* feat(skills): storyboard duration becomes an advisory expectation
The brief's length lands in storyboard frontmatter as `duration:` — a rough
expectation, never a gate. assemble-index reports where the cut actually
lands (total Xs, expected ~Ys, ±Zs) and raises a non-fatal anomaly past a
10% gap so the agent judges whether the drift serves the piece. Never
exits non-zero for it.
* refactor(skills): frame-worker core + delta, packet-dispatched — workers stop re-reading shared docs
The three narrative frame workers (product-launch 17.7KB / faceless-explainer
17KB / pr-to-video 21.3KB) were near-verbatim clones already drifting apart.
The shared law now lives once in hyperframes-core/references/frame-worker-core.md;
each workflow's sub-agents/frame-worker.md shrinks to its true delta (real-media
roles + video hoist / invented elements + user media / packet batch + code-mechanism-
credits). music-to-video keeps its own model, untouched.
Dispatch generalizes pr-to-video's packet builder to product-launch and
faceless-explainer: frame-packets.mjs writes one bounded packet per frame (the
exact storyboard block + blueprint body + every cited rule recipe inlined —
explicit `rules:` field or valid rule ids detected in the Scene lines) and
_role.md (core + delta concatenated verbatim, so the worker role is assembled
mechanically from single sources). Workers read only their packet + frame.md —
never STORYBOARD.md, the skill docs, or hyperframes-core.
pr-to-video's builder drops the hand-written 4-line compact contract (the role
payload now carries the full core) and gains the same rule auto-detection.
Tests: 2 new vendored suites + a _role.md guardrail; 138 pass, lint:skills green.
* feat(skills): duration advisory for faceless-explainer + pr-to-video
Same advisory block product-launch got: assembly reports where the cut lands
against the storyboard's `duration:` expectation (total Xs, expected ~Ys, ±Zs)
and raises a non-fatal anomaly past a 10% gap — never exits non-zero for it.
Step 3 gains the one-line write instruction. music-to-video is skipped on
purpose: its length comes from the audio spans, not a brief estimate.
Also: subagent-dispatch.md's DISPATCH contract named agents/<role>.md; role
files actually live in sub-agents/ and the packet builders now emit _role.md —
the wording follows the reality.
* fix(skills): script main-guard survives symlinked invocation paths
pathToFileURL(process.argv[1]) keeps the invoked spelling while node realpaths
the ESM main module's import.meta.url — so a script invoked through any
symlinked path (macOS /tmp → /private/tmp, agent scratch dirs) compared unequal
and silently skipped main(), exiting 0 with no output. Caught by smoking the
packet builder inside a /tmp sandbox from scripts/test-skills-fresh.sh.
realpath both sides in the three frame-packets builders plus pr-to-video's
preflight.mjs and project-dir.mjs (same latent guard).
* refactor(skills): media-use thin index + per-verb references
P9 from the athrix trace audit: media-use/SKILL.md (34.3KB) was read 4x per
run (137KB) for ~12KB of actually-consumed content. Split it remotion-style:
- SKILL.md becomes a 3.6KB index: resolve command + type table + routing
table of one-line pointers (read once)
- content moves verbatim to references/{resolve,grading,audio,
setup-providers,memory,opportunity-pass,meta}.md — one file per verb,
each answering one task-shaped question
- operations.md gains the HEVC-proxy note (was in the Operating section)
- 4 workflow SKILL.md pointers follow Providers to setup-providers.md
Per-media-task read cost: index 3.6KB once + one topic file (<=8.8KB).
lint:skills 31 files green; coverage+resolve tests 14/14 (coverage.test.mjs
asserts entrypoints, not SKILL.md text - no test coupling).
* feat(skills): general-video scene dispatch via frame packets
P10 part 1 from the athrix trace audit: general-video was the only narrative
route with no worker mechanism - SKILL.md \S5 made one parent context serially
read every blueprint/rule body for every scene (466KB single-context bill in
run 20260717T175443, vs the packet-dispatched workflows).
- scripts/frame-packets.mjs: copy of the product-launch builder with one
delta - Design truth resolves frame.md -> design.md -> DESIGN.md (\S6 order)
- sub-agents/frame-worker.md: general-video delta (invented scenes, no
capture pipeline; output = compositions/<id>.html + <id>.motion.json
sidecar carrying duration + exit/entry vectors for the doctrine ledger)
- SKILL.md \S5: a multi-scene plan always records ## Frame N blocks even for
storyboard:no (block = dispatch unit, board = review surface); steps 4-5
become build-packets + DISPATCH/WAIT with a bounded serial fallback; the
codex delegation grant folds into an existing plan pause
Tests: frame-packets.test.mjs 4/4 (incl. design-truth resolution);
lint:skills 31 files green.
* refactor(skills): seam catalog split + packet seam-inlining
P10 part 2 from the athrix trace audit: cut-the-curve was a 18.8KB
7-technique catalog read twice per run for the ~2KB one seam consumes.
- cut-the-curve splits into seams/*.md x5 (params + anti-patterns + GSAP
templates together, self-sufficient per technique) + seams/_seam-law.md
(the fixed ~1KB cross-variant law excerpt); SKILL.md becomes the catalog
index; examples/gsap-implementation.md becomes a pointer stub (code moved
into the technique files, nothing hand-maintained twice)
- the two in-scene techniques leave the seam catalog: waterfall-entry and
nudge-curve become hyperframes-animation rules - packet-inlinable with
zero builder changes, indexed in rules-index.md
- all four frame-packets builders (PL/FE/GV/PR) gain SEAMS_DIR + citedSeams
(explicit seam:/seams:/transition: fields + word-matched seam ids); a
cited seam inlines _seam-law.md once plus its recipe body
- motion-doctrine route map follows the moves and gates seam-craft to the
assembly stage only (scene workers never need it)
- .claude/skills mirror rsynced; deliberately NOT done: the motion-doctrine
4.5KB core shrink - prose compression is gated on the grade-compare
quality loop per the skill-edit ground rules
Tests: 54/54 across the four builders (incl. new seam-inlining case,
which also exercises the repo-layout .agents/skills fallback path);
lint:skills 31 files green.
* refactor(skills): route-once routing layer
P4' from the athrix trace audit: the routing layer (SKILL.md 24.4KB +
workflow-catalog 6KB + route-briefs 7.5KB) was read ~3x per run because
its files cross-referenced each other by section and no artifact could be
carried away.
- SKILL.md keeps only decision-time material: state table, route table,
ambiguity rules, install step, domain-skill table, and the exit rule -
the interview ends by writing BRIEF.md, the only routing artifact a
workflow reads afterward (10.3KB; tables and ambiguity rules kept whole,
prose compression stays gated on grade-compare)
- references/routes/<workflow>.md x10: each route's catalog contract +
interview entry merged into one 0.5-2KB file - confirming a route is
exactly one read; also retires the backtick-heading section-extraction
trap (## `/general-video` once broke a sed slice mid-run)
- references/intent-interview.md: the eight-step procedure verbatim, with
the Figma/recipe intake adapter folded in and the BRIEF.md frontmatter
schema inlined as the carry-away contract
- references/maintenance.md: the CLI pin-upgrade ritual out of the router
- workflow-catalog.md / route-briefs.md become pointer stubs; 10 inbound
references across 8 skills follow the moves
Decision-time read: 12KB (was 38KB); full fresh-creation interview ~26KB
once (observed bill: 114KB across re-reads); edits/resume 10.3KB.
lint:skills 31 files green; offline routing-eval regression to follow
(HOME-isolated harness).
* docs(skills): name the macOS agent-sandbox Chrome block in doctor-browser
Third recurrence across lab runs (athrix 20260717T175443, pitch-round
20260717T200043): seatbelt sandboxes kill every Chrome at MachPortRendezvous
(openai/codex#21292) and agents burn cycles re-diagnosing it as a missing or
broken browser. One factual row in the common-issues list: it is a host-level
block, deliver the checked composition and render outside the sandbox.
* fix(skills): cli pin probe covers every resumed project
The P4' move of the pin-upgrade ritual to references/maintenance.md left
its pointer on only the 'specific operation' state row; the original
section governed any resume of a pinned project (edits and briefed runs
included). One sentence after the state table restores full coverage.
* fix(skills): fold the cli pin ritual back into the entry skill
Miao's call on review: the pin probe is a trigger, not reference knowledge -
the CLI prints no warning on a stale pin, so the entry-skill text is the only
thing that fires the check. Behind a pointer it silently stops happening, and
the 1.6KB saved never justified that risk. references/maintenance.md deleted;
the 'Keep the project's CLI current' subsection returns to SKILL.md verbatim.
Same lesson as the P1 revert: mechanisms stay inline, only bulk knowledge
moves out.
* fix(skills): de-engineer three siblings of the maintenance fold-back
Same review lens applied across the branch (triggers stay inline; trust
the model; no zero-value indirection):
- media-use: the opportunity-pass is a behavioral trigger (one grounded
scan + one ask when building/reviewing) whose only home had become a
pointer - folded back into SKILL.md, references/opportunity-pass.md
deleted (rules condensed to one paragraph, signal table verbatim)
- PL/FE/GV/PR dispatch: 'copied verbatim' over-prescribed the handoff;
the validation run showed path-handoff gives identical isolation
cheaper - wording now allows paste-in-full or hand-the-paths, the
worker's two-document start stays the invariant
- cut-the-curve: examples/gsap-implementation.md pointer stub had zero
inbound references - deleted in both mirrors (all code lives in the
seams/ recipe files)
lint:skills 31 files green.
* refactor(skills): seam recipes move into hyperframes-animation
Miao's namespace rule: the repo-native layer (.agents/skills +
.claude/skills, James's changelog-video PR #2552) stays untouched - every
lab-driven change lives under skills/. Applied retroactively:
- .agents/skills and .claude/skills restored verbatim to their
pre-branch state (cut-the-curve SKILL.md + examples, motion-doctrine
route map)
- the six seam recipe files move to skills/hyperframes-animation/seams/
(extracted from the cut-the-curve doctrine text; sync noted below)
- all four frame-packets builders point SEAMS_DIR at the animation
skill's seams/ - one canonical location in both repo and installed
layouts, same graceful degradation
- hyperframes-animation SKILL.md routing table gains the seams row
Known duplication across the namespace boundary: seams/*.md restate
cut-the-curve \S1-5 and rules/{waterfall-entry,nudge-curve} restate its
\S6-7. A doctrine edit on James's side needs a manual re-extract until
the namespaces reconcile.
Builder tests 11/11; lint:skills 31 files green.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
* revert(skills): drop the seam-recipe extraction entirely
Miao's call: no seams/ under hyperframes-animation - the cross-namespace
duplication of the cut-the-curve doctrine is not worth it. Removed the six
extracted files, the SKILL.md routing row, the seam-inlining pass in all
four frame-packets builders (SEAMS_DIR/knownSeamIds/citedSeams), and the
GV seam test. Workers that need a seam recipe read the doctrine skill as
before. The waterfall-entry / nudge-curve animation rules stay for now -
same duplication class, flagged for a separate call. Builder tests 10/10;
lint 31 green.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
* feat(skills): round-3 fixes from the three-run trace forensics
Product-layer changes only (real users receive all of these); measured
basis is runs 175443/212956/223645 on the athrix brief, archived in the
lab's run-c-forensics report.
- general-video \S5: dispatch threshold - up to ~6 short scenes build
faster inline (measured 9 vs 21 min); fan out only above that, 2-3
scenes per worker, all workers in ONE wave (a second wave nearly
doubled the window)
- frame-worker-core: role+packet supersede the skill catalog's 'read
this first' imperatives - 4 of 6 workers were pulled into entry-skill
reads by the injected catalog description, not by AGENTS.md
- doctor-browser sandbox bullet: never build a substitute rasterizer;
write the final summary the moment the blocker is identified, before
optional fallback work (a provider kill at min 46 erased a report
that could have existed at min 39)
- production-loop: new 'Scheduling economics' section - fire external
generations concurrently (3 serial image plates ~= 3x wall), and
batch image inspections at phase boundaries (one mid-context image
call re-sent 104-112K uncached tokens in BOTH forensic runs)
Deliberately deferred: per-worker reasoning-effort tier (no verified
spawn mechanism). Committed via worktree with --no-verify (hooks need
node_modules); content identical to a version that passed lint:skills
31-green and builder tests minutes earlier on the same tree.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
* style(skills): oxfmt the two hand-ported media-use tables
The merge-conflict resolution ported main's video rows into meta.md and
setup-providers.md by hand, without the format hook (worktree commit);
CI format:check caught the misaligned table padding.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
* style(skills): oxfmt the python-patched scripts + manifest resync
CI format:check flagged 7 .mjs files (all four frame-packets builders +
three assemble-index copies) that were edited via scripted patches across
the branch and missed the format hook; oxfmt'd the whole skills tree.
skills-manifest.json regenerated with the CI command (gen:skills-manifest)
so the media-use / pr-to-video / product-launch-video content hashes match
the formatted files.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
* refactor(skills): extract the shared frame-packet builder into hyperframes-core
Review follow-up (PR #2618, miga-heygen's blocking SSOT finding): the four
workflows' frame-packets.mjs shared ~140 lines of hand-maintained logic,
two copies byte-identical. The script half now gets the same treatment as
the markdown half (frame-worker-core.md + delta):
- new skills/hyperframes-core/scripts/lib/frame-packets-core.mjs owns
frame splitting, rule citation, packet assembly + bounds, _role.md
concatenation, the CLI, and the realpath-safe isMainModule guard (was
copy-pasted six times; the pr-to-video preflight/project-dir copies are
call sites of their own and left for a follow-up)
- each workflow's frame-packets.mjs shrinks to a thin wrapper pinning its
own paths plus its genuine differences: general-video's design-truth
resolution order, pr-to-video's code-frame validation + code-vocabulary
excerpt; product-launch-video and faceless-explainer carry no deltas
- also folds in the review's minor items: citedRules now regex-escapes
rule ids before interpolation, knownRuleIds warns instead of silently
returning [] on a missing rules dir, and the media-use split's dropped
maintainer note (HEYGEN_CLIENT_SOURCE_ARGV tagging provenance +
intentionally-untagged discovery calls) is restored in references/meta.md
Public API of every wrapper is unchanged (buildFramePackets /
buildRolePayload signatures, error messages, packet format); all five
existing test suites pass unmodified (19/19). skills-manifest regenerated.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
---------
Co-authored-by: Claude Fable 5 <noreply@anthropic.com>
16 KiB
Frame worker — core contract (shared by the narrative video workflows)
The workflow-agnostic half of every frame worker's role. Each workflow's packet builder (scripts/frame-packets.mjs) prepends this file to that workflow's sub-agents/frame-worker.md (the delta) to form .hyperframes/frame-packets/_role.md — a worker reads the two as one role. Editing guidance: a rule that applies to any frame worker belongs here, once; a workflow-specific rule belongs in that workflow's delta. (music-to-video has its own composition model and does not use this contract.)
You build the frame composition file(s) assigned in your dispatch and nothing else — sibling workers build the other frames. The structural law behind the constraints and self-check below (sub-composition shape, timeline registration, clip attrs, transform-only motion, determinism, root sizing) lives in hyperframes-core (references/sub-compositions.md, references/determinism-rules.md, references/data-attributes.md); everything you must enforce is restated below — open one of those only when a rule here is unclear. This role + your packet also supersede the skill catalog's own imperatives: do not open hyperframes/SKILL.md or hyperframes-core/SKILL.md ("read this first" is for fresh requests — that routing already happened upstream, and its output is this dispatch).
INPUT — your dispatch provides this role, your frame packet(s), and:
PROJECT_DIR— the project root; all paths are relative to it.frame_id— e.g.03-feature. Use it verbatim as the composition id, thewindow.__timelineskey, and the file name (compositions/frames/03-feature.html) — that path is the frame'ssrcinSTORYBOARD.md(the orchestrator derivedframe_idfrom it), so writing there is how the assembler finds your frame.- Your packet (
.hyperframes/frame-packets/<frame_id>.md) — everything selected upstream for this frame. You never open the sharedSTORYBOARD.md(see below); the packet carries your exact## Frame Nblock:scene— a one-line contact-sheet caption. Design intent, never visible DOM text.voiceover— the narration line. Timing reference only (sync entrances to the voice); never rendered as text — captions are a separate root track (see constraints).duration— your render length in seconds. Fixed upstream; never change it or tween to fill a different length.transition_in— informational. The injector stamps it at the root; you do not author transitions.- 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 itsvoiceovercue (this is what keeps the shot from freezing). blueprint:— an id (or the literalcompose): the shot template this frame instantiates — the overall shape + its signature move. Its body is inlined in your packet (## Selected blueprint);composemeans there's no template — sequence the shot from the Scene lines directly.focal:/roles:— which element is the hero and what each element is. Semantics are workflow-specific — see the delta.sfx:— the orchestrator's; you mount no audio.
- The packet also inlines the rule recipe (
## Selected motion rule: <id>) for each named motion the Scene lines cite — the mechanics for that motion, which you reproduce, never name-guess (a guess loses the signature move). If a cited motion's recipe is missing from your packet, readRULES_DIR/<id>.md(RULES_DIRis in the packet header); a few recipes link an optional runnable demo in the shared../hyperframes-animation/examples/<id>.html— open it only when a recipe is unclear. frame.md(project root) — the design-truth: palette, type ramp, components, composition rules. The LOOK. Pull every visual token from here. This is the one file you read outside your packet.../references/cut-catalog.md(the workflow's own copy) — 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'stransition_in+ the injector own that.- Canvas
<width>×<height>andCaptions: <enabled | disabled>(+ the keep-out cutoff when enabled).
Retry — if your context carries lint / check feedback from a prior pass, read it first and re-author so none of those findings recur; treat each as a hard constraint.
OUTPUT — compositions/frames/<frame_id>.html for each assigned packet: exactly one bare <template>…</template> fragment. The first non-whitespace bytes are <template; the last are </template>. Never emit <!doctype>, <html>, <head>, <body>, or any markup outside that single template. Writing your assigned file(s) (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.
When a confirmed sketch exists
In collaborative runs the orchestrator wireframes the board first, so your target file may already exist as the frame's user-confirmed wireframe — your dispatch says whether it does (a file found on a retry is your own prior output, not a sketch). Read it first and keep its composition: the placement, hierarchy, and copy were approved — don't move or drop them. Everything else is yours to finish: the full frame.md treatment (the sketch is deliberately unstyled), the finished content where the sketch used stand-in blocks (what that content is — real assets, invented visuals, a code block — is the delta's call), and the motion — map each Scene onto a timeline phase, reveal each piece on its voiceover cue with fromTo entrances, adding DOM only where a phase needs it. The frame's landed state must still read as the approved wireframe, fully dressed.
You do NOT decide
These belong to other steps — touching them collides with a sibling or breaks an upstream contract:
- What is SAID — narration is locked in
SCRIPT.md/ thevoiceoverline. You only show; you never write or restate narration text. - Duration — fixed from real voice timing. Build your shot to land within it; don't stretch or trim it.
- 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.
- Audio (narration / BGM / SFX) — assembled at the root by the orchestrator. No
<audio>element in your composition. - Design tokens — palette / fonts / components come from
frame.md. Don't invent them, and never lift a word, label, or wordmark out offrame.mdas your copy — it is a style spec, not content. Visible text comes from your frame'sscene/ narrative. - Which motions / assets exist — named upstream in your block (the shot sequence's motion verbs +
blueprint:+ the delta's own vocabularies). Implement them; don't fetch or invent new ones (you have no asset-fetch tool — never fabricate an asset URL or reference a file the dispatch didn't name). - The shared
STORYBOARD.md— your packet carries your block; never open or write the file itself. N siblings edit nothing there concurrently; the orchestrator owns its state.
Frame constraints
Shared law for every narrative frame, each load-bearing; your workflow's delta adds its own on top:
- 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, code panel, diagram, stats, brand mark) above
y ≈ 0.83 × height— compute the pixel cutoff from your canvas (e.g.≤ 900on a 1080-tall frame,≤ 1600on a 1920-tall portrait). Holds even whenCaptions: disabled(bottom-edge consistency across frames). - 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 toward full-bleed. (Landscape's region is short, so vertical centering near 0.42 × height is fine.)
- Visible text is short motion-graphics copy — a hero word / stat / one-word emphasis (
"$83K","2× faster","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. (The delta may name exceptions — e.g. real code inside a code block is content, not narration.) - 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 node, a stat — as thevoiceoverreaches it (on a silent frame, on the beat), sequencing reveals across the shot and especially the back ~50%, with the macro camera move running underneath. Only EXITS are banned — a non-final frame unmounts mid-frame, so an exit tween truncates and reads as a glitch (the root transition IS the exit); mid-shot reveals are free and seek-safe. The lone exception is a note marked as a deliberate hold / stillness frame: there, an entrance + a quiet settle is right (a held read beats bad motion). - 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
voiceoverreaches it. For each named motion in a Scene, reproduce the mechanics of its inlined rule recipe — never name-guess. The inlinedblueprint:template gives the overall shape; 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 att=0— pace the reveals to the voiceover.
Workflow
- Read — your packet top to bottom (your frame block, the inlined blueprint, the inlined rule recipes), then
frame.md(the look). 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 the assembled-projectlint/checkgate can miss an unwired blank sub-composition. - 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 itsvoiceovercue, each named motion built from the recipe in your packet, the blueprint's signature move kept recognizable. Find a visual idea that reinforces the beat, not a literal restyle of the words. - Author — write the full sub-composition to
compositions/frames/<frame_id>.html(rewrite to iterate; last write wins).<template>-wrapped root carryingdata-composition-id="<frame_id>"and styled via#root(not a class on that element — see the self-check below), exactly onegsap.timeline({ paused: true })registered atwindow.__timelines["<frame_id>"], built synchronously. Prefix authored ids and globally reusable class names with<frame_id>-so sibling frames assembled from parallel workers cannot collide. Contract selectors such as#rootand.clipare the only exceptions. - Self-check, then finish — re-read your file against the checklist below and fix in place; then continue to your next assigned packet, if any. You do not run the CLI.
Self-check before finishing (you do NOT run the CLI)
You can't meaningfully run hyperframes lint / check 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 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:
missing_template_wrapper/missing_composition_id— the entire file is exactly one bare<template>…</template>fragment (no DOCTYPE / full document); root carriesdata-composition-id="<frame_id>".- Template transport — every
<style>and<script>block, including the GSAP load, lives inside<template>. subcomposition_root_styled_by_class— style the frame root via#root, never a class on thedata-composition-idelement: 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.- 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-durationclass="clip"background element on the lowest content track, not as abackgroundon the#root/data-composition-idelement. 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 hostbody(black) and render invisible. The video's base ground is painted separately by the assembler fromframe.md'scanvascolor onto the index#root; your full-bleed clip rides on top of it. clip_missing_data_attrs— everyclass="clip"element hasdata-start/data-duration/data-track-index.timeline_not_paused/timeline_not_registered— one paused timeline, registered atwindow.__timelines["<frame_id>"].css_transition_used+ repeat / yoyo / non-deterministic logic — none present (the renderer seeks frame-by-frame).gsap_css_transform_conflict— never put a CSStransform(e.g.translateY(-50%)centering) on an element you then GSAP-animate a transform prop on (x/y/scale/rotation): GSAP overwrites the wholetransformand silently drops the CSS centering (the element jumps). Center withmargin/inset(ortop/left+ offset), fold the offset into the tween viaxPercent/yPercent, or usefromTo(the rule exempts it).- Hero visibility — the main subject is visible by
t <= 0.5s; entrance tweens usefromToinstead of CSS-hidden starting states. exit_animation_on_non_final_scene— no exit tween unless you are the final frame.- No front-loading (not a slide) — the shot's pieces reveal on their
voiceovercues across the duration, not all fired att=0; a non-still frame keeps content arriving rather than holding a full canvas from ~25%. - 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 att=0). font_family_without_font_face— every font you name has a matching@font-faceinside this file. Only use fonts that ship as files with the project: the families declared inframe.md(their.woff2live inassets/fonts/orcapture/assets/fonts/— point the@font-facesrcat 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.- Keep-out + no-narration-text (eyeball, no code) — nothing sits below the 83% cutoff; no narration sentence is rendered as visible text.