takomi 2.1.45 → 2.5.4

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (679) hide show
  1. package/.pi/README.md +5 -5
  2. package/.pi/agents/architect.md +2 -2
  3. package/.pi/agents/designer.md +2 -2
  4. package/.pi/agents/worker.md +32 -0
  5. package/.pi/extensions/oauth-router/README.md +3 -3
  6. package/.pi/extensions/oauth-router/config.ts +34 -34
  7. package/.pi/extensions/oauth-router/report-ui.ts +205 -205
  8. package/.pi/extensions/oauth-router/scripts/vibe-verify.py +5 -5
  9. package/.pi/extensions/takomi-context-manager/diagnostics.ts +560 -560
  10. package/.pi/extensions/takomi-context-manager/model-policy-gate.ts +15 -103
  11. package/.pi/extensions/takomi-context-manager/policy-tools.ts +93 -93
  12. package/.pi/extensions/takomi-context-manager/skill-categories.d.ts +11 -11
  13. package/.pi/extensions/takomi-context-manager/skill-tools.ts +208 -208
  14. package/.pi/extensions/takomi-context-manager/tool-renderers.ts +112 -112
  15. package/.pi/extensions/takomi-runtime/command-text.ts +5 -4
  16. package/.pi/extensions/takomi-runtime/commands.ts +17 -17
  17. package/.pi/extensions/takomi-runtime/gate-provenance.ts +24 -24
  18. package/.pi/extensions/takomi-runtime/index.ts +278 -86
  19. package/.pi/extensions/takomi-runtime/model-routing-defaults.ts +168 -232
  20. package/.pi/extensions/takomi-runtime/profile.ts +9 -8
  21. package/.pi/extensions/takomi-runtime/routing-policy.ts +84 -65
  22. package/.pi/extensions/takomi-runtime/shared.ts +7 -30
  23. package/.pi/extensions/takomi-runtime/tool-renderers.ts +234 -234
  24. package/.pi/extensions/takomi-runtime/workflow-catalog.ts +54 -54
  25. package/.pi/extensions/takomi-subagents/agents.ts +5 -0
  26. package/.pi/extensions/takomi-subagents/async-lifecycle.ts +401 -401
  27. package/.pi/extensions/takomi-subagents/detached-results.ts +940 -940
  28. package/.pi/extensions/takomi-subagents/index.ts +4 -0
  29. package/.pi/extensions/takomi-subagents/native-render.ts +253 -250
  30. package/.pi/extensions/takomi-subagents/pi-subagents-engine.ts +7 -1
  31. package/.pi/extensions/takomi-subagents/result-heartbeat.ts +55 -55
  32. package/.pi/extensions/takomi-subagents/subagent-ux.ts +162 -162
  33. package/.pi/extensions/takomi-subagents/tool-runner.ts +65 -1
  34. package/.pi/settings.json +39 -36
  35. package/.pi/takomi/model-routing.md +6 -0
  36. package/.pi/takomi-profile.json +8 -4
  37. package/README.md +1 -1
  38. package/assets/.agent/skills/embedded-captions/CATALOG.md +93 -93
  39. package/assets/.agent/skills/embedded-captions/SKILL.md +286 -286
  40. package/assets/.agent/skills/embedded-captions/assets/brand/CDPR-fankit-terms.txt +35 -35
  41. package/assets/.agent/skills/embedded-captions/assets/brand/cyberpunk-widths.json +115 -115
  42. package/assets/.agent/skills/embedded-captions/assets/fonts/char-widths.json +2211 -2211
  43. package/assets/.agent/skills/embedded-captions/assets/strokefonts/HersheyScript1.svg +241 -241
  44. package/assets/.agent/skills/embedded-captions/assets/strokefonts/HersheyScriptMed.svg +241 -241
  45. package/assets/.agent/skills/embedded-captions/dna/README.md +148 -148
  46. package/assets/.agent/skills/embedded-captions/dna/chrome.json +68 -68
  47. package/assets/.agent/skills/embedded-captions/dna/cream.json +69 -69
  48. package/assets/.agent/skills/embedded-captions/dna/documentary.json +62 -62
  49. package/assets/.agent/skills/embedded-captions/dna/editorial.json +70 -70
  50. package/assets/.agent/skills/embedded-captions/dna/glitch.json +82 -82
  51. package/assets/.agent/skills/embedded-captions/dna/ink.json +65 -65
  52. package/assets/.agent/skills/embedded-captions/dna/keynote.json +62 -62
  53. package/assets/.agent/skills/embedded-captions/dna/loud.json +75 -75
  54. package/assets/.agent/skills/embedded-captions/dna/neon.json +58 -58
  55. package/assets/.agent/skills/embedded-captions/dna/velocity.json +89 -89
  56. package/assets/.agent/skills/embedded-captions/modes/cinematic/README.md +48 -48
  57. package/assets/.agent/skills/embedded-captions/modes/cinematic/_archive/champion/spec.md +98 -98
  58. package/assets/.agent/skills/embedded-captions/modes/cinematic/_archive/champion/template.html +188 -188
  59. package/assets/.agent/skills/embedded-captions/modes/cinematic/_archive/memory-wall/spec.md +134 -134
  60. package/assets/.agent/skills/embedded-captions/modes/cinematic/_archive/memory-wall/template.html +179 -179
  61. package/assets/.agent/skills/embedded-captions/modes/cinematic/_archive/portrait-header/spec.md +81 -81
  62. package/assets/.agent/skills/embedded-captions/modes/cinematic/_archive/portrait-header/template.html +170 -170
  63. package/assets/.agent/skills/embedded-captions/modes/cinematic/cinematic-cream/spec.md +16 -16
  64. package/assets/.agent/skills/embedded-captions/modes/cinematic/cinematic-cream/template.html +226 -226
  65. package/assets/.agent/skills/embedded-captions/modes/cinematic/engine.html +355 -355
  66. package/assets/.agent/skills/embedded-captions/modes/standard/_anatomy.md +233 -233
  67. package/assets/.agent/skills/embedded-captions/modes/standard/_motion.md +192 -192
  68. package/assets/.agent/skills/embedded-captions/modes/standard/fonts/build-fonts-css.cjs +97 -97
  69. package/assets/.agent/skills/embedded-captions/references/aesthetic-principles.md +168 -168
  70. package/assets/.agent/skills/embedded-captions/references/anti-patterns.md +188 -188
  71. package/assets/.agent/skills/embedded-captions/references/bespoke-vs-presets.md +178 -178
  72. package/assets/.agent/skills/embedded-captions/references/caption-grouping.md +130 -130
  73. package/assets/.agent/skills/embedded-captions/references/composition-craft.md +522 -522
  74. package/assets/.agent/skills/embedded-captions/references/direction-catalog.md +138 -138
  75. package/assets/.agent/skills/embedded-captions/references/example-renders/champion.html +371 -371
  76. package/assets/.agent/skills/embedded-captions/references/example-renders/memory-wall.html +334 -334
  77. package/assets/.agent/skills/embedded-captions/references/failure-modes.md +145 -145
  78. package/assets/.agent/skills/embedded-captions/references/layout-heuristics.md +238 -238
  79. package/assets/.agent/skills/embedded-captions/references/motion-vocabulary.md +148 -148
  80. package/assets/.agent/skills/embedded-captions/references/rail.md +68 -68
  81. package/assets/.agent/skills/embedded-captions/references/reference-bar.md +47 -47
  82. package/assets/.agent/skills/embedded-captions/references/scene-types.md +94 -94
  83. package/assets/.agent/skills/embedded-captions/references/test-set.md +66 -66
  84. package/assets/.agent/skills/embedded-captions/references/typographic-moves.md +266 -266
  85. package/assets/.agent/skills/embedded-captions/references/typography-presets.md +63 -63
  86. package/assets/.agent/skills/embedded-captions/scripts/audio-envelope.cjs +95 -95
  87. package/assets/.agent/skills/embedded-captions/scripts/check-occlusion.cjs +250 -250
  88. package/assets/.agent/skills/embedded-captions/scripts/check-overflow.cjs +194 -194
  89. package/assets/.agent/skills/embedded-captions/scripts/check-rail-climax.cjs +233 -233
  90. package/assets/.agent/skills/embedded-captions/scripts/check-timing.cjs +173 -173
  91. package/assets/.agent/skills/embedded-captions/scripts/fill-timings.cjs +124 -124
  92. package/assets/.agent/skills/embedded-captions/scripts/fit-fonts.cjs +158 -158
  93. package/assets/.agent/skills/embedded-captions/scripts/gen-stroke-path.py +46 -46
  94. package/assets/.agent/skills/embedded-captions/scripts/inject-fonts.cjs +169 -169
  95. package/assets/.agent/skills/embedded-captions/scripts/lib-dna.cjs +201 -201
  96. package/assets/.agent/skills/embedded-captions/scripts/make-cinematic.cjs +1205 -1205
  97. package/assets/.agent/skills/embedded-captions/scripts/make-composition.cjs +404 -404
  98. package/assets/.agent/skills/embedded-captions/scripts/make-theme.cjs +8781 -8781
  99. package/assets/.agent/skills/embedded-captions/scripts/matte.cjs +279 -279
  100. package/assets/.agent/skills/embedded-captions/scripts/measure-layout.cjs +293 -293
  101. package/assets/.agent/skills/embedded-captions/scripts/prepare.sh +39 -39
  102. package/assets/.agent/skills/embedded-captions/scripts/preview-frames.cjs +268 -268
  103. package/assets/.agent/skills/embedded-captions/scripts/render-and-composite.sh +469 -469
  104. package/assets/.agent/skills/embedded-captions/scripts/render-theme.sh +34 -34
  105. package/assets/.agent/skills/embedded-captions/scripts/safe-zones.cjs +813 -813
  106. package/assets/.agent/skills/embedded-captions/scripts/transcribe.cjs +332 -332
  107. package/assets/.agent/skills/embedded-captions/themes/PORTING.md +49 -49
  108. package/assets/.agent/skills/embedded-captions/themes/README.md +244 -244
  109. package/assets/.agent/skills/embedded-captions/themes/anchor.json +27 -27
  110. package/assets/.agent/skills/embedded-captions/themes/arcade.json +51 -51
  111. package/assets/.agent/skills/embedded-captions/themes/aurora.json +41 -41
  112. package/assets/.agent/skills/embedded-captions/themes/biolume.json +35 -35
  113. package/assets/.agent/skills/embedded-captions/themes/brush.json +74 -74
  114. package/assets/.agent/skills/embedded-captions/themes/chalkboard.json +52 -52
  115. package/assets/.agent/skills/embedded-captions/themes/dossier.json +56 -56
  116. package/assets/.agent/skills/embedded-captions/themes/graffiti.json +62 -62
  117. package/assets/.agent/skills/embedded-captions/themes/hologram.json +41 -41
  118. package/assets/.agent/skills/embedded-captions/themes/inkwater.json +43 -43
  119. package/assets/.agent/skills/embedded-captions/themes/laser.json +46 -46
  120. package/assets/.agent/skills/embedded-captions/themes/lastpage.json +33 -33
  121. package/assets/.agent/skills/embedded-captions/themes/neonsign.json +53 -53
  122. package/assets/.agent/skills/embedded-captions/themes/nightcity.json +56 -56
  123. package/assets/.agent/skills/embedded-captions/themes/ordnance.json +54 -54
  124. package/assets/.agent/skills/embedded-captions/themes/papercut.json +37 -37
  125. package/assets/.agent/skills/embedded-captions/themes/popup.json +46 -46
  126. package/assets/.agent/skills/embedded-captions/themes/ransom.json +62 -62
  127. package/assets/.agent/skills/embedded-captions/themes/scoreboard.json +54 -54
  128. package/assets/.agent/skills/embedded-captions/themes/spectrum.json +46 -46
  129. package/assets/.agent/skills/embedded-captions/themes/stardust.json +29 -29
  130. package/assets/.agent/skills/embedded-captions/themes/stomp.json +43 -43
  131. package/assets/.agent/skills/embedded-captions/themes/terminal.json +49 -49
  132. package/assets/.agent/skills/embedded-captions/themes/thunder.json +44 -44
  133. package/assets/.agent/skills/embedded-captions/themes/transit.json +44 -44
  134. package/assets/.agent/skills/embedded-captions/themes/vhs.json +47 -47
  135. package/assets/.agent/skills/faceless-explainer/SKILL.md +209 -209
  136. package/assets/.agent/skills/faceless-explainer/references/cut-catalog.md +215 -215
  137. package/assets/.agent/skills/faceless-explainer/references/motion-language.md +156 -156
  138. package/assets/.agent/skills/faceless-explainer/references/story-design.md +248 -248
  139. package/assets/.agent/skills/faceless-explainer/references/visual-design.md +146 -146
  140. package/assets/.agent/skills/faceless-explainer/scripts/assemble-index.mjs +570 -570
  141. package/assets/.agent/skills/faceless-explainer/scripts/audio.mjs +253 -253
  142. package/assets/.agent/skills/faceless-explainer/scripts/build-frame.mjs +536 -536
  143. package/assets/.agent/skills/faceless-explainer/scripts/captions.mjs +508 -508
  144. package/assets/.agent/skills/faceless-explainer/scripts/lib/assets.mjs +55 -55
  145. package/assets/.agent/skills/faceless-explainer/scripts/lib/dimensions.mjs +45 -45
  146. package/assets/.agent/skills/faceless-explainer/scripts/lib/storyboard.mjs +249 -249
  147. package/assets/.agent/skills/faceless-explainer/scripts/lib/tokens.mjs +204 -204
  148. package/assets/.agent/skills/faceless-explainer/scripts/lib/transition-registry.mjs +38 -38
  149. package/assets/.agent/skills/faceless-explainer/scripts/lib/transitions.json +71 -71
  150. package/assets/.agent/skills/faceless-explainer/scripts/transitions.mjs +320 -320
  151. package/assets/.agent/skills/faceless-explainer/sub-agents/frame-worker.md +75 -75
  152. package/assets/.agent/skills/figma/SKILL.md +121 -121
  153. package/assets/.agent/skills/general-video/SKILL.md +143 -143
  154. package/assets/.agent/skills/hyperframes/SKILL.md +164 -164
  155. package/assets/.agent/skills/hyperframes-animation/SKILL.md +84 -84
  156. package/assets/.agent/skills/hyperframes-animation/adapters/animate-text.md +64 -64
  157. package/assets/.agent/skills/hyperframes-animation/adapters/animejs.md +114 -114
  158. package/assets/.agent/skills/hyperframes-animation/adapters/css-animations.md +143 -143
  159. package/assets/.agent/skills/hyperframes-animation/adapters/gsap-easing-and-stagger.md +118 -118
  160. package/assets/.agent/skills/hyperframes-animation/adapters/gsap-timeline-and-labels.md +96 -96
  161. package/assets/.agent/skills/hyperframes-animation/adapters/gsap-transforms-and-perf.md +96 -96
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  163. package/assets/.agent/skills/hyperframes-animation/adapters/html-in-canvas-patterns.md +507 -507
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  167. package/assets/.agent/skills/hyperframes-animation/adapters/waapi.md +101 -101
  168. package/assets/.agent/skills/hyperframes-animation/blueprints/comparison-split.md +27 -27
  169. package/assets/.agent/skills/hyperframes-animation/blueprints/constellation-hub.md +44 -44
  170. package/assets/.agent/skills/hyperframes-animation/blueprints/cta-morph-press.md +28 -28
  171. package/assets/.agent/skills/hyperframes-animation/blueprints/cursor-ui-demo.md +57 -57
  172. package/assets/.agent/skills/hyperframes-animation/blueprints/dataviz-countup.md +46 -46
  173. package/assets/.agent/skills/hyperframes-animation/blueprints/device-surface-showcase.md +53 -53
  174. package/assets/.agent/skills/hyperframes-animation/blueprints/grid-card-assemble.md +66 -66
  175. package/assets/.agent/skills/hyperframes-animation/blueprints/kinetic-type-beats.md +78 -78
  176. package/assets/.agent/skills/hyperframes-animation/blueprints/logo-assemble-lockup.md +69 -69
  177. package/assets/.agent/skills/hyperframes-animation/blueprints/overwhelm-surround.md +28 -28
  178. package/assets/.agent/skills/hyperframes-animation/blueprints/spatial-pan-stations.md +37 -37
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  184. package/assets/.agent/skills/hyperframes-animation/examples/brand-reveal-assemble-zoom.html +382 -382
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- ---
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- name: music-to-video
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- description: "Use when the user has a music track (an audio file, or a video to pull audio from) and wants a beat-synced HyperFrames video, calm to hard-hitting. The music drives everything: one analyzer reads it once, the orchestrator lays out the frames and fills a per-frame plan, and one sub-agent builds each frame. Typography and templates are the floor — a complete video needs zero assets — but any images or videos the user supplies are cut into the frames on the same beat grid (beat-cut / ken-burns). The genre (lyric video, slideshow, kinetic promo) falls out of the per-frame choices; the pipeline never branches on it."
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- ---
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-
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- # music-to-video — one music-grounded, beat-synced video workflow
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-
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- Use this skill to turn a **music track** into a beat-synced HyperFrames video. You analyze the track once, lay out the frames, fill in a per-frame plan, and build each frame as a composition. The input is a music track plus optional user images or videos — there is **no narration and no website capture**. Typography and templates are the floor (a complete video needs zero assets); any media the user supplies is cut in on the same beat grid.
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- You are the **orchestrator**. Work in `videos/<project>/`. Run the steps in order and pass each **Gate** before moving on. Two steps need the user: **Step 3** (plan approval) and **Step 6** (render approval). Do every step yourself except **Step 4**, where you dispatch **one sub-agent per frame**. Keep design and motion rules out of this file — they live in `references/` and the `frame-worker` sub-agent.
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-
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- `SKILL_DIR` = this skill directory. `PROJECT_DIR` = `videos/<project-name>/`.
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-
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- Workflow: Step 0 setup → `hyperframes.json` + `assets/bgm.mp3`; Step 1 analyze → `audiomap.json`; Step 2 skeleton → `STORYBOARD.md` (frames, groups `TBD`); Step 3 plan → complete `STORYBOARD.md` + `frame.md`; Step 4 build → `compositions/frames/NN-*.html`; Step 5 assemble → `index.html`; Step 6 render → `renders/video.mp4`.
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-
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- ## Two ideas that shape everything
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-
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- - **One analyzer, and you trust it.** `analyze-beatgrid.py` is the only beat analyzer — never re-measure beats with another tool or by ear. Its energy / density / rolls / onsets / silences are always reliable. Its `bpm` and `beats_sec` are reliable **only when the music is genuinely rhythmic**; on calm music the grid is a metronome the tracker imposed, so pace by phrases and energy instead and never hard-cut to it. Deciding which case you're in is each frame's `pacing` (Step 2).
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- - **One frame = one file; groups live inside.** Step 2 cuts the track into **frames**, and each frame becomes one composition file `compositions/frames/NN-<frame_id>.html`, built by one frame-worker. A frame can subdivide into **groups** (each a template or a motion-primitives combo). Extra density goes _inside_ a group, so **frame count tracks distinct treatments, not beats** — a fast track does not blow up the number of sub-agents.
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-
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- ---
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-
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- ## Step 0: Setup, BGM, and inputs
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-
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- Goal: Establish the music source, create the HyperFrames project, and note any user-supplied media.
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-
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- The **music is the spine** — establish one track before anything else. This skill is tuned for **fast, high-energy BGM**: a strong beat grid drives the cuts (calm tracks work, but pace by phrase rather than beat). If the user gave you audio — a music file, or a video to pull the audio from — use it. If not, generate one: choose the mood from the user's description (e.g. "driving synthwave", "trap beat", "upbeat corporate") and produce a track via `/hyperframes-media` (`references/bgm.md` — HeyGen retrieval when credentialed, else local Lyria / MusicGen; ElevenLabs or another generator also works). Before generating, run `npx hyperframes auth status` and **relay its output verbatim (don't paraphrase or rewrite it)** — it shows whether BGM comes from HeyGen or local MusicGen and, if not signed in, how to sign in. **If not signed in, STOP and wait for the user to choose — sign in, or continue offline with local MusicGen — before generating the track**; don't write keys into a per-repo `.env`. (In autonomous mode, note the status and continue offline.) See `/hyperframes-media` → Preflight for the canonical guidance. Either way the track lands at `assets/bgm.mp3`. Stage any user-supplied images or videos so frames can weave them in on the beat grid; otherwise typography carries the whole video.
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- Initialize only if `hyperframes.json` is missing. Name `<project>` from the brief in kebab-case, such as `midnight-drive-loop` — never a timestamp. `init` checks the installed skills against the latest on GitHub and updates the global set if any are out of date.
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-
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- ```bash
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- npx hyperframes init "videos/<project>" --non-interactive --example=blank
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- mkdir -p "$PROJECT_DIR/assets" "$PROJECT_DIR/renders"
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- cp "<user-music>" "$PROJECT_DIR/assets/bgm.mp3" # extract from a video first if needed
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- # only if the user gave you images/videos:
36
- node <SKILL_DIR>/scripts/stage-assets.mjs --from <dir> --hyperframes "$PROJECT_DIR" --into public
37
- ```
38
-
39
- The **brand** (font + palette) is chosen at Step 3, not here. Don't pick a genre or a track type up front — assets are just an optional ingredient, and the genre emerges from the per-frame choices.
40
-
41
- **Gate:** `hyperframes.json` + `assets/bgm.mp3` exist; aspect / length / fps and (if any) the asset inventory are noted.
42
-
43
- ---
44
-
45
- ## Step 1: Analyze the music
46
-
47
- Goal: Produce the one canonical timing analysis the whole video is built on.
48
-
49
- `analyze-beatgrid.py` is the **only** beat analyzer — never re-measure beats with another tool or by ear. It reads the track once and writes `audiomap.json`: energy phases (level / density / feel), onsets + `onset_rate`, rolls, silences, `hard_stops`, `key_moments`, phrases, tempo / grid, and `audio.duration_sec`. It's deterministic — the same file always gives the same map. Most fields are reliable on any music; `bpm` and `beats_sec` are reliable only when the music is genuinely rhythmic, and judging that is the call you make at Step 2.
50
-
51
- Prerequisites: Python 3 with `librosa`, `numpy`, and `soundfile` available. If import fails, install them into the active Python environment before running the analyzer:
52
-
53
- ```bash
54
- python3 -m pip install librosa numpy soundfile
55
- ```
56
-
57
- ```bash
58
- python3 <SKILL_DIR>/scripts/analyze-beatgrid.py "$PROJECT_DIR/assets/bgm.mp3" \
59
- -o "$PROJECT_DIR/audiomap.json" --print
60
- ```
61
-
62
- **Gate:** `audiomap.json` exists; `audio.duration_sec` is known.
63
-
64
- ---
65
-
66
- ## Step 2: Frame skeleton (structure only)
67
-
68
- Goal: Read the music and lay out the frames — the skeleton of `STORYBOARD.md`.
69
-
70
- Read [`references/frame-skeleton.md`](references/frame-skeleton.md). Turn `audiomap.json` into the **skeleton** of `STORYBOARD.md` yourself — there is no intermediate JSON. Cut the track into **frames** at real musical changes (`hard_stops`, SURGE / DROP `key_moments`, the edges of a roll, a stretch with no onsets, a big energy jump), snapping every boundary to an audiomap anchor. For each frame set `span_sec`, `pacing` (the verdict from Step 1's trust call — `beat_cut` when the grid is real, `phrase_flow` when it's a metronome imposed on calm music), `mood`, and a one-line `feel` (the plain music situation Step 3 matches a template against). Only classify and lay out here: leave every frame's `### Groups` as `TBD (Step 3)` and the frontmatter `style` blank — no templates, copy, color, or fonts. Expect ~1–6 frames.
71
-
72
- **Gate:** frames tile the track (first at 0, last at `duration_s`); each carries `span_sec` + `pacing` + `mood` + `feel`; every `### Groups` is `TBD`; no content anywhere.
73
-
74
- ---
75
-
76
- ## Step 3: Fill the plan (user-gated)
77
-
78
- Goal: Turn the skeleton into an approved, complete `STORYBOARD.md`.
79
-
80
- Read [`references/planning.md`](references/planning.md), [`storyboard-format.md`](references/storyboard-format.md), [`template-catalog.md`](references/template-catalog.md), [`motion-primitive-catalog.md`](references/motion-primitive-catalog.md), and [`montage.md`](references/montage.md) (only if the user supplied assets). Editing the same file in place, do two things:
81
-
82
- 1. **Pick the brand.** Choose one preset from `../hyperframes-creative/frame-presets/` using the table in `../hyperframes-creative/references/design-spec.md` (match the track's mood; **only its fonts and colors matter** — templates own composition). Copy it into `frame.md` **unmodified** and fill the frontmatter `style` (font + a ≤4–6 swatch palette) from it.
83
- 2. **Fill every frame.** Decide its groups and give each a treatment: a matched template from the catalog (with bound params and real audiomap anchors), a free-compose from the primitive catalog, or an asset treatment that **obeys `pacing`**. Write the copy. You own WHAT (template / primitives + content + anchors); the frame-worker owns HOW — **never write millisecond tweens into the storyboard**.
84
-
85
- ```bash
86
- node <SKILL_DIR>/scripts/validate-plan.mjs --storyboard "$PROJECT_DIR/STORYBOARD.md" \
87
- --audiomap "$PROJECT_DIR/audiomap.json" --templates <SKILL_DIR>/references/templates
88
- ```
89
-
90
- Fix every `✗` (hard errors: duration mismatch, frames not tiling the track, a missing `src`); warnings are best-effort. Then show the user a frame-by-frame summary and iterate until they approve.
91
-
92
- **Gate:** `frame.md` is a verbatim preset copy; `validate-plan.mjs` exits 0; the user approved the plan.
93
-
94
- ---
95
-
96
- ## Step 4: Build frames from the plan
97
-
98
- Goal: Build every frame as a self-contained composition file.
99
-
100
- Create `compositions/frames/`. Read [`sub-agents/frame-worker.md`](sub-agents/frame-worker.md) and `../hyperframes-core/references/subagent-dispatch.md`. Dispatch **one frame-worker per frame**, in parallel where possible (otherwise in waves). Each worker gets exactly one frame and this context:
101
-
102
- ```text
103
- PROJECT_DIR: <abs path>
104
- frame_id: <NN-frame_id> # = the frame file stem, e.g. 02-f2; the composition id
105
- Your block: the `## Frame N — <frame_id>` block in PROJECT_DIR/STORYBOARD.md
106
- audiomap: PROJECT_DIR/audiomap.json
107
- frame.md: PROJECT_DIR/frame.md
108
- Materials: for each group, <SKILL_DIR>/references/templates/<id>/index.html (templates) and
109
- <SKILL_DIR>/references/motion-primitives/<id>/ (free); staged assets/ (asset groups)
110
- Contracts: ../hyperframes-core/references/sub-compositions.md + determinism-rules.md
111
- Canvas: <w>×<h> Pacing: <beat_cut|phrase_flow>
112
- Write to: PROJECT_DIR/compositions/frames/<frame_id>.html
113
- ```
114
-
115
- The worker forks the cited materials, converts every anchor to frame-local seconds (`local_t = track_t − span_sec[0]`), gates its groups with 0ms cuts, and writes one seek-safe frame file. **The worker never runs the `hyperframes` CLI** — those commands operate on the assembled project, which doesn't exist yet, so they'd report on the wrong files. The worker just writes to the contract and stops; you verify after assembly (Step 6). As each worker returns, you can confirm its file landed on disk.
116
-
117
- **Gate:** every frame has its `compositions/frames/NN-*.html` on disk.
118
-
119
- ---
120
-
121
- ## Step 5: Assemble
122
-
123
- Goal: Wire the built frames + BGM into the playable `index.html`.
124
-
125
- `assemble-index.mjs` is deterministic — no subagent, no judgment. It references each frame file at its cumulative `data-start`, mounts `assets/bgm.mp3` on track 11, and hard-cuts frame → frame (frames tile the track with no gaps, so there is **no transition injector**).
126
-
127
- ```bash
128
- node <SKILL_DIR>/scripts/assemble-index.mjs --storyboard "$PROJECT_DIR/STORYBOARD.md" \
129
- --hyperframes "$PROJECT_DIR" --audiomap "$PROJECT_DIR/audiomap.json"
130
- ```
131
-
132
- Fix any `✗` it reports — a missing or blank frame file means that worker wrote a partial file; re-dispatch it (Step 4) and re-assemble.
133
-
134
- **Gate:** `index.html` exists; total duration == `audiomap.audio.duration_sec`.
135
-
136
- ---
137
-
138
- ## Step 6: Verify and render
139
-
140
- Goal: Verify the assembled video, get user approval, and render the final MP4.
141
-
142
- Run the CLI on the **assembled project** — that's the correct unit (the per-frame workers couldn't run it). `lint` checks structure, `validate` runs headless Chrome (catching JS errors and missing assets), `inspect` snapshots frames.
143
-
144
- ```bash
145
- ( cd "$PROJECT_DIR" && npx hyperframes lint . && npx hyperframes validate . && npx hyperframes inspect . )
146
- ```
147
-
148
- Inspect at `t=0`, each frame start, the strongest DROP / SURGE, every `hard_stops[].t`, and the final frame. On failure, make the **cheapest safe fix** yourself: edit the offending `compositions/frames/NN-*.html`. Never change duration or audio timing to hide a sync issue. Once the gates pass, pause for user review, then render only on approval:
149
-
150
- ```bash
151
- ( cd "$PROJECT_DIR" && npx hyperframes render . --skill=music-to-video -q draft -o renders/video.mp4 --fps 30 )
152
- ```
153
-
154
- **Gate:** `lint` / `validate` / `inspect` passed; the user approved; `renders/video.mp4` exists with audio, duration == `audiomap.audio.duration_sec`. The final reply states the MP4 path and duration.
155
-
156
- ---
157
-
158
- ## Resume table
159
-
160
- | You have | Continue from |
161
- | -------------------------- | ------------- |
162
- | `assets/bgm.mp3` only | Step 1 |
163
- | `audiomap.json` | Step 2 |
164
- | `STORYBOARD.md` (skeleton) | Step 3 |
165
- | `STORYBOARD.md` (complete) | Step 4 |
166
- | all frame files | Step 5 |
167
- | `index.html` | Step 6 |
168
-
169
- ## Quick Reference
170
-
171
- **Formats:** landscape `1920x1080` by default; portrait `1080x1920`; square `1080x1080`. Set the canvas once in the storyboard frontmatter (`canvas: { w, h, fps }`).
172
-
173
- **Scripts** under `scripts/`: `analyze-beatgrid.py` (the one analyzer), `validate-plan.mjs` (plan check), `assemble-index.mjs` (index assembly), `stage-assets.mjs` (stage user media), `lib/storyboard.mjs` (vendored parser). Everything else is the `hyperframes` CLI.
174
-
175
- | Read | When |
176
- | -------------------------------------------------------------------------------------------------------------- | ------------------------------------------------------- |
177
- | [`references/frame-skeleton.md`](references/frame-skeleton.md) | Step 2: read the music, lay out the frames, set pacing |
178
- | [`references/planning.md`](references/planning.md) · [`storyboard-format.md`](references/storyboard-format.md) | Step 3: pick the brand, fill each frame, write the plan |
179
- | [`references/template-catalog.md`](references/template-catalog.md) | Step 3: pick a template per group |
180
- | [`references/motion-primitive-catalog.md`](references/motion-primitive-catalog.md) | Step 3/4: L0 recipes for free-compose |
181
- | [`references/montage.md`](references/montage.md) | Step 3/4: asset treatments (beat-cut / ken-burns) |
182
- | [`sub-agents/frame-worker.md`](sub-agents/frame-worker.md) | Step 4: dispatch + build one frame |
183
- | `../hyperframes-core/references/subagent-dispatch.md` | Step 4: dispatch sub-agents safely |
184
- | `../hyperframes-creative/references/design-spec.md` | Step 3: pick the preset (the brand) |
185
-
186
- ## Directory layout
187
-
188
- ```
189
- music-to-video/
190
- SKILL.md
191
- references/ frame-skeleton.md · planning.md · storyboard-format.md
192
- template-catalog.md · motion-primitive-catalog.md · montage.md
193
- templates/<id>/ { index.html (+ assets/ · program.json) } ← L1 catalog impls
194
- motion-primitives/<id>/ { index.html } (+ ../assets/gsap.min.js shared by recipes) ← L0 catalog impls
195
- scripts/ analyze-beatgrid.py · assemble-index.mjs · validate-plan.mjs · stage-assets.mjs · lib/storyboard.mjs
196
- sub-agents/ frame-worker.md ← the one subagent (one per frame)
197
- ```
1
+ ---
2
+ name: music-to-video
3
+ description: "Use when the user has a music track (an audio file, or a video to pull audio from) and wants a beat-synced HyperFrames video, calm to hard-hitting. The music drives everything: one analyzer reads it once, the orchestrator lays out the frames and fills a per-frame plan, and one sub-agent builds each frame. Typography and templates are the floor — a complete video needs zero assets — but any images or videos the user supplies are cut into the frames on the same beat grid (beat-cut / ken-burns). The genre (lyric video, slideshow, kinetic promo) falls out of the per-frame choices; the pipeline never branches on it."
4
+ ---
5
+
6
+ # music-to-video — one music-grounded, beat-synced video workflow
7
+
8
+ Use this skill to turn a **music track** into a beat-synced HyperFrames video. You analyze the track once, lay out the frames, fill in a per-frame plan, and build each frame as a composition. The input is a music track plus optional user images or videos — there is **no narration and no website capture**. Typography and templates are the floor (a complete video needs zero assets); any media the user supplies is cut in on the same beat grid.
9
+
10
+ You are the **orchestrator**. Work in `videos/<project>/`. Run the steps in order and pass each **Gate** before moving on. Two steps need the user: **Step 3** (plan approval) and **Step 6** (render approval). Do every step yourself except **Step 4**, where you dispatch **one sub-agent per frame**. Keep design and motion rules out of this file — they live in `references/` and the `frame-worker` sub-agent.
11
+
12
+ `SKILL_DIR` = this skill directory. `PROJECT_DIR` = `videos/<project-name>/`.
13
+
14
+ Workflow: Step 0 setup → `hyperframes.json` + `assets/bgm.mp3`; Step 1 analyze → `audiomap.json`; Step 2 skeleton → `STORYBOARD.md` (frames, groups `TBD`); Step 3 plan → complete `STORYBOARD.md` + `frame.md`; Step 4 build → `compositions/frames/NN-*.html`; Step 5 assemble → `index.html`; Step 6 render → `renders/video.mp4`.
15
+
16
+ ## Two ideas that shape everything
17
+
18
+ - **One analyzer, and you trust it.** `analyze-beatgrid.py` is the only beat analyzer — never re-measure beats with another tool or by ear. Its energy / density / rolls / onsets / silences are always reliable. Its `bpm` and `beats_sec` are reliable **only when the music is genuinely rhythmic**; on calm music the grid is a metronome the tracker imposed, so pace by phrases and energy instead and never hard-cut to it. Deciding which case you're in is each frame's `pacing` (Step 2).
19
+ - **One frame = one file; groups live inside.** Step 2 cuts the track into **frames**, and each frame becomes one composition file `compositions/frames/NN-<frame_id>.html`, built by one frame-worker. A frame can subdivide into **groups** (each a template or a motion-primitives combo). Extra density goes _inside_ a group, so **frame count tracks distinct treatments, not beats** — a fast track does not blow up the number of sub-agents.
20
+
21
+ ---
22
+
23
+ ## Step 0: Setup, BGM, and inputs
24
+
25
+ Goal: Establish the music source, create the HyperFrames project, and note any user-supplied media.
26
+
27
+ The **music is the spine** — establish one track before anything else. This skill is tuned for **fast, high-energy BGM**: a strong beat grid drives the cuts (calm tracks work, but pace by phrase rather than beat). If the user gave you audio — a music file, or a video to pull the audio from — use it. If not, generate one: choose the mood from the user's description (e.g. "driving synthwave", "trap beat", "upbeat corporate") and produce a track via `/hyperframes-media` (`references/bgm.md` — HeyGen retrieval when credentialed, else local Lyria / MusicGen; ElevenLabs or another generator also works). Before generating, run `npx hyperframes auth status` and **relay its output verbatim (don't paraphrase or rewrite it)** — it shows whether BGM comes from HeyGen or local MusicGen and, if not signed in, how to sign in. **If not signed in, STOP and wait for the user to choose — sign in, or continue offline with local MusicGen — before generating the track**; don't write keys into a per-repo `.env`. (In autonomous mode, note the status and continue offline.) See `/hyperframes-media` → Preflight for the canonical guidance. Either way the track lands at `assets/bgm.mp3`. Stage any user-supplied images or videos so frames can weave them in on the beat grid; otherwise typography carries the whole video.
28
+
29
+ Initialize only if `hyperframes.json` is missing. Name `<project>` from the brief in kebab-case, such as `midnight-drive-loop` — never a timestamp. `init` checks the installed skills against the latest on GitHub and updates the global set if any are out of date.
30
+
31
+ ```bash
32
+ npx hyperframes init "videos/<project>" --non-interactive --example=blank
33
+ mkdir -p "$PROJECT_DIR/assets" "$PROJECT_DIR/renders"
34
+ cp "<user-music>" "$PROJECT_DIR/assets/bgm.mp3" # extract from a video first if needed
35
+ # only if the user gave you images/videos:
36
+ node <SKILL_DIR>/scripts/stage-assets.mjs --from <dir> --hyperframes "$PROJECT_DIR" --into public
37
+ ```
38
+
39
+ The **brand** (font + palette) is chosen at Step 3, not here. Don't pick a genre or a track type up front — assets are just an optional ingredient, and the genre emerges from the per-frame choices.
40
+
41
+ **Gate:** `hyperframes.json` + `assets/bgm.mp3` exist; aspect / length / fps and (if any) the asset inventory are noted.
42
+
43
+ ---
44
+
45
+ ## Step 1: Analyze the music
46
+
47
+ Goal: Produce the one canonical timing analysis the whole video is built on.
48
+
49
+ `analyze-beatgrid.py` is the **only** beat analyzer — never re-measure beats with another tool or by ear. It reads the track once and writes `audiomap.json`: energy phases (level / density / feel), onsets + `onset_rate`, rolls, silences, `hard_stops`, `key_moments`, phrases, tempo / grid, and `audio.duration_sec`. It's deterministic — the same file always gives the same map. Most fields are reliable on any music; `bpm` and `beats_sec` are reliable only when the music is genuinely rhythmic, and judging that is the call you make at Step 2.
50
+
51
+ Prerequisites: Python 3 with `librosa`, `numpy`, and `soundfile` available. If import fails, install them into the active Python environment before running the analyzer:
52
+
53
+ ```bash
54
+ python3 -m pip install librosa numpy soundfile
55
+ ```
56
+
57
+ ```bash
58
+ python3 <SKILL_DIR>/scripts/analyze-beatgrid.py "$PROJECT_DIR/assets/bgm.mp3" \
59
+ -o "$PROJECT_DIR/audiomap.json" --print
60
+ ```
61
+
62
+ **Gate:** `audiomap.json` exists; `audio.duration_sec` is known.
63
+
64
+ ---
65
+
66
+ ## Step 2: Frame skeleton (structure only)
67
+
68
+ Goal: Read the music and lay out the frames — the skeleton of `STORYBOARD.md`.
69
+
70
+ Read [`references/frame-skeleton.md`](references/frame-skeleton.md). Turn `audiomap.json` into the **skeleton** of `STORYBOARD.md` yourself — there is no intermediate JSON. Cut the track into **frames** at real musical changes (`hard_stops`, SURGE / DROP `key_moments`, the edges of a roll, a stretch with no onsets, a big energy jump), snapping every boundary to an audiomap anchor. For each frame set `span_sec`, `pacing` (the verdict from Step 1's trust call — `beat_cut` when the grid is real, `phrase_flow` when it's a metronome imposed on calm music), `mood`, and a one-line `feel` (the plain music situation Step 3 matches a template against). Only classify and lay out here: leave every frame's `### Groups` as `TBD (Step 3)` and the frontmatter `style` blank — no templates, copy, color, or fonts. Expect ~1–6 frames.
71
+
72
+ **Gate:** frames tile the track (first at 0, last at `duration_s`); each carries `span_sec` + `pacing` + `mood` + `feel`; every `### Groups` is `TBD`; no content anywhere.
73
+
74
+ ---
75
+
76
+ ## Step 3: Fill the plan (user-gated)
77
+
78
+ Goal: Turn the skeleton into an approved, complete `STORYBOARD.md`.
79
+
80
+ Read [`references/planning.md`](references/planning.md), [`storyboard-format.md`](references/storyboard-format.md), [`template-catalog.md`](references/template-catalog.md), [`motion-primitive-catalog.md`](references/motion-primitive-catalog.md), and [`montage.md`](references/montage.md) (only if the user supplied assets). Editing the same file in place, do two things:
81
+
82
+ 1. **Pick the brand.** Choose one preset from `../hyperframes-creative/frame-presets/` using the table in `../hyperframes-creative/references/design-spec.md` (match the track's mood; **only its fonts and colors matter** — templates own composition). Copy it into `frame.md` **unmodified** and fill the frontmatter `style` (font + a ≤4–6 swatch palette) from it.
83
+ 2. **Fill every frame.** Decide its groups and give each a treatment: a matched template from the catalog (with bound params and real audiomap anchors), a free-compose from the primitive catalog, or an asset treatment that **obeys `pacing`**. Write the copy. You own WHAT (template / primitives + content + anchors); the frame-worker owns HOW — **never write millisecond tweens into the storyboard**.
84
+
85
+ ```bash
86
+ node <SKILL_DIR>/scripts/validate-plan.mjs --storyboard "$PROJECT_DIR/STORYBOARD.md" \
87
+ --audiomap "$PROJECT_DIR/audiomap.json" --templates <SKILL_DIR>/references/templates
88
+ ```
89
+
90
+ Fix every `✗` (hard errors: duration mismatch, frames not tiling the track, a missing `src`); warnings are best-effort. Then show the user a frame-by-frame summary and iterate until they approve.
91
+
92
+ **Gate:** `frame.md` is a verbatim preset copy; `validate-plan.mjs` exits 0; the user approved the plan.
93
+
94
+ ---
95
+
96
+ ## Step 4: Build frames from the plan
97
+
98
+ Goal: Build every frame as a self-contained composition file.
99
+
100
+ Create `compositions/frames/`. Read [`sub-agents/frame-worker.md`](sub-agents/frame-worker.md) and `../hyperframes-core/references/subagent-dispatch.md`. Dispatch **one frame-worker per frame**, in parallel where possible (otherwise in waves). Each worker gets exactly one frame and this context:
101
+
102
+ ```text
103
+ PROJECT_DIR: <abs path>
104
+ frame_id: <NN-frame_id> # = the frame file stem, e.g. 02-f2; the composition id
105
+ Your block: the `## Frame N — <frame_id>` block in PROJECT_DIR/STORYBOARD.md
106
+ audiomap: PROJECT_DIR/audiomap.json
107
+ frame.md: PROJECT_DIR/frame.md
108
+ Materials: for each group, <SKILL_DIR>/references/templates/<id>/index.html (templates) and
109
+ <SKILL_DIR>/references/motion-primitives/<id>/ (free); staged assets/ (asset groups)
110
+ Contracts: ../hyperframes-core/references/sub-compositions.md + determinism-rules.md
111
+ Canvas: <w>×<h> Pacing: <beat_cut|phrase_flow>
112
+ Write to: PROJECT_DIR/compositions/frames/<frame_id>.html
113
+ ```
114
+
115
+ The worker forks the cited materials, converts every anchor to frame-local seconds (`local_t = track_t − span_sec[0]`), gates its groups with 0ms cuts, and writes one seek-safe frame file. **The worker never runs the `hyperframes` CLI** — those commands operate on the assembled project, which doesn't exist yet, so they'd report on the wrong files. The worker just writes to the contract and stops; you verify after assembly (Step 6). As each worker returns, you can confirm its file landed on disk.
116
+
117
+ **Gate:** every frame has its `compositions/frames/NN-*.html` on disk.
118
+
119
+ ---
120
+
121
+ ## Step 5: Assemble
122
+
123
+ Goal: Wire the built frames + BGM into the playable `index.html`.
124
+
125
+ `assemble-index.mjs` is deterministic — no subagent, no judgment. It references each frame file at its cumulative `data-start`, mounts `assets/bgm.mp3` on track 11, and hard-cuts frame → frame (frames tile the track with no gaps, so there is **no transition injector**).
126
+
127
+ ```bash
128
+ node <SKILL_DIR>/scripts/assemble-index.mjs --storyboard "$PROJECT_DIR/STORYBOARD.md" \
129
+ --hyperframes "$PROJECT_DIR" --audiomap "$PROJECT_DIR/audiomap.json"
130
+ ```
131
+
132
+ Fix any `✗` it reports — a missing or blank frame file means that worker wrote a partial file; re-dispatch it (Step 4) and re-assemble.
133
+
134
+ **Gate:** `index.html` exists; total duration == `audiomap.audio.duration_sec`.
135
+
136
+ ---
137
+
138
+ ## Step 6: Verify and render
139
+
140
+ Goal: Verify the assembled video, get user approval, and render the final MP4.
141
+
142
+ Run the CLI on the **assembled project** — that's the correct unit (the per-frame workers couldn't run it). `lint` checks structure, `validate` runs headless Chrome (catching JS errors and missing assets), `inspect` snapshots frames.
143
+
144
+ ```bash
145
+ ( cd "$PROJECT_DIR" && npx hyperframes lint . && npx hyperframes validate . && npx hyperframes inspect . )
146
+ ```
147
+
148
+ Inspect at `t=0`, each frame start, the strongest DROP / SURGE, every `hard_stops[].t`, and the final frame. On failure, make the **cheapest safe fix** yourself: edit the offending `compositions/frames/NN-*.html`. Never change duration or audio timing to hide a sync issue. Once the gates pass, pause for user review, then render only on approval:
149
+
150
+ ```bash
151
+ ( cd "$PROJECT_DIR" && npx hyperframes render . --skill=music-to-video -q draft -o renders/video.mp4 --fps 30 )
152
+ ```
153
+
154
+ **Gate:** `lint` / `validate` / `inspect` passed; the user approved; `renders/video.mp4` exists with audio, duration == `audiomap.audio.duration_sec`. The final reply states the MP4 path and duration.
155
+
156
+ ---
157
+
158
+ ## Resume table
159
+
160
+ | You have | Continue from |
161
+ | -------------------------- | ------------- |
162
+ | `assets/bgm.mp3` only | Step 1 |
163
+ | `audiomap.json` | Step 2 |
164
+ | `STORYBOARD.md` (skeleton) | Step 3 |
165
+ | `STORYBOARD.md` (complete) | Step 4 |
166
+ | all frame files | Step 5 |
167
+ | `index.html` | Step 6 |
168
+
169
+ ## Quick Reference
170
+
171
+ **Formats:** landscape `1920x1080` by default; portrait `1080x1920`; square `1080x1080`. Set the canvas once in the storyboard frontmatter (`canvas: { w, h, fps }`).
172
+
173
+ **Scripts** under `scripts/`: `analyze-beatgrid.py` (the one analyzer), `validate-plan.mjs` (plan check), `assemble-index.mjs` (index assembly), `stage-assets.mjs` (stage user media), `lib/storyboard.mjs` (vendored parser). Everything else is the `hyperframes` CLI.
174
+
175
+ | Read | When |
176
+ | -------------------------------------------------------------------------------------------------------------- | ------------------------------------------------------- |
177
+ | [`references/frame-skeleton.md`](references/frame-skeleton.md) | Step 2: read the music, lay out the frames, set pacing |
178
+ | [`references/planning.md`](references/planning.md) · [`storyboard-format.md`](references/storyboard-format.md) | Step 3: pick the brand, fill each frame, write the plan |
179
+ | [`references/template-catalog.md`](references/template-catalog.md) | Step 3: pick a template per group |
180
+ | [`references/motion-primitive-catalog.md`](references/motion-primitive-catalog.md) | Step 3/4: L0 recipes for free-compose |
181
+ | [`references/montage.md`](references/montage.md) | Step 3/4: asset treatments (beat-cut / ken-burns) |
182
+ | [`sub-agents/frame-worker.md`](sub-agents/frame-worker.md) | Step 4: dispatch + build one frame |
183
+ | `../hyperframes-core/references/subagent-dispatch.md` | Step 4: dispatch sub-agents safely |
184
+ | `../hyperframes-creative/references/design-spec.md` | Step 3: pick the preset (the brand) |
185
+
186
+ ## Directory layout
187
+
188
+ ```
189
+ music-to-video/
190
+ SKILL.md
191
+ references/ frame-skeleton.md · planning.md · storyboard-format.md
192
+ template-catalog.md · motion-primitive-catalog.md · montage.md
193
+ templates/<id>/ { index.html (+ assets/ · program.json) } ← L1 catalog impls
194
+ motion-primitives/<id>/ { index.html } (+ ../assets/gsap.min.js shared by recipes) ← L0 catalog impls
195
+ scripts/ analyze-beatgrid.py · assemble-index.mjs · validate-plan.mjs · stage-assets.mjs · lib/storyboard.mjs
196
+ sub-agents/ frame-worker.md ← the one subagent (one per frame)
197
+ ```
@@ -1,100 +1,100 @@
1
- # Frame skeleton (Step 2) — read the music, lay out the frames
2
-
3
- At Step 2 **you (the orchestrator)** read `audiomap.json` and write the **skeleton** of
4
- `STORYBOARD.md` directly: cut the track into **frames** (one frame = one composition file =
5
- one scene), and for each frame set its **span**, its **pacing** (does this stretch want hard
6
- beat-cuts, or calm phrase/energy flow?), its **mood**, and a one-line **feel** note.
7
-
8
- You **classify and lay out the spine only.** You do **not** pick templates, write copy, choose
9
- colors/fonts, or decide a frame's groups — those are Step 3 (the plan fills each frame in
10
- place). Leave every frame's `### Groups` as `TBD (Step 3)` and the frontmatter `style` blank.
11
-
12
- There is **no intermediate JSON** — the skeleton _is_ the start of `STORYBOARD.md`. Step 3
13
- edits the same file.
14
-
15
- ## The trust boundary (read this first)
16
-
17
- `audiomap.json` is one analyzer's output. Some fields are robust on **any** music; some are
18
- reliable only when the music is **actually rhythmic**. This decides each frame's `pacing`:
19
-
20
- | Field | Trust |
21
- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
22
- | `energy_phases[]` (level / energy / density / feel), `events[]` + `onset_rate`, `rolls[]` (and their **absence**), `silences[]`, `hard_stops[]`, `key_moments[]`, `phrases[]`, `audio.duration_sec` | **Always** — robust measurements |
23
- | `tempo.bpm`, `grid.beats_sec` / `downbeats_sec` **precision** | **Only when the music is rhythmic.** On calm / sparse material the beat grid is a metronome the tracker _imposes_ (often octave-doubled) — usually **more grid beats than real onsets**. Do **not** anchor cuts to it there. |
24
-
25
- - **Grid is reliable** when: rolls present, and/or dense phases, and/or high `onset_rate` with a steady grid.
26
- - **Grid is fictional** when: `rolls`≈0, mostly `sparse` phases, low `onset_rate` → pace by `phrases[]` + `energy_phases[]`, not beats.
27
-
28
- ## How to lay out frames (run in order)
29
-
30
- 1. **Gestalt.** From `summary` / `tempo` / `audio.duration_sec` + the roll count, write the
31
- frontmatter `compositionId`, `duration_s` (== `audio.duration_sec`), `canvas`, and a
32
- one-line read of the track's density arc.
33
- 2. **Cut into frames.** Walk `energy_phases[]` and split where the music genuinely changes
34
- state — at `hard_stops[]`, `SURGE` / `DROP` `key_moments`, the start/end of a `rolls[]` run,
35
- an **onset desert** (a long gap in `events[]`), or a big energy-level jump. Collapse adjacent
36
- phases that are one gesture. Expect **~1–6 frames**; a short clip may be one.
37
- **Snap every boundary to an audiomap anchor**, then re-snap to the nearest `beats_sec`
38
- (tolerance ≤ ½ beat) **only when the grid is reliable**; on calm material snap to
39
- `phrases[]` / `energy_phases[]` edges instead. Frames **tile the track** (first at 0, last
40
- at `duration_s`, no gaps/overlaps).
41
- 3. **Per frame, set `pacing`** — the trust-boundary call:
42
- - **`beat_cut`** — genuinely rhythmic: a roll present, **or** dense, **or** (clearly high `onset_rate` **and** a steady grid). Hard cuts / per-onset reveals may anchor to beats.
43
- - **`phrase_flow`** — calm / sparse: `rolls`≈0, mostly sparse, low `onset_rate`. Do **not** anchor hard cuts to the grid; pace by `phrases[]` + the energy envelope (slow crossfades, long holds).
44
- 4. **Per frame, tag `mood`** (1–3 of: `warm` · `dark` · `hype` · `elegant` · `glitch` ·
45
- `cinematic` · `playful` · `tense` · `dreamy` · `aggressive`) from `energy_phases[].feel` +
46
- energy + any genre cue in the brief/title.
47
- 5. **Per frame, write a one-line `feel`** — the plain-language music situation Step 3 matches a
48
- template against (e.g. "accelerating onset stream into a held downbeat", "calm held pad, one
49
- onset desert", "fast sustained-fill roll, no readable message"). This is what the planner
50
- reads against the catalog's **Reach for it when** — keep it concrete, drawn from the robust
51
- fields, never invented.
52
-
53
- ## What the skeleton looks like
54
-
55
- A valid `STORYBOARD.md` with the spine set and every frame's treatment left for Step 3
56
- (full syntax in [`storyboard-format.md`](storyboard-format.md)):
57
-
58
- ```markdown
59
- ---
60
- compositionId: bgm
61
- duration_s: 30.0 # == audiomap.audio.duration_sec
62
- canvas: { w: 1920, h: 1080, fps: 30 }
63
- style: # blank — Step 3 fills it from the chosen frame.md preset
64
- build_notes: ["one paused timeline per frame", "no remote assets"]
65
- ---
66
-
67
- ## Frame 1 — f1
68
-
69
- - src: compositions/frames/01-f1.html
70
- - duration: 7.198s # = span length; assembler sums these for cumulative data-start
71
- - span_sec: [0.0, 7.198] # track seconds; frames tile the track
72
- - pacing: beat_cut
73
- - mood: [hype]
74
- - feel: accelerating onset stream building into a held downbeat
75
-
76
- ### Groups
77
-
78
- - TBD (Step 3)
79
-
80
- ## Frame 2 — f2
81
-
82
- - src: compositions/frames/02-f2.html
83
- - duration: 10.4s
84
- - span_sec: [7.198, 17.598]
85
- - pacing: phrase_flow
86
- - mood: [warm, cinematic]
87
- - feel: calm held pad, one long onset desert
88
-
89
- ### Groups
90
-
91
- - TBD (Step 3)
92
- ```
93
-
94
- ## Self-check
95
-
96
- - `duration_s == audiomap.audio.duration_sec`; frames tile the track gap-free (first at 0, last at `duration_s`).
97
- - Every frame has `src` + `span_sec` + `duration` + `pacing` + `mood` + a one-line `feel`.
98
- - `pacing` was set from the **robust** fields (energy / density / rolls / onset_rate), never from `bpm` / `beats_sec` alone.
99
- - No frame boundary sits inside a `rolls[]` run or leaves a sub-1-bar fragment.
100
- - Every frame's `### Groups` is `TBD (Step 3)`; `style` is blank. **No template, copy, color, or font anywhere.**
1
+ # Frame skeleton (Step 2) — read the music, lay out the frames
2
+
3
+ At Step 2 **you (the orchestrator)** read `audiomap.json` and write the **skeleton** of
4
+ `STORYBOARD.md` directly: cut the track into **frames** (one frame = one composition file =
5
+ one scene), and for each frame set its **span**, its **pacing** (does this stretch want hard
6
+ beat-cuts, or calm phrase/energy flow?), its **mood**, and a one-line **feel** note.
7
+
8
+ You **classify and lay out the spine only.** You do **not** pick templates, write copy, choose
9
+ colors/fonts, or decide a frame's groups — those are Step 3 (the plan fills each frame in
10
+ place). Leave every frame's `### Groups` as `TBD (Step 3)` and the frontmatter `style` blank.
11
+
12
+ There is **no intermediate JSON** — the skeleton _is_ the start of `STORYBOARD.md`. Step 3
13
+ edits the same file.
14
+
15
+ ## The trust boundary (read this first)
16
+
17
+ `audiomap.json` is one analyzer's output. Some fields are robust on **any** music; some are
18
+ reliable only when the music is **actually rhythmic**. This decides each frame's `pacing`:
19
+
20
+ | Field | Trust |
21
+ | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
22
+ | `energy_phases[]` (level / energy / density / feel), `events[]` + `onset_rate`, `rolls[]` (and their **absence**), `silences[]`, `hard_stops[]`, `key_moments[]`, `phrases[]`, `audio.duration_sec` | **Always** — robust measurements |
23
+ | `tempo.bpm`, `grid.beats_sec` / `downbeats_sec` **precision** | **Only when the music is rhythmic.** On calm / sparse material the beat grid is a metronome the tracker _imposes_ (often octave-doubled) — usually **more grid beats than real onsets**. Do **not** anchor cuts to it there. |
24
+
25
+ - **Grid is reliable** when: rolls present, and/or dense phases, and/or high `onset_rate` with a steady grid.
26
+ - **Grid is fictional** when: `rolls`≈0, mostly `sparse` phases, low `onset_rate` → pace by `phrases[]` + `energy_phases[]`, not beats.
27
+
28
+ ## How to lay out frames (run in order)
29
+
30
+ 1. **Gestalt.** From `summary` / `tempo` / `audio.duration_sec` + the roll count, write the
31
+ frontmatter `compositionId`, `duration_s` (== `audio.duration_sec`), `canvas`, and a
32
+ one-line read of the track's density arc.
33
+ 2. **Cut into frames.** Walk `energy_phases[]` and split where the music genuinely changes
34
+ state — at `hard_stops[]`, `SURGE` / `DROP` `key_moments`, the start/end of a `rolls[]` run,
35
+ an **onset desert** (a long gap in `events[]`), or a big energy-level jump. Collapse adjacent
36
+ phases that are one gesture. Expect **~1–6 frames**; a short clip may be one.
37
+ **Snap every boundary to an audiomap anchor**, then re-snap to the nearest `beats_sec`
38
+ (tolerance ≤ ½ beat) **only when the grid is reliable**; on calm material snap to
39
+ `phrases[]` / `energy_phases[]` edges instead. Frames **tile the track** (first at 0, last
40
+ at `duration_s`, no gaps/overlaps).
41
+ 3. **Per frame, set `pacing`** — the trust-boundary call:
42
+ - **`beat_cut`** — genuinely rhythmic: a roll present, **or** dense, **or** (clearly high `onset_rate` **and** a steady grid). Hard cuts / per-onset reveals may anchor to beats.
43
+ - **`phrase_flow`** — calm / sparse: `rolls`≈0, mostly sparse, low `onset_rate`. Do **not** anchor hard cuts to the grid; pace by `phrases[]` + the energy envelope (slow crossfades, long holds).
44
+ 4. **Per frame, tag `mood`** (1–3 of: `warm` · `dark` · `hype` · `elegant` · `glitch` ·
45
+ `cinematic` · `playful` · `tense` · `dreamy` · `aggressive`) from `energy_phases[].feel` +
46
+ energy + any genre cue in the brief/title.
47
+ 5. **Per frame, write a one-line `feel`** — the plain-language music situation Step 3 matches a
48
+ template against (e.g. "accelerating onset stream into a held downbeat", "calm held pad, one
49
+ onset desert", "fast sustained-fill roll, no readable message"). This is what the planner
50
+ reads against the catalog's **Reach for it when** — keep it concrete, drawn from the robust
51
+ fields, never invented.
52
+
53
+ ## What the skeleton looks like
54
+
55
+ A valid `STORYBOARD.md` with the spine set and every frame's treatment left for Step 3
56
+ (full syntax in [`storyboard-format.md`](storyboard-format.md)):
57
+
58
+ ```markdown
59
+ ---
60
+ compositionId: bgm
61
+ duration_s: 30.0 # == audiomap.audio.duration_sec
62
+ canvas: { w: 1920, h: 1080, fps: 30 }
63
+ style: # blank — Step 3 fills it from the chosen frame.md preset
64
+ build_notes: ["one paused timeline per frame", "no remote assets"]
65
+ ---
66
+
67
+ ## Frame 1 — f1
68
+
69
+ - src: compositions/frames/01-f1.html
70
+ - duration: 7.198s # = span length; assembler sums these for cumulative data-start
71
+ - span_sec: [0.0, 7.198] # track seconds; frames tile the track
72
+ - pacing: beat_cut
73
+ - mood: [hype]
74
+ - feel: accelerating onset stream building into a held downbeat
75
+
76
+ ### Groups
77
+
78
+ - TBD (Step 3)
79
+
80
+ ## Frame 2 — f2
81
+
82
+ - src: compositions/frames/02-f2.html
83
+ - duration: 10.4s
84
+ - span_sec: [7.198, 17.598]
85
+ - pacing: phrase_flow
86
+ - mood: [warm, cinematic]
87
+ - feel: calm held pad, one long onset desert
88
+
89
+ ### Groups
90
+
91
+ - TBD (Step 3)
92
+ ```
93
+
94
+ ## Self-check
95
+
96
+ - `duration_s == audiomap.audio.duration_sec`; frames tile the track gap-free (first at 0, last at `duration_s`).
97
+ - Every frame has `src` + `span_sec` + `duration` + `pacing` + `mood` + a one-line `feel`.
98
+ - `pacing` was set from the **robust** fields (energy / density / rolls / onset_rate), never from `bpm` / `beats_sec` alone.
99
+ - No frame boundary sits inside a `rolls[]` run or leaves a sub-1-bar fragment.
100
+ - Every frame's `### Groups` is `TBD (Step 3)`; `style` is blank. **No template, copy, color, or font anywhere.**