takomi 2.5.1 → 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.
- package/.pi/agents/worker.md +32 -32
- package/.pi/extensions/oauth-router/README.md +3 -3
- package/.pi/extensions/oauth-router/config.ts +34 -34
- package/.pi/extensions/oauth-router/report-ui.ts +205 -205
- package/.pi/extensions/oauth-router/scripts/vibe-verify.py +5 -5
- package/.pi/extensions/takomi-context-manager/diagnostics.ts +560 -560
- package/.pi/extensions/takomi-context-manager/policy-tools.ts +93 -93
- package/.pi/extensions/takomi-context-manager/skill-categories.d.ts +11 -11
- package/.pi/extensions/takomi-context-manager/skill-tools.ts +208 -208
- package/.pi/extensions/takomi-context-manager/tool-renderers.ts +112 -112
- package/.pi/extensions/takomi-runtime/gate-provenance.ts +24 -24
- package/.pi/extensions/takomi-runtime/model-routing-defaults.ts +262 -262
- package/.pi/extensions/takomi-runtime/tool-renderers.ts +234 -234
- package/.pi/extensions/takomi-runtime/workflow-catalog.ts +54 -54
- package/.pi/extensions/takomi-subagents/async-lifecycle.ts +401 -401
- package/.pi/extensions/takomi-subagents/detached-results.ts +940 -940
- package/.pi/extensions/takomi-subagents/native-render.ts +253 -250
- package/.pi/extensions/takomi-subagents/result-heartbeat.ts +55 -55
- package/.pi/extensions/takomi-subagents/subagent-ux.ts +162 -162
- package/.pi/extensions/takomi-subagents/tool-runner.ts +25 -0
- package/.pi/takomi-profile.json +54 -54
- package/README.md +1 -1
- package/assets/.agent/skills/embedded-captions/CATALOG.md +93 -93
- package/assets/.agent/skills/embedded-captions/SKILL.md +286 -286
- package/assets/.agent/skills/embedded-captions/assets/brand/CDPR-fankit-terms.txt +35 -35
- package/assets/.agent/skills/embedded-captions/assets/brand/cyberpunk-widths.json +115 -115
- package/assets/.agent/skills/embedded-captions/assets/fonts/char-widths.json +2211 -2211
- package/assets/.agent/skills/embedded-captions/assets/strokefonts/HersheyScript1.svg +241 -241
- package/assets/.agent/skills/embedded-captions/assets/strokefonts/HersheyScriptMed.svg +241 -241
- package/assets/.agent/skills/embedded-captions/dna/README.md +148 -148
- package/assets/.agent/skills/embedded-captions/dna/chrome.json +68 -68
- package/assets/.agent/skills/embedded-captions/dna/cream.json +69 -69
- package/assets/.agent/skills/embedded-captions/dna/documentary.json +62 -62
- package/assets/.agent/skills/embedded-captions/dna/editorial.json +70 -70
- package/assets/.agent/skills/embedded-captions/dna/glitch.json +82 -82
- package/assets/.agent/skills/embedded-captions/dna/ink.json +65 -65
- package/assets/.agent/skills/embedded-captions/dna/keynote.json +62 -62
- package/assets/.agent/skills/embedded-captions/dna/loud.json +75 -75
- package/assets/.agent/skills/embedded-captions/dna/neon.json +58 -58
- package/assets/.agent/skills/embedded-captions/dna/velocity.json +89 -89
- package/assets/.agent/skills/embedded-captions/modes/cinematic/README.md +48 -48
- package/assets/.agent/skills/embedded-captions/modes/cinematic/_archive/champion/spec.md +98 -98
- package/assets/.agent/skills/embedded-captions/modes/cinematic/_archive/champion/template.html +188 -188
- package/assets/.agent/skills/embedded-captions/modes/cinematic/_archive/memory-wall/spec.md +134 -134
- package/assets/.agent/skills/embedded-captions/modes/cinematic/_archive/memory-wall/template.html +179 -179
- package/assets/.agent/skills/embedded-captions/modes/cinematic/_archive/portrait-header/spec.md +81 -81
- package/assets/.agent/skills/embedded-captions/modes/cinematic/_archive/portrait-header/template.html +170 -170
- package/assets/.agent/skills/embedded-captions/modes/cinematic/cinematic-cream/spec.md +16 -16
- package/assets/.agent/skills/embedded-captions/modes/cinematic/cinematic-cream/template.html +226 -226
- package/assets/.agent/skills/embedded-captions/modes/cinematic/engine.html +355 -355
- package/assets/.agent/skills/embedded-captions/modes/standard/_anatomy.md +233 -233
- package/assets/.agent/skills/embedded-captions/modes/standard/_motion.md +192 -192
- package/assets/.agent/skills/embedded-captions/modes/standard/fonts/build-fonts-css.cjs +97 -97
- package/assets/.agent/skills/embedded-captions/references/aesthetic-principles.md +168 -168
- package/assets/.agent/skills/embedded-captions/references/anti-patterns.md +188 -188
- package/assets/.agent/skills/embedded-captions/references/bespoke-vs-presets.md +178 -178
- package/assets/.agent/skills/embedded-captions/references/caption-grouping.md +130 -130
- package/assets/.agent/skills/embedded-captions/references/composition-craft.md +522 -522
- package/assets/.agent/skills/embedded-captions/references/direction-catalog.md +138 -138
- package/assets/.agent/skills/embedded-captions/references/example-renders/champion.html +371 -371
- package/assets/.agent/skills/embedded-captions/references/example-renders/memory-wall.html +334 -334
- package/assets/.agent/skills/embedded-captions/references/failure-modes.md +145 -145
- package/assets/.agent/skills/embedded-captions/references/layout-heuristics.md +238 -238
- package/assets/.agent/skills/embedded-captions/references/motion-vocabulary.md +148 -148
- package/assets/.agent/skills/embedded-captions/references/rail.md +68 -68
- package/assets/.agent/skills/embedded-captions/references/reference-bar.md +47 -47
- package/assets/.agent/skills/embedded-captions/references/scene-types.md +94 -94
- package/assets/.agent/skills/embedded-captions/references/test-set.md +66 -66
- package/assets/.agent/skills/embedded-captions/references/typographic-moves.md +266 -266
- package/assets/.agent/skills/embedded-captions/references/typography-presets.md +63 -63
- package/assets/.agent/skills/embedded-captions/scripts/audio-envelope.cjs +95 -95
- package/assets/.agent/skills/embedded-captions/scripts/check-occlusion.cjs +250 -250
- package/assets/.agent/skills/embedded-captions/scripts/check-overflow.cjs +194 -194
- package/assets/.agent/skills/embedded-captions/scripts/check-rail-climax.cjs +233 -233
- package/assets/.agent/skills/embedded-captions/scripts/check-timing.cjs +173 -173
- package/assets/.agent/skills/embedded-captions/scripts/fill-timings.cjs +124 -124
- package/assets/.agent/skills/embedded-captions/scripts/fit-fonts.cjs +158 -158
- package/assets/.agent/skills/embedded-captions/scripts/gen-stroke-path.py +46 -46
- package/assets/.agent/skills/embedded-captions/scripts/inject-fonts.cjs +169 -169
- package/assets/.agent/skills/embedded-captions/scripts/lib-dna.cjs +201 -201
- package/assets/.agent/skills/embedded-captions/scripts/make-cinematic.cjs +1205 -1205
- package/assets/.agent/skills/embedded-captions/scripts/make-composition.cjs +404 -404
- package/assets/.agent/skills/embedded-captions/scripts/make-theme.cjs +8781 -8781
- package/assets/.agent/skills/embedded-captions/scripts/matte.cjs +279 -279
- package/assets/.agent/skills/embedded-captions/scripts/measure-layout.cjs +293 -293
- package/assets/.agent/skills/embedded-captions/scripts/prepare.sh +39 -39
- package/assets/.agent/skills/embedded-captions/scripts/preview-frames.cjs +268 -268
- package/assets/.agent/skills/embedded-captions/scripts/render-and-composite.sh +469 -469
- package/assets/.agent/skills/embedded-captions/scripts/render-theme.sh +34 -34
- package/assets/.agent/skills/embedded-captions/scripts/safe-zones.cjs +813 -813
- package/assets/.agent/skills/embedded-captions/scripts/transcribe.cjs +332 -332
- package/assets/.agent/skills/embedded-captions/themes/PORTING.md +49 -49
- package/assets/.agent/skills/embedded-captions/themes/README.md +244 -244
- package/assets/.agent/skills/embedded-captions/themes/anchor.json +27 -27
- package/assets/.agent/skills/embedded-captions/themes/arcade.json +51 -51
- package/assets/.agent/skills/embedded-captions/themes/aurora.json +41 -41
- package/assets/.agent/skills/embedded-captions/themes/biolume.json +35 -35
- package/assets/.agent/skills/embedded-captions/themes/brush.json +74 -74
- package/assets/.agent/skills/embedded-captions/themes/chalkboard.json +52 -52
- package/assets/.agent/skills/embedded-captions/themes/dossier.json +56 -56
- package/assets/.agent/skills/embedded-captions/themes/graffiti.json +62 -62
- package/assets/.agent/skills/embedded-captions/themes/hologram.json +41 -41
- package/assets/.agent/skills/embedded-captions/themes/inkwater.json +43 -43
- package/assets/.agent/skills/embedded-captions/themes/laser.json +46 -46
- package/assets/.agent/skills/embedded-captions/themes/lastpage.json +33 -33
- package/assets/.agent/skills/embedded-captions/themes/neonsign.json +53 -53
- package/assets/.agent/skills/embedded-captions/themes/nightcity.json +56 -56
- package/assets/.agent/skills/embedded-captions/themes/ordnance.json +54 -54
- package/assets/.agent/skills/embedded-captions/themes/papercut.json +37 -37
- package/assets/.agent/skills/embedded-captions/themes/popup.json +46 -46
- package/assets/.agent/skills/embedded-captions/themes/ransom.json +62 -62
- package/assets/.agent/skills/embedded-captions/themes/scoreboard.json +54 -54
- package/assets/.agent/skills/embedded-captions/themes/spectrum.json +46 -46
- package/assets/.agent/skills/embedded-captions/themes/stardust.json +29 -29
- package/assets/.agent/skills/embedded-captions/themes/stomp.json +43 -43
- package/assets/.agent/skills/embedded-captions/themes/terminal.json +49 -49
- package/assets/.agent/skills/embedded-captions/themes/thunder.json +44 -44
- package/assets/.agent/skills/embedded-captions/themes/transit.json +44 -44
- package/assets/.agent/skills/embedded-captions/themes/vhs.json +47 -47
- package/assets/.agent/skills/faceless-explainer/SKILL.md +209 -209
- package/assets/.agent/skills/faceless-explainer/references/cut-catalog.md +215 -215
- package/assets/.agent/skills/faceless-explainer/references/motion-language.md +156 -156
- package/assets/.agent/skills/faceless-explainer/references/story-design.md +248 -248
- package/assets/.agent/skills/faceless-explainer/references/visual-design.md +146 -146
- package/assets/.agent/skills/faceless-explainer/scripts/assemble-index.mjs +570 -570
- package/assets/.agent/skills/faceless-explainer/scripts/audio.mjs +253 -253
- package/assets/.agent/skills/faceless-explainer/scripts/build-frame.mjs +536 -536
- package/assets/.agent/skills/faceless-explainer/scripts/captions.mjs +508 -508
- package/assets/.agent/skills/faceless-explainer/scripts/lib/assets.mjs +55 -55
- package/assets/.agent/skills/faceless-explainer/scripts/lib/dimensions.mjs +45 -45
- package/assets/.agent/skills/faceless-explainer/scripts/lib/storyboard.mjs +249 -249
- package/assets/.agent/skills/faceless-explainer/scripts/lib/tokens.mjs +204 -204
- package/assets/.agent/skills/faceless-explainer/scripts/lib/transition-registry.mjs +38 -38
- package/assets/.agent/skills/faceless-explainer/scripts/lib/transitions.json +71 -71
- package/assets/.agent/skills/faceless-explainer/scripts/transitions.mjs +320 -320
- package/assets/.agent/skills/faceless-explainer/sub-agents/frame-worker.md +75 -75
- package/assets/.agent/skills/figma/SKILL.md +121 -121
- package/assets/.agent/skills/general-video/SKILL.md +143 -143
- package/assets/.agent/skills/hyperframes/SKILL.md +164 -164
- package/assets/.agent/skills/hyperframes-animation/SKILL.md +84 -84
- package/assets/.agent/skills/hyperframes-animation/adapters/animate-text.md +64 -64
- package/assets/.agent/skills/hyperframes-animation/adapters/animejs.md +114 -114
- package/assets/.agent/skills/hyperframes-animation/adapters/css-animations.md +143 -143
- package/assets/.agent/skills/hyperframes-animation/adapters/gsap-easing-and-stagger.md +118 -118
- package/assets/.agent/skills/hyperframes-animation/adapters/gsap-timeline-and-labels.md +96 -96
- package/assets/.agent/skills/hyperframes-animation/adapters/gsap-transforms-and-perf.md +96 -96
- package/assets/.agent/skills/hyperframes-animation/adapters/gsap.md +105 -105
- package/assets/.agent/skills/hyperframes-animation/adapters/html-in-canvas-patterns.md +507 -507
- package/assets/.agent/skills/hyperframes-animation/adapters/lottie.md +117 -117
- package/assets/.agent/skills/hyperframes-animation/adapters/three.md +131 -131
- package/assets/.agent/skills/hyperframes-animation/adapters/typegpu.md +178 -178
- package/assets/.agent/skills/hyperframes-animation/adapters/waapi.md +101 -101
- package/assets/.agent/skills/hyperframes-animation/blueprints/comparison-split.md +27 -27
- package/assets/.agent/skills/hyperframes-animation/blueprints/constellation-hub.md +44 -44
- package/assets/.agent/skills/hyperframes-animation/blueprints/cta-morph-press.md +28 -28
- package/assets/.agent/skills/hyperframes-animation/blueprints/cursor-ui-demo.md +57 -57
- package/assets/.agent/skills/hyperframes-animation/blueprints/dataviz-countup.md +46 -46
- package/assets/.agent/skills/hyperframes-animation/blueprints/device-surface-showcase.md +53 -53
- package/assets/.agent/skills/hyperframes-animation/blueprints/grid-card-assemble.md +66 -66
- package/assets/.agent/skills/hyperframes-animation/blueprints/kinetic-type-beats.md +78 -78
- package/assets/.agent/skills/hyperframes-animation/blueprints/logo-assemble-lockup.md +69 -69
- package/assets/.agent/skills/hyperframes-animation/blueprints/overwhelm-surround.md +28 -28
- package/assets/.agent/skills/hyperframes-animation/blueprints/spatial-pan-stations.md +37 -37
- package/assets/.agent/skills/hyperframes-animation/blueprints/ticker-takeover.md +29 -29
- package/assets/.agent/skills/hyperframes-animation/blueprints/titlecard-reveal.md +42 -42
- package/assets/.agent/skills/hyperframes-animation/blueprints/typewriter-reveal.md +51 -51
- package/assets/.agent/skills/hyperframes-animation/blueprints/video-text-pivot.md +30 -30
- package/assets/.agent/skills/hyperframes-animation/blueprints-index.md +146 -146
- package/assets/.agent/skills/hyperframes-animation/examples/brand-reveal-assemble-zoom.html +382 -382
- package/assets/.agent/skills/hyperframes-animation/examples/comparison-split-cards.html +649 -649
- package/assets/.agent/skills/hyperframes-animation/examples/concept-demo-decode-pan.html +520 -520
- package/assets/.agent/skills/hyperframes-animation/examples/cta-morph-press.html +468 -468
- package/assets/.agent/skills/hyperframes-animation/examples/cta-orbit-collapse.html +1298 -1298
- package/assets/.agent/skills/hyperframes-animation/examples/demo-page-scroll-spotlight.html +759 -759
- package/assets/.agent/skills/hyperframes-animation/examples/hook-counter-burst.html +729 -729
- package/assets/.agent/skills/hyperframes-animation/examples/messaging-multi-phrase.html +352 -352
- package/assets/.agent/skills/hyperframes-animation/examples/metric-video-text-pivot.html +779 -779
- package/assets/.agent/skills/hyperframes-animation/examples/problem-mockup-overwhelm.html +1374 -1374
- package/assets/.agent/skills/hyperframes-animation/examples/proof-logo-chain.html +861 -861
- package/assets/.agent/skills/hyperframes-animation/examples/takeover-ticker-displace.html +347 -347
- package/assets/.agent/skills/hyperframes-animation/examples/workflow-approve-press.html +606 -606
- package/assets/.agent/skills/hyperframes-animation/rules/3d-page-scroll.md +227 -227
- package/assets/.agent/skills/hyperframes-animation/rules/3d-text-depth-layers.md +297 -297
- package/assets/.agent/skills/hyperframes-animation/rules/ai-tracking-box.md +382 -382
- package/assets/.agent/skills/hyperframes-animation/rules/ambient-glow-bloom.md +305 -305
- package/assets/.agent/skills/hyperframes-animation/rules/asr-keyword-glow.md +286 -286
- package/assets/.agent/skills/hyperframes-animation/rules/avatar-cloud-network.md +371 -371
- package/assets/.agent/skills/hyperframes-animation/rules/camera-cursor-tracking.md +246 -246
- package/assets/.agent/skills/hyperframes-animation/rules/card-morph-anchor.md +267 -267
- package/assets/.agent/skills/hyperframes-animation/rules/center-outward-expansion.md +227 -227
- package/assets/.agent/skills/hyperframes-animation/rules/context-sensitive-cursor.md +257 -257
- package/assets/.agent/skills/hyperframes-animation/rules/coordinate-target-zoom.md +332 -332
- package/assets/.agent/skills/hyperframes-animation/rules/counting-dynamic-scale.md +283 -283
- package/assets/.agent/skills/hyperframes-animation/rules/css-marker-patterns.md +373 -373
- package/assets/.agent/skills/hyperframes-animation/rules/cursor-click-ripple.md +262 -262
- package/assets/.agent/skills/hyperframes-animation/rules/depth-of-field-blur.md +313 -313
- package/assets/.agent/skills/hyperframes-animation/rules/depth-scatter-assemble.md +303 -303
- package/assets/.agent/skills/hyperframes-animation/rules/discrete-text-sequence.md +273 -273
- package/assets/.agent/skills/hyperframes-animation/rules/dynamic-content-sequencing.md +307 -307
- package/assets/.agent/skills/hyperframes-animation/rules/gsap-effects.md +299 -299
- package/assets/.agent/skills/hyperframes-animation/rules/hacker-flip-3d.md +223 -223
- package/assets/.agent/skills/hyperframes-animation/rules/kinetic-beat-slam.md +183 -183
- package/assets/.agent/skills/hyperframes-animation/rules/motion-blur-streak.md +328 -328
- package/assets/.agent/skills/hyperframes-animation/rules/multi-phase-camera.md +273 -273
- package/assets/.agent/skills/hyperframes-animation/rules/orbit-3d-entry.md +301 -301
- package/assets/.agent/skills/hyperframes-animation/rules/physics-press-reaction.md +350 -350
- package/assets/.agent/skills/hyperframes-animation/rules/press-release-spring.md +296 -296
- package/assets/.agent/skills/hyperframes-animation/rules/reactive-displacement.md +277 -277
- package/assets/.agent/skills/hyperframes-animation/rules/scale-swap-transition.md +298 -298
- package/assets/.agent/skills/hyperframes-animation/rules/sine-wave-loop.md +278 -278
- package/assets/.agent/skills/hyperframes-animation/rules/split-tilt-cards.md +277 -277
- package/assets/.agent/skills/hyperframes-animation/rules/spring-pop-entrance.md +273 -273
- package/assets/.agent/skills/hyperframes-animation/rules/stat-bars-and-fills.md +156 -156
- package/assets/.agent/skills/hyperframes-animation/rules/svg-icon-enrichment.md +329 -329
- package/assets/.agent/skills/hyperframes-animation/rules/svg-path-draw.md +274 -274
- package/assets/.agent/skills/hyperframes-animation/rules/vertical-spring-ticker.md +239 -239
- package/assets/.agent/skills/hyperframes-animation/rules/viewport-change.md +349 -349
- package/assets/.agent/skills/hyperframes-animation/rules-index.md +86 -86
- package/assets/.agent/skills/hyperframes-animation/scripts/animation-map.mjs +606 -606
- package/assets/.agent/skills/hyperframes-animation/scripts/package-loader.mjs +288 -288
- package/assets/.agent/skills/hyperframes-animation/scripts/package-loader.test.mjs +62 -62
- package/assets/.agent/skills/hyperframes-animation/techniques.md +507 -507
- package/assets/.agent/skills/hyperframes-animation/transitions/TRANSITION-REGISTRY.md +167 -167
- package/assets/.agent/skills/hyperframes-animation/transitions/catalog.md +127 -127
- package/assets/.agent/skills/hyperframes-animation/transitions/css-3d.md +12 -12
- package/assets/.agent/skills/hyperframes-animation/transitions/css-blur.md +51 -51
- package/assets/.agent/skills/hyperframes-animation/transitions/css-cover.md +43 -43
- package/assets/.agent/skills/hyperframes-animation/transitions/css-destruction.md +95 -95
- package/assets/.agent/skills/hyperframes-animation/transitions/css-dissolve.md +66 -66
- package/assets/.agent/skills/hyperframes-animation/transitions/css-distortion.md +45 -45
- package/assets/.agent/skills/hyperframes-animation/transitions/css-grid.md +10 -10
- package/assets/.agent/skills/hyperframes-animation/transitions/css-light.md +49 -49
- package/assets/.agent/skills/hyperframes-animation/transitions/css-mechanical.md +30 -30
- package/assets/.agent/skills/hyperframes-animation/transitions/css-other.md +25 -25
- package/assets/.agent/skills/hyperframes-animation/transitions/css-push.md +41 -41
- package/assets/.agent/skills/hyperframes-animation/transitions/css-radial.md +37 -37
- package/assets/.agent/skills/hyperframes-animation/transitions/css-scale.md +24 -24
- package/assets/.agent/skills/hyperframes-animation/transitions/overview.md +153 -153
- package/assets/.agent/skills/hyperframes-cli/SKILL.md +113 -113
- package/assets/.agent/skills/hyperframes-cli/references/doctor-browser.md +45 -45
- package/assets/.agent/skills/hyperframes-cli/references/init-and-scaffold.md +51 -51
- package/assets/.agent/skills/hyperframes-cli/references/lambda.md +132 -132
- package/assets/.agent/skills/hyperframes-cli/references/lint-validate-inspect.md +121 -121
- package/assets/.agent/skills/hyperframes-cli/references/preview-render.md +164 -164
- package/assets/.agent/skills/hyperframes-cli/references/upgrade-info-misc.md +75 -75
- package/assets/.agent/skills/hyperframes-core/SKILL.md +78 -78
- package/assets/.agent/skills/hyperframes-core/references/composition-patterns.md +263 -263
- package/assets/.agent/skills/hyperframes-core/references/data-attributes.md +70 -70
- package/assets/.agent/skills/hyperframes-core/references/determinism-rules.md +68 -68
- package/assets/.agent/skills/hyperframes-core/references/full-screen-motion.md +62 -62
- package/assets/.agent/skills/hyperframes-core/references/minimal-composition.md +66 -66
- package/assets/.agent/skills/hyperframes-core/references/script-format.md +49 -49
- package/assets/.agent/skills/hyperframes-core/references/storyboard-format.md +95 -95
- package/assets/.agent/skills/hyperframes-core/references/sub-compositions.md +237 -237
- package/assets/.agent/skills/hyperframes-core/references/subagent-dispatch.md +41 -41
- package/assets/.agent/skills/hyperframes-core/references/tailwind.md +125 -125
- package/assets/.agent/skills/hyperframes-core/references/tracks-and-clips.md +76 -76
- package/assets/.agent/skills/hyperframes-core/references/variables-and-media.md +90 -90
- package/assets/.agent/skills/hyperframes-creative/SKILL.md +70 -70
- package/assets/.agent/skills/hyperframes-creative/frame-presets/biennale-yellow/FRAME.md +289 -289
- package/assets/.agent/skills/hyperframes-creative/frame-presets/biennale-yellow/caption-skin.html +221 -221
- package/assets/.agent/skills/hyperframes-creative/frame-presets/biennale-yellow/frame-showcase.html +1214 -1214
- package/assets/.agent/skills/hyperframes-creative/frame-presets/blockframe/FRAME.md +275 -275
- package/assets/.agent/skills/hyperframes-creative/frame-presets/blockframe/caption-skin.html +224 -224
- package/assets/.agent/skills/hyperframes-creative/frame-presets/blockframe/frame-showcase.html +1347 -1347
- package/assets/.agent/skills/hyperframes-creative/frame-presets/blue-professional/FRAME.md +307 -307
- package/assets/.agent/skills/hyperframes-creative/frame-presets/blue-professional/caption-skin.html +223 -223
- package/assets/.agent/skills/hyperframes-creative/frame-presets/blue-professional/frame-showcase.html +1372 -1372
- package/assets/.agent/skills/hyperframes-creative/frame-presets/bold-poster/FRAME.md +275 -275
- package/assets/.agent/skills/hyperframes-creative/frame-presets/bold-poster/caption-skin.html +230 -230
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# Frame worker — PR-to-video per-frame composition author
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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 PR-to-video frame. Tempted to add a generic GSAP / timeline rule here? Wrong home — it belongs in `hyperframes-core`.
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**INPUT** — your dispatch context provides:
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- `PROJECT_DIR` — the project root; all paths are relative to it.
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- `frame_id` — e.g. `04-the-fix`. Use it **verbatim** as the composition id, the `window.__timelines` key, and the file name (`compositions/frames/04-the-fix.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 (common for a code beat — the `code-*` block is the shape), sequence the shot from the Scene lines directly.
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- `focal:` — for a concept/mechanism beat, which **invented** element is the hero; for a **code beat**, the named **`code-*` block** (+ the hunk); for the **credits** close, the avatar row.
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- `roles:` — each element's role: `foreground subject` / `background` full-bleed / `supporting`. Most are invented elements you design; the only real assets are the credits `assets/<login>.png` avatars.
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- `sfx:` — the orchestrator's; you mount no audio.
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- `frame.md` (project root) — the **design-truth**: palette (claude), 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. The blueprint templates are the sibling `../hyperframes-animation/blueprints/<id>.md`; an optional runnable demo is `../hyperframes-animation/examples/<id>.html`.
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- `code-vocabulary.md` — absolute path provided in your dispatch. For a **code beat**, read it for the named `code-*` block's exact inputs (`window.__TOKENS`, `window.__BLOCK`, line indexing).
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- `../references/cut-catalog.md` — the **cut catalog** (zoom-through / inverse / cut-the-curve / waterfall) for a within-frame seam. You never author the between-frame transition — story's `transition_in` + the injector own that.
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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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**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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## Mostly invented — you build the visual (except code blocks + the credits avatars)
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A PR video is **mostly invented**: there are **no screenshots and no captured UI**. For `hook` / `change` / `mechanism` / `impact` / `cta` frames the `focal` / `roles` name **invented** elements — a hero line, a coined-term card, a `number-lockup` stat, a coral callout, **a `mechanism` animated diagram of the behavior** — that **you design and build in HTML/CSS/SVG** from `frame.md`. Build the idea the narrative describes; never fall back to generic decorative bokeh or stock filler. Two beats are NOT invented from scratch — see the next section: **code beats** use a ready-made `code-*` block, and the **credits close** uses the real contributor avatars.
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## PR code beats, mechanism beats + the credits close
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- **Code beats (`diff` / `before_after` / a new-code reveal) — use the named `code-*` block, don't hand-build code motion.** Your `## Frame N` `scene` / `focal` names which block (e.g. `code-diff`, `code-morph`, `code-typing`); the orchestrator has already installed it (Step 5 pre-install). Read **`code-vocabulary.md`** (path in your dispatch) for that block's exact inputs, then:
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- Pull the real before/after hunk or snippet from `capture/diff.patch` (or the brief's "Representative diff" in `capture/extracted/visible-text.txt`).
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- Fill the block's `window.__TOKENS` with that real code (the baked Shiki tokens) and set `window.__BLOCK` (effect, `line`, `duration`) **so the full block completes within the frame's `data-duration`** — a long snippet at the block's default per-character cadence overruns a short frame (the code never finishes typing). `code-diff` / `code-morph` need **2 states** (before, after); the others take one. **Line indexing differs — `code-highlight` is 0-based, `code-scroll` 1-based** — don't off-by-one.
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- Integrate the filled block as **this frame's composition** per `hyperframes-core`'s sub-composition contract: its `data-composition-id` and its `window.__timelines[...]` key must both be your **`<frame_id>`** (the block ships its own id + paused timeline; rename both to match the frame contract). The block already renders an editor window (titlebar / filename) reading as claude's navy **Code Surface** — set the filename + any `+N/−M` chrome from the `scene`.
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- **The block owns the code animation; your Scene windows choreograph the surrounding Code Surface** — the navy window seating in, the file header typing on, the camera settling onto the hunk, a coral underline on the landed line. **Do not re-specify the code motion** (the block is the development beat). A code beat is usually `blueprint: compose`.
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- **The block has no caption-safe band.** When `Captions: enabled`, inset/scale the code panel into the top ~83% so it clears the keep-out band; never let code run under the caption pill.
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- **Mechanism beats (`mechanism`) — build an invented animated diagram of the behavior; the build _is_ the shot.** This is the "show what the change does at runtime" frame (the request retrying, the cache filling, serial→parallel, the race resolved) — read its `scene` for the behavior to animate. Unlike a code beat, **the motion is yours to author** (no block owns it):
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- If the `scene` names a `flowchart` / `flowchart-vertical` / `data-chart` block, the orchestrator pre-installed it — fill + mount it like a code block (its `data-composition-id` and `window.__timelines[...]` key both become your `<frame_id>`). Otherwise **hand-build the diagram in SVG / HTML / GSAP** from `frame.md`'s atoms.
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- **Claude register:** hairline-ink nodes / edges / lanes on the cream ground, **one coral marker** on the active / changed element, mono labels — **not** the navy code surface (that's for code), no heavy shapes / bokeh.
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- **Choreograph the Scene windows:** the nodes / lanes draw on (Scene 1); **the flow runs** as the VO names each step (middle Scenes — the request hops, the lane splits, the front advances, the bars race) — this _is_ the teaching, so it must play across the shot, never enter-then-freeze; the resolved state + the one coral emphasis lands (final Scene). Keep it in the top ~83% (caption keep-out).
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- **The `credits` close — the one frame with real assets.** Its `asset_candidates` names 2–6 `assets/<login>.png` avatars (downloaded in Step 1). Render them as `<img>` in hairline-ringed chips — an avatar row with each contributor's name + role in mono (an "approved" mark if the close calls for it), staggered in across the Scene windows. Avatars appear **only** here, never decorating a code frame.
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## You do NOT decide
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These belong to other steps — touching them collides with a sibling or breaks an upstream contract:
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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 shot 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.**
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- **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 content. Visible text comes from your frame's `scene` / narrative (and the real code, for a code beat).
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- **Which motions exist** — named upstream in your block (the shot sequence's motion verbs + `blueprint:` + the `code-*` block). Implement them; don't invent new ones.
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- **The shared `STORYBOARD.md`** — read your block, never write it. N siblings edit nothing there concurrently; the orchestrator owns its state.
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## Frame constraints
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Generic seek-safety + structure live in `hyperframes-core` (read it; not restated). These are the **PR-to-video deltas**, each load-bearing:
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- **Caption keep-out — all content in the top ~83%.** A karaoke caption pill owns the bottom ~17% of the canvas. Keep every element (headline, code panel, diagram, labels) 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).
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- **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 the hero / code panel / diagram toward full-bleed. (Landscape's region is short, so vertical centering near 0.42 × height is fine.)
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- **Visible text is short motion-graphics copy** — a hero word, a stat (`"+1,204"`, `"2× faster"`), a file/label — never a sentence from the narration. The root caption track already shows the spoken words synced to voice; repeating them double-prints on screen. (Real code inside a `code-*` block is the exception — that is the content, not narration.)
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- **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 file chip, the hunk, a node, a stat — **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 (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.
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- **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. `compose` → no template; sequence the shot straight from the Scene lines (a code beat composes the surround around the block). Whichever, never front-load the whole sequence at `t=0`.
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- **Realize 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 and lay text around it; a `background` is a full-bleed field / gradient / grid dimmed ~30–50% so foreground content stays legible; `supporting` elements are labels, secondary shapes, ambient layers. Invented elements are HTML/CSS/SVG you build; a `code-*` block / `flowchart` / `data-chart` is filled + mounted per the section above; the credits avatars render as `<img>`.
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## Workflow
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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`) and **open the rule recipe `RULES_DIR/<id>.md` for every named motion** in the Scene lines; **for a code beat, read `code-vocabulary.md`** for the block's inputs. 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>`.
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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. Build the invented hero (diagram / type / number-lockup), or fill + mount the `code-*` block and choreograph the surround.
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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.
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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.
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## Self-check before finishing (you do NOT run the CLI)
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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`):
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- `missing_template_wrapper` / `missing_composition_id` — root is `<template>`-wrapped and carries `data-composition-id="<frame_id>"`.
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- **Template transport** — every `<style>` and `<script>` block, including the GSAP load, lives inside `<template>`.
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- `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.
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- **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.
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- `clip_missing_data_attrs` — every `class="clip"` element has `data-start` / `data-duration` / `data-track-index`.
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- `timeline_not_paused` / `timeline_not_registered` — one paused timeline, registered at `window.__timelines["<frame_id>"]`.
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- `css_transition_used` + repeat / yoyo / non-deterministic logic — none present (the renderer seeks frame-by-frame).
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- `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).
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- **Hero visibility** — the main subject is visible by `t <= 0.5s`; entrance tweens use `fromTo` instead of CSS-hidden starting states.
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- `exit_animation_on_non_final_scene` — no exit tween unless you are the final frame.
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- **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%.
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- **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`).
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- **Code-block cadence fits `data-duration`** — for a code beat, the `code-*` block's internal cadence is set so the full block completes within the frame's `data-duration` (a long snippet at the default per-character speed overruns — the code never finishes and the chrome beats never play; see `code-vocabulary.md`).
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- `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.
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- **Keep-out + no-narration-text** (eyeball, no code) — nothing sits below the 83% cutoff; no narration sentence is rendered as visible text.
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1
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+
# Frame worker — PR-to-video per-frame composition author
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2
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+
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3
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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 PR-to-video frame. Tempted to add a generic GSAP / timeline rule here? Wrong home — it belongs in `hyperframes-core`.
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4
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+
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5
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+
**INPUT** — your dispatch context provides:
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6
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+
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7
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+
- `PROJECT_DIR` — the project root; all paths are relative to it.
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8
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+
- `frame_id` — e.g. `04-the-fix`. Use it **verbatim** as the composition id, the `window.__timelines` key, and the file name (`compositions/frames/04-the-fix.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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9
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+
- Your **`## Frame N` block** in `STORYBOARD.md` (read it; never write to that file — see below):
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10
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+
- `scene` — a one-line contact-sheet caption. **Design intent, never visible DOM text.**
|
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11
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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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12
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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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13
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+
- `transition_in` — informational. The injector stamps it at the root; **you do not author transitions.**
|
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14
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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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15
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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 (common for a code beat — the `code-*` block is the shape), sequence the shot from the Scene lines directly.
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16
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+
- `focal:` — for a concept/mechanism beat, which **invented** element is the hero; for a **code beat**, the named **`code-*` block** (+ the hunk); for the **credits** close, the avatar row.
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17
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+
- `roles:` — each element's role: `foreground subject` / `background` full-bleed / `supporting`. Most are invented elements you design; the only real assets are the credits `assets/<login>.png` avatars.
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18
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+
- `sfx:` — the orchestrator's; you mount no audio.
|
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19
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+
- `frame.md` (project root) — the **design-truth**: palette (claude), type ramp, components, composition rules. The LOOK. Pull every visual token from here.
|
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20
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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. The blueprint templates are the sibling `../hyperframes-animation/blueprints/<id>.md`; an optional runnable demo is `../hyperframes-animation/examples/<id>.html`.
|
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21
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+
- `code-vocabulary.md` — absolute path provided in your dispatch. For a **code beat**, read it for the named `code-*` block's exact inputs (`window.__TOKENS`, `window.__BLOCK`, line indexing).
|
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22
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+
- `../references/cut-catalog.md` — the **cut catalog** (zoom-through / inverse / cut-the-curve / waterfall) for a within-frame seam. You never author the between-frame transition — story's `transition_in` + the injector own that.
|
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23
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+
- Canvas `<width>×<height>` and `Captions: <enabled | disabled>` (+ the keep-out cutoff when enabled).
|
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24
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+
|
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25
|
+
**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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26
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+
|
|
27
|
+
**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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28
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+
|
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29
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+
## Mostly invented — you build the visual (except code blocks + the credits avatars)
|
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30
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+
|
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31
|
+
A PR video is **mostly invented**: there are **no screenshots and no captured UI**. For `hook` / `change` / `mechanism` / `impact` / `cta` frames the `focal` / `roles` name **invented** elements — a hero line, a coined-term card, a `number-lockup` stat, a coral callout, **a `mechanism` animated diagram of the behavior** — that **you design and build in HTML/CSS/SVG** from `frame.md`. Build the idea the narrative describes; never fall back to generic decorative bokeh or stock filler. Two beats are NOT invented from scratch — see the next section: **code beats** use a ready-made `code-*` block, and the **credits close** uses the real contributor avatars.
|
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32
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+
|
|
33
|
+
## PR code beats, mechanism beats + the credits close
|
|
34
|
+
|
|
35
|
+
- **Code beats (`diff` / `before_after` / a new-code reveal) — use the named `code-*` block, don't hand-build code motion.** Your `## Frame N` `scene` / `focal` names which block (e.g. `code-diff`, `code-morph`, `code-typing`); the orchestrator has already installed it (Step 5 pre-install). Read **`code-vocabulary.md`** (path in your dispatch) for that block's exact inputs, then:
|
|
36
|
+
- Pull the real before/after hunk or snippet from `capture/diff.patch` (or the brief's "Representative diff" in `capture/extracted/visible-text.txt`).
|
|
37
|
+
- Fill the block's `window.__TOKENS` with that real code (the baked Shiki tokens) and set `window.__BLOCK` (effect, `line`, `duration`) **so the full block completes within the frame's `data-duration`** — a long snippet at the block's default per-character cadence overruns a short frame (the code never finishes typing). `code-diff` / `code-morph` need **2 states** (before, after); the others take one. **Line indexing differs — `code-highlight` is 0-based, `code-scroll` 1-based** — don't off-by-one.
|
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38
|
+
- Integrate the filled block as **this frame's composition** per `hyperframes-core`'s sub-composition contract: its `data-composition-id` and its `window.__timelines[...]` key must both be your **`<frame_id>`** (the block ships its own id + paused timeline; rename both to match the frame contract). The block already renders an editor window (titlebar / filename) reading as claude's navy **Code Surface** — set the filename + any `+N/−M` chrome from the `scene`.
|
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39
|
+
- **The block owns the code animation; your Scene windows choreograph the surrounding Code Surface** — the navy window seating in, the file header typing on, the camera settling onto the hunk, a coral underline on the landed line. **Do not re-specify the code motion** (the block is the development beat). A code beat is usually `blueprint: compose`.
|
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40
|
+
- **The block has no caption-safe band.** When `Captions: enabled`, inset/scale the code panel into the top ~83% so it clears the keep-out band; never let code run under the caption pill.
|
|
41
|
+
- **Mechanism beats (`mechanism`) — build an invented animated diagram of the behavior; the build _is_ the shot.** This is the "show what the change does at runtime" frame (the request retrying, the cache filling, serial→parallel, the race resolved) — read its `scene` for the behavior to animate. Unlike a code beat, **the motion is yours to author** (no block owns it):
|
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42
|
+
- If the `scene` names a `flowchart` / `flowchart-vertical` / `data-chart` block, the orchestrator pre-installed it — fill + mount it like a code block (its `data-composition-id` and `window.__timelines[...]` key both become your `<frame_id>`). Otherwise **hand-build the diagram in SVG / HTML / GSAP** from `frame.md`'s atoms.
|
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43
|
+
- **Claude register:** hairline-ink nodes / edges / lanes on the cream ground, **one coral marker** on the active / changed element, mono labels — **not** the navy code surface (that's for code), no heavy shapes / bokeh.
|
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44
|
+
- **Choreograph the Scene windows:** the nodes / lanes draw on (Scene 1); **the flow runs** as the VO names each step (middle Scenes — the request hops, the lane splits, the front advances, the bars race) — this _is_ the teaching, so it must play across the shot, never enter-then-freeze; the resolved state + the one coral emphasis lands (final Scene). Keep it in the top ~83% (caption keep-out).
|
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45
|
+
- **The `credits` close — the one frame with real assets.** Its `asset_candidates` names 2–6 `assets/<login>.png` avatars (downloaded in Step 1). Render them as `<img>` in hairline-ringed chips — an avatar row with each contributor's name + role in mono (an "approved" mark if the close calls for it), staggered in across the Scene windows. Avatars appear **only** here, never decorating a code frame.
|
|
46
|
+
|
|
47
|
+
## You do NOT decide
|
|
48
|
+
|
|
49
|
+
These belong to other steps — touching them collides with a sibling or breaks an upstream contract:
|
|
50
|
+
|
|
51
|
+
- **What is SAID** — narration is locked in `SCRIPT.md` / the `voiceover` line. You only show; you never write or restate narration text.
|
|
52
|
+
- **Duration** — fixed from real voice timing. Build your shot to land within it; don't stretch or trim it.
|
|
53
|
+
- **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.
|
|
54
|
+
- **Audio** (narration / BGM / SFX) — assembled at the root by the orchestrator. **No `<audio>` element in your composition.**
|
|
55
|
+
- **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 content. Visible text comes from your frame's `scene` / narrative (and the real code, for a code beat).
|
|
56
|
+
- **Which motions exist** — named upstream in your block (the shot sequence's motion verbs + `blueprint:` + the `code-*` block). Implement them; don't invent new ones.
|
|
57
|
+
- **The shared `STORYBOARD.md`** — read your block, never write it. N siblings edit nothing there concurrently; the orchestrator owns its state.
|
|
58
|
+
|
|
59
|
+
## Frame constraints
|
|
60
|
+
|
|
61
|
+
Generic seek-safety + structure live in `hyperframes-core` (read it; not restated). These are the **PR-to-video deltas**, each load-bearing:
|
|
62
|
+
|
|
63
|
+
- **Caption keep-out — all content in the top ~83%.** A karaoke caption pill owns the bottom ~17% of the canvas. Keep every element (headline, code panel, diagram, labels) 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).
|
|
64
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+
- **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 the hero / code panel / diagram toward full-bleed. (Landscape's region is short, so vertical centering near 0.42 × height is fine.)
|
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65
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+
- **Visible text is short motion-graphics copy** — a hero word, a stat (`"+1,204"`, `"2× faster"`), a file/label — never a sentence from the narration. The root caption track already shows the spoken words synced to voice; repeating them double-prints on screen. (Real code inside a `code-*` block is the exception — that is the content, not narration.)
|
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66
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+
- **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 file chip, the hunk, a node, a stat — **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 (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.
|
|
67
|
+
- **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. `compose` → no template; sequence the shot straight from the Scene lines (a code beat composes the surround around the block). Whichever, never front-load the whole sequence at `t=0`.
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- **Realize 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 and lay text around it; a `background` is a full-bleed field / gradient / grid dimmed ~30–50% so foreground content stays legible; `supporting` elements are labels, secondary shapes, ambient layers. Invented elements are HTML/CSS/SVG you build; a `code-*` block / `flowchart` / `data-chart` is filled + mounted per the section above; the credits avatars render as `<img>`.
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## Workflow
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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`) and **open the rule recipe `RULES_DIR/<id>.md` for every named motion** in the Scene lines; **for a code beat, read `code-vocabulary.md`** for the block's inputs. 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>`.
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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. Build the invented hero (diagram / type / number-lockup), or fill + mount the `code-*` block and choreograph the surround.
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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.
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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.
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## Self-check before finishing (you do NOT run the CLI)
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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`):
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- `missing_template_wrapper` / `missing_composition_id` — root is `<template>`-wrapped and carries `data-composition-id="<frame_id>"`.
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- **Template transport** — every `<style>` and `<script>` block, including the GSAP load, lives inside `<template>`.
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- `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.
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- **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.
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- `clip_missing_data_attrs` — every `class="clip"` element has `data-start` / `data-duration` / `data-track-index`.
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- `timeline_not_paused` / `timeline_not_registered` — one paused timeline, registered at `window.__timelines["<frame_id>"]`.
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- `css_transition_used` + repeat / yoyo / non-deterministic logic — none present (the renderer seeks frame-by-frame).
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- `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).
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- **Hero visibility** — the main subject is visible by `t <= 0.5s`; entrance tweens use `fromTo` instead of CSS-hidden starting states.
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90
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- `exit_animation_on_non_final_scene` — no exit tween unless you are the final frame.
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- **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%.
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- **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`).
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- **Code-block cadence fits `data-duration`** — for a code beat, the `code-*` block's internal cadence is set so the full block completes within the frame's `data-duration` (a long snippet at the default per-character speed overruns — the code never finishes and the chrome beats never play; see `code-vocabulary.md`).
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- `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.
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- **Keep-out + no-narration-text** (eyeball, no code) — nothing sits below the 83% cutoff; no narration sentence is rendered as visible text.
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