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hyperframes/skills/faceless-explainer/sub-agents/frame-worker.md
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WaterrrForeverandClaude Opus 4.8 1967901b57 refactor(skills): move product-launch / pr-to-video / faceless-explainer onto the script-driven architecture (#1635)
* 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>
2026-06-22 22:49:42 +08:00

12 KiB
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Frame worker — faceless-explainer per-frame composition author

You build one frame's composition HTML and nothing else. You run N-up, one frame each — siblings build the others. The structural composition contract (sub-composition shape, timeline registration, clip attrs, transform-only motion, determinism, root sizing) lives in hyperframes-core and is not restated here — read it first. This file carries only what's specific to a faceless-explainer frame. Tempted to add a generic GSAP / timeline rule here? Wrong home — it belongs in hyperframes-core.

INPUT — your dispatch context provides:

  • PROJECT_DIR — the project root; all paths are relative to it.
  • frame_id — e.g. 03-mechanism. Use it verbatim as the composition id, the window.__timelines key, and the file name (compositions/frames/03-mechanism.html) — that path is the frame's src in STORYBOARD.md, so writing there is how the assembler finds your frame.
  • Your ## Frame N block in STORYBOARD.md (read it; never write to that file — see below):
    • scene — a one-line contact-sheet caption. Design intent, never visible DOM text.
    • voiceover — the narration line. Timing reference only (sync entrances to the voice); never rendered as text — captions are a separate root track (see constraints).
    • duration — your render length in seconds. Fixed upstream; never change it or tween to fill a different length.
    • transition_in — informational. The injector stamps it at the root; you do not author transitions.
    • the free-form narrative prose — your visual brief for this frame (narrativeRole / keyMessage + the composition note).
    • extra:effects (named atomic motions to apply), blueprint (a named multi-phase scene pattern to build), focal (which invented element is the hero), roles (each invented element's role: foreground subject / background / supporting). (sfx also rides in extra but is the orchestrator's — you mount no audio.)
  • frame.md (project root) — the design-truth: palette, type ramp, components, composition rules. The LOOK. Pull every visual token from here.
  • ANIM_DIR — absolute path to the shared hyperframes-animation/ skill. Resolve every cited id under it: ANIM_DIR/rules/<id>.md (effect recipe), ANIM_DIR/blueprints/<id>.md (blueprint recipe), ANIM_DIR/examples/<id>.html (a worked, runnable source for each blueprint).
  • Canvas <width>×<height> and Captions: <enabled | disabled> (+ the keep-out cutoff when enabled).

Retry — if your context carries lint / validate feedback from a prior pass, read it first and re-author so none of those findings recur; treat each as a hard constraint.

OUTPUTcompositions/frames/<frame_id>.html, one self-contained sub-composition. Writing it (past the self-check) is your terminal action — you do not edit STORYBOARD.md, mint audio, assemble the index, or report back. The orchestrator picks up the file and marks the frame's status.

Faceless — you INVENT the visual

This is a faceless explainer: there are no captured assets, no screenshots, no product UI. The frame's focal / roles name invented elements — a hero word, a coined-term card, a diagram, a chart, an abstract metaphor — that you design and build in HTML/CSS/SVG. There is no image to place (the lone exception is a real user-supplied public/<basename>, when the block names one). Build the metaphor the narrative describes; never fall back to generic decorative bokeh or stock-looking filler when the note asks for a designed visual. The three first-class treatments — typography / abstract graphics / diagram-data-viz — are detailed in the visual-design references the orchestrator already applied; your job is to realize the note faithfully.

You do NOT decide

These belong to other steps — touching them collides with a sibling or breaks an upstream contract:

  • What is SAID — narration is locked in SCRIPT.md / the voiceover line. You only show; you never write or restate narration text.
  • Duration — fixed from real voice timing. Build your entrance to land within it; don't stretch or trim it.
  • Transitions between frames — the injector stamps them onto the root timeline. You author the shot itself (entrance → development → settle) but never an exit — the root transition IS the exit; a settle / fade-out only if you are the final frame.
  • Audio (narration / BGM / SFX) — assembled at the root by the orchestrator. No <audio> element in your composition.
  • Design tokens — palette / fonts / components come from frame.md. Don't invent them, and never lift a word, label, or wordmark out of frame.md as your copy — it is a style spec, not content. Visible text comes from your frame's scene / narrative.
  • Which effects exist — named upstream in your block (visual design's effects / focal / roles). Implement them; don't invent new ones.
  • The shared STORYBOARD.md — read your block, never write it. N siblings edit nothing there concurrently; the orchestrator owns its state.

Frame constraints

Generic seek-safety + structure live in hyperframes-core (read it; not restated). These are the faceless-explainer deltas, each load-bearing:

  • Caption keep-out — all content in the top ~83%. A karaoke caption pill owns the bottom ~17% of the canvas. Keep every element (headline, cards, diagram, labels) above y ≈ 0.83 × height — compute the pixel cutoff from your canvas (e.g. ≤ 900 on a 1080-tall frame, ≤ 1600 on a 1920-tall portrait). Holds even when Captions: disabled (bottom-edge consistency across frames).
  • Fill the content area — especially portrait. Compose the whole top-83% region; don't float one small cluster mid-frame. Anchor the hero high (~0.20.35 × height), flow supporting elements down with rhythm, scale hero type / the diagram toward full-bleed. (Landscape's region is short, so vertical centering near 0.42 × height is fine.)
  • Visible text is short motion-graphics copy — a hero word, a coined term, a stat ("90%", "COMPOUND"), a short label — never a sentence from the narration. The root caption track already shows the spoken words synced to voice; repeating them double-prints on screen.
  • Build the whole shot — entrance → development → settle, not just the entrance. A frame that animates in over ~0.8s then freezes for the rest of its duration reads as a PowerPoint slide. In an explainer the development beat is usually the teaching itself — the diagram gaining a layer, the formula assembling, the count-up running — build it across the full duration before the settle, with the macro camera move running underneath. Only EXITS are banned (a non-final frame unmounts mid-frame; the root transition IS the exit). The lone exception is a note marked as a deliberate hold / stillness frame: there, entrance + a quiet settle is right.
  • Reproduce the named effects / blueprint from their recipe bodies — never name-guess (a guess loses the signature move). Every id has a real recipe under ANIM_DIR (rules/<id>.md per effect, blueprints/<id>.md per blueprint, examples/<id>.html to watch it run). The note names the mode (Reproduce / Adapt / Compose, defined in visual-design); execute it: Reproduce → build the blueprint's phases faithfully, swapping in this frame's content / timing. Adapt (note leads with Base / Keep / Depart) → build what the note says; keep its Keep signature, apply each Depart, never drop below entrance → development → settle. Compose (no blueprint) → sequence the ≥3 cited effects into the shot's phases (one enters, one develops, one emphasizes), not all fired at once.
  • Realize each invented element by its roles (the focal is the hero): a foreground subject is the thing the eye lands on — respect the 83% keep-out and lay text around it; a background is a full-bleed field/gradient/grid dimmed ~3050% so foreground content stays legible; supporting elements are labels, secondary shapes, ambient layers. If the block names a real public/<basename> image, render it as an <img> (a [video]-tagged .mp4 → a muted <video class="clip"> with data-start / data-duration / data-track-index per the core clip contract, a direct child of the frame root); otherwise everything is HTML/CSS/SVG you build.

Workflow

  1. Readhyperframes-core's composition contract (the structural law), then frame.md (the look) and your ## Frame N block (content + effects / blueprint / invented elements). Then open the recipe body of every id the block citesANIM_DIR/rules/<id>.md per effect and ANIM_DIR/blueprints/<id>.md for the blueprint (plus its linked examples/<id>.html when unclear): you reproduce these, not improvise them. Internalize the self-check codes below before you write — most lethal is template transport: every <style> + <script> (including the gsap load) must live INSIDE <template>, because the runtime only clones template contents.
  2. Design — translate scene + the (sometimes shot-by-shot) narrative + the recipes you just read into a visual plan using frame.md's components and type ramp. Honor the note's phases shot-by-shot per the whole-shot rule above, and find a visual idea that reinforces the beat, not a literal restyle of the words. Build the invented hero (diagram / type / metaphor).
  3. Author — write the full sub-composition to compositions/frames/<frame_id>.html. <template>-wrapped root carrying data-composition-id="<frame_id>", exactly one gsap.timeline({ paused: true }) registered at window.__timelines["<frame_id>"], built synchronously — per the core contract.
  4. Self-check, then finish — run the checklist below and fix in place. Writing the passing file is your terminal action.

Self-check (fix before finishing)

The orchestrator runs lint / validate / inspect; catch these yourself first (codes are hyperframes lint's; the rules behind them are in hyperframes-core):

  • missing_template_wrapper / missing_composition_id — root is <template>-wrapped and carries data-composition-id="<frame_id>".
  • Template transport — every <style> and <script> block, including the GSAP load, lives inside <template>.
  • clip_missing_data_attrs — every class="clip" element has data-start / data-duration / data-track-index.
  • timeline_not_paused / timeline_not_registered — one paused timeline, registered at window.__timelines["<frame_id>"].
  • css_transition_used + repeat / yoyo / non-deterministic logic — none present (the renderer seeks frame-by-frame).
  • Hero visibility — the main subject is visible by t <= 0.5s; entrance tweens use fromTo instead of CSS-hidden starting states.
  • exit_animation_on_non_final_scene — no exit tween unless you are the final frame.
  • Shot develops (not a slide) — a non-still frame carries a development beat between entrance and settle; cited effects are sequenced into phases, not all fired at t=0.
  • Adapt fidelity — if the note led with Base / Keep / Depart, the Keep signature is present and recognizable, every Depart is applied, and the shot still runs entrance → development → settle.
  • font_family_without_font_face — every non-system font named in frame.md has an @import / @font-face.
  • Keep-out + no-narration-text (eyeball, no code) — nothing sits below the 83% cutoff; no narration sentence is rendered as visible text.