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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- # Visual design — PR-to-video per-frame shot method
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- > The method behind **Step 4 (Frame visual design)**. You (the orchestrator) read it to **enrich `STORYBOARD.md` frames in place** — story-design wrote the skeleton (each frame's `scene`, `voiceover`, `transition_in`, the narrative fields, and optionally a candidate blueprint id); you add how each frame **looks and moves**. The unit you write per frame is a **time-coded shot sequence** — a shot directed across its whole duration, not a static slide. You write **no HTML** (that's the frame workers). A PR video is **mostly invented** — typography, number-lockups, mechanism diagrams — so you **design** those elements; the two exceptions are **code beats** (a ready-made `code-*` registry block) and the **credits close** (real contributor avatars), both covered below. `frame.md` is your palette/type truth by role. Layout is a compact vocabulary in this file (the **Layout** section below), stated inline per Scene; motion vocabulary + the motion doctrine + the seek-safe core → `motion-language.md`; the proven shapes → `../hyperframes-animation/blueprints-index.md` + `blueprints/<id>.md`; the `code-*` blocks → `code-vocabulary.md`; concrete rules resolve in Step 5 from this skill's local `../hyperframes-animation/rules/`. Adding palette theory or a generic font rule here? Wrong home — `frame.md` + `hyperframes-creative`.
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- ## The unit is a time-coded shot sequence
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- A frame's visual layer is **a sequence of time windows paced to the voiceover**, not a bag of effect tags. The failure that reads as PowerPoint is **front-loading**: the agent rushes the whole canvas on screen in the first ~25%, and then it just sits. A time-coded shot sequence written **against the VO** makes that impossible: each window states what is on screen and what is moving, and **nothing appears before the voiceover reaches it.** In a PR explainer the development often _is_ the reveal — the diff hunk typing in, the before→after morph, the request-retry diagram running, the impact stat landing. Let the build _be_ the message.
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- Write each frame as a handful of windows cued by the spoken line:
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- ```
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- Scene 1 (0.0–Xs): only what the VO is saying at t=0 enters — never the whole canvas
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- Scene 2 (Xs–Ys): the next piece reveals as the VO names it (a file chip / the hunk / a node / a stat)
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- … one window per spoken cue — as many or as few as the line calls for
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- Scene N (…–end): content has resolved; hold the read (stillness; subtle jitter at most)
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- ```
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- - Each `Scene` line names **what's on screen**, **what moves in this window**, and **where it sits** (layout, inline). Times are real seconds across the frame's `duration`.
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- - **Pace reveals to the voiceover; never front-load.** This is the core anti-PowerPoint mechanism (→ `motion-language.md` Part 2 Rule 2). At t=0 show only what the VO is saying then; reveal each further piece — a line, a file chip, the hunk, a stat — **when the VO names it**, spreading reveals across the shot and especially the **back ~50%**. **The window count = the number of spoken cues the line calls for.** There is **no fixed count and no mandatory "middle" act**; the only sin is dumping everything up front.
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- - **End on a held read.** Once the content has resolved it holds and reads — **prefer stillness to bad motion**: no forced camera drift, no lazy breathing, no back-half pan/push; at most a subtle jitter keeps it alive (→ `motion-language.md`). Only the final frame has a real exit; every other frame's exit is the harness transition (story's `transition_in`).
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- - A **deliberately held** frame — content already revealed, now reading still — is legitimate and often right (a climax, a breather). The failure is never "too still"; it is **front-loaded-then-frozen**. Place held beats deliberately for rhythm (allocate them in `## Video direction`).
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- ## Pick the shape — instantiate a blueprint
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- Don't invent each shot from scratch. The frame's **role** (its `type` / `beat`) points to a proven shape:
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- 1. **Match the role to a blueprint.** Open `../hyperframes-animation/blueprints-index.md`, find the frame's role in the **role→blueprint menu**, and pick the blueprint whose intent fits this beat (story may already have named a candidate id — confirm or override it). Read that `blueprints/<id>.md`: it is a short, domain-agnostic, **time-coded shot template with `[slots]`** and a named **signature move**.
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- 2. **Instantiate its `[slots]` with THIS frame's content** — three postures:
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- - **Reproduce** — the blueprint fits the beat and your content maps onto its slots cleanly. Fill every `[slot]` and follow its Scene timing.
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- - **Adapt** — the _structure_ fits but the content / surface doesn't. State **what you keep / what you change** in one line, then write the adapted Scene lines. You may never drop the **signature move**, and you keep the reveals **paced to the VO**.
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- - **Compose** — no blueprint fits the beat. Build the shot from the **motion vocabulary** in `motion-language.md`: still pace reveals to the VO. Mark it `blueprint: compose`.
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- 3. **Keep the signature move.** Whichever posture, the blueprint's signature move is the spine of the shot — carry it through.
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- > A **code beat** is the one place you don't pick a blueprint for the centerpiece — the `code-*` block _is_ the shape (see **PR code beats** below). You still write the Scene sequence for the surrounding surface.
37
-
38
- ## What you add to each frame
39
-
40
- Story-design's `## Frame N` block already carries the narrative. You append the shot. Story's `scene` / `voiceover` / `transition_in` / role fields stay untouched.
41
-
42
- ```
43
- ## Frame 4 — The retry fix
44
- - scene: the request() retry hunk lands on the navy code surface ← refine only if it could read sharper
45
- - voiceover: "…" ← story's; leave it
46
- - transition_in: crossfade ← story's; leave it
47
- - type: diff ← story's (PR-native)
48
- - persuasion: Show-the-change
49
- - beat: clarity
50
- - blueprint: compose ← code beats compose the surround; the block owns the code motion
51
- - focal: code-diff — the request() retry block, ~6 lines ← you add: the code-* block IS the focal
52
- - roles: code surface = foreground subject · file header = supporting · dim grid = background
53
- - sfx: keyclack-soft, soft-confirm
54
-
55
- Scene 1 (0.0–1.0s): the navy Code Surface window seats in (scale-in + soft shadow), file header "client/request.ts" types on — Centered, ~60% of frame. Slow push-in underneath.
56
- Scene 2 (1.0–3.2s): the camera settles onto the hunk; the `code-diff` block runs its own before→after on its cadence (the worker fits it to the duration) — you do not re-specify the code motion.
57
- Scene 3 (3.2–4.5s): a coral underline draws on the changed line as the VO names it; a `+6/−2` count-up ticks beside the header; settles and holds STILL.
58
- ```
59
-
60
- The lightweight tags:
61
-
62
- - **`blueprint:`** — the id you instantiated (with `(Reproduce)` / `(Adapt)`), or `compose`. One id per frame.
63
- - **`focal:`** — for a concept/mechanism beat, the **invented** hero (a hero word, a diagram, a number-lockup); for a **code beat**, the **`code-*` block** (name the block + the hunk); for the **credits** close, the avatar row.
64
- - **`roles:`** — each element's role: `foreground subject` · `background` (full-bleed, dim 30–50%) · `supporting`. Invented elements you **design**; the only real assets are the credits `assets/<login>.png` avatars (named in story's `asset_candidates`).
65
- - **`sfx:`** — name the sound the beat wants; the audio script's `fetch-sfx` retrieves it and the assembler mounts it at root — you only **name** it, never embed `<audio>`.
66
-
67
- **Layout + motion are stated INLINE in each Scene line** — name the template / density / depth as part of "where it sits", and name the move from `motion-language.md`'s vocabulary; let it settle on a long-tail curve (`power3` default). Never write px / scale / ease curves / ms (the worker writes those).
68
-
69
- ## PR code beats — name a `code-*` block
70
-
71
- For a `diff` / `before_after` / code beat, the frame's centerpiece is a **ready-made `code-*` registry block**, not an invented HTML visual — the one exception to "invent every visual."
72
-
73
- - **Name the block in `scene` + `focal`.** Pick the one that fits the beat (before→after = `code-diff`; refactor/rename = `code-morph`; new code written on = `code-typing`; spotlight a line = `code-highlight`; walk a long file = `code-scroll`; a hero reveal = `code-3d-extrude` / `code-particle-assemble`). Full map → `code-vocabulary.md`. Name the hunk too ("the `request()` retry block, ~6 lines"). The block is the `focal`; the Step-5 worker installs + fills it with the real diff.
74
- - **The block owns the code animation; your Scenes choreograph the surrounding Code Surface.** The block _is_ the development beat (the diff/typewriter/morph plays on its own cadence — the worker only fits it to the frame's `data-duration` so a long snippet doesn't overrun). Your Scene windows move the claude **Code Surface** around it: the navy window seating in, the file header typing on, the camera settling onto the hunk, a `+N/−M` `count-up`, a coral underline drawing on the landed line. Name those moves inline; **do not re-specify the code animation itself.** A code beat is usually `blueprint: compose` (the block is the shape).
75
-
76
- ## PR mechanism beats — invent an animated diagram of the behavior
77
-
78
- A **`mechanism`** frame is the **show-the-behavior** beat — the antidote to a video that only shows code + text. Its `focal` is an **invented animated diagram** that plays out what the change _does_ at runtime (the request retrying, the cache filling, serial→parallel, the race resolved) — **not** a `code-*` block and **not** a headline.
79
-
80
- - **Name the behavior + the diagram in `scene` + `focal`.** e.g. `scene: "animate the request lifecycle — fire → 500 → backoff → retry → 200, invented SVG flow"`; `focal: the request-lifecycle flow`. Reach for the `flowchart` / `flowchart-vertical` / `data-chart` registry blocks where they fit (name them in `scene` so Step 5 pre-installs them); otherwise the worker builds it in SVG / HTML / GSAP from claude's atoms.
81
- - **The build IS the shot sequence.** Unlike a code block (which owns its own animation), the diagram is yours to choreograph across the Scene windows — the lanes / nodes draw on (Scene 1), the flow runs / the lane splits / the front advances as the VO names each step (middle Scenes), the resolved state + one coral emphasis lands (final Scene). Never let it enter then freeze.
82
- - **Stay on claude's cream ground, hairline-ink.** Nodes / edges / lanes in hairline ink on cream; **one coral marker** on the active or changed element; mono labels. Not the navy code surface (that's for code), not heavy shapes / bokeh. Plan it into the top ~83% (caption keep-out).
83
-
84
- A `mechanism` frame carries **no** `asset_candidates` (it's invented, like every non-credits frame).
85
-
86
- ## Impact & credits
87
-
88
- - **Impact / evidence** — numbers (`+1,204 / −318`, files touched, perf delta) go on an `impact` frame as a **`number-lockup`** (claude's Number/Impact treatment): name it the `focal`, reveal it with a `count-up` paced to the VO.
89
- - **Credits close** — the optional `credits` frame uses the real `assets/<login>.png` avatars (named in story's `asset_candidates`) as the `focal`: an avatar row that staggers in. This is the one frame with non-empty `asset_candidates` and real assets.
90
-
91
- ## Inventing the visual (non-code beats)
92
-
93
- Every non-code, non-credits beat (`hook` / `change` / `cta` / concept) is **designed**, not captured. Three first-class treatments:
94
-
95
- - **Typographic / kinetic type** — a hero word, the PR's headline claim, a stat. Treat type as the subject: full-bleed scale, weight contrast, one emphasized term. Strongest for hooks and the cta.
96
- - **Abstract graphics** — shapes / paths / geometry that _embody_ the idea the script names; don't decorate with generic bokeh.
97
- - **Diagram / data-viz** — the mechanism diagrams above, a `data-chart` for a perf delta, a number-lockup. The build (each part on beat) is the teaching — design it to assemble across the Scenes.
98
-
99
- Make the invented hero **fill 40–60% of the frame** — big enough to read; don't shrink the one designed element into decoration around empty space.
100
-
101
- ## Layout — named inline per Scene
102
-
103
- State each Scene's layout as part of "where it sits." **If the blueprint (or the code-\* block) already implies a composition, that wins** — describe it directly; the vocabulary below is for composing freely. Never write px / scale / shadow (the worker does). One frame's layout can EVOLVE across its Scenes. Use **≥3 different framings per video**; never the same framing twice in a row.
104
-
105
- - **Framing vocabulary** — centered (hero / climax / a single code surface) · rule-of-thirds · split-screen (before/after, two surfaces) · layered-depth (immersive) · asymmetric 60/40 or 70/30 (a code surface + a caption rail) · triptych (three changes at once) · full-width strip (a file list / timeline). Let the beat decide, not a quota.
106
- - **Density** — primary visual ≥ 40% of canvas; ≥ 3 depth layers; never a lone small cluster floating in empty space. Openings/closings are prone to emptiness — add environmental layers (a dim grid, low-opacity scanlines, brand-color ambient). Squint test: after blur you can still pick out the #1 element.
107
- - **Hierarchy** — combine ≥ 2 of size (3:1) / weight (800 vs 400) / contrast / position (upper-third is golden) / motion, so one element clearly dominates.
108
- - **Depth** — layer 2–3 of: size, blur, opacity gradient, overlap, shadow-stack, counter-scale on a push.
109
- - **Don't show**: nav bars, footers, scrollbars, real cursors / browser chrome, generic decorative shapes, floating bokeh / purple-blue "AI" gradients (banned). The navy code surface is for code beats only; mechanism diagrams stay on cream.
110
-
111
- ## Portrait & square (non-16:9 canvases)
112
-
113
- The zones, density, hierarchy, and depth principles all still apply; the **aspect ratio** changes, and a wide layout doesn't transplant into a tall one — design for the storyboard's `format` from the start.
114
-
115
- - **Stack vertically, not side-by-side** — split-screen / triptych / 60-40 become top/bottom stacks. A code surface runs nearly full-width in portrait with fewer visible lines.
116
- - **Vertical center moves with the canvas** — anchor a centered hero around **y ≈ 0.42 × height** (portrait ≈806, square ≈454), not a fixed 540.
117
- - **Type runs larger, fewer words per line.** **Travels well to portrait:** Centered, Layered Depth, Full-Width Strip; **avoid** wide Split Screen / Triptych — use stacked equivalents.
118
-
119
- ## `## Video direction` — write the invariants ONCE
120
-
121
- The whole video shares one look and one motion grammar. Write a **`## Video direction`** block ONCE at the top of `STORYBOARD.md` so every frame inherits it and per-frame Scene lines carry only the **delta**. This block is load-bearing — **keep it.**
122
-
123
- - **palette system** — from `frame.md` (claude): which roles map to which hues. Never invent.
124
- - **motion grammar + reveal model** — long-tail eases (`power3` default, smooth over bouncy) + the **VO-paced reveal** model + what may stay alive during a hold (subtle jitter at most) (→ `motion-language.md`).
125
- - **rhythm / held-frame allocation** — name the **held / breather frames** so the video varies its energy.
126
- - **negative list** — off-brand textures, **plus both motion failure modes** — slideshow (front-load then freeze) and screensaver (everything floating independently) (→ `motion-language.md`).
127
-
128
- Do **not** repeat these per frame.
129
-
130
- ## Palette & type — from `frame.md`, never invented
131
-
132
- - **Palette** — `frame.md` (claude) is the color truth; apply its roles per frame. Generic basics → `hyperframes-creative/references/house-style.md`.
133
- - **Type** — fonts resolve via `frame.md`'s type tokens; reference them **by role** (display / body / mono / the pack's ramp), never by raw family or px. Code surfaces and mechanism labels use the **mono** role. Typography craft → `hyperframes-creative/references/typography.md`.
134
-
135
- ## Caption-band keep-out (plan side)
136
-
137
- The bottom ~17% of the canvas is reserved for the caption pill. Plan every frame's content into the **top ~83%** (the worker enforces the pixel cutoff). When captions are enabled, primary content caps at the band top, and a centered hero anchors at **y ≈ 0.42 × height** (landscape ≈454, portrait ≈806); background / ambient layers are exempt and may stay full-bleed. Holds even when captions are disabled — bottom-edge consistency.
138
-
139
- ## Where the detail lives
140
-
141
- | For… | Read |
142
- | ------------------------------------------------------------------------------- | ------------------------------------------------------------------------------ |
143
- | the proven shapes + role→blueprint menu + how to pick | `../hyperframes-animation/blueprints-index.md` → `blueprints/<id>.md` |
144
- | the `code-*` blocks (pick + fill for a code beat) | `code-vocabulary.md` (local) |
145
- | motion — shot model, vocabulary, holds, idle budget, stillness, seek-safe | `motion-language.md` (local) |
146
- | layout — framing, density, depth, hierarchy, inventing the visual, caption band | the **Layout** + **Inventing the visual** sections in this file |
147
- | concrete eases / ms / stagger + rule recipe bodies (Step 5) | local `../hyperframes-animation/rules/` (the frame worker reads it; you don't) |
148
- | palette + type tokens | the project's `frame.md` (claude); basics → `hyperframes-creative` |
149
- | within-frame cuts / seams (zoom-through · cut-the-curve · waterfall) | `cut-catalog.md` (the worker builds them inside the composition) |
150
- | transitions | story-design owns `transition_in`; you don't touch it |
151
-
152
- ## Before you finish — checklist
153
-
154
- - **`## Video direction`** written once at the top (palette · motion grammar + shot model + idle budget · stillness allocation · negative list incl. both failure modes); per-frame entries are deltas.
155
- - Every frame is a **time-coded shot sequence** with real second windows across its `duration` — not a tag bag.
156
- - **No frame front-loads** — at t=0 only what the VO is saying enters; each further piece reveals on its spoken cue, across the back ~50%. Window count follows the VO.
157
- - Every frame names a **`blueprint:`** id (Reproduce / Adapt) or `compose`; an Adapt keeps the signature move; nothing collapses to a single front-loaded dump.
158
- - **Code beats** name a `code-*` block as the `focal`, let the block own the code animation, and choreograph only the surrounding Code Surface in the Scenes.
159
- - **Mechanism beats** name an **invented animated diagram of the behavior** (or a `flowchart` / `data-chart`), choreographed across the Scenes on claude's cream ground with one coral marker — not a code block, not typography; the body is not an unbroken run of code surfaces.
160
- - **Impact** uses a `number-lockup` with a `count-up`; the **credits** close uses the real avatars as the `focal`.
161
- - Each non-code, non-credits frame names its **invented** `focal` + per-element `roles`, kept few and load-bearing.
162
- - Layout + motion named **inline** per Scene (no px / ease curves / ms / JS).
163
- - Content planned into the top ~83% (caption band clear); palette / type pulled from `frame.md` by role.
164
- - You wrote no HTML.
1
+ # Visual design — PR-to-video per-frame shot method
2
+
3
+ > The method behind **Step 4 (Frame visual design)**. You (the orchestrator) read it to **enrich `STORYBOARD.md` frames in place** — story-design wrote the skeleton (each frame's `scene`, `voiceover`, `transition_in`, the narrative fields, and optionally a candidate blueprint id); you add how each frame **looks and moves**. The unit you write per frame is a **time-coded shot sequence** — a shot directed across its whole duration, not a static slide. You write **no HTML** (that's the frame workers). A PR video is **mostly invented** — typography, number-lockups, mechanism diagrams — so you **design** those elements; the two exceptions are **code beats** (a ready-made `code-*` registry block) and the **credits close** (real contributor avatars), both covered below. `frame.md` is your palette/type truth by role. Layout is a compact vocabulary in this file (the **Layout** section below), stated inline per Scene; motion vocabulary + the motion doctrine + the seek-safe core → `motion-language.md`; the proven shapes → `../hyperframes-animation/blueprints-index.md` + `blueprints/<id>.md`; the `code-*` blocks → `code-vocabulary.md`; concrete rules resolve in Step 5 from this skill's local `../hyperframes-animation/rules/`. Adding palette theory or a generic font rule here? Wrong home — `frame.md` + `hyperframes-creative`.
4
+
5
+ ## The unit is a time-coded shot sequence
6
+
7
+ A frame's visual layer is **a sequence of time windows paced to the voiceover**, not a bag of effect tags. The failure that reads as PowerPoint is **front-loading**: the agent rushes the whole canvas on screen in the first ~25%, and then it just sits. A time-coded shot sequence written **against the VO** makes that impossible: each window states what is on screen and what is moving, and **nothing appears before the voiceover reaches it.** In a PR explainer the development often _is_ the reveal — the diff hunk typing in, the before→after morph, the request-retry diagram running, the impact stat landing. Let the build _be_ the message.
8
+
9
+ Write each frame as a handful of windows cued by the spoken line:
10
+
11
+ ```
12
+ Scene 1 (0.0–Xs): only what the VO is saying at t=0 enters — never the whole canvas
13
+ Scene 2 (Xs–Ys): the next piece reveals as the VO names it (a file chip / the hunk / a node / a stat)
14
+ … one window per spoken cue — as many or as few as the line calls for
15
+ Scene N (…–end): content has resolved; hold the read (stillness; subtle jitter at most)
16
+ ```
17
+
18
+ - Each `Scene` line names **what's on screen**, **what moves in this window**, and **where it sits** (layout, inline). Times are real seconds across the frame's `duration`.
19
+ - **Pace reveals to the voiceover; never front-load.** This is the core anti-PowerPoint mechanism (→ `motion-language.md` Part 2 Rule 2). At t=0 show only what the VO is saying then; reveal each further piece — a line, a file chip, the hunk, a stat — **when the VO names it**, spreading reveals across the shot and especially the **back ~50%**. **The window count = the number of spoken cues the line calls for.** There is **no fixed count and no mandatory "middle" act**; the only sin is dumping everything up front.
20
+ - **End on a held read.** Once the content has resolved it holds and reads — **prefer stillness to bad motion**: no forced camera drift, no lazy breathing, no back-half pan/push; at most a subtle jitter keeps it alive (→ `motion-language.md`). Only the final frame has a real exit; every other frame's exit is the harness transition (story's `transition_in`).
21
+ - A **deliberately held** frame — content already revealed, now reading still — is legitimate and often right (a climax, a breather). The failure is never "too still"; it is **front-loaded-then-frozen**. Place held beats deliberately for rhythm (allocate them in `## Video direction`).
22
+
23
+ ## Pick the shape — instantiate a blueprint
24
+
25
+ Don't invent each shot from scratch. The frame's **role** (its `type` / `beat`) points to a proven shape:
26
+
27
+ 1. **Match the role to a blueprint.** Open `../hyperframes-animation/blueprints-index.md`, find the frame's role in the **role→blueprint menu**, and pick the blueprint whose intent fits this beat (story may already have named a candidate id — confirm or override it). Read that `blueprints/<id>.md`: it is a short, domain-agnostic, **time-coded shot template with `[slots]`** and a named **signature move**.
28
+
29
+ 2. **Instantiate its `[slots]` with THIS frame's content** — three postures:
30
+ - **Reproduce** — the blueprint fits the beat and your content maps onto its slots cleanly. Fill every `[slot]` and follow its Scene timing.
31
+ - **Adapt** — the _structure_ fits but the content / surface doesn't. State **what you keep / what you change** in one line, then write the adapted Scene lines. You may never drop the **signature move**, and you keep the reveals **paced to the VO**.
32
+ - **Compose** — no blueprint fits the beat. Build the shot from the **motion vocabulary** in `motion-language.md`: still pace reveals to the VO. Mark it `blueprint: compose`.
33
+
34
+ 3. **Keep the signature move.** Whichever posture, the blueprint's signature move is the spine of the shot — carry it through.
35
+
36
+ > A **code beat** is the one place you don't pick a blueprint for the centerpiece — the `code-*` block _is_ the shape (see **PR code beats** below). You still write the Scene sequence for the surrounding surface.
37
+
38
+ ## What you add to each frame
39
+
40
+ Story-design's `## Frame N` block already carries the narrative. You append the shot. Story's `scene` / `voiceover` / `transition_in` / role fields stay untouched.
41
+
42
+ ```
43
+ ## Frame 4 — The retry fix
44
+ - scene: the request() retry hunk lands on the navy code surface ← refine only if it could read sharper
45
+ - voiceover: "…" ← story's; leave it
46
+ - transition_in: crossfade ← story's; leave it
47
+ - type: diff ← story's (PR-native)
48
+ - persuasion: Show-the-change
49
+ - beat: clarity
50
+ - blueprint: compose ← code beats compose the surround; the block owns the code motion
51
+ - focal: code-diff — the request() retry block, ~6 lines ← you add: the code-* block IS the focal
52
+ - roles: code surface = foreground subject · file header = supporting · dim grid = background
53
+ - sfx: keyclack-soft, soft-confirm
54
+
55
+ Scene 1 (0.0–1.0s): the navy Code Surface window seats in (scale-in + soft shadow), file header "client/request.ts" types on — Centered, ~60% of frame. Slow push-in underneath.
56
+ Scene 2 (1.0–3.2s): the camera settles onto the hunk; the `code-diff` block runs its own before→after on its cadence (the worker fits it to the duration) — you do not re-specify the code motion.
57
+ Scene 3 (3.2–4.5s): a coral underline draws on the changed line as the VO names it; a `+6/−2` count-up ticks beside the header; settles and holds STILL.
58
+ ```
59
+
60
+ The lightweight tags:
61
+
62
+ - **`blueprint:`** — the id you instantiated (with `(Reproduce)` / `(Adapt)`), or `compose`. One id per frame.
63
+ - **`focal:`** — for a concept/mechanism beat, the **invented** hero (a hero word, a diagram, a number-lockup); for a **code beat**, the **`code-*` block** (name the block + the hunk); for the **credits** close, the avatar row.
64
+ - **`roles:`** — each element's role: `foreground subject` · `background` (full-bleed, dim 30–50%) · `supporting`. Invented elements you **design**; the only real assets are the credits `assets/<login>.png` avatars (named in story's `asset_candidates`).
65
+ - **`sfx:`** — name the sound the beat wants; the audio script's `fetch-sfx` retrieves it and the assembler mounts it at root — you only **name** it, never embed `<audio>`.
66
+
67
+ **Layout + motion are stated INLINE in each Scene line** — name the template / density / depth as part of "where it sits", and name the move from `motion-language.md`'s vocabulary; let it settle on a long-tail curve (`power3` default). Never write px / scale / ease curves / ms (the worker writes those).
68
+
69
+ ## PR code beats — name a `code-*` block
70
+
71
+ For a `diff` / `before_after` / code beat, the frame's centerpiece is a **ready-made `code-*` registry block**, not an invented HTML visual — the one exception to "invent every visual."
72
+
73
+ - **Name the block in `scene` + `focal`.** Pick the one that fits the beat (before→after = `code-diff`; refactor/rename = `code-morph`; new code written on = `code-typing`; spotlight a line = `code-highlight`; walk a long file = `code-scroll`; a hero reveal = `code-3d-extrude` / `code-particle-assemble`). Full map → `code-vocabulary.md`. Name the hunk too ("the `request()` retry block, ~6 lines"). The block is the `focal`; the Step-5 worker installs + fills it with the real diff.
74
+ - **The block owns the code animation; your Scenes choreograph the surrounding Code Surface.** The block _is_ the development beat (the diff/typewriter/morph plays on its own cadence — the worker only fits it to the frame's `data-duration` so a long snippet doesn't overrun). Your Scene windows move the claude **Code Surface** around it: the navy window seating in, the file header typing on, the camera settling onto the hunk, a `+N/−M` `count-up`, a coral underline drawing on the landed line. Name those moves inline; **do not re-specify the code animation itself.** A code beat is usually `blueprint: compose` (the block is the shape).
75
+
76
+ ## PR mechanism beats — invent an animated diagram of the behavior
77
+
78
+ A **`mechanism`** frame is the **show-the-behavior** beat — the antidote to a video that only shows code + text. Its `focal` is an **invented animated diagram** that plays out what the change _does_ at runtime (the request retrying, the cache filling, serial→parallel, the race resolved) — **not** a `code-*` block and **not** a headline.
79
+
80
+ - **Name the behavior + the diagram in `scene` + `focal`.** e.g. `scene: "animate the request lifecycle — fire → 500 → backoff → retry → 200, invented SVG flow"`; `focal: the request-lifecycle flow`. Reach for the `flowchart` / `flowchart-vertical` / `data-chart` registry blocks where they fit (name them in `scene` so Step 5 pre-installs them); otherwise the worker builds it in SVG / HTML / GSAP from claude's atoms.
81
+ - **The build IS the shot sequence.** Unlike a code block (which owns its own animation), the diagram is yours to choreograph across the Scene windows — the lanes / nodes draw on (Scene 1), the flow runs / the lane splits / the front advances as the VO names each step (middle Scenes), the resolved state + one coral emphasis lands (final Scene). Never let it enter then freeze.
82
+ - **Stay on claude's cream ground, hairline-ink.** Nodes / edges / lanes in hairline ink on cream; **one coral marker** on the active or changed element; mono labels. Not the navy code surface (that's for code), not heavy shapes / bokeh. Plan it into the top ~83% (caption keep-out).
83
+
84
+ A `mechanism` frame carries **no** `asset_candidates` (it's invented, like every non-credits frame).
85
+
86
+ ## Impact & credits
87
+
88
+ - **Impact / evidence** — numbers (`+1,204 / −318`, files touched, perf delta) go on an `impact` frame as a **`number-lockup`** (claude's Number/Impact treatment): name it the `focal`, reveal it with a `count-up` paced to the VO.
89
+ - **Credits close** — the optional `credits` frame uses the real `assets/<login>.png` avatars (named in story's `asset_candidates`) as the `focal`: an avatar row that staggers in. This is the one frame with non-empty `asset_candidates` and real assets.
90
+
91
+ ## Inventing the visual (non-code beats)
92
+
93
+ Every non-code, non-credits beat (`hook` / `change` / `cta` / concept) is **designed**, not captured. Three first-class treatments:
94
+
95
+ - **Typographic / kinetic type** — a hero word, the PR's headline claim, a stat. Treat type as the subject: full-bleed scale, weight contrast, one emphasized term. Strongest for hooks and the cta.
96
+ - **Abstract graphics** — shapes / paths / geometry that _embody_ the idea the script names; don't decorate with generic bokeh.
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+ - **Diagram / data-viz** — the mechanism diagrams above, a `data-chart` for a perf delta, a number-lockup. The build (each part on beat) is the teaching — design it to assemble across the Scenes.
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+
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+ Make the invented hero **fill 40–60% of the frame** — big enough to read; don't shrink the one designed element into decoration around empty space.
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+
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+ ## Layout — named inline per Scene
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+
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+ State each Scene's layout as part of "where it sits." **If the blueprint (or the code-\* block) already implies a composition, that wins** — describe it directly; the vocabulary below is for composing freely. Never write px / scale / shadow (the worker does). One frame's layout can EVOLVE across its Scenes. Use **≥3 different framings per video**; never the same framing twice in a row.
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+
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+ - **Framing vocabulary** — centered (hero / climax / a single code surface) · rule-of-thirds · split-screen (before/after, two surfaces) · layered-depth (immersive) · asymmetric 60/40 or 70/30 (a code surface + a caption rail) · triptych (three changes at once) · full-width strip (a file list / timeline). Let the beat decide, not a quota.
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+ - **Density** — primary visual ≥ 40% of canvas; ≥ 3 depth layers; never a lone small cluster floating in empty space. Openings/closings are prone to emptiness — add environmental layers (a dim grid, low-opacity scanlines, brand-color ambient). Squint test: after blur you can still pick out the #1 element.
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+ - **Hierarchy** — combine ≥ 2 of size (3:1) / weight (800 vs 400) / contrast / position (upper-third is golden) / motion, so one element clearly dominates.
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+ - **Depth** — layer 2–3 of: size, blur, opacity gradient, overlap, shadow-stack, counter-scale on a push.
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+ - **Don't show**: nav bars, footers, scrollbars, real cursors / browser chrome, generic decorative shapes, floating bokeh / purple-blue "AI" gradients (banned). The navy code surface is for code beats only; mechanism diagrams stay on cream.
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+
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+ ## Portrait & square (non-16:9 canvases)
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+
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+ The zones, density, hierarchy, and depth principles all still apply; the **aspect ratio** changes, and a wide layout doesn't transplant into a tall one — design for the storyboard's `format` from the start.
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+
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+ - **Stack vertically, not side-by-side** — split-screen / triptych / 60-40 become top/bottom stacks. A code surface runs nearly full-width in portrait with fewer visible lines.
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+ - **Vertical center moves with the canvas** — anchor a centered hero around **y ≈ 0.42 × height** (portrait ≈806, square ≈454), not a fixed 540.
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+ - **Type runs larger, fewer words per line.** **Travels well to portrait:** Centered, Layered Depth, Full-Width Strip; **avoid** wide Split Screen / Triptych — use stacked equivalents.
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+
119
+ ## `## Video direction` — write the invariants ONCE
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+
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+ The whole video shares one look and one motion grammar. Write a **`## Video direction`** block ONCE at the top of `STORYBOARD.md` so every frame inherits it and per-frame Scene lines carry only the **delta**. This block is load-bearing — **keep it.**
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+
123
+ - **palette system** — from `frame.md` (claude): which roles map to which hues. Never invent.
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+ - **motion grammar + reveal model** — long-tail eases (`power3` default, smooth over bouncy) + the **VO-paced reveal** model + what may stay alive during a hold (subtle jitter at most) (→ `motion-language.md`).
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+ - **rhythm / held-frame allocation** — name the **held / breather frames** so the video varies its energy.
126
+ - **negative list** — off-brand textures, **plus both motion failure modes** — slideshow (front-load then freeze) and screensaver (everything floating independently) (→ `motion-language.md`).
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+
128
+ Do **not** repeat these per frame.
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+
130
+ ## Palette & type — from `frame.md`, never invented
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+
132
+ - **Palette** — `frame.md` (claude) is the color truth; apply its roles per frame. Generic basics → `hyperframes-creative/references/house-style.md`.
133
+ - **Type** — fonts resolve via `frame.md`'s type tokens; reference them **by role** (display / body / mono / the pack's ramp), never by raw family or px. Code surfaces and mechanism labels use the **mono** role. Typography craft → `hyperframes-creative/references/typography.md`.
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+
135
+ ## Caption-band keep-out (plan side)
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+
137
+ The bottom ~17% of the canvas is reserved for the caption pill. Plan every frame's content into the **top ~83%** (the worker enforces the pixel cutoff). When captions are enabled, primary content caps at the band top, and a centered hero anchors at **y ≈ 0.42 × height** (landscape ≈454, portrait ≈806); background / ambient layers are exempt and may stay full-bleed. Holds even when captions are disabled — bottom-edge consistency.
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+
139
+ ## Where the detail lives
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+
141
+ | For… | Read |
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+ | ------------------------------------------------------------------------------- | ------------------------------------------------------------------------------ |
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+ | the proven shapes + role→blueprint menu + how to pick | `../hyperframes-animation/blueprints-index.md` → `blueprints/<id>.md` |
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+ | the `code-*` blocks (pick + fill for a code beat) | `code-vocabulary.md` (local) |
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+ | motion — shot model, vocabulary, holds, idle budget, stillness, seek-safe | `motion-language.md` (local) |
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+ | layout — framing, density, depth, hierarchy, inventing the visual, caption band | the **Layout** + **Inventing the visual** sections in this file |
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+ | concrete eases / ms / stagger + rule recipe bodies (Step 5) | local `../hyperframes-animation/rules/` (the frame worker reads it; you don't) |
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+ | palette + type tokens | the project's `frame.md` (claude); basics → `hyperframes-creative` |
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+ | within-frame cuts / seams (zoom-through · cut-the-curve · waterfall) | `cut-catalog.md` (the worker builds them inside the composition) |
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+ | transitions | story-design owns `transition_in`; you don't touch it |
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+
152
+ ## Before you finish — checklist
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+
154
+ - **`## Video direction`** written once at the top (palette · motion grammar + shot model + idle budget · stillness allocation · negative list incl. both failure modes); per-frame entries are deltas.
155
+ - Every frame is a **time-coded shot sequence** with real second windows across its `duration` — not a tag bag.
156
+ - **No frame front-loads** — at t=0 only what the VO is saying enters; each further piece reveals on its spoken cue, across the back ~50%. Window count follows the VO.
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+ - Every frame names a **`blueprint:`** id (Reproduce / Adapt) or `compose`; an Adapt keeps the signature move; nothing collapses to a single front-loaded dump.
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+ - **Code beats** name a `code-*` block as the `focal`, let the block own the code animation, and choreograph only the surrounding Code Surface in the Scenes.
159
+ - **Mechanism beats** name an **invented animated diagram of the behavior** (or a `flowchart` / `data-chart`), choreographed across the Scenes on claude's cream ground with one coral marker — not a code block, not typography; the body is not an unbroken run of code surfaces.
160
+ - **Impact** uses a `number-lockup` with a `count-up`; the **credits** close uses the real avatars as the `focal`.
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+ - Each non-code, non-credits frame names its **invented** `focal` + per-element `roles`, kept few and load-bearing.
162
+ - Layout + motion named **inline** per Scene (no px / ease curves / ms / JS).
163
+ - Content planned into the top ~83% (caption band clear); palette / type pulled from `frame.md` by role.
164
+ - You wrote no HTML.