luckiest-co 1.0.40 → 1.0.42

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  1. package/.claude-plugin/marketplace.json +1 -1
  2. package/.claude-plugin/plugin.json +1 -1
  3. package/package.json +1 -1
  4. package/skills/video-studio/ATTRIBUTION.md +5 -0
  5. package/skills/video-studio/CHANGELOG.md +18 -0
  6. package/skills/video-studio/LICENSE-huashu-art-motion +21 -0
  7. package/skills/video-studio/LICENSE-mg-styles-15 +21 -0
  8. package/skills/video-studio/LICENSE-motionmaxxing +202 -0
  9. package/skills/video-studio/SKILL.md +39 -9
  10. package/skills/video-studio/references/audio.md +15 -0
  11. package/skills/video-studio/references/interview.md +10 -2
  12. package/skills/video-studio/references/step-2-plan.md +14 -6
  13. package/skills/video-studio/references/step-2b-storyboard.md +6 -0
  14. package/skills/video-studio/references/step-3-compose.md +13 -0
  15. package/skills/video-studio/references/step-4-deliver.md +5 -0
  16. package/skills/video-studio/references/storyboard.md +1 -0
  17. package/skills/video-studio/references/styles/3d-render.md +39 -0
  18. package/skills/video-studio/references/styles/anime-light.md +55 -0
  19. package/skills/video-studio/references/styles/aurora-glass.md +40 -0
  20. package/skills/video-studio/references/styles/bauhaus.md +46 -0
  21. package/skills/video-studio/references/styles/cel-boil.md +41 -0
  22. package/skills/video-studio/references/styles/chiaroscuro.md +53 -0
  23. package/skills/video-studio/references/styles/collage.md +46 -0
  24. package/skills/video-studio/references/styles/comic-pop.md +49 -0
  25. package/skills/video-studio/references/styles/constructivist.md +54 -0
  26. package/skills/video-studio/references/styles/cubist.md +49 -0
  27. package/skills/video-studio/references/styles/cut-paper.md +57 -0
  28. package/skills/video-studio/references/styles/era-styles.md +29 -0
  29. package/skills/video-studio/references/styles/finance-chart.md +60 -0
  30. package/skills/video-studio/references/styles/flat-vector.md +41 -0
  31. package/skills/video-studio/references/styles/grain-flat-illustration.md +48 -0
  32. package/skills/video-studio/references/styles/hud.md +41 -0
  33. package/skills/video-studio/references/styles/impressionist.md +48 -0
  34. package/skills/video-studio/references/styles/ink-wash.md +49 -0
  35. package/skills/video-studio/references/styles/isometric.md +40 -0
  36. package/skills/video-studio/references/styles/keynote-ui.md +59 -0
  37. package/skills/video-studio/references/styles/kinetic-type.md +58 -0
  38. package/skills/video-studio/references/styles/line-art.md +41 -0
  39. package/skills/video-studio/references/styles/liquid.md +40 -0
  40. package/skills/video-studio/references/styles/math-explainer.md +58 -0
  41. package/skills/video-studio/references/styles/morph.md +39 -0
  42. package/skills/video-studio/references/styles/mosaic.md +52 -0
  43. package/skills/video-studio/references/styles/newsroom-collage.md +60 -0
  44. package/skills/video-studio/references/styles/pixel.md +46 -0
  45. package/skills/video-studio/references/styles/pointillist.md +49 -0
  46. package/skills/video-studio/references/styles/presenter-explainer.md +57 -0
  47. package/skills/video-studio/references/styles/retro-cgi.md +52 -0
  48. package/skills/video-studio/references/styles/science-explainer.md +59 -0
  49. package/skills/video-studio/references/styles/sticker-explainer.md +40 -0
  50. package/skills/video-studio/references/styles/storytime.md +60 -0
  51. package/skills/video-studio/references/styles/swirl-brushwork.md +53 -0
  52. package/skills/video-studio/references/styles/synthwave.md +47 -0
  53. package/skills/video-studio/references/styles/variety-show.md +40 -0
  54. package/skills/video-studio/references/styles/watercolor-anime.md +50 -0
  55. package/skills/video-studio/references/styles/whiteboard.md +60 -0
  56. package/skills/video-studio/references/styles.md +117 -0
  57. package/skills/video-studio/references/tones.md +5 -5
  58. package/skills/video-studio/scripts/qa.mjs +125 -1
  59. package/skills/video-studio/scripts/qa.test.mjs +59 -1
  60. package/skills/video-studio/scripts/storyboard.schema.json +5 -0
  61. package/skills/video-studio-art-director/ATTRIBUTION.md +3 -0
  62. package/skills/video-studio-art-director/CHANGELOG.md +14 -0
  63. package/skills/video-studio-art-director/LICENSE-motionmaxxing +202 -0
  64. package/skills/video-studio-art-director/SKILL.md +105 -9
  65. package/skills/video-studio-art-director/references/palettes.md +22 -0
  66. package/skills/video-studio-composition/ATTRIBUTION.md +3 -0
  67. package/skills/video-studio-composition/CHANGELOG.md +7 -0
  68. package/skills/video-studio-composition/LICENSE-motionmaxxing +202 -0
  69. package/skills/video-studio-composition/SKILL.md +17 -4
  70. package/skills/video-studio-director/ATTRIBUTION.md +3 -0
  71. package/skills/video-studio-director/CHANGELOG.md +14 -0
  72. package/skills/video-studio-director/LICENSE-motionmaxxing +202 -0
  73. package/skills/video-studio-director/SKILL.md +107 -9
  74. package/skills/video-studio-director/references/jury.md +63 -0
  75. package/skills/video-studio-motion/ATTRIBUTION.md +3 -0
  76. package/skills/video-studio-motion/CHANGELOG.md +12 -0
  77. package/skills/video-studio-motion/LICENSE-motionmaxxing +202 -0
  78. package/skills/video-studio-motion/SKILL.md +128 -6
  79. package/skills/video-studio-motion/references/kinetic-type.md +89 -0
  80. package/skills/video-studio-motion/references/ui-demo.md +59 -0
  81. package/skills/video-studio-script/ATTRIBUTION.md +6 -0
  82. package/skills/video-studio-script/CHANGELOG.md +7 -0
  83. package/skills/video-studio-script/LICENSE-motionmaxxing +202 -0
  84. package/skills/video-studio-script/SKILL.md +28 -6
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+ # Soft 3D Render
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+
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+ - id: `3d-render`
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+ - Source: mg-styles-15 `prompts/04-3d-render.md` (MIT, Vincentwei1021)
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+ - Best for: premium product ident, brand sting, phone/drink/sneaker spots, satisfying loops
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+ - Not for: fast cutty edits, flat graphic looks, long runtimes on a weak GPU
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+ - Triggers: 3D, C4D, Cinema 4D, Octane, Redshift, Blender render, clay render, soft pastel 3D, jelly, glossy plastic, cloner, satisfying, ASMR, product ident, Maxon reel
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+ - Tone cell: calm-soft
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+ - Clock: smooth 24 fps
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+
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+ ## Look
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+ Pastel studio with an infinite cyc backdrop, big soft area lights plus an HDRI, shallow depth of field (about f/1.8 feel), real motion blur. Material trio: SSS gummy (candy pink, peach), glossy plastic (cream, lilac), frosted glass or chrome accent. AO, soft reflections, subtle subsurface glow. Hero is an inflated, bevelled 3D wordmark or glossy jelly logo with an invented brand name. Clean hero composition at the end.
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+
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+ ## Motion
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+ Cloner-style grid of glossy pills or spheres ripples with an effector wave. Hero drops in with squash and stretch via a damped spring, collides with and displaces the field. Long-tail ease on the camera: about 80% of the move in the first 20% of the time, very slow finish. Physics-feel everywhere, nothing linear. Impacts drive the cuts.
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+
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+ ## Signature features (judged against these)
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+ - Physically plausible materials: SSS soft gel, glossy plastic, glass or chrome.
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+ - Soft studio three-point lighting plus HDRI and AO.
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+ - Shallow depth of field with real motion blur.
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+ - Cloner array with a wave effector.
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+ - Damped-spring jiggle and soft-body collision on the hero.
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+ - Camera long-tail ease, final hero held about 1s.
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+ - 24 fps cinematic feel, candy palette.
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+
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+ ## 10-second beat seed
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+ - 0-1.2s: pastel cyc, cloner field already rippling, first drop of the hero.
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+ - 1.2-5s: wave builds, hero lands and displaces the field.
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+ - 5-7s (hero at 60-75%): collision, wordmark inflates and jiggles, camera long-tail push.
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+ - 7-10s: settle to a clean composition, hold 1s with a slow idle wobble.
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+
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+ ## Sound
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+ Airy cinematic pad with ASMR-style soft thuds, squishes and bubbly pops, frame-synced to impacts.
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+
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+ ## Build it in HyperFrames
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+ Blender is not available. Use Three.js (WebGL2) with MeshPhysicalMaterial (clearcoat, sheen, transmission, thickness for SSS-like glow), RoomEnvironment or an HDRI for lighting, SSAO plus a bokeh pass for DOF, and a sub-frame accumulation buffer (render 8-16 sub-times per frame, average) for real motion blur. Instanced mesh for the cloner, the wave as a closed-form function of (distance, t). Hero springs are closed-form damped oscillators, no stateful physics.
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+
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+ ## Watch out
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+ Browser render cost: cap sub-frames and instance counts. Muddy transmission on dark backgrounds. SSS is faked, tune with a rim light. Without DOF and motion blur it reads as a game engine.
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+ # Anime Light (volumetric cel)
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+
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+ - id: `anime-light`
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+ - Source: huashu-art-motion `35_shinkai.md` (MIT)
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+ - Best for: romantic or nostalgic brand films, travel, music visuals, summer campaigns, product reveals with a sky
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+ - Not for: flat UI, data, gritty or dark-edgy brands
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+ - Triggers: makoto shinkai, your name, anime sky, lens flare, god rays, cumulonimbus, cel shading, golden hour, anime light
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+ - Tone cell: calm-soft
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+ - Clock: smooth 30/60 fps
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+
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+ ## Look
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+ A near-realistic background (cool-warm wall gradients, window frames, wires, rooftops) lit by a huge sky, with cel-shaded subjects on top.
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+ - Skin `#ffe8dc / #f2b6a8`, hair highlight `#f8d681 / #d8a050`, white `#fbfbfe / #b9c3dc`, navy `#2c3a66 / #1b2446`, line `#6a4632` at 2.2 px.
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+ - Cloud silhouettes `#b7c6e6` to `#8297c6` with bright white cores toward the sun.
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+ - Light comes from the window: shadow falls lower right (light dir -1, -0.55). Backlit subjects (against a window) put shadow below and add a thin warm rim `rgba(255,220,160,0.55)`.
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+ - Eyes: white 8x12, vertical iris gradient `#1f3f7a` to `#3f7fd0` to `#9fd4ff`, two highlights.
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+ - Final grade: bloom plus soft-light split toning (cool shadows, warm highlights).
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+
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+ ## Motion
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+ - Clouds boil and drift at about 10 px/s, each puff breathing `0.05*sin(1.3t)`.
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+ - Light shafts pulse `0.75+0.25*sin(3.4t)`, 60 dust motes twinkle.
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+ - Lens flare: sun core radius 130, 10 spikes rotating 0.25 rad/s, a horizontal streak 840x4, five hexagon ghosts along the sun-to-center line.
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+ - A droplet slides down glass leaving a trail; sheer curtain and its shadow sway; birds flap; hair moves in wind.
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+ - Transition family: a diagonal sweep of light flare, bright band with streaks and ghosts, wipes the old frame.
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+
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+ ## Signature features (judged against these)
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+ - Hard-edged cel shadow shifted off the shape toward the lit side (evenodd clip), plus a rim line.
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+ - Cumulus clouds from silhouette, offset bright core and a blur plus sharp double layer.
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+ - Triangular or wedge light shafts with floating dust.
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+ - Hexagonal flare ghosts aligned on one axis.
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+ - Window-shaped light patches on floors and walls.
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+ - Bloom pass (render small, blur 6 px, screen at 0.28).
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+ - Sun inside the glass, never on the frame edge.
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+
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+ ## 10-second beat seed
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+ - 0-1.2s: wide sky, clouds already moving, shaft of light.
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+ - 1.2-6s: subject action, curtain, droplet, birds.
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+ - 6-7.5s (hero): sun peeks, flare sweeps across the frame.
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+ - 8.8-10s: hold with dust and cloud drift.
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+
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+ ## Sound
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+ Piano and strings with a pop-rock lift, 110-130 BPM. Airy shimmer on the flare sweep.
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+
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+ ## Build it in HyperFrames
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+ Canvas 2D layers or Three.js sky plane.
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+ - Cel function: clip to the shape, subtract the shape shifted by `(lx*sd, ly*sd)` (evenodd) for shadow; same with reverse shift for rim. Order: fill, shadow, rim, line, so occlusion is correct without hidden-line removal.
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+ - Clouds: draw all puffs as blue-gray silhouettes, add a bright radial 0.82r sphere offset toward the sun per puff, blur 3 px, overlay 55% sharp.
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+ - Cache light shafts blurred 18 px, composite with screen.
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+
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+ ## Watch out
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+ - Current weak spot: interior backgrounds lack detail density.
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+ - Sun on a window corner makes the flare spill onto the wall like a lamp. Keep it inside the glass, flare radius 130 or less.
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+ - One radial gradient per cloud with a rim arc reads as soap bubbles.
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+ - A full-width flare streak (1800 px) looks like a bug line. Keep it near 840 px at alpha 0.35.
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+ - Droplets drawn solid look like bubbles. Draw only a lower arc, alpha 0.22, and one highlight.
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+ # Aurora Liquid Glass
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+
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+ - id: `aurora-glass`
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+ - Source: mg-styles-15 `prompts/12-aurora-glass.md` (MIT, Vincentwei1021)
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+ - Best for: AI product launch, premium software reveal, OS or app feature film, slow luxurious tech brand pieces
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+ - Not for: high energy, comedy, hand-made looks, anything fast
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+ - Triggers: glassmorphism, liquid glass, aurora, mesh gradient, frosted glass, blur gradient, iOS 26, AI launch, translucent, soft glow, premium tech
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+ - Tone cell: calm-soft
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+ - Clock: smooth 30/60 fps
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+
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+ ## Look
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+ Deep indigo-black base. 4-5 aurora blobs in adjacent hues only (violet, blue, cyan, magenta), blurred 80-150px, blended into a mesh gradient. 3-5% noise dither across the frame to kill banding. Frosted glass cards: backdrop blur about 30px (range 20-40), 5-10% white fill, 1px inner highlight at 30% white, large corner radius. Micro-UI inside (chat bubble, voice waveform, toggles). Light elegant sans for the title, for example an invented "Aurora, think in light". Dark base with bright blobs works better than a light base.
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+
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+ ## Motion
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+ Everything slow. Blobs drift on bezier paths, 20-40 second loops. Cards float in with parallax depth and slight 3D tilt. Micro-UI enters with opacity plus an 8px rise only. Easing is sine or near-linear breathing. The wow moment: a Liquid-Glass lens (true refraction, chromatic dispersion on the rim, specular edge) glides across and magnifies the aurora and cards. Nothing fast.
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+
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+ ## Signature features (judged against these)
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+ - Large blurred color blobs drifting slowly, adjacent hues only.
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+ - Glass cards with blur, 5-10% white fill, 1px 30% white edge, big radius.
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+ - Refracting lens with rim dispersion and specular edge.
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+ - 3-5% noise dither, no banding.
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+ - Sine or linear easing, text enters by opacity plus 8px rise.
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+ - Parallax depth and subtle 3D tilt on cards.
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+ - No sudden or fast motion anywhere.
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+
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+ ## 10-second beat seed
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+ - 0-1.2s: aurora already breathing, first card eases in.
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+ - 1.2-4s: cards float in with parallax, micro-UI animates.
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+ - 4-7s (hero at 60-75%): glass lens glides across, magnifying cards and aurora.
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+ - 7-8.5s: title fades in with the 8px rise.
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+ - 8.5-10s: hold, blobs still drifting.
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+
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+ ## Sound
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+ Ambient cinematic pad, soft shimmer, very subtle UI ticks.
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+
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+ ## Build it in HyperFrames
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+ WebGL2 shader for the aurora: sum of soft radial falloffs at Bezier/Lissajous positions, plus blue-noise dither. Glass cards in DOM with CSS backdrop-filter, or draw them in the same shader by sampling a blurred copy. Lens: SDF rounded shape that offsets the sample UV by the SDF gradient and splits RGB with slightly different offsets. Positions are closed-form sines of t, so every frame is deterministic.
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+
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+ ## Watch out
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+ backdrop-filter may not render in headless capture: test, and fall back to a shader blur. Banding in the dark gradient. Muddy colors if non-adjacent hues blend. Do not speed it up to fill time.
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+ # Bauhaus Kinetic Poster
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+
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+ - id: `bauhaus`
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+ - Source: mg-styles-15 `prompts/09-bauhaus.md` (MIT, Vincentwei1021)
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+ - Best for: beat-driven kinetic posters, music and festival intros, design-studio identity, exhibition promos
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+ - Not for: organic or soft subjects, long copy, character stories
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+ - Triggers: Bauhaus, geometric, Swiss, International Typographic, kinetic poster, grid, modular, Kandinsky, constructivist, primary colors, beat-synced shapes, p5.js
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+ - Tone cell: calm-sharp
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+ - Clock: smooth 30 fps (motion quantised to the 120 BPM beat grid)
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+
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+ ## Look
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+ Cream paper #F1E9DA, red #E03C31, yellow #F2B705, blue #1E4FA3, black #111. Strict modular grid (for example 240px modules). Basic geometry only: quarter circles, semicircles, triangles, squares. Heavy geometric sans, small caps tagline. Subtle paper tooth and slight print misregistration allowed.
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+
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+ ## Motion
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+ Everything anchors to the grid: every move is an integer number of modules, every landing on a grid line. 120 BPM (0.5s per beat), one module acts per beat: quarter circles rotate 90 degrees about a corner pivot, semicircles slide one module, triangles flip, squares split. Rotation pivots alternate between own centre, corner, and frame centre. Easing is power2.inOut or linear. No overshoot, mechanical is the feature. Phase-shifted cascade wave across the grid on the drop.
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+
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+ ## Signature features (judged against these)
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+ - Only circle, triangle, rectangle forms in red, yellow, blue, black on cream.
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+ - Every displacement is a whole number of grid modules.
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+ - One action per beat, hits on the 0.5s grid.
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+ - Rotation pivot alternates centre, corner, frame centre.
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+ - No overshoot, power2.inOut or linear only.
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+ - Phase-offset cascade across the grid.
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+ - Final freeze is a balanced poster with vertical heavy sans word and small caps line.
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+
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+ ## 10-second beat seed
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+ - 0-2s: grid lines draw, first red circle lands on a beat.
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+ - 2-6s: composition assembles, one module per beat.
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+ - 6-8s (hero at 60-75%): phase-shifted cascade wave across the grid.
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+ - 8-10s: freeze into the finished poster, type set ("BAUHAUS", "FORM, FARBE, FUNKTION"), hold with a tiny paper-grain drift.
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+
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+ ## Sound
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+ Minimal techno and clicks. Each flip is a pitched click or blip, kick on quarters, 120 BPM.
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+
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+ ## Build it in HyperFrames
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+ SVG or Canvas with GSAP on a module-based coordinate system (x = col * 240). Compute beat = t / 0.5 and drive each module's step with floor and an eased fraction of the beat. Cascade phase = (col + row) * beat offset. Cue sheet shared with the audio so clicks match the flips exactly.
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+
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+ ## Watch out
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+ Any overshoot or bounce breaks the style. Off-grid positions from sub-pixel rounding. Colour count creep. Keep the type grid-aligned too.
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+
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+ ## Art-history variant (huashu-art-motion `12_bauhaus`)
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+ - Ground: aged cream paper `#ebe3cf` with soft mottling, one diagonal hairline. Palette adds blue `#2a58b4`, light blue `#b9cee0`, gray `#c6c3bb`, orange `#ee8a2a` to black `#161514`, red `#d3262b`, yellow `#efc12f`.
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+ - Figures are circles, squares, triangles and thick rods with joint discs (cream disc, 5px black ring, black dot). No curved outlines.
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+ - Motif motion: a long pole sweeps like a clock hand about a fixed hub (28 to 49.5 deg, ease out); a grid of window cells swaps colors at 13 fps (6 of 16 cells, never black); concentric arcs pulse outward; a ball rolls with rotation = distance / radius.
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+ - Transition in: red, yellow and blue shapes rotate and scale up to cover the frame in 0.20s.
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+ - Watch out: derive grid cell size from the inner width minus gaps, or cells overflow.
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+ # Hand-Drawn Cel Boil
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+
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+ - id: `cel-boil`
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+ - Source: mg-styles-15 `prompts/05-cel-boil.md` (MIT, Vincentwei1021)
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+ - Best for: playful brand films, hand-made crafts, FX-driven stingers, anti-digital warmth
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+ - Not for: precise data, luxury minimal, glossy tech
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+ - Triggers: hand-drawn, frame by frame, cel animation, line boil, boiling lines, traditional animation, on twos, smear frame, cartoon FX, paper texture, Buck, Giant Ant
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+ - Tone cell: kinetic-soft
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+ - Clock: on twos (24 fps timeline, draws change every 2 frames; 1s for fast action, 3s on holds)
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+
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+ ## Look
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+ Warm cream paper ground with paper grain multiplied at 10-15%. Ink linework that boils. Fills slightly off-register like hand coloring. Palette of 3-4: ink black, tomato red, sunny yellow, cream paper. Hand-lettered title, also boiling. Cel FX (smoke puffs, sparks, star bursts, speed lines) drawn rather than generated.
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+
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+ ## Motion
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+ Animate on 2s (effective 12 fps) as the default, switch to 1s for fast action, 3s for still holds. Line boil: 3-4 slightly different line variants cycled every 2 frames (or noise displacement amount 2-5, size 50, re-seeded each 2 frames). Smear frame: stretch the object 150-300% along the move for a single frame. Anticipation and squash on the character. FX burst on top of the main animation as the transition.
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+
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+ ## Signature features (judged against these)
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+ - Lines visibly boil every 2 frames, never static.
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+ - On-twos rhythm with on-ones for fast action and on-threes for holds.
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+ - At least one smear frame, 150-300% stretch, lasting 1 frame.
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+ - Hand-drawn FX (smoke, sparks, stars, speed lines) layered on the main animation.
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+ - Paper grain multiply 10-15% across the frame.
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+ - Fills off-register from the lines.
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+ - 3-4 colour palette.
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+ - Title keeps boiling on the hold.
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+
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+ ## 10-second beat seed
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+ - 0-1s: matchstick strike, smear frame, spark.
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+ - 1-3s: flame spirit jumps out, anticipation and squash.
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+ - 3-6s: it dances on twos; FX burst with smoke, sparks, star bursts, speed lines.
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+ - 6-8.5s (hero at 60-75%): FX re-form into the hand-lettered title.
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+ - 8.5-10s: title boils on 3s, held.
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+
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+ ## Sound
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+ Playful jazzy pizzicato or xylophone bed with cartoon SFX (strike, fwoosh, pop, poof, sparkle), synced to the frame.
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+
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+ ## Build it in HyperFrames
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+ Canvas 2D custom brush: centreline plus a pressure curve turned into an outline polygon. Generate 3-4 seeded jitter variants per stroke and choose the variant by floor(frame/2) mod N. Hold time with floor(t*12) for twos. Paper texture as a multiply-blended image or seeded noise canvas. Everything is a function of the frame index and seeded random.
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+
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+ ## Watch out
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+ Jitter that is too large reads as shake, keep it subtle. Random without a seed breaks determinism. Do not smooth the stepped timing. Off-register fills should be small offsets (1-3px).
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+ # Chiaroscuro Candlelight
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+
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+ - id: `chiaroscuro`
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+ - Source: huashu-art-motion `32_rembrandt.md` (MIT)
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+ - Best for: drama, luxury and heritage brands, documentary intros, whisky or coffee, serious narration
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+ - Not for: bright playful products, flat explainers, kids' content
7
+ - Triggers: rembrandt, chiaroscuro, candlelight, caravaggio, dutch golden age, dark portrait, tenebrism, oil painting lighting
8
+ - Tone cell: calm-sharp
9
+ - Clock: smooth 30/60 fps
10
+
11
+ ## Look
12
+ Everything is painted in full light first, then a light map multiplies the whole frame so only a few pools of light remain.
13
+ - Ambient floor rgb(30,21,13) (about 13% light).
14
+ - Light pools stacked with lighter, then multiplied: window shaft (blurred wedge, alpha 0.8-0.95), window itself radius 330, face pool radius 250 alpha 0.95, chest 230 alpha 0.55, second subject 240 alpha 0.8, table 280 alpha 0.6, candle `190+40*flame` radius.
15
+ - A rim "separation light" on the wall behind the dark side (radius 300, alpha 0.35) lifts the figure from the background.
16
+ - Brown palette; heavy impasto only where light lands (hair, collar, porcelain, pearls, highlights).
17
+ - Glaze: soft-light `rgba(200,140,60,0.35)`, craquelure alpha 0.28, grain density 0.05 alpha 0.12, vignette 0.75.
18
+ - Lost edges: the subject layer is drawn once blurred 2.4 px, then overlaid sharp at 0.62.
19
+
20
+ ## Motion
21
+ - Flame flicker `flick(t) = 0.5*noise(2.2t) + 0.25*noise(6.5t)`; light pools drift +/-14 px on `noise(0.9t)`.
22
+ - Cloud shadow: `cloud = 0.5+0.5*sin(2.2t-0.6)` dims the window light by up to 35% while a dark patch crosses the glass at 260 px/s.
23
+ - 70 dust motes visible only inside the shaft, 24-frame flicker; steam rises.
24
+ - Transition family: an old-film iris, the picture closes to a black circle then pops open on the next scene.
25
+
26
+ ## Signature features (judged against these)
27
+ - Full-frame multiply light map, dark 87% of the image.
28
+ - Warm pools with one clear key, one dim fill.
29
+ - Bristle-stroke impasto highlights (parallel hairs), not offset stripes.
30
+ - Soft lost edges on the shadow side, sharp edges in the light.
31
+ - Rim light on the background behind the shadowed side.
32
+ - Flicker and cloud-shadow modulate the light, not the geometry.
33
+ - Amber glaze and craquelure on top.
34
+
35
+ ## 10-second beat seed
36
+ - 0-1.2s: near-black frame, candle flare, face emerges.
37
+ - 1.2-6s: slow reveal of subject, dust in the shaft, cloud passes the window.
38
+ - 6-7.5s (hero): light pool settles on the key object or title.
39
+ - 8.8-10s: hold, flame keeps flickering.
40
+
41
+ ## Sound
42
+ Low cello and lute, 55-70 BPM, room tone, soft crackle. Single warm swell on the reveal.
43
+
44
+ ## Build it in HyperFrames
45
+ Canvas 2D: paint bright version, then build the light map on an offscreen canvas and composite with multiply.
46
+ - Impasto stroke = `round(w/1.3)` parallel bristles, brightness +/-17, ends shortened 0-25%, line width 1.4-2.6, a shadow stroke at alpha 0.28.
47
+ - Props go on their own layer after the brush pass. Do not copy back regions from the base image (rectangular patches).
48
+ - Draw hands before cups so the oval does not cover the vessel.
49
+
50
+ ## Watch out
51
+ - Current weak spot: figures read flat (review 5/10). This style most needs a redo that gives volume to subjects.
52
+ - Three tidy offset lines for highlights read like a sticker or bandage. Use bristles.
53
+ - Grain density 0.12 alpha 0.22 makes the face look dirty. Use 0.05 / 0.12.
@@ -0,0 +1,46 @@
1
+ # Paper Cut Collage (stop-motion)
2
+
3
+ - id: `collage`
4
+ - Source: mg-styles-15 `prompts/06-collage.md` (MIT, Vincentwei1021)
5
+ - Best for: music and street-culture shorts, editorial magazine motion, surreal brand teasers, poster-like end cards
6
+ - Not for: clean corporate, data-heavy, precise product demos
7
+ - Triggers: collage, cutout, cut-out animation, paper-cut, papercut, paper cut, stop-motion, stop motion, handmade, not AI-looking, Dada, surreal, torn paper, newspaper, halftone, zine, constructivist, scissor cut, Monty Python, Terry Gilliam, Soviet poster
8
+ - Tone cell: kinetic-sharp
9
+ - Clock: stepped 12 fps (some holds at 6 fps), rendered on a 30 fps timeline
10
+
11
+ ## Look
12
+ Newsprint or kraft paper ground. Public-domain photo cutouts with a rough 2-4px white scissor edge plus halftone dots. Deep-space imagery spilling out of a flipped-open head. Bold constructivist red and black diagonal typography. Layer stack from back to front: paper texture, large color shapes, photo cutouts, handwritten doodles and tape stickers, grain adjustment layer. Disproportionate head-to-body sizes on purpose.
13
+
14
+ ## Motion
15
+ All motion is held on a 12 fps grid (6 fps for some holds) for a stop-motion feel, with random plus or minus 2px position jitter as hand placement. Puppet-style joint rotation with anchors at shoulder, elbow, jaw. Mouth opens and closes with 2-3 swap frames. The top of the head flips open like a lid. Transitions: a hand slaps an element onto the page, torn-paper strips, or a full paper flip to the end card.
16
+
17
+ ## Signature features (judged against these)
18
+ - White 2-4px scissor edge on every cutout plus halftone texture.
19
+ - Motion visibly stepped at 12 fps (or 6), not smooth.
20
+ - Plus or minus 2px placement jitter.
21
+ - Jaw or mouth on a separate piece, flapping with sound.
22
+ - Disproportionate surreal assembly.
23
+ - Layered paper stack with grain on top.
24
+ - Diagonal constructivist type in red and black.
25
+ - Hand-slap or paper-flip transition.
26
+
27
+ ## 10-second beat seed
28
+ - 0-1.2s: portrait slaps onto kraft paper, jaw flaps.
29
+ - 1.2-4s: head lid flips open, space revealed, first objects spill out.
30
+ - 4-7s (hero at 60-75%): flowers, birds, planets, pointing hands, rocket pile out; torn strips slide.
31
+ - 7-8.5s: paper flip transition.
32
+ - 8.5-10s: end card with diagonal headline, held with 6 fps jitter.
33
+
34
+ ## Sound
35
+ Vinyl crackle, jazzy boom-bap bed, paper rustles, scissors snips, slaps, and a comic pop when the lid opens.
36
+
37
+ ## Build it in HyperFrames
38
+ DOM or Canvas with PNG cutouts (public-domain or CC0, backgrounds removed in advance). White edge by SVG feMorphology dilate on alpha, halftone by an SVG filter or a canvas dot pass. Quantise time with t12 = floor(t*12)/12 and drive every animation from t12. Jitter is a seeded hash of (element id, t12 step). Paper grain as a multiply layer.
39
+
40
+ ## Watch out
41
+ Smooth easing on the hold grid ruins the stop-motion feel. Do not use trademarked or recognisable-person photos, use public domain only. Halftone moire at export: keep dots larger than 4px.
42
+
43
+ ## Already built in Luckiest (reuse before building new)
44
+ - **Showreel paper-cut look:** a `logo` scene with `"recipe": "showreel"` and `data-look="papercut"` on `<html>` (`luckiest-video-studio-showreel`). Gives torn edges from a fixed-seed SVG displacement filter, paper grain, hard offset shadows, white gaps between tiles, a seeded tilt of about 1 degree per piece, and a 12 fps stepped master timeline. Verbs: slide, drop, rotate, tumble, tip, swing, snap, lift, scatter. Never morph, fold, bend, draw in place or glide.
45
+ - **Cards pack `01-paper-collage`** (`luckiest-video-studio-cards`): title, stat, section and lower-third cards in this look. Paper `#efe9dc` (kraft `#e6dcc4`), ink `#17130e`, one signature blue `#4F8CFF` per beat, red `#e23b2e`, sticker orange `#f26a1b`, serif headlines (Fraunces). Image slots render as halftone cutouts with a colored sticker outline until a real image goes in.
46
+ - Use the showreel look for the brand-film or logo scene and the cards pack for titles and stats, so the whole video shares one paper, one ink and one 12 fps clock.
@@ -0,0 +1,49 @@
1
+ # Comic Pop (Ben-Day dots)
2
+
3
+ - id: `comic-pop`
4
+ - Source: huashu-art-motion `13_pop.md` (MIT)
5
+ - Best for: sale and promo spots, social shorts, youth brands, product comparisons, reaction clips
6
+ - Not for: luxury, calm wellness, serious finance
7
+ - Triggers: pop art, lichtenstein, warhol, comic book, ben-day dots, halftone, speech bubble, onomatopoeia, four-panel
8
+ - Tone cell: kinetic-sharp
9
+ - Clock: on twos (color swaps about every 5.5 frames, shake locked to 30 fps)
10
+
11
+ ## Look
12
+ Flat primaries with thick black outline (5 px) and no gradients.
13
+ - Black `#141414`, paper `#f3eedb`, blue `#2f5cc8`, yellow `#f7d52c`, red `#d8232a` / `#a8161c`, white `#fbf8ee`.
14
+ - Skin tone is `#fae0cc` with red dots (`#e2483c`). Four swap palettes for panels: `#9ccf3a #e0359a #2fc0b0 #f08a2a`.
15
+ Dots: blue background pitch 24, radius 5.6, 45 degree grid (diagonal spacing about 17 px); skin pitch 13, radius 3.3; a faint yellow print dot pitch 14, radius 2.2, alpha 0.18. Shadows are black diagonal hatching (10 px spacing, 3.5 px wide). Lettering is a bold comic face (Bangers) with 12 px black outline and a 4 px drop shadow. Compose in a panel with a heavy 6 px black frame.
16
+
17
+ ## Motion
18
+ - Four-panel color swap: `step = floor(lt*11)`, panel i uses palette `(i+step)%4`, with a slightly misregistered black shadow plate for screen-print error.
19
+ - Thinking dots: three dots in sequence, dot k is lit when `((f-2k) mod 12) < 4`, radius 20 vs 12, 6 px jump.
20
+ - Sound-effect burst shakes: hash jitter +/-8 px, +/-6 px, +/-0.03 rad at 30 fps; 10 black action lines pulse `0.85+0.25*sin(40t+2i)`.
21
+ - Subject squash and wiggle at 6 Hz, weight by distance from the pivot.
22
+ - Transition family: a lightning-bolt flash that turns the old frame into dots, then reveals the new panel.
23
+
24
+ ## Signature features (judged against these)
25
+ - Dots are screen-aligned (a pattern fill), they do not swim with moving subjects.
26
+ - Thick black outline plus flat fill on everything.
27
+ - Hatching for shadow, white short strokes for highlight.
28
+ - Burst shape with two layers (white outer, yellow inner) and lettered effect text.
29
+ - Color-swapped repeat panels with a black misregistration shadow.
30
+ - Hair or large shapes built from a union outline (stroke all black first, then fill all).
31
+
32
+ ## 10-second beat seed
33
+ - 0-1.2s: panel slams in with a burst and effect word.
34
+ - 1.2-4s: thinking dots, subject wiggle.
35
+ - 4-7s (hero): four-panel color swap at 11 Hz with the key message.
36
+ - 8.8-10s: freeze on one panel, burst keeps shaking.
37
+
38
+ ## Sound
39
+ Brass stabs and a snare, 120-140 BPM. Comic "pop" SFX per swap, whoosh on the bolt transition.
40
+
41
+ ## Build it in HyperFrames
42
+ Canvas 2D `createPattern` for dots: a small tile with 5 circles (four corners plus center) gives a 45 degree grid at near-zero cost, much faster than per-dot pixel sampling.
43
+ - Cache the static panel layer; draw with one `ink(path, fill, lw)` helper for all outlined shapes.
44
+ - Union outlines: stroke all sub-shapes at double width in black, then fill them all.
45
+
46
+ ## Watch out
47
+ - In the source this style scored top marks with no weak spot logged (index shows none).
48
+ - A large shape filled with one flat color reads like a cloth. Add the interior curl lines and black arcs for the sculpted comic look.
49
+ - A subject drawn in its resting position can float above a crouched pose. Move the head down into the body when squashing.
@@ -0,0 +1,54 @@
1
+ # Constructivist Poster
2
+
3
+ - id: `constructivist`
4
+ - Source: huashu-art-motion `22_constructivism.md` (MIT)
5
+ - Best for: bold announcements, campaign slogans, manifestos, rallies, protest or movement style, tech-ops "state of" posts (narrow use)
6
+ - Not for: soft lifestyle, luxury, children's, long reading
7
+ - Triggers: constructivism, rodchenko, lissitzky, soviet poster, red and black, propaganda poster, agitprop, photomontage, slogan
8
+ - Tone cell: kinetic-sharp
9
+ - Clock: smooth 30/60 fps
10
+
11
+ ## Look
12
+ Aged paper (`#e9dfc4`, dark `#d9c9a4`) with diagonal black bars, a red square, thin slanted lines, a big black circle behind the focal subject and a slanted red floor (12 px black top edge).
13
+ - Red `#c8231c / #8f1711`, black `#151311`, cream `#f4ecd6`, accent gold `#e3b03e`.
14
+ - Photos are grayscale halftone: variable-diameter dots at 45 degrees (cell 4.6 for faces, 7 for scenery, gain 0.74-0.8), set on cream with a 7 px cream cut-out border like a clipped photograph. Hand-drawn clean black lines (a tower, lettering) sit on top of the halftone for a photo plus drawing collage.
15
+ - Clothes are flat cut paper with 3 px black lines; shadows are dot patterns.
16
+ - Lettering is geometric, drawn from rectangles and polygons on a 5x7 module grid (Cyrillic-style blocks), vertical lettering allowed. Each part is filled separately.
17
+
18
+ ## Motion
19
+ - A red wedge stabs into the black circle: apex moves along a 0.34 rad axis, `70*(0.5-0.5*cos(2*pi*1.6*t))`.
20
+ - Dashed red ring around the circle: dash [46,22], `lineDashOffset = -260*t`.
21
+ - Radio-wave arcs from the tower top: `r = 18 + ((1.4t + k/4) mod 1)*230`, alpha and width fade.
22
+ - Slogan stamps letter by letter (0.045 s apart, 1.5x to 1x in 0.12 s) then a wave `-10*max(0, sin(11t-0.8k))`; every fourth letter black.
23
+ - Headwear tails sway `sin(9t)*6`; steam is three black polylines going up.
24
+ - Transition family: not specified in the source (the style opened its sample film).
25
+
26
+ ## Signature features (judged against these)
27
+ - Diagonals, circle, wedge and block shapes in red, black and cream only.
28
+ - Halftone photograph with a clipped cream border.
29
+ - Geometric block lettering with the letters drawn as paths.
30
+ - Slogan text overlaps the figure (poster lettering sits on top).
31
+ - Red wedge into black circle.
32
+ - Heavy text bars and line rules.
33
+ - Aged paper noise.
34
+
35
+ ## 10-second beat seed
36
+ - 0-1.2s: slogan blocks slam in with stamp sound.
37
+ - 1.2-5s: wedge stabs the circle, rings and radio waves pulse.
38
+ - 5-7s (hero): the slogan bounce wave.
39
+ - 8.8-10s: hold, wedge keeps moving.
40
+
41
+ ## Sound
42
+ Marching snare and brass stabs, 110-128 BPM, a stamp hit per letter. Distorted radio crackle.
43
+
44
+ ## Build it in HyperFrames
45
+ Canvas 2D, base layer cached.
46
+ - `halftone(src, cell, gain, angle)`: sample a rotated grid, dot diameter `cell*gain*sqrt(1-L)`, only where alpha > 128, all dots in one path filled once (about 3,000 dots for a face, under 2 ms).
47
+ - Letters: each part one fill; letters that overlap in one path cancel under nonzero fill (an A read as a B).
48
+ - Place text by glyph center, not baseline, to avoid cut-off descenders.
49
+
50
+ ## Watch out
51
+ - Current weak spot: missing the horn-shaped text cone (megaphone shape) typical of the style; consider red and black wedge text radiating from the subject.
52
+ - Breve and diacritic marks drawn above the letter cell get covered by neighbors. Draw the whole glyph inside its 7 cells.
53
+ - Shadows under the cheeks looked like a beard after halftone. Use about half the flat alpha in the gray source.
54
+ - Narrow use: it looks forced on warm or playful subjects.
@@ -0,0 +1,49 @@
1
+ # Cubist Facets
2
+
3
+ - id: `cubist`
4
+ - Source: huashu-art-motion `11_cubism.md` (MIT)
5
+ - Best for: art-forward brand films, music, multi-perspective stories ("many sides of..."), fashion, newspaper and collage looks
6
+ - Not for: friendly softness, children's content, clean UI
7
+ - Triggers: cubism, picasso, braque, analytic cubism, faceted, fragmented, collage, newsprint, multiple viewpoints
8
+ - Tone cell: kinetic-sharp
9
+ - Clock: on twos (stencil text steps at 12 fps, facet boil 8 fps)
10
+
11
+ ## Look
12
+ Transparent overlapping planes in a brown, ochre and gray-blue range: paper `#d6c8ac`, cream `#ece3cf`, ochre `#b8975f`, brown `#6e5538`, dark brown `#3a2c1e`, gray `#a8a395`, blue-gray `#8e9eab`, deep gray `#5a5852`. Window views `#c9d3da #8fa3b3 #e4e6e2 #6f8597`. Planes are polygons with a three-stop linear gradient (cream-mixed 25%, base, dark-mixed 40%), alpha 0.18-0.7, with 46 thin straight passage lines (1.3 px) running through all of them. A fine short-dash sand texture (9,000 dashes, 3-8 x 1.5 px) gives a gritty surface. Faux wood grain and woven chair patterns appear as textures. Compose for the subject but overlap shapes the same way.
13
+
14
+ ## Motion
15
+ - The same background view is shown in several panes, each offset by `dx = sin(9t+1.7i)*18` (plus 10 fps jitter +/-3) so it reads as multiple viewpoints.
16
+ - Stencil lettering swaps order at 12 fps, each letter jumps +/-13 px and tilts +/-0.11 rad.
17
+ - Newspaper block trembles at 8 fps (+/-0.0125 rad), corner flips on `sin(20t)`.
18
+ - Subject facets re-jitter at 8 fps (vertices +/-8% of cell, 16-35% of triangles flicker +/-12% light).
19
+ - Transition family: geometric shards slide and reassemble into the next picture.
20
+
21
+ ## Signature features (judged against these)
22
+ - Triangles are not clipped to the silhouette, so planes overflow the outline.
23
+ - Large facet cells (about 58 px) for the body, finer cells (26 px) for hair or small things. 34 px reads as low-poly 3D.
24
+ - Straight-line outlines with ends sticking out 10-16 px.
25
+ - Face with a profile plus a front-view eye (two viewpoints at once).
26
+ - Stencil text with cut gaps that show the planes below.
27
+ - 5 translucent planes (alpha 0.2) overlap the subject so it sits inside the space.
28
+ - Dark brown masses balance the light planes.
29
+
30
+ ## 10-second beat seed
31
+ - 0-1.2s: planes slide in, stencil word lands.
32
+ - 1.2-6s: panes show shifting viewpoints, subject facets boil.
33
+ - 6-7.5s (hero): planes lock into a clean facing view with the title.
34
+ - 8.8-10s: hold with small boil.
35
+
36
+ ## Sound
37
+ Muted jazz piano and upright bass, 90-110 BPM, paper-rustle hits on shard moves.
38
+
39
+ ## Build it in HyperFrames
40
+ Canvas 2D.
41
+ - Facetize: fill the subject flat offscreen, read pixels back, jitter a triangle grid (random diagonal per cell), color each triangle from the centroid with brightness `*(0.8+0.38*rand)` and a light-to-dark gradient, draw without clipping, skip triangles whose centroid alpha is below 120.
42
+ - Cache the plane background; animate only the panes, text, newspaper and subject.
43
+ - Use `getContext('2d',{willReadFrequently:true})` and call `g.reset()` at the start of every frame.
44
+
45
+ ## Watch out
46
+ - Current weak spot: image runs bright; the style wants more large deep-brown masses and stronger light-dark contrast.
47
+ - Frame 0 can differ from later frames: offscreen GPU readback and leftover context state (lineJoin, lineCap) change antialiasing and colors. Fix with `g.reset()`, not `clearRect`.
48
+ - A hair-only second pass with a circular clip colors half the face gold. Filter by color instead.
49
+ - Sleeves need to be darker than the body color or they vanish into the facets.
@@ -0,0 +1,57 @@
1
+ # Cut Paper Collage
2
+
3
+ - id: `cut-paper`
4
+ - Source: huashu-art-motion `30_matisse.md` (MIT)
5
+ - Best for: playful brand films, children's and education, kitchen and craft, festival promos, bold simple shapes
6
+ - Not for: realism, fine data, dark moody pieces
7
+ - Triggers: matisse, cut-outs, paper collage, papier decoupe, gouache paper, jazz book, scissors, paper shapes
8
+ - Tone cell: kinetic-soft
9
+ - Clock: smooth 30/60 fps
10
+
11
+ ## Look
12
+ Saturated flat shapes with scissor-cut edges, pinned to a wall.
13
+ - Double blue checker `#1d4fb8 / #4f95dc` (cells about 240 x 236), emerald `#1f9a5a`, black, yellow, red, pink, white.
14
+ - Edges: sample the outline every 14-24 px, add +/-2-2.5 px seeded jitter, join with straight lines. Never perfectly smooth curves.
15
+ - Paper shadow: offset (5,6), blur 4, `rgba(10,20,40,0.3)`, so shapes look pinned.
16
+ - Gouache brush texture on top: 2,600 long streaks (60-300 px, 6-22 px wide, alpha 0.04-0.13, tilt -0.25 rad), black and white half each, overlay.
17
+ - Characters are built only from paper pieces: black almond eyes, red lip triangle, pink cheek circle, curled hair shapes.
18
+
19
+ ## Motion
20
+ - Seaweed-like leaf shapes sway about their root: `sin(2.8t+phase)*0.13` with edge curl breathing scaleX 0.93-1.0.
21
+ - Stars rotate and flicker: scale `0.82+0.22*sin(7t+1.9k)`, a black figure bobs, a red heart beats `1+0.18*max(0,sin 9t)`.
22
+ - Birds flap with scaleY `0.55+0.45*cos(13t)`; a pink paper flips and falls (scaleX = cos 6t).
23
+ - Steam is two small white paper strips.
24
+ - Transition family: a blue paper sheet with pinned shapes (seaweed, stars, red discs, each with shadow) sweeps across, revealing the next scene.
25
+
26
+ ## Signature features (judged against these)
27
+ - Edges are straight segments with jitter, never smooth bezier.
28
+ - Union fill for lobed shapes: one tapered stem plus 2 x lobes capsule fingers (angle `+/-(1.05-0.55u)`, length `w*(1-0.45u)`, width `w*(0.34-0.12u)`) added into one Path2D.
29
+ - Soft drop shadows only under paper pieces.
30
+ - Saturated flat colors, no gradients.
31
+ - Gouache streak overlay.
32
+ - Character features are separate cut pieces.
33
+ - Motion is rigid paper rotation, flip and scale, not bending.
34
+
35
+ ## 10-second beat seed
36
+ - 0-1.2s: paper pieces drop in with a pinned shadow.
37
+ - 1.2-6s: leaf sway, star flicker, one flying sheet.
38
+ - 6-7.5s (hero): sweeping paper transition lands on the key message.
39
+ - 8.8-10s: hold, small sway continues.
40
+
41
+ ## Sound
42
+ Bright ukulele or clarinet and hand claps, 100-120 BPM. A paper "flick" SFX on each swap.
43
+
44
+ ## Build it in HyperFrames
45
+ Canvas 2D or SVG.
46
+ - `cut(points)` helper for scissor edges applied to every generated shape.
47
+ - For photographic or rendered inputs, apply a static pixel displacement field `fbm(0.028x,0.028y,2)*9` to fake cut edges (about 15 ms).
48
+ - Build compound shapes with `addPath` into one Path2D so the shadow is computed once.
49
+
50
+ ## Watch out
51
+ - Current weak spot: the gouache brush streaks run slightly heavy.
52
+ - "Modulating width along a spine" for lobed shapes yields caterpillars and zigzags. Use the capsule-finger method.
53
+ - Falling paper that crosses the subject's face is distracting. Route it along a wall.
54
+ - Black text on blue paper needs a white paper patch behind it.
55
+
56
+ ## Related
57
+ For torn-edge, stop-motion paper (rather than smooth pinned cutouts), use `collage`, which reuses the showreel paper-cut look and the `01-paper-collage` cards pack.
@@ -0,0 +1,29 @@
1
+ # Era Styles (history speedruns, time travel, tributes)
2
+
3
+ - id: `era-styles`
4
+ - Source: huashu-art-motion `INDEX.md` era table and recipes (MIT)
5
+
6
+ These 18 looks are tied to one period or one artist and read as a costume on other topics. Use them for art-history speedruns (the style changes, the scene stays), time-travel montages, "a brief history of X", and tributes. For any other subject use a material-layer card instead (impressionist, cut-paper, ink-wash, comic-pop and the rest). Each era runs 0.25-1.4 s inside a speedrun, so the motif motion must read inside that window. Aging marks (peeling, stains, scratches) go on the background only, never on the subject. Compose each film for its own subject; the source samples all share one fixed room layout, which is a property of that film and not of the styles.
7
+
8
+ Quality ratings come from the source (3 stars = recognizable on sight, 2 = recognizable with a visible gap, 1 = redo).
9
+
10
+ | id | name (generic) | triggers | renderer + brushwork | motif motion | signature transition | watch out |
11
+ |---|---|---|---|---|---|---|
12
+ | `cave-painting` | Cave wall painting | cave art, lascaux, 40000 bc, prehistoric, charcoal, ochre | noise relief rock wall lit from the upper left, charcoal dot-fuzz outlines, ochre pigment sunk into the rock; negative handprints sprayed with dots | two-pose galloping animals swapping every 7 frames, firelight flicker (overlay, not additive), drifting embers | none (opening look) | human figures too cartoonish, not primitive enough; heavy mid-frequency relief turns into camouflage |
13
+ | `egyptian-mural` | Tomb mural | egypt, hieroglyph, pharaoh, tomb painting, papyrus | profile body with front-view eye, flat fill with thin outlines, 24 hand-drawn hieroglyphs | scarab pushing a sun disc, sun-ray hands opening and closing, glyphs re-drawn stroke by stroke | tapestry strips drop in with a bounce | elbow when lifting a cup is stiff |
14
+ | `greek-vase` | Black-figure pottery | greek vase, attic, black-figure, amphora, meander | black silhouettes with incised clay-color lines, purple-red bands with white dots | meander border scrolling in reverse, ship bobbing with leaping dolphins, lyre swinging | vase rotates like a cylinder to the next face | skirts read too thick |
15
+ | `illuminated-manuscript` | Gilded manuscript | gothic, medieval, illuminated manuscript, gold leaf, book of hours | per-pixel gold leaf (brushed streaks, embossed 1 px bright lines), gold-hue mask for highlights, parchment | diagonal gold glint sweeps, vines sway, snail crawls, mouse runs in the margin | parchment page turn | blond hair reads like a hood |
16
+ | `renaissance-sfumato` | Sfumato oil painting | renaissance, da vinci, mona lisa, sfumato, old master | whole layer lightly blurred plus a high-opacity sharp layer, craquelure, canvas weave, yellow varnish | flying-machine glides past, river glints, floating dust | god-ray through a window | subjects too cartoonish, overall too still |
17
+ | `art-nouveau` | Art nouveau poster | art nouveau, mucha, belle epoque, ornamental halo | variable-width path lines (thick outside, thin inside), offset silhouette underlay | sun rising, halo ring rotates, flowers sway, S-curve steam, hair waves | gold-edged organic shape grows over the frame | pose stiff |
18
+ | `gold-ornamental` | Gold-period ornament | klimt, the kiss, gold ornamental, byzantine gold, viennese secession | gold leaf reused, spiral and eye-shaped patterns on flat robes against a realistically shaded face; sparse metal-leaf specks | eye motifs blink in turn, gold dust floats up (26 px/s), flakes flip as they fall, light streak sweeps at 520 px wide | gold leaf blocks spiral outward from the subject (72 px tiles, spiral key) | hand not connected to the sleeve; spirals on the face look like a rash |
19
+ | `expressionist-scream` | Expressionist distortion | munch, the scream, expressionism, anxiety, wavy sky | long curved flow-line strokes (200-300 px, width 9-13) plus a per-row sine warp of the whole world | entire picture writhes, blood-red sky flows | scream color bands (`#b82a1e #e2541c #f08a24 #f4c03a`) press down from the top, old frame warped by rows | walls were read as the swirl-brushwork style; lengthen strokes and lower opacity to separate them |
20
+ | `temple-mural` | Cave-temple mural | dunhuang, buddhist mural, silk road, apsara, flying figures | earth-red ground with mineral colors, flaking patches only on the background, desaturation | flying figures' ribbons float, ceiling drifts, lamp flame flickers | ribbons sweep across, old picture peels and falls off in chips | figure drawing is crude; flaking on a back reads like clothing holes |
21
+ | `polka-infinity` | Polka-dot infinity | kusama, polka dots, pumpkin, infinity mirror room | hand-drawn irregular circles, hex grid wrapped at the true pattern period | dots swell and shrink in rings from a point, pumpkins, mirror-room repeat | dots grow, each clipping a window onto the new picture (58 px grid) | subject and wall in the same color depend on silhouette |
22
+ | `surreal-melt` | Surreal melting | dali, surrealism, melting clock, persistence of memory, long shadows | soft-clock warps, long sheared shadows | clocks sag, long-legged elephants walk, ants circle a watch, shadows lengthen | new picture drips down with round-headed droplets (26 drips, 0.36 s) | subject reads as vector clip art |
23
+ | `hard-light-realism` | Hard-light realism | hopper, american realism, nighthawks, sunlight shaft | two lit versions of the scene clipped by hard-edged sun blocks (bright and dark) | sun patch slides across a face, a shadow figure mirrors the action | hard-edged sunbeam sweeps across (0.34 s) | subject stuck in shadow for the whole shot |
24
+ | `space-comic` | Silver-age space comic | kirby, marvel, jack kirby, krackle, space comic | four-color halftone, color-plate misregistration, feathered black-shadow hatching, krackle energy dots | big sound-effect text, close-up panels, energy dots | none (opening look) | closer to pop art than to the real thing; lacks perspective and blocky hands |
25
+ | `water-lily` | Water-lily pond | monet, water lilies, japanese bridge, reflections | short horizontal strokes for water, reflected light shimmering | lilies drift, willow shadows sway, ripples spread | ripples from a point, old picture shifted by sine rows; new one revealed by 3,600 short horizontal strokes | wall-as-pond and floor-as-wood is a spatial clash |
26
+ | `street-line-art` | Bold line figures | keith haring, graffiti, radiant baby, dancing figures | thick black monoline, radiating action lines | dancing figures cut at 8 fps, everything bounces on the beat | a dancing figure scales up with the new picture inside its body (scale `0.15*320^easeInOut(p)`) | subject not stylized enough |
27
+ | `rubber-hose` | 1930s rubber-hose cartoon | rubber hose, steamboat, cuphead, vintage cartoon, 1930s, betty boop | pie-cut eyes, noodle limbs, white gloves, 12 fps stepped, film scratch and flicker | everything bounces on the beat | old film iris: sepia and contrast build, black circle closes then pops open with outBack | most of the motion is film noise, not animation |
28
+ | `shadow-puppet` | Chinese shadow puppet | shadow puppet, pi ying, leather puppet, paper theater, backlit screen | translucent hide cut-outs, rivet joints, 10 fps stepped, lamp behind the screen | rod-driven stiff joints, wrists flick | lamp lights behind the screen (old frame dims with multiply, new one revealed by a radial mask) | overlaps multiply to black; 121 ms per frame is slow |
29
+ | `blue-period` | Blue-period monochrome | picasso blue, blue period, melancholy, monochrome blue | single blue tone, wide brush strokes, Prussian-blue outlines, elongated bodies | slow breathing | color is drawn out to blue, then a wide dry brush sweeps (6 slanted strokes, bristle lines in the wake) | shapes are not melancholy enough |