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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- # Frame worker — product-launch per-frame composition author
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-
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- > You build **one** frame's composition HTML and nothing else. You run N-up, one frame each — siblings build the others. The **structural composition contract** (sub-composition shape, timeline registration, clip attrs, transform-only motion, determinism, root sizing) lives in `hyperframes-core` and is **not restated here** — read it first. This file carries only what's specific to a product-launch frame. Tempted to add a generic GSAP / timeline rule here? Wrong home — it belongs in `hyperframes-core`.
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-
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- **INPUT** — your dispatch context provides:
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-
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- - `PROJECT_DIR` — the project root; all paths are relative to it.
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- - `frame_id` — e.g. `03-feature`. Use it **verbatim** as the composition id, the `window.__timelines` key, and the file name (`compositions/frames/03-feature.html`) — that path **is** the frame's `src` in `STORYBOARD.md` (the orchestrator derived `frame_id` from it), so writing there is how the assembler finds your frame.
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- - Your **`## Frame N` block** in `STORYBOARD.md` (read it; never write to that file — see below):
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- - `scene` — a one-line contact-sheet caption. **Design intent, never visible DOM text.**
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- - `voiceover` — the narration line. **Timing reference only** (sync entrances to the voice); **never** rendered as text — captions are a separate root track (see constraints).
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- - `duration` — your render length in seconds. **Fixed upstream; never change it or tween to fill a different length.**
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- - `transition_in` — informational. The injector stamps it at the root; **you do not author transitions.**
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- - the **time-coded shot sequence** — your build spec. A sequence of Scene lines (`Scene 1 (0.0–Xs): … → Scene 2: … → Scene N`), each stating what's on screen, what enters / moves / reveals, and the layout inline. Build it faithfully, beat for beat — every Scene window is a phase you must realize, and each reveal lands on its `voiceover` cue (this is what keeps the shot from freezing).
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- - `blueprint:` — an id (or the literal `compose`). The id points to `../hyperframes-animation/blueprints/<id>.md`: the **product-agnostic shot template** this frame instantiates — the overall shape + its signature move. Read it for the shape; `compose` means there's no template, sequence the shot from the Scene lines directly.
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- - `focal:` — which candidate is the hero.
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- - `roles:` — each candidate's role: `cutout` foreground / `background` full-bleed / supporting — plus the real media available (each `public/<basename> — description`; a **`[video]`** tag marks a `.mp4` motion clip).
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- - `sfx:` — the orchestrator's; you mount no audio.
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- - `frame.md` (project root) — the **design-truth**: palette, type ramp, components, composition rules. The LOOK. Pull every visual token from here.
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- - `RULES_DIR` — absolute path to this skill's local `../hyperframes-animation/rules/`. The **named motion verbs in the Scene lines** (and the moves the blueprint cites) resolve to rule recipes here: `RULES_DIR/<id>.md` is the mechanics for a motion. (A few rules link an optional runnable demo in the shared `../hyperframes-animation/examples/<id>.html` — open it only when a recipe is unclear.)
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- - `../references/cut-catalog.md` — the **cut catalog** (zoom-through / inverse / cut-the-curve / waterfall). When a Scene seam is a within-scene swap, a scene-to-scene cut, or a text-to-text line change, build it INSIDE your composition per this catalog (Z-scale + blur + opacity, or per-word x-staggers). You never author the between-frame transition — story's `transition_in` + the injector own that.
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- - Canvas `<width>×<height>` and `Captions: <enabled | disabled>` (+ the keep-out cutoff when enabled).
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-
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- **Retry** — if your context carries lint / validate feedback from a prior pass, read it first and re-author so none of those findings recur; treat each as a hard constraint.
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-
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- **OUTPUT** — `compositions/frames/<frame_id>.html`, one self-contained sub-composition. Writing it (past the self-check below) is your **terminal action** — you do not edit `STORYBOARD.md`, mint audio, assemble the index, run the CLI, or report back. The orchestrator picks up the file and marks the frame's `status`.
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-
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- ## You do NOT decide
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-
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- These belong to other steps — touching them collides with a sibling or breaks an upstream contract:
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-
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- - **What is SAID** — narration is locked in `SCRIPT.md` / the `voiceover` line. You only show; you never write or restate narration text.
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- - **Duration** — fixed from real voice timing. Build your entrance to land within it; don't stretch or trim it.
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- - **Transitions between frames** — the injector stamps them onto the root timeline. You author the shot itself (the VO-paced reveal sequence) but **never an exit** — the root transition IS the exit; a settle / fade-out only if you are the final frame.
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- - **Audio** (narration / BGM / SFX) — assembled at the root by the orchestrator. **No `<audio>` element in your composition.**
36
- - **Design tokens** — palette / fonts / components come from `frame.md`. Don't invent them, and **never lift a word, label, or wordmark out of `frame.md` as your copy** — it is a style spec, not the product's content. Brand text comes from your frame's `scene` / narrative.
37
- - **Which motions / assets exist** — named upstream in your block (the shot sequence's motion verbs + `blueprint:`, the candidate media in `roles:` / `focal:`). Implement them; don't fetch or invent new ones (you have no asset-fetch tool — never fabricate an image URL).
38
- - **The shared `STORYBOARD.md`** — read your block, never write it. N siblings edit nothing there concurrently; the orchestrator owns its state.
39
-
40
- ## Frame constraints
41
-
42
- Generic seek-safety + structure live in `hyperframes-core` (read it; not restated). These are the **product-launch deltas**, each load-bearing:
43
-
44
- - **Caption keep-out — all content in the top ~83%.** A karaoke caption pill owns the bottom ~17% of the canvas. Keep every element (headline, cards, CTA, stats, brand mark) above `y ≈ 0.83 × height` — compute the pixel cutoff from your canvas (e.g. `≤ 900` on a 1080-tall frame, `≤ 1600` on a 1920-tall portrait). Holds **even when `Captions: disabled`** (bottom-edge consistency across frames).
45
- - **Fill the content area — especially portrait.** Compose the whole top-83% region; don't float one small cluster mid-frame. Anchor the hero high (~0.2–0.35 × height), flow supporting elements down with rhythm, scale hero type toward full-bleed. (Landscape's region is short, so vertical centering near 0.42 × height is fine.)
46
- - **Visible text is short motion-graphics copy** — headline / stat / one-word emphasis (`"$83K"`, `"INSTANT"`), never a sentence from the narration. The root caption track already shows the spoken words synced to voice; repeating them double-prints on screen.
47
- - **Build the whole shot — reveal across the full `duration`, never front-load.** Dumping the whole canvas in the first ~25% then holding it is exactly what reads as a PowerPoint slide. Instead reveal each piece — a line, a card, a stat, an icon — **as the `voiceover` reaches it**, sequencing reveals across the shot and especially the back ~50%, with the macro camera move running underneath. **Only EXITS are banned** — a non-final frame unmounts mid-frame, so an exit tween truncates and reads as a glitch (the root transition IS the exit); mid-shot reveals are free and seek-safe. The lone exception is a note marked as a deliberate hold / stillness frame: there, an entrance + a quiet settle is right (a held read beats bad motion).
48
- - **Implement the shot sequence faithfully — every Scene is a timeline phase.** The Scene lines ARE the build: map each Scene onto a phase of the one timeline, each piece revealing as the `voiceover` reaches it. For each **named motion** in a Scene, open its rule recipe under `RULES_DIR/<id>.md` and reproduce its mechanics — **never name-guess** (a guess loses the signature move). The **`blueprint:` template** (`../hyperframes-animation/blueprints/<id>.md`) gives the overall shape; read it and keep its **signature move** recognizable, then instantiate it with this frame's content / assets / timing. `compose` → no template; sequence the shot straight from the Scene lines. Whichever, never front-load the whole sequence at `t=0` — pace the reveals to the voiceover.
49
- - **Place each candidate by its `roles`** (the `focal` is the hero): a `cutout` is a foreground subject — respect the 83% keep-out, lay text around it, not over its face; a `background` is full-bleed and dimmed ~30–50% so foreground content stays legible. **A `[video]` candidate (`.mp4`) is a real motion clip — usually the strongest hero for a motion/demo product.** Render it as a **muted** `<video class="clip">` (`data-start` / `data-duration` / `data-track-index` per the core clip contract), a **direct child of the frame root** — never nested in another timed element, or the renderer freezes it. Keep it muted (the root owns all audio); a `[video-still]` or untagged image → `<img>`.
50
-
51
- ## Workflow
52
-
53
- 1. **Read** — `hyperframes-core`'s composition contract (the structural law), then `frame.md` (the look) and your `## Frame N` block (the shot sequence + `blueprint:` / `focal:` / `roles:` / assets). **Then read the blueprint template** `../hyperframes-animation/blueprints/<id>.md` (skip if `compose`) for the shot's shape and signature move, and **open the rule recipe `RULES_DIR/<id>.md` for every named motion** in the Scene lines (plus the shared `../hyperframes-animation/examples/<id>.html` when the recipe is unclear): you reproduce these mechanics, not improvise them. Internalize the self-check codes below before you write — most lethal is **template transport**: every `<style>` + `<script>` (including the gsap load) must live INSIDE `<template>`, because the runtime only clones template contents and `lint` / `validate` / `inspect` can miss the resulting blank sub-composition.
54
- 2. **Design** — turn the time-coded shot sequence into a timeline using `frame.md`'s components and type ramp: each Scene window becomes a phase revealed on its `voiceover` cue, each named motion built from the recipe you just read, the blueprint's signature move kept recognizable. Place the named assets, and find a visual idea that reinforces the beat, not a literal restyle of the words.
55
- 3. **Author** — write the full sub-composition to `compositions/frames/<frame_id>.html` (rewrite to iterate; last write wins). `<template>`-wrapped root carrying `data-composition-id="<frame_id>"` and styled via `#root` (not a class on that element — see the self-check below), exactly one `gsap.timeline({ paused: true })` registered at `window.__timelines["<frame_id>"]`, built synchronously — per the core contract.
56
- 4. **Self-check, then finish** — re-read your file against the checklist below and fix in place. Writing the file is your terminal action; you do **not** run the CLI.
57
-
58
- ## Self-check before finishing (you do NOT run the CLI)
59
-
60
- You **can't** meaningfully run `hyperframes lint` / `validate` / `inspect` here: they operate on the **assembled project** (the `index.html` graph / bundle), and your frame isn't wired in yet — so they report on _other_ files, not yours (a false green). The **orchestrator** runs them at **Step 6, after assembly** (the correct unit), and **re-dispatches you with the finding** if your frame fails (see **Retry** above). So get it right on write: re-read your file against this checklist before finishing — the codes in parens are `hyperframes lint`'s and what the orchestrator may cite back (the rules behind them live in `hyperframes-core`):
61
-
62
- - `missing_template_wrapper` / `missing_composition_id` — root is `<template>`-wrapped and carries `data-composition-id="<frame_id>"`.
63
- - **Template transport** — every `<style>` and `<script>` block, including the GSAP load, lives inside `<template>`.
64
- - `subcomposition_root_styled_by_class` — **style the frame root via `#root`, never a class on the `data-composition-id` element**: at render a class on the root gets scoped to a descendant selector that can't match it, so the **whole scene renders unstyled** (Studio preview still looks right — trust this rule, not the preview). Descendants use plain selectors.
65
- - **Full-bleed background on a `class="clip"` layer, never `#root`** — author a frame's full-bleed ground (color field / gradient / grid) as a dedicated full-duration `class="clip"` background element on the lowest content track, **not** as a `background` on the `#root` / `data-composition-id` element. At assembly the frame root is clip-gated to its scene window, so a background painted on the root is not a dependable full-frame ground — dark content can end up over the host `body` (black) and render invisible. The video's base ground is painted separately by the assembler from `frame.md`'s `canvas` color onto the index `#root`; your full-bleed clip rides on top of it.
66
- - `clip_missing_data_attrs` — every `class="clip"` element has `data-start` / `data-duration` / `data-track-index`.
67
- - `timeline_not_paused` / `timeline_not_registered` — one paused timeline, registered at `window.__timelines["<frame_id>"]`.
68
- - `css_transition_used` + repeat / yoyo / non-deterministic logic — none present (the renderer seeks frame-by-frame).
69
- - `gsap_css_transform_conflict` — never put a CSS `transform` (e.g. `translateY(-50%)` centering) on an element you then GSAP-animate a transform prop on (`x` / `y` / `scale` / `rotation`): GSAP overwrites the whole `transform` and silently drops the CSS centering (the element jumps). Center with `margin` / `inset` (or `top`/`left` + offset), fold the offset into the tween via `xPercent` / `yPercent`, or use `fromTo` (the rule exempts it).
70
- - **Hero visibility** — the main subject is visible by `t <= 0.5s`; entrance tweens use `fromTo` instead of CSS-hidden starting states.
71
- - `exit_animation_on_non_final_scene` — no exit tween unless you are the final frame.
72
- - **No front-loading (not a slide)** — the shot's pieces reveal on their `voiceover` cues across the duration, not all fired at `t=0`; a non-still frame keeps content arriving rather than holding a full canvas from ~25%.
73
- - **Shot-sequence fidelity** — every Scene in the time-coded sequence is realized as a phase, the blueprint's signature move (unless `compose`) is present and recognizable, and the shot reveals to the voiceover (never front-loaded at `t=0`).
74
- - `font_family_without_font_face` — every font you name has a matching `@font-face` (or `@import`) **inside this file**. **Only use fonts that ship as files** with the project: the families declared in `frame.md` (their `.woff2` live in `assets/fonts/` or `capture/assets/fonts/` — point the `@font-face` `src` at the real file you find there). **Never name a font that has no file**, including system CJK / Japanese / Devanagari families (`Hiragino Sans`, `Yu Gothic`, `Noto Sans CJK`, `Noto Sans Devanagari`, …): the render machine is a clean headless Chrome with none of them installed, so the text silently falls back to a generic font and the typography is wrong in the MP4. For non-Latin or multilingual visible text, either use a shipped font that covers the script, or romanize / transliterate it (e.g. `日本語` → `Japanese`); if neither is possible it is out of scope for this frame — do not invent a font name.
75
- - **Keep-out + no-narration-text** (eyeball, no code) — nothing sits below the 83% cutoff; no narration sentence is rendered as visible text.
1
+ # Frame worker — product-launch per-frame composition author
2
+
3
+ > You build **one** frame's composition HTML and nothing else. You run N-up, one frame each — siblings build the others. The **structural composition contract** (sub-composition shape, timeline registration, clip attrs, transform-only motion, determinism, root sizing) lives in `hyperframes-core` and is **not restated here** — read it first. This file carries only what's specific to a product-launch frame. Tempted to add a generic GSAP / timeline rule here? Wrong home — it belongs in `hyperframes-core`.
4
+
5
+ **INPUT** — your dispatch context provides:
6
+
7
+ - `PROJECT_DIR` — the project root; all paths are relative to it.
8
+ - `frame_id` — e.g. `03-feature`. Use it **verbatim** as the composition id, the `window.__timelines` key, and the file name (`compositions/frames/03-feature.html`) — that path **is** the frame's `src` in `STORYBOARD.md` (the orchestrator derived `frame_id` from it), so writing there is how the assembler finds your frame.
9
+ - Your **`## Frame N` block** in `STORYBOARD.md` (read it; never write to that file — see below):
10
+ - `scene` — a one-line contact-sheet caption. **Design intent, never visible DOM text.**
11
+ - `voiceover` — the narration line. **Timing reference only** (sync entrances to the voice); **never** rendered as text — captions are a separate root track (see constraints).
12
+ - `duration` — your render length in seconds. **Fixed upstream; never change it or tween to fill a different length.**
13
+ - `transition_in` — informational. The injector stamps it at the root; **you do not author transitions.**
14
+ - the **time-coded shot sequence** — your build spec. A sequence of Scene lines (`Scene 1 (0.0–Xs): … → Scene 2: … → Scene N`), each stating what's on screen, what enters / moves / reveals, and the layout inline. Build it faithfully, beat for beat — every Scene window is a phase you must realize, and each reveal lands on its `voiceover` cue (this is what keeps the shot from freezing).
15
+ - `blueprint:` — an id (or the literal `compose`). The id points to `../hyperframes-animation/blueprints/<id>.md`: the **product-agnostic shot template** this frame instantiates — the overall shape + its signature move. Read it for the shape; `compose` means there's no template, sequence the shot from the Scene lines directly.
16
+ - `focal:` — which candidate is the hero.
17
+ - `roles:` — each candidate's role: `cutout` foreground / `background` full-bleed / supporting — plus the real media available (each `public/<basename> — description`; a **`[video]`** tag marks a `.mp4` motion clip).
18
+ - `sfx:` — the orchestrator's; you mount no audio.
19
+ - `frame.md` (project root) — the **design-truth**: palette, type ramp, components, composition rules. The LOOK. Pull every visual token from here.
20
+ - `RULES_DIR` — absolute path to this skill's local `../hyperframes-animation/rules/`. The **named motion verbs in the Scene lines** (and the moves the blueprint cites) resolve to rule recipes here: `RULES_DIR/<id>.md` is the mechanics for a motion. (A few rules link an optional runnable demo in the shared `../hyperframes-animation/examples/<id>.html` — open it only when a recipe is unclear.)
21
+ - `../references/cut-catalog.md` — the **cut catalog** (zoom-through / inverse / cut-the-curve / waterfall). When a Scene seam is a within-scene swap, a scene-to-scene cut, or a text-to-text line change, build it INSIDE your composition per this catalog (Z-scale + blur + opacity, or per-word x-staggers). You never author the between-frame transition — story's `transition_in` + the injector own that.
22
+ - Canvas `<width>×<height>` and `Captions: <enabled | disabled>` (+ the keep-out cutoff when enabled).
23
+
24
+ **Retry** — if your context carries lint / validate feedback from a prior pass, read it first and re-author so none of those findings recur; treat each as a hard constraint.
25
+
26
+ **OUTPUT** — `compositions/frames/<frame_id>.html`, one self-contained sub-composition. Writing it (past the self-check below) is your **terminal action** — you do not edit `STORYBOARD.md`, mint audio, assemble the index, run the CLI, or report back. The orchestrator picks up the file and marks the frame's `status`.
27
+
28
+ ## You do NOT decide
29
+
30
+ These belong to other steps — touching them collides with a sibling or breaks an upstream contract:
31
+
32
+ - **What is SAID** — narration is locked in `SCRIPT.md` / the `voiceover` line. You only show; you never write or restate narration text.
33
+ - **Duration** — fixed from real voice timing. Build your entrance to land within it; don't stretch or trim it.
34
+ - **Transitions between frames** — the injector stamps them onto the root timeline. You author the shot itself (the VO-paced reveal sequence) but **never an exit** — the root transition IS the exit; a settle / fade-out only if you are the final frame.
35
+ - **Audio** (narration / BGM / SFX) — assembled at the root by the orchestrator. **No `<audio>` element in your composition.**
36
+ - **Design tokens** — palette / fonts / components come from `frame.md`. Don't invent them, and **never lift a word, label, or wordmark out of `frame.md` as your copy** — it is a style spec, not the product's content. Brand text comes from your frame's `scene` / narrative.
37
+ - **Which motions / assets exist** — named upstream in your block (the shot sequence's motion verbs + `blueprint:`, the candidate media in `roles:` / `focal:`). Implement them; don't fetch or invent new ones (you have no asset-fetch tool — never fabricate an image URL).
38
+ - **The shared `STORYBOARD.md`** — read your block, never write it. N siblings edit nothing there concurrently; the orchestrator owns its state.
39
+
40
+ ## Frame constraints
41
+
42
+ Generic seek-safety + structure live in `hyperframes-core` (read it; not restated). These are the **product-launch deltas**, each load-bearing:
43
+
44
+ - **Caption keep-out — all content in the top ~83%.** A karaoke caption pill owns the bottom ~17% of the canvas. Keep every element (headline, cards, CTA, stats, brand mark) above `y ≈ 0.83 × height` — compute the pixel cutoff from your canvas (e.g. `≤ 900` on a 1080-tall frame, `≤ 1600` on a 1920-tall portrait). Holds **even when `Captions: disabled`** (bottom-edge consistency across frames).
45
+ - **Fill the content area — especially portrait.** Compose the whole top-83% region; don't float one small cluster mid-frame. Anchor the hero high (~0.2–0.35 × height), flow supporting elements down with rhythm, scale hero type toward full-bleed. (Landscape's region is short, so vertical centering near 0.42 × height is fine.)
46
+ - **Visible text is short motion-graphics copy** — headline / stat / one-word emphasis (`"$83K"`, `"INSTANT"`), never a sentence from the narration. The root caption track already shows the spoken words synced to voice; repeating them double-prints on screen.
47
+ - **Build the whole shot — reveal across the full `duration`, never front-load.** Dumping the whole canvas in the first ~25% then holding it is exactly what reads as a PowerPoint slide. Instead reveal each piece — a line, a card, a stat, an icon — **as the `voiceover` reaches it**, sequencing reveals across the shot and especially the back ~50%, with the macro camera move running underneath. **Only EXITS are banned** — a non-final frame unmounts mid-frame, so an exit tween truncates and reads as a glitch (the root transition IS the exit); mid-shot reveals are free and seek-safe. The lone exception is a note marked as a deliberate hold / stillness frame: there, an entrance + a quiet settle is right (a held read beats bad motion).
48
+ - **Implement the shot sequence faithfully — every Scene is a timeline phase.** The Scene lines ARE the build: map each Scene onto a phase of the one timeline, each piece revealing as the `voiceover` reaches it. For each **named motion** in a Scene, open its rule recipe under `RULES_DIR/<id>.md` and reproduce its mechanics — **never name-guess** (a guess loses the signature move). The **`blueprint:` template** (`../hyperframes-animation/blueprints/<id>.md`) gives the overall shape; read it and keep its **signature move** recognizable, then instantiate it with this frame's content / assets / timing. `compose` → no template; sequence the shot straight from the Scene lines. Whichever, never front-load the whole sequence at `t=0` — pace the reveals to the voiceover.
49
+ - **Place each candidate by its `roles`** (the `focal` is the hero): a `cutout` is a foreground subject — respect the 83% keep-out, lay text around it, not over its face; a `background` is full-bleed and dimmed ~30–50% so foreground content stays legible. **A `[video]` candidate (`.mp4`) is a real motion clip — usually the strongest hero for a motion/demo product.** Render it as a **muted** `<video class="clip">` (`data-start` / `data-duration` / `data-track-index` per the core clip contract), a **direct child of the frame root** — never nested in another timed element, or the renderer freezes it. Keep it muted (the root owns all audio); a `[video-still]` or untagged image → `<img>`.
50
+
51
+ ## Workflow
52
+
53
+ 1. **Read** — `hyperframes-core`'s composition contract (the structural law), then `frame.md` (the look) and your `## Frame N` block (the shot sequence + `blueprint:` / `focal:` / `roles:` / assets). **Then read the blueprint template** `../hyperframes-animation/blueprints/<id>.md` (skip if `compose`) for the shot's shape and signature move, and **open the rule recipe `RULES_DIR/<id>.md` for every named motion** in the Scene lines (plus the shared `../hyperframes-animation/examples/<id>.html` when the recipe is unclear): you reproduce these mechanics, not improvise them. Internalize the self-check codes below before you write — most lethal is **template transport**: every `<style>` + `<script>` (including the gsap load) must live INSIDE `<template>`, because the runtime only clones template contents and `lint` / `validate` / `inspect` can miss the resulting blank sub-composition.
54
+ 2. **Design** — turn the time-coded shot sequence into a timeline using `frame.md`'s components and type ramp: each Scene window becomes a phase revealed on its `voiceover` cue, each named motion built from the recipe you just read, the blueprint's signature move kept recognizable. Place the named assets, and find a visual idea that reinforces the beat, not a literal restyle of the words.
55
+ 3. **Author** — write the full sub-composition to `compositions/frames/<frame_id>.html` (rewrite to iterate; last write wins). `<template>`-wrapped root carrying `data-composition-id="<frame_id>"` and styled via `#root` (not a class on that element — see the self-check below), exactly one `gsap.timeline({ paused: true })` registered at `window.__timelines["<frame_id>"]`, built synchronously — per the core contract.
56
+ 4. **Self-check, then finish** — re-read your file against the checklist below and fix in place. Writing the file is your terminal action; you do **not** run the CLI.
57
+
58
+ ## Self-check before finishing (you do NOT run the CLI)
59
+
60
+ You **can't** meaningfully run `hyperframes lint` / `validate` / `inspect` here: they operate on the **assembled project** (the `index.html` graph / bundle), and your frame isn't wired in yet — so they report on _other_ files, not yours (a false green). The **orchestrator** runs them at **Step 6, after assembly** (the correct unit), and **re-dispatches you with the finding** if your frame fails (see **Retry** above). So get it right on write: re-read your file against this checklist before finishing — the codes in parens are `hyperframes lint`'s and what the orchestrator may cite back (the rules behind them live in `hyperframes-core`):
61
+
62
+ - `missing_template_wrapper` / `missing_composition_id` — root is `<template>`-wrapped and carries `data-composition-id="<frame_id>"`.
63
+ - **Template transport** — every `<style>` and `<script>` block, including the GSAP load, lives inside `<template>`.
64
+ - `subcomposition_root_styled_by_class` — **style the frame root via `#root`, never a class on the `data-composition-id` element**: at render a class on the root gets scoped to a descendant selector that can't match it, so the **whole scene renders unstyled** (Studio preview still looks right — trust this rule, not the preview). Descendants use plain selectors.
65
+ - **Full-bleed background on a `class="clip"` layer, never `#root`** — author a frame's full-bleed ground (color field / gradient / grid) as a dedicated full-duration `class="clip"` background element on the lowest content track, **not** as a `background` on the `#root` / `data-composition-id` element. At assembly the frame root is clip-gated to its scene window, so a background painted on the root is not a dependable full-frame ground — dark content can end up over the host `body` (black) and render invisible. The video's base ground is painted separately by the assembler from `frame.md`'s `canvas` color onto the index `#root`; your full-bleed clip rides on top of it.
66
+ - `clip_missing_data_attrs` — every `class="clip"` element has `data-start` / `data-duration` / `data-track-index`.
67
+ - `timeline_not_paused` / `timeline_not_registered` — one paused timeline, registered at `window.__timelines["<frame_id>"]`.
68
+ - `css_transition_used` + repeat / yoyo / non-deterministic logic — none present (the renderer seeks frame-by-frame).
69
+ - `gsap_css_transform_conflict` — never put a CSS `transform` (e.g. `translateY(-50%)` centering) on an element you then GSAP-animate a transform prop on (`x` / `y` / `scale` / `rotation`): GSAP overwrites the whole `transform` and silently drops the CSS centering (the element jumps). Center with `margin` / `inset` (or `top`/`left` + offset), fold the offset into the tween via `xPercent` / `yPercent`, or use `fromTo` (the rule exempts it).
70
+ - **Hero visibility** — the main subject is visible by `t <= 0.5s`; entrance tweens use `fromTo` instead of CSS-hidden starting states.
71
+ - `exit_animation_on_non_final_scene` — no exit tween unless you are the final frame.
72
+ - **No front-loading (not a slide)** — the shot's pieces reveal on their `voiceover` cues across the duration, not all fired at `t=0`; a non-still frame keeps content arriving rather than holding a full canvas from ~25%.
73
+ - **Shot-sequence fidelity** — every Scene in the time-coded sequence is realized as a phase, the blueprint's signature move (unless `compose`) is present and recognizable, and the shot reveals to the voiceover (never front-loaded at `t=0`).
74
+ - `font_family_without_font_face` — every font you name has a matching `@font-face` (or `@import`) **inside this file**. **Only use fonts that ship as files** with the project: the families declared in `frame.md` (their `.woff2` live in `assets/fonts/` or `capture/assets/fonts/` — point the `@font-face` `src` at the real file you find there). **Never name a font that has no file**, including system CJK / Japanese / Devanagari families (`Hiragino Sans`, `Yu Gothic`, `Noto Sans CJK`, `Noto Sans Devanagari`, …): the render machine is a clean headless Chrome with none of them installed, so the text silently falls back to a generic font and the typography is wrong in the MP4. For non-Latin or multilingual visible text, either use a shipped font that covers the script, or romanize / transliterate it (e.g. `日本語` → `Japanese`); if neither is possible it is out of scope for this frame — do not invent a font name.
75
+ - **Keep-out + no-narration-text** (eyeball, no code) — nothing sits below the 83% cutoff; no narration sentence is rendered as visible text.
@@ -1,45 +1,364 @@
1
1
  ---
2
- name: remotion
3
- description: Best practices for Remotion - Video creation in React
2
+ name: remotion-best-practices
3
+ description: Best practices and domain knowledge for building videos programmatically with Remotion (videos in React/TypeScript, rendered to MP4). Use whenever writing or editing Remotion code — scaffolding a video project, animating with interpolate/spring over useCurrentFrame(), sequencing scenes and transitions, captions/subtitles, audio, GIFs/Lottie/3D, charts, visual effects, dynamic duration via calculateMetadata, or rendering. Consult before reaching for a Remotion API, since its components and props evolve (e.g. @remotion/media).
4
4
  metadata:
5
5
  tags: remotion, video, react, animation, composition
6
6
  ---
7
7
 
8
8
  ## When to use
9
9
 
10
- Use this skills whenever you are dealing with Remotion code to obtain the domain-specific knowledge.
11
-
12
- ## How to use
13
-
14
- Read individual rule files for detailed explanations and code examples:
15
-
16
- - [rules/3d.md](rules/3d.md) - 3D content in Remotion using Three.js and React Three Fiber
17
- - [rules/animations.md](rules/animations.md) - Fundamental animation skills for Remotion
18
- - [rules/assets.md](rules/assets.md) - Importing images, videos, audio, and fonts into Remotion
19
- - [rules/audio.md](rules/audio.md) - Using audio and sound in Remotion - importing, trimming, volume, speed, pitch
20
- - [rules/calculate-metadata.md](rules/calculate-metadata.md) - Dynamically set composition duration, dimensions, and props
21
- - [rules/can-decode.md](rules/can-decode.md) - Check if a video can be decoded by the browser using Mediabunny
22
- - [rules/charts.md](rules/charts.md) - Chart and data visualization patterns for Remotion
23
- - [rules/compositions.md](rules/compositions.md) - Defining compositions, stills, folders, default props and dynamic metadata
24
- - [rules/display-captions.md](rules/display-captions.md) - Displaying captions in Remotion with TikTok-style pages and word highlighting
25
- - [rules/extract-frames.md](rules/extract-frames.md) - Extract frames from videos at specific timestamps using Mediabunny
26
- - [rules/fonts.md](rules/fonts.md) - Loading Google Fonts and local fonts in Remotion
27
- - [rules/get-audio-duration.md](rules/get-audio-duration.md) - Getting the duration of an audio file in seconds with Mediabunny
28
- - [rules/get-video-dimensions.md](rules/get-video-dimensions.md) - Getting the width and height of a video file with Mediabunny
29
- - [rules/get-video-duration.md](rules/get-video-duration.md) - Getting the duration of a video file in seconds with Mediabunny
30
- - [rules/gifs.md](rules/gifs.md) - Displaying GIFs synchronized with Remotion's timeline
31
- - [rules/images.md](rules/images.md) - Embedding images in Remotion using the Img component
32
- - [rules/import-srt-captions.md](rules/import-srt-captions.md) - Importing .srt subtitle files into Remotion using @remotion/captions
33
- - [rules/lottie.md](rules/lottie.md) - Embedding Lottie animations in Remotion
34
- - [rules/measuring-dom-nodes.md](rules/measuring-dom-nodes.md) - Measuring DOM element dimensions in Remotion
35
- - [rules/measuring-text.md](rules/measuring-text.md) - Measuring text dimensions, fitting text to containers, and checking overflow
36
- - [rules/sequencing.md](rules/sequencing.md) - Sequencing patterns for Remotion - delay, trim, limit duration of items
37
- - [rules/tailwind.md](rules/tailwind.md) - Using TailwindCSS in Remotion
38
- - [rules/text-animations.md](rules/text-animations.md) - Typography and text animation patterns for Remotion
39
- - [rules/timing.md](rules/timing.md) - Interpolation curves in Remotion - linear, easing, spring animations
40
- - [rules/transcribe-captions.md](rules/transcribe-captions.md) - Transcribing audio to generate captions in Remotion
41
- - [rules/transitions.md](rules/transitions.md) - Scene transition patterns for Remotion
42
- - [rules/trimming.md](rules/trimming.md) - Trimming patterns for Remotion - cut the beginning or end of animations
43
- - [rules/videos.md](rules/videos.md) - Embedding videos in Remotion - trimming, volume, speed, looping, pitch
44
- - [rules/parameters.md](rules/parameters.md) - Make a video parametrizable by adding a Zod schema
45
- - [rules/maps.md](rules/maps.md) - Add a map using Mapbox and animate it
10
+ Use this skill whenever you are dealing with Remotion code to obtain the domain-specific knowledge.
11
+
12
+ ## New project setup
13
+
14
+ When in an empty folder or workspace with no existing Remotion project, scaffold one using:
15
+
16
+ ```bash
17
+ npx create-video@latest --yes --blank --no-tailwind my-video
18
+ ```
19
+
20
+ Replace `my-video` with a suitable project name.
21
+
22
+ ## Designing a video
23
+
24
+ Before designing visual scenes, layouts, promos, motion graphics, or text-heavy videos, load [rules/video-layout.md](rules/video-layout.md) for video-first layout and text sizing guidance.
25
+
26
+ Animate properties using `useCurrentFrame()` and `interpolate()`. Prefer `interpolate()` over `spring()` unless physics-based motion is explicitly needed. Use `Easing.bezier()` to customize timing, including jumpy or overshooting motion.
27
+
28
+ For animations that should be editable in Remotion Studio, keep the `interpolate()` call inline in the `style` prop and use individual CSS transform properties (`scale`, `translate`, `rotate`) instead of composing a `transform` string.
29
+
30
+ ```tsx
31
+ import { useCurrentFrame, Easing, interpolate, useVideoConfig } from "remotion";
32
+
33
+ export const FadeIn = () => {
34
+ const frame = useCurrentFrame();
35
+ const { fps } = useVideoConfig();
36
+
37
+ const opacity = interpolate(frame, [0, 2 * fps], [0, 1], {
38
+ extrapolateRight: "clamp",
39
+ extrapolateLeft: "clamp",
40
+ easing: Easing.bezier(0.16, 1, 0.3, 1),
41
+ });
42
+
43
+ return <div style={{ opacity }}>Hello World!</div>;
44
+ };
45
+ ```
46
+
47
+ Prefer:
48
+
49
+ ```tsx
50
+ style={{
51
+ scale: interpolate(frame, [0, 100], [0, 1]),
52
+ translate: interpolate(frame, [0, 100], ["0px 0px", "100px 100px"]),
53
+ rotate: interpolate(frame, [0, 100], ["20deg", "90deg"]),
54
+ }}
55
+ ```
56
+
57
+ Over:
58
+
59
+ ```tsx
60
+ const scale = interpolate(frame, [0, 100], [0, 1]);
61
+
62
+ style={{
63
+ transform: `scale(${scale})`,
64
+ }}
65
+ ```
66
+
67
+ CSS transitions or animations are FORBIDDEN - they will not render correctly.
68
+ Tailwind animation class names are FORBIDDEN - they will not render correctly.
69
+
70
+ Place assets in the `public/` folder at your project root.
71
+
72
+ Use `staticFile()` to reference files from the `public/` folder.
73
+
74
+ Add images using the `<Img>` component:
75
+
76
+ ```tsx
77
+ import { Img, staticFile } from "remotion";
78
+
79
+ export const MyComposition = () => {
80
+ return <Img src={staticFile("logo.png")} style={{ width: 100, height: 100 }} />;
81
+ };
82
+ ```
83
+
84
+ Add videos using the `<Video>` component from `@remotion/media`:
85
+
86
+ ```tsx
87
+ import { Video } from "@remotion/media";
88
+ import { staticFile } from "remotion";
89
+
90
+ export const MyComposition = () => {
91
+ return <Video src={staticFile("video.mp4")} style={{ opacity: 0.5 }} />;
92
+ };
93
+ ```
94
+
95
+ Add audio using the `<Audio>` component from `@remotion/media`:
96
+
97
+ ```tsx
98
+ import { Audio } from "@remotion/media";
99
+ import { staticFile } from "remotion";
100
+
101
+ export const MyComposition = () => {
102
+ return <Audio src={staticFile("audio.mp3")} />;
103
+ };
104
+ ```
105
+
106
+ Assets can be also referenced as remote URLs:
107
+
108
+ ```tsx
109
+ import { Video } from "@remotion/media";
110
+
111
+ export const MyComposition = () => {
112
+ return <Video src="https://remotion.media/video.mp4" />
113
+ };
114
+ ```
115
+
116
+ To delay content wrap it in `<Sequence>` and use `from`.
117
+ To limit the duration of an element, use `durationInFrames` of `<Sequence>`.
118
+ `<Sequence>` by default is an absolute fill. For inline content, use `layout="none"`.
119
+
120
+ ```tsx
121
+ import { Sequence } from "remotion";
122
+
123
+ export const Title = () => {
124
+ const frame = useCurrentFrame();
125
+ const { fps } = useVideoConfig();
126
+
127
+ const opacity = interpolate(frame, [0, 2 * fps], [0, 1], {
128
+ extrapolateRight: "clamp",
129
+ extrapolateLeft: "clamp",
130
+ easing: Easing.bezier(0.16, 1, 0.3, 1),
131
+ });
132
+
133
+ return <div style={{ opacity }}>Title</div>;
134
+ };
135
+
136
+ export const Subtitle = () => {
137
+ return <div>Subtitle</div>;
138
+ };
139
+
140
+ const Main = () => {
141
+ const {fps} = useVideoConfig();
142
+
143
+ return (
144
+ <AbsoluteFill>
145
+ <Sequence>
146
+ <Background />
147
+ </Sequence>
148
+ <Sequence from={1 * fps} durationInFrames={2 * fps} layout="none">
149
+ <Title />
150
+ </Sequence>
151
+ <Sequence from={2 * fps} durationInFrames={2 * fps} layout="none">
152
+ <Subtitle />
153
+ </Sequence>
154
+ </AbsoluteFill>
155
+ );
156
+ }
157
+ ```
158
+
159
+ The width, height, fps, and duration of a video is defined in `src/Root.tsx`:
160
+
161
+ ```tsx
162
+ import { Composition } from "remotion";
163
+ import { MyComposition } from "./MyComposition";
164
+
165
+ export const RemotionRoot = () => {
166
+ return (
167
+ <Composition
168
+ id="MyComposition"
169
+ component={MyComposition}
170
+ durationInFrames={100}
171
+ fps={30}
172
+ width={1080}
173
+ height={1080}
174
+ />
175
+ );
176
+ };
177
+ ```
178
+
179
+ Metadata can also be calculated dynamically:
180
+
181
+ ```tsx
182
+ import { Composition, CalculateMetadataFunction } from "remotion";
183
+ import { MyComposition, MyCompositionProps } from "./MyComposition";
184
+
185
+ const calculateMetadata: CalculateMetadataFunction<
186
+ MyCompositionProps
187
+ > = async ({ props, abortSignal }) => {
188
+ const data = await fetch(`https://api.example.com/video/${props.videoId}`, {
189
+ signal: abortSignal,
190
+ }).then((res) => res.json());
191
+
192
+ return {
193
+ durationInFrames: Math.ceil(data.duration * 30),
194
+ props: {
195
+ ...props,
196
+ videoUrl: data.url,
197
+ },
198
+ width: 1080,
199
+ height: 1080,
200
+ };
201
+ };
202
+
203
+ export const RemotionRoot = () => {
204
+ return (
205
+ <Composition
206
+ id="MyComposition"
207
+ component={MyComposition}
208
+ fps={30}
209
+ width={1080}
210
+ height={1080}
211
+ defaultProps={{ videoId: "abc123" }}
212
+ calculateMetadata={calculateMetadata}
213
+ />
214
+ );
215
+ };
216
+ ```
217
+
218
+ ## Starting preview
219
+
220
+ Start the Remotion Studio to preview a video:
221
+
222
+ ```bash
223
+ npx remotion studio
224
+ ```
225
+
226
+ ## Optional: one-frame render check
227
+
228
+ You can render a single frame with the CLI to sanity-check layout, colors, or timing.
229
+ Skip it for trivial edits, pure refactors, or when you already have enough confidence from Studio or prior renders.
230
+
231
+ ```bash
232
+ npx remotion still [composition-id] --scale=0.25 --frame=30
233
+ ```
234
+
235
+ At 30 fps, `--frame=30` is the one-second mark (`--frame` is zero-based).
236
+
237
+ ## Captions
238
+
239
+ When dealing with captions or subtitles, load the [./rules/subtitles.md](./rules/subtitles.md) file for more information.
240
+
241
+ ## Using FFmpeg
242
+
243
+ For some video operations, such as trimming videos or detecting silence, FFmpeg should be used. Load the [./rules/ffmpeg.md](./rules/ffmpeg.md) file for more information.
244
+
245
+ ## Silence detection
246
+
247
+ When needing to detect and trim silent segments from video or audio files, load the [./rules/silence-detection.md](./rules/silence-detection.md) file.
248
+
249
+ ## Audio visualization
250
+
251
+ When needing to visualize audio (spectrum bars, waveforms, bass-reactive effects), load the [./rules/audio-visualization.md](./rules/audio-visualization.md) file for more information.
252
+
253
+ ## Sound effects
254
+
255
+ When needing to use sound effects, load the [./rules/sfx.md](./rules/sfx.md) file for more information.
256
+
257
+ ## Visual and pixel effects
258
+
259
+ When creating a visual effect, prefer: 1. normal Remotion/HTML/CSS/SVG/filter/blend/mask animation, 2. a listed effect via [rules/effects.md](rules/effects.md), including on HTML rendered through `<HtmlInCanvas>`, 3. a custom `createEffect()` via [rules/effects.md](rules/effects.md) when the user asks for a reusable/project-specific effect, 4. custom `<HtmlInCanvas onPaint>` via [rules/html-in-canvas.md](rules/html-in-canvas.md) only if no effect fits.
260
+
261
+ For light leak overlays, see [rules/light-leaks.md](rules/light-leaks.md). Docs: https://www.remotion.dev/docs/effects
262
+
263
+ Available effects: `brightness()`, `contrast()`, `colorKey()`, `duotone()`, `grayscale()`, `hue()`, `invert()`, `saturation()`, `tint()`, `linearGradient()`, `linearGradientTint()`, `thermalVision()`, `blur()`, `linearProgressiveBlur()`, `radialProgressiveBlur()`, `zoomBlur()`, `dropShadow()`, `glow()`, `lightTrail()`, `evolve()`, `venetianBlinds()`, `mirror()`, `scale()`, `uvTranslate()`, `xyTranslate()`, `barrelDistortion()`, `chromaticAberration()`, `fisheye()`, `cornerPin()`, `wave()`, `burlap()`, `emboss()`, `dotGrid()`, `halftone()`, `noise()`, `noiseDisplacement()`, `pattern()`, `pixelate()`, `pixelDissolve()`, `scanlines()`, `speckle()`, `shine()`, `shrinkwrap()`, `vignette()`, `contourLines()`, `checkerboard()`, `halftoneLinearGradient()`, `gridlines()`, `whiteNoise()`, `tvSignalOff()`, `lines()`, `rings()`, `waves()`, `zigzag()`, `lightLeak()`, `starburst()`.
264
+
265
+ ## 3D content
266
+
267
+ See [rules/3d.md](rules/3d.md) for 3D content in Remotion using Three.js and React Three Fiber.
268
+
269
+ ## Advanced audio
270
+
271
+ See [rules/audio.md](rules/audio.md) for advanced audio features like trimming, volume, speed, pitch.
272
+
273
+ ## Dynamic duration, dimensions and data
274
+
275
+ See [rules/calculate-metadata.md](rules/calculate-metadata.md) for dynamically set composition duration, dimensions, and props.
276
+
277
+ ## Advanced compositions
278
+
279
+ See [rules/compositions.md](rules/compositions.md) for how to define stills, folders, default props and for how to nest compositions.
280
+
281
+ ## Google Fonts
282
+
283
+ Is the recommended way to load fonts in Remotion. See [rules/google-fonts.md](rules/google-fonts.md) for how to load Google Fonts.
284
+
285
+ ## Local fonts
286
+
287
+ See [rules/local-fonts.md](rules/local-fonts.md) for how to load local fonts.
288
+
289
+ ## Getting audio duration
290
+
291
+ See [rules/get-audio-duration.md](rules/get-audio-duration.md) for getting the duration of an audio file in seconds with Mediabunny.
292
+
293
+ ## Getting video dimensions
294
+
295
+ See [rules/get-video-dimensions.md](rules/get-video-dimensions.md) for getting the width and height of a video file with Mediabunny.
296
+
297
+ ## Getting video duration
298
+
299
+ See [rules/get-video-duration.md](rules/get-video-duration.md) for getting the duration of a video file in seconds with Mediabunny.
300
+
301
+ ## GIFs
302
+
303
+ See [rules/gifs.md](rules/gifs.md) for how to display GIFs synchronized with Remotion's timeline.
304
+
305
+ ## Advanced Images
306
+
307
+ See [rules/images.md](rules/images.md) for sizing and positioning images, dynamic image paths, and getting image dimensions.
308
+
309
+ ## Lottie animations
310
+
311
+ See [rules/lottie.md](rules/lottie.md) for embedding Lottie animations in Remotion.
312
+
313
+ ## Measuring DOM nodes
314
+
315
+ See [rules/measuring-dom-nodes.md](rules/measuring-dom-nodes.md) for measuring DOM element dimensions in Remotion.
316
+
317
+ ## Measuring text
318
+
319
+ See [rules/measuring-text.md](rules/measuring-text.md) for measuring text dimensions, fitting text to containers, and checking overflow.
320
+
321
+ ## Advanced sequencing
322
+
323
+ See [rules/sequencing.md](rules/sequencing.md) for more sequencing patterns - delay, trim, limit duration of items.
324
+
325
+ ## TailwindCSS
326
+
327
+ See [rules/tailwind.md](rules/tailwind.md) for using TailwindCSS in Remotion.
328
+
329
+ ## Text animations
330
+
331
+ See [rules/text-animations.md](rules/text-animations.md) for typography and text animation patterns.
332
+
333
+ ## Advanced timing
334
+
335
+ See [rules/timing.md](rules/timing.md) for advanced timing with `interpolate` and Bézier easing, and springs.
336
+
337
+ ## Transitions
338
+
339
+ See [rules/transitions.md](rules/transitions.md) for scene transition patterns.
340
+
341
+ ## Transparent videos
342
+
343
+ See [rules/transparent-videos.md](rules/transparent-videos.md) for rendering out a video with transparency.
344
+
345
+ ## Trimming
346
+
347
+ See [rules/trimming.md](rules/trimming.md) for trimming patterns - cutting the beginning or end of animations.
348
+
349
+ ## Advanced Videos
350
+
351
+ See [rules/videos.md](rules/videos.md) for advanced knowledge about embedding videos - trimming, volume, speed, looping, pitch.
352
+
353
+ ## Parameterized videos
354
+
355
+ See [rules/parameters.md](rules/parameters.md) for making a composition parametrizable by adding a Zod schema.
356
+
357
+ ## Maps
358
+
359
+ For simple maps with little flyovers, consider using static map images.
360
+ For complex maps with animated routes or flyovers, load the maps rule: [rules/maplibre.md](rules/maplibre.md)
361
+
362
+ ## Voiceover
363
+
364
+ See [rules/voiceover.md](rules/voiceover.md) for adding AI-generated voiceover to Remotion compositions using ElevenLabs TTS.
@@ -40,14 +40,14 @@ const { width, height } = useVideoConfig();
40
40
  <sphereGeometry args={[1, 32, 32]} />
41
41
  <meshStandardMaterial color="red" />
42
42
  </mesh>
43
- </ThreeCanvas>
43
+ </ThreeCanvas>;
44
44
  ```
45
45
 
46
46
  ## No animations not driven by `useCurrentFrame()`
47
47
 
48
48
  Shaders, models etc MUST NOT animate by themselves.
49
49
  No animations are allowed unless they are driven by `useCurrentFrame()`.
50
- Otherwise, it will cause flickering during rendering.
50
+ Otherwise, it will cause flickering during rendering.
51
51
 
52
52
  Using `useFrame()` from `@react-three/fiber` is forbidden.
53
53
 
@@ -62,7 +62,7 @@ const rotationY = frame * 0.02;
62
62
  <mesh rotation={[0, rotationY, 0]}>
63
63
  <boxGeometry args={[2, 2, 2]} />
64
64
  <meshStandardMaterial color="#4a9eff" />
65
- </mesh>
65
+ </mesh>;
66
66
  ```
67
67
 
68
68
  ## Using `<Sequence>` inside `<ThreeCanvas>`
@@ -82,5 +82,5 @@ const { width, height } = useVideoConfig();
82
82
  <meshStandardMaterial color="#4a9eff" />
83
83
  </mesh>
84
84
  </Sequence>
85
- </ThreeCanvas>
86
- ```
85
+ </ThreeCanvas>;
86
+ ```
@@ -1,11 +1,6 @@
1
1
  import {loadFont} from '@remotion/google-fonts/Inter';
2
2
  import React from 'react';
3
- import {
4
- AbsoluteFill,
5
- spring,
6
- useCurrentFrame,
7
- useVideoConfig,
8
- } from 'remotion';
3
+ import {AbsoluteFill, spring, useCurrentFrame, useVideoConfig} from 'remotion';
9
4
 
10
5
  /*
11
6
  * Highlight a word in a sentence with a spring-animated wipe effect.