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hyperframes/skills/faceless-explainer/references/visual-design.md
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WaterrrForeverandClaude Opus 4.8 05af482f22 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>
2026-06-27 02:51:35 +08:00

11 KiB

Visual design — faceless-explainer per-frame enrichment method

The method behind Step 4 (Frame visual design). You (the orchestrator) read it to enrich STORYBOARD.md frames in place — story-design wrote the skeleton (each frame's scene, voiceover, transition_in, and the narrative fields); you add how each frame looks and moves. Each frame is a directed shot, not a static slide — you choreograph it across its whole duration. Because the explainer is faceless, every visual is invented — typography, abstract graphics, diagrams, data-viz — so you describe the visual elements rather than place captured assets. You write no HTML (that's the frame workers). frame.md is your palette/type truth. Composition / motion detail lives in composition.md + motion-language.md; effect & blueprint bodies live in hyperframes-animation. Adding palette theory or a generic font rule here? Wrong home — frame.md + hyperframes-creative.

Every frame is a directed shot

A frame's visual layer is choreographed across its full duration, not front-loaded into an entrance. The failure that reads as PowerPoint: content animates in over the first ~0.8s, then freezes while a slow drift plays under it. So every frame's metadata + note describe a shot with phasesentrance → development → settle — where development (a reveal, a rearrange, a morph, an emphasis hit, a count-up) is the mid-shot motion that separates video from slides. The shot model and the choreography-vs-idle budget live in motion-language.md; here you encode it into the frame: the effects / blueprint ids are the motion vocabulary, and the composition note sequences them into phases.

In explainers, development is often the teaching itself — the formula assembling term by term, the diagram gaining a layer, the count-up landing the statistic. Let the build be the message.

Deliberate stillness is the marked exception — the 2-3 climax/breather frames you allocate in ## Video direction. Every other frame develops; a held frame outside that allocation is just a slide.

What you add to each frame

Story-design's ## Frame N block already carries the narrative. You append the visual layer as frame metadata + one composition note (story's role/message prose stays):

## Frame 3 — How interest compounds
- scene: a snowball rolls downhill, gaining a labeled ring each turn   ← refine only if it could read sharper
- voiceover: "…"            ← story's; leave it
- transition_in: crossfade  ← story's; leave it
- type: feature_showcase    ← story's
- persuasion: Concretization + progressive disclosure
- beat: comprehension
- effects: scale-in, layer-reveal, count-up   ← you add: cite effect ids (≥3, sequenced into the phases below)
- blueprint: messaging-multi-phase           ← you add (optional): one multi-phase blueprint id
- focal: the snowball                          ← you add: which INVENTED element is the hero
- roles: snowball = foreground subject; hill = background gradient; ring labels = supporting   ← you add: each invented element's role
- sfx: whoosh-soft, tick                       ← you add: the sound the beat wants (fetched + mounted at root; never yours to embed)

Entrance: the snowball seats upper-left on a dim hill gradient. Development: it rolls down across the beat, gaining one labeled ring per turn (layer-reveal) while a small total ticks up (count-up). Settle: the final ring emphasis holds; only the slow camera drift continues. A dense, left-anchored frame.
  • effects — name atomic effect ids from hyperframes-animation's rules index. Cite ≥3 when you name no blueprint (the worker composes them into the beat; fewer than 3 reads as generic motion); 1+ as accents when a blueprint already carries the choreography. With no blueprint, those ≥3 effects are the shot's phases — your note must sequence them (one enters, one develops, one emphasizes), not list them as a flat set that all fires at entry. You cite; the worker reads the recipe body and reproduces it (not a name-guess).

  • blueprint — name one multi-phase blueprint id from hyperframes-animation/blueprints-index.md when a frame's beat wants a proven multi-phase shape. Two postures — both require the worker to read the recipe body first:

    • Reproduce — the blueprint fits the beat cleanly and the frame's content maps onto its slots; write the composition note shot-by-shot to match.
    • Adapt — the blueprint is the right structure but the content / beat doesn't fit its exact form (or you want a fresher surface). Lead the note with a Base / Keep / Depart line — Base: the blueprint id · Keep: its signature move (never drop this) · Depart: what you change and why. Adapt may extend or vary, never reduce below the shot model — never flatten a multi-phase blueprint into a single entrance.

    Choose Reproduce when the shape fits as-is, Adapt when the structure fits but the form doesn't; omit blueprint entirely when none fits — then the cited effects (≥3) carry the phases (Compose).

  • focal / roles — name the invented visual elements and their roles. focal is the hero element (a hero word, a diagram node, a chart series, a coined-term card). roles assigns each element a role: foreground subject (the thing the eye lands on, text laid around it), background (full-bleed field/gradient/grid, dim 30-50%), supporting (labels, secondary shapes, ambient layers). Since there are no captured assets, you are designing these elements, not selecting them — keep them few and load-bearing. A user-supplied public/<basename> image, if any, is named in story's asset_candidates; treat it as the focal cutout or a background.

  • sfx — name the sound the beat wants (an impact for a slam, a whoosh for a push, a tick for a count). The audio script's fetch-sfx pass retrieves it and the assembler mounts it at the root — you only name it, never embed an <audio> element.

  • composition note — the frame's visual brief: layout, hero, depth layers, the macro move, and the shot's phases. Default to a phased noteentrance: … → development: … → settle: … (mandatory when you named a blueprint). A single still line is correct only for a deliberately held climax or an allocated stillness frame. Full method → composition.md (layout) + motion-language.md (phases).

Video direction — write the invariants ONCE

The whole video shares one look and one motion grammar. State it once, at the top of STORYBOARD.md (a ## Video direction block), so every frame inherits it and per-frame metadata carries only the delta:

  • palette system — from frame.md: which roles map to which hues. Never invent.
  • motion defaults + shot model — default eases + the choreography baseline (every frame a directed shot: entrance → development → settle) + the idle-life budget (what may keep moving during the hold) (→ motion-language.md).
  • negative list — what never appears: off-brand textures the pack forbids, plus both motion failure modes — slideshow (enter-then-freeze) and screensaver (everything floating independently) (→ motion-language.md).
  • stillness allocation — name the 2-3 frames that hold still before a climax; every other frame develops.

Do not repeat these in every frame — each frame's metadata is the delta on top of Video direction.

Palette & type — from frame.md, never invented

  • Paletteframe.md (the adopted pack) is the color truth; apply its roles per frame. Generic basics (one accent, tint neutrals, avoid pure #000/#fff) → hyperframes-creative/references/house-style.md.
  • Type — fonts resolve via frame.md's type tokens; reference them by role (display / body / mono / the pack's ramp), never by raw family or px. Typography craft (embedded fonts, dark-bg optical compensation, tabular-nums) → hyperframes-creative/references/typography.md. In a faceless explainer, type is often the primary visual — the hero word, the coined term, the kinetic enumeration — so lean on the type ramp hard.

Caption-band keep-out (plan side)

The bottom ~17% of the canvas is reserved for the caption pill. Plan every frame's content into the top ~83% so nothing important lands in the band (the worker enforces the pixel cutoff; you plan the layout). Holds even when captions are disabled — bottom-edge consistency. Geometry detail → composition.md.

Where the detail lives

For… Read
composition — zones, density, templates, invented-visual prominence, caption geometry composition.md (local)
motion — the shot model, phases, idle budget, beat structure, stillness motion-language.md (local)
effect ids + blueprint ids (vocabulary + recipes) ../hyperframes-animation/blueprints-index.md + ../hyperframes-animation/rules-index.md
palette + type tokens the project's frame.md; basics → hyperframes-creative house-style.md / typography.md
transitions story-design owns transition_in; you don't touch it

Before you finish — checklist

  • Every frame has effects (≥1 cited id; ≥3 when no blueprint is named); a blueprint where the frame matches one, with a shot-by-shot composition note.
  • Every frame's composition note is phased (entrance → development → settle) — not a single entry that then freezes; the ≥3 effects are sequenced across phases, not all fired at t=0.
  • Stillness is only the 2-3 frames allocated in Video direction; every other frame develops mid-shot.
  • Each frame names its invented focal + per-element roles (foreground / background / supporting), kept few and load-bearing.
  • Video direction stated once at the top (palette · shot model + idle budget · negative list incl. both failure modes · stillness allocation); per-frame entries are deltas.
  • Content planned into the top ~83% (caption band clear).
  • Palette / type pulled from frame.md by role — nothing invented.
  • You wrote no HTML.