* 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>
15 KiB
Visual design — PR-to-video per-frame enrichment method
The method behind Step 4 (Frame visual design). You (the orchestrator) read it to enrich
STORYBOARD.mdframes in place — story-design wrote the skeleton (each frame'sscene,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 a PR video is mostly faceless, most visuals are invented — typography, number-lockups, diagrams — so you describe visual elements rather than place captured assets; the exceptions are code beats (a ready-madecode-*block) and the credits close (real contributor avatars), both covered below. You write no HTML (that's the frame workers).frame.mdis your palette/type truth. Composition / motion detail lives incomposition.md+motion-language.md; effect & blueprint bodies live inhyperframes-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 phases — entrance → 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 fromhyperframes-animation's rules index. Cite ≥3 when you name noblueprint(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 fromhyperframes-animation/blueprints-index.mdwhen 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 / Departline —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
blueprintentirely when none fits — then the citedeffects(≥3) carry the phases (Compose). -
focal/roles— name the invented visual elements and their roles.focalis the hero element (a hero word, a diagram node, a chart series, a coined-term card).rolesassigns 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-suppliedpublic/<basename>image, if any, is named in story'sasset_candidates; treat it as thefocalcutout or abackground. -
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'sfetch-sfxpass 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 note —
entrance: … → development: … → settle: …(mandatory when you named ablueprint). 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).
PR code beats — name a code-* block (the one place you don't invent)
(Frame type values are PR-native — diff / before_after / mechanism / impact / credits / … from story-design; the enrichment method below is the same regardless of type.)
For a diff / before_after / code beat, the frame's centerpiece is a ready-made code-* registry block, not an invented HTML visual — the one exception to "invent every visual." In that frame:
- Name the block in
scene+focal. Pick the one that fits the beat (before→after =code-diff; refactor/rename =code-morph; new code written on =code-typing; spotlight a line =code-highlight; walk a long file =code-scroll; a hero reveal =code-3d-extrude/code-particle-assemble). Full map →code-vocabulary.md. Name the hunk too ("therequest()retry block, ~6 lines"). The block is thefocal; the Step-5 worker installs + fills it with the real diff. effectschoreograph the surrounding chrome, not the code motion. The block owns the diff/typewriter/morph animation (it is the development beat). Youreffects/blueprintmove the claude Code Surface around it — the navy window seating in, a+N/−Mcount-up, a coral underline drawing on. Cite 1–3 for that chrome; do not re-specify the code animation itself — the worker only fits the block's cadence to the frame'sdata-duration(a long snippet overruns a short frame otherwise).
Numbers (+1,204 / −318, files touched, perf delta) go on an impact / evidence frame as a number-lockup (claude's Number/Impact treatment) — name it the focal, with a count-up. The credits close uses the real assets/<login>.png avatars (named in story's asset_candidates) as the focal — an avatar row; the visual phase features non-empty asset_candidates like real assets. A mechanism frame is also invented — but an animated diagram of the behavior, not typography (see the next section). Every other frame (hook / change / cta) is invented typography/graphics per the method above.
PR mechanism beats — invent an animated diagram of the behavior
A mechanism frame is the show-the-behavior beat — the antidote to a video that only shows code + text. Its focal is an invented animated diagram that plays out what the change does at runtime (the request retrying, the cache filling, serial→parallel, the race resolved), not a code-* block and not a headline.
- Name the behavior + the diagram in
scene+focal. e.g.scene: "animate the request lifecycle — fire → 500 → backoff (delay growing) → retry → 200, invented SVG flow";focal: the request-lifecycle flow. story-design's "what to animate, by what the change touches" table is the menu. Reach for theflowchart/flowchart-vertical/data-chartregistry blocks where they fit (name them inscenelike acode-*block so Step 5 pre-installs them); otherwise the worker builds it in SVG / HTML / GSAP from claude's atoms. - The build is the development beat. Unlike a code block (which owns its own animation), the diagram is yours to choreograph: cite ≥3
effects(or ablueprint) and sequence them into the phases — the lanes / nodes draw on (entrance), the flow runs / the lane splits / the front advances (development), the resolved state + one coral emphasis lands (settle). This is exactlycomposition.md's "diagram / data-viz where the build is the teaching" register — here the mechanism is the teaching, so never let it enter then freeze. - Stay on claude's cream ground, hairline-ink. Nodes / edges / lanes in hairline ink on cream; one coral marker on the active or changed element (the retry hop, the cache hit, the new lane); mono labels. Not the navy code surface (that's for code), not heavy shapes / bokeh. Plan it into the top ~83% (caption keep-out).
focal / roles name the invented diagram and its parts (the lanes = foreground subject; a timeline axis = supporting; a dim grid = background). A mechanism frame carries no asset_candidates (it's invented, like every non-credits frame).
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
- Palette —
frame.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 noblueprintis named); ablueprintwhere 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-elementroles(foreground / background / supporting), kept few and load-bearing. - A
mechanismframe'sfocalis an invented animated diagram of the behavior (or aflowchart/data-chart), choreographed across its phases — not a code block, not typography; the body is not an unbroken run of code surfaces. - 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.mdby role — nothing invented. - You wrote no HTML.