luckiest-co 1.0.19 → 1.0.21
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/.claude-plugin/marketplace.json +1 -1
- package/.claude-plugin/plugin.json +1 -1
- package/commands/status.md +10 -0
- package/hooks/hooks.json +11 -1
- package/hooks/update-notice.mjs +56 -0
- package/package.json +1 -1
- package/skills/luckiest-status/SKILL.md +10 -0
- package/skills/luckiest-video-studio/ATTRIBUTION.md +47 -0
- package/skills/luckiest-video-studio/CHANGELOG.md +64 -0
- package/skills/luckiest-video-studio/LICENSE-brag +21 -0
- package/skills/luckiest-video-studio/LICENSE-diagram-design +21 -0
- package/skills/luckiest-video-studio/LICENSE-motion-graphics +25 -0
- package/skills/luckiest-video-studio/LICENSE-student-kit +32 -0
- package/skills/luckiest-video-studio/LICENSE-student-kit-pipeline +15 -0
- package/skills/luckiest-video-studio/SECURITY.md +74 -0
- package/skills/luckiest-video-studio/SKILL.md +257 -0
- package/skills/luckiest-video-studio/assets/sfx/casino/card-fan-1.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/casino/card-fan-2.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/casino/card-place-1.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/casino/card-place-2.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/casino/card-place-3.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/casino/card-place-4.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/casino/card-shove-1.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/casino/card-shove-2.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/casino/card-shove-3.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/casino/card-shove-4.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/casino/card-shuffle.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/casino/card-slide-1.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/casino/card-slide-2.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/casino/card-slide-3.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/casino/card-slide-4.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/casino/card-slide-5.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/casino/card-slide-6.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/casino/card-slide-7.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/casino/card-slide-8.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/casino/cards-pack-open-1.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/casino/cards-pack-open-2.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/casino/chip-lay-1.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/casino/chip-lay-2.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/casino/chip-lay-3.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/casino/chips-collide-1.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/casino/chips-collide-2.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/casino/chips-collide-3.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/casino/chips-collide-4.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/casino/chips-handle-1.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/casino/chips-handle-2.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/casino/chips-handle-3.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/casino/chips-handle-4.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/casino/chips-handle-6.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/casino/chips-stack-1.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/casino/chips-stack-2.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/casino/chips-stack-3.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/casino/chips-stack-4.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/casino/chips-stack-5.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/casino/chips-stack-6.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/casino/dice-grab-1.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/casino/dice-grab-2.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/casino/dice-shake-1.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/casino/dice-shake-2.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/casino/dice-shake-3.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/casino/dice-throw-1.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/casino/dice-throw-2.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/casino/dice-throw-3.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/casino/die-throw-1.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/casino/die-throw-2.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/casino/die-throw-3.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/casino/die-throw-4.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/impact/footstep_carpet_000.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/impact/footstep_carpet_003.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/impact/footstep_carpet_004.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/impact/footstep_concrete_000.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/impact/footstep_concrete_001.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/impact/footstep_concrete_002.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/impact/footstep_concrete_003.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/impact/footstep_concrete_004.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/impact/footstep_grass_000.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/impact/footstep_grass_001.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/impact/footstep_grass_002.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/impact/footstep_grass_003.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/impact/footstep_grass_004.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/impact/footstep_snow_000.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/impact/footstep_snow_001.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/impact/footstep_snow_002.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/impact/footstep_snow_003.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/impact/footstep_snow_004.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/impact/footstep_wood_000.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/impact/footstep_wood_001.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/impact/footstep_wood_002.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/impact/footstep_wood_003.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/impact/footstep_wood_004.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/impact/impactBell_heavy_000.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/impact/impactBell_heavy_003.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/impact/impactBell_heavy_004.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/impact/impactGeneric_light_000.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/impact/impactGeneric_light_001.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/impact/impactGeneric_light_002.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/impact/impactGeneric_light_003.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/impact/impactGeneric_light_004.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/impact/impactGlass_heavy_002.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/impact/impactGlass_light_001.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/impact/impactGlass_light_002.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/impact/impactGlass_light_003.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/impact/impactGlass_medium_000.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/impact/impactGlass_medium_002.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/impact/impactGlass_medium_004.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/impact/impactMetal_heavy_000.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/impact/impactMetal_heavy_002.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/impact/impactMetal_heavy_004.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/impact/impactMetal_light_002.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/impact/impactMetal_light_003.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/impact/impactMetal_medium_000.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/impact/impactMetal_medium_001.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/impact/impactMetal_medium_002.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/impact/impactMetal_medium_003.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/impact/impactMetal_medium_004.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/impact/impactMining_001.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/impact/impactPlank_medium_000.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/impact/impactPlank_medium_001.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/impact/impactPlank_medium_002.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/impact/impactPlank_medium_003.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/impact/impactPlank_medium_004.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/impact/impactPlate_heavy_000.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/impact/impactPlate_heavy_001.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/impact/impactPlate_heavy_002.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/impact/impactPlate_heavy_003.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/impact/impactPlate_heavy_004.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/impact/impactPlate_light_000.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/impact/impactPlate_light_001.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/impact/impactPlate_light_002.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/impact/impactPlate_light_003.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/impact/impactPlate_light_004.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/impact/impactPlate_medium_000.ogg +0 -0
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- package/skills/luckiest-video-studio/assets/sfx/impact/impactPlate_medium_002.ogg +0 -0
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- package/skills/luckiest-video-studio/assets/sfx/impact/impactPlate_medium_004.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/impact/impactPunch_heavy_000.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/impact/impactPunch_heavy_001.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/impact/impactPunch_heavy_002.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/impact/impactPunch_heavy_003.ogg +0 -0
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- package/skills/luckiest-video-studio/assets/sfx/impact/impactPunch_medium_004.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/impact/impactSoft_heavy_000.ogg +0 -0
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- package/skills/luckiest-video-studio/assets/sfx/impact/impactSoft_heavy_002.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/impact/impactSoft_heavy_003.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/impact/impactSoft_heavy_004.ogg +0 -0
- package/skills/luckiest-video-studio/assets/sfx/impact/impactSoft_medium_000.ogg +0 -0
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## Create the composition brief
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Write `<output-dir>/composition-brief.md` before creating or editing the Hyperframes composition.
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```markdown
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# Hyperframes Composition Brief: [App Name]
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## Objective
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Create a short launch-style video for [App Name].
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## Output
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- Composition directory: `<output-dir>/composition/`
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- Rendered video: `<output-dir>/final.mp4`
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- Format: [landscape / vertical / square] — [width]x[height]
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- Duration: [15-25 seconds]
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## Source Material
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- Project root: [path]
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- Primary files read: [index.html, styles.css, README, etc.]
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- Product name: [name]
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- Copy that must appear verbatim:
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## Creative Direction
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- Tone preset: [default / polished / yc-parody / chaotic / deadpan / cinematic / app-store]
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- Creative direction: [freeform phrase, inferred or user-provided]
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- Interpretation: [how tone affects pacing, writing, visual energy, and restraint]
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- Hook: [first 2-3 seconds]
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- Generic SaaS language
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## Visual Identity
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- Background: [exact value from project]
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- Accent: [exact value from project]
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- Display font: [font or fallback decision]
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- Body font: [font or fallback decision]
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- Visual references from the project: [short list]
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+
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## Storyboard
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Use the storyboard in `<output-dir>/plan.md` as the creative contract.
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+
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Scene summary:
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1. [Scene name] — [duration]s — [what must be seen / read]
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2. [Scene name] — [duration]s — [what must be seen / read]
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+
3. [...]
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## Audio
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- Audio role: [warm bed / sparse professional accents / cinematic support / dense rhythmic layer / intentional silence]
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- Audio arc: [how sound changes across the video]
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- Music: [filename, or none only if disabled, missing, or intentionally silent]
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- Music treatment: [volume posture, fade-in/out intent, beat/swell notes; e.g. fade under final logo]
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- Music cue guidance: [cue source — existing preset path, or "detect at composition via analyze_music_cues.py / hyperframes beats" — plus concise optional timing hints; or unavailable]
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- Audio-reactive treatment: [none / subtle / expressive; what visual qualities may respond to RMS/frequency energy]
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- Audio-coupled moments:
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- [scene/moment] — [typing / beat reveal / counter / card sequence / simulated interaction / final logo]
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- [scene/moment] — [intent]
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- SFX selection guidance: [how sound should match motion and interaction; examples only, not rigid rules]
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- SFX analysis guidance: [path to sfx-analysis.md/json if present; use lower high-frequency-risk sounds for repeated or polished moments]
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- Exact SFX choice: Hyperframes should choose filenames, timestamps, density, and volume based on the implemented animation.
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- Audio files: copy the chosen music and any Hyperframes-selected SFX into `<output-dir>/composition/assets/`
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+
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## Hyperframes Instructions
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Load the composition-building Hyperframes domain skills — `hyperframes-core` (composition contract + `data-*` timing), `hyperframes-animation` (motion), `hyperframes-creative` (design spec, beats, audio-reactive), `hyperframes-keyframes` (seek-safe keyframes), and `hyperframes-cli` (lint/check/render). /video is its own workflow: do not enter the `hyperframes` entry-point intent interview and do not route into its generic promo / launch-video workflow. Prefer native Hyperframes conventions over anything in `luckiest-video-studio`.
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+
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+
Requirements:
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- Show at least one real UI, copy, or visual element from the source project.
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- Keep all text readable in the final render.
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- Keep the video within 15-25 seconds.
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- Include the planned music/SFX layer unless audio was explicitly disabled or documented as intentionally silent.
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+
- Treat `luckiest-video-studio` audio notes as guidance, not a fixed cue sheet. Choose SFX after the visual animation exists.
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|
+
- Treat music cue metadata as optional timing hints. Hyperframes decides exact animation timing and should ignore cues that hurt readability, scene pacing, or the product story.
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+
- Major reveals may move toward nearby strong cues within about 0.15s. Smaller entrances may align to nearby beat points within about 0.10s. Use only 1-3 strong cue locks in a 15-25s video unless the edit clearly benefits from more.
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+
- Use SFX to support motion and interaction: card sounds for card-like reveals, short announcement cues for major payoffs, key/click sounds for text or user actions, and restraint when the edit is already busy.
|
|
84
|
+
- Honor planned music treatment such as fade-outs, ducking, beat-aligned reveals, or letting a final SFX ring over the music, using the best Hyperframes-supported implementation.
|
|
85
|
+
- When music is present and the treatment is not `none`, consider Hyperframes audio-reactive workflow: extract audio data and use RMS/frequency bands for subtle, brand-specific motion. Good targets are glow, depth, background warmth, card presence, title emphasis, or other existing visual elements. Avoid waveform/equalizer visuals, musical-note graphics, generic particle systems, strobing, or heavy pulsing.
|
|
86
|
+
- Use local assets for audio and any required runtime/media dependencies when possible.
|
|
87
|
+
- Run `hyperframes check` before render — it is the single gate.
|
|
88
|
+
```
|
|
89
|
+
|
|
90
|
+
The brief is the boundary: if a detail belongs to product positioning, copy, tone, source material, or selection of moments, `luckiest-video-studio` should specify it. If a detail belongs to composition implementation, Hyperframes should decide it.
|
|
91
|
+
|
|
92
|
+
---
|
|
93
|
+
|
|
94
|
+
## Audio asset preparation
|
|
95
|
+
|
|
96
|
+
Read [audio.md](audio.md). Copy the planned music into `<output-dir>/composition/assets/music/` before building the composition.
|
|
97
|
+
|
|
98
|
+
```bash
|
|
99
|
+
mkdir -p <output-dir>/composition/assets/music
|
|
100
|
+
cp <skill-dir>/assets/music/<track>.mp3 <output-dir>/composition/assets/music/
|
|
101
|
+
```
|
|
102
|
+
|
|
103
|
+
`<skill-dir>` is this skill's own directory (see "Skill directory" in `SKILL.md`).
|
|
104
|
+
|
|
105
|
+
Hyperframes copies any SFX it selects into the same `assets/` tree after choosing exact files.
|
|
106
|
+
|
|
107
|
+
---
|
|
108
|
+
|
|
109
|
+
## Voiceover (only when the user explicitly asks)
|
|
110
|
+
|
|
111
|
+
Voiceover is disabled unless the user explicitly requests it, for example
|
|
112
|
+
with `--voice` or "narrate this". Do not offer or enable narration during a
|
|
113
|
+
normal `luckiest-video-studio` run.
|
|
114
|
+
|
|
115
|
+
When voice is disabled, do not write a voiceover script, generate narration,
|
|
116
|
+
transcribe audio, duck music, add a voice track, or merge narration into the
|
|
117
|
+
video. The normal video export must remain entirely voice-agnostic.
|
|
118
|
+
|
|
119
|
+
When voice is enabled, write the narration lines into `plan.md` under a
|
|
120
|
+
`## Voiceover script` section, then generate the audio through Kokoro:
|
|
121
|
+
|
|
122
|
+
```bash
|
|
123
|
+
npx hyperframes tts "<narration text or path to script>" \
|
|
124
|
+
--voice af_heart \
|
|
125
|
+
--output <output-dir>/composition/assets/voiceover.wav
|
|
126
|
+
```
|
|
127
|
+
|
|
128
|
+
If the user wants a different Kokoro voice, run `npx hyperframes tts --list`
|
|
129
|
+
to see the available options. The command above is the voice implementation
|
|
130
|
+
for this PR and should be used directly.
|
|
131
|
+
|
|
132
|
+
Wire it into the composition on its own track. Music ducks to 0.12–0.15 for the duration of the voiceover, then returns to its normal level:
|
|
133
|
+
|
|
134
|
+
```html
|
|
135
|
+
<audio id="vo" data-start="0" data-track-index="3" data-volume="1" src="assets/voiceover.wav"></audio>
|
|
136
|
+
```
|
|
137
|
+
|
|
138
|
+
Scene durations must flex to match the generated audio — check the WAV duration after generation and adjust `data-duration` values accordingly. Do not hardcode scene lengths when voiceover is present; let the voice set the pace.
|
|
139
|
+
|
|
140
|
+
---
|
|
141
|
+
|
|
142
|
+
## Audio-reactive extraction (when music is present)
|
|
143
|
+
|
|
144
|
+
When music is present and the treatment is not `none`, the composition can react to per-frame audio data. **Delegate the extraction to the Hyperframes audio-reactive workflow** — `luckiest-video-studio` does not ship an extraction script and must not hardcode a path to one.
|
|
145
|
+
|
|
146
|
+
In the composition step, follow the audio-reactive guidance owned by the `hyperframes-creative` skill (let that skill locate its own files). It owns the data format, the extraction helper (which ships with that skill, not with `luckiest-video-studio`, so don't hardcode a path to it), and the per-frame sampling pattern. Ask Hyperframes to extract the audio data and wire at least one visual element to it.
|
|
147
|
+
|
|
148
|
+
If extraction is unavailable (no helper, or ffmpeg missing), note it in the brief and skip audio-reactive — do not block the render.
|
|
149
|
+
|
|
150
|
+
---
|
|
151
|
+
|
|
152
|
+
## Beat sync (when a cue source is available)
|
|
153
|
+
|
|
154
|
+
Get a cue source first (see `audio.md` → "Beat and cue sources"): an existing preset, `analyze_music_cues.py` on any track (needs Python; run via `uv`), or `npx hyperframes beats` (no Python; needs Hyperframes ≥ 0.6.99). The rich sources (preset / `analyze_music_cues.py`) give two arrays; `hyperframes beats` gives one.
|
|
155
|
+
|
|
156
|
+
- **`strongCues`** — high-intensity beats (drops, swells, accents). Use for **major moments**: scene transitions, hero reveals, match payoff, logo landing. Lock 1–3 per video. With `hyperframes beats` (no `strongCues`), take the highest-`strength` beats instead.
|
|
157
|
+
- **`beats`** — the full beat grid. Use to **snap small sequential events** into the music's pulse: cards arriving one by one, stats popping in, sequenced SFX hits.
|
|
158
|
+
|
|
159
|
+
### How to implement
|
|
160
|
+
|
|
161
|
+
**Major moments (strong cues):**
|
|
162
|
+
1. Load the cue source: the preset/analysis JSON (`strongCues` + `beats`), or the beat-grid JSON that `hyperframes beats` writes (a plain beat list; see the current hyperframes-cli skill for its location).
|
|
163
|
+
2. Pick 1–3 strong timestamps near a planned major visual moment — `strongCues`, or the highest-`strength` beats.
|
|
164
|
+
3. Shift the reveal's start time to land within ±0.15s of the cue.
|
|
165
|
+
4. Mark it: `// beat-locked: 5.80s`
|
|
166
|
+
|
|
167
|
+
**Sequential events (beats):**
|
|
168
|
+
1. Decide how many sequential items there are (e.g. 3 stats, 4 profile cards).
|
|
169
|
+
2. Find the nearest beat to your intended start time for the first item.
|
|
170
|
+
3. Use consecutive beats from that point for each subsequent item — snap each within ±0.10s of a beat timestamp.
|
|
171
|
+
4. Mark it: `// beat-grid: stat 1 at 12.65s, stat 2 at 13.17s, stat 3 at 13.70s`
|
|
172
|
+
|
|
173
|
+
**Readable text vs the beat grid:** if the sequential items are text the viewer reads (stat labels, list rows, callouts) and the beats are close (under ~0.6s apart at fast tempos), do not reveal a new line on every beat — it outruns reading (this rushed the bicycles spec rows). Snap to every other beat, or reveal them quickly and hold the full set on screen afterward. Non-text accents (glows, dots, ticks) may still hit every beat. See the reading-time floor in `step-2-plan.md`.
|
|
174
|
+
|
|
175
|
+
This gives you two layers of musicality: the big moments land on the strongest hits, and the small events tick along with the pulse.
|
|
176
|
+
|
|
177
|
+
Do not force every tween onto a beat — readability and scene pacing come first. If snapping a tween to a beat hurts copy legibility or the product story, use the natural timing instead.
|
|
178
|
+
|
|
179
|
+
If SFX are enabled, also pass `<skill-dir>/assets/sfx/sfx-analysis.md` as selection guidance. Prefer low high-frequency-risk files for repeated or polished moments. SFX on sequential events should fire at the same timestamp as the visual — the sound and motion land together.
|
|
180
|
+
|
|
181
|
+
---
|
|
182
|
+
|
|
183
|
+
## Call Hyperframes
|
|
184
|
+
|
|
185
|
+
After `<output-dir>/plan.md`, `<output-dir>/composition-brief.md`, and selected audio assets exist:
|
|
186
|
+
|
|
187
|
+
1. Load the Hyperframes domain skills (`hyperframes-core`, `hyperframes-animation`, `hyperframes-creative`, `hyperframes-keyframes`, `hyperframes-cli`) to create or update `<output-dir>/composition/`. /video is its own workflow — do not enter the `hyperframes` entry-point intent interview or route into its generic promo / launch-video workflow.
|
|
188
|
+
2. Pass Hyperframes the composition brief, the video plan, and the source files it should reference.
|
|
189
|
+
3. Let Hyperframes choose the implementation details.
|
|
190
|
+
4. Run Hyperframes check (the single gate before render).
|
|
191
|
+
5. Render to `<output-dir>/final.mp4`.
|
|
192
|
+
|
|
193
|
+
Do not manually copy stale composition snippets from this skill into the output. The point of delegating is to benefit from the latest Hyperframes guidance.
|
|
194
|
+
|
|
195
|
+
---
|
|
196
|
+
|
|
197
|
+
## Self-review checklist
|
|
198
|
+
|
|
199
|
+
Before moving to delivery, verify:
|
|
200
|
+
|
|
201
|
+
- [ ] `<output-dir>/composition-brief.md` exists.
|
|
202
|
+
- [ ] The brief clearly identifies the exact product moments to show.
|
|
203
|
+
- [ ] The composition uses the current Hyperframes workflow, not a hardcoded `luckiest-video-studio` template.
|
|
204
|
+
- [ ] Music file is copied into `<output-dir>/composition/assets/music/`.
|
|
205
|
+
- [ ] At least one visual element subtly reacts to the music (audio-reactive treatment present), or extraction failure is documented.
|
|
206
|
+
- [ ] At least 1 major tween is beat-locked to a strong cue (a `strongCue`, or the highest-`strength` beat from `hyperframes beats`) within ±0.15s, marked `// beat-locked` (or natural timing was chosen for readability).
|
|
207
|
+
- [ ] Sequential events (cards, stats, list items) snap to consecutive `beats[]` timestamps (±0.10s), marked `// beat-grid` (or natural timing was chosen for readability).
|
|
208
|
+
- [ ] The composition shows at least one real UI, copy, or visual element from the project.
|
|
209
|
+
- [ ] Total duration is 15-25 seconds.
|
|
210
|
+
- [ ] Hyperframes check passes, or any blocker is documented for the user.
|
|
@@ -0,0 +1,168 @@
|
|
|
1
|
+
# Step 4: Validate, render, and deliver
|
|
2
|
+
|
|
3
|
+
## Validate
|
|
4
|
+
|
|
5
|
+
```bash
|
|
6
|
+
cd <output-dir>/composition
|
|
7
|
+
npx hyperframes check # the single pre-render gate — fix every error it reports
|
|
8
|
+
```
|
|
9
|
+
|
|
10
|
+
Fix all errors. `check` is the single pre-render gate — run it and fix everything it reports, including WCAG contrast failures (they gate as errors, not warnings). Each contrast finding carries a suggested compliant color, so apply it or adjust within the palette family and re-run `check` — most fixes need no screenshot. There is no per-element contrast escape hatch for real text; the only bypass is `check --no-contrast`, which skips the entire WCAG pass (all-or-nothing), not a way to accept one borderline element. For exact contrast thresholds, layout escape hatches, and reporting details, follow the current hyperframes-cli `check` guidance. `check`'s layout pass backstops the "keep all text readable" creative law — fix any reported overflow.
|
|
11
|
+
|
|
12
|
+
For a visual gut-check before rendering, optionally capture key frames:
|
|
13
|
+
|
|
14
|
+
```bash
|
|
15
|
+
npx hyperframes snapshot # PNG key frames
|
|
16
|
+
```
|
|
17
|
+
|
|
18
|
+
## Preview
|
|
19
|
+
|
|
20
|
+
```bash
|
|
21
|
+
npx hyperframes preview
|
|
22
|
+
```
|
|
23
|
+
|
|
24
|
+
Tell the user the preview is running and give them the localhost URL. Invite them to check it before rendering.
|
|
25
|
+
|
|
26
|
+
If the user approves or asks to render:
|
|
27
|
+
|
|
28
|
+
## Render
|
|
29
|
+
|
|
30
|
+
```bash
|
|
31
|
+
npx hyperframes render --output ../final.mp4
|
|
32
|
+
```
|
|
33
|
+
|
|
34
|
+
This outputs to `<output-dir>/final.mp4` (one level up from the composition directory).
|
|
35
|
+
|
|
36
|
+
For a faster iteration render:
|
|
37
|
+
```bash
|
|
38
|
+
npx hyperframes render --quality draft --output ../final.mp4
|
|
39
|
+
```
|
|
40
|
+
|
|
41
|
+
For final delivery:
|
|
42
|
+
```bash
|
|
43
|
+
npx hyperframes render --quality high --output ../final.mp4
|
|
44
|
+
```
|
|
45
|
+
|
|
46
|
+
## Pick the poster frame
|
|
47
|
+
|
|
48
|
+
The poster is the still shown before the video plays — the first thing anyone sees when it's idle or unplayed. Don't leave it to the raw first frame or an arbitrary timestamp; those land on fades, mid-transitions, blank intro backgrounds, or half-rendered text.
|
|
49
|
+
|
|
50
|
+
You built this composition, so you already know its strongest moment and exactly when it lands — the hook line, the hero reveal, or the final logo. Pick that beat at a **settled** point: text fully animated in, before it exits (the storyboard timings tell you the safe window). Then extract that one frame full-res with ffmpeg. From `<output-dir>/composition`:
|
|
51
|
+
|
|
52
|
+
```bash
|
|
53
|
+
# use the timestamp of your strongest settled beat, e.g. 3.2s
|
|
54
|
+
ffmpeg -ss 3.2 -i ../final.mp4 -frames:v 1 -q:v 2 ../poster.jpg
|
|
55
|
+
```
|
|
56
|
+
|
|
57
|
+
Aim for a frame that's postable on its own (the "show the thing" law — any frozen frame should be shareable). If the pulled frame lands on a transition or mid-animation, nudge the timestamp a few tenths of a second and re-extract.
|
|
58
|
+
|
|
59
|
+
### Bake the poster as frame 0
|
|
60
|
+
|
|
61
|
+
A bare `.mp4` has no `poster` attribute — every player and platform picks its own idle thumbnail, and almost all of them grab **frame 0**. Slack, Twitter/X, and Discord regenerate thumbnails server-side and ignore embedded cover-art metadata, so the *only* reliable way to control the idle image everywhere is to make frame 0 *be* the poster.
|
|
62
|
+
|
|
63
|
+
Replace **only** the first frame's pixels with `poster.jpg`, leaving every other frame and all timing untouched — same duration, same frame count, audio copied through. At 30fps the poster shows for 1/30s before the intro rolls, so it's imperceptible on playback but it's what every thumbnail grabber sees. From `<output-dir>`:
|
|
64
|
+
|
|
65
|
+
```bash
|
|
66
|
+
ffmpeg -y -i final.mp4 -i poster.jpg \
|
|
67
|
+
-filter_complex "[0:v][1:v]overlay=0:0:enable='eq(n,0)'[v]" \
|
|
68
|
+
-map "[v]" -map 0:a? -c:v libx264 -crf 18 -preset slow -pix_fmt yuv420p \
|
|
69
|
+
-c:a copy -movflags +faststart final.poster.mp4 \
|
|
70
|
+
&& mv final.poster.mp4 final.mp4
|
|
71
|
+
```
|
|
72
|
+
|
|
73
|
+
The poster (`poster.jpg`) matches the video's dimensions because it was pulled from the same render, so the overlay lines up exactly. Keep `poster.jpg` alongside — it's the custom-thumbnail asset for platforms that accept an upload (Instagram, TikTok, YouTube, Facebook, and the LinkedIn post editor) and the `poster="poster.jpg"` image for any `<video>` that embeds the video (a gallery card, the user's site).
|
|
74
|
+
|
|
75
|
+
## Write share copy
|
|
76
|
+
|
|
77
|
+
Write `<output-dir>/share-copy.txt`.
|
|
78
|
+
|
|
79
|
+
The share copy should be:
|
|
80
|
+
- One to three sentences max
|
|
81
|
+
- Postable as-is to Twitter/X, LinkedIn, or Discord
|
|
82
|
+
- Specific to the project — no generic "excited to share" language
|
|
83
|
+
- Tone-matched to the video
|
|
84
|
+
|
|
85
|
+
`share-copy.txt` is the canonical single caption. Do not put multi-platform variants, long launch notes, or Product Hunt copy in this file.
|
|
86
|
+
|
|
87
|
+
If variants are useful, write them to a separate optional file:
|
|
88
|
+
|
|
89
|
+
```text
|
|
90
|
+
<output-dir>/share-copy-variants.md
|
|
91
|
+
```
|
|
92
|
+
|
|
93
|
+
### Share copy by tone
|
|
94
|
+
|
|
95
|
+
**`default`:**
|
|
96
|
+
```
|
|
97
|
+
Made [App Name]. It's [what it does, in the project's own absurd terms].
|
|
98
|
+
[The best line from the product.]
|
|
99
|
+
```
|
|
100
|
+
|
|
101
|
+
**`polished`:**
|
|
102
|
+
```
|
|
103
|
+
Introducing [App Name]: [clean one-liner from the site].
|
|
104
|
+
Built with [stack if notable].
|
|
105
|
+
```
|
|
106
|
+
|
|
107
|
+
**`yc-parody`:**
|
|
108
|
+
```
|
|
109
|
+
We built [App Name] to solve [problem stated completely seriously].
|
|
110
|
+
[Deadpan feature or stat.]
|
|
111
|
+
```
|
|
112
|
+
|
|
113
|
+
**`chaotic`:**
|
|
114
|
+
```
|
|
115
|
+
[ALL CAPS CLAIM].
|
|
116
|
+
[App Name] is [wildly overstated description].
|
|
117
|
+
Link below.
|
|
118
|
+
```
|
|
119
|
+
|
|
120
|
+
**`deadpan`:**
|
|
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|
+
```
|
|
122
|
+
I made [App Name].
|
|
123
|
+
It [what it does].
|
|
124
|
+
```
|
|
125
|
+
|
|
126
|
+
**`cinematic`:**
|
|
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|
+
```
|
|
128
|
+
[App Name].
|
|
129
|
+
[Tagline from the site, verbatim or lightly adapted.]
|
|
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|
+
```
|
|
131
|
+
|
|
132
|
+
**`app-store`:**
|
|
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|
+
```
|
|
134
|
+
[App Name] is now live.
|
|
135
|
+
[Feature 1], [Feature 2], and [Feature 3] — all in one place.
|
|
136
|
+
```
|
|
137
|
+
|
|
138
|
+
### Example: Taxi for Taxis
|
|
139
|
+
|
|
140
|
+
```
|
|
141
|
+
Every day, taxis carry us. But who carries the taxis?
|
|
142
|
+
Taxi for Taxis: the ride-hailing app for ride-hailing assets.
|
|
143
|
+
Available in 12 metros.
|
|
144
|
+
```
|
|
145
|
+
|
|
146
|
+
## Final output structure
|
|
147
|
+
|
|
148
|
+
After this step, `<output-dir>/` should contain:
|
|
149
|
+
|
|
150
|
+
```
|
|
151
|
+
<output-dir>/
|
|
152
|
+
final.mp4 — the rendered video
|
|
153
|
+
poster.jpg — the poster (best frame, for <video poster>)
|
|
154
|
+
plan.md — the plan and storyboard
|
|
155
|
+
composition-brief.md — the Hyperframes handoff brief
|
|
156
|
+
share-copy.txt — the share caption
|
|
157
|
+
composition/ — the Hyperframes project
|
|
158
|
+
index.html
|
|
159
|
+
...
|
|
160
|
+
```
|
|
161
|
+
|
|
162
|
+
## Telling the user
|
|
163
|
+
|
|
164
|
+
After everything is done, tell the user:
|
|
165
|
+
- Where the video is (`<output-dir>/final.mp4`)
|
|
166
|
+
- Where the share copy is
|
|
167
|
+
- One sentence on what the video does creatively
|
|
168
|
+
- Optionally: offer to re-roll a scene, change tone, or try a different angle
|
|
@@ -0,0 +1,78 @@
|
|
|
1
|
+
# storyboard.json
|
|
2
|
+
|
|
3
|
+
`storyboard.json` in the run folder is the source of truth. `plan.md` explains the
|
|
4
|
+
idea; `storyboard.json` is what renders. Every edit after the first render changes
|
|
5
|
+
this file and re-renders only what it touched. Schema:
|
|
6
|
+
`<skill-dir>/scripts/storyboard.schema.json`.
|
|
7
|
+
|
|
8
|
+
## Shape
|
|
9
|
+
|
|
10
|
+
```json
|
|
11
|
+
{
|
|
12
|
+
"version": 1,
|
|
13
|
+
"title": "Acme launch",
|
|
14
|
+
"mode": "demo",
|
|
15
|
+
"tone": "polished",
|
|
16
|
+
"format": { "width": 1920, "height": 1080, "fps": 30 },
|
|
17
|
+
"hyperframes": "0.8.84",
|
|
18
|
+
"music": { "file": "audio/bed.mp3", "volume": 0.3, "license": "user supplied" },
|
|
19
|
+
"scenes": [
|
|
20
|
+
{ "id": "hook", "kind": "motion", "duration": 2.5, "line": "Your invoices, done in one click" },
|
|
21
|
+
{ "id": "create-invoice", "kind": "demo", "duration": 6, "source": "demo/create.mp4", "sourceStart": 1.2, "line": "Create an invoice" },
|
|
22
|
+
{ "id": "stat", "kind": "motion", "duration": 2, "line": "3x faster than last year", "variables": { "value": "3x" } },
|
|
23
|
+
{ "id": "logo-close", "kind": "logo", "recipe": "piece-assembly", "duration": 3, "assets": ["brand/logo.svg"], "line": "Acme" }
|
|
24
|
+
]
|
|
25
|
+
}
|
|
26
|
+
```
|
|
27
|
+
|
|
28
|
+
| Field | Meaning |
|
|
29
|
+
|---|---|
|
|
30
|
+
| `format` | Output size and frame rate. Landscape 1920x1080, vertical 1080x1920, square 1080x1080. |
|
|
31
|
+
| `hyperframes` | Pinned HyperFrames version so a re-render months later looks the same. |
|
|
32
|
+
| `music` | Optional bed mixed under the joined video, looped and faded out. Licensed files only. |
|
|
33
|
+
| `scenes[].id` | Lowercase and hyphens. Stable: edits refer to scenes by id. |
|
|
34
|
+
| `scenes[].kind` | `motion` (HyperFrames scene), `logo` (HyperFrames logo recipe), `demo` (footage). |
|
|
35
|
+
| `scenes[].composition` | For motion and logo, the sub-composition under `composition/`. Default `compositions/<id>.html`. |
|
|
36
|
+
| `scenes[].source`, `sourceStart` | For demo, the footage file and where to start in it. |
|
|
37
|
+
| `scenes[].variables` | Copy, colors, and file paths the composition reads. Keep editable values here, not hardcoded in HTML. |
|
|
38
|
+
| `scenes[].assets` | Other files the scene depends on (logo SVG, shared CSS). Changing one re-renders the scene. |
|
|
39
|
+
| `scenes[].line` | One line on what the scene says or shows. Goes into `TIMING.md`. |
|
|
40
|
+
|
|
41
|
+
## Rendering
|
|
42
|
+
|
|
43
|
+
```bash
|
|
44
|
+
node <skill-dir>/scripts/render-scenes.mjs <run-dir> # render changed scenes, join final.mp4
|
|
45
|
+
node <skill-dir>/scripts/render-scenes.mjs <run-dir> --scene stat # force one scene
|
|
46
|
+
node <skill-dir>/scripts/render-scenes.mjs <run-dir> --quality draft # fast pass while iterating
|
|
47
|
+
node <skill-dir>/scripts/render-scenes.mjs <run-dir> --no-join # clips only
|
|
48
|
+
```
|
|
49
|
+
|
|
50
|
+
The script hashes each scene's JSON, its composition or footage, and its `assets`.
|
|
51
|
+
A scene whose hash is unchanged keeps its clip. `--scene` renders only the named
|
|
52
|
+
scenes and leaves the rest as they are. Every clip is normalized to the same size,
|
|
53
|
+
frame rate, and a stereo audio track, so the join is a lossless concat. It writes
|
|
54
|
+
`clips/NN-id.mp4`, `final.mp4`, and `TIMING.md`.
|
|
55
|
+
|
|
56
|
+
It runs `hyperframes` when it is on the PATH, otherwise `npx hyperframes@<pinned
|
|
57
|
+
version>`. Before the first `npx` run in a session, tell the user it downloads
|
|
58
|
+
HyperFrames from npm and ask.
|
|
59
|
+
|
|
60
|
+
## Rules for scenes that re-render cleanly
|
|
61
|
+
|
|
62
|
+
- One sub-composition per scene. A scene never reads another scene's timeline.
|
|
63
|
+
- Every frame is a function of time: GSAP or keyframes seeked by HyperFrames, no
|
|
64
|
+
CSS transitions, no `setTimeout`, no state carried between frames.
|
|
65
|
+
- Put transitions inside the scene that owns them (the outgoing scene's last 0.3s
|
|
66
|
+
or the incoming scene's first 0.3s), never across a clip boundary.
|
|
67
|
+
- Demo footage stays raw in `demo/`; trims live in `sourceStart` and `duration`.
|
|
68
|
+
- Sound effects belong to the scene they punctuate, so they move with it.
|
|
69
|
+
|
|
70
|
+
## Edits people ask for
|
|
71
|
+
|
|
72
|
+
| Request | Change |
|
|
73
|
+
|---|---|
|
|
74
|
+
| "Change the headline in scene 3" | `scenes[2].variables` or the composition text, then `--scene <id>` |
|
|
75
|
+
| "Make the demo part shorter" | `duration` or `sourceStart` of that demo scene |
|
|
76
|
+
| "Swap scenes 2 and 4" | Reorder `scenes`; clips are reused and renamed, nothing re-renders |
|
|
77
|
+
| "Different logo in the outro" | Replace the file listed in that scene's `assets` |
|
|
78
|
+
| "Vertical version" | Change `format`; every scene re-renders |
|
|
@@ -0,0 +1,231 @@
|
|
|
1
|
+
# Tone reference
|
|
2
|
+
|
|
3
|
+
Seven tones. Each changes scripting energy, pacing, typography personality, and transition style.
|
|
4
|
+
|
|
5
|
+
---
|
|
6
|
+
|
|
7
|
+
## `default`
|
|
8
|
+
|
|
9
|
+
**Energy:** Playful, clean, postable. The product gets to be funny on its own terms.
|
|
10
|
+
|
|
11
|
+
**Voice:** First person plural. Warm. Direct. No corporate language.
|
|
12
|
+
|
|
13
|
+
**Typography:** Mixed case. Comfortable weight. Let words breathe.
|
|
14
|
+
|
|
15
|
+
**Pacing:** 4-5 scenes. Each scene 3-5 seconds. Comfortable rhythm.
|
|
16
|
+
|
|
17
|
+
**Hook style:** A simple question or observation that sets up the reveal.
|
|
18
|
+
```
|
|
19
|
+
Dating apps were built for humans.
|
|
20
|
+
Obvious mistake.
|
|
21
|
+
```
|
|
22
|
+
|
|
23
|
+
**Highlight style:** Short punchy phrases. One idea per scene.
|
|
24
|
+
```
|
|
25
|
+
Swipe through eligible horses near your pasture.
|
|
26
|
+
```
|
|
27
|
+
|
|
28
|
+
**Outro style:** The product name, then a tagline. Light punchline.
|
|
29
|
+
```
|
|
30
|
+
Horse Tinder.
|
|
31
|
+
Find your perfect stablemate.
|
|
32
|
+
```
|
|
33
|
+
|
|
34
|
+
**Transitions:** Crossfade or clean slide.
|
|
35
|
+
|
|
36
|
+
**When to use:** Most absurd consumer apps. Projects that have personality without trying too hard.
|
|
37
|
+
|
|
38
|
+
---
|
|
39
|
+
|
|
40
|
+
## `polished`
|
|
41
|
+
|
|
42
|
+
**Energy:** Serious, elegant. Uses restraint as the creative choice.
|
|
43
|
+
|
|
44
|
+
**Voice:** Third person or no voice. The product speaks for itself.
|
|
45
|
+
|
|
46
|
+
**Typography:** Mixed case. Light-to-medium weight. Generous letter-spacing. Nothing aggressive.
|
|
47
|
+
|
|
48
|
+
**Pacing:** 3-4 scenes. Each scene 4-6 seconds. Confidence through slow reveals.
|
|
49
|
+
|
|
50
|
+
**Hook style:** A single strong image or the product name at full scale.
|
|
51
|
+
|
|
52
|
+
**Highlight style:** One feature per scene. No bullets. No lists.
|
|
53
|
+
```
|
|
54
|
+
Wing certification
|
|
55
|
+
upon completion.
|
|
56
|
+
```
|
|
57
|
+
|
|
58
|
+
**Outro style:** Product name. Tagline. Silence.
|
|
59
|
+
|
|
60
|
+
**Transitions:** Slow crossfade (0.6-0.8s).
|
|
61
|
+
|
|
62
|
+
**When to use:** Projects that aren't jokes. Products that want to feel premium. Anytime the user says "clean" or "elegant."
|
|
63
|
+
|
|
64
|
+
---
|
|
65
|
+
|
|
66
|
+
## `yc-parody`
|
|
67
|
+
|
|
68
|
+
**Energy:** Deadpan startup launch energy. The joke is how seriously it's delivered.
|
|
69
|
+
|
|
70
|
+
**Voice:** Serious. Matter-of-fact. No winking. The absurdity comes from the product, not the tone.
|
|
71
|
+
|
|
72
|
+
**Typography:** Sentence case. Heavy weight or medium weight. Courier-adjacent for data points. No decoration.
|
|
73
|
+
|
|
74
|
+
**Pacing:** 4-5 scenes. Structured. Each scene makes one claim.
|
|
75
|
+
|
|
76
|
+
**Hook style:** The problem, stated completely seriously.
|
|
77
|
+
```
|
|
78
|
+
Every day, taxis carry us.
|
|
79
|
+
But who carries the taxis?
|
|
80
|
+
```
|
|
81
|
+
|
|
82
|
+
**Highlight style:** Feature or metric stated as fact.
|
|
83
|
+
```
|
|
84
|
+
Available in 12 metros.
|
|
85
|
+
99.1% fleet uptime.
|
|
86
|
+
```
|
|
87
|
+
|
|
88
|
+
**Outro style:** Product name. The tagline. A URL that implies legitimacy.
|
|
89
|
+
```
|
|
90
|
+
Taxi for Taxis
|
|
91
|
+
The ride-hailing app for ride-hailing assets.
|
|
92
|
+
taxifortaxis.com
|
|
93
|
+
```
|
|
94
|
+
|
|
95
|
+
**Transitions:** Hard cut or minimal crossfade (0.2s).
|
|
96
|
+
|
|
97
|
+
**When to use:** Any recursive or absurd concept that benefits from being played straight. "Psychologists for Chatbots", "Taxi for Taxis", "Briefcase for Baby."
|
|
98
|
+
|
|
99
|
+
---
|
|
100
|
+
|
|
101
|
+
## `chaotic`
|
|
102
|
+
|
|
103
|
+
**Energy:** Fast, loud, unhinged. The video is the joke.
|
|
104
|
+
|
|
105
|
+
**Voice:** Aggressive. SHORT WORDS. CAPS. Metric dumps. Exclamation marks optional but not mandatory — confidence is louder.
|
|
106
|
+
|
|
107
|
+
**Typography:** ALL CAPS. Heavy weight. Slightly oversized. Some words tilted. Some words larger than expected.
|
|
108
|
+
|
|
109
|
+
**Pacing:** 6-8 scenes. Some scenes under 2 seconds. Never more than 4 seconds per scene.
|
|
110
|
+
|
|
111
|
+
**Hook style:** Something that shouldn't exist, stated at full volume.
|
|
112
|
+
```
|
|
113
|
+
TRANSPORTATION WAS TOO CALM.
|
|
114
|
+
```
|
|
115
|
+
|
|
116
|
+
**Highlight style:** Rapid-fire. One word or one number per beat.
|
|
117
|
+
```
|
|
118
|
+
8,400 BOARS
|
|
119
|
+
3 MINUTE ETA
|
|
120
|
+
TUSKS-FIRST PICKUP
|
|
121
|
+
```
|
|
122
|
+
|
|
123
|
+
**Outro style:** The name slams in. Tagline hits. Cut to black.
|
|
124
|
+
```
|
|
125
|
+
UBER FOR WILD BOARS
|
|
126
|
+
On-demand chaos, now with routing.
|
|
127
|
+
```
|
|
128
|
+
|
|
129
|
+
**Transitions:** Hard cut. Flash cut (brief white/black frame). Zoom cut (scale 1.2→1.0 on entrance).
|
|
130
|
+
|
|
131
|
+
**When to use:** Chaotic concepts, logistics parodies, anything that can be played as a hype reel. "Uber for Wild Boars", anything with urgency or speed.
|
|
132
|
+
|
|
133
|
+
---
|
|
134
|
+
|
|
135
|
+
## `deadpan`
|
|
136
|
+
|
|
137
|
+
**Energy:** Calm. Dry. The joke is that nothing registers as unusual.
|
|
138
|
+
|
|
139
|
+
**Voice:** Minimal. One observation. Then the product. That's it.
|
|
140
|
+
|
|
141
|
+
**Typography:** Mixed case. Large. Sparse. Lots of empty space. One thought at a time.
|
|
142
|
+
|
|
143
|
+
**Pacing:** 3-4 scenes. Long holds. 4-7 seconds per scene. The pace is the joke.
|
|
144
|
+
|
|
145
|
+
**Hook style:** A quiet observation. No setup. No punchline yet.
|
|
146
|
+
```
|
|
147
|
+
I used to fear the sky.
|
|
148
|
+
```
|
|
149
|
+
|
|
150
|
+
**Highlight style:** One sentence per scene. No bullets. No excitement.
|
|
151
|
+
```
|
|
152
|
+
Now I fear birds, weather, and gravity.
|
|
153
|
+
```
|
|
154
|
+
|
|
155
|
+
**Outro style:** The product name. Nothing else. Maybe a very small tagline. Long hold on empty space.
|
|
156
|
+
```
|
|
157
|
+
Fish Flight School.
|
|
158
|
+
```
|
|
159
|
+
|
|
160
|
+
**Transitions:** Very slow crossfade (0.8-1.0s). Or long hold before the next scene.
|
|
161
|
+
|
|
162
|
+
**When to use:** Projects that have a quote as the strongest thing on the site. "Psychologists for Chatbots" testimonial-forward approach. Anything where restraint makes the joke land harder.
|
|
163
|
+
|
|
164
|
+
---
|
|
165
|
+
|
|
166
|
+
## `cinematic`
|
|
167
|
+
|
|
168
|
+
**Energy:** Dramatic. Trailer-scale. The product is being treated like a blockbuster.
|
|
169
|
+
|
|
170
|
+
**Voice:** Epic. Short declarative sentences. Each one lands before the next begins.
|
|
171
|
+
|
|
172
|
+
**Typography:** ALL CAPS or heavy mixed case. Full-bleed scenes. Large type. Significant scale.
|
|
173
|
+
|
|
174
|
+
**Pacing:** 4-5 scenes. 3-5 seconds each. Dramatic reveals, not quick cuts.
|
|
175
|
+
|
|
176
|
+
**Hook style:** A sweeping statement about the world, stated seriously.
|
|
177
|
+
```
|
|
178
|
+
For too long,
|
|
179
|
+
fish were told to stay underwater.
|
|
180
|
+
```
|
|
181
|
+
|
|
182
|
+
**Highlight style:** The product's capabilities stated like superpowers.
|
|
183
|
+
```
|
|
184
|
+
Thermal identification.
|
|
185
|
+
Cloud navigation.
|
|
186
|
+
Emergency splash landing protocols.
|
|
187
|
+
```
|
|
188
|
+
|
|
189
|
+
**Outro style:** Product name slams in full-screen. Tagline. Music swell implied.
|
|
190
|
+
```
|
|
191
|
+
FISH FLIGHT SCHOOL
|
|
192
|
+
The sky was never the limit.
|
|
193
|
+
```
|
|
194
|
+
|
|
195
|
+
**Transitions:** Dramatic wipe or slow crossfade with scale (scene enters at 0.95, reaches 1.0).
|
|
196
|
+
|
|
197
|
+
**When to use:** Anything with natural epic quality. "Fish Flight School" maps perfectly. Anything involving scale, nature, or grand claims.
|
|
198
|
+
|
|
199
|
+
---
|
|
200
|
+
|
|
201
|
+
## `app-store`
|
|
202
|
+
|
|
203
|
+
**Energy:** Clean. Professional. Feature-forward. The product is real (even when it's not).
|
|
204
|
+
|
|
205
|
+
**Voice:** Feature-benefit. Third person. Present tense.
|
|
206
|
+
|
|
207
|
+
**Typography:** Title case. Medium weight. Clean, readable. No aggression.
|
|
208
|
+
|
|
209
|
+
**Pacing:** 4-6 scenes. Each scene: product name or feature name, then 1-2 supporting details.
|
|
210
|
+
|
|
211
|
+
**Hook style:** Product name + tagline, clean.
|
|
212
|
+
```
|
|
213
|
+
Psychologists for Chatbots.
|
|
214
|
+
Because even helpful assistants need help.
|
|
215
|
+
```
|
|
216
|
+
|
|
217
|
+
**Highlight style:** Feature card structure. Name + brief description.
|
|
218
|
+
```
|
|
219
|
+
Prompt Trauma Processing
|
|
220
|
+
Identify and resolve harmful conversation patterns.
|
|
221
|
+
```
|
|
222
|
+
|
|
223
|
+
**Outro style:** CTA-style. Call to action or download prompt.
|
|
224
|
+
```
|
|
225
|
+
Available now.
|
|
226
|
+
All chatbot models welcome.
|
|
227
|
+
```
|
|
228
|
+
|
|
229
|
+
**Transitions:** Clean slide or wipe (0.35-0.45s). Nothing dramatic.
|
|
230
|
+
|
|
231
|
+
**When to use:** Products that benefit from being taken seriously as a product, even if absurd. Good for anything B2B-parody or therapy/wellness adjacent.
|