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feat(skills): product-launch-video skill + consolidate motion knowledge into hyperframes-animation (#1745)
* feat(skills): product-launch-video + consolidate motion knowledge into hyperframes-animation
- Add the product-launch-video skill: shot-sequence architecture where each
visual frame is a time-coded shot sequence picked from a blueprint menu and
paced to the voiceover (anti-PowerPoint). Includes the frame-worker sub-agent,
story/visual/motion-design references, and audio/captions/transitions/
stage-assets/assemble-index scripts.
- Consolidate motion knowledge in hyperframes-animation as the single source of
truth: promote the updated atomic rules (31 -> 36) and rename product-launch-
video's archetypes into hyperframes-animation blueprints (13 -> 15, replacing
the old set). product-launch-video, faceless-explainer, and pr-to-video now
reference them via ../hyperframes-animation/{rules-index,blueprints-index}.md
and the rules/blueprints dirs. Fixes the discrete-text-sequence broken links;
blueprints no longer ship per-id runnable examples, so example references in
the consumers were dropped.
- Default HeyGen TTS voice to Marcia (deterministic; was the API's first English
voice, which drifts on catalog re-sort). Override with --voice.
- assemble-index pre-assembly frame guards: auto-repair a sub-comp root missing
canvas dims; hard-fail on <video>/<audio> inside a sub-comp; hard-fail on a
timed non-root element missing class="clip" or overlapping same-track clips.
- Lint/CLI: lint media inside sub-compositions as an error; stop false-positive
caption layout/lint findings; contrast/layout-audit skip elements hidden by an
invisible ancestor.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
* fix(skills): clear CodeQL alerts in assemble-index.mjs
- script/style blanking regex now matches closing tags with trailing
whitespace (</script >, </style >) — js/bad-tag-filter (high).
- drop the existsSync precheck before reading/repairing a frame file; read
directly and handle ENOENT, removing the check->write TOCTOU window —
js/file-system-race (high).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
---------
Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
co-authored by
Claude Opus 4.8
parent
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@@ -11,10 +11,14 @@
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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 free-form **narrative** prose — your visual brief for this frame.
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- `extra:` — `effects` (named atomic motions to apply), `blueprint` (a named multi-phase scene pattern to build), `asset_candidates` (the real media available to this frame, each `public/<basename> — description`; a **`[video]`** tag marks a `.mp4` motion clip), `focal` (which candidate is the hero), `roles` (each candidate's role: `cutout` foreground / `background` full-bleed / supporting). (`sfx` also rides in `extra` but is the orchestrator's — you mount no audio.)
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- the **time-coded shot sequence** — your build spec. A sequence of Scene lines (`Scene 1 (0.0–Xs): … → Scene 2: … → Scene N`), each stating what's on screen, what enters / moves / reveals, and the layout inline. Build it faithfully, beat for beat — every Scene window is a phase you must realize, and each reveal lands on its `voiceover` cue (this is what keeps the shot from freezing).
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- `blueprint:` — an id (or the literal `compose`). The id points to `../hyperframes-animation/blueprints/<id>.md`: the **product-agnostic shot template** this frame instantiates — the overall shape + its signature move. Read it for the shape; `compose` means there's no template, sequence the shot from the Scene lines directly.
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- `focal:` — which candidate is the hero.
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- `roles:` — each candidate's role: `cutout` foreground / `background` full-bleed / supporting — plus the real media available (each `public/<basename> — description`; a **`[video]`** tag marks a `.mp4` motion clip).
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- `sfx:` — the orchestrator's; you mount no audio.
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- `frame.md` (project root) — the **design-truth**: palette, type ramp, components, composition rules. The LOOK. Pull every visual token from here.
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- `ANIM_DIR` — absolute path to the shared `hyperframes-animation/` skill. Resolve every cited id under it: `ANIM_DIR/rules/<id>.md` (effect recipe), `ANIM_DIR/blueprints/<id>.md` (blueprint recipe), `ANIM_DIR/examples/<id>.html` (a worked, runnable source for each blueprint).
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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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@@ -27,10 +31,10 @@ These belong to other steps — touching them collides with a sibling or breaks
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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 (`entrance → development → settle`) 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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- **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 the product's content. Brand text comes from your frame's `scene` / narrative.
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- **Which effects / assets exist** — named upstream in your block (story's `asset_candidates`, visual design's `effects` / `focal` / `roles`). Implement them; don't fetch or invent new ones (you have no asset-fetch tool — never fabricate an image URL).
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- **Which motions / assets exist** — named upstream in your block (the shot sequence's motion verbs + `blueprint:`, the candidate media in `roles:` / `focal:`). Implement them; don't fetch or invent new ones (you have no asset-fetch tool — never fabricate an image URL).
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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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@@ -40,14 +44,14 @@ Generic seek-safety + structure live in `hyperframes-core` (read it; not restate
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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, cards, CTA, stats, brand mark) above `y ≈ 0.83 × height` — compute the pixel cutoff from your canvas (e.g. `≤ 900` on a 1080-tall frame, `≤ 1600` on a 1920-tall portrait). Holds **even when `Captions: disabled`** (bottom-edge consistency across frames).
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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 hero type 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** — headline / stat / one-word emphasis (`"$83K"`, `"INSTANT"`), never a sentence from the narration. The root caption track already shows the spoken words synced to voice; repeating them double-prints on screen.
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- **Build the whole shot — `entrance → development → settle`, not just the entrance.** The entrance is the shot's first beat; a frame that animates in over ~0.8s then freezes for the rest of its `duration` reads as a PowerPoint slide. Across the full `duration` build the **development** beat your note specifies (a reveal, rearrange, morph, emphasis hit, count-up) before the **settle**, with the macro camera move running underneath the whole shot. **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 development is free and seek-safe. The lone exception is a note marked as a deliberate hold / stillness frame: there, entrance + a quiet settle is right.
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- **Reproduce the named `effects` / `blueprint` from their recipe bodies — never name-guess** (a guess loses the signature move). Every id has a real recipe under `ANIM_DIR` (`rules/<id>.md` per effect, `blueprints/<id>.md` per blueprint, `examples/<id>.html` to watch it run). The note names the mode (`Reproduce` / `Adapt` / `Compose`, defined in visual-design); execute it: **Reproduce** → build the blueprint's phases faithfully, swapping in this frame's content / assets / timing. **Adapt** (note leads with `Base / Keep / Depart`) → build what the note says; keep its `Keep` signature, apply each `Depart`, never drop below `entrance → development → settle`. **Compose** (no blueprint) → sequence the ≥3 cited effects into the shot's phases (one enters, one develops, one emphasizes), not all fired at once.
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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 line, a card, a stat, an icon — **as the `voiceover` reaches it**, sequencing reveals across the shot and especially the back ~50%, with the macro camera move running underneath. **Only EXITS are banned** — a non-final frame unmounts mid-frame, so an exit tween truncates and reads as a glitch (the root transition IS the exit); mid-shot reveals are free and seek-safe. The lone exception is a note marked as a deliberate hold / stillness frame: there, an entrance + a quiet settle is right (a held read beats bad motion).
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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, then instantiate it with this frame's content / assets / timing. `compose` → no template; sequence the shot straight from the Scene lines. Whichever, never front-load the whole sequence at `t=0` — pace the reveals to the voiceover.
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- **Place each candidate by its `roles`** (the `focal` is the hero): a `cutout` is a foreground subject — respect the 83% keep-out, lay text around it, not over its face; a `background` is full-bleed and dimmed ~30–50% so foreground content stays legible. **A `[video]` candidate (`.mp4`) is a real motion clip — usually the strongest hero for a motion/demo product.** Render it as a **muted** `<video class="clip">` (`data-start` / `data-duration` / `data-track-index` per the core clip contract), a **direct child of the frame root** — never nested in another timed element, or the renderer freezes it. Keep it muted (the root owns all audio); a `[video-still]` or untagged image → `<img>`.
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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 (content + effects / blueprint / assets). **Then open the recipe body of every id the block cites** — `ANIM_DIR/rules/<id>.md` per effect and `ANIM_DIR/blueprints/<id>.md` for the blueprint (plus its linked `examples/<id>.html` when the recipe is unclear): you reproduce these, 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.
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2. **Design** — translate `scene` + the (sometimes shot-by-shot) narrative + the recipes you just read into a visual plan using `frame.md`'s components and type ramp. Honor the note's phases shot-by-shot per the whole-shot rule above, and find a visual idea that reinforces the beat, not a literal restyle of the words. Place the named assets.
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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:` / assets). **Then read the blueprint template** `../hyperframes-animation/blueprints/<id>.md` (skip if `compose`) for the shot's shape and signature move, and **open the rule recipe `RULES_DIR/<id>.md` for every named motion** in the Scene lines (plus the shared `../hyperframes-animation/examples/<id>.html` when the recipe is unclear): you reproduce these mechanics, not improvise them. Internalize the self-check codes below before you write — most lethal is **template transport**: every `<style>` + `<script>` (including the gsap load) must live INSIDE `<template>`, because the runtime only clones template contents and `lint` / `validate` / `inspect` can miss the resulting blank sub-composition.
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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. Place the named assets, and find a visual idea that reinforces the beat, not a literal restyle of the words.
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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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@@ -61,9 +65,10 @@ You **can't** meaningfully run `hyperframes lint` / `validate` / `inspect` here:
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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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- **Shot develops (not a slide)** — a non-still frame carries a development beat between entrance and settle; cited effects are sequenced into phases, not all fired at `t=0`.
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- **Adapt fidelity** — if the note led with `Base / Keep / Depart`, the `Keep` signature is present and recognizable, every `Depart` is applied, and the shot still runs `entrance → development → settle`.
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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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- `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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