* refactor(product-launch-video): restructure onto script-driven architecture Move product-launch-video onto the shared script-driven authoring flow: build-frame remixes a hyperframes-creative preset onto brand tokens, audio routes through the shared hyperframes-media engine, per-preset caption skins, and every frame is authored as a directed shot. Removes the old bespoke scripts (captions/validate/prep/hoist/…) in favour of the shared lib. assemble-index.mjs keeps upstream #1629's blank/partial scene-file guard (reject an empty or markup-less scene file at assembly, before emitting data-composition-src, and re-dispatch) carried onto the restructured reader. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> * refactor(pr-to-video): restructure onto script-driven architecture Move pr-to-video onto the shared script-driven authoring flow: ingest.mjs folds the gh PR artifacts into the synthetic capture package the shared backend (build-frame / captions / assemble-index) reads, add the mechanism beat, route audio through hyperframes-media, and remix a hyperframes-creative preset onto brand tokens via the shared lib. - Fix skill name: pr-to-video-refactor -> pr-to-video (match directory). - Drop a stale faceless-explainer-refactor reference in an ingest.mjs comment. - assemble-index.mjs keeps upstream #1629's blank/partial scene-file guard. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> * refactor(faceless-explainer): restructure onto script-driven architecture Move faceless-explainer onto the shared script-driven authoring flow: every visual is invented (typography / abstract graphics / diagram / data-viz) and authored through the shared backend (build-frame remixes a hyperframes-creative preset onto tokens, audio via hyperframes-media, assemble-index builds the standalone index.html) using the shared lib. - Fix skill name: faceless-explainer-refactor -> faceless-explainer (match directory). - assemble-index.mjs keeps upstream #1629's blank/partial scene-file guard. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> * chore(skills): refresh test-skills-fresh.sh workflow roster Update the install-and-verify harness to the current surface: 10 workflows (adds website-to-video, embedded-captions, graphic-overlays, slideshow; drops the removed footage-recut) and refreshed example prompts. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> * style(product-launch-video): oxfmt storyboard.mjs Run oxfmt over lib/storyboard.mjs — formatting only, no logic change. Fixes the Format / Preflight CI check. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> * test(studio): import commitGsapPositionFromDrag from its actual module The function was split out into gsapDragPositionCommit.ts in #1605, but the test kept importing it from ./gsapDragCommit, which no longer exports it — yielding 'is not a function' at runtime. Import from the correct module. Inherited main breakage (same fix as #1631); fixes the Test CI check on this branch independently of merge order. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> * chore(hyperframes): refine router skill metadata tags Update the entry router's metadata tags (video / animation / router focus); oxfmt collapses the now-shorter metadata to a single line. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> * fix(skills): tighten caption comment-strip + document audio --only merge Review follow-ups (#1635): - captions.mjs (x3): the HTML-comment strip used a single global replace, which CodeQL flags as incomplete multi-character sanitization (a nested/partial pair can re-form a marker the single pass misses). Strip in a fixpoint loop instead. Input is preset-library content, not user-controlled, so this is lint- cleanliness, not XSS defense. - audio.mjs (x3): document that fetch-sfx (--only sfx) MERGES into the neutral audio_engine_meta.json sidecar — the engine reads prev and recomputes only the sfx section, so voices/bgm from the generate pass are preserved (review Q). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> * fix(skills): remove existsSync->write TOCTOU in workflow scripts Clears the 9 js/file-system-race CodeQL alerts (captions/audio/transitions x3). Each was an existsSync precheck followed by a later write of the same path: - captions.mjs: caption-overrides shim -> atomic writeFileSync({ flag: 'wx' }). - audio.mjs (sync-durations) + transitions.mjs (inject): drop the existsSync precheck and read directly, surfacing the same friendly error from a try/catch on readFileSync — no check->write gap. Behavior is unchanged (same error messages); these are local single-process deterministic scripts so the race was never a real risk, but this clears the gate. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> * fix(skills): paint root composition ground color in assemble-index Per-frame roots carry data-start/data-duration and get clip-gated against the global timeline at render, so only the first frame's window overlaps global 0 — a frame's own full-bleed background can't serve as the video ground, and every frame after the first renders on the bare body color (black). Paint the ground on the always-present root composition using the project's frame.md canvas color (the same role the caption skin maps to --cap-canvas); fall back to the body letterbox color when frame.md is absent or has no resolvable ground. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> * chore(hyperframes): drop router-tag edit (moved to the foundation PR) The entry SKILL.md is rewritten wholesale by the frame-presets/media foundation PR (#1632); editing it here too guaranteed a merge conflict. Restore this file to main and let the router-tag tweak live with the rewrite in #1632, so the two PRs no longer both touch it. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> --------- Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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Motion language — PR-to-video visual-design judgment
The motion-judgment layer for Step 4 (Visual design). You name each shot's choreography, spring intent, beat rhythm, holds, stillness, and the idle-motion budget while enriching
STORYBOARD.mdframes; the frame worker maps intent to concrete GSAP eases / ms / stagger / code (viahyperframes-animation). A good explainer feels like one continuous whole — one camera, one spring feel, every shot directed across its full length — not a pile of slides that animate once and freeze. You reference motion by role, never by curve: eases / durations resolve fromframe.md's motion tokens, namedentry/emphasis/exit/drift(the pack's exact keys may differ); the worker maps the curve. Between-frame transitions are not yours — story namestransition_in, the harness injects it.
A frame is a shot, not a slide
The single failure that makes an explainer read as PowerPoint: a frame whose content animates in over the first ~0.8s, then freezes for the rest of its duration while a slow drift plays underneath. The entrance is not the shot — it's the first beat of it. You direct the whole duration.
In explainers especially, the development beat is the teaching: the formula assembling term by term, the diagram gaining a layer, the count-up landing. Don't waste it on a frozen hold.
Three layers fill a shot, each governed by a different rule:
| Layer | What | Rule |
|---|---|---|
| Camera (macro) | ONE correlated move on the frame root — slow drift / dolly / push / parallax pan | always on, the whole shot — this is the "someone is filming this" layer |
| Choreography (action) | the beat develops: entrance → mid-shot move (reveal / rearrange / morph / emphasis hit) → settle | fill the duration — a shot animated only at entry is a slide |
| Idle life (texture) | ambient continuation on the 1-2 elements that hold a live slot — breathing, glow, float | budgeted — this is where screensaver lives; cap it |
The reconciliation that matters: mandate choreography, budget idle life. Purposeful, sequential motion that carries information should fill the shot; ambient, simultaneous motion that carries none should be capped. Many elements each floating independently reads as screensaver; a shot that only enters then freezes reads as slideshow. Avoid both — one camera move + a directed multi-phase action + 1-2 living elements, nothing scattered.
Multi-phase choreography — direct the full shot
Every non-still frame's timeline is choreographed across its length, not front-loaded into the entrance:
entrance → development → settle
- entrance — the beat's primary content arrives (hero
entry/heavy; groups staggered). - development (the phase that's usually missing → PPT) — mid-shot, the content does something: a second element reveals, elements rearrange to a new layout, a diagram gains a layer, a count-up runs, an emphasis hit lands on the keyword. This is the motion that separates video from slides.
- settle — the shot resolves and holds for its read; the camera + idle life continue underneath (never a hard freeze).
Architecture: in hyperframes only the exit is forbidden mid-video (the frame unmounts; the harness transition is the exit). Everything before the settle — including rich mid-shot development — is free and seek-safe. Build the development phase; skip only the exit (unless you are the final frame).
When you name a blueprint, the development phases come from its recipe — write the composition note shot-by-shot to match. When you name no blueprint, the ≥3 cited effects ARE the phases — sequence them (one enters, one develops, one emphasizes); don't fire them all at t=0.
Spring intent (by role, not curve)
| Intent | Feel | Use |
|---|---|---|
| entry | confident slight overshoot, settles quickly | primary element entry (default) |
| gentle | soft slide-in, no overshoot | background elements, subtle motion |
| snappy | tight overshoot, nearly instant | small icons, labels, list items |
| heavy | weighted deceleration | large diagrams, hero visuals |
| slam | bouncy overshoot, intentionally loud | a coined term landing, an impact moment |
Consistency: similar elements share one intent (all labels snappy, all hero visuals heavy). Don't invent a unique ease + duration per element.
Forbidden: bounce.out / elastic.out (dated; real objects decelerate, they don't bounce — low overshoot for entry is fine, high overshoot only for clearly playful moments); a unique ease+duration per element (visual noise).
Duration intent
Reference by tier ("instant feedback" / "state change" / "layout change" / "entry animation"); the worker maps concrete ms / frames at 30fps. A single entry should not exceed ~800ms — for a longer buildup, use multi-element stagger or a development phase, not one long tween.
Phase-to-phase within a shot is swift — when one element makes way for the next (development), the outgoing move runs ~75% of an entry; arrival is deliberate, hand-off is quick. (The between-frame exit is the harness's transition, never your within-shot motion.)
Stagger cap
When staggering N elements, total ≤ 500ms (longer feels dragged):
- 3-7 elements — normal stagger, total 300-700ms.
- 8+ elements — tighten per-item delay, or stagger only the first few and enter the rest with the last.
- Never let stagger run past 500ms.
Beat structure across frames (the cross-frame rhythm)
Rhythmic videos breathe: tension → release → tension → release. A clean reference shape for a ~46s explainer:
| Phase | Duration | Rhythm | Frame type |
|---|---|---|---|
| Hook + gap | 4-8s | slow build | open the curiosity gap; land the hook |
| Concept name | 3-6s | deliberate | name the idea, one breathable beat |
| Body build | 12-20s | continuous, layered | the mechanism / steps / items, on a stage |
| Landing | 3-5s | still, breathable | the takeaway / principle / CTA |
Allocate motion by a frame's energy: high-energy (hook, a surprising stat) → faster entry, tighter stagger, snappy, busier development; breathable (concept name, the turn in a story, the landing) → slower entry, gentle, longer hold, minimal development; data / mechanism (a step, a statistic) → medium rhythm, clean stagger, a count-up or layer-reveal as the development phase.
Hold time — read time, not freeze time
After an element enters it must stay long enough to read (the worker maps concrete frames). "Hold" means don't cut early — the camera + idle life keep playing underneath; it is never a hard freeze.
| Content | Minimum hold |
|---|---|
| display text (1-3 words) | ~1s |
| short sentence | ~1.5s |
| data / statistic | ~1.5s |
| diagram / formula | ~2s |
| complex visual (multi-part diagram) | ~2.5s |
| hero / climax word | ~1-1.4s |
Narration shorter than the needed hold → the frame's duration should still give the visual its read time.
Stillness before climax — the marked exception
A 0.3-0.75s pause between the major action and its confirmation / result — the silence builds tension before the landing (the turn in a story, the "aha" after a build). It lands because the rest of the video is choreographed — stillness is a contrast against motion, so it only reads when motion is the baseline. Allocate it to only 2-3 frames per video, named in the ## Video direction block, where the narration lands a payoff. Stamped on every frame it becomes a tic and flattens the rhythm. Name stillness-before-climax in that frame's motion note; even then the camera move continues (still ≠ frozen).
The idle-life budget — what may move during the hold
The 1-2 elements that keep moving after the development settles. This is the layer that, overdone, becomes screensaver — so it is capped, not mandated:
- Camera move — always present (the macro layer above); it alone keeps everything coherently alive.
- At most 1-2 secondary live elements — the ones carrying the beat (hero, the active node). Everything else holds.
- Prefer macro move + depth parallax over many independent floats.
Secondary-slot menu (formulas are the worker's): multiplicative breathing (hero — small ±2-5% on final scale) · glow pulse (the active element) · sine float (one decorative cluster at most) · rotational drift (3D cards, hero mark) · orbit (surrounding icons; counts as the one decorative cluster) · halftone breathing (atmospheric frames).
Multiplicative breathing is the signature for a hero that holds a live slot — not stamped on every hero. Minimum amplitude ±6px or ±2-5% scale — a 3px micro-float doesn't count.
Seek-safe motion — intents that don't survive the renderer
The frame is a paused GSAP timeline seeked frame-by-frame, so some "continuous" intents from a real-time engine cannot render — don't name them:
- No infinite / forever motion — "particles loop endlessly," "logo rotates forever," "marquee scrolls on repeat." Idle life is a finite tween over the hold (breathe up then back), never
repeat/yoyo. - No randomness or wall-clock —
Math.randomparticle fields,Date.nowdrift. Every motion is the same on every render; name deterministic motion only. - Entrance + development only (exit = final frame only) — the cross-frame exit is the harness's transition.
- Express oscillation/breathing as a bounded finite move, not a loop.
Forbidden — both failure modes
Slideshow (under-motion):
- Content animates in, then freezes for the rest of the shot (the PPT tell).
- Only the entrance is animated; the remaining duration is a frozen hold under a drift.
- The ≥3 cited effects all fire at t=0 instead of sequencing into entrance / development / emphasis.
- No mid-shot development on a non-still frame.
Screensaver (over-motion):
- Every element floating independently; idle motion with no information.
- More than 1-2 elements idling at once; scattered sine floats as the "aliveness."
- A 3px micro-float standing in for real motion.
Always:
bounce.out/elastic.out; a bespoke ease+duration per element;repeat/yoyo; all elements entering simultaneously (must stagger or sequence).
Motion note example
"Macro: slow dolly-in on the frame root across the whole beat. Entrance — the concept word enters
EASE.entry(heavy); supporting labels snappy-stagger (4 items, ~400ms). Development — the diagram gains its second layer, then a count-up runs beneath it. Stillness-before-climax 0.6s (allocated frame; only the dolly continues). Settle — the takeaway emphasis: text gentle entry + glow; idle hold with the hero word breathing ±3% as the one live element."
One line for a single-shot frame; shot-by-shot when the beat is multi-phase (always, when you named a blueprint). Never concrete ease curves / ms / stagger formulas / JS — the worker writes those.