve any `null` name yourself for the 1-6 people going on the close: `gh api users/<login> --jq .name`. Voiceover always says the **name** (first name is enough — "Shipped by Miguel, reviewed by Wenbo") and **never** reads a raw `@login` aloud (`@miguAng18947550` spoken by TTS is the failure mode this exists to avoid). On-screen text under each avatar can show both, name first, handle small and secondary: `Miguel Angel Simon Sierra` / `@miguel-heygen`. When a name still doesn't resolve (GitHub has no public name for that user either), fall back to the login on-screen and skip that person from the spoken line rather than reading the handle.
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+
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+ Every other frame has **no** `asset_candidates` (the visuals are invented downstream from `scene` + the diff).
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+
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+ ### Versions on the end card (cta / changelog)
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+
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+ A `cta` ("upgrade to vN", "npm i pkg@N") or a changelog "what's new in vN" wants a real version — and **a version is the one fact you must never invent.** A PR carries no shipping version, so Step 1 resolves a best-effort one for MERGED PRs and writes it into `capture/extracted/visible-text.txt` as a `Shipped in: <version> (<source>)` meta line (mirrored in `capture/pr.json` as `shipped_version` / `version_source`). Use it:
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+
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+ - **`Shipped in:` present** → use that exact version on the end card. A `version_source` of `unreleased` means the change is on the default branch but not yet in a tagged release — say "shipping in the next release" rather than pinning a tag.
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+ - **No `Shipped in:` line** (open PR, or no version resolvable) → **state the repo / PR URL only** ("read the PR at github.com/…", "pull it") and do **not** name or guess a version number.
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+
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+ ## Per-frame length budget — ≤ 9 s, word count is the real measurement
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+
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+ The largest quality bug in PR videos is **scripts that talk too long**. TTS runs at **~2.2 words/second**, so a 45-word "7-second" script is really 20 seconds, and the visual phase has to pad the tail with idle drift (the video reads as "shimmering"). Budget by word count:
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+
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+ | Bound | Words (@2.2 wps) | Duration | When |
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+ | -------------------------- | ---------------- | ------------ | ----------------------------------------------------------------------------- |
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+ | **Soft target — default** | **≤ 19** | **≤ 9 s** | Every frame aims here; the cut stays alive. |
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+ | **Exception — ≤ 2 frames** | ≤ 26 | ≤ 12 s | The main `diff` (the one change you must explain) or a causal-chain `change`. |
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+ | **Hard cap** | > 26 | > 12 s | Trim or split. |
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+ | **Whole-film target** | ≤ ~400 | up to ~3 min | Sweet spot ~30–90 s (≤ ~155 words); the body carries the load. |
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+
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+ Estimate while writing: `duration ≈ ceil(word_count / 2.2)`. 29 words → 13s (trim); 17 words → 8s; 12 words → 6s. Trim techniques: cut the lead-in clause ("Until now, the agent shipped…" → "The agent shipped…"); move numbers off-script onto a counter; split only when the halves carry distinct beats (cause then effect). **Silent frames are allowed and common** — a diff typing on, a before→after morph, a counter running. Set `voiceover` empty, omit from `SCRIPT.md`, and make `narrativeRole` carry it. A complex change does not need a long script; it needs a careful one — if you can't headline the change in 19 words, the headline isn't sharp yet.
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+
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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 — "Three retries — then it backs off — then it gives up clean" — hands the shot its reveal cadence for free; a single long clause leaves the frame nothing to pace to.
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+
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+ ## Music & silence
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+
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+ 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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+
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+ - **`music: none`** — BGM off (narration, if any, still runs).
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+ - **`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.
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+
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+ ## Frame template
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+
197
+ ```md
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+ ## Frame N — Short name
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+
200
+ - scene: one clear visual idea — name the hunk/file + the code-\* block ("the request() retry block, ~6 lines, code-diff")
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+ - voiceover: "spoken guide text, or empty"
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+ - duration: ceil(word_count / 2.2) seconds
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+ - transition_in: crossfade
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+ - status: outline
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+ - src: compositions/frames/NN-short-name.html
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+ - type: diff
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+ - persuasion: Before/after contrast
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+ - beat: comprehension
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+ - blueprint: <candidate id from the role→blueprint menu, or omit — a code beat usually omits it (the code-\* block is the shape)>
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+
211
+ narrativeRole: What this frame does in the viewer's understanding (its job, not what's on screen).
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+ keyMessage: The one thing the viewer should understand after this frame (one sentence).
213
+ ```
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+
215
+ The `credits` frame additionally carries an `asset_candidates:` line (see the credits section); no other frame does.
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+
217
+ ## Final checklist
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+
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+ - One archetype is named (compound only when explicit); the sequence is narrative-driven, not diff-order-driven.
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+ - The opening uses a named hook strategy; you do not read the PR description aloud.
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+ - The hook is in viewer-outcome language (no file / function / identifier names), and the video's `message` lands by beat 2 (story-spine).
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+ - Each frame has one job; the body builds cumulatively, **alternating `diff` (the code) with `mechanism` (the behavior)** + `impact` / `evidence` — not a single isolated body frame, and not an unbroken stack of code surfaces.
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+ - Every frame has `type` (PR-native), `persuasion` (a named technique), and `beat` (specific). The emotional arc matches the archetype (fix = frustration → relief; feature = curiosity → confidence).
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+ - 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 from the role→blueprint menu where a proven shape fits (a code beat usually omits it — the `code-*` block is the shape).
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+ - **2–4 real diff hunks** featured, each a small legible snippet (not a whole file), each naming its `code-*` block in `scene`.
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+ - **At least one `mechanism` beat** animates what the change _does_ at runtime (an invented diagram, or a `flowchart` / `data-chart`), named in its `scene` — unless the PR genuinely has no visible behavior (a pure docs / config bump). The body is not an unbroken run of code surfaces.
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+ - Transitions use only registry names and repeat 2–3 types; frame 1 is `cut`.
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+ - The video closes with a `credits` frame (skipped only when no avatar was fetched); `asset_candidates` is absent on every other frame (1–6 `assets/<login>.png` entries on the close, `avatarFetched: true` only).
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+ - Each `script` fits the budget — ≤ 19 words / ≤ 9 s default, ≤ 2 frames at the ≤ 26 / ≤ 12 s exception; `duration = ceil(word_count / 2.2)`, not a guess.
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+ - `SCRIPT.md` contains only locked spoken narration; silent frames are intentional and omitted from it.
@@ -0,0 +1,164 @@
1
+ # Visual design — PR-to-video 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). A PR video is **mostly invented** — typography, number-lockups, mechanism diagrams — so you **design** those elements; the two exceptions are **code beats** (a ready-made `code-*` registry block) and the **credits close** (real contributor avatars), both covered below. `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`; the `code-*` blocks → `code-vocabulary.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
+
5
+ ## The unit is a time-coded shot sequence
6
+
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 a PR explainer the development often _is_ the reveal — the diff hunk typing in, the before→after morph, the request-retry diagram running, the impact stat landing. Let the build _be_ the message.
8
+
9
+ Write each frame as a handful of windows cued by the spoken line:
10
+
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 file chip / the hunk / a node / a 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 file chip, the hunk, a stat — **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.** There is **no fixed count and no mandatory "middle" act**; the only sin is dumping everything up front.
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`). 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). The failure is never "too still"; it is **front-loaded-then-frozen**. Place held beats deliberately for rhythm (allocate them in `## Video direction`).
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
+
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**.
28
+
29
+ 2. **Instantiate its `[slots]` with THIS frame's content** — three postures:
30
+ - **Reproduce** — the blueprint fits the beat and your content maps onto its slots cleanly. Fill every `[slot]` and follow its Scene timing.
31
+ - **Adapt** — the _structure_ fits but the content / surface doesn't. State **what you keep / what you change** in one line, then write the adapted Scene lines. You may never drop the **signature move**, and you keep the reveals **paced to the VO**.
32
+ - **Compose** — no blueprint fits the beat. Build the shot from the **motion vocabulary** in `motion-language.md`: still pace reveals to the VO. Mark it `blueprint: compose`.
33
+
34
+ 3. **Keep the signature move.** Whichever posture, the blueprint's signature move is the spine of the shot — carry it through.
35
+
36
+ > A **code beat** is the one place you don't pick a blueprint for the centerpiece — the `code-*` block _is_ the shape (see **PR code beats** below). You still write the Scene sequence for the surrounding surface.
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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 4 — The retry fix
44
+ - scene: the request() retry hunk lands on the navy code surface ← refine only if it could read sharper
45
+ - voiceover: "…" ← story's; leave it
46
+ - transition_in: crossfade ← story's; leave it
47
+ - type: diff ← story's (PR-native)
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+ - persuasion: Show-the-change
49
+ - beat: clarity
50
+ - blueprint: compose ← code beats compose the surround; the block owns the code motion
51
+ - focal: code-diff — the request() retry block, ~6 lines ← you add: the code-* block IS the focal
52
+ - roles: code surface = foreground subject · file header = supporting · dim grid = background
53
+ - sfx: keyclack-soft, soft-confirm
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+
55
+ Scene 1 (0.0–1.0s): the navy Code Surface window seats in (scale-in + soft shadow), file header "client/request.ts" types on — Centered, ~60% of frame. Slow push-in underneath.
56
+ Scene 2 (1.0–3.2s): the camera settles onto the hunk; the `code-diff` block runs its own before→after on its cadence (the worker fits it to the duration) — you do not re-specify the code motion.
57
+ Scene 3 (3.2–4.5s): a coral underline draws on the changed line as the VO names it; a `+6/−2` count-up ticks beside the header; settles and holds STILL.
58
+ ```
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+
60
+ The lightweight tags:
61
+
62
+ - **`blueprint:`** — the id you instantiated (with `(Reproduce)` / `(Adapt)`), or `compose`. One id per frame.
63
+ - **`focal:`** — for a concept/mechanism beat, the **invented** hero (a hero word, a diagram, a number-lockup); for a **code beat**, the **`code-*` block** (name the block + the hunk); for the **credits** close, the avatar row.
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+ - **`roles:`** — each element's role: `foreground subject` · `background` (full-bleed, dim 30–50%) · `supporting`. Invented elements you **design**; the only real assets are the credits `assets/<login>.png` avatars (named in story's `asset_candidates`).
65
+ - **`sfx:`** — name the sound the beat wants; the audio script's `fetch-sfx` retrieves it and the assembler mounts it at root — you only **name** it, never embed `<audio>`.
66
+
67
+ **Layout + motion are stated INLINE in each Scene line** — name the template / density / depth as part of "where it sits", and name the move from `motion-language.md`'s vocabulary; let it settle on a long-tail curve (`power3` default). Never write px / scale / ease curves / ms (the worker writes those).
68
+
69
+ ## PR code beats — name a `code-*` block
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+
71
+ For a `diff` / `before_after` / code beat, the frame's centerpiece is a **ready-made `code-*` registry block**, not an invented HTML visual — the one exception to "invent every visual."
72
+
73
+ - **Name the block in `scene` + `focal`.** Pick the one that fits the beat (before→after = `code-diff`; refactor/rename = `code-morph`; new code written on = `code-typing`; spotlight a line = `code-highlight`; walk a long file = `code-scroll`; a hero reveal = `code-3d-extrude` / `code-particle-assemble`). Full map → `code-vocabulary.md`. Name the hunk too ("the `request()` retry block, ~6 lines"). The block is the `focal`; the Step-5 worker installs + fills it with the real diff.
74
+ - **The block owns the code animation; your Scenes choreograph the surrounding Code Surface.** The block _is_ the development beat (the diff/typewriter/morph plays on its own cadence — the worker only fits it to the frame's `data-duration` so a long snippet doesn't overrun). Your Scene windows move the code-editorial **Code Surface** around it: the navy window seating in, the file header typing on, the camera settling onto the hunk, a `+N/−M` `count-up`, a coral underline drawing on the landed line. Name those moves inline; **do not re-specify the code animation itself.** A code beat is usually `blueprint: compose` (the block is the shape).
75
+
76
+ ## PR mechanism beats — invent an animated diagram of the behavior
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+
78
+ A **`mechanism`** frame is the **show-the-behavior** beat — the antidote to a video that only shows code + text. Its `focal` is an **invented animated diagram** that plays out what the change _does_ at runtime (the request retrying, the cache filling, serial→parallel, the race resolved) — **not** a `code-*` block and **not** a headline.
79
+
80
+ - **Name the behavior + the diagram in `scene` + `focal`.** e.g. `scene: "animate the request lifecycle — fire → 500 → backoff → retry → 200, invented SVG flow"`; `focal: the request-lifecycle flow`. Reach for the `flowchart` / `flowchart-vertical` / `data-chart` registry blocks where they fit (name them in `scene` so Step 5 pre-installs them); otherwise the worker builds it in SVG / HTML / GSAP from code-editorial's atoms.
81
+ - **The build IS the shot sequence.** Unlike a code block (which owns its own animation), the diagram is yours to choreograph across the Scene windows — the lanes / nodes draw on (Scene 1), the flow runs / the lane splits / the front advances as the VO names each step (middle Scenes), the resolved state + one coral emphasis lands (final Scene). Never let it enter then freeze.
82
+ - **Stay on code-editorial's cream ground, hairline-ink.** Nodes / edges / lanes in hairline ink on cream; **one coral marker** on the active or changed element; mono labels. Not the navy code surface (that's for code), not heavy shapes / bokeh. Plan it into the top ~83% (caption keep-out).
83
+
84
+ A `mechanism` frame carries **no** `asset_candidates` (it's invented, like every non-credits frame).
85
+
86
+ ## Impact & credits
87
+
88
+ - **Impact / evidence** — numbers (`+1,204 / −318`, files touched, perf delta) go on an `impact` frame as a **`number-lockup`** (code-editorial's Number/Impact treatment): name it the `focal`, reveal it with a `count-up` paced to the VO.
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+ - **Credits close** — the optional `credits` frame uses the real `assets/<login>.png` avatars (named in story's `asset_candidates`) as the `focal`: an avatar row that staggers in. This is the one frame with non-empty `asset_candidates` and real assets.
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+
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+ ## Inventing the visual (non-code beats)
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+
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+ Every non-code, non-credits beat (`hook` / `change` / `cta` / concept) is **designed**, not captured. Three first-class treatments:
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+
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+ - **Typographic / kinetic type** — a hero word, the PR's headline claim, a stat. Treat type as the subject: full-bleed scale, weight contrast, one emphasized term. Strongest for hooks and the cta.
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+ - **Abstract graphics** — shapes / paths / geometry that _embody_ the idea the script names; don't decorate with generic bokeh.
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+ - **Diagram / data-viz** — the mechanism diagrams above, a `data-chart` for a perf delta, a number-lockup. The build (each part on beat) is the teaching — design it to assemble across the Scenes.
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+
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+ Make the invented hero **fill 40–60% of the frame** — big enough to read; don't shrink the one designed element into decoration around empty space.
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+
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+ ## Layout — named inline per Scene
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+
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+ State each Scene's layout as part of "where it sits." **If the blueprint (or the code-\* block) already implies a composition, that wins** — describe it directly; the vocabulary below is for composing freely. Never write px / scale / shadow (the worker does). One frame's layout can EVOLVE across its Scenes. Use **≥3 different framings per video**; never the same framing twice in a row.
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+
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+ - **Framing vocabulary** — centered (hero / climax / a single code surface) · rule-of-thirds · split-screen (before/after, two surfaces) · layered-depth (immersive) · asymmetric 60/40 or 70/30 (a code surface + a caption rail) · triptych (three changes at once) · full-width strip (a file list / timeline). Let the beat decide, not a quota.
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+ - **Density** — primary visual ≥ 40% of canvas; ≥ 3 depth layers; never a lone small cluster floating in empty space. Openings/closings are prone to emptiness — add environmental layers (a dim grid, low-opacity scanlines, 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.
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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, floating bokeh / purple-blue "AI" gradients (banned). The navy code surface is for code beats only; mechanism diagrams stay on cream.
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+
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+ ## Portrait & square (non-16:9 canvases)
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+
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+ The zones, density, hierarchy, and depth principles all still apply; the **aspect ratio** changes, and a wide layout doesn't transplant into a tall one — design for the storyboard's `format` from the start.
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+
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+ - **Stack vertically, not side-by-side** — split-screen / triptych / 60-40 become top/bottom stacks. A code surface runs nearly full-width in portrait with fewer visible lines.
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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.** **Travels well to portrait:** Centered, Layered Depth, Full-Width Strip; **avoid** wide Split Screen / Triptych — use stacked equivalents.
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+
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+ ## `## Video direction` — write the invariants ONCE
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+
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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 — **keep it.**
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+
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+ - **palette system** — from `frame.md` (code-editorial): 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 + what may stay alive during a hold (subtle jitter at most) (→ `motion-language.md`).
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+ - **rhythm / held-frame allocation** — name the **held / breather frames** so the video varies its energy.
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+ - **negative list** — off-brand textures, **plus both motion failure modes** — slideshow (front-load then freeze) and screensaver (everything floating independently) (→ `motion-language.md`).
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+
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+ Do **not** repeat these per frame.
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+
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+ ## Palette & type — from `frame.md`, never invented
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+
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+ - **Palette** — `frame.md` (code-editorial) is the color truth; apply its roles per frame. Generic basics → `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. Code surfaces and mechanism labels use the **mono** role. Typography craft → `hyperframes-creative/references/typography.md`.
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+
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+ ## Caption-band keep-out (plan side)
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+
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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%** (the worker enforces the pixel cutoff). When captions are enabled, primary content caps at the band top, and a centered hero anchors at **y ≈ 0.42 × height** (landscape ≈454, portrait ≈806); background / ambient layers are exempt and may stay full-bleed. Holds even when captions are disabled — bottom-edge consistency.
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+
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+ ## Where the detail lives
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+
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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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+ | the `code-*` blocks (pick + fill for a code beat) | `code-vocabulary.md` (local) |
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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` (code-editorial); basics → `hyperframes-creative` |
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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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+
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+ ## Before you finish — checklist
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+
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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.
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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.
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+ - Every frame names a **`blueprint:`** id (Reproduce / Adapt) or `compose`; an Adapt keeps the signature move; nothing collapses to a single front-loaded dump.
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+ - **Code beats** name a `code-*` block as the `focal`, let the block own the code animation, and choreograph only the surrounding Code Surface in the Scenes.
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+ - **Mechanism beats** name an **invented animated diagram of the behavior** (or a `flowchart` / `data-chart`), choreographed across the Scenes on code-editorial's cream ground with one coral marker — not a code block, not typography; the body is not an unbroken run of code surfaces.
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+ - **Impact** uses a `number-lockup` with a `count-up`; the **credits** close uses the real avatars as the `focal`.
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+ - Each non-code, non-credits frame names its **invented** `focal` + per-element `roles`, kept few and load-bearing.
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+ - Layout + motion named **inline** per Scene (no px / ease curves / ms / JS).
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+ - Content planned into the top ~83% (caption band clear); palette / type pulled from `frame.md` by role.
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+ - You wrote no HTML.
@@ -0,0 +1,38 @@
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+ # Frame worker — PR-to-video delta
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+
3
+ > The shared law is the core contract above (the packet builder prepends `../hyperframes/references/frame-worker-core.md` to this file as `_role.md`) — read the two as one role. This file carries only what's specific to a PR-to-video frame.
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+
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+ ## Batch dispatch — you build a small packet batch
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+
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+ At most three workers run; your dispatch assigns **one or more** bounded packet paths under `.hyperframes/frame-packets/`. Read this role and shared `frame.md` **once**, then process the packets in order — for each, use its exact frame block, inlined blueprint / rule excerpts, and (for a code beat) the selected code-block / source excerpts. Never open the full `STORYBOARD.md`, `capture/diff.patch`, or `capture/extracted/visible-text.txt`; the orchestrator already selected the exact source excerpt and put it in each code frame's packet. After the last assigned file passes the self-check, stop.
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+
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+ Extra inputs beyond the core contract:
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+
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+ - `code-vocabulary.md` — absolute path provided in your dispatch. For a **code beat**, read it for the named `code-*` block's exact inputs (`window.__TOKENS`, `window.__BLOCK`, line indexing); your packet carries the matching excerpt.
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+ - `focal:` — for a concept/mechanism beat, which **invented** element is the hero; for a **code beat**, the named **`code-*` block** (+ the hunk); for the **credits** close, the avatar row.
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+ - `roles:` — each element's role: `foreground subject` / `background` full-bleed / `supporting`. Most are invented elements you design; the only real assets are the credits `assets/<login>.png` avatars.
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+
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+ ## Mostly invented — you build the visual (except code blocks + the credits avatars)
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+
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+ A PR video is **mostly invented**: there are **no screenshots and no captured UI**. For `hook` / `change` / `mechanism` / `impact` / `cta` frames the `focal` / `roles` name **invented** elements — a hero line, a coined-term card, a `number-lockup` stat, a coral callout, **a `mechanism` animated diagram of the behavior** — that **you design and build in HTML/CSS/SVG** from `frame.md`. Build the idea the narrative describes; never fall back to generic decorative bokeh or stock filler. Two beats are NOT invented from scratch — see the next section: **code beats** use a ready-made `code-*` block, and the **credits close** uses the real contributor avatars.
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+
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+ ## PR code beats, mechanism beats + the credits close
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+
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+ - **Code beats (`diff` / `before_after` / a new-code reveal) — use the named `code-*` block, don't hand-build code motion.** Your `## Frame N` `scene` / `focal` names which block (e.g. `code-diff`, `code-morph`, `code-typing`); the orchestrator has already installed it (pre-install step). Read the `code-vocabulary.md` excerpt in your packet for that block's exact inputs, then:
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+ - Use only the packet's `### Source excerpt`. It is the real before/after hunk selected upstream. Never reopen the full diff or brief.
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+ - Fill the block's `window.__TOKENS` with that real code (the baked Shiki tokens) and set `window.__BLOCK` (effect, `line`, `duration`) **so the full block completes within the frame's `data-duration`** — a long snippet at the block's default per-character cadence overruns a short frame (the code never finishes typing). `code-diff` / `code-morph` need **2 states** (before, after); the others take one. **Line indexing differs — `code-highlight` is 0-based, `code-scroll` 1-based** — don't off-by-one.
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+ - Integrate the filled block as **this frame's composition** per the core sub-composition contract: its `data-composition-id` and its `window.__timelines[...]` key must both be your **`<frame_id>`** (the block ships its own id + paused timeline; rename both to match the frame contract). The block already renders an editor window (titlebar / filename) reading as code-editorial's navy **Code Surface** — set the filename + any `+N/−M` chrome from the `scene`.
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+ - **The block owns the code animation; your Scene windows choreograph the surrounding Code Surface** — the navy window seating in, the file header typing on, the camera settling onto the hunk, a coral underline on the landed line. **Do not re-specify the code motion** (the block is the development beat). A code beat is usually `blueprint: compose`.
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+ - **The block has no caption-safe band.** When `Captions: enabled`, inset/scale the code panel into the top ~83% so it clears the keep-out band; never let code run under the caption pill.
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+ - **Mechanism beats (`mechanism`) — build an invented animated diagram of the behavior; the build _is_ the shot.** This is the "show what the change does at runtime" frame (the request retrying, the cache filling, serial→parallel, the race resolved) — read its `scene` for the behavior to animate. Unlike a code beat, **the motion is yours to author** (no block owns it):
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+ - If the `scene` names a `flowchart` / `flowchart-vertical` / `data-chart` block, the orchestrator pre-installed it — fill + mount it like a code block (its `data-composition-id` and `window.__timelines[...]` key both become your `<frame_id>`). Otherwise **hand-build the diagram in SVG / HTML / GSAP** from `frame.md`'s atoms.
29
+ - **Code editorial register:** hairline-ink nodes / edges / lanes on the cream ground, **one coral marker** on the active / changed element, mono labels — **not** the navy code surface (that's for code), no heavy shapes / bokeh.
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+ - **Choreograph the Scene windows:** the nodes / lanes draw on (Scene 1); **the flow runs** as the VO names each step (middle Scenes — the request hops, the lane splits, the front advances, the bars race) — this _is_ the teaching, so it must play across the shot, never enter-then-freeze; the resolved state + the one coral emphasis lands (final Scene). Keep it in the top ~83% (caption keep-out).
31
+ - **The `credits` close — the one frame with real assets.** Its `asset_candidates` names 2–6 `assets/<login>.png` avatars (downloaded upstream). Render them as `<img>` in hairline-ringed chips — an avatar row with each contributor's name + role in mono (an "approved" mark if the close calls for it), staggered in across the Scene windows. Avatars appear **only** here, never decorating a code frame.
32
+
33
+ ## PR-specific self-check additions
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+
35
+ - The composition root also carries a **positive `data-duration` matching the packet**.
36
+ - **Code-block cadence fits `data-duration`** — for a code beat, the `code-*` block's internal cadence is set so the full block completes within the frame's `data-duration` (a long snippet at the default per-character speed overruns — the code never finishes and the chrome beats never play; see `code-vocabulary.md`).
37
+ - Fonts: copy the auto-generated `@font-face` block from `frame.md`; the Code editorial preset's EB Garamond, Inter, and JetBrains Mono faces live in `assets/fonts/`. Never link Google Fonts.
38
+ - Visible-text exception: real code inside a `code-*` block is the content, not narration.