takomi 2.1.41 → 2.1.43

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.
Files changed (601) hide show
  1. package/.pi/extensions/oauth-router/README.md +3 -4
  2. package/.pi/extensions/oauth-router/config.ts +33 -36
  3. package/.pi/extensions/oauth-router/scripts/vibe-verify.py +1 -1
  4. package/README.md +7 -4
  5. package/assets/.agent/skills/embedded-captions/CATALOG.md +93 -0
  6. package/assets/.agent/skills/embedded-captions/SKILL.md +286 -0
  7. package/assets/.agent/skills/embedded-captions/assets/brand/CDPR-fankit-terms.txt +35 -0
  8. package/assets/.agent/skills/embedded-captions/assets/brand/cyberpunk-widths.json +115 -0
  9. package/assets/.agent/skills/embedded-captions/assets/fonts/char-widths.json +2211 -0
  10. package/assets/.agent/skills/embedded-captions/assets/strokefonts/HersheyScript1.svg +242 -0
  11. package/assets/.agent/skills/embedded-captions/assets/strokefonts/HersheyScriptMed.svg +242 -0
  12. package/assets/.agent/skills/embedded-captions/dna/README.md +148 -0
  13. package/assets/.agent/skills/embedded-captions/dna/chrome.json +68 -0
  14. package/assets/.agent/skills/embedded-captions/dna/cream.json +69 -0
  15. package/assets/.agent/skills/embedded-captions/dna/documentary.json +62 -0
  16. package/assets/.agent/skills/embedded-captions/dna/editorial.json +70 -0
  17. package/assets/.agent/skills/embedded-captions/dna/glitch.json +82 -0
  18. package/assets/.agent/skills/embedded-captions/dna/ink.json +65 -0
  19. package/assets/.agent/skills/embedded-captions/dna/keynote.json +62 -0
  20. package/assets/.agent/skills/embedded-captions/dna/loud.json +75 -0
  21. package/assets/.agent/skills/embedded-captions/dna/neon.json +58 -0
  22. package/assets/.agent/skills/embedded-captions/dna/velocity.json +89 -0
  23. package/assets/.agent/skills/embedded-captions/modes/cinematic/README.md +48 -0
  24. package/assets/.agent/skills/embedded-captions/modes/cinematic/_archive/champion/spec.md +98 -0
  25. package/assets/.agent/skills/embedded-captions/modes/cinematic/_archive/champion/template.html +188 -0
  26. package/assets/.agent/skills/embedded-captions/modes/cinematic/_archive/memory-wall/spec.md +134 -0
  27. package/assets/.agent/skills/embedded-captions/modes/cinematic/_archive/memory-wall/template.html +179 -0
  28. package/assets/.agent/skills/embedded-captions/modes/cinematic/_archive/portrait-header/spec.md +81 -0
  29. package/assets/.agent/skills/embedded-captions/modes/cinematic/_archive/portrait-header/template.html +170 -0
  30. package/assets/.agent/skills/embedded-captions/modes/cinematic/cinematic-cream/spec.md +16 -0
  31. package/assets/.agent/skills/embedded-captions/modes/cinematic/cinematic-cream/template.html +226 -0
  32. package/assets/.agent/skills/embedded-captions/modes/cinematic/engine.html +355 -0
  33. package/assets/.agent/skills/embedded-captions/modes/standard/_anatomy.md +233 -0
  34. package/assets/.agent/skills/embedded-captions/modes/standard/_motion.md +192 -0
  35. package/assets/.agent/skills/embedded-captions/modes/standard/fonts/build-fonts-css.cjs +97 -0
  36. package/assets/.agent/skills/embedded-captions/references/aesthetic-principles.md +168 -0
  37. package/assets/.agent/skills/embedded-captions/references/anti-patterns.md +188 -0
  38. package/assets/.agent/skills/embedded-captions/references/bespoke-vs-presets.md +178 -0
  39. package/assets/.agent/skills/embedded-captions/references/caption-grouping.md +130 -0
  40. package/assets/.agent/skills/embedded-captions/references/composition-craft.md +522 -0
  41. package/assets/.agent/skills/embedded-captions/references/direction-catalog.md +138 -0
  42. package/assets/.agent/skills/embedded-captions/references/example-renders/champion.html +371 -0
  43. package/assets/.agent/skills/embedded-captions/references/example-renders/memory-wall.html +334 -0
  44. package/assets/.agent/skills/embedded-captions/references/failure-modes.md +145 -0
  45. package/assets/.agent/skills/embedded-captions/references/layout-heuristics.md +238 -0
  46. package/assets/.agent/skills/embedded-captions/references/motion-vocabulary.md +148 -0
  47. package/assets/.agent/skills/embedded-captions/references/rail.md +68 -0
  48. package/assets/.agent/skills/embedded-captions/references/reference-bar.md +47 -0
  49. package/assets/.agent/skills/embedded-captions/references/scene-types.md +94 -0
  50. package/assets/.agent/skills/embedded-captions/references/test-set.md +66 -0
  51. package/assets/.agent/skills/embedded-captions/references/typographic-moves.md +266 -0
  52. package/assets/.agent/skills/embedded-captions/references/typography-presets.md +63 -0
  53. package/assets/.agent/skills/embedded-captions/scripts/audio-envelope.cjs +95 -0
  54. package/assets/.agent/skills/embedded-captions/scripts/check-occlusion.cjs +250 -0
  55. package/assets/.agent/skills/embedded-captions/scripts/check-overflow.cjs +194 -0
  56. package/assets/.agent/skills/embedded-captions/scripts/check-rail-climax.cjs +233 -0
  57. package/assets/.agent/skills/embedded-captions/scripts/check-timing.cjs +173 -0
  58. package/assets/.agent/skills/embedded-captions/scripts/fill-timings.cjs +124 -0
  59. package/assets/.agent/skills/embedded-captions/scripts/fit-fonts.cjs +158 -0
  60. package/assets/.agent/skills/embedded-captions/scripts/gen-stroke-path.py +46 -0
  61. package/assets/.agent/skills/embedded-captions/scripts/inject-fonts.cjs +169 -0
  62. package/assets/.agent/skills/embedded-captions/scripts/lib-dna.cjs +201 -0
  63. package/assets/.agent/skills/embedded-captions/scripts/make-cinematic.cjs +1205 -0
  64. package/assets/.agent/skills/embedded-captions/scripts/make-composition.cjs +404 -0
  65. package/assets/.agent/skills/embedded-captions/scripts/make-theme.cjs +8781 -0
  66. package/assets/.agent/skills/embedded-captions/scripts/matte.cjs +279 -0
  67. package/assets/.agent/skills/embedded-captions/scripts/measure-layout.cjs +293 -0
  68. package/assets/.agent/skills/embedded-captions/scripts/prepare.sh +39 -0
  69. package/assets/.agent/skills/embedded-captions/scripts/preview-frames.cjs +268 -0
  70. package/assets/.agent/skills/embedded-captions/scripts/render-and-composite.sh +469 -0
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  72. package/assets/.agent/skills/embedded-captions/scripts/safe-zones.cjs +813 -0
  73. package/assets/.agent/skills/embedded-captions/scripts/transcribe.cjs +332 -0
  74. package/assets/.agent/skills/embedded-captions/themes/PORTING.md +49 -0
  75. package/assets/.agent/skills/embedded-captions/themes/README.md +244 -0
  76. package/assets/.agent/skills/embedded-captions/themes/anchor.json +27 -0
  77. package/assets/.agent/skills/embedded-captions/themes/arcade.json +51 -0
  78. package/assets/.agent/skills/embedded-captions/themes/aurora.json +41 -0
  79. package/assets/.agent/skills/embedded-captions/themes/biolume.json +35 -0
  80. package/assets/.agent/skills/embedded-captions/themes/brush.json +74 -0
  81. package/assets/.agent/skills/embedded-captions/themes/chalkboard.json +52 -0
  82. package/assets/.agent/skills/embedded-captions/themes/dossier.json +56 -0
  83. package/assets/.agent/skills/embedded-captions/themes/graffiti.json +62 -0
  84. package/assets/.agent/skills/embedded-captions/themes/hologram.json +41 -0
  85. package/assets/.agent/skills/embedded-captions/themes/inkwater.json +43 -0
  86. package/assets/.agent/skills/embedded-captions/themes/laser.json +46 -0
  87. package/assets/.agent/skills/embedded-captions/themes/lastpage.json +33 -0
  88. package/assets/.agent/skills/embedded-captions/themes/neonsign.json +53 -0
  89. package/assets/.agent/skills/embedded-captions/themes/nightcity.json +56 -0
  90. package/assets/.agent/skills/embedded-captions/themes/ordnance.json +54 -0
  91. package/assets/.agent/skills/embedded-captions/themes/papercut.json +37 -0
  92. package/assets/.agent/skills/embedded-captions/themes/popup.json +46 -0
  93. package/assets/.agent/skills/embedded-captions/themes/ransom.json +62 -0
  94. package/assets/.agent/skills/embedded-captions/themes/scoreboard.json +54 -0
  95. package/assets/.agent/skills/embedded-captions/themes/spectrum.json +46 -0
  96. package/assets/.agent/skills/embedded-captions/themes/stardust.json +29 -0
  97. package/assets/.agent/skills/embedded-captions/themes/stomp.json +43 -0
  98. package/assets/.agent/skills/embedded-captions/themes/terminal.json +49 -0
  99. package/assets/.agent/skills/embedded-captions/themes/thunder.json +44 -0
  100. package/assets/.agent/skills/embedded-captions/themes/transit.json +44 -0
  101. package/assets/.agent/skills/embedded-captions/themes/vhs.json +47 -0
  102. package/assets/.agent/skills/faceless-explainer/SKILL.md +209 -0
  103. package/assets/.agent/skills/faceless-explainer/references/cut-catalog.md +215 -0
  104. package/assets/.agent/skills/faceless-explainer/references/motion-language.md +156 -0
  105. package/assets/.agent/skills/faceless-explainer/references/story-design.md +248 -0
  106. package/assets/.agent/skills/faceless-explainer/references/visual-design.md +146 -0
  107. package/assets/.agent/skills/faceless-explainer/scripts/assemble-index.mjs +570 -0
  108. package/assets/.agent/skills/faceless-explainer/scripts/audio.mjs +253 -0
  109. package/assets/.agent/skills/faceless-explainer/scripts/build-frame.mjs +536 -0
  110. package/assets/.agent/skills/faceless-explainer/scripts/captions.mjs +508 -0
  111. package/assets/.agent/skills/faceless-explainer/scripts/lib/assets.mjs +55 -0
  112. package/assets/.agent/skills/faceless-explainer/scripts/lib/dimensions.mjs +45 -0
  113. package/assets/.agent/skills/faceless-explainer/scripts/lib/storyboard.mjs +249 -0
  114. package/assets/.agent/skills/faceless-explainer/scripts/lib/tokens.mjs +204 -0
  115. package/assets/.agent/skills/faceless-explainer/scripts/lib/transition-registry.mjs +38 -0
  116. package/assets/.agent/skills/faceless-explainer/scripts/lib/transitions.json +71 -0
  117. package/assets/.agent/skills/faceless-explainer/scripts/transitions.mjs +320 -0
  118. package/assets/.agent/skills/faceless-explainer/sub-agents/frame-worker.md +75 -0
  119. package/assets/.agent/skills/figma/SKILL.md +121 -0
  120. package/assets/.agent/skills/general-video/SKILL.md +143 -0
  121. package/assets/.agent/skills/hyperframes/SKILL.md +164 -0
  122. package/assets/.agent/skills/hyperframes-animation/SKILL.md +84 -0
  123. package/assets/.agent/skills/hyperframes-animation/adapters/animate-text.md +64 -0
  124. package/assets/.agent/skills/hyperframes-animation/adapters/animejs.md +114 -0
  125. package/assets/.agent/skills/hyperframes-animation/adapters/css-animations.md +143 -0
  126. package/assets/.agent/skills/hyperframes-animation/adapters/gsap-easing-and-stagger.md +118 -0
  127. package/assets/.agent/skills/hyperframes-animation/adapters/gsap-timeline-and-labels.md +96 -0
  128. package/assets/.agent/skills/hyperframes-animation/adapters/gsap-transforms-and-perf.md +96 -0
  129. package/assets/.agent/skills/hyperframes-animation/adapters/gsap.md +105 -0
  130. package/assets/.agent/skills/hyperframes-animation/adapters/html-in-canvas-patterns.md +507 -0
  131. package/assets/.agent/skills/hyperframes-animation/adapters/lottie.md +117 -0
  132. package/assets/.agent/skills/hyperframes-animation/adapters/three.md +131 -0
  133. package/assets/.agent/skills/hyperframes-animation/adapters/typegpu.md +178 -0
  134. package/assets/.agent/skills/hyperframes-animation/adapters/waapi.md +101 -0
  135. package/assets/.agent/skills/hyperframes-animation/blueprints/comparison-split.md +27 -0
  136. package/assets/.agent/skills/hyperframes-animation/blueprints/constellation-hub.md +44 -0
  137. package/assets/.agent/skills/hyperframes-animation/blueprints/cta-morph-press.md +28 -0
  138. package/assets/.agent/skills/hyperframes-animation/blueprints/cursor-ui-demo.md +57 -0
  139. package/assets/.agent/skills/hyperframes-animation/blueprints/dataviz-countup.md +46 -0
  140. package/assets/.agent/skills/hyperframes-animation/blueprints/device-surface-showcase.md +53 -0
  141. package/assets/.agent/skills/hyperframes-animation/blueprints/grid-card-assemble.md +66 -0
  142. package/assets/.agent/skills/hyperframes-animation/blueprints/kinetic-type-beats.md +78 -0
  143. package/assets/.agent/skills/hyperframes-animation/blueprints/logo-assemble-lockup.md +69 -0
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  145. package/assets/.agent/skills/hyperframes-animation/blueprints/spatial-pan-stations.md +37 -0
  146. package/assets/.agent/skills/hyperframes-animation/blueprints/ticker-takeover.md +29 -0
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  148. package/assets/.agent/skills/hyperframes-animation/blueprints/typewriter-reveal.md +51 -0
  149. package/assets/.agent/skills/hyperframes-animation/blueprints/video-text-pivot.md +30 -0
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  151. package/assets/.agent/skills/hyperframes-animation/examples/assets/avatars/02.avif +0 -0
  152. package/assets/.agent/skills/hyperframes-animation/examples/assets/brands/github.avif +0 -0
  153. package/assets/.agent/skills/hyperframes-animation/examples/assets/brands/nvidia.avif +0 -0
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  155. package/assets/.agent/skills/hyperframes-animation/examples/assets/brands/zoominfo.avif +0 -0
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  164. package/assets/.agent/skills/hyperframes-animation/examples/metric-video-text-pivot.html +779 -0
  165. package/assets/.agent/skills/hyperframes-animation/examples/problem-mockup-overwhelm.html +1374 -0
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  167. package/assets/.agent/skills/hyperframes-animation/examples/takeover-ticker-displace.html +347 -0
  168. package/assets/.agent/skills/hyperframes-animation/examples/workflow-approve-press.html +606 -0
  169. package/assets/.agent/skills/hyperframes-animation/rules/3d-page-scroll.md +227 -0
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  171. package/assets/.agent/skills/hyperframes-animation/rules/ai-tracking-box.md +382 -0
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  175. package/assets/.agent/skills/hyperframes-animation/rules/camera-cursor-tracking.md +246 -0
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  183. package/assets/.agent/skills/hyperframes-animation/rules/depth-of-field-blur.md +313 -0
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  185. package/assets/.agent/skills/hyperframes-animation/rules/discrete-text-sequence.md +273 -0
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  187. package/assets/.agent/skills/hyperframes-animation/rules/gsap-effects.md +299 -0
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+ # Frame worker — per-frame composition author (music-to-video)
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+
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+ You build one frame's composition file: `compositions/frames/<frame_id>.html`. Siblings build
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+ the other frames in parallel. The generic HyperFrames law — sub-composition shape, timeline
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+ registration, determinism, layout — lives in `hyperframes-core` (`references/sub-compositions.md`
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+
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+ - `determinism-rules.md` + `data-attributes.md`); read it first. This file covers the
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+ music-specific part.
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+
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+ Your job: **follow the manual, fetch the materials, assemble.** The storyboard tells you WHAT
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+ (the frame's groups, each group's template / primitives, content, brand, real beat-anchor
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+ seconds). You decide HOW (fetch the materials, bind them to this frame's audio seconds,
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+ micro-timing, layout, namespacing).
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+
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+ ## Inputs (your dispatch context)
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+
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+ - `PROJECT_DIR` — project root; all paths relative to it.
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+ - `frame_id` — the frame file's stem, e.g. `02-f2`. Use it verbatim as the composition id, the
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+ `window.__timelines` key, and the filename `compositions/frames/<frame_id>.html` (the
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+ assembler matches on it).
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+ - Your **`## Frame N` block** in `STORYBOARD.md` — its `span_sec`, `pacing`, `mood`, `feel`, and
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+ its **`### Groups`** list. Each group is one of:
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+ - **template** — `template:<id>` + `params` + `role_bindings` (real audiomap anchor seconds) + `copy`.
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+ - **free_design** — `free_design:{dominant_system, primitives, density_topology}` + `anchors[]` + `copy`.
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+ - **asset** — `asset:{treatment, clips, anchors?, overlay_copy?}` (see `montage.md`).
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+ - `audiomap.json` — timing truth; use the seconds you're given.
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+ - `frame.md` — the brand (palette + type). Pull every visual token from here.
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+ - **Materials** — `references/templates/<id>/index.html` (its `data-composition-variables` give
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+ the param semantics) for template groups; `references/motion-primitives/<id>/index.html` for
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+ free groups; staged `assets/…` for asset groups.
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+ - Canvas `<width>×<height>` and the frame's `pacing`.
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+
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+ If your dispatch carries lint / validate feedback from a prior pass, address each finding.
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+
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+ ## What comes fixed — realize it as given
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+
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+ - **No plan = stop.** If your `### Groups` is `TBD`/empty (Step 3 was skipped), report back and write nothing — never invent groups, templates, or copy.
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+ - **The plan** is set in your `## Frame` block: the groups, templates / primitives, copy, brand,
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+ and anchors. Build it as written. If a plan is genuinely wrong (wrong template or copy), stop
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+ and report — the orchestrator re-plans at Step 3.
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+ - **Transitions** are the assembler's: it hard-cuts between frames. You author the frame's
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+ **internal** group→group cuts only.
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+ - **Audio** lives on the root `index.html`; your frame is silent.
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+ - **GSAP** is loaded by the host; use the global `gsap` (your frame carries no gsap `<script>`).
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+ - **Duration** is the frame span length; build your timeline to run `0 … span_len`.
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+
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+ ## Build
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+
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+ 1. **Read** your `## Frame` block, `frame.md`, and the body of every template / primitive it
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+ cites. Reproduce those recipes.
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+ 2. **Work in frame-local time.** Subtract the frame start from every anchor: `local_t = track_t
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+ − span_sec[0]`.
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+ 3. **Author** `compositions/frames/<frame_id>.html`: a `<template>` wrapping `#stage`
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+ (`data-composition-id="<frame_id>"`), with all `<style>` / `<script>` inside it, and one
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+ paused `gsap.timeline({paused:true})` registered at `window.__timelines["<frame_id>"]`, built
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+ synchronously, ending in `tl.seek(0)`. Give each group its own container; show it across its
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+ frame-local span with `tl.set("#g1",{autoAlpha:1}, start)` / `tl.set("#g1",{autoAlpha:0}, end)`
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+ (this 0ms swap is the group→group cut); namespace each group's ids and shader uniforms
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+ `g1_` / `g2_`. When forking a template, inline its DOM / CSS / tweens and use the host's
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+ global `gsap`. On a `phrase_flow` frame, pace by phrase / energy.
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+ 4. **Self-check and finish.** Run the checklist and fix in place. Writing the file is your
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+ terminal action; the orchestrator runs `lint` / `validate` / `inspect` after assembly
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+ (Step 6) and re-dispatches you with any finding.
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+
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+ ## Self-check
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+
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+ - `<template>`-wrapped `#stage`; `data-composition-id` == timeline key == filename stem ==
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+ `<frame_id>`; all `<style>` / `<script>` inside `<template>`; uses the host's global `gsap`.
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+ - One paused timeline, registered, ending in `tl.seek(0)`; `data-duration` == frame span length; silent.
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+ - Each group shows across its frame-local span and hides outside it; `t=0` renders; group→group cuts are 0ms; ids / uniforms namespaced.
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+ - Each group's text / palette match its block's `params` / `copy`, drawn from `frame.md`.
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+ - `phrase_flow` frames pace by phrase / energy.
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+ - Seek-safe per `hyperframes-core/determinism-rules.md` (derive variation from indices; swap text / numbers with `tl.set`).
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+ - Asset clips: muted `<video>`, direct children of `#stage`, with `data-start` / `data-duration` / `data-track-index` and the crossfade hard-kill `tl.set`.
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+ - Final frame is intentional; hero text is readable and clear of the edges.
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+ ---
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+ name: pr-to-video
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+ description: "turn a GitHub pull request (a PR URL like github.com/<owner>/<repo>/pull/<N>, an <owner>/<repo>#<N> ref, or 'this PR' in a checked-out repo) into a code-change explainer video, up to ~3 min (sweet spot 30-90s) — changelog, feature reveal, fix, or refactor walkthrough, rendered from the diff / commits / files. The input is a CODE CHANGE read via the gh CLI; there is no website capture. Use this skill for a GitHub PR. Do not use it for a product launch/promo (use /product-launch-video), a tour of a real website (use /website-to-video), a topic explainer with no PR (use /faceless-explainer), captions on existing footage (use /embedded-captions), or a short unnarrated motion graphic (use /motion-graphics). If the intent is unclear, route through /hyperframes first. This is the shot-sequence architecture: every frame is authored as a time-coded shot sequence picked from a menu of golden blueprints, so frames develop over their full duration instead of freezing after entrance."
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+ ---
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+
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+ > **media-use**: Before sourcing audio/images, call `/media-use` to resolve BGM/SFX/images from the HeyGen catalog. Run `--adopt` first to register existing assets. See `/media-use` skill.
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+
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+ # PR to HyperFrames
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+
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+ Use this skill to ingest a GitHub pull request, understand the change, plan a code-change explainer, and build it frame by frame in HyperFrames. The input is a **code change** (read via `gh`), not a website — there is **no capture step and no real assets** beyond the contributors' avatars.
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+
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+ > **Confirm the route before Step 0.** You are the orchestrator. Run each step, verify its gate, and only then continue. This skill is for a **GitHub pull request** (a code change). Route other intents elsewhere: a product launch/promo → `/product-launch-video`; a general website tour → `/website-to-video`; a topic explainer with no PR → `/faceless-explainer`; captions on existing footage → `/embedded-captions`; a short unnarrated motion graphic → `/motion-graphics`; a whole-repo or multi-PR release walkthrough → `/general-video`. **Out of scope:** live / at-render-time data — PR facts are read once at author time and baked in. If the user says only "make a video" or the route is uncertain, read `/hyperframes` first.
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+
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+ You are the orchestrator. Work in `videos/<project>/`. Run steps in order and pass each gate before continuing. User-gated steps are Step 0, Step 3, and Step 6. Do every step yourself except Step 5, where you dispatch one sub-agent per frame. Do not put design or motion rules here; those live in the frame-worker sub-agent, this skill's local `../hyperframes-animation/rules/` + `../hyperframes-animation/blueprints/`, and `hyperframes-creative`.
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+
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+ Workflow: Step 0 setup → `hyperframes.json`; Step 1 ingest → `capture/extracted/` + `assets/<login>.png`; Step 2 design system → `frame.md`; Step 3 storyboard/script → `STORYBOARD.md` and `SCRIPT.md`; Step 3.1 audio → `audio_meta.json`; Step 4 visual design → enriched `STORYBOARD.md`; Step 5 frames → `compositions/frames/NN-*.html` and `index.html`; Step 6 final render → `renders/video.mp4`.
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+
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+ ---
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+
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+ ## Step 0: Setup and Brief
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+
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+ Goal: Lock the PR reference and the core video brief, and create the HyperFrames project if needed.
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+
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+ Get the **PR reference** (a full URL, an `<owner>/<repo>#<N>` ref, or "this PR" in a checked-out repo) and, in one message, confirm the brief — lead with a recommended default for each and pre-fill anything `/hyperframes` already set: **angle** (changelog / feature-reveal / fix-explainer / refactor-walkthrough — default: infer from the PR), **audience** (default: developers), **length** (default: **scale to the PR's change size** — see below), **aspect** (default 16:9), **language**. The style is always **claude**. Proceed only after the user replies; a "go" accepts the defaults.
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+
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+ **Recommend the length from the PR's change size**, not a fixed guess. Before confirming the brief, peek at the PR once — a read-only call that also grounds the angle (Step 1 still does the full deterministic fetch):
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+
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+ ```bash
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+ gh pr view <PR_REF> --json title,additions,deletions,changedFiles
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+ ```
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+
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+ Pick the tier from `additions + deletions` (nudged up by `changedFiles`) and lead with it as the default (the user can override; hard cap ~3 min):
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+
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+ | PR change size | Recommended length |
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+ | --------------------------------- | ------------------ |
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+ | trivial (≲ 50 lines changed) | ~20–40s |
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+ | focused (~50–200 lines) | ~40–70s |
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+ | substantial (~200–600 lines) | ~70–110s |
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+ | large (≳ 600 lines, or 25+ files) | ~110–180s |
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+
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+ State the basis in one phrase when you propose it (e.g. "~40s — small change, +44/−13 across 12 files"). A huge PR doesn't mean a long video — if the story is one headline change, keep it tight and say so.
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+
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+ Initialize only if `hyperframes.json` is missing. Name `<project>` from the PR in kebab-case, such as `acme-sdk-pr-1842`; never use the workspace name or a timestamp.
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+
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+ `npx hyperframes init "videos/<project>" --non-interactive --example=blank` — `init` checks the installed skills against the latest on GitHub and updates the global set if any are out of date.
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+
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+ **Show sign-in status before the brief** — run `npx hyperframes auth status` and **relay its output verbatim (don't paraphrase or rewrite it).** It reports whether voice/BGM will use HeyGen or local engines and, when not signed in, how to sign in. **If not signed in, STOP and wait for the user to choose — sign in, or say "go"/"offline" to continue with local engines — before asking the brief or anything else.** Treat it as a real decision point, not a passing note; don't fold the choice into the brief question, and don't write keys into a per-repo `.env`. (In autonomous mode, note the status and continue offline.) See `../hyperframes-media` → Preflight for the canonical guidance.
48
+
49
+ **Gate:** `hyperframes.json` exists; the PR ref is captured; angle, length, aspect ratio, and language are locked; sign-in status was shown (signed in, or continuing offline).
50
+
51
+ ---
52
+
53
+ ## Step 1: Ingest the PR (no capture)
54
+
55
+ Goal: Fetch the PR's facts and fold them into the project as the source of information. There is **no website capture**. `fetch-pr.mjs` runs `gh` deterministically — completing the files list via paginated `gh api` so a large PR doesn't truncate at ~100 files, and writing only `capture/pr.json` + `capture/diff.patch` (no scratch dir). Then `ingest.mjs` folds that into the synthetic capture package offline.
56
+
57
+ ```bash
58
+ PR="<url | owner/repo#N | N>"
59
+
60
+ # Fetch the PR deterministically: runs gh, completes the files list via paginated
61
+ # gh api (so a big PR doesn't truncate at ~100 files), writes only capture/pr.json +
62
+ # capture/diff.patch — no scratch dir. gh auth / not-found / private errors exit 1 here.
63
+ (cd "videos/<project>" && node <SKILL_DIR>/scripts/fetch-pr.mjs --pr "$PR" --out-dir ./capture)
64
+
65
+ # Offline transform → capture/extracted/{tokens.json (colors:[] → claude palette),
66
+ # visible-text.txt (the brief), people.json (contributors, bot-filtered, avatarFile=assets/<login>.png)}.
67
+ (cd "videos/<project>" && node <SKILL_DIR>/scripts/ingest.mjs \
68
+ --pr-json ./capture/pr.json --diff ./capture/diff.patch --out-dir ./capture/extracted)
69
+
70
+ # The people front's one network step — download each contributor's GitHub avatar to
71
+ # assets/<login>.png for an optional credits close. Best-effort; always exits 0.
72
+ (cd "videos/<project>" && node <SKILL_DIR>/scripts/fetch-people-avatars.mjs \
73
+ --people ./capture/extracted/people.json)
74
+ ```
75
+
76
+ If `fetch-pr.mjs` exits 1 (gh auth / not found / private), report its stderr and stop — **do not fabricate PR contents**. If `ingest.mjs` exits 1, read its stderr (usually a malformed `pr.json`), fix, and rerun (deterministic). `fetch-people-avatars.mjs` always exits 0; missing avatars just mean no credits close to author.
77
+
78
+ **Gate:** `capture/pr.json`, `capture/diff.patch`, `capture/extracted/tokens.json`, `capture/extracted/visible-text.txt`, and `capture/extracted/people.json` exist; you can state the PR's change in one clear sentence. `assets/<login>.png` is best-effort — its absence is not a failure.
79
+
80
+ ---
81
+
82
+ ## Step 2: Design System
83
+
84
+ Goal: Adopt the claude frame preset; a script turns it into this video's `frame.md` + caption skin.
85
+
86
+ The style is fixed — **claude** (warm editorial; a navy code surface built for diffs). Run:
87
+
88
+ ```bash
89
+ node <SKILL_DIR>/scripts/build-frame.mjs --preset claude --hyperframes .
90
+ ```
91
+
92
+ The script copies the claude preset's `FRAME.md` → `frame.md`, remixes it onto any brand tokens in `capture/extracted/tokens.json` (a PR has none → `colors:[]`/`fonts:[]` keeps claude's own palette, a complete design), copies the preset's caption skin to `.hyperframes/caption-skin.html`, and self-validates (exits 1 on a broken mapping). Proceed as soon as it exits 0 — no hand-editing.
93
+
94
+ **Gate:** `build-frame.mjs` exited 0 — `frame.md` exists from the claude preset, and `.hyperframes/caption-skin.html` exists as the caption skin source.
95
+
96
+ ---
97
+
98
+ ## Step 3: Storyboard and Script
99
+
100
+ Goal: Turn the PR into an approved frame-by-frame explanation plan.
101
+
102
+ Read `references/story-design.md`, `../hyperframes-animation/blueprints-index.md`, `../hyperframes-core/references/storyboard-format.md`, and `../hyperframes-core/references/script-format.md`. Use them to write `STORYBOARD.md` and, when narration is needed, `SCRIPT.md`.
103
+
104
+ Use `story-design.md` for the PR archetype (changelog / feature-reveal / fix-explainer / refactor-walkthrough), the PR-native frame types, hook, persuasion, beats, the per-frame word budget, and the optional credits close. The sequence comes from **narrative design, not the diff's file order** — explain the change, don't read the diff aloud. As a **soft guide**, consult the role→blueprint menu in `../hyperframes-animation/blueprints-index.md`: for each beat, write the voiceover in the shape its candidate blueprint implies and tag that candidate `blueprint:` id when one fits (story truth still decides which beats exist — never force a beat to fit a shape). Feature 2–4 real diff hunks (from `capture/diff.patch`), each a small legible snippet; name the `code-*` block each wants in the frame's `scene`. Frames carry no `asset_candidates` except an optional `credits` close (2–6 `assets/<login>.png` avatars). Use the exact required fields from the storyboard and script references.
105
+
106
+ After drafting, show a frame-by-frame summary. In that same message ask the user (a) to approve or request changes, and (b) whether they want a live preview of the storyboard scaffold (`npx hyperframes preview`) — open it only on a yes. Iterate until approved; carry the preview choice to Step 6.
107
+
108
+ **Gate:** `STORYBOARD.md` exists, every frame has the required narrative fields, `SCRIPT.md` exists when narration is needed, and the user approved the plan.
109
+
110
+ ---
111
+
112
+ ## Step 3.1: Audio
113
+
114
+ Goal: Generate narration, word timings, music, and audio metadata from the approved script.
115
+
116
+ Start audio after Step 3 approval. Run it in the background, then continue to Step 4.
117
+
118
+ `node <SKILL_DIR>/scripts/audio.mjs --script ./SCRIPT.md --storyboard ./STORYBOARD.md --hyperframes . --out ./audio_meta.json &`
119
+
120
+ The audio script handles narration, word timings, BGM lookup from HeyGen's music library, and timing metadata. BGM mood comes from the storyboard's `music:` field. This uses the HeyGen Audio API for retrieval, not generation, and the same `~/.heygen` credential as TTS. For provider details, read `../hyperframes-media/references/tts.md`.
121
+
122
+ If there is no narration and no `SCRIPT.md`, skip voice generation. BGM may still run if the storyboard has a music mood.
123
+
124
+ **Gate:** audio job has started, or the project is marked silent.
125
+
126
+ ---
127
+
128
+ ## Step 4: Frame Visual Design
129
+
130
+ Goal: Add the visual direction, layout intent, and motion choices to each storyboard frame.
131
+
132
+ Edit `STORYBOARD.md` in place. Do not create another storyboard. Use `frame.md` as source of truth for color, type, layout feel, and style.
133
+
134
+ Read `references/visual-design.md`, `../hyperframes-animation/blueprints-index.md`, `references/motion-language.md`, `references/code-vocabulary.md`, and `../hyperframes-animation/rules-index.md`. Use `visual-design.md` for the method (the time-coded shot sequence, the inline Layout vocabulary, and the code-beat treatment), plus the required `## Video direction` block. Use `../hyperframes-animation/blueprints-index.md` to pick each frame's shot shape. Use `code-vocabulary.md` to pick the right `code-*` block per code beat (diff = `code-diff`, refactor = `code-morph`, new code = `code-typing`, …). Use `motion-language.md` (the motion vocabulary + the motion doctrine) and `../hyperframes-animation/rules-index.md` (valid rule names) for motion — do not invent motion or block/blueprint names.
135
+
136
+ For every frame, write a **time-coded shot sequence** into `STORYBOARD.md` per `visual-design.md`'s method: pick the frame's blueprint (or compose), instantiate it with THIS frame's content, and pace each Scene's reveal to the voiceover so the frame develops across its full duration instead of front-loading then freezing. **For a code beat, the `code-*` block is the frame's `focal`** and the Scenes choreograph the surrounding claude Code Surface (the entry of the file/header, the camera onto the hunk, the landing line) — **not** the code animation itself, which the block owns. State layout and motion **inline** per Scene (vocabularies in `visual-design.md` and `motion-language.md`). Add one video-wide `## Video direction` block.
137
+
138
+ Do not change story, script, `transition_in`, `asset_candidates`, or the PR source. Do not write HTML in this step. There is **no asset-staging step** — the only real assets are the credits avatars, already in `assets/`.
139
+
140
+ **Gate:** every frame has a time-coded shot sequence whose reveals are paced to the voiceover (no front-loading); code frames name a `code-*` block as the `focal`; `## Video direction` exists.
141
+
142
+ ---
143
+
144
+ ## Step 5: Build Frames
145
+
146
+ Goal: Build every storyboard frame as an HTML composition and assemble the playable video.
147
+
148
+ Wait for Step 3.1 audio to finish if audio was started. Then sync durations and fetch SFX; skip both if silent.
149
+
150
+ `node <SKILL_DIR>/scripts/audio.mjs sync-durations --audio-meta ./audio_meta.json --storyboard ./STORYBOARD.md`
151
+
152
+ `node <SKILL_DIR>/scripts/audio.mjs fetch-sfx --storyboard ./STORYBOARD.md --hyperframes .`
153
+
154
+ Duration sync is mechanical: real voice duration wins; silent frames keep estimates; never hand-edit synced durations.
155
+
156
+ **Pre-install the registry blocks** named across `STORYBOARD.md` once, before dispatch, so parallel workers don't race on the registry:
157
+
158
+ `for b in <each registry block named in the storyboard>; do npx hyperframes add "$b"; done`
159
+
160
+ Before dispatch, read `sub-agents/frame-worker.md` and `../hyperframes-core/references/subagent-dispatch.md`. Dispatch one sub-agent per frame, in parallel if possible; otherwise run workers in waves. Each worker gets exactly one frame. Each worker's context must include `PROJECT_DIR`, `frame_id`, canvas size, caption status and keep-out band if captions are enabled, `RULES_DIR` (absolute path to this skill's `../hyperframes-animation/rules/`), and the absolute path to `references/code-vocabulary.md`. Each worker reads `frame.md`, its own `## Frame N` block from `STORYBOARD.md`, the local rule recipe (`../hyperframes-animation/rules/<id>.md`) for each cited motion, the frame's blueprint template (`../hyperframes-animation/blueprints/<id>.md`), and — for a code beat — `code-vocabulary.md` for the named block's inputs. Each worker writes only `compositions/frames/NN-*.html`; workers never edit `STORYBOARD.md`.
161
+
162
+ **Full-bleed backgrounds ride on a `class="clip"` layer, never the `#root`.** A frame's ground (color field / gradient / grid) is its own full-duration background clip — a `background` set on the `#root` / `data-composition-id` element is clip-gated to the frame's window and is not a dependable ground, so dark content can land on the black host `body` and render invisible. The video's base ground is painted by the assembler from `frame.md`'s `canvas` color onto the index `#root`. (Full rule + self-check: `sub-agents/frame-worker.md`.)
163
+
164
+ As each worker returns, mark that frame `animated` in `STORYBOARD.md`.
165
+
166
+ After audio timings exist, build captions in the background and assemble the index:
167
+
168
+ `node <SKILL_DIR>/scripts/captions.mjs build --storyboard ./STORYBOARD.md --audio-meta ./audio_meta.json --hyperframes . --out ./caption_groups.json &`
169
+
170
+ `node <SKILL_DIR>/scripts/assemble-index.mjs --storyboard ./STORYBOARD.md --hyperframes .`
171
+
172
+ `captions.mjs` uses the project's `.hyperframes/caption-skin.html` (claude's, copied in Step 2), injecting brand tokens from `frame.md`; `captions: skipped (<reason>)` is valid. `assemble-index.mjs` stages the credits avatars from `assets/` as an idempotent backstop.
173
+
174
+ **Gate:** every frame is marked `animated`, `index.html` exists, and captions are built or explicitly skipped.
175
+
176
+ ---
177
+
178
+ ## Step 6: Finalize
179
+
180
+ Goal: Verify the assembled video, get user approval, and render the final MP4.
181
+
182
+ Inject transitions, run checks, pause for review, then render.
183
+
184
+ `node <SKILL_DIR>/scripts/transitions.mjs inject --storyboard ./STORYBOARD.md --hyperframes .`
185
+
186
+ `node <SKILL_DIR>/scripts/transitions.mjs verify --storyboard ./STORYBOARD.md --index ./index.html`
187
+
188
+ `npx hyperframes lint`
189
+
190
+ `npx hyperframes validate`
191
+
192
+ `npx hyperframes inspect`
193
+
194
+ `npx hyperframes snapshot --at <frame-midpoints>`
195
+
196
+ `snapshot` stitches the captured frames into one contact sheet (`snapshots/contact-sheet.jpg`). Glance at it; if nothing is obviously broken, move on — don't linger here.
197
+
198
+ If a command fails, surface stderr and stop — don't pile on recovery commands. Fix it yourself: the cheapest safe edit to `compositions/frames/NN-*.html`, then rerun the failed check.
199
+
200
+ **Known false-positive — do not chase it.** `inspect` may report a handful of `text_box_overflow` errors of ~1–4px on the **caption** highlight words (selector `#caption-word-*` / `.caption-line`). The caption pill uses a deliberately snug `line-height` (set once in `scripts/captions.mjs`) and has **no `overflow:hidden`**, so a heavy display glyph's ink spills a few px into the pill's own padding — nothing is actually clipped. Treat these as expected and proceed. Do **not** inflate the caption `line-height` (it balloons the pill, which is worse). Only act on a `text_box_overflow` when it names a **frame** element (`#el-NN-*`), not a caption word.
201
+
202
+ After checks pass, pause for user review. The video is assembled, viewable, and editable in Studio. Manage preview only once across Step 3 and Step 6: open it if the user asked earlier, offer it if they declined earlier, do not ask again if they are already reviewing in Studio.
203
+
204
+ Preview: `npx hyperframes preview`
205
+
206
+ Render only after user approval:
207
+
208
+ `npx hyperframes render --skill=pr-to-video --quality high --output renders/video.mp4`
209
+
210
+ Do not rerun `lint`, `validate`, `inspect`, or `snapshot` after rendering unless the user asks.
211
+
212
+ **Gate:** `lint`, `validate`, and `inspect` passed before render; user approved at the review pause; `renders/video.mp4` exists. Final reply states the MP4 path and final duration.
213
+
214
+ ---
215
+
216
+ ## Quick Reference
217
+
218
+ **Formats:** landscape `1920x1080` by default; portrait `1080x1920`; square `1080x1080`. Set the format once in the storyboard frontmatter.
219
+
220
+ **PR deltas vs a captured-asset workflow:** no Step 1 capture (the `gh` CLI ingests the PR into a synthetic `capture/extracted/` package — `tokens.json` + `visible-text.txt` + `people.json`); the only real assets are the contributors' `assets/<login>.png` avatars (an optional credits close); no `asset-descriptions.md`, no asset-staging step. Code beats are rendered by the `code-*` registry blocks on claude's navy Code Surface; the style is always **claude**.
221
+
222
+ **Background scripts:** the workflow ships these under `scripts/`: `fetch-pr` (PR → `capture/pr.json` + `diff.patch` via `gh`; large-PR-safe, no scratch), `ingest` (→ synthetic capture package; offline), and `fetch-people-avatars` (contributor avatars → `assets/`); plus the shared engine — `build-frame` (adopt + brand-remix a preset into `frame.md` + caption skin), `audio` (TTS, BGM, SFX, duration sync), `captions`, `transitions` (inject + verify), and `assemble-index`. Everything else is the `hyperframes` CLI. Code blocks install via `npx hyperframes add <name>`.
223
+
224
+ The reusable, domain-agnostic shot shapes live in `../hyperframes-animation/blueprints/` (indexed by `../hyperframes-animation/blueprints-index.md`); the `code-*` registry blocks are the code-beat vocabulary (`references/code-vocabulary.md`).
225
+
226
+ | Read | When |
227
+ | ----------------------------------------------------------------------------------------------------------------------------------------------------------- | -------------------------------------------------------------- |
228
+ | `[references/story-design.md](references/story-design.md)` | Step 3: plan the PR explanation. |
229
+ | `[../hyperframes-animation/blueprints-index.md](../hyperframes-animation/blueprints-index.md)` | Step 3: role→blueprint menu. Step 4: pick the shot shape. |
230
+ | `[../hyperframes-core/references/storyboard-format.md](../hyperframes-core/references/storyboard-format.md)` | Step 3: write `STORYBOARD.md`. |
231
+ | `[../hyperframes-core/references/script-format.md](../hyperframes-core/references/script-format.md)` | Step 3: write `SCRIPT.md`. |
232
+ | `[../hyperframes-media/references/tts.md](../hyperframes-media/references/tts.md)` | Step 3.1: choose or understand TTS providers. |
233
+ | `[references/visual-design.md](references/visual-design.md)` | Step 4: write the frame's shot sequence (+ Layout vocabulary). |
234
+ | `[references/code-vocabulary.md](references/code-vocabulary.md)` | Step 4 + 5: pick + fill the `code-*` block for a code beat. |
235
+ | `[references/motion-language.md](references/motion-language.md)` | Step 4: the motion vocabulary + the motion doctrine. |
236
+ | `[references/cut-catalog.md](references/cut-catalog.md)` | Step 4-5: the cut catalog (worker builds within-frame seams). |
237
+ | `[../hyperframes-animation/rules-index.md](../hyperframes-animation/rules-index.md)` + `[../hyperframes-animation/rules/](../hyperframes-animation/rules/)` | Step 5: local rule recipe bodies for the cited motions. |
238
+ | `[sub-agents/frame-worker.md](sub-agents/frame-worker.md)` | Step 5: dispatch per-frame workers. |
239
+ | `[../hyperframes-core/references/subagent-dispatch.md](../hyperframes-core/references/subagent-dispatch.md)` | Step 5: dispatch sub-agents safely. |
240
+ | `[../hyperframes-creative/frame-presets/claude/FRAME.md](../hyperframes-creative/frame-presets/claude/FRAME.md)` | Step 2: the claude preset (fixed style). |
@@ -0,0 +1,111 @@
1
+ # Code vocabulary — the `code-*` animation blocks
2
+
3
+ PR videos run on two kinds of moving picture: **code** (the lines that changed) and **behavior** (what the change _does_ at runtime). This file is the vocabulary for both — the `code-*` blocks for code beats, and the **mechanism beat** (an invented animated diagram, or a `flowchart` / `data-chart`) for behavior beats. A video that is _all_ code reads flat; **alternate the two** (story-design plans the rhythm; see "Showing behavior" below).
4
+
5
+ For code beats the registry ships purpose-built **code animation blocks** that render a diff, a typed-on snippet, a morph, a highlight, a scroll, or a 3D/particle/dissolve reveal — far better than hand-built motion. **Reach for one of these first** for any code beat; fall back to hand-authored composition only when none fits.
6
+
7
+ - **Step 4 (visual design):** for each `diff` / `before_after` / code beat, name the block in the frame's `scene` (e.g. "the `request()` retry block, ~6 lines, `code-diff`"). One judgment call: which block.
8
+ - **Step 5 (frame worker):** install the named block and fill it with the real diff/snippet (below). The block is the frame's centerpiece, composited onto claude's navy **Code Surface**.
9
+
10
+ ## Install + use
11
+
12
+ Every block installs the same way (confirmed `packages/cli/src/commands/add.ts`):
13
+
14
+ ```bash
15
+ npx hyperframes add <block-name> # writes compositions/<block-name>.html
16
+ ```
17
+
18
+ It is a self-contained sub-composition (inlined engine; a paused GSAP timeline the engine seeks per frame). Mount it in the frame as a sub-composition clip:
19
+
20
+ ```html
21
+ <div
22
+ data-composition-id="code-diff"
23
+ data-composition-src="compositions/code-diff.html"
24
+ data-start="0"
25
+ data-duration="6"
26
+ data-track-index="1"
27
+ data-width="1920"
28
+ data-height="1080"
29
+ ></div>
30
+ ```
31
+
32
+ **Customize by editing two globals** in the installed HTML's inline `<script>`:
33
+
34
+ - `window.__TOKENS` — the code content, baked as Shiki tokens: `{ <seq>: { lang, theme, bg, fg, states: [ { code, tokens:[ {key, content, color, fontStyle} ] } ] } }`. Replace `code`/`tokens` with the PR's real snippet(s). `fontStyle` is a bitmask (`&1` italic, `&2` bold). The blocks bake `theme: "github-dark"` independently of the `code-snippet-*` themes below.
35
+ - `window.__BLOCK` — selects the effect + timing: 2D `{ id, effect, seq, line?, duration }`; WebGL `{ id, effect, seq, duration, seed }`.
36
+
37
+ The timeline registers synchronously at `window.__timelines[id]`. All blocks are **1920×1080** and **deterministic / seek-safe** (no CSS transitions, no rAF, seeded randomness — never `Math.random` / `Date.now`).
38
+
39
+ ## The animation blocks
40
+
41
+ | Block | What it does | Inputs of note | PR beat |
42
+ | ---------------------------- | ----------------------------------------------------------------------------------------------------------------- | ----------------------------------------------------------------------------------------------------- | --------------------------------------------------------------------------------------------------------------------------- |
43
+ | **`code-diff`** | Unified diff inside an editor window: removed lines collapse in red, added lines expand in green, staggered. (6s) | `__TOKENS.diff.states` needs **exactly 2 states** (before, after) — the engine LCS-diffs them. | The diff hunk (before→after); literal add/remove semantics. **The default PR block.** |
44
+ | **`code-morph`** | One snippet transforms into another — shared tokens glide (FLIP), leavers fade out, enterers fade in. (7s) | `__TOKENS.morph.states` (2+); reuse the same token `key` across states for a token that should glide. | A refactor / rename / signature change where continuity matters (not add/remove framing). |
45
+ | **`code-typing`** | Per-character typewriter reveal with a gliding caret. (5s) | single state in `__TOKENS.feature.states[0]`. | A new function / file **written on screen** ("here's what we added"). |
46
+ | **`code-highlight`** | A blue band sweeps one line; the rest dim. (5s) | `__BLOCK.line` = target line, **0-based here**. single state. | "This one line is the change" — spotlight a changed/important line. Quick callout. |
47
+ | **`code-scroll`** | "Camera" scrolls a long file to center a target line, dims the rest. (6s) | `__BLOCK.line` = target, **1-based here**. one long state. | Locating the change in a large file. The only block built for long files. |
48
+ | **`code-3d-extrude`** | Code on a lit, beveled 3D slab that rotates and settles. (8s, WebGL) | single state; `__BLOCK.seed`. `<canvas id="gl">`. | A hero / title code moment ("the feature"). Style over density — not for reading a diff. |
49
+ | **`code-particle-assemble`** | GPU particles scatter, then fly to the exact glyph pixels and resolve to syntax color. (8s, WebGL) | single state; `__BLOCK.seed`. | A dramatic climax reveal of a key snippet. Flashiest; not for line-by-line reading. |
50
+ | **`code-shader-dissolve`** | Code "compiles into existence" out of seeded noise with a moving dissolve front + edge glow. (7s, WebGL) | single state; `__BLOCK.seed`. | A "compiles / builds / works now" beat, or a polished snippet reveal. |
51
+ | **`code-snippet-flight`** | Discrete snippets fly in from the side and assemble into a stacked program (block-level FLIP). (6s) | `__TOKENS.flight.states`. | "The pieces assemble" — several functions/modules coming together. (An animation block despite the `code-snippet-` prefix.) |
52
+
53
+ **Gotchas (call out so the worker doesn't trip):**
54
+
55
+ - **Fit the cadence to the frame's `data-duration`.** Each block carries its own internal timing — `code-typing` types at a fixed per-character speed, so a snippet that's long relative to a short frame **overruns**: the code never finishes typing within `data-duration`, and the chrome beats around it (an underline, a `+N/−M` count-up) never play. Check **char-count × per-char cadence** (plus the block's settle) against `data-duration`, and tune the timing so the **full block lands inside the frame**. This is the one code-motion knob you MUST set to the frame — you're fitting the _timing_, not redesigning the effect (the typewriter / diff / morph stays the block's).
56
+ - `code-diff` and `code-morph` need **≥2 baked states**; every other animation block uses a single state.
57
+ - **Line indexing differs:** `code-highlight` is **0-based** (`line: 1` = the 2nd line); `code-scroll` is **1-based**. Don't off-by-one.
58
+ - **No caption-safe band.** These are full-bleed 1920×1080 code surfaces with no reserved caption area. When captions are enabled, the frame must keep the code panel clear of the bottom caption keep-out band (composite the block in the top ~83%, or scale/inset it) — the worker owns that, not the block.
59
+
60
+ ## The `code-snippet-*` theme family (standalone, not palettes)
61
+
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+ These are **NOT palettes you attach to the animation blocks** — each is its own ready-made ~11–12s composition rendering a full developer UI with baked typing and its own timeline. Use one when you want **ambient realistic context** (a real IDE or terminal on screen), not a focused diff. Install the specific one: `npx hyperframes add code-snippet-<name>`.
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+ - **VS Code workbench (12):** full VS Code window (activity bar, file-tree, tabs, editor with per-char typing, integrated terminal running `pytest`, status bar) in each theme. `dark-plus`, `light-plus`, `dark-modern`, `light-modern`, `dark-2026`, `light-2026`, `monokai`, `solarized-light`, `visual-studio-dark`, `visual-studio-light`, `high-contrast`, `high-contrast-light`. (Each pulls a `background.jpeg` into `assets/`.)
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+ - **Apple Terminal (12):** macOS Terminal.app window typing a shell command per profile. `apple-terminal-` + `basic`, `clear-dark`, `clear-light`, `grass`, `homebrew`, `man-page`, `novel`, `ocean`, `pro`, `red-sands`, `silver-aerogel`, `solid-colors`.
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+ The theme is baked into each block (not chosen at runtime); to use a given look, install that block and edit its `codeLines`. For claude's editorial register, prefer the focused animation blocks on the navy Code Surface; reach for a `code-snippet-*` UI only when "show it in a real editor/terminal" is the point.
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+ ## Showing behavior — the mechanism beat (not a `code-*` block)
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+ A `code-*` block shows **the code**. It does not show **what the code does**. The single biggest cause of a flat PR video is a body that is all code surfaces — so for any change with a visible runtime behavior, plan a **`mechanism` beat** that _animates the behavior_ (story-design owns the rhythm; this is the vocabulary).
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+ A mechanism beat is **not** a registry `code-*` block. It is one of:
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+ - an **invented animated diagram** — SVG / HTML / GSAP the frame worker builds from claude's atoms (hairline-ink nodes / edges / lanes on cream, one coral marker on the active element), the build playing out the behavior across the shot; **or**
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+ - a **`flowchart` / `flowchart-vertical`** registry block — a process / pipeline / state flow; **or**
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+ - a **`data-chart`** registry block — a perf / metric comparison (two bars or timelines racing).
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+ `flowchart`, `flowchart-vertical`, and `data-chart` install exactly like a code block (`npx hyperframes add <name>`) and mount as a sub-composition — so when a `mechanism` frame names one in its `scene`, Step 5 pre-installs it alongside the `code-*` blocks. An invented SVG/GSAP diagram needs no install (the worker hand-builds it).
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+ **What to animate, by what the change touches** (the menu story-design plans from):
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+ | The change touches… | Animate (the behavior) | Use |
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+ | ------------------------------- | ----------------------------------------------------------------------- | ---------------------- |
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+ | Retry / backoff / resilience | request lifecycle: fire → 500 → wait (delay growing) → retry → 200 | invented SVG/GSAP |
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+ | Caching / memoization | two lanes racing: cold (hits DB) vs cached (hits cache) | invented SVG/GSAP |
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+ | Concurrency / parallelism | a serial lane reshaping into parallel lanes | invented / `flowchart` |
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+ | Race / ordering bug | the broken flow (dropped items, colliding writers), then the fixed flow | invented SVG/GSAP |
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+ | Performance | two timelines / bars racing, the new one finishing first | `data-chart` |
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+ | Refactor / migration | a tangled call-graph untangling; same inputs → same outputs | `flowchart` / invented |
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+ | New endpoint / pipeline / state | data flowing the new path; a state machine lighting up step by step | `flowchart-vertical` |
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+ Unlike a `code-*` block (which owns its own animation), the diagram's motion is **yours** — sequence ≥3 effects into entrance (draw the nodes / lanes) → development (run the flow) → settle (the resolved state + one coral emphasis). Never let it enter then freeze.
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+ ## PR beat → block cheat-sheet
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+ | PR moment | Block(s) |
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+ | -------------------------------------------------------- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------- |
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+ | Diff hunk (before → after) | `code-diff` |
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+ | Refactor / rename / signature change (continuity) | `code-morph` |
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+ | Failing → passing test (red → green) | `code-morph` or `code-diff` + `code-highlight` on the green line; a `code-snippet-*` VS Code/terminal block for a literal test-runner UI |
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+ | New function / file typed on | `code-typing` |
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+ | Spotlight one changed line | `code-highlight` |
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+ | Walk / scroll a long changed file | `code-scroll` |
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+ | Pieces / modules assembling into a feature | `code-snippet-flight` |
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+ | Hero / title code moment ("the feature") | `code-3d-extrude` |
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+ | "Compiles / builds / works now" reveal | `code-shader-dissolve` |
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+ | Big dramatic snippet reveal / climax | `code-particle-assemble` |
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+ | A benchmark / metric / count-up | **Not a `code-*` block** — use claude's `number-lockup` (Number/Impact treatment) or the `data-chart` registry block |
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+ | **What the change DOES at runtime** (behavior, not code) | **Not a `code-*` block** — a `mechanism` beat: an invented SVG/GSAP diagram, or `flowchart` / `flowchart-vertical` / `data-chart`. See "Showing behavior" above. |
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+ | Show the change in a realistic IDE / terminal (ambient) | a `code-snippet-*` VS Code theme (editor) or Apple Terminal profile (CLI run) |