reframe-video 0.6.12 → 0.6.14

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package/dist/index.js CHANGED
@@ -4,6 +4,7 @@ var DEFAULT_TO_DURATION = 0.5;
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  var DEFAULT_TWEEN_DURATION = 0.5;
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  var DEFAULT_MOTIONPATH_DURATION = 1;
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  var DEFAULT_FPS = 30;
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+ var DEFAULT_STILL_DURATION = 1;
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  // ../core/src/path.ts
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  function pathBBox(d) {
@@ -316,14 +317,14 @@ function compileScene(ir) {
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  }
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  }
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  };
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- const inferredEnd = ir.timeline ? walk(ir.timeline, 0) : 0;
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+ const inferredEnd = (ir.timeline ? walk(ir.timeline, 0) : 0) || 0;
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  for (const list of segments.values()) list.sort((a, b) => a.t0 - b.t0);
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  for (const list of motionPaths.values()) list.sort((a, b) => a.t0 - b.t0);
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  const hasCamera = !cameraIsNode && (ir.camera !== void 0 || motionPaths.has("camera") || [...segments.keys()].some((k) => k.startsWith("camera.")));
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  const hasPerspective = !cameraIsNode && (ir.camera?.perspective !== void 0 || segments.has("camera.perspective"));
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  return {
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  ir,
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- duration: ir.duration ?? inferredEnd,
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+ duration: ir.duration ?? (inferredEnd > 0 ? inferredEnd : DEFAULT_STILL_DURATION),
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  segments,
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  motionPaths,
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  initialValues,
@@ -3505,6 +3506,7 @@ export {
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  DEFAULT_CROSSFADE,
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  DEFAULT_FPS,
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  DEFAULT_MOTIONPATH_DURATION,
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+ DEFAULT_STILL_DURATION,
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  DEFAULT_TO_DURATION,
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  DEFAULT_TWEEN_DURATION,
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  DEVICE_PRESET_NAMES,
package/dist/labels.js CHANGED
@@ -4,6 +4,7 @@
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  var DEFAULT_TO_DURATION = 0.5;
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  var DEFAULT_TWEEN_DURATION = 0.5;
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  var DEFAULT_MOTIONPATH_DURATION = 1;
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+ var DEFAULT_STILL_DURATION = 1;
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  // ../core/src/path.ts
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  function locate(segCount, u) {
@@ -300,14 +301,14 @@ function compileScene(ir) {
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  }
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  }
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  };
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- const inferredEnd = ir.timeline ? walk(ir.timeline, 0) : 0;
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+ const inferredEnd = (ir.timeline ? walk(ir.timeline, 0) : 0) || 0;
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  for (const list of segments.values()) list.sort((a, b) => a.t0 - b.t0);
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  for (const list of motionPaths.values()) list.sort((a, b) => a.t0 - b.t0);
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  const hasCamera = !cameraIsNode && (ir.camera !== void 0 || motionPaths.has("camera") || [...segments.keys()].some((k) => k.startsWith("camera.")));
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  const hasPerspective = !cameraIsNode && (ir.camera?.perspective !== void 0 || segments.has("camera.perspective"));
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  return {
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  ir,
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- duration: ir.duration ?? inferredEnd,
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+ duration: ir.duration ?? (inferredEnd > 0 ? inferredEnd : DEFAULT_STILL_DURATION),
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  segments,
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  motionPaths,
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  initialValues,
@@ -508,3 +508,6 @@ export declare const DEFAULT_TO_DURATION = 0.5;
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  export declare const DEFAULT_TWEEN_DURATION = 0.5;
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  export declare const DEFAULT_MOTIONPATH_DURATION = 1;
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  export declare const DEFAULT_FPS = 30;
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+ /** Fallback length (seconds) for a scene with no animating timeline — a static
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+ * frame still needs a positive duration to render. Override with scene `duration`. */
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+ export declare const DEFAULT_STILL_DURATION = 1;
@@ -0,0 +1,101 @@
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+ # reframe directing guide — high-end, reference-heavy pieces
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+
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+ Read this (after the syntax guide, `reframe guide`) when the ask is a CINEMATIC or
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+ REFERENCE-FAITHFUL piece — a product teaser, a UI/session reproduction, a title
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+ sequence, a data story — not a simple lower-third or KPI card (those you just write).
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+ Simple jobs render first-try; the ceiling needs a process. This is that process.
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+
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+ ## What to get from the user (before writing anything)
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+
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+ Ask for / confirm these — vague prompts are why these pieces take many rounds:
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+
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+ - **Concept** in one line ("a faithful Claude Code session that builds a logo", "an app
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+ that goes viral, everywhere").
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+ - **References** — screenshots / a reference video / pasted real content (terminal output,
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+ copy, data). For fidelity work, the reference IS the spec. Save them to disk so you can
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+ `diff` against them.
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+ - **Brand** — exact colors (hex), the wordmark, the font feel.
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+ - **Format** — length (~10–20s is a good ceiling clip), aspect (16:9 / 9:16), with or
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+ without sound.
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+ - **Tone** — "Apple teaser" (slow, premium, lots of negative space) vs "faithful UI sim"
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+ (exact, dense) vs "kinetic/energetic". This sets pacing and camera.
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+
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+ ## The loop
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+
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+ ### 1. Storyboard the beats FIRST (structure, not a flat timeline)
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+
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+ Name the acts with `beat("...", {}, [ ... ])` before animating. A beat is a labeled,
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+ retimable narrative unit; its label anchors audio and lets you restructure whole sections.
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+ A reliable arc: **setup → inciting beat → rising → climax → resolution.** Decide what each
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+ beat shows and how long, THEN fill in motion. (See `device-hero.ts`: `beat("ki"/"seung"/
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+ "jeon"/"gyeol", …)` — entrance → it-takes-off → everywhere → resolve.)
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+
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+ ### 2. Match references with `diff` (stop eyeballing)
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+
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+ Reproducing a screenshot pixel-faithfully is the hardest part. Use the tool:
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+
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+ ```
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+ reframe diff ref.png --mode grid # labelled 100px grid over the screenshot → read coords, place nodes
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+ reframe diff ref.png scene.ts --mode side # reference | your render, side by side
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+ reframe diff ref.png scene.ts --mode diff # absolute difference — bright where you're off
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+ reframe diff ref.png scene.ts --mode blend # 50% overlay — spot drift
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+ ```
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+
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+ Loop: `--mode grid` to measure → write the node tree → `--mode side`/`diff` to compare →
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+ fix coordinates/sizes/colors → repeat until faithful. Pick the frame with `--t <sec>`.
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+ The grid is rendered at the reference's **full resolution** — the printed numbers are
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+ exact scene pixels, so place nodes at the labelled coordinates directly (no scaling).
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+ `diff`/`blend` are sharpest on hard edges (type, icons, frames); over large **soft
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+ gradients/glows** they always light up "different" even when close, so tune those by
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+ eye with `--mode side` rather than chasing the diff to black.
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+
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+ ### 3. Apply the cinematic-craft checklist
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+
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+ These are what make a piece read as premium, not a slideshow. Patterns proven in the
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+ flagship scenes — reuse the technique, vary the content:
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+
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+ - **Camera moves with the story.** Push in on each beat: a `cameraTo(...)` running in `par`
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+ with the beat's content. Frame the detail that matters, pull back to resolve. (See
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+ `terminal-claude.ts` helpers `cam()`/`scroll()`/`show()` — focus + scroll + reveal as
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+ parameterized eased moves.)
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+ - **Curved entrances, not straight slides.** A hero enters on a `motionPath` arc with
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+ `easeOutBack` (overshoot, then settle). (`device-hero.ts` `motionPath("phone-cam", [[…]],
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+ { ease: "easeOutBack" })`.)
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+ - **Fake depth.** Layer a backdrop of many faint concentric ellipses (a smooth glow, no hard
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+ edge) + a spotlight + a cast shadow that tracks the hero + an impact ring on landing.
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+ (`device-hero.ts` backdrop/spot/shadow/ring rig.) Or use real depth: `camera.perspective`
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+ + per-node `z` (see the syntax guide's "Depth & perspective").
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+ - **Layered idle motion.** Nothing should sit perfectly still. `oscillate` a few nodes at
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+ DIFFERENT frequencies (slow float, slower tilt, a fast accent) for life during holds.
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+ - **Sound on the beats.** `scene.audio` cues anchor to your beat/timeline labels, so they
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+ survive retiming: `{ at: "land", file: "bong_001.ogg" }`, `{ at: "viral", offset: 0.4,
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+ sfx: "pop" }`. An `ambient-pad` bgm with `duck` under the hits. Quote `reframe labels` to
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+ see exact seconds.
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+
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+ ### 4. Verify objectively (don't argue about "more dynamic")
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+
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+ - `reframe labels scene.ts` — every label → exact seconds. The timing source for audio + a
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+ sanity check that beats land when you think.
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+ - `reframe motion out.mp4` — speeds, static fraction, oscillation rhythm, spikes. A vague
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+ note like "make it punchier" becomes measurable: compare `meanSpeed`/`peakSpeed` before
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+ and after; `staticFraction` too high = it drags.
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+ - `reframe trace ref.mp4 --apply scene.ts` — when you have a reference VIDEO (not image),
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+ extract its timing/easing and re-apply it onto YOUR node ids. Borrow the motion, keep your
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+ assets.
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+
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+ ### 5. Hand-tune via preview → overlay
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+
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+ `reframe preview` to scrub, drag motionPath waypoints, and retime steps; export the overlay
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+ JSON and render with `--overlay`. Those nudges survive a later regeneration (stable
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+ addresses), so the human's polish isn't lost when you redo the base.
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+
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+ ## Pitfalls
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+
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+ - Don't animate before the structure is right — fixing pacing after everything is keyframed
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+ is painful. Beats first.
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+ - Reference fidelity is coordinates + color + type, mostly STATIC layout; get the held frame
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+ matching with `diff` before adding motion.
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+ - Keep `id`s/labels stable across rewrites (see `reframe guide --regen`) so the user's
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+ overlay edits survive.
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+ - It's still iterative. The tools cut the rounds; they don't remove the loop. Render, look,
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+ adjust — the agent should render frames and read them, not guess.
@@ -68,6 +68,9 @@ Factories return plain data. Every node needs a unique `id`.
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  `"top-left"` (default) | `"top-center"` | `"top-right"` | `"center-left"` |
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  `"center"` | `"center-right"` | `"bottom-left"` | `"bottom-center"` | `"bottom-right"`.
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  Example: a bar that grows upward = `anchor: "bottom-left"` + animate `height`.
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+ **Text alignment is `anchor`, not a separate `align` prop:** the anchor's horizontal
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+ half sets the text align — `"…-left"` left-aligns, `"…-center"`/`"center"` centers,
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+ `"…-right"` right-aligns (a right-aligned wordmark in a corner = `anchor: "bottom-right"`).
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  Font: use `fontFamily: "Inter"` (weights 400/700/800 are available).
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  ### Layout helpers (evenly spacing things)
@@ -133,7 +136,9 @@ target then settles — a pop/snap), `easeIn/Out/InOutElastic` (rings around the
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  target — a playful spring), `easeIn/Out/InOutBounce` (drops and bounces to rest).
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  A logo or card "popping" in usually wants `easeOutBack`; a stamp landing,
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  `easeOutBounce`.
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- Scene duration is inferred from the timeline.
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+ Scene duration is inferred from the timeline. For a **static frame** you can omit
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+ `timeline` entirely (or set scene `duration: <seconds>`) — a still defaults to a 1s
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+ render; no throwaway `wait` is needed.
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  ## Behaviors: continuous motion during holds
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package/package.json CHANGED
@@ -1,6 +1,6 @@
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  {
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  "name": "reframe-video",
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- "version": "0.6.12",
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+ "version": "0.6.14",
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  "description": "Declarative motion graphics that AI can write and humans can tweak — human edits survive AI regeneration. Deterministic mp4 renders from a plain-data scene format.",
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  "keywords": [
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  "motion-graphics",