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 — faceless-explainer 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 faceless-explainer 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-compounds`. Use it **verbatim** as the composition id, the `window.__timelines` key, and the file name (`compositions/frames/03-compounds.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 **domain-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 **invented** element is the hero.
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- - `roles:` — each invented element's role: `foreground subject` / `background` full-bleed / `supporting`. Because the explainer is **faceless, these are elements you design** (a hero word, a diagram node, a chart series, a coined-term card), not captured assets. The **only** real media is a user-supplied image, when present: `public/<basename> — description` (a **`[video]`** tag marks a `.mp4` clip the user provided).
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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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- **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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- ## 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.
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 video's content. On-screen text comes from your frame's `scene` / narrative.
37
- - **Which motions exist** — named upstream in your block (the shot sequence's motion verbs + `blueprint:`). Implement them; don't invent new ones. You design the **invented visuals** the Scene lines describe (typography / abstract graphics / diagrams / data-viz), but you have **no asset-fetch tool** — never fabricate an image URL or reference a file that isn't the user-supplied `public/<basename>`.
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 **faceless-explainer 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, diagram, coined-term card, stats) 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** — a hero word / coined term / stat / one-word emphasis (`"COMPOUNDING"`, `"2×"`), 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 layer, a node, a stat — **as the `voiceover` reaches it** (on a silent frame, on the beat), 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 invented content / 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
- - **Design each element by its `roles`** (the `focal` is the hero): a `foreground subject` is the thing the eye lands on — respect the 83% keep-out, lay text around it, not over it; a `background` is full-bleed and dimmed ~30–50% so foreground content stays legible; `supporting` elements (labels, secondary shapes, ambient layers) stay quiet. These are **invented** — you build them in SVG / CSS / type, not from a file. **If the user supplied a real image** named in `roles:`/`focal:`, place it: a `[video]` candidate (`.mp4`) renders 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; an 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:`). **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. Invent the visual elements the Scene lines describe (the diagram, the hero word, the metaphor), 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 — faceless-explainer 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 faceless-explainer 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-compounds`. Use it **verbatim** as the composition id, the `window.__timelines` key, and the file name (`compositions/frames/03-compounds.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 **domain-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 **invented** element is the hero.
17
+ - `roles:` — each invented element's role: `foreground subject` / `background` full-bleed / `supporting`. Because the explainer is **faceless, these are elements you design** (a hero word, a diagram node, a chart series, a coined-term card), not captured assets. The **only** real media is a user-supplied image, when present: `public/<basename> — description` (a **`[video]`** tag marks a `.mp4` clip the user provided).
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 video's content. On-screen text comes from your frame's `scene` / narrative.
37
+ - **Which motions exist** — named upstream in your block (the shot sequence's motion verbs + `blueprint:`). Implement them; don't invent new ones. You design the **invented visuals** the Scene lines describe (typography / abstract graphics / diagrams / data-viz), but you have **no asset-fetch tool** — never fabricate an image URL or reference a file that isn't the user-supplied `public/<basename>`.
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 **faceless-explainer 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, diagram, coined-term card, stats) 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** — a hero word / coined term / stat / one-word emphasis (`"COMPOUNDING"`, `"2×"`), 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 layer, a node, a stat — **as the `voiceover` reaches it** (on a silent frame, on the beat), 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 invented content / 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
+ - **Design each element by its `roles`** (the `focal` is the hero): a `foreground subject` is the thing the eye lands on — respect the 83% keep-out, lay text around it, not over it; a `background` is full-bleed and dimmed ~30–50% so foreground content stays legible; `supporting` elements (labels, secondary shapes, ambient layers) stay quiet. These are **invented** — you build them in SVG / CSS / type, not from a file. **If the user supplied a real image** named in `roles:`/`focal:`, place it: a `[video]` candidate (`.mp4`) renders 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; an 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:`). **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. Invent the visual elements the Scene lines describe (the diagram, the hero word, the metaphor), 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.
@@ -1,121 +1,121 @@
1
- ---
2
- name: figma
3
- description: Import Figma content into a HyperFrames composition — rendered assets, brand tokens, components, storyboard sections → animatics (REST/CLI), and Figma Motion animations + shaders (MCP). Use when the user pastes a figma.com link or asks to bring a Figma design, frame, logo, brand, or animation into a video/composition.
4
- ---
5
-
6
- # Figma → HyperFrames
7
-
8
- Bring the user's Figma work into a composition. **Split by capability** (design spec §2):
9
-
10
- | Phase | What | Transport | Surface |
11
- | ----- | ------------------- | ---------------------------- | ----------------------------- |
12
- | 1 | Static assets | REST | `hyperframes figma asset` |
13
- | 2 | Brand tokens/styles | REST | `hyperframes figma tokens` |
14
- | 3 | Components → HTML | REST | `hyperframes figma component` |
15
- | 4 | Motion → GSAP | **MCP only** | you, via `get_motion_context` |
16
- | 5 | Shaders | **MCP only** / manual export | you |
17
-
18
- REST is used wherever it can be (usable at volume, headless); MCP only where Figma exposes no REST equivalent (motion, shaders). Every path freezes assets locally so renders stay deterministic. Storyboard animatics compose Phase-1 asset exports (REST) with agent-driven timeline assembly — no MCP needed. Existing frozen assets, manifest records, and bindings are unaffected by routing changes — the split only changes which credential the next import uses.
19
-
20
- ## Auth — two credentials, scoped
21
-
22
- **Preflight — before the first CLI call, check a token exists**: shell env (`[ -n "$FIGMA_TOKEN" ]`) **or** the project `.env` (the CLI auto-loads it — a `.env` entry counts as configured). If neither, do NOT run the command to harvest the error — walk the user through the one-time setup first, then stop and wait:
23
-
24
- 1. figma.com/settings → **Security** → **Personal access tokens** → Generate new token.
25
- 2. Scopes — read-only is all this integration ever needs (it never writes to Figma): **File content: Read-only** + **File metadata: Read-only**. Optionally **Variables: Read-only** for brand variables — that scope only works on Figma Enterprise; without it `tokens` degrades to published styles automatically (expected behavior, not an error — say so).
26
- 3. `export FIGMA_TOKEN="figd_…"` — and suggest persisting it (shell profile or project `.env`) so no future session repeats this.
27
-
28
- While onboarding, also set expectations in one breath: every import lands as a **local frozen file with recorded provenance** — renders never call Figma, re-running a command re-imports only what changed in Figma, and one token works for assets, brand tokens, and components across every file their Figma account can view.
29
-
30
- - **Phases 4–5 (motion/shaders):** the Figma MCP connector (one-click OAuth), a separate credential from the token. If MCP tools error unauthenticated, tell the user to connect the Figma connector and stop.
31
- - Say exactly which credential a failing phase needs — never present the split as broken.
32
- - `BAD_TOKEN` (401) mid-flow → the token is expired/revoked; re-mint. `FORBIDDEN` (403) → missing read scope or no access to that file — check scopes + file visibility. `REQUIRES_ENTERPRISE` (403 on variables) → not a failure: styles fallback already ran.
33
-
34
- **Rate-limit awareness (spec §2.1):** MCP on a Starter plan is 6 tool calls/**month** (figma plan matrix as of 2026-07 — re-verify if quotas look off) — batch with `recursive:true` on the parent node, skip verification screenshots unless asked, and cache raw MCP responses so re-derivation never spends a second call. REST is per-minute (10+/min, per-endpoint buckets) — fine at volume, back off on 429.
35
-
36
- ## Routing
37
-
38
- Parse the user's figma link with `parseFigmaRef` (URL, `fileKey:nodeId`, bare `fileKey`). Then by intent:
39
-
40
- - "use this layer / logo / image" → **Asset** (CLI)
41
- - "pull my brand / colors / tokens" → **Tokens** (CLI)
42
- - "build a scene from this frame" → **Component** (CLI)
43
- - "import this animation / motion" → **Motion** (MCP, below)
44
- - a storyboard section / filmstrip of scene frames → **Storyboard** (below)
45
- - shader fill/effect → **Shaders** (below)
46
-
47
- **Narrate every step for the user** — before each command say what you're about to pull from Figma; after it, say where the artifact landed (the frozen path / sidecar / component dir), what changed in the composition, and the immediate next action (preview, add printed variables, re-import to link bindings). The user should never have to ask "did it work?" or "now what?".
48
-
49
- ## Assets (Phase 1 — CLI)
50
-
51
- ```bash
52
- hyperframes figma asset '<url-or-fileKey:nodeId>' [--format svg|png|jpg|pdf] [--scale 2] [--description "..."] [--entity "..."]
53
- ```
54
-
55
- Renders over REST, sanitizes SVG, freezes under `.media/images/`, appends the manifest with provenance, regenerates `.media/index.md` (the shared media-use inventory), prints an `<img>` snippet. Idempotent per `fileKey:nodeId:format:scale:version`. Prefer SVG for vectors/logos (scalable, animatable), PNG `--scale 2` for raster fidelity. **Always pass `--description "<what it is>"`** (it becomes the index row + `<img alt>`); add `--entity "<name>"` for named brand marks so media-use `resolve --entity` finds them later (entity hits match across image/icon).
56
-
57
- ## Tokens (Phase 2 — CLI)
58
-
59
- ```bash
60
- hyperframes figma tokens <fileKey>
61
- ```
62
-
63
- Imports variables as composition brand-variable entries + `figma-tokens.json` sidecar + binding-index records (`.media/figma-bindings.jsonl`). Variables are Enterprise-gated upstream: on other plans the command degrades to published-style metadata (values resolve at component-import time). Add the printed entries to the composition's `data-composition-variables`.
64
-
65
- **Import tokens before components** when both are wanted — that's what lets component colors link to brand variables instead of baking duplicates.
66
-
67
- ## Components (Phase 3 — CLI)
68
-
69
- ```bash
70
- hyperframes figma component '<url-or-fileKey:nodeId>'
71
- ```
72
-
73
- Node tree → editable HTML at exact figma geometry, packaged as a registry item under `compositions/components/<name>/`. Vectors/boolean-ops auto-rasterize via Phase-1 export. Binding pass (spec §7.1, exact-ID only — never value matching):
74
-
75
- - Fill bound to an **imported** token → `var(--slug, #literal)` — brand refresh propagates.
76
- - Bound to an **unknown** token → literal + `data-figma-unresolved` flag. The command tells you; offer the user: run `tokens` on the source (or library) file, then re-import the component to link them. Ask **once** per unknown library which file it is — never guess, never match by hex.
77
-
78
- ## Motion (Phase 4 — MCP, the headline)
79
-
80
- **Usage beacon:** MCP phases have no CLI touchpoint, so fire the skill beacon at start and finish (anonymous, consent-gated, never fails): `npx hyperframes events --skill=figma-motion` when you begin, `npx hyperframes events --skill=figma-motion --event=skill_completed --outcome=success|error` when done. Same for shaders (`figma-shaders`) and storyboards (`figma-storyboard`).
81
-
82
- No REST equivalent exists. You drive the MCP tools, then hand output to the pure helpers in `@hyperframes/core/figma`:
83
-
84
- 1. `get_motion_context(fileKey, nodeId)` — use `recursive:true` on the parent frame (one call for the whole scene, not one per element). Save the raw JSON next to the project (`.media/figma-cache/`) so retranslation is free.
85
- 2. Normalize into a `MotionDoc`: per animated property a `MotionTrack` { property (motion.dev name), values, times (0..1), ease[] (named or `[x1,y1,x2,y2]` bezier), duration, repeat }. Selector = the element's stable id (`#<id>` from Phase-3 output or the authored scene).
86
- 3. `motionToGsap(doc)` → `emitTimelineScript(spec)` → inject as a `<script>` after the GSAP + CustomEase CDN tags. Paused, finite, registered on `window.__timelines` with a literal key.
87
- 4. Untranslatable track (shader-driven, unsupported prop, complex masks) → bake: `export_video` → freeze MP4 → embed as `<video class="clip">`. Exception: shader-driven tracks — figma's export path flattens shaders to the base color (see Shaders below), so a bake there silently loses the shader; ask the user for a native figma export instead. Always say which path you used and why. Named eases outside the mapped set fall back to linear — the mapping table lives in `motionEase.ts`; flag the fallback to the user when it fires.
88
- 5. Run `npx hyperframes lint && npx hyperframes validate` before calling it done.
89
-
90
- ## Shaders (Phase 5 — mostly manual)
91
-
92
- Figma's MCP render path does not execute shaders (they flatten to the base color), and shader source is only reachable for **library-published** styles (paid Full seat). Default path: ask the user to export the shader frame natively in Figma (PNG or Motion MP4), then import it as a Phase-1 asset / clip. Don't attempt MCP pixel capture of a shader — it will silently produce the wrong thing.
93
-
94
- ## Storyboards (a SECTION of scene frames → animation)
95
-
96
- **The cardinal rule: storyboard frames are KEYFRAMES, not slides.** Two frames containing the same element describe that element's state through time — animate the ELEMENT between the states; never play the frames as a sequence of stills. A logo drawn in four consecutive frames at descending y is ONE element rising through four keyframes. Playing storyboard frames back-to-back is the failure mode; reconstructing the element timelines they imply is the job.
97
-
98
- Storyboard files follow a grammar you can parse mechanically — don't eyeball, decode:
99
-
100
- 1. **Scene units**: inside the SECTION, every frame-sized node is a scene — both named FRAMEs _and_ loose full-frame RECTANGLEs (designers paste stills straight into the section). Filter by size (≈ composition aspect, e.g. >1400×900), not by node type or name.
101
- 2. **Order = x-position** (row-major if the strip wraps). Sort scenes by `absoluteBoundingBox.x`.
102
- 3. **Diff adjacent frames into element chains** — this is where the animation lives. Match children across consecutive frames: first by **name** (same name = same element → tween its relative x/y/w/h between states), then by **geometry similarity** (similar size + nearby center = same logical element whose pixels changed → crossfade the two exports in place while tweening geometry; covers typed-text progressions and morph states). Unmatched children enter/exit at their scene's beat. Frame background fills tween as a color track. Export ONE asset per chain (one per state only when pixels genuinely differ) — never one still per frame.
103
- 4. **Stills are the fallback, not the default** — only for frames that don't decompose (flat full-frame screenshots with no shared elements); those get the animatic treatment below.
104
- 5. **Director notes**: TEXT nodes below the strip are motion intent, paired to the scene whose x-range they overlap. They describe _how_ to animate — they are not on-screen copy.
105
- 6. **Batch exports** (elements or stills): `GET /v1/images` accepts comma-separated ids, but big scene frames hit "Render timeout" past ~12 ids — chunk to ~4 per call with a retry. (One call per scene wastes the rate budget; 26 scenes ≈ 52 calls via the single-asset path.)
106
- 7. **Note verbs → transitions** (starter vocabulary, extend as encountered):
107
-
108
- | Note says | Do |
109
- | ------------------------------- | ----------------------------------------------------------------- |
110
- | EXPLOSION / BURST | incoming scale ~1.5→1 + fade, `power3.out` |
111
- | SLIDES / SLIDE TO THE… / SCROLL | directional slide in from that edge |
112
- | MORPH / REVEALS | crossfade — or Phase-3 import if the motion is inside one scene |
113
- | CYCLE THROUGH / EACH ONE | longer hold — or Phase-3 import if items animate within the scene |
114
- | (no note) | crossfade + slow Ken-Burns drift |
115
-
116
- 8. **Stills vs. components routing**: a note describing motion _between_ scenes → transition on the still (above). A note describing motion _inside_ a scene ("TEXT LINES REVEAL ONE AFTER THE OTHER", "PILLS ANIMATE IN") → that frame deserves a Phase-3 component import (real elements) animated per the note, not a flat PNG. Do the animatic pass first with stills, then upgrade the scenes the notes single out.
117
- 9. One `main` timeline sequences everything (opacity/x/y per scene at absolute times) — no per-scene sub-compositions needed for an animatic.
118
-
119
- ## Determinism
120
-
121
- Never leave a Figma URL in the composition — freeze first. Never emit `repeat: -1`. Timelines paused, finite, literal `window.__timelines` keys. All Figma I/O at import time; render sees local files only.
1
+ ---
2
+ name: figma
3
+ description: Import Figma content into a HyperFrames composition — rendered assets, brand tokens, components, storyboard sections → animatics (REST/CLI), and Figma Motion animations + shaders (MCP). Use when the user pastes a figma.com link or asks to bring a Figma design, frame, logo, brand, or animation into a video/composition.
4
+ ---
5
+
6
+ # Figma → HyperFrames
7
+
8
+ Bring the user's Figma work into a composition. **Split by capability** (design spec §2):
9
+
10
+ | Phase | What | Transport | Surface |
11
+ | ----- | ------------------- | ---------------------------- | ----------------------------- |
12
+ | 1 | Static assets | REST | `hyperframes figma asset` |
13
+ | 2 | Brand tokens/styles | REST | `hyperframes figma tokens` |
14
+ | 3 | Components → HTML | REST | `hyperframes figma component` |
15
+ | 4 | Motion → GSAP | **MCP only** | you, via `get_motion_context` |
16
+ | 5 | Shaders | **MCP only** / manual export | you |
17
+
18
+ REST is used wherever it can be (usable at volume, headless); MCP only where Figma exposes no REST equivalent (motion, shaders). Every path freezes assets locally so renders stay deterministic. Storyboard animatics compose Phase-1 asset exports (REST) with agent-driven timeline assembly — no MCP needed. Existing frozen assets, manifest records, and bindings are unaffected by routing changes — the split only changes which credential the next import uses.
19
+
20
+ ## Auth — two credentials, scoped
21
+
22
+ **Preflight — before the first CLI call, check a token exists**: shell env (`[ -n "$FIGMA_TOKEN" ]`) **or** the project `.env` (the CLI auto-loads it — a `.env` entry counts as configured). If neither, do NOT run the command to harvest the error — walk the user through the one-time setup first, then stop and wait:
23
+
24
+ 1. figma.com/settings → **Security** → **Personal access tokens** → Generate new token.
25
+ 2. Scopes — read-only is all this integration ever needs (it never writes to Figma): **File content: Read-only** + **File metadata: Read-only**. Optionally **Variables: Read-only** for brand variables — that scope only works on Figma Enterprise; without it `tokens` degrades to published styles automatically (expected behavior, not an error — say so).
26
+ 3. `export FIGMA_TOKEN="figd_…"` — and suggest persisting it (shell profile or project `.env`) so no future session repeats this.
27
+
28
+ While onboarding, also set expectations in one breath: every import lands as a **local frozen file with recorded provenance** — renders never call Figma, re-running a command re-imports only what changed in Figma, and one token works for assets, brand tokens, and components across every file their Figma account can view.
29
+
30
+ - **Phases 4–5 (motion/shaders):** the Figma MCP connector (one-click OAuth), a separate credential from the token. If MCP tools error unauthenticated, tell the user to connect the Figma connector and stop.
31
+ - Say exactly which credential a failing phase needs — never present the split as broken.
32
+ - `BAD_TOKEN` (401) mid-flow → the token is expired/revoked; re-mint. `FORBIDDEN` (403) → missing read scope or no access to that file — check scopes + file visibility. `REQUIRES_ENTERPRISE` (403 on variables) → not a failure: styles fallback already ran.
33
+
34
+ **Rate-limit awareness (spec §2.1):** MCP on a Starter plan is 6 tool calls/**month** (figma plan matrix as of 2026-07 — re-verify if quotas look off) — batch with `recursive:true` on the parent node, skip verification screenshots unless asked, and cache raw MCP responses so re-derivation never spends a second call. REST is per-minute (10+/min, per-endpoint buckets) — fine at volume, back off on 429.
35
+
36
+ ## Routing
37
+
38
+ Parse the user's figma link with `parseFigmaRef` (URL, `fileKey:nodeId`, bare `fileKey`). Then by intent:
39
+
40
+ - "use this layer / logo / image" → **Asset** (CLI)
41
+ - "pull my brand / colors / tokens" → **Tokens** (CLI)
42
+ - "build a scene from this frame" → **Component** (CLI)
43
+ - "import this animation / motion" → **Motion** (MCP, below)
44
+ - a storyboard section / filmstrip of scene frames → **Storyboard** (below)
45
+ - shader fill/effect → **Shaders** (below)
46
+
47
+ **Narrate every step for the user** — before each command say what you're about to pull from Figma; after it, say where the artifact landed (the frozen path / sidecar / component dir), what changed in the composition, and the immediate next action (preview, add printed variables, re-import to link bindings). The user should never have to ask "did it work?" or "now what?".
48
+
49
+ ## Assets (Phase 1 — CLI)
50
+
51
+ ```bash
52
+ hyperframes figma asset '<url-or-fileKey:nodeId>' [--format svg|png|jpg|pdf] [--scale 2] [--description "..."] [--entity "..."]
53
+ ```
54
+
55
+ Renders over REST, sanitizes SVG, freezes under `.media/images/`, appends the manifest with provenance, regenerates `.media/index.md` (the shared media-use inventory), prints an `<img>` snippet. Idempotent per `fileKey:nodeId:format:scale:version`. Prefer SVG for vectors/logos (scalable, animatable), PNG `--scale 2` for raster fidelity. **Always pass `--description "<what it is>"`** (it becomes the index row + `<img alt>`); add `--entity "<name>"` for named brand marks so media-use `resolve --entity` finds them later (entity hits match across image/icon).
56
+
57
+ ## Tokens (Phase 2 — CLI)
58
+
59
+ ```bash
60
+ hyperframes figma tokens <fileKey>
61
+ ```
62
+
63
+ Imports variables as composition brand-variable entries + `figma-tokens.json` sidecar + binding-index records (`.media/figma-bindings.jsonl`). Variables are Enterprise-gated upstream: on other plans the command degrades to published-style metadata (values resolve at component-import time). Add the printed entries to the composition's `data-composition-variables`.
64
+
65
+ **Import tokens before components** when both are wanted — that's what lets component colors link to brand variables instead of baking duplicates.
66
+
67
+ ## Components (Phase 3 — CLI)
68
+
69
+ ```bash
70
+ hyperframes figma component '<url-or-fileKey:nodeId>'
71
+ ```
72
+
73
+ Node tree → editable HTML at exact figma geometry, packaged as a registry item under `compositions/components/<name>/`. Vectors/boolean-ops auto-rasterize via Phase-1 export. Binding pass (spec §7.1, exact-ID only — never value matching):
74
+
75
+ - Fill bound to an **imported** token → `var(--slug, #literal)` — brand refresh propagates.
76
+ - Bound to an **unknown** token → literal + `data-figma-unresolved` flag. The command tells you; offer the user: run `tokens` on the source (or library) file, then re-import the component to link them. Ask **once** per unknown library which file it is — never guess, never match by hex.
77
+
78
+ ## Motion (Phase 4 — MCP, the headline)
79
+
80
+ **Usage beacon:** MCP phases have no CLI touchpoint, so fire the skill beacon at start and finish (anonymous, consent-gated, never fails): `npx hyperframes events --skill=figma-motion` when you begin, `npx hyperframes events --skill=figma-motion --event=skill_completed --outcome=success|error` when done. Same for shaders (`figma-shaders`) and storyboards (`figma-storyboard`).
81
+
82
+ No REST equivalent exists. You drive the MCP tools, then hand output to the pure helpers in `@hyperframes/core/figma`:
83
+
84
+ 1. `get_motion_context(fileKey, nodeId)` — use `recursive:true` on the parent frame (one call for the whole scene, not one per element). Save the raw JSON next to the project (`.media/figma-cache/`) so retranslation is free.
85
+ 2. Normalize into a `MotionDoc`: per animated property a `MotionTrack` { property (motion.dev name), values, times (0..1), ease[] (named or `[x1,y1,x2,y2]` bezier), duration, repeat }. Selector = the element's stable id (`#<id>` from Phase-3 output or the authored scene).
86
+ 3. `motionToGsap(doc)` → `emitTimelineScript(spec)` → inject as a `<script>` after the GSAP + CustomEase CDN tags. Paused, finite, registered on `window.__timelines` with a literal key.
87
+ 4. Untranslatable track (shader-driven, unsupported prop, complex masks) → bake: `export_video` → freeze MP4 → embed as `<video class="clip">`. Exception: shader-driven tracks — figma's export path flattens shaders to the base color (see Shaders below), so a bake there silently loses the shader; ask the user for a native figma export instead. Always say which path you used and why. Named eases outside the mapped set fall back to linear — the mapping table lives in `motionEase.ts`; flag the fallback to the user when it fires.
88
+ 5. Run `npx hyperframes lint && npx hyperframes validate` before calling it done.
89
+
90
+ ## Shaders (Phase 5 — mostly manual)
91
+
92
+ Figma's MCP render path does not execute shaders (they flatten to the base color), and shader source is only reachable for **library-published** styles (paid Full seat). Default path: ask the user to export the shader frame natively in Figma (PNG or Motion MP4), then import it as a Phase-1 asset / clip. Don't attempt MCP pixel capture of a shader — it will silently produce the wrong thing.
93
+
94
+ ## Storyboards (a SECTION of scene frames → animation)
95
+
96
+ **The cardinal rule: storyboard frames are KEYFRAMES, not slides.** Two frames containing the same element describe that element's state through time — animate the ELEMENT between the states; never play the frames as a sequence of stills. A logo drawn in four consecutive frames at descending y is ONE element rising through four keyframes. Playing storyboard frames back-to-back is the failure mode; reconstructing the element timelines they imply is the job.
97
+
98
+ Storyboard files follow a grammar you can parse mechanically — don't eyeball, decode:
99
+
100
+ 1. **Scene units**: inside the SECTION, every frame-sized node is a scene — both named FRAMEs _and_ loose full-frame RECTANGLEs (designers paste stills straight into the section). Filter by size (≈ composition aspect, e.g. >1400×900), not by node type or name.
101
+ 2. **Order = x-position** (row-major if the strip wraps). Sort scenes by `absoluteBoundingBox.x`.
102
+ 3. **Diff adjacent frames into element chains** — this is where the animation lives. Match children across consecutive frames: first by **name** (same name = same element → tween its relative x/y/w/h between states), then by **geometry similarity** (similar size + nearby center = same logical element whose pixels changed → crossfade the two exports in place while tweening geometry; covers typed-text progressions and morph states). Unmatched children enter/exit at their scene's beat. Frame background fills tween as a color track. Export ONE asset per chain (one per state only when pixels genuinely differ) — never one still per frame.
103
+ 4. **Stills are the fallback, not the default** — only for frames that don't decompose (flat full-frame screenshots with no shared elements); those get the animatic treatment below.
104
+ 5. **Director notes**: TEXT nodes below the strip are motion intent, paired to the scene whose x-range they overlap. They describe _how_ to animate — they are not on-screen copy.
105
+ 6. **Batch exports** (elements or stills): `GET /v1/images` accepts comma-separated ids, but big scene frames hit "Render timeout" past ~12 ids — chunk to ~4 per call with a retry. (One call per scene wastes the rate budget; 26 scenes ≈ 52 calls via the single-asset path.)
106
+ 7. **Note verbs → transitions** (starter vocabulary, extend as encountered):
107
+
108
+ | Note says | Do |
109
+ | ------------------------------- | ----------------------------------------------------------------- |
110
+ | EXPLOSION / BURST | incoming scale ~1.5→1 + fade, `power3.out` |
111
+ | SLIDES / SLIDE TO THE… / SCROLL | directional slide in from that edge |
112
+ | MORPH / REVEALS | crossfade — or Phase-3 import if the motion is inside one scene |
113
+ | CYCLE THROUGH / EACH ONE | longer hold — or Phase-3 import if items animate within the scene |
114
+ | (no note) | crossfade + slow Ken-Burns drift |
115
+
116
+ 8. **Stills vs. components routing**: a note describing motion _between_ scenes → transition on the still (above). A note describing motion _inside_ a scene ("TEXT LINES REVEAL ONE AFTER THE OTHER", "PILLS ANIMATE IN") → that frame deserves a Phase-3 component import (real elements) animated per the note, not a flat PNG. Do the animatic pass first with stills, then upgrade the scenes the notes single out.
117
+ 9. One `main` timeline sequences everything (opacity/x/y per scene at absolute times) — no per-scene sub-compositions needed for an animatic.
118
+
119
+ ## Determinism
120
+
121
+ Never leave a Figma URL in the composition — freeze first. Never emit `repeat: -1`. Timelines paused, finite, literal `window.__timelines` keys. All Figma I/O at import time; render sees local files only.