* 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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Visual design — faceless-explainer 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 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.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.
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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 (and run itsexamples/<id>.html) 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).
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. - 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.