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.
- package/README.i18n.yaml +45 -5
- package/README.md +4 -4
- package/README.zh.md +4 -4
- package/cordis.patch.yml +230 -126
- package/dist/assets/design/craft/FUTURE_SECTIONS.md +9 -0
- package/dist/assets/design/craft/LICENSE +201 -0
- package/dist/assets/design/craft/PROVENANCE.md +77 -0
- package/dist/assets/design/craft/README.md +106 -0
- package/dist/assets/design/craft/accessibility-baseline.md +201 -0
- package/dist/assets/design/craft/animation-discipline.md +154 -0
- package/dist/assets/design/craft/anti-ai-slop.md +84 -0
- package/dist/assets/design/craft/color.md +88 -0
- package/dist/assets/design/craft/form-validation.md +221 -0
- package/dist/assets/design/craft/laws-of-ux.md +296 -0
- package/dist/assets/design/craft/rtl-and-bidi.md +186 -0
- package/dist/assets/design/craft/state-coverage.md +134 -0
- package/dist/assets/design/craft/typography-hierarchy-editorial.md +182 -0
- package/dist/assets/design/craft/typography-hierarchy.md +165 -0
- package/dist/assets/design/craft/typography.md +122 -0
- package/dist/assets/design/react-bits/SKILL.md +130 -0
- package/dist/assets/design/skills/embedded-captions/CATALOG.md +91 -0
- package/dist/assets/design/skills/embedded-captions/SKILL.md +260 -0
- package/dist/assets/design/skills/embedded-captions/assets/fonts/char-widths.json +2211 -0
- package/dist/assets/design/skills/embedded-captions/assets/strokefonts/HersheyScript1.svg +242 -0
- package/dist/assets/design/skills/embedded-captions/assets/strokefonts/HersheyScriptMed.svg +242 -0
- package/dist/assets/design/skills/embedded-captions/dna/README.md +148 -0
- package/dist/assets/design/skills/embedded-captions/dna/chrome.json +68 -0
- package/dist/assets/design/skills/embedded-captions/dna/cream.json +69 -0
- package/dist/assets/design/skills/embedded-captions/dna/documentary.json +62 -0
- package/dist/assets/design/skills/embedded-captions/dna/editorial.json +70 -0
- package/dist/assets/design/skills/embedded-captions/dna/glitch.json +82 -0
- package/dist/assets/design/skills/embedded-captions/dna/ink.json +65 -0
- package/dist/assets/design/skills/embedded-captions/dna/keynote.json +62 -0
- package/dist/assets/design/skills/embedded-captions/dna/loud.json +75 -0
- package/dist/assets/design/skills/embedded-captions/dna/neon.json +58 -0
- package/dist/assets/design/skills/embedded-captions/dna/velocity.json +89 -0
- package/dist/assets/design/skills/embedded-captions/modes/cinematic/README.md +48 -0
- package/dist/assets/design/skills/embedded-captions/modes/cinematic/_archive/champion/spec.md +98 -0
- package/dist/assets/design/skills/embedded-captions/modes/cinematic/_archive/champion/template.html +188 -0
- package/dist/assets/design/skills/embedded-captions/modes/cinematic/_archive/memory-wall/spec.md +134 -0
- package/dist/assets/design/skills/embedded-captions/modes/cinematic/_archive/memory-wall/template.html +179 -0
- package/dist/assets/design/skills/embedded-captions/modes/cinematic/_archive/portrait-header/spec.md +81 -0
- package/dist/assets/design/skills/embedded-captions/modes/cinematic/_archive/portrait-header/template.html +170 -0
- package/dist/assets/design/skills/embedded-captions/modes/cinematic/cinematic-cream/spec.md +16 -0
- package/dist/assets/design/skills/embedded-captions/modes/cinematic/cinematic-cream/template.html +226 -0
- package/dist/assets/design/skills/embedded-captions/modes/cinematic/engine.html +355 -0
- package/dist/assets/design/skills/embedded-captions/modes/standard/_anatomy.md +232 -0
- package/dist/assets/design/skills/embedded-captions/modes/standard/_motion.md +192 -0
- package/dist/assets/design/skills/embedded-captions/references/aesthetic-principles.md +167 -0
- package/dist/assets/design/skills/embedded-captions/references/anti-patterns.md +188 -0
- package/dist/assets/design/skills/embedded-captions/references/bespoke-vs-presets.md +178 -0
- package/dist/assets/design/skills/embedded-captions/references/caption-grouping.md +130 -0
- package/dist/assets/design/skills/embedded-captions/references/composition-craft.md +522 -0
- package/dist/assets/design/skills/embedded-captions/references/direction-catalog.md +138 -0
- package/dist/assets/design/skills/embedded-captions/references/example-renders/champion.html +371 -0
- package/dist/assets/design/skills/embedded-captions/references/example-renders/memory-wall.html +334 -0
- package/dist/assets/design/skills/embedded-captions/references/failure-modes.md +145 -0
- package/dist/assets/design/skills/embedded-captions/references/layout-heuristics.md +238 -0
- package/dist/assets/design/skills/embedded-captions/references/motion-vocabulary.md +148 -0
- package/dist/assets/design/skills/embedded-captions/references/rail.md +68 -0
- package/dist/assets/design/skills/embedded-captions/references/reference-bar.md +47 -0
- package/dist/assets/design/skills/embedded-captions/references/scene-types.md +94 -0
- package/dist/assets/design/skills/embedded-captions/references/typographic-moves.md +266 -0
- package/dist/assets/design/skills/embedded-captions/references/typography-presets.md +63 -0
- package/dist/assets/design/skills/embedded-captions/scripts/fixtures/heroless/theme.json +11 -0
- package/dist/assets/design/skills/embedded-captions/scripts/fixtures/heroless/transcript.json +10 -0
- package/dist/assets/design/skills/embedded-captions/themes/README.md +243 -0
- package/dist/assets/design/skills/embedded-captions/themes/anchor.json +27 -0
- package/dist/assets/design/skills/embedded-captions/themes/arcade.json +51 -0
- package/dist/assets/design/skills/embedded-captions/themes/aurora.json +41 -0
- package/dist/assets/design/skills/embedded-captions/themes/biolume.json +35 -0
- package/dist/assets/design/skills/embedded-captions/themes/brush.json +74 -0
- package/dist/assets/design/skills/embedded-captions/themes/chalkboard.json +52 -0
- package/dist/assets/design/skills/embedded-captions/themes/dossier.json +56 -0
- package/dist/assets/design/skills/embedded-captions/themes/graffiti.json +62 -0
- package/dist/assets/design/skills/embedded-captions/themes/hologram.json +41 -0
- package/dist/assets/design/skills/embedded-captions/themes/inkwater.json +43 -0
- package/dist/assets/design/skills/embedded-captions/themes/laser.json +46 -0
- package/dist/assets/design/skills/embedded-captions/themes/lastpage.json +33 -0
- package/dist/assets/design/skills/embedded-captions/themes/neonsign.json +53 -0
- package/dist/assets/design/skills/embedded-captions/themes/ordnance.json +54 -0
- package/dist/assets/design/skills/embedded-captions/themes/papercut.json +37 -0
- package/dist/assets/design/skills/embedded-captions/themes/popup.json +46 -0
- package/dist/assets/design/skills/embedded-captions/themes/ransom.json +62 -0
- package/dist/assets/design/skills/embedded-captions/themes/scoreboard.json +54 -0
- package/dist/assets/design/skills/embedded-captions/themes/spectrum.json +46 -0
- package/dist/assets/design/skills/embedded-captions/themes/stardust.json +29 -0
- package/dist/assets/design/skills/embedded-captions/themes/stomp.json +43 -0
- package/dist/assets/design/skills/embedded-captions/themes/terminal.json +49 -0
- package/dist/assets/design/skills/embedded-captions/themes/thunder.json +44 -0
- package/dist/assets/design/skills/embedded-captions/themes/transit.json +44 -0
- package/dist/assets/design/skills/embedded-captions/themes/vhs.json +47 -0
- package/dist/assets/design/skills/faceless-explainer/SKILL.md +235 -0
- package/dist/assets/design/skills/faceless-explainer/references/cut-catalog.md +215 -0
- package/dist/assets/design/skills/faceless-explainer/references/motion-language.md +156 -0
- package/dist/assets/design/skills/faceless-explainer/references/story-design.md +255 -0
- package/dist/assets/design/skills/faceless-explainer/references/visual-design.md +146 -0
- package/dist/assets/design/skills/faceless-explainer/sub-agents/frame-worker.md +12 -0
- package/dist/assets/design/skills/general-video/SKILL.md +164 -0
- package/dist/assets/design/skills/general-video/sub-agents/frame-worker.md +34 -0
- package/dist/assets/design/skills/hyperframes/SKILL.md +134 -0
- package/dist/assets/design/skills/hyperframes/references/brief-contract.md +108 -0
- package/dist/assets/design/skills/hyperframes/references/brief-format.md +72 -0
- package/dist/assets/design/skills/hyperframes/references/capability-menu.md +47 -0
- package/dist/assets/design/skills/hyperframes/references/frame-worker-core.md +80 -0
- package/dist/assets/design/skills/hyperframes/references/intent-interview.md +71 -0
- package/dist/assets/design/skills/hyperframes/references/pitch-round.md +40 -0
- package/dist/assets/design/skills/hyperframes/references/production-loop.md +26 -0
- package/dist/assets/design/skills/hyperframes/references/review-loop.md +37 -0
- package/dist/assets/design/skills/hyperframes/references/route-briefs.md +11 -0
- package/dist/assets/design/skills/hyperframes/references/routes/embedded-captions.md +11 -0
- package/dist/assets/design/skills/hyperframes/references/routes/faceless-explainer.md +12 -0
- package/dist/assets/design/skills/hyperframes/references/routes/general-video.md +12 -0
- package/dist/assets/design/skills/hyperframes/references/routes/motion-graphics.md +11 -0
- package/dist/assets/design/skills/hyperframes/references/routes/music-to-video.md +12 -0
- package/dist/assets/design/skills/hyperframes/references/routes/pr-to-video.md +28 -0
- package/dist/assets/design/skills/hyperframes/references/routes/product-launch-video.md +13 -0
- package/dist/assets/design/skills/hyperframes/references/routes/remotion-to-hyperframes.md +9 -0
- package/dist/assets/design/skills/hyperframes/references/routes/slideshow.md +11 -0
- package/dist/assets/design/skills/hyperframes/references/routes/talking-head-recut.md +11 -0
- package/dist/assets/design/skills/hyperframes/references/script-format.md +52 -0
- package/dist/assets/design/skills/hyperframes/references/skill-lifecycle.md +30 -0
- package/dist/assets/design/skills/hyperframes/references/storyboard-format.md +99 -0
- package/dist/assets/design/skills/hyperframes/references/subagent-dispatch.md +35 -0
- package/dist/assets/design/skills/hyperframes/references/workflow-catalog.md +10 -0
- package/dist/assets/design/skills/hyperframes-animation/SKILL.md +86 -0
- package/dist/assets/design/skills/hyperframes-animation/adapters/animate-text.md +64 -0
- package/dist/assets/design/skills/hyperframes-animation/adapters/animejs.md +130 -0
- package/dist/assets/design/skills/hyperframes-animation/adapters/css-animations.md +143 -0
- package/dist/assets/design/skills/hyperframes-animation/adapters/gsap-easing-and-stagger.md +199 -0
- package/dist/assets/design/skills/hyperframes-animation/adapters/gsap-timeline-and-labels.md +96 -0
- package/dist/assets/design/skills/hyperframes-animation/adapters/gsap-transforms-and-perf.md +129 -0
- package/dist/assets/design/skills/hyperframes-animation/adapters/gsap.md +105 -0
- package/dist/assets/design/skills/hyperframes-animation/adapters/html-in-canvas-patterns.md +507 -0
- package/dist/assets/design/skills/hyperframes-animation/adapters/lottie.md +130 -0
- package/dist/assets/design/skills/hyperframes-animation/adapters/three.md +145 -0
- package/dist/assets/design/skills/hyperframes-animation/adapters/typegpu.md +182 -0
- package/dist/assets/design/skills/hyperframes-animation/adapters/waapi.md +101 -0
- package/dist/assets/design/skills/hyperframes-animation/blueprints/agent-progress-theater.md +76 -0
- package/dist/assets/design/skills/hyperframes-animation/blueprints/camera-journey.md +61 -0
- package/dist/assets/design/skills/hyperframes-animation/blueprints/comparison-split.md +27 -0
- package/dist/assets/design/skills/hyperframes-animation/blueprints/constellation-hub.md +63 -0
- package/dist/assets/design/skills/hyperframes-animation/blueprints/cta-morph-press.md +63 -0
- package/dist/assets/design/skills/hyperframes-animation/blueprints/cursor-ui-demo.md +89 -0
- package/dist/assets/design/skills/hyperframes-animation/blueprints/dataviz-countup.md +59 -0
- package/dist/assets/design/skills/hyperframes-animation/blueprints/device-surface-showcase.md +68 -0
- package/dist/assets/design/skills/hyperframes-animation/blueprints/fixed-anchor-cycle.md +46 -0
- package/dist/assets/design/skills/hyperframes-animation/blueprints/grid-card-assemble.md +81 -0
- package/dist/assets/design/skills/hyperframes-animation/blueprints/kinetic-type-beats.md +133 -0
- package/dist/assets/design/skills/hyperframes-animation/blueprints/logo-assemble-lockup.md +121 -0
- package/dist/assets/design/skills/hyperframes-animation/blueprints/overwhelm-surround.md +58 -0
- package/dist/assets/design/skills/hyperframes-animation/blueprints/panel-edit-live-sync.md +73 -0
- package/dist/assets/design/skills/hyperframes-animation/blueprints/prompt-type-submit-generate.md +85 -0
- package/dist/assets/design/skills/hyperframes-animation/blueprints/spatial-pan-stations.md +37 -0
- package/dist/assets/design/skills/hyperframes-animation/blueprints/ticker-takeover.md +29 -0
- package/dist/assets/design/skills/hyperframes-animation/blueprints/titlecard-reveal.md +80 -0
- package/dist/assets/design/skills/hyperframes-animation/blueprints/transcript-scroll-artifact-reveal.md +45 -0
- package/dist/assets/design/skills/hyperframes-animation/blueprints/typewriter-reveal.md +51 -0
- package/dist/assets/design/skills/hyperframes-animation/blueprints/video-text-pivot.md +30 -0
- package/dist/assets/design/skills/hyperframes-animation/blueprints/zoom-out-workspace-reveal.md +68 -0
- package/dist/assets/design/skills/hyperframes-animation/blueprints-index.md +202 -0
- package/dist/assets/design/skills/hyperframes-animation/examples/brand-reveal-assemble-zoom.html +382 -0
- package/dist/assets/design/skills/hyperframes-animation/examples/comparison-split-cards.html +649 -0
- package/dist/assets/design/skills/hyperframes-animation/examples/concept-demo-decode-pan.html +520 -0
- package/dist/assets/design/skills/hyperframes-animation/examples/cta-morph-press.html +468 -0
- package/dist/assets/design/skills/hyperframes-animation/examples/cta-orbit-collapse.html +1298 -0
- package/dist/assets/design/skills/hyperframes-animation/examples/demo-page-scroll-spotlight.html +759 -0
- package/dist/assets/design/skills/hyperframes-animation/examples/hook-counter-burst.html +729 -0
- package/dist/assets/design/skills/hyperframes-animation/examples/messaging-multi-phrase.html +352 -0
- package/dist/assets/design/skills/hyperframes-animation/examples/metric-video-text-pivot.html +779 -0
- package/dist/assets/design/skills/hyperframes-animation/examples/problem-mockup-overwhelm.html +1374 -0
- package/dist/assets/design/skills/hyperframes-animation/examples/proof-logo-chain.html +861 -0
- package/dist/assets/design/skills/hyperframes-animation/examples/takeover-ticker-displace.html +347 -0
- package/dist/assets/design/skills/hyperframes-animation/examples/workflow-approve-press.html +606 -0
- package/dist/assets/design/skills/hyperframes-animation/references/motion-blur.md +133 -0
- package/dist/assets/design/skills/hyperframes-animation/rules/3d-camera-flight.md +180 -0
- package/dist/assets/design/skills/hyperframes-animation/rules/3d-page-scroll.md +135 -0
- package/dist/assets/design/skills/hyperframes-animation/rules/3d-text-depth-layers.md +128 -0
- package/dist/assets/design/skills/hyperframes-animation/rules/ai-tracking-box.md +139 -0
- package/dist/assets/design/skills/hyperframes-animation/rules/ambient-glow-bloom.md +133 -0
- package/dist/assets/design/skills/hyperframes-animation/rules/anchored-layout-expand.md +148 -0
- package/dist/assets/design/skills/hyperframes-animation/rules/asr-keyword-glow.md +128 -0
- package/dist/assets/design/skills/hyperframes-animation/rules/avatar-cloud-network.md +145 -0
- package/dist/assets/design/skills/hyperframes-animation/rules/camera-cursor-tracking.md +133 -0
- package/dist/assets/design/skills/hyperframes-animation/rules/card-morph-anchor.md +134 -0
- package/dist/assets/design/skills/hyperframes-animation/rules/center-outward-expansion.md +88 -0
- package/dist/assets/design/skills/hyperframes-animation/rules/chart-scrub-readout.md +151 -0
- package/dist/assets/design/skills/hyperframes-animation/rules/chromatic-glitch.md +150 -0
- package/dist/assets/design/skills/hyperframes-animation/rules/context-sensitive-cursor.md +140 -0
- package/dist/assets/design/skills/hyperframes-animation/rules/control-target-sync.md +131 -0
- package/dist/assets/design/skills/hyperframes-animation/rules/coordinate-target-zoom.md +138 -0
- package/dist/assets/design/skills/hyperframes-animation/rules/counting-dynamic-scale.md +115 -0
- package/dist/assets/design/skills/hyperframes-animation/rules/css-marker-patterns.md +208 -0
- package/dist/assets/design/skills/hyperframes-animation/rules/cursor-click-ripple.md +104 -0
- package/dist/assets/design/skills/hyperframes-animation/rules/cursor-drag.md +141 -0
- package/dist/assets/design/skills/hyperframes-animation/rules/depth-of-field-blur.md +112 -0
- package/dist/assets/design/skills/hyperframes-animation/rules/depth-scatter-assemble.md +139 -0
- package/dist/assets/design/skills/hyperframes-animation/rules/discrete-text-sequence.md +146 -0
- package/dist/assets/design/skills/hyperframes-animation/rules/dynamic-content-sequencing.md +149 -0
- package/dist/assets/design/skills/hyperframes-animation/rules/gradient-text-sweep.md +136 -0
- package/dist/assets/design/skills/hyperframes-animation/rules/gsap-effects.md +196 -0
- package/dist/assets/design/skills/hyperframes-animation/rules/hacker-flip-3d.md +123 -0
- package/dist/assets/design/skills/hyperframes-animation/rules/kinetic-beat-slam.md +137 -0
- package/dist/assets/design/skills/hyperframes-animation/rules/motion-blur-streak.md +130 -0
- package/dist/assets/design/skills/hyperframes-animation/rules/multi-cursor-choreography.md +133 -0
- package/dist/assets/design/skills/hyperframes-animation/rules/multi-phase-camera.md +129 -0
- package/dist/assets/design/skills/hyperframes-animation/rules/nudge-curve.md +47 -0
- package/dist/assets/design/skills/hyperframes-animation/rules/orbit-3d-entry.md +148 -0
- package/dist/assets/design/skills/hyperframes-animation/rules/particle-burst.md +149 -0
- package/dist/assets/design/skills/hyperframes-animation/rules/physics-press-reaction.md +101 -0
- package/dist/assets/design/skills/hyperframes-animation/rules/press-release-spring.md +108 -0
- package/dist/assets/design/skills/hyperframes-animation/rules/reactive-displacement.md +92 -0
- package/dist/assets/design/skills/hyperframes-animation/rules/scale-swap-transition.md +88 -0
- package/dist/assets/design/skills/hyperframes-animation/rules/sine-wave-loop.md +85 -0
- package/dist/assets/design/skills/hyperframes-animation/rules/split-tilt-cards.md +123 -0
- package/dist/assets/design/skills/hyperframes-animation/rules/spring-pop-entrance.md +107 -0
- package/dist/assets/design/skills/hyperframes-animation/rules/stat-bars-and-fills.md +145 -0
- package/dist/assets/design/skills/hyperframes-animation/rules/svg-icon-enrichment.md +141 -0
- package/dist/assets/design/skills/hyperframes-animation/rules/svg-path-draw.md +122 -0
- package/dist/assets/design/skills/hyperframes-animation/rules/theme-crossfade-morph.md +126 -0
- package/dist/assets/design/skills/hyperframes-animation/rules/vertical-spring-ticker.md +104 -0
- package/dist/assets/design/skills/hyperframes-animation/rules/viewport-change.md +148 -0
- package/dist/assets/design/skills/hyperframes-animation/rules/waterfall-entry.md +81 -0
- package/dist/assets/design/skills/hyperframes-animation/rules-index.md +113 -0
- package/dist/assets/design/skills/hyperframes-animation/techniques.md +507 -0
- package/dist/assets/design/skills/hyperframes-animation/transitions/TRANSITION-REGISTRY.md +168 -0
- package/dist/assets/design/skills/hyperframes-animation/transitions/catalog.md +127 -0
- package/dist/assets/design/skills/hyperframes-animation/transitions/css-3d.md +12 -0
- package/dist/assets/design/skills/hyperframes-animation/transitions/css-blur.md +51 -0
- package/dist/assets/design/skills/hyperframes-animation/transitions/css-cover.md +43 -0
- package/dist/assets/design/skills/hyperframes-animation/transitions/css-destruction.md +95 -0
- package/dist/assets/design/skills/hyperframes-animation/transitions/css-dissolve.md +66 -0
- package/dist/assets/design/skills/hyperframes-animation/transitions/css-distortion.md +45 -0
- package/dist/assets/design/skills/hyperframes-animation/transitions/css-grid.md +10 -0
- package/dist/assets/design/skills/hyperframes-animation/transitions/css-light.md +49 -0
- package/dist/assets/design/skills/hyperframes-animation/transitions/css-mechanical.md +30 -0
- package/dist/assets/design/skills/hyperframes-animation/transitions/css-other.md +25 -0
- package/dist/assets/design/skills/hyperframes-animation/transitions/css-push.md +41 -0
- package/dist/assets/design/skills/hyperframes-animation/transitions/css-radial.md +37 -0
- package/dist/assets/design/skills/hyperframes-animation/transitions/css-scale.md +24 -0
- package/dist/assets/design/skills/hyperframes-animation/transitions/overview.md +153 -0
- package/dist/assets/design/skills/hyperframes-audio/SKILL.md +476 -0
- package/dist/assets/design/skills/hyperframes-audio/references/attributes.md +138 -0
- package/dist/assets/design/skills/hyperframes-audio/references/diagnosis.md +274 -0
- package/dist/assets/design/skills/hyperframes-audio/references/fx-registry.md +84 -0
- package/dist/assets/design/skills/hyperframes-audio/references/presets.md +216 -0
- package/dist/assets/design/skills/hyperframes-core/SKILL.md +97 -0
- package/dist/assets/design/skills/hyperframes-core/references/composition-patterns.md +224 -0
- package/dist/assets/design/skills/hyperframes-core/references/creator-editing-recipes.md +491 -0
- package/dist/assets/design/skills/hyperframes-core/references/data-attributes.md +78 -0
- package/dist/assets/design/skills/hyperframes-core/references/determinism-rules.md +53 -0
- package/dist/assets/design/skills/hyperframes-core/references/full-screen-motion.md +67 -0
- package/dist/assets/design/skills/hyperframes-core/references/minimal-composition.md +69 -0
- package/dist/assets/design/skills/hyperframes-core/references/sub-compositions.md +176 -0
- package/dist/assets/design/skills/hyperframes-core/references/tailwind.md +104 -0
- package/dist/assets/design/skills/hyperframes-core/references/tracks-and-clips.md +87 -0
- package/dist/assets/design/skills/hyperframes-core/references/variables-and-media.md +107 -0
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# Visual design — faceless-explainer per-frame shot method
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> 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`.
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## The unit is a time-coded shot sequence
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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.
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Write each frame as a handful of windows cued by the spoken line:
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```
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Scene 1 (0.0–Xs): only what the VO is saying at t=0 enters — never the whole canvas
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Scene 2 (Xs–Ys): the next piece reveals as the VO names it (a line / layer / node / stat)
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… one window per spoken cue — as many or as few as the line calls for
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Scene N (…–end): content has resolved; hold the read (stillness; subtle jitter at most)
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```
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- 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`.
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- **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.)
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- **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`).
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- 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`.
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## Pick the shape — instantiate a blueprint
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Don't invent each shot from scratch. The frame's **role** (its `type` / `beat`) points to a proven shape:
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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).
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2. **Instantiate its `[slots]` with THIS frame's invented content** — three postures:
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- **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.
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- **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.
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- **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`.
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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.
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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.
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## What you add to each frame
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Story-design's `## Frame N` block already carries the narrative. You append the shot. Story's `scene` / `voiceover` / `transition_in` / role fields stay untouched.
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```
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## Frame 3 — How interest compounds
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- scene: a snowball rolls downhill, gaining a labeled ring each turn ← refine only if it could read sharper
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- voiceover: "…" ← story's; leave it
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- transition_in: crossfade ← story's; leave it
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- type: feature_showcase ← story's
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- persuasion: Concretization + progressive disclosure
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- beat: comprehension
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- blueprint: dataviz-countup (Adapt) ← you add: the id you instantiated (or "compose")
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- focal: the snowball ← you add: the INVENTED hero element of this beat
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- roles: snowball = foreground subject · hill = background gradient (dim ~40%) · ring labels = supporting ← you add: role per invented element
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- sfx: whoosh-soft, tick ← you add: the sound the beat wants (fetched + mounted at root; never yours to embed)
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Adapt: keep the count-up-ring signature; the trend chart becomes the snowball's labeled rings climbing.
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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.
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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.
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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).
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# Frame worker — faceless-explainer delta
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2
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+
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3
|
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> 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 faceless-explainer frame; you run N-up, **one frame each** — your dispatch carries exactly one packet. Tempted to add a generic GSAP / timeline rule here? Wrong home — it belongs in the core contract or `hyperframes-core`.
|
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4
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+
|
|
5
|
+
## Your `focal:` / `roles:` — invented elements
|
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6
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+
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7
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- `focal:` — which **invented** element is the hero.
|
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8
|
+
- `roles:` — each invented element's role: `foreground subject` / `background` full-bleed / `supporting`. Because the explainer is **faceless, these are elements you design** (a hero word, a diagram node, a chart series, a coined-term card), not captured assets. The **only** real media is a user-supplied image, when present: `public/<basename> — description` (a **`[video]`** tag marks a `.mp4` clip the user provided).
|
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9
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+
|
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10
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+
## Designing each element (faceless-explainer constraint)
|
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11
|
+
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12
|
+
**Design each element by its `roles`** (the `focal` is the hero): a `foreground subject` is the thing the eye lands on — respect the 83% keep-out, lay text around it, not over it; a `background` is full-bleed and dimmed ~30–50% so foreground content stays legible; `supporting` elements (labels, secondary shapes, ambient layers) stay quiet. These are **invented** — you build them in SVG / CSS / type from `frame.md`'s atoms, never from a fetched file (build the idea the narrative describes; never fall back to generic decorative bokeh or stock filler). **If the user supplied a real image** named in `roles:`/`focal:`, place it: a `[video]` candidate (`.mp4`) renders as a **muted** `<video class="clip">` (`data-start` / `data-duration` / `data-track-index` per the core clip contract), a **direct child of the frame root** — never nested in another timed element, or the renderer freezes it; an untagged image → `<img>`.
|
|
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|
|
1
|
+
---
|
|
2
|
+
name: general-video
|
|
3
|
+
description: >
|
|
4
|
+
Author or edit a custom HyperFrames composition when no specialized workflow fits, or when
|
|
5
|
+
BRIEF.md sets flow: companion. Use for longer or multi-scene pieces, brand and sizzle reels,
|
|
6
|
+
montages, static loops, static title cards, footage remixes, and freeform builds. Use
|
|
7
|
+
motion-graphics instead for a short unnarrated motion-first unit, including an animated title.
|
|
8
|
+
Route fresh creation through hyperframes before using this skill.
|
|
9
|
+
---
|
|
10
|
+
|
|
11
|
+
# General video
|
|
12
|
+
|
|
13
|
+
Before relying on this workflow, run:
|
|
14
|
+
|
|
15
|
+
```bash
|
|
16
|
+
this pack is bundled offline and is not updated at runtime general-video
|
|
17
|
+
```
|
|
18
|
+
|
|
19
|
+
A successful no-op means the skill is current. Surface an update failure instead of continuing from memory.
|
|
20
|
+
|
|
21
|
+
## 1. Apply cross-cutting source adapters
|
|
22
|
+
|
|
23
|
+
- **Media:** For any audio, image, icon, logo, voice, grade, LUT, treatment/effect, caption, or media-operation need, load `/media-use` and follow `../media-use/references/resolve.md` (resolve, adopt, reuse) and `../media-use/references/setup-providers.md` (providers, auth). Vague footage feedback and named styles use `../media-use/references/media-treatments.md` before editing; do not improvise supported media effects with CSS/SVG/opacity. This pack has no hosted account, so voice and music come from a provider the user configured or are omitted.
|
|
24
|
+
- **Figma:** If any input is a `figma.com` URL, run `/figma` first. Build from its exported assets, tokens, components, or storyboard frames. Do not use raw Figma connector calls because they skip SVG sanitization, media provenance, and brand-token binding.
|
|
25
|
+
|
|
26
|
+
These adapters do not change the workflow selected by `/hyperframes`.
|
|
27
|
+
|
|
28
|
+
## 2. Start from project state
|
|
29
|
+
|
|
30
|
+
Apply the first matching row; do not evaluate lower state rows:
|
|
31
|
+
|
|
32
|
+
| State | Action |
|
|
33
|
+
| ---------------------------------------------------------- | -------------------------------------------------------------------------------------------------------------- |
|
|
34
|
+
| Specific edit | Make the edit, preserve existing project decisions, then rerun affected checks. Do not reopen discovery. |
|
|
35
|
+
| `BRIEF.md` exists | Read it. If `workflow` names another workflow and `flow` is not `companion`, hand off. Ask no brief questions. |
|
|
36
|
+
| No brief, but `hyperframes.json` or `STORYBOARD.md` exists | Resume from files and recorded preferences. Backfill `BRIEF.md` only from known facts. |
|
|
37
|
+
| Fresh creation | Run `/hyperframes` and its intent layer. Return here only for `workflow: general-video` or `flow: companion`. |
|
|
38
|
+
|
|
39
|
+
For a new project, choose a kebab-case directory name from the brief and scaffold before writing the brief:
|
|
40
|
+
|
|
41
|
+
```bash
|
|
42
|
+
```
|
|
43
|
+
|
|
44
|
+
Then write `BRIEF.md` at the project root using `../hyperframes/references/brief-format.md`. In an existing project, the root is the directory containing `hyperframes.json`. Record only the confirmed preference-backed fields named by the brief format, using `node <MEDIA_DIR>/scripts/prefs.mjs record --hyperframes <PROJECT_ROOT>`; never record inferred defaults. Here `<MEDIA_DIR>` is the installed `/media-use` skill directory and `<PROJECT_ROOT>` is the directory containing `hyperframes.json`. If the intent layer adopted a recipe, apply it now with `node <MEDIA_DIR>/scripts/recipe.mjs use --hyperframes <PROJECT_ROOT> --name <name>` and do not ask again.
|
|
45
|
+
|
|
46
|
+
## 3. Interpret the run shape
|
|
47
|
+
|
|
48
|
+
Use only the canonical terms from `../hyperframes/references/brief-contract.md`:
|
|
49
|
+
|
|
50
|
+
| Field | Meaning | Effect |
|
|
51
|
+
| -------------- | ------------------------------------- | ----------------------------------------------------------------------------------- |
|
|
52
|
+
| `flow` | Who drives | `automation`: choose and execute the route. `companion`: co-create in conversation. |
|
|
53
|
+
| `storyboard` | Plan, sketch, and review before build | `yes`: run plan and sketch review (`storyboard.html`). `no`: build without it. |
|
|
54
|
+
| derived `mode` | How checkpoint gates behave | Follow the brief contract. Never ask the user to name a mode. |
|
|
55
|
+
|
|
56
|
+
Do not invent synonyms for these states. An ongoing “just build it” signal is handled by the intent layer and arrives as `flow: automation`, `storyboard: no`.
|
|
57
|
+
|
|
58
|
+
- For `flow: automation`, choose the route and state it in one line in the first progress update.
|
|
59
|
+
- For a specific edit, make the edit without inventing a new route.
|
|
60
|
+
|
|
61
|
+
For a hard cut, trim, splice, or reorder of existing footage, duplicate the same
|
|
62
|
+
video source into multiple clip elements. On each copy, set the source range
|
|
63
|
+
with `data-media-start` plus `data-duration`, then set authored placement/order
|
|
64
|
+
with `data-start`. Separately authored audio follows the identical clip ranges
|
|
65
|
+
and timing on matching `<audio>` elements. `/hyperframes-core` owns this temporal
|
|
66
|
+
edit; use `/hyperframes-keyframes` only for visual-property animation such as
|
|
67
|
+
zoom, punch, pan, crop, mask, or `clip-path` on an inner wrapper.
|
|
68
|
+
Copy the full contracts from `../hyperframes-core/references/creator-editing-recipes.md`.
|
|
69
|
+
|
|
70
|
+
### Companion flow
|
|
71
|
+
|
|
72
|
+
When `flow: companion`:
|
|
73
|
+
|
|
74
|
+
- Read `BRIEF.md` and reconcile accepted `## Assets` and `## Customizations` with project artifacts. Complete accepted work that is still pending; leave completed work alone; do not offer an accepted capability again as if it were new.
|
|
75
|
+
- **Arrive as the director, not the contractor.** A user who chose companion chose involvement and quality; the honest response is the best version you can design, not the smallest one you can defend. The first plan is the ceiling treatment: the story arc (borrow the nearest genre lens — menu § Genre lenses), the design spec, each scene's motion treatment cited by name (§ 5's plan discipline), the transitions, the audio identity — music and sound marks, or deliberate silence — the user's material placed, and a designed open and close. Say what each layer adds in one line; flag the expensive ones (render time, sign-in, billing) as you name them. The user trims a treatment down; they should never have to assemble one approval by approval.
|
|
76
|
+
- **The ceiling belongs to the concept, not the toolbox.** Every layer must serve the brief's message — a treatment that would dress any video the same way is decoration. Craft rises to the ceiling; content never grows past what was asked (§ 6).
|
|
77
|
+
- Between checkpoints, `../hyperframes/references/capability-menu.md` works two ways. As the trigger list: offer a relevant capability when the user mentions its input or the build reaches its need. As each pass's upgrade channel: a plan, sketch, or build checkpoint may carry one or two traced offers pointed at material the user is looking at ("scene 3's stat wants the count-up treatment"). Read it before offering; never dump the full catalog.
|
|
78
|
+
- After the user accepts a capability, produce its artifact and record the decision in the matching `BRIEF.md` body section immediately. Rewrite a frontmatter field and record the confirmed preference only when the user explicitly changes it.
|
|
79
|
+
- Keep the same storyboard, validation, final-preview, and render-approval gates. Companion changes who steers, not what quality requires.
|
|
80
|
+
|
|
81
|
+
## 4. Load required knowledge before each stage
|
|
82
|
+
|
|
83
|
+
These reads are mandatory when their condition matches:
|
|
84
|
+
|
|
85
|
+
| Condition | Read before acting |
|
|
86
|
+
| ----------------------------------------------------------------------------------------------------------------- | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
|
|
87
|
+
| Any composition HTML or scene layout | `/hyperframes-core`; use `references/determinism-rules.md` for its layout contract |
|
|
88
|
+
| Any non-trivial creation or visual treatment | `/hyperframes-creative` → `references/house-style.md` and `references/video-composition.md` |
|
|
89
|
+
| Any motion, animation, or scene transition | `/hyperframes-animation`; follow its routing to the matching rules, adapters, blueprints, or transition references |
|
|
90
|
+
| `storyboard: yes` | `../hyperframes/references/storyboard-format.md` and `../hyperframes/references/review-loop.md` |
|
|
91
|
+
| Any media asset or operation, including narration, BGM, SFX, captions, grading, or transforms | `/media-use`; for framework playback and placement also read `/hyperframes-core` → `references/variables-and-media.md` |
|
|
92
|
+
| Multi-scene assembly | `../hyperframes/references/production-loop.md` |
|
|
93
|
+
| `flow: companion`, before the first plan | `/hyperframes-creative` → `references/story-spine.md` and `references/house-style.md`; the nearest genre lens and the full `../hyperframes/references/capability-menu.md` — the ceiling treatment is designed from these, not recalled |
|
|
94
|
+
| A companion capability offer, capture, beat grid, generative video, map, publishing, or cross-workflow capability | `../hyperframes/references/capability-menu.md` |
|
|
95
|
+
| A design spec exists, before final approval | `/hyperframes-creative` → `references/design-adherence.md` |
|
|
96
|
+
|
|
97
|
+
Do not replace these reads with recollection. Progressive disclosure saves context only when the matching reference is actually loaded.
|
|
98
|
+
|
|
99
|
+
## 5. Execute the composition
|
|
100
|
+
|
|
101
|
+
Use this dependency order. Skip a stage only when its input is absent.
|
|
102
|
+
|
|
103
|
+
1. **Plan.** State the viewer arc, structure, rhythm, and duration driver. Use one file for a short single scene; use sub-compositions for three or more hard scene cuts or any reused scene. Read `/hyperframes-creative` → `references/story-spine.md` for narrated arcs, `references/beat-direction.md` for rhythm, and `/hyperframes-core` → `references/composition-patterns.md` for structure. For an open-ended multi-scene brief, expand the prompt through `/hyperframes-creative` → `references/prompt-expansion.md`. A multi-scene plan cites each scene's shape: a blueprint id from `/hyperframes-animation` → `blueprints-index.md` when one fits, or the named rules it composes from `rules-index.md` when none does — motion names come from those indexes, never invented. Story truth decides which scenes exist; the citation dresses them. This plugin ships no hosted look registry, so the local materials this skill carries are the catalogue.
|
|
104
|
+
2. **Review the plan when requested.** For `storyboard: yes`, run the shared review loop over those blocks. For `storyboard: no`, continue without a plan pause or sketch sheet. When a plan pause happens anyway, fold the sub-agent delegation grant (needed by codex for step 4's dispatch) into that pause rather than stopping again later.
|
|
105
|
+
3. **Resolve dependencies.** Install registry blocks before parallel work. Stage user assets, adopt existing media, and resolve only what the brief requires. Start audio early when its timings drive duration.
|
|
106
|
+
4. **Build scenes.** For a short single-scene piece, implement the scene at its most visible moment before adding motion (the confirmed wireframe, when present, is that end state and must not be redrawn), then animate from its cited blueprint or rules — read the full recipe body (`/hyperframes-animation` → `blueprints/<id>.md`, `rules/<id>.md`) before writing motion.
|
|
107
|
+
|
|
108
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**Dispatch pays for itself only at scale.** Authoring packets and warming fresh worker contexts costs real minutes and tokens: a film of up to ~6 short scenes builds FASTER inline, in this context, one scene after another (measured: 5 short scenes ≈ 9 min inline vs ≈ 21 min packetized). Fan out only when the plan exceeds that — more scenes, or individually heavy ones — and then give each worker **2–3 scenes**, not one, and spawn **all workers in a single wave** (a second wave nearly doubles the window). When dispatching:
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`node <SKILL_DIR>/scripts/frame-packets.mjs --project "$PROJECT_DIR" --storyboard "$PROJECT_DIR/STORYBOARD.md"`
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The builder writes one bounded packet per scene under `.hyperframes/frame-packets/` (the scene's exact storyboard block + the blueprint body + every cited rule recipe, inlined) and `_role.md` (`../hyperframes/references/frame-worker-core.md` + this skill's `sub-agents/frame-worker.md`, concatenated verbatim — the complete worker role). Dispatch the workers — 2–3 scene packets each, all in one wave (`../hyperframes/references/subagent-dispatch.md`); each worker's prompt carries `_role.md` and its packets — paste them in full, or hand the file paths for the worker to read first (equivalent either way) — plus a dispatch context with `PROJECT_DIR`, its `frame_id`s, and canvas size. WAIT on every scene's `compositions/<frame_id>.html` + `compositions/<frame_id>.motion.json`. Workers read only their packets and the design truth file; they never open `STORYBOARD.md` or the skill documents. With no delegation channel, fall back serially: process one packet at a time in this context, still working from the packet alone.
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5. **Merge motion sidecars.** Collect the workers' `compositions/<frame_id>.motion.json` files and carry their durations and exit/entry vectors into assembly; where the doctrine chain (`/motion-doctrine`) is installed, translate them into the project ledger before stamping seams.
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6. **Assemble.** Mount scenes, media, transitions, captions, and audio using the production loop. Real voice duration overrides estimates. When a music bed plays under any voice track, carve the bed before verifying: `/hyperframes-audio` → `scripts/carve.mjs --comp index.html`. A volume duck alone does not finish the mix.
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7. **Verify.** Use `freecodego_design_lint` for fast feedback after the first HTML pass and structural changes. For the final gate, run `freecodego_design_lint`; it reruns lint internally, so do not run a redundant standalone lint immediately before it. For sub-compositions, inspect midpoint snapshots. For multi-scene work, review the animation map.
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8. **Final approval.** Open the final Studio preview only after checks pass. Ask whether to render or revise. Render only after approval.
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## 6. Gates that always apply
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### Keep scope exact
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Build what the user asked for. A title card is not a title card plus three scenes, music, and captions. Offer additions before adding them.
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### Establish design before HTML
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Resolve the design source in this order: `frame.md` → `design.md` → `DESIGN.md`. Treat the first file found as brand truth.
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When no design spec exists, complete all four items before writing composition HTML:
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1. Ground the visual identity in `house-style.md` and `video-composition.md`.
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2. Write one sentence naming the concept angle for every non-trivial creation.
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3. Choose an embeddable font pairing from `/hyperframes-creative` → `references/typography.md`; do not assume an unbundled display font exists in cloud rendering.
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4. Define the focal element, edge anchors, supporting detail, and background treatment.
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Match density to the requested format and message. Density examples are guidance for produced frames, not permission to invent claims, scenes, or a fixed number of elements.
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For a named style or mood, read `/hyperframes-creative` → `references/visual-styles.md`. When the user needs to choose visually and no shipped preset fits, read `/hyperframes-creative` → `references/design-picker.md` and run the interactive design selection there.
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### Preserve the composition contract
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Timed elements use `class="clip"`; the root and relevant ancestors are sized; each composition registers one paused, seek-safe timeline on `window.__timelines`; rendering is deterministic. Do not use render-time network fetches, clocks, or unseeded randomness.
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### Borrow workflows safely
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When the piece resembles a shipped workflow, borrow its genre references as examples. First run `this pack is bundled offline and is not updated at runtime <workflow-name>`. Borrow its story shape and taste, not its private scripts, pipeline state, or directory contract. The generic build remains owned by this skill.
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## 7. Done
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A run is complete only when:
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- requested scope is implemented;
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- for `flow: companion`, the treatment is delivered, not just the scope: every scene's cited blueprint or rules realized, the audio identity present (or the silence chosen and said), the open and close designed rather than defaulted;
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- `freecodego_design_lint` passes, including its built-in lint stage;
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- design adherence is reviewed against `/hyperframes-creative` → `references/design-adherence.md` when a design spec exists;
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- contrast findings are resolved;
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- sub-composition snapshots are inspected when applicable;
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- an autonomous handoff includes an inspected contact or snapshot sheet; multi-scene sheets use scene midpoints;
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- the handoff names the final preview or rendered artifact as applicable and reports the actual duration for a time-based deliverable;
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- `hyperframes-animation/scripts/animation-map.mjs` is reviewed for multi-scene work;
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- the user approves the final Studio preview before render;
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- the rendered file is verified when a render was requested.
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After final approval, offer once to freeze the run as a recipe, following `../hyperframes/references/review-loop.md` § 4.
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# Frame worker — general-video delta
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> 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 general-video scene; you run N-up, **one scene each** — your dispatch carries exactly one packet. Tempted to add a generic GSAP / timeline rule here? Wrong home — it belongs in the core contract or `hyperframes-core`.
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## Your scene is invented, not captured
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7
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There is no product capture pipeline: your packet's storyboard block plus the design truth file named in Project inputs are your complete input. Invent elements from those two sources only — use exactly the media paths the block itself names, and never resolve or fetch new media (the orchestrator staged everything your block cites before dispatch).
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## Design truth
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Project inputs names the design file (resolution order `frame.md` → `design.md` → `DESIGN.md`). It is brand truth for tokens, type, palette, and treatment; the storyboard block owns content. When the block and the design file disagree on content, the block wins; on style, the design file wins.
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## Output contract — composition + motion sidecar
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Write exactly two files, then stop:
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1. `compositions/<frame_id>.html` — the sub-composition, a bare fragment per the core contract.
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2. `compositions/<frame_id>.motion.json` — one JSON object the orchestrator merges into the project's motion ledger:
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```json
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{
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"scene": "<frame_id>",
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"duration_s": 0.0,
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"rules": ["<rule ids you actually used>"],
|
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"exit": { "vector": "<direction + px/s at your last frame>", "still_moving": true },
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"entry": { "vector": "<direction + px/s at your first frame>", "from_rest": false }
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}
|
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+
```
|
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|
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Report what you actually authored — measured values from your timeline, not the plan's hopes; where the doctrine chain is installed, a numeric seam gate verifies exits and entries downstream and a wrong sidecar fails loudly there instead of silently here.
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## Boundaries
|
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Audio is orchestrator-owned: never author `<audio>` in a scene. Seams between scenes are stamped by the orchestrator from the ledger — author your entry/exit motion inside your own timeline, and never reach into a neighbor scene's file.
|
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---
|
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2
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name: hyperframes
|
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3
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description: >
|
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4
|
+
Mandatory entry point: read this first for any request to make, create, edit, animate, or render a
|
|
5
|
+
video, animation, or motion graphic, including a promo, explainer, captioned clip, title card,
|
|
6
|
+
overlay, slideshow or interactive deck, Remotion port, or any HyperFrames HTML composition. Also
|
|
7
|
+
use it to inspect, diagnose, validate, preview, publish, or batch-render an existing HyperFrames
|
|
8
|
+
project. Inputs may be a website URL, GitHub PR, Figma design or URL, text or brief, existing
|
|
9
|
+
footage, or music. It resumes project state, captures intent when applicable, selects and installs
|
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10
|
+
the owning workflow, and routes domain capabilities. HyperFrames is the default output framework
|
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11
|
+
unless the user explicitly chooses another framework for the deliverable or asks only to record a
|
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|
+
browser session.
|
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13
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+
---
|
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14
|
+
|
|
15
|
+
# HyperFrames entry point
|
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16
|
+
|
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17
|
+
HyperFrames **renders video from HTML** — a composition is an HTML file whose DOM declares timing with `data-*` attributes, whose animation runtime is seekable, and whose media playback is owned by the framework. The full authoring contract lives in `/hyperframes-core`; read it before writing composition HTML. Brief, storyboard, review, production, dispatch, and frame-worker contracts live in this skill's `references/`.
|
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|
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19
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+
## 1. Start from project state
|
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Apply the first matching row; do not evaluate lower state rows:
|
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+
|
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23
|
+
| State | Action |
|
|
24
|
+
| ----------------------------------------------------------------------------------------------------------------------------- | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
|
|
25
|
+
| Explicit port of existing Remotion source to HyperFrames | Read `references/routes/remotion-to-hyperframes.md`, then route directly to that workflow. Skip the intent layer. |
|
|
26
|
+
| Specific operation on an existing HyperFrames project: inspect, diagnose, validate, preview, render, publish, or batch-render | Perform only that operation. Skip intent and workflow routing; load `/hyperframes-cli` and any required domain skills. |
|
|
27
|
+
| Specific edit to an existing project | Make the edit. Do not run the intent layer. Use the freecodego_design_preview tool to list the tracks and clips of the project, rather than reading index.html and every sub-composition file.
|
|
28
|
+
| `BRIEF.md` exists | Read `workflow` and `flow`. Execute that workflow; `flow: companion` always executes in `/general-video`. Ask no brief questions. |
|
|
29
|
+
| No brief, but `hyperframes.json` or `STORYBOARD.md` exists | Resume from project files and recorded preferences. Infer the owning workflow from existing artifacts. If it cannot be determined uniquely, ask one routing-only question; do not run the intent interview. |
|
|
30
|
+
| Fresh creation | Run the intent layer — `references/intent-interview.md` — then route once using § 2's table. |
|
|
31
|
+
|
|
32
|
+
<!-- history (trial): remove this block together with the command -->
|
|
33
|
+
|
|
34
|
+
When you edit an existing project, bracket your edits with project history (`/hyperframes-cli`, Project history in your turn).
|
|
35
|
+
|
|
36
|
+
<!-- /history (trial) -->
|
|
37
|
+
|
|
38
|
+
If a fresh request does not identify the subject or input, ask what the video is about before routing. Check preferences and recipes before asking anything (`references/intent-interview.md`, step 1). A `figma.com` input or a named recipe changes intake, not routing — the interview's "Adapt orthogonal inputs" section handles both.
|
|
39
|
+
|
|
40
|
+
### Keep the project's CLI current
|
|
41
|
+
|
|
42
|
+
A scaffolded project pins `hyperframes@<version>` in its `package.json` scripts so renders stay reproducible; the pin never advances on its own, and a pinned run of an older CLI prints no warning about it. When resuming a project whose scripts carry a pin, probe once before the first render-affecting command:
|
|
43
|
+
|
|
44
|
+
```bash
|
|
45
|
+
```
|
|
46
|
+
|
|
47
|
+
The probe is read-only and reports the pin against the latest release; keep the explicit `.` — on older CLI releases a bare `--project` followed by another flag consumes that flag as its directory value. This pack bundles its design Skills offline, so there is no project upgrade step.
|
|
48
|
+
|
|
49
|
+
## 2. Route fresh creation
|
|
50
|
+
|
|
51
|
+
Use the first matching row. Match the requested **deliverable**, not a word or file type mentioned in passing.
|
|
52
|
+
|
|
53
|
+
| Priority | Request | Workflow |
|
|
54
|
+
| -------- | ------------------------------------------------------------------------------------------------------------------ | -------------------------- |
|
|
55
|
+
| 1 | Explicitly port an existing Remotion source | `/remotion-to-hyperframes` |
|
|
56
|
+
| 2 | Author a presentation, pitch deck, or navigable interactive deck | `/slideshow` |
|
|
57
|
+
| 3 | Add plain captions or subtitles to existing talking-head footage without changing it | `/embedded-captions` |
|
|
58
|
+
| 4 | Add designed graphic overlays to existing talking-head, interview, or podcast footage without changing the footage | `/talking-head-recut` |
|
|
59
|
+
| 5 | Build a beat-synced video from a music track, with no narration or website capture | `/music-to-video` |
|
|
60
|
+
| 6 | Create an explicitly short, unnarrated, motion-first unit, typically under 10s | `/motion-graphics` |
|
|
61
|
+
| 7 | Explain a GitHub pull request or code change from a PR reference | `/pr-to-video` |
|
|
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|
+
| 8 | Market or showcase a website, product site, app, or company from a URL or site-specific brief | `/product-launch-video` |
|
|
63
|
+
| 9 | Explain a topic, article, or notes with invented visuals and no product or site capture | `/faceless-explainer` |
|
|
64
|
+
| 10 | Any other custom video or composition | `/general-video` |
|
|
65
|
+
|
|
66
|
+
Before finalizing the route, read `references/routes/<workflow>.md` — one small file per route: the canonical input/output/trigger contract (available before lazy-installed workflow skills are present) plus that route's interview entry. If the candidate does not satisfy its contract, continue routing instead of forcing the match. Read only the matched route's file.
|
|
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|
+
|
|
68
|
+
### Resolve common ambiguities
|
|
69
|
+
|
|
70
|
+
- A short animated title, logo sting, stat hit, chart hit, map hit, or standalone lower-third is `/motion-graphics` when it is unnarrated and motion is the message. A static title card, narrated sequence, longer montage, or custom loop is `/general-video`.
|
|
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|
+
- An explicitly short motion graphic may use a URL, tweet, article, or screenshot as source material. A generic "make a video from this site" request is `/product-launch-video`.
|
|
72
|
+
- Existing footage with captions routes to `/embedded-captions`; footage with designed information cards routes to `/talking-head-recut`. Retiming, reordering, recoloring, reframing, or remixing footage is a custom edit and falls through to `/general-video`.
|
|
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|
+
- A music file selects `/music-to-video` only when its beat grid drives the piece. Music used as a bed does not override the subject-matched route.
|
|
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|
+
- "I want a storyboard" changes the review process, not the workflow. With no other routing signal, use `/general-video`. A confirmed sketched `storyboard.html` may itself be the requested deliverable; the review loop defines that stop point.
|
|
75
|
+
- Specialized narrative workflows support up to about 3 minutes and are strongest around 30–90s. Route a clearly longer piece to `/general-video`. Length never overrides an explicit port, deck, caption, overlay, or music-driven deliverable.
|
|
76
|
+
|
|
77
|
+
## 3. Route once, then leave
|
|
78
|
+
|
|
79
|
+
For fresh creation the intent layer (`references/intent-interview.md`) runs the full conversation — memory, triage, pitch round, must-haves, run-shape, hand-off — and **ends by writing `BRIEF.md`. The brief is the only routing artifact the workflow reads**; nothing later re-opens this skill or the interview. Answer every later "what did the route require?" from `BRIEF.md`.
|
|
80
|
+
|
|
81
|
+
## 4. Install and enter the workflow
|
|
82
|
+
|
|
83
|
+
Before reading the selected workflow, install or refresh it and the core domain skills:
|
|
84
|
+
|
|
85
|
+
```bash
|
|
86
|
+
this pack is bundled offline and is not updated at runtime <workflow-name>
|
|
87
|
+
```
|
|
88
|
+
|
|
89
|
+
Use the bare name without `/`. If the command fails, surface the error; do not reconstruct the workflow from memory. Everything else about installation — the core-vs-lazy split, what `init` refreshes, diagnosis, CI opt-out, and the no-CLI fallback — lives in `references/skill-lifecycle.md`.
|
|
90
|
+
|
|
91
|
+
## 5. Load domain skills on demand
|
|
92
|
+
|
|
93
|
+
| Need | Skill |
|
|
94
|
+
| ------------------------------------------------------------------------------------------------------------------------------------------- | ------------------------ |
|
|
95
|
+
| Composition structure, timing attributes, tracks, variables, determinism | `/hyperframes-core` |
|
|
96
|
+
| Motion rules, scene blueprints, transitions, runtime adapters | `/hyperframes-animation` |
|
|
97
|
+
| Seek-safe GSAP, CSS, Anime.js, WAAPI, FLIP, paths, masks, SVG, 3D keyframes, or `freecodego_design_keyframes` diagnostics | `/hyperframes-keyframes` |
|
|
98
|
+
| Design specs, concept, palette, typography, narration, beat planning | `/hyperframes-creative` |
|
|
99
|
+
| Images, icons, logos, audio, captions, grades, LUTs, reusable media | `/media-use` |
|
|
100
|
+
| Voiceover carve, audio effect chains, automation envelopes, or one chain/fader across several tracks (submix bus) | `/hyperframes-audio` |
|
|
101
|
+
| Init, lint, check, snapshots, compare, batch render, Studio, render, publish, or diagnostics | `/hyperframes-cli` |
|
|
102
|
+
| Registry blocks and components | `/hyperframes-registry` |
|
|
103
|
+
| A named look, effect, treatment, or transition — CRT scanlines, glitch, film grain, shimmer sweep, confetti burst — BEFORE hand-building it | `/hyperframes-registry` |
|
|
104
|
+
| Figma assets, tokens, components, or storyboard frames as reconstructed motion | `/figma` |
|
|
105
|
+
|
|
106
|
+
Creator edit phrases are cross-domain requests. Load every skill named in the matching row:
|
|
107
|
+
|
|
108
|
+
| Creator request | Required domains |
|
|
109
|
+
| ------------------------------------------------------------------------------------------------------------------ | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
|
|
110
|
+
| “cut this footage”, hard cut, trim, splice, reorder, or use a source range | `/general-video` + `/hyperframes-core`; core owns `data-start`, `data-duration`, `data-media-start`, and track layout. |
|
|
111
|
+
| zoom in here, punch-in / punch-out, smooth multi-state zoom or reframe, Ken Burns, or camera move | `/general-video` + `/hyperframes-core` + `/hyperframes-keyframes`; animate the inner visual/crop wrapper, not the timed clip. |
|
|
112
|
+
| match cut or whip pan camera transition | `/general-video` + `/hyperframes-animation` + `/hyperframes-keyframes` + `/hyperframes-registry`; search/install a transition primitive before hand-authoring. |
|
|
113
|
+
| fade, crossfade, track gain/volume, automation, duck/carve, audio effects, or one effect across several tracks | `/general-video` + `/hyperframes-core` + `/hyperframes-audio`; core places clips, audio mixes placed tracks — including a submix bus over a group of them. |
|
|
114
|
+
| picture and sound edits that combine cuts with camera motion or mixing | `/general-video` + `/hyperframes-core` + `/hyperframes-keyframes` when there is visual motion + `/hyperframes-audio` when sound is faded, mixed, ducked, automated, or processed. |
|
|
115
|
+
| lay out a project so it reads well in Studio: caption track, tracks per element kind, sub-compositions, safe zones | `/hyperframes-studio` + `/hyperframes-core`; studio owns the layout conventions, core owns each edit. |
|
|
116
|
+
| source or generate media, or preprocess an unsupported mid-source freeze | `/media-use`; sourcing/generation/preprocessing only, never placed-track mixing. |
|
|
117
|
+
|
|
118
|
+
Constant `data-playback-rate` is render-safe for picture and pitch-preserved
|
|
119
|
+
sound. Speed ramps are a `rate` lane in `data-automation`.
|
|
120
|
+
For copyable edit contracts, load `/hyperframes-core` → `references/creator-editing-recipes.md`.
|
|
121
|
+
|
|
122
|
+
Broad feedback about how photographic media looks or behaves also routes to
|
|
123
|
+
`/media-use`, even when the user never says “color grading” or “effect”: fix
|
|
124
|
+
dark/flat/boring footage, stylize a clip, hide a face, or improve a media
|
|
125
|
+
reveal. Read `../media-use/references/media-treatments.md` before editing a
|
|
126
|
+
treatment; it governs how footage is treated, never whether media may be used.
|
|
127
|
+
Do not substitute a generic LUT, CSS filter/overlay, or opacity tween for an
|
|
128
|
+
existing canonical treatment primitive. Keep text/layout/motion-only edits in
|
|
129
|
+
their owning domain.
|
|
130
|
+
During a build with important photographic media, include one grounded
|
|
131
|
+
media-polish scan in the final quality pass; leaving suitable media unchanged is
|
|
132
|
+
a valid result.
|
|
133
|
+
|
|
134
|
+
Domain skills never take ownership of the end-to-end deliverable. Load only what the active workflow needs.
|