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* 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>
84 lines
11 KiB
Markdown
84 lines
11 KiB
Markdown
# Visual design — product-launch per-frame enrichment method
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> 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`, the five narrative fields, and its `asset_candidates`); 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, not just its entrance. You write **no HTML** (that's the frame workers), you **never read `capture/`** (story already chose the assets), and you do **not** select assets or name transitions (story owns both). `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`.
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## Every frame is a directed shot
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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**.
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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.
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## What you add to each frame
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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):
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```
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## Frame 3 — The problem
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- scene: a 20-minute timer spins on a stack of rejected takes ← refine only if it could read sharper
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- voiceover: "…" ← story's; leave it
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- transition_in: crossfade ← story's; leave it
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- type: pain_point ← story's
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- persuasion: Pain agitation
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- beat: frustration
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- effects: slow-push, count-up, vignette-pulse ← you add: cite effect ids (≥3, sequenced into the phases below)
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- blueprint: messaging-multi-phase ← you add (optional): one multi-phase blueprint id
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- focal: assets/timer-stack.png ← you add: which existing candidate is the hero
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- roles: timer-stack = background (dim ~40%) ← you add: cutout / background / supporting per candidate
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- sfx: impact-soft, riser ← you add: the sound the beat wants (fetched + mounted at root; never yours to embed)
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Entrance: timer drops in upper-left (heavy), rejected-takes stack seated low. Development: the stack grows beat-by-beat toward the band as the reject count ticks up (count-up). Settle: vignette pulses in and holds; only the slow-push continues. A dense, edge-anchored frame.
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```
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- **`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 (that collapses three phases into one slide). The names are a shared vocabulary; the recipe lives there — you cite, the worker **reads the body and reproduces it** (not a name-guess).
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- **`blueprint`** — name **one** multi-phase blueprint id from `hyperframes-animation/blueprints-index.md` when a frame's beat wants a proven multi-phase shape (multi-phase reveal, orbit-collapse, …). Two postures — **both require the worker to read the recipe body (and run its `examples/<id>.html` to see the signature move) first**; deviating from a name-guess instead of from understanding is the one banned failure:
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- **Reproduce** — the blueprint fits the beat cleanly and the frame's content maps onto its slots; the worker reproduces its phases faithfully. Write the composition note shot-by-shot to match.
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- **Adapt** — the blueprint is the right _structure_ but the content / beat / asset-count doesn't fit its exact form, or you want the proven skeleton with a fresher surface (anti-templating), or you're grafting a second blueprint's phase. Lead the note with a **`Base / Keep / Depart`** line — `Base:` the blueprint id · `Keep:` its **signature** (the move that makes it itself — the SVG ring, the orbit→collapse; never drop this, or you named the wrong blueprint) · `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. E.g. `Base: avatar-cloud-network · Keep: the SVG-connected elliptical ring · Depart: 7 logos not 12, + a hub count-up as the development beat`.
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Choose **Reproduce** when the shape fits as-is, **Adapt** when the structure fits but the form doesn't (or to avoid templating); **omit** `blueprint` entirely when no blueprint's structure fits — then the cited `effects` (≥3) carry the phases (**Compose**).
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- **`focal` / `roles`** — story listed `asset_candidates`; you pick the **focal** hero and each candidate's role (`cutout` = foreground subject, lay text around it; `background` = full-bleed, dim 30-50%; supporting = secondary). You **consume** the candidates — never add, swap, or drop one (coverage is story's call; if a frame truly has the wrong candidates, flag it back, don't reach into `capture/`).
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- **`sfx`** — name the sound the beat wants (an impact for a slam, a whoosh for a push). The audio script's `fetch-sfx` pass retrieves it from HeyGen and the assembler mounts it at the root — you only **name** it, never embed an `<audio>` element.
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- **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: …` (shot-by-shot; mandatory when you named a `blueprint`) — naming what's on screen and what moves in each phase, so the worker builds the development instead of freezing after entry. 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).
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## Video direction — write the invariants ONCE
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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**:
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- **palette system** — from `frame.md`: which roles map to which hues. Never invent.
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- **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`).
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- **negative list** — what never appears: off-brand textures and effects the pack forbids, **plus both motion failure modes** — slideshow (enter-then-freeze) and screensaver (everything floating independently) (→ `motion-language.md`).
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- **stillness allocation** — name the 2-3 frames that hold still before a climax; every other frame develops (the anti-repetition discipline; → `motion-language.md`).
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Do **not** repeat these in every frame — restating video-level rules per frame is exactly the bloat this layer prevents. Each frame's metadata is the delta on top of Video direction.
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## Palette & type — from `frame.md`, never invented
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- **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`.
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- **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. Generic typography craft (embedded fonts, dark-bg optical compensation, `tabular-nums`) → `hyperframes-creative/references/typography.md`.
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## Caption-band keep-out (plan side)
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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`.
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## Where the detail lives
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| For… | Read |
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| --------------------------------------------------------------------------- | -------------------------------------------------------------------------------------------- |
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| composition — zones, density, templates, asset prominence, caption geometry | `composition.md` (local) |
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| motion — the shot model, phases, idle budget, beat structure, stillness | `motion-language.md` (local) |
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| effect ids + blueprint ids (vocabulary + recipes) | `../hyperframes-animation/blueprints-index.md` + `../hyperframes-animation/rules-index.md` |
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| palette + type tokens | the project's `frame.md`; basics → `hyperframes-creative` `house-style.md` / `typography.md` |
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| "produced, not generated" foreground density | `hyperframes-creative/references/video-composition.md` |
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| transitions | story-design owns `transition_in`; you don't touch it |
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## Before you finish — checklist
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- 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.
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- **Every frame's composition note is phased** (entrance → development → settle / shot-by-shot) — not a single entry that then freezes; the ≥3 effects are **sequenced across phases**, not all fired at t=0.
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- **Stillness is only the 2-3 frames allocated in Video direction**; every other frame develops mid-shot.
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- Each visual frame's `asset_candidates` have a `focal` + per-candidate `roles`; none added or dropped.
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- **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, not restatements.
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- Content planned into the top ~83% (caption band clear).
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- Palette / type pulled from `frame.md` by role — nothing invented.
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- You wrote no HTML and never read `capture/`.
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