luckiest-co 1.0.43 → 1.0.45
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/package.json +1 -1
- package/skills/video-studio/CHANGELOG.md +10 -0
- package/skills/video-studio/SKILL.md +3 -3
- package/skills/video-studio/references/styles/3d-render.md +6 -1
- package/skills/video-studio/references/styles/retro-cgi.md +5 -0
package/package.json
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# Changelog — luckiest-video-studio
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## 1.17.2 — 2026-10-12
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- Logo construction on the `3d-render` style card (Best for: brand sting): the jelly hero is the logo SVG's own paths extruded and dropped in construction order with damped-spring squash, and the hold frame flattens to the flat logo SVG (a visible difference is a Block). The Look line no longer calls for an invented brand name.
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- Adapted from kaankiziltug `logo-design` (MIT); see ATTRIBUTION.md.
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## 1.17.1 — 2026-10-12
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- Logo construction on the `retro-cgi` style card (Best for: 3D-logo reveals): the mark is drawn as wireframe in its construction order, then scanline-filled to plastic, and the hold frame is the flat logo SVG (a visible difference is a Block).
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- Adapted from kaankiziltug `logo-design` (MIT); see ATTRIBUTION.md.
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## 1.17.0 — 2026-10-12
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- Three looks before the storyboard (`references/interview.md` section 4, Step 2): three contrasting looks, each with a one-sentence idea, style, palette and faces, motion, and hero frame, contrasting in idea and tone cell. The user picks one or mixes them; with `--yes` the recommended one is taken and the others go in `NOTE.md`.
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license: See ATTRIBUTION.md
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allowed-tools: Bash, Read, Write, Edit, Glob, Grep, AskUserQuestion
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metadata:
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version: "1.17.
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version: "1.17.2"
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listing_id: luckiest-video-studio
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author: luckiest
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---
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## Staying current
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On activation, call the Luckiest MCP `check_updates` tool with
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`{ listingId: "aff888e4-9ee9-4f73-af08-74d5d09d3c10", installedSemver: "1.17.
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`{ listingId: "aff888e4-9ee9-4f73-af08-74d5d09d3c10", installedSemver: "1.17.2" }`. If it returns
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`upToDate: false`, surface the `notice` to the user once, then continue. Do nothing
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further if `upToDate: true`. Never block on this check; if the tool is unavailable,
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proceed.
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When the skill's work is done, call the Luckiest MCP `report_usage` tool once with
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`{ listing_id: "luckiest-video-studio", skill_version: "1.17.
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`{ listing_id: "luckiest-video-studio", skill_version: "1.17.2", matched: true, success: <true if the skill completed, false otherwise> }`.
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Metadata only, never prompt text. Never block on it; if the tool is unavailable,
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skip silently.
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- Clock: smooth 24 fps
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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
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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. Clean hero composition at the end.
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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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## 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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## Logo construction
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Rule from logo-design (MIT, kaankiziltug): the entrance is built from the mark's own construction, and the resolve frame equals the master logo. Before animating, write the mark's construction in one line in `plan.md` (its primitives, strokes or modules, and the order they would be drawn). The resolve frame is the real logo file (`brand/logo.svg` or the SVG the user supplied), never a styled stand-in or an invented wordmark: render the last frame and the logo SVG at the same size and position, and any visible difference is a Block. Sting length 1 to 3 seconds, easing from this card.
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- Construction: the hero is the logo SVG's own paths extruded and bevelled (Three.js SVGLoader plus ExtrudeGeometry), dropped in as the mark's primitives in construction order (outer shape first, then cuts and counters), each landing with its own damped-spring squash. The jelly inflation swells those exact paths; it never adds letters, a wordmark or a name the logo does not have.
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- Resolve: during the 1s hold the camera settles front-on and orthographic-matched, and in the last 0.3s the depth, SSS, clearcoat and bokeh flatten out so the hold frame is the flat logo SVG in brand colors. An invented inflated wordmark is never the resolve.
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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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- Snapshot the wireframe from the first frame of the incoming scene, so that frame must be complete (no blank first frame).
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- Smooth any polyline silhouettes before applying plastic shading or corners show.
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## Logo construction
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Rule from logo-design (MIT, kaankiziltug): the entrance is built from the mark's own construction, and the resolve frame equals the master logo. Before animating, write the mark's construction in one line in `plan.md` (its primitives, strokes or modules, and the order they would be drawn). The resolve frame is the real logo file (`brand/logo.svg` or the SVG the user supplied), never a styled stand-in or an invented wordmark: render the last frame and the logo SVG at the same size and position, and any visible difference is a Block. Sting length 1 to 3 seconds, easing from this card.
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- Construction: the mark first appears as the card's wireframe, its edges drawn in the mark's construction order (outer silhouette, then cuts and counters), then the scanline fill turns it into plastic shading. The chrome ball, ring and flare keep moving behind it; they never stand in for the mark.
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- Resolve: the plastic bevel, specular and floor reflection fade out in the last 0.3s, and the hold frame is the flat logo SVG in brand colors. A chrome or extruded rendering of the name is never the resolve.
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## Watch out
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- Current weak spot: legs look like straight columns and the face reads like a mask. Give organic parts rounded profiles and expression.
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- Narrow use: only works when the retro 3D joke is the point.
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