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.
- package/.pi/extensions/oauth-router/README.md +3 -4
- package/.pi/extensions/oauth-router/config.ts +33 -36
- package/.pi/extensions/oauth-router/scripts/vibe-verify.py +1 -1
- package/README.md +7 -4
- package/assets/.agent/skills/embedded-captions/CATALOG.md +93 -0
- package/assets/.agent/skills/embedded-captions/SKILL.md +286 -0
- package/assets/.agent/skills/embedded-captions/assets/brand/CDPR-fankit-terms.txt +35 -0
- package/assets/.agent/skills/embedded-captions/assets/brand/cyberpunk-widths.json +115 -0
- package/assets/.agent/skills/embedded-captions/assets/fonts/char-widths.json +2211 -0
- package/assets/.agent/skills/embedded-captions/assets/strokefonts/HersheyScript1.svg +242 -0
- package/assets/.agent/skills/embedded-captions/assets/strokefonts/HersheyScriptMed.svg +242 -0
- package/assets/.agent/skills/embedded-captions/dna/README.md +148 -0
- package/assets/.agent/skills/embedded-captions/dna/chrome.json +68 -0
- package/assets/.agent/skills/embedded-captions/dna/cream.json +69 -0
- package/assets/.agent/skills/embedded-captions/dna/documentary.json +62 -0
- package/assets/.agent/skills/embedded-captions/dna/editorial.json +70 -0
- package/assets/.agent/skills/embedded-captions/dna/glitch.json +82 -0
- package/assets/.agent/skills/embedded-captions/dna/ink.json +65 -0
- package/assets/.agent/skills/embedded-captions/dna/keynote.json +62 -0
- package/assets/.agent/skills/embedded-captions/dna/loud.json +75 -0
- package/assets/.agent/skills/embedded-captions/dna/neon.json +58 -0
- package/assets/.agent/skills/embedded-captions/dna/velocity.json +89 -0
- package/assets/.agent/skills/embedded-captions/modes/cinematic/README.md +48 -0
- package/assets/.agent/skills/embedded-captions/modes/cinematic/_archive/champion/spec.md +98 -0
- package/assets/.agent/skills/embedded-captions/modes/cinematic/_archive/champion/template.html +188 -0
- package/assets/.agent/skills/embedded-captions/modes/cinematic/_archive/memory-wall/spec.md +134 -0
- package/assets/.agent/skills/embedded-captions/modes/cinematic/_archive/memory-wall/template.html +179 -0
- package/assets/.agent/skills/embedded-captions/modes/cinematic/_archive/portrait-header/spec.md +81 -0
- package/assets/.agent/skills/embedded-captions/modes/cinematic/_archive/portrait-header/template.html +170 -0
- package/assets/.agent/skills/embedded-captions/modes/cinematic/cinematic-cream/spec.md +16 -0
- package/assets/.agent/skills/embedded-captions/modes/cinematic/cinematic-cream/template.html +226 -0
- package/assets/.agent/skills/embedded-captions/modes/cinematic/engine.html +355 -0
- package/assets/.agent/skills/embedded-captions/modes/standard/_anatomy.md +233 -0
- package/assets/.agent/skills/embedded-captions/modes/standard/_motion.md +192 -0
- package/assets/.agent/skills/embedded-captions/modes/standard/fonts/build-fonts-css.cjs +97 -0
- package/assets/.agent/skills/embedded-captions/references/aesthetic-principles.md +168 -0
- package/assets/.agent/skills/embedded-captions/references/anti-patterns.md +188 -0
- package/assets/.agent/skills/embedded-captions/references/bespoke-vs-presets.md +178 -0
- package/assets/.agent/skills/embedded-captions/references/caption-grouping.md +130 -0
- package/assets/.agent/skills/embedded-captions/references/composition-craft.md +522 -0
- package/assets/.agent/skills/embedded-captions/references/direction-catalog.md +138 -0
- package/assets/.agent/skills/embedded-captions/references/example-renders/champion.html +371 -0
- package/assets/.agent/skills/embedded-captions/references/example-renders/memory-wall.html +334 -0
- package/assets/.agent/skills/embedded-captions/references/failure-modes.md +145 -0
- package/assets/.agent/skills/embedded-captions/references/layout-heuristics.md +238 -0
- package/assets/.agent/skills/embedded-captions/references/motion-vocabulary.md +148 -0
- package/assets/.agent/skills/embedded-captions/references/rail.md +68 -0
- package/assets/.agent/skills/embedded-captions/references/reference-bar.md +47 -0
- package/assets/.agent/skills/embedded-captions/references/scene-types.md +94 -0
- package/assets/.agent/skills/embedded-captions/references/test-set.md +66 -0
- package/assets/.agent/skills/embedded-captions/references/typographic-moves.md +266 -0
- package/assets/.agent/skills/embedded-captions/references/typography-presets.md +63 -0
- package/assets/.agent/skills/embedded-captions/scripts/audio-envelope.cjs +95 -0
- package/assets/.agent/skills/embedded-captions/scripts/check-occlusion.cjs +250 -0
- package/assets/.agent/skills/embedded-captions/scripts/check-overflow.cjs +194 -0
- package/assets/.agent/skills/embedded-captions/scripts/check-rail-climax.cjs +233 -0
- package/assets/.agent/skills/embedded-captions/scripts/check-timing.cjs +173 -0
- package/assets/.agent/skills/embedded-captions/scripts/fill-timings.cjs +124 -0
- package/assets/.agent/skills/embedded-captions/scripts/fit-fonts.cjs +158 -0
- package/assets/.agent/skills/embedded-captions/scripts/gen-stroke-path.py +46 -0
- package/assets/.agent/skills/embedded-captions/scripts/inject-fonts.cjs +169 -0
- package/assets/.agent/skills/embedded-captions/scripts/lib-dna.cjs +201 -0
- package/assets/.agent/skills/embedded-captions/scripts/make-cinematic.cjs +1205 -0
- package/assets/.agent/skills/embedded-captions/scripts/make-composition.cjs +404 -0
- package/assets/.agent/skills/embedded-captions/scripts/make-theme.cjs +8781 -0
- package/assets/.agent/skills/embedded-captions/scripts/matte.cjs +279 -0
- package/assets/.agent/skills/embedded-captions/scripts/measure-layout.cjs +293 -0
- package/assets/.agent/skills/embedded-captions/scripts/prepare.sh +39 -0
- package/assets/.agent/skills/embedded-captions/scripts/preview-frames.cjs +268 -0
- package/assets/.agent/skills/embedded-captions/scripts/render-and-composite.sh +469 -0
- package/assets/.agent/skills/embedded-captions/scripts/render-theme.sh +34 -0
- package/assets/.agent/skills/embedded-captions/scripts/safe-zones.cjs +813 -0
- package/assets/.agent/skills/embedded-captions/scripts/transcribe.cjs +332 -0
- package/assets/.agent/skills/embedded-captions/themes/PORTING.md +49 -0
- package/assets/.agent/skills/embedded-captions/themes/README.md +244 -0
- package/assets/.agent/skills/embedded-captions/themes/anchor.json +27 -0
- package/assets/.agent/skills/embedded-captions/themes/arcade.json +51 -0
- package/assets/.agent/skills/embedded-captions/themes/aurora.json +41 -0
- package/assets/.agent/skills/embedded-captions/themes/biolume.json +35 -0
- package/assets/.agent/skills/embedded-captions/themes/brush.json +74 -0
- package/assets/.agent/skills/embedded-captions/themes/chalkboard.json +52 -0
- package/assets/.agent/skills/embedded-captions/themes/dossier.json +56 -0
- package/assets/.agent/skills/embedded-captions/themes/graffiti.json +62 -0
- package/assets/.agent/skills/embedded-captions/themes/hologram.json +41 -0
- package/assets/.agent/skills/embedded-captions/themes/inkwater.json +43 -0
- package/assets/.agent/skills/embedded-captions/themes/laser.json +46 -0
- package/assets/.agent/skills/embedded-captions/themes/lastpage.json +33 -0
- package/assets/.agent/skills/embedded-captions/themes/neonsign.json +53 -0
- package/assets/.agent/skills/embedded-captions/themes/nightcity.json +56 -0
- package/assets/.agent/skills/embedded-captions/themes/ordnance.json +54 -0
- package/assets/.agent/skills/embedded-captions/themes/papercut.json +37 -0
- package/assets/.agent/skills/embedded-captions/themes/popup.json +46 -0
- package/assets/.agent/skills/embedded-captions/themes/ransom.json +62 -0
- package/assets/.agent/skills/embedded-captions/themes/scoreboard.json +54 -0
- package/assets/.agent/skills/embedded-captions/themes/spectrum.json +46 -0
- package/assets/.agent/skills/embedded-captions/themes/stardust.json +29 -0
- package/assets/.agent/skills/embedded-captions/themes/stomp.json +43 -0
- package/assets/.agent/skills/embedded-captions/themes/terminal.json +49 -0
- package/assets/.agent/skills/embedded-captions/themes/thunder.json +44 -0
- package/assets/.agent/skills/embedded-captions/themes/transit.json +44 -0
- package/assets/.agent/skills/embedded-captions/themes/vhs.json +47 -0
- package/assets/.agent/skills/faceless-explainer/SKILL.md +209 -0
- package/assets/.agent/skills/faceless-explainer/references/cut-catalog.md +215 -0
- package/assets/.agent/skills/faceless-explainer/references/motion-language.md +156 -0
- package/assets/.agent/skills/faceless-explainer/references/story-design.md +248 -0
- package/assets/.agent/skills/faceless-explainer/references/visual-design.md +146 -0
- package/assets/.agent/skills/faceless-explainer/scripts/assemble-index.mjs +570 -0
- package/assets/.agent/skills/faceless-explainer/scripts/audio.mjs +253 -0
- package/assets/.agent/skills/faceless-explainer/scripts/build-frame.mjs +536 -0
- package/assets/.agent/skills/faceless-explainer/scripts/captions.mjs +508 -0
- package/assets/.agent/skills/faceless-explainer/scripts/lib/assets.mjs +55 -0
- package/assets/.agent/skills/faceless-explainer/scripts/lib/dimensions.mjs +45 -0
- package/assets/.agent/skills/faceless-explainer/scripts/lib/storyboard.mjs +249 -0
- package/assets/.agent/skills/faceless-explainer/scripts/lib/tokens.mjs +204 -0
- package/assets/.agent/skills/faceless-explainer/scripts/lib/transition-registry.mjs +38 -0
- package/assets/.agent/skills/faceless-explainer/scripts/lib/transitions.json +71 -0
- package/assets/.agent/skills/faceless-explainer/scripts/transitions.mjs +320 -0
- package/assets/.agent/skills/faceless-explainer/sub-agents/frame-worker.md +75 -0
- package/assets/.agent/skills/figma/SKILL.md +121 -0
- package/assets/.agent/skills/general-video/SKILL.md +143 -0
- package/assets/.agent/skills/hyperframes/SKILL.md +164 -0
- package/assets/.agent/skills/hyperframes-animation/SKILL.md +84 -0
- package/assets/.agent/skills/hyperframes-animation/adapters/animate-text.md +64 -0
- package/assets/.agent/skills/hyperframes-animation/adapters/animejs.md +114 -0
- package/assets/.agent/skills/hyperframes-animation/adapters/css-animations.md +143 -0
- package/assets/.agent/skills/hyperframes-animation/adapters/gsap-easing-and-stagger.md +118 -0
- package/assets/.agent/skills/hyperframes-animation/adapters/gsap-timeline-and-labels.md +96 -0
- package/assets/.agent/skills/hyperframes-animation/adapters/gsap-transforms-and-perf.md +96 -0
- package/assets/.agent/skills/hyperframes-animation/adapters/gsap.md +105 -0
- package/assets/.agent/skills/hyperframes-animation/adapters/html-in-canvas-patterns.md +507 -0
- package/assets/.agent/skills/hyperframes-animation/adapters/lottie.md +117 -0
- package/assets/.agent/skills/hyperframes-animation/adapters/three.md +131 -0
- package/assets/.agent/skills/hyperframes-animation/adapters/typegpu.md +178 -0
- package/assets/.agent/skills/hyperframes-animation/adapters/waapi.md +101 -0
- package/assets/.agent/skills/hyperframes-animation/blueprints/comparison-split.md +27 -0
- package/assets/.agent/skills/hyperframes-animation/blueprints/constellation-hub.md +44 -0
- package/assets/.agent/skills/hyperframes-animation/blueprints/cta-morph-press.md +28 -0
- package/assets/.agent/skills/hyperframes-animation/blueprints/cursor-ui-demo.md +57 -0
- package/assets/.agent/skills/hyperframes-animation/blueprints/dataviz-countup.md +46 -0
- package/assets/.agent/skills/hyperframes-animation/blueprints/device-surface-showcase.md +53 -0
- package/assets/.agent/skills/hyperframes-animation/blueprints/grid-card-assemble.md +66 -0
- package/assets/.agent/skills/hyperframes-animation/blueprints/kinetic-type-beats.md +78 -0
- package/assets/.agent/skills/hyperframes-animation/blueprints/logo-assemble-lockup.md +69 -0
- package/assets/.agent/skills/hyperframes-animation/blueprints/overwhelm-surround.md +28 -0
- package/assets/.agent/skills/hyperframes-animation/blueprints/spatial-pan-stations.md +37 -0
- package/assets/.agent/skills/hyperframes-animation/blueprints/ticker-takeover.md +29 -0
- package/assets/.agent/skills/hyperframes-animation/blueprints/titlecard-reveal.md +42 -0
- package/assets/.agent/skills/hyperframes-animation/blueprints/typewriter-reveal.md +51 -0
- package/assets/.agent/skills/hyperframes-animation/blueprints/video-text-pivot.md +30 -0
- package/assets/.agent/skills/hyperframes-animation/blueprints-index.md +146 -0
- package/assets/.agent/skills/hyperframes-animation/examples/assets/avatars/02.avif +0 -0
- package/assets/.agent/skills/hyperframes-animation/examples/assets/brands/github.avif +0 -0
- package/assets/.agent/skills/hyperframes-animation/examples/assets/brands/nvidia.avif +0 -0
- package/assets/.agent/skills/hyperframes-animation/examples/assets/brands/visa.avif +0 -0
- package/assets/.agent/skills/hyperframes-animation/examples/assets/brands/zoominfo.avif +0 -0
- package/assets/.agent/skills/hyperframes-animation/examples/brand-reveal-assemble-zoom.html +382 -0
- package/assets/.agent/skills/hyperframes-animation/examples/comparison-split-cards.html +649 -0
- package/assets/.agent/skills/hyperframes-animation/examples/concept-demo-decode-pan.html +520 -0
- package/assets/.agent/skills/hyperframes-animation/examples/cta-morph-press.html +468 -0
- package/assets/.agent/skills/hyperframes-animation/examples/cta-orbit-collapse.html +1298 -0
- package/assets/.agent/skills/hyperframes-animation/examples/demo-page-scroll-spotlight.html +759 -0
- package/assets/.agent/skills/hyperframes-animation/examples/hook-counter-burst.html +729 -0
- package/assets/.agent/skills/hyperframes-animation/examples/messaging-multi-phrase.html +352 -0
- package/assets/.agent/skills/hyperframes-animation/examples/metric-video-text-pivot.html +779 -0
- package/assets/.agent/skills/hyperframes-animation/examples/problem-mockup-overwhelm.html +1374 -0
- package/assets/.agent/skills/hyperframes-animation/examples/proof-logo-chain.html +861 -0
- package/assets/.agent/skills/hyperframes-animation/examples/takeover-ticker-displace.html +347 -0
- package/assets/.agent/skills/hyperframes-animation/examples/workflow-approve-press.html +606 -0
- package/assets/.agent/skills/hyperframes-animation/rules/3d-page-scroll.md +227 -0
- package/assets/.agent/skills/hyperframes-animation/rules/3d-text-depth-layers.md +297 -0
- package/assets/.agent/skills/hyperframes-animation/rules/ai-tracking-box.md +382 -0
- package/assets/.agent/skills/hyperframes-animation/rules/ambient-glow-bloom.md +305 -0
- package/assets/.agent/skills/hyperframes-animation/rules/asr-keyword-glow.md +286 -0
- package/assets/.agent/skills/hyperframes-animation/rules/avatar-cloud-network.md +371 -0
- package/assets/.agent/skills/hyperframes-animation/rules/camera-cursor-tracking.md +246 -0
- package/assets/.agent/skills/hyperframes-animation/rules/card-morph-anchor.md +267 -0
- package/assets/.agent/skills/hyperframes-animation/rules/center-outward-expansion.md +227 -0
- package/assets/.agent/skills/hyperframes-animation/rules/context-sensitive-cursor.md +257 -0
- package/assets/.agent/skills/hyperframes-animation/rules/coordinate-target-zoom.md +332 -0
- package/assets/.agent/skills/hyperframes-animation/rules/counting-dynamic-scale.md +283 -0
- package/assets/.agent/skills/hyperframes-animation/rules/css-marker-patterns.md +373 -0
- package/assets/.agent/skills/hyperframes-animation/rules/cursor-click-ripple.md +262 -0
- package/assets/.agent/skills/hyperframes-animation/rules/depth-of-field-blur.md +313 -0
- package/assets/.agent/skills/hyperframes-animation/rules/depth-scatter-assemble.md +303 -0
- package/assets/.agent/skills/hyperframes-animation/rules/discrete-text-sequence.md +273 -0
- package/assets/.agent/skills/hyperframes-animation/rules/dynamic-content-sequencing.md +307 -0
- package/assets/.agent/skills/hyperframes-animation/rules/gsap-effects.md +299 -0
- package/assets/.agent/skills/hyperframes-animation/rules/hacker-flip-3d.md +223 -0
- package/assets/.agent/skills/hyperframes-animation/rules/kinetic-beat-slam.md +183 -0
- package/assets/.agent/skills/hyperframes-animation/rules/motion-blur-streak.md +328 -0
- package/assets/.agent/skills/hyperframes-animation/rules/multi-phase-camera.md +273 -0
- package/assets/.agent/skills/hyperframes-animation/rules/orbit-3d-entry.md +301 -0
- package/assets/.agent/skills/hyperframes-animation/rules/physics-press-reaction.md +350 -0
- package/assets/.agent/skills/hyperframes-animation/rules/press-release-spring.md +296 -0
- package/assets/.agent/skills/hyperframes-animation/rules/reactive-displacement.md +277 -0
- package/assets/.agent/skills/hyperframes-animation/rules/scale-swap-transition.md +298 -0
- package/assets/.agent/skills/hyperframes-animation/rules/sine-wave-loop.md +278 -0
- package/assets/.agent/skills/hyperframes-animation/rules/split-tilt-cards.md +277 -0
- package/assets/.agent/skills/hyperframes-animation/rules/spring-pop-entrance.md +273 -0
- package/assets/.agent/skills/hyperframes-animation/rules/stat-bars-and-fills.md +156 -0
- package/assets/.agent/skills/hyperframes-animation/rules/svg-icon-enrichment.md +329 -0
- package/assets/.agent/skills/hyperframes-animation/rules/svg-path-draw.md +274 -0
- package/assets/.agent/skills/hyperframes-animation/rules/vertical-spring-ticker.md +239 -0
- package/assets/.agent/skills/hyperframes-animation/rules/viewport-change.md +349 -0
- package/assets/.agent/skills/hyperframes-animation/rules-index.md +86 -0
- package/assets/.agent/skills/hyperframes-animation/scripts/animation-map.mjs +606 -0
- package/assets/.agent/skills/hyperframes-animation/scripts/package-loader.mjs +288 -0
- package/assets/.agent/skills/hyperframes-animation/scripts/package-loader.test.mjs +62 -0
- package/assets/.agent/skills/hyperframes-animation/techniques.md +507 -0
- package/assets/.agent/skills/hyperframes-animation/transitions/TRANSITION-REGISTRY.md +167 -0
- package/assets/.agent/skills/hyperframes-animation/transitions/catalog.md +127 -0
- package/assets/.agent/skills/hyperframes-animation/transitions/css-3d.md +12 -0
- package/assets/.agent/skills/hyperframes-animation/transitions/css-blur.md +51 -0
- package/assets/.agent/skills/hyperframes-animation/transitions/css-cover.md +43 -0
- package/assets/.agent/skills/hyperframes-animation/transitions/css-destruction.md +95 -0
- package/assets/.agent/skills/hyperframes-animation/transitions/css-dissolve.md +66 -0
- package/assets/.agent/skills/hyperframes-animation/transitions/css-distortion.md +45 -0
- package/assets/.agent/skills/hyperframes-animation/transitions/css-grid.md +10 -0
- package/assets/.agent/skills/hyperframes-animation/transitions/css-light.md +49 -0
- package/assets/.agent/skills/hyperframes-animation/transitions/css-mechanical.md +30 -0
- package/assets/.agent/skills/hyperframes-animation/transitions/css-other.md +25 -0
- package/assets/.agent/skills/hyperframes-animation/transitions/css-push.md +41 -0
- package/assets/.agent/skills/hyperframes-animation/transitions/css-radial.md +37 -0
- package/assets/.agent/skills/hyperframes-animation/transitions/css-scale.md +24 -0
- package/assets/.agent/skills/hyperframes-animation/transitions/overview.md +153 -0
- package/assets/.agent/skills/hyperframes-cli/SKILL.md +113 -0
- package/assets/.agent/skills/hyperframes-cli/references/doctor-browser.md +45 -0
- package/assets/.agent/skills/hyperframes-cli/references/init-and-scaffold.md +51 -0
- package/assets/.agent/skills/hyperframes-cli/references/lambda.md +132 -0
- package/assets/.agent/skills/hyperframes-cli/references/lint-validate-inspect.md +121 -0
- package/assets/.agent/skills/hyperframes-cli/references/preview-render.md +164 -0
- package/assets/.agent/skills/hyperframes-cli/references/upgrade-info-misc.md +75 -0
- package/assets/.agent/skills/hyperframes-core/SKILL.md +78 -0
- package/assets/.agent/skills/hyperframes-core/references/composition-patterns.md +263 -0
- package/assets/.agent/skills/hyperframes-core/references/data-attributes.md +70 -0
- package/assets/.agent/skills/hyperframes-core/references/determinism-rules.md +68 -0
- package/assets/.agent/skills/hyperframes-core/references/full-screen-motion.md +62 -0
- package/assets/.agent/skills/hyperframes-core/references/minimal-composition.md +66 -0
- package/assets/.agent/skills/hyperframes-core/references/script-format.md +49 -0
- package/assets/.agent/skills/hyperframes-core/references/storyboard-format.md +95 -0
- package/assets/.agent/skills/hyperframes-core/references/sub-compositions.md +237 -0
- package/assets/.agent/skills/hyperframes-core/references/subagent-dispatch.md +41 -0
- package/assets/.agent/skills/hyperframes-core/references/tailwind.md +125 -0
- package/assets/.agent/skills/hyperframes-core/references/tracks-and-clips.md +76 -0
- package/assets/.agent/skills/hyperframes-core/references/variables-and-media.md +90 -0
- package/assets/.agent/skills/hyperframes-creative/SKILL.md +70 -0
- package/assets/.agent/skills/hyperframes-creative/frame-presets/biennale-yellow/FRAME.md +289 -0
- package/assets/.agent/skills/hyperframes-creative/frame-presets/biennale-yellow/caption-skin.html +221 -0
- package/assets/.agent/skills/hyperframes-creative/frame-presets/biennale-yellow/frame-showcase.html +1214 -0
- package/assets/.agent/skills/hyperframes-creative/frame-presets/blockframe/FRAME.md +275 -0
- package/assets/.agent/skills/hyperframes-creative/frame-presets/blockframe/caption-skin.html +224 -0
- package/assets/.agent/skills/hyperframes-creative/frame-presets/blockframe/frame-showcase.html +1347 -0
- package/assets/.agent/skills/hyperframes-creative/frame-presets/blue-professional/FRAME.md +307 -0
- package/assets/.agent/skills/hyperframes-creative/frame-presets/blue-professional/caption-skin.html +223 -0
- package/assets/.agent/skills/hyperframes-creative/frame-presets/blue-professional/frame-showcase.html +1372 -0
- package/assets/.agent/skills/hyperframes-creative/frame-presets/bold-poster/FRAME.md +275 -0
- package/assets/.agent/skills/hyperframes-creative/frame-presets/bold-poster/caption-skin.html +230 -0
- package/assets/.agent/skills/hyperframes-creative/frame-presets/bold-poster/frame-showcase.html +1140 -0
- package/assets/.agent/skills/hyperframes-creative/frame-presets/broadside/FRAME.md +284 -0
- package/assets/.agent/skills/hyperframes-creative/frame-presets/broadside/caption-skin.html +225 -0
- package/assets/.agent/skills/hyperframes-creative/frame-presets/broadside/frame-showcase.html +1166 -0
- package/assets/.agent/skills/hyperframes-creative/frame-presets/capsule/FRAME.md +284 -0
- package/assets/.agent/skills/hyperframes-creative/frame-presets/capsule/caption-skin.html +224 -0
- package/assets/.agent/skills/hyperframes-creative/frame-presets/capsule/frame-showcase.html +1465 -0
- package/assets/.agent/skills/hyperframes-creative/frame-presets/cartesian/FRAME.md +278 -0
- package/assets/.agent/skills/hyperframes-creative/frame-presets/cartesian/caption-skin.html +222 -0
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# Cut catalog — within-frame seams (worker-built)
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> **A worker build-recipe (Step 5) — the sibling of `../hyperframes-animation/rules/`, not a second motion doc.** These are within-frame cuts the **frame worker builds INSIDE its own composition** (Z-scale + blur + opacity tweens, or per-word x-staggers, all on the frame's own paused GSAP timeline). They are **not** the between-frame transition: story owns that via `transition_in`, which the harness's injector stamps from a **separate registry vocabulary** (`crossfade` / `blur-crossfade` / `push-slide` / `zoom-through` / `squeeze`) — the catalog names here (**cut-the-curve / inverse-zoom / waterfall**) are **not** valid `transition_in` values. Use this catalog when a frame's shot sequence has an internal seam — a within-scene text/element swap, a **Scene-to-Scene** cut (a `Scene` is a time window WITHIN one frame, **not** a frame-to-frame boundary), or a text-to-text line change — and you want it to read as one continuous move instead of a hard slideshow cut. (`zoom-through` lives in both worlds: a whole-frame wrapper transition in the registry, an element-level Z-cut here — same idea, different scope.)
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Four techniques that create depth and continuity:
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1. **Zoom-Through** — within-scene text swaps, Z-axis, moving TOWARD the viewer
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2. **Inverse Zoom-Through** — Z-axis swaps moving AWAY from the viewer
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3. **Cut the Curve** — between-scene transitions on x/y
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4. **Waterfall Cut** — word-by-word cut-the-curve with staggered exits and entries
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All four are the same underlying principle: **cut at peak velocity, match direction and
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speed on both sides of the cut.** The differences are axis, scope, and granularity.
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**Choosing which at a seam:** for an UNFINISHED phrase (building one larger idea across
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several visually distinct scenes that still approach the same point — multi-line text, a
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run of consecutive cards) use **cut-the-curve** / **waterfall**. For a STATE CHANGE (turning
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to a NEW part of the video — most often hook → context, between two distinct chapters) use
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**zoom-through**, and **inverse zoom-through** for an arrival / payoff beat. Chain these so
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the frame's internal seams feel like one camera moving through the content.
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---
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## Blur Logic (applies to all Z-axis variants)
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Blur sells the speed at the cut, but it must scale with the SUBJECT SIZE:
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| Subject | Peak blur | Why |
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| ------------------------------------------------------ | ----------- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
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| Text-scale (headline, line, word group) | **10px** | At 20px text smears into illegibility — the eye loses the word it was tracking and the cut reads as a glitch, not speed. At 20px letterforms go mushy mid-cut; 10px keeps them readable. |
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| Full-frame surface (terminal window, card, screenshot) | **18–20px** | Big surfaces have edges and texture that survive heavy blur; lighter blur on a full-frame move reads as a rendering hiccup instead of motion. |
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Both sides of a cut use the SAME peak blur — the value must match at the swap frame.
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Apply blur to the WRAPPER, never to individual children.
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---
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## 1. Zoom-Through (forward)
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### The Problem
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Text enters, holds, exits. Then next text enters, holds, exits. Each text block is
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independent — no depth, no continuity. The video feels like a slideshow.
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### The Principle
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A velocity-matched cut on the Z-axis. You **never see both texts at the same time.** The
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outgoing text scales toward the viewer (accelerating), blur and opacity peak at the cut
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point hiding a hard swap, and the incoming text continues scaling up from behind
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(decelerating into the focal plane). One continuous forward motion, two different texts.
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### The Three Phases
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**Phase 1: Exit** — text accelerates forward (toward viewer)
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- Scale: `1.0 -> 1.2`, Blur: `0px -> 10px` (text-scale; see Blur Logic), Opacity: `1.0 -> 0.15`
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- Scale/blur easing: `power3.in` (steep acceleration)
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- Opacity easing: `none` (linear — even dimming, separated from scale)
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- Duration: 0.2s
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**Phase 2: Hard cut** at peak velocity + peak blur
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- Outgoing: `opacity: 0` (instant via `tl.set`)
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- Incoming: `opacity: 0.15, scale: 0.75, blur: 10px` (instant via `tl.set`)
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- All properties match at the cut: blur, opacity, and scale DIRECTION (both scaling up)
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**Phase 3: Entry** — text continues forward (growing into focal plane)
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- Scale: `0.75 -> 1.0`, Blur: `10px -> 0px`, Opacity: `0.15 -> 1.0`
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- Easing: `expo.out` (steep initial burst matching exit velocity, long settle)
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- Duration: 0.5s
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### Why Opacity Must Be Separate on Exit
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Scale uses `power3.in` but that keeps opacity near 1.0 for most of the tween. Splitting
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opacity to its own tween with linear ease makes the dimming even. On entry, all properties
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can share `expo.out`.
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---
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## 2. Inverse Zoom-Through (backward)
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The mirror: the camera "pulls back" instead of pushing through. The outgoing element
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RECEDES away from the viewer; the incoming element arrives OVERSIZED (as if it had been
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just behind the camera) and retracts into the focal plane. Both move in the shrinking
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direction — same-direction rule preserved, just reversed.
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**When to use over the forward variant:** arrival beats. The incoming element lands with
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presence because it comes from larger-than-frame — right for a payoff line ("That changes
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today."), a giant reply, or a held end-state. Forward zoom-through reads as _progressing
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through_ content; inverse reads as _arriving at_ content.
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### The Three Phases
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**Phase 1: Exit** — element recedes (away from viewer)
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- Scale: `1.0 -> 0.8`, Blur: `0px -> 10px` (text-scale)
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- Scale/blur easing: `power3.in`; Opacity: `1.0 -> 0.15` on `none` (separate tween)
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- Duration: 0.2s
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**Phase 2: Hard cut**
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- Outgoing: `opacity: 0` via `tl.set`
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- Incoming: `opacity: 0.15, scale: 1.25, blur: 10px` via `tl.set`
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**Phase 3: Entry** — incoming retracts into place
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- Scale: `1.25 -> 1.0`, Blur: `10px -> 0px`, Opacity: `0.15 -> 1.0`
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- Easing: `expo.out`, Duration: 0.5s
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---
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## 3. Cut the Curve (Scene Transitions)
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### The Principle
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Use cut-the-curve for **all scene-to-scene transitions** on x and y axes. The outgoing
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scene's hero element accelerates in one direction, the cut lands mid-motion, and the
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incoming scene's hero element continues moving in the **same direction** and decelerates.
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Nothing exits fully off-screen and nothing enters from fully off-screen — **speed plus
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opacity fading trick the eye**; the partial moves are enough.
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### Same Path, Same Direction
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If Scene A's hero slides left, Scene B's hero enters from the right and continues sliding
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left. Both move leftward. One continuous motion.
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| Direction | Scene A exit | Scene B entry start | Scene B entry end |
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| --------- | -------------- | ------------------- | ----------------- |
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| Leftward | `x: 0 -> -230` | `x: +230` | `x: 0` |
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| Rightward | `x: 0 -> +230` | `x: -230` | `x: 0` |
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| Upward | `y: 0 -> -230` | `y: +230` | `y: 0` |
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| Downward | `y: 0 -> +230` | `y: -230` | `y: 0` |
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### Velocity matching via mirrored eases
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The cleanest match: exit `power4.in` and entry `power4.out` with the SAME distance and
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duration — mathematically the two halves of one `power4.inOut` composite, so the entering
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element picks up at exactly the 50% point of the notional path at identical velocity
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(e.g. 230px / 0.3s ≈ 3,070 px/s at the cut on both sides).
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The fade trick: the exit's opacity completes at ~25–30% of its travel (fade duration
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≈ 0.18–0.3s vs motion 0.3–0.34s) — the element vanishes while still visibly accelerating,
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and nothing has to reach the frame edge. Entry fades IN fast from ~0.35 under its
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deceleration. Time the LAST fading element to die right at the hard cut — gaps where
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nothing is moving read as awkward dead air.
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### Rules
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- Use cut-the-curve for all scene transitions — it's the default, not an accent
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- Same direction on both sides; mirrored `.in`/`.out` eases, same distance + duration
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- Exit duration short (0.2–0.4s), entry duration >= exit duration
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- Partial travel + fade, never full off-screen moves
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---
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## 4. Waterfall Cut (word-by-word cut-the-curve)
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Cut-the-curve at WORD granularity — the strongest version of the leftward cut for
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text-to-text seams. Each word of the outgoing line ramps out on its own pronounced curve;
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each word of the incoming line cascades in mid-flight. The stagger turns the cut into a
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wave the eye rides across the seam.
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### Exit (per word)
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- Motion: `x: 0 -> -230` over 0.34s on **power4.in** — a much more pronounced ramp than
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the usual power2: the word barely creeps, then RIPS
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- Fade: `opacity -> 0` over 0.18s (separate tween, `power1.in`) — completes when the word
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is only ~25–30% into its travel
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- Stagger: reading order, ~0.022s per word, timed so the LAST word finishes fading right
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at the hard cut
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### Entry (per word)
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- `fromTo x: +230 -> 0, opacity: 0.35 -> 1` over 0.3s on **power4.out** — the mirrored
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back half of the composite; every word ignites already moving at matched velocity
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- Waterfall stagger with SHRINKING gaps (start 0.05s, multiply by ~0.84 per word) so the
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cascade accelerates across the line — the cascade should speed up word over word, not run
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at a flat per-word delay
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- Pre-set all words to `x: +230, opacity: 0` at build time — `immediateRender: false`
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alone leaves un-started words sitting visible at rest during the stagger window
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### Whole-line variant
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A single-line beat (e.g. a big intro line) exits as one group with the same pronounced
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ramp, but stretch its fade to ~0.3s ending ~0.02s before the cut — a lone element that
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fades early leaves dead air that a word cascade would have covered.
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---
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## Choosing a Variant
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| | Zoom-Through | Inverse Zoom | Cut the Curve | Waterfall Cut |
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| -------------- | --------------------------- | --------------------------- | ----------------- | ------------------------- |
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| Scope | Within-scene text swap | Arrival/payoff beat | Between scenes | Text-to-text seam |
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| Axis | Z, toward viewer | Z, away from viewer | X / Y | X, per-word |
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| Peak blur | 10px text / 20px full-frame | 10px text / 20px full-frame | none required | none (fade does the work) |
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| Opacity at cut | 0.15 | 0.15 | exit faded by cut | last word dies at cut |
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| Feel | progressing through | arriving at | carried sideways | a wave across the seam |
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---
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## Anti-Patterns
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| Don't | Why | Instead |
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| ---------------------------------------- | ------------------------------------------- | ------------------------------------------------------ |
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| Two texts visible during a zoom-through | Overlapping text breaks the Z-axis illusion | Hard cut at blur peak, one text at a time |
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| 20px blur on text-scale subjects | Letterforms smear; reads as a glitch | 10px for text, 18–20px only full-frame |
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| Elements on different paths across a cut | Eye tracks one direction, cut goes another | Same property, same direction |
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| Mismatched blur/opacity at the swap | Visible flash or brightness jump | Identical values at the cut frame |
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| Gentle easing on entry (`power2.out`) | Entry velocity feels slower than exit | Mirror the exit: `power4.out` / `expo.out` |
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| Full off-screen exits / entries | Wastes time and breaks the speed illusion | Partial travel + early fade |
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| Lone element fading long before its cut | Dead air at the seam | Fade ends ~0.02s before the cut, or use a word cascade |
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| Zoom-through on body text | Small text at 0.75 scale is unreadable | Only headlines and short phrases |
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| Scene cuts without cut-the-curve | Static cuts feel like a slideshow | Cut-the-curve is the default |
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# Motion language — the move vocabulary + the motion doctrine + the seek-safe core
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> The motion layer for **Step 4 (Visual design)**. When you write a frame's **time-coded shot sequence**, you name each scene's move **inline from the vocabulary below** — a named palette of the moves the golden corpus actually uses. Each move carries the **backing rule id** in this skill's local `../hyperframes-animation/rules/`; cite that id so the move resolves to a real recipe when a **frame worker** implements it in Step 5 (the worker reads the rule body in `../hyperframes-animation/rules/<id>.md` — it reproduces the move, it does not guess from the name). You name motion by **role / move name**, never by raw GSAP curve, ms, or stagger formula — the worker maps the curve. Between-frame **transitions are not yours**: story names `transition_in`, the harness injects it; that injected transition **is** the frame's exit. For cuts a worker builds INSIDE a frame (within-scene swaps, scene-to-scene seams), see the catalog in `cut-catalog.md`.
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A good code-change explainer feels like one continuous film — one camera, one motion feel, **smooth and timed to the voiceover** — not a pile of slides that animate once and freeze. In a PR explainer the development often _is_ the reveal: the diff hunk typing in, the before→after morph, the impact stat landing. The doctrine in Part 2 is load-bearing: when in doubt, do what it says.
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---
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# Part 1 — the move vocabulary
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Reach into this palette when naming a scene's motion. Pick the move that matches the beat, name it in the shot sequence, and cite the rule id after `→`. The blueprints (`../hyperframes-animation/blueprints/`) name these same moves in their `rule mapping`; you're drawing from one shared palette. Compose 2–4 across a shot's scenes (entrance → sequential reveal → settle), not all at once.
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## Kinetic type
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- **hard-cut / flash word-swap** — a word or line replaces the previous one on an instant cut (no fade/roll); the swap itself is the beat. → `discrete-text-sequence`
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- **in-place token cycle** — a fixed line holds and only its variable slot changes, token → token → token. → `discrete-text-sequence`
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- **per-word staggered reveal** — a phrase assembles word-by-word (or chunk-by-chunk), each landing on its own beat. → `dynamic-content-sequencing`
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- **kinetic beat-slam** — short phrases slam in on a shared percussive beat array, each with a distinct entrance, resolving on a locked finale; the recipe for "punchy / rhythmic" taglines. → `kinetic-beat-slam`
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## Typewriter
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- **type-on with caret** — text types in character-by-character behind a blinking caret. → `discrete-text-sequence` (+ `context-sensitive-cursor` for the caret blink / color)
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- **backspace-and-retype** — the line types, deletes the last word(s), and retypes a new one (typo-correction, reframe). → `discrete-text-sequence` (+ `context-sensitive-cursor`)
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## Count-up / data
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- **value-scaled counter** — a number counts up and its font size grows with the value, so the climb itself escalates. → `counting-dynamic-scale`
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- **bars / progress / star wipe** — a number paired with a graphic that fills: bar-height stagger, a progress bar / ring filling, a fractional star-rating wipe. → `stat-bars-and-fills`
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## Reveal / decode
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- **3D char flip-decode** — characters flip in 3D and resolve from scrambled glyphs to the real text (decryption feel). → `hacker-flip-3d`
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- **SVG self-draw** — an outline / icon / ring draws itself stroke-by-stroke. → `svg-path-draw`
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## Camera
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- **push / focus / drift** — a sequential camera move on the frame root (pull-back → focus → push) plus continuous micro-drift; the cinematic baseline. → `multi-phase-camera`
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- **zoom-to-target** — zoom into a non-centered element (scale + counter-translate to keep it framed). → `coordinate-target-zoom`
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- **pan / focus-lock** — a virtual camera transforming one `.world` wrapper to pan / zoom / lock onto a region. → `viewport-change`
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- **camera-cursor-tracking** — the viewport locks to a moving focal point (a typing cursor), static framing then focal-locked tracking. → `camera-cursor-tracking`
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## Layout motion
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- **cluster→outward expansion** — elements start clustered at center and expand outward to their final positions in lockstep. → `center-outward-expansion`
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- **orbit** — elements flip in from 3D space and settle into a continuous elliptical orbit (entry flips in-place at the orbital position). → `orbit-3d-entry`
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- **split-tilt cards** — two cards side-by-side with opposing rotationY tilts, entering from their respective sides (comparison / before-after). → `split-tilt-cards`
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- **logo/avatar ring + connectors** — avatars or logos on an elliptical ring with SVG connection lines to a center point, staggered entry. → `avatar-cloud-network`
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## Surface / UI
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- **3D page-scroll reveal** — a full webpage as a tilted 3D card whose internal content scrolls to reveal specific sections. → `3d-page-scroll`
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- **cursor click + ripple** — a cursor moves to a target, depresses with it on click, and emits an expanding ripple. → `cursor-click-ripple`
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- **button press** — a tactile press: compression then spring recovery, optional release burst / glow. → `press-release-spring` (or `physics-press-reaction` for a click that compresses cursor + target together)
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- **keyword glow** — keywords light up with glow + scale + color on an attack-decay-rest envelope, synced to a word rail. → `asr-keyword-glow`
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## Morph / handoff
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- **scale-swap** — two elements at the same screen center hand off: the outgoing cluster shrinks + fades as the incoming one arrives. → `scale-swap-transition`
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- **card morph-anchor** — a container morphs apparent size + corner radius + surface between two shots, then fades to reveal the real target beneath (HyperFrames uses uniform `scale`, not `width`/`height`). → `card-morph-anchor`
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## Seam cuts (worker-built, inside a frame)
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The velocity-matched cuts a worker authors between a frame's own Scenes. Name the seam in the shot sequence; the recipe is in the catalog, not a single `../hyperframes-animation/rules/` id.
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- **zoom-through / inverse zoom-through** — a within-scene swap on the Z-axis; forward reads "progressing through", inverse reads "arriving at" (payoff). → `cut-catalog.md`
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- **cut-the-curve** — a scene-to-scene cut where both sides move the same direction at matched velocity. → `cut-catalog.md`
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- **waterfall cut** — cut-the-curve at word granularity, a wave across a text-to-text seam. → `cut-catalog.md`
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## Emphasis / marker
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- **highlight / circle / burst / scribble** — a marker-drawn emphasis on a word or element: yellow highlight sweep, hand-drawn circle, radiating burst, scribble, or rough sketch-outline. → `css-marker-patterns`
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## Aliveness during a hold (use sparingly — see Part 2)
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- **subtle jitter** — the sanctioned way to keep a settled frame alive: a small, low-amplitude positional/scale jitter on the held element. The motion-graphics trick that reads "alive" without reading "weak." → `sine-wave-loop` (low-amplitude register)
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- **live SVG internals** — internal SVG parts move so an icon feels alive (rotating hands, oscillating blades, pulsing dots, dash-flow); fine because it's the subject doing something, not a card breathing. → `svg-icon-enrichment`
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- **finite bounded ambient** — a single bounded breathe/drift on ONE held hero, only when genuinely needed; de-emphasized — prefer sequential reveal or jitter first. → `sine-wave-loop`
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## The added moves — now backed by local rules
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Five moves the golden corpus needs were added to this skill's `../hyperframes-animation/rules/`, rounding out the vocabulary above:
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- **depth-of-field / selective-blur** — blur the off-focus subset to spotlight the focal element → `depth-of-field-blur`
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- **motion-blur streak** — directional velocity blur on a fast fly-in / camera push-through → `motion-blur-streak`
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- **3D depth scatter-assemble** — glyphs/elements scatter into a tumbling 3D cloud, then reassemble → `depth-scatter-assemble`
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- **spring-pop entrance** — the canonical entrance pop; default to a smooth long-tail settle, overshoot only when explicitly playful → `spring-pop-entrance`
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- **ambient glow / bloom** — un-triggered soft glow blooming behind a static hero → `ambient-glow-bloom`
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---
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# Part 2 — the motion doctrine (load-bearing)
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These four rules are the difference between a clip that reads as a serious code-change explainer and one that reads as an agent-made PowerPoint. Follow them as written.
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## 1. Smooth beats bouncy — `power3` is the default
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Elements should use **long-tail decel curves that let them settle smoothly. `power3` is enough in most cases.** No bouncy, no overshoot, no `back.out` / `bounce.out` / `elastic.out` as a default.
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Bouncy is the **#1 instant turn-off** in user-made Remotion / HyperFrames videos, and the agent almost never gets it right — it thinks bouncy adds emphasis, but it buys that emphasis at the cost of cleanliness. The serious motion-design shops feel the same. **Smooth always wins.** Overshoot is demoted to a **rare, explicitly-playful exception** (a consumer/fun logo slam, a deliberate bell-hit) — never the house style. Name the intent as a long-tail settle; the worker maps `power3` (or `expo.out` on a fast arrival). See `../hyperframes-animation/rules/spring-pop-entrance.md` — it now leads with the smooth settle.
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## 2. Sequential reveal in the back ~50%, timed to the voiceover
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This is the anti-PowerPoint mechanism — sharper than "put development in the middle."
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- **Don't dump everything on screen in the first ~25%** of the scene. Rushing all content in up front is exactly what forces the slideshow feel.
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- **Reveal each piece — a line, a card, even an h1 — when the voiceover mentions it**, sequencing reveals across the **later ~50%** of the scene. Same amount of agent work, but the cut becomes coherent and gains rhythm.
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- **Less is more.** Fewer things on screen, each arriving on its VO beat, beats a full canvas that animated once and froze.
|
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Practically: a frame's shot sequence front-loads almost nothing — the entrance carries only what the VO is saying at t=0, and the rest of the elements wait in the timeline for their spoken cue. A reveal maps onto a development-class move from Part 1 (`per-word staggered reveal`, `cluster→outward expansion`, a `count-up`, an `asr-keyword-glow` synced to the word rail).
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|
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## 3. No lazy breathing, no bad pan/push — "no motion over bad motion"
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The agent's two reflexive ways to fake "aliveness" both read cheap:
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- **No lazy breathing.** Scaling cards/text up and down in a circular loop to look "alive" is the cheap tell. Don't reach for it.
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- **No bad slow pan / push in the back half.** A slow pan or push on elements in the later ~50% of a scene **disrupts the viewer's sightline and causes eye discomfort** — it actively makes the frame worse, not better.
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The fix for both is the same: **stagger element reveals in time with the script** (rule 2). And the governing principle: **"I'd rather have NO motion than BAD motion."** A held, still frame is better than a frame kept "alive" by breathing or a drifting camera. The **only sanctioned aliveness** during a hold is **subtle jitter** — a small low-amplitude jitter that keeps a frame from feeling dead without looking weak (it's in Claude videos now). Everything else holds.
|
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|
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## 4. Internal seams are velocity-matched cuts
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When a frame has an internal seam — a within-scene swap, a Scene-to-Scene cut, a text-to-text line change — make it a **velocity-matched cut**, not a hard slideshow cut: cut at peak velocity, match direction and speed on both sides. The catalog (the four techniques, the blur logic, and which to use when) is `cut-catalog.md`; the moves are listed under **Seam cuts** in Part 1.
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## One-line summary
|
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|
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Smooth long-tail (`power3`) over bouncy; reveal sequentially in the back ~50% timed to the VO (not dumped in the first 25%); no lazy breathing and no bad slow pan/push — prefer stillness, with subtle jitter as the only aliveness; cut at peak velocity with matched direction/speed (→ `cut-catalog.md`).
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|
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---
|
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# Part 3 — the seek-safe core (hard rules)
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The frame is a **paused GSAP timeline seeked frame-by-frame**, so some "continuous" intents from a real-time engine can't render — don't name them. These are non-negotiable regardless of doctrine.
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- **No infinite / forever motion** — "particles loop endlessly," "logo rotates forever," "marquee on repeat." Any aliveness (the subtle jitter, a live SVG internal, a needed bounded ambient) is a **finite tween over the hold**, never `repeat` / `yoyo`.
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- **No randomness or wall-clock** — no `Math.random` particle fields, no `Date.now` drift. Every render must be identical; name deterministic motion only (stagger and any variation derive from the element index).
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- **Entrances use `fromTo`** — state the from-state explicitly so a seek to `t=0` lands the element correctly; never rely on a CSS-hidden start (it renders visible before the tween claims it, and flickers under seek).
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- **No CSS `transition` / `@keyframes` for motion** — CSS animation runs on the browser clock, independent of the HF seek clock; it desyncs and flickers. Drive all motion inside the paused GSAP timeline.
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- **Entrance + sequential reveal only — no mid-video exit.** The frame unmounts via the harness transition; that injected `transition_in` **is** the exit. Exit motion belongs only to the final frame. (Worker-built seam cuts in `cut-catalog.md` are within-frame, not the frame's exit.)
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|
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140
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## Forbidden — the failure modes
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142
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**Slideshow (the primary failure):** everything dumped on screen in the first ~25%; content enters then freezes; nothing revealed on its VO cue. Fix with rule 2 (sequential reveal timed to the VO).
|
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+
|
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144
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+
**Cheap aliveness:** circular breathing as "life"; a slow pan/push in the back half disrupting the eye; many elements floating independently as "motion." Fix with rule 3 (stillness + subtle jitter only).
|
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**Bouncy:** `back.out` / `bounce.out` / `elastic.out` as the default entrance; hand-keyed overshoot. Fix with rule 1 (`power3` long-tail; overshoot only when explicitly playful).
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|
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+
**Always:** no `repeat` / `yoyo`; no `Math.random` / `Date.now`; no all-elements-entering-simultaneously (sequence or stagger).
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|
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## Naming motion in a shot — example
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> Scene 1 (0.0–1.0s): solid field; hero headline enters via **per-word staggered reveal** (`dynamic-content-sequencing`) on a smooth long-tail settle (`power3`); slow **push** on the root (`multi-phase-camera`) holds steady — no back-half re-push.
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> Scene 2 (1.0–3.0s): as the VO names each changed file, five file chips reveal **sequentially** via **cluster→outward expansion** (`center-outward-expansion`), then a **value-scaled counter** (`counting-dynamic-scale`) ticks the +/− line total up beneath them — the back-half reveal, timed to the script, not dumped at t=0.
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> Scene 3 (3.0–4.2s): hold on the result; **keyword glow** (`asr-keyword-glow`) lands on the payoff word as the VO says it; settles and holds still — at most **subtle jitter** (`sine-wave-loop`, low amplitude) keeps it alive; no breathing, no drift.
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Name the move + its rule id (or `cut-catalog.md` for a seam cut) per scene; let the worker pick curves, ms, and stagger — defaulting to `power3`.
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# Story design — PR → narrative
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Use this reference in Step 3 to write `STORYBOARD.md` and `SCRIPT.md` for a **PR-to-video** — a code change (the diff, commits, files, +/− stats, and the people behind it) turned into an explainer. There is **no website and no captured assets**; the PR was ingested into `capture/extracted/` in Step 1.
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This file defines the story: what the video explains, in what order, and why each frame exists. It does not define layout, effects, animation, or file syntax. For exact storyboard syntax follow `../hyperframes-core/references/storyboard-format.md` and `../hyperframes-core/references/script-format.md`.
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## Read first
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1. `hyperframes.json` — locked brief: angle (archetype), audience, length, aspect, language.
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2. `frame.md` — tone, type, design system (the shipped preset is **claude**: warm editorial, a serif that thinks, scarce coral, a navy code surface).
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3. `capture/extracted/visible-text.txt` — the assembled PR brief: title, meta (`base ← head · +N/−M across F files`), people, body, commits, changed files, and a budget-bounded set of **representative diff hunks**. This is your source of **information**.
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4. `capture/diff.patch` — the full unified diff, for deeper hunk selection than the brief's excerpt.
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5. `capture/extracted/people.json` — contributors (author / committers / reviewers / commenters), bot-filtered, each with an avatar in `assets/<login>.png` (for an optional credits close).
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## Output
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- `STORYBOARD.md` — the explanation plan, one frame per beat.
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- `SCRIPT.md` — the locked narration, only for spoken frames.
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Every frame includes the required storyboard-format fields plus the narrative metadata below.
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## Core rule
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A diff is a list of edits. A video is a guided act of understanding.
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Do **not** narrate the diff file-by-file or read the PR description aloud — that is the single most common failure. **Explain the change** — and where the change has a runtime behavior, **show that behavior in motion** (a `mechanism` beat — see "Show the behavior" below), don't just display the lines that changed. Reorder, merge, omit, compress: surface the one change that matters and drop the incidental churn (lockfile bumps, formatting, generated files) unless it _is_ the story. Scene order comes from narrative design, not from the diff's file order or the commit list.
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Default to a **plain, technical, unhurried developer voice** — accurate, specific, no hype, no marketing gloss. You are explaining a real change to engineers; respect their time and intelligence. `frame.md` (claude) tunes the voice toward considered and literary; it does not change the structure.
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## PR archetypes
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Choose **one** archetype (or name a compound). Each is a complete path through understanding a change — do not splice phases from different archetypes.
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- **Changelog** — "here's what shipped." Hook naming the headline → **2–4 roughly co-equal change items** → ship/wrap. Best for release PRs, multi-change PRs, "what's new in vN." Items are parallel → `cut` / `push-slide` between them. Rule-of-three is strongest when changes compress. An item with a visible behavior can be a `mechanism` mini-demo instead of a bare `diff`.
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- **Feature-reveal** — "we built X; here's what it does." Hook (the new capability) → name it (`change`) → the new code typing on (`diff`) → **animate what it does (`mechanism`)** → why it matters (`impact`) → close. Best for a PR that adds **one notable feature**. The new code is the protagonist, but the `mechanism` beat is where the viewer _sees_ the feature work — not just reads its diff.
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- **Fix-explainer** — "this was broken; here's the fix." Symptom/bug (`problem`) → **animate the broken behavior (`mechanism`)** → the fix as a before→after (`diff`) → **the behavior now working (`mechanism`)** or the result (`impact`). Best for bugfix PRs. Seeing the bug _happen_ and then _not_ happen is the turn — a stronger shape (tension → turn → relief) than the diff alone.
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- **Refactor-walkthrough** — "same behavior, better shape." Hook (the smell / the why) → old shape vs new shape (`before_after`) → **the structure untangling, same inputs → same outputs (`mechanism`)** → payoff (`evidence` — lines removed, perf delta, files touched). Best for refactors, perf, cleanups, migrations. A `mechanism` animation _proves_ "same behavior, better shape" far better than asserting it.
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**Choosing:** one notable new capability → feature-reveal; a bug fix → fix-explainer; a behavior-preserving cleanup/perf/migration → refactor-walkthrough; many co-equal changes / a release → changelog. Tie-breakers: a feature that also fixes a bug → feature-reveal with the fix as one body beat; a fix that needed a small refactor → fix-explainer (the fix is the headline). **Compound:** write `arc` as `"<outer> with <inner>"`, e.g. `"feature-reveal with changelog"`. Outer = the macro arc the viewer rides; inner = the body rhythm.
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## PR-native frame types
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Set each frame's `type` to one of these PR-native values. (The storyboard parser keeps `type` verbatim; it is a narrative + pacing label, not a hard enum.) Each maps to a claude frame treatment and a typical visual — so the type, the design, and the visual stay aligned end to end. Note `mechanism` is the **show-the-behavior** beat (an invented animated diagram), distinct from `diff` (show the code).
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| `type` | The frame's job | claude treatment (frame.md) | typical visual (see code-vocabulary.md) |
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| -------------- | ---------------------------------------------------------------------------------------------------------------------- | ------------------------------------------------------------------ | --------------------------------------------------------------------------------------- |
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| `hook` | The high-leverage opening 3–5s | Cover | — (or `code-3d-extrude` for a hero code moment) |
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| `problem` | The bug / smell / pain / why-care the PR resolves | Statement or Pull-quote | `code-highlight` (spotlight the offending line) |
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| `change` | Name the change / the feature / the PR itself | Statement or Cover | — |
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| `diff` | The change body — a before→after, a hunk, new code typed on | **Code Surface** (navy) | `code-diff` / `code-morph` / `code-typing` |
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| `before_after` | Explicit old-shape vs new-shape comparison (refactor/fix) | Code Surface (split / morph) | `code-morph` / `code-diff` |
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| `mechanism` | **Show what the change DOES at runtime** — the request retrying, the cache filling, serial→parallel, the race resolved | invented diagram on cream (hairline ink + one coral active marker) | **invented SVG/GSAP**; `flowchart` / `flowchart-vertical` / `data-chart` where they fit |
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| `impact` | The payoff — what now works, what's now possible | Number / Impact | `number-lockup` (no code block needed) |
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| `evidence` | Concrete grounding — `+N/−M`, a passing test, a benchmark | Number / Impact | `code-diff` red→green / `number-lockup` |
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| `credits` | Shipped-by close — the humans behind the change | Closing | — (avatar row from `assets/<login>.png`) |
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| `cta` | The closing ask — pull it, upgrade, read the PR | Closing | — (coral-callout) |
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The body of a PR video **alternates `diff` (show the code that changed) with `mechanism` (show what it does at runtime)**, landing on `impact` / `evidence` (the result). A body that is all `diff` reads as code show-and-tell — the `mechanism` beat is what makes the change _legible_ and is the usual cure for a video that feels flat. Every PR has a change, so at least one `diff` (or `change`) frame always exists; most PRs also have a behavior worth animating.
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## Hook strategy
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The hook is the highest-leverage 3–5 seconds. Pick one:
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| Strategy | When | Example |
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| ---------------------- | ----------------------------------- | ---------------------------------------------------------- |
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| Shocking statistic | The change quantifies the stakes | "This PR deletes 1,200 lines." / "40% faster cold starts." |
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| Counterintuitive claim | The change contradicts intuition | "We made the client slower — and that fixed it." |
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| Pain validation | The audience already feels the bug | "Every deploy, the same flaky timeout." |
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| Concept announcement | The change has a name worth landing | "Meet retry-with-backoff." |
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| Before/after teaser | The diff is the whole story | "One line threw. Now it recovers." |
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| Stakes / consequence | The "why care now" is a real cost | "This crash hit every user on a flaky network." |
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| Direct address | The audience is clearly defined | "If you've ever waited on a 5-minute CI run…" |
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Do not open with a generic repo/company description.
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## Clarity / rhetoric technique catalog
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Each frame's `persuasion` is a **named** technique, not "explain the change." Combine when several are active:
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- **Make-concrete** — Worked example (one real request/input) · Analogy (backoff as "knock, wait longer, knock again") · Concretization (abstract change → one tangible code line)
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- **Reveal-in-order** — Progressive disclosure (the diff one line at a time) · Build-up (the simple call, then the edge case) · Signposting ("before… after…")
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- **Contrast** — Before/after diff · Old shape vs new shape · The bug vs the fix · Two approaches compared
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- **Structure** — Rule of three (three changes) · Numbered enumeration · Question→answer · Frame-then-fill (state the shape, then the code)
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- **Evidence** — `+N/−M` stat · Passing test / green check · Benchmark / perf delta · Causal chain (request → 5xx → retry → success)
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- **Memory & landing** — Callback (return to the hook's bug) · Distillation (the change in one line) · Generalization (this fix → the principle)
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## Emotional beats
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`beat` is one word or a short compound (e.g. "Recognition and relief"). Avoid generic "positive". A PR video rides a comprehension arc:
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- **Negative valley** — _open the gap_ (`hook`/`problem`): curiosity · frustration · recognition · concern · "ugh, that bug"
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- **Pivot** — _orient_ (`change`): clarity · orientation · anticipation · focus
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- **Build** — _build understanding_ (`diff`/`before_after`/`impact`/`evidence`): comprehension · "aha" · confidence · momentum · conviction · relief (for a fix)
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- **Resolution** — _land_ (`credits`/`cta`): satisfaction · resolve · "ship it" · inevitability
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Compound beats are often strongest: "Recognition _and_ relief" (a fix), "Curiosity _and_ confidence" (a feature).
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## The body is a sequence
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A PR video's core is **2–5 body frames**, each advancing one change / one before→after / one item, building cumulatively. **Alternate `diff` (the code) with `mechanism` (the behavior)** — don't stack code surfaces:
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- **changelog:** a `diff` (or a `mechanism` mini-demo) per change item; parallel → default `cut` / `push-slide`.
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- **feature-reveal:** `change` (name it) → `diff` (the code, often typing/morphing on) → `mechanism` (animate it working) → `impact`.
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- **fix-explainer:** `problem` (symptom) → `mechanism` (the bug happening) → `diff` (cause + fix, before→after) → `impact` (result, or a `mechanism` of it working).
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- **refactor-walkthrough:** `before_after` structure → `mechanism` (the structure untangling, behavior preserved) → an `evidence` numbers beat.
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## Continuity across frames
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This framework builds **one frame per worker** — there is no multi-frame "continue run." A sequence reads as one continuous shot through two storyboard-level levers, both yours:
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1. **A consistent stage** — consecutive body frames share one composition idea (the same navy code window filling in, the same before|after split, the same counter advancing), stated in each frame's `scene` so Step 4 and the workers keep the stage stable.
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2. **A consistent transition** — pick one seam type for a run (`crossfade` for a soft code reveal, `push-slide` for the next change item) and repeat it.
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When a single element genuinely _transforms_ between two ideas (the failing test flips green, the old function becomes the new one), keep it **within one frame** as a development beat (entrance → transform → settle) — the worker owns that motion (a `code-diff` or `code-morph` block). Note the intent in `scene` / narrative; Step 4 wraps it in a time-coded shot sequence around the block (a `code-diff` / `code-morph`).
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## Transitions
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Use only registry transition names in `transition_in`:
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`cut | crossfade | blur-crossfade | push-slide LEFT | push-slide RIGHT | push-slide UP | push-slide DOWN | zoom-through | squeeze`
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Pick 2–3 for the whole video and repeat. Frame 1 is `cut` (no previous frame). Match the seam to the narrative: ordered change items → a consistent `push-slide`; a soft reveal / into-the-cause → `crossfade` / `blur-crossfade`; zooming into a code line or pulling back to the file tree → `zoom-through`; a clean new change item → `cut`.
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## The diff is the centerpiece
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Code beats live on the **navy code surface** (claude's Code Surface treatment) — but the body is **not** all code (pair them with `mechanism` beats, next section). Plan the code beats deliberately:
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- **Feature 2–4 real diff hunks**, named in each frame's `scene` — each a small, legible snippet (~4–12 lines), **never a whole file**. Pull them from `capture/diff.patch` / the brief's "Representative diff."
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- Name **which code animation block** the frame wants in `scene` (the Step-4 visual phase and the worker read it). See `code-vocabulary.md` for the full map; the short version: before→after = `code-diff`; refactor/rename continuity = `code-morph`; new code written on = `code-typing`; spotlight one line = `code-highlight`; walk a long file = `code-scroll`; a hero reveal = `code-3d-extrude` / `code-particle-assemble`.
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- Numbers (`+1,204 / −318`, files touched, perf delta) belong on an `impact` / `evidence` frame as a `number-lockup`, **not** read aloud in narration.
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## Show the behavior — the mechanism beat (not just the diff)
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A diff shows **what changed in the code**. It does **not** show **what the change does** — and "what it does" is usually the more memorable, more explanatory beat. The single biggest reason a PR video feels flat is that every body frame is a code surface or a number: it _tells_ (here are the lines, here is the stat) but never _shows_ (here is the request actually recovering).
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A **`mechanism` frame animates the runtime behavior** the PR changes — built as an **invented animated diagram** (SVG / HTML / GSAP on claude's cream ground: hairline-ink nodes / edges / lanes, one coral marker on the active or changed element), where **the build _is_ the teaching** — each part appears on beat, the flow plays out across the shot. It is **not** a code block and **not** a headline. Reach for the `flowchart` / `flowchart-vertical` / `data-chart` registry blocks where they fit; otherwise invent it (visual-design.md's diagram / abstract-graphics register).
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Plan **at least one `mechanism` beat** for any PR with a visible runtime behavior (most feature and fix PRs have one). What to animate, by what the change touches:
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| The change touches… | Animate (the behavior, not the code) |
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| ------------------------------- | -------------------------------------------------------------------------------------------------- |
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| Retry / backoff / resilience | a request lifecycle: fire → 500 → wait (delay growing) → retry → 200 |
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| Caching / memoization | two lanes racing: cold (slow, hits the DB) vs cached (fast, hits the cache) |
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| Concurrency / parallelism | a serial single lane reshaping into parallel lanes |
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| Race / ordering bug | the broken behavior first (items dropped, two writers colliding), then the fixed flow |
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| Performance | two timelines / bars racing, the new one finishing first (a `data-chart` fits) |
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| Refactor / migration | a tangled call-graph untangling into a clean one; same inputs → same outputs |
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| New endpoint / pipeline / state | data flowing through the new path; a state machine lighting up step by step (`flowchart-vertical`) |
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Name the mechanism in the frame's `scene` ("animate the request retrying: fire → 500 → backoff → 200, invented SVG flow") so Step 4 and the worker build it. The `diff` frame and the `mechanism` frame are **complementary** — the diff is the proof in code, the mechanism is the proof in motion; alternate them rather than stacking code surfaces.
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## Optional close: a credits / shipped-by scene
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A PR is shipped by people. `capture/extracted/people.json` lists real contributors (bot-filtered), and Step 1 downloaded each avatar to `assets/<login>.png` (the `avatarFetched: true` entries — confirm with `ls assets/`). `reviewDecision` (e.g. `APPROVED`) is honest grounding.
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> **The PR `author` only opened the PR — not necessarily who wrote the code.** A teammate often authors most commits. Lead the credits with `committer`s by `commitCount`, not the opener.
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You **may** add one closing `credits` frame naming the humans — an avatar row with names + roles + an "approved" check. On that frame only, set `asset_candidates` to 2–6 entries of `assets/<login>.png — <login>, <role>` (commit authors by `commitCount` first, then reviewers; only `avatarFetched: true` logins). The body stays code-only — avatars appear **only** on this close, never decorating a diff frame. This is **optional and tasteful**: a one-line hotfix or a solo PR with no reviews doesn't need a credits roll; a feature or release the team rallied around earns one.
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Every other frame has **no** `asset_candidates` (the visuals are invented downstream from `scene` + the diff).
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## Per-frame length budget — ≤ 9 s, word count is the real measurement
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The largest quality bug in PR videos is **scripts that talk too long**. TTS runs at **~2.2 words/second**, so a 45-word "7-second" script is really 20 seconds, and the visual phase has to pad the tail with idle drift (the video reads as "shimmering"). Budget by word count:
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| Bound | Words (@2.2 wps) | Duration | When |
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| -------------------------- | ---------------- | ------------ | ----------------------------------------------------------------------------- |
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| **Soft target — default** | **≤ 19** | **≤ 9 s** | Every frame aims here; the cut stays alive. |
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| **Exception — ≤ 2 frames** | ≤ 26 | ≤ 12 s | The main `diff` (the one change you must explain) or a causal-chain `change`. |
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| **Hard cap** | > 26 | > 12 s | Trim or split. |
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| **Whole-film target** | ≤ ~400 | up to ~3 min | Sweet spot ~30–90 s (≤ ~155 words); the body carries the load. |
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Estimate while writing: `duration ≈ ceil(word_count / 2.2)`. 29 words → 13s (trim); 17 words → 8s; 12 words → 6s. Trim techniques: cut the lead-in clause ("Until now, the agent shipped…" → "The agent shipped…"); move numbers off-script onto a counter; split only when the halves carry distinct beats (cause then effect). **Silent frames are allowed and common** — a diff typing on, a before→after morph, a counter running. Set `voiceover` empty, omit from `SCRIPT.md`, and make `narrativeRole` carry it. A complex change does not need a long script; it needs a careful one — if you can't headline the change in 19 words, the headline isn't sharp yet.
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**Write each line as discrete cues, not one run-on breath.** Step 5 reveals each on-screen piece _when the voiceover names it_ (the anti-PowerPoint mechanism). A line with clear phrase boundaries — "Three retries — then it backs off — then it gives up clean" — hands the shot its reveal cadence for free; a single long clause leaves the frame nothing to pace to.
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## Frame template
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```md
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## Frame N — Short name
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- scene: one clear visual idea — name the hunk/file + the code-\* block ("the request() retry block, ~6 lines, code-diff")
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|
+
- voiceover: "spoken guide text, or empty"
|
|
184
|
+
- duration: ceil(word_count / 2.2) seconds
|
|
185
|
+
- transition_in: crossfade
|
|
186
|
+
- status: outline
|
|
187
|
+
- src: compositions/frames/NN-short-name.html
|
|
188
|
+
- type: diff
|
|
189
|
+
- persuasion: Before/after contrast
|
|
190
|
+
- beat: comprehension
|
|
191
|
+
- blueprint: <candidate id from the role→blueprint menu, or omit — a code beat usually omits it (the code-\* block is the shape)>
|
|
192
|
+
|
|
193
|
+
narrativeRole: What this frame does in the viewer's understanding (its job, not what's on screen).
|
|
194
|
+
keyMessage: The one thing the viewer should understand after this frame (one sentence).
|
|
195
|
+
```
|
|
196
|
+
|
|
197
|
+
The `credits` frame additionally carries an `asset_candidates:` line (see the credits section); no other frame does.
|
|
198
|
+
|
|
199
|
+
## Final checklist
|
|
200
|
+
|
|
201
|
+
- One archetype is named (compound only when explicit); the sequence is narrative-driven, not diff-order-driven.
|
|
202
|
+
- The opening uses a named hook strategy; you do not read the PR description aloud.
|
|
203
|
+
- Each frame has one job; the body builds cumulatively, **alternating `diff` (the code) with `mechanism` (the behavior)** + `impact` / `evidence` — not a single isolated body frame, and not an unbroken stack of code surfaces.
|
|
204
|
+
- Every frame has `type` (PR-native), `persuasion` (a named technique), and `beat` (specific). The emotional arc matches the archetype (fix = frustration → relief; feature = curiosity → confidence).
|
|
205
|
+
- Each `voiceover` is phrase-segmented into cues (each a piece Step 5 can reveal on), not one run-on clause; a candidate `blueprint:` is tagged from the role→blueprint menu where a proven shape fits (a code beat usually omits it — the `code-*` block is the shape).
|
|
206
|
+
- **2–4 real diff hunks** featured, each a small legible snippet (not a whole file), each naming its `code-*` block in `scene`.
|
|
207
|
+
- **At least one `mechanism` beat** animates what the change _does_ at runtime (an invented diagram, or a `flowchart` / `data-chart`), named in its `scene` — unless the PR genuinely has no visible behavior (a pure docs / config bump). The body is not an unbroken run of code surfaces.
|
|
208
|
+
- Transitions use only registry names and repeat 2–3 types; frame 1 is `cut`.
|
|
209
|
+
- `asset_candidates` is absent on every frame except an optional `credits` close (2–6 `assets/<login>.png` entries, `avatarFetched: true` only).
|
|
210
|
+
- Each `script` fits the budget — ≤ 19 words / ≤ 9 s default, ≤ 2 frames at the ≤ 26 / ≤ 12 s exception; `duration = ceil(word_count / 2.2)`, not a guess.
|
|
211
|
+
- `SCRIPT.md` contains only locked spoken narration; silent frames are intentional and omitted from it.
|