Replace bgm-to-video, bgm-to-video-new, bgm-to-video-refactor, and the standalone beat-sync/montage skills with a single music-to-video skill. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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Template catalog — the selection menu (Step 3)
Reverse-engineered, asset-free group templates. This file is the only thing the
planner reads to pick one — you do not open the template's index.html to choose. One
template realizes one group of a frame (a frame may stack several groups; the brand spine
unifies them).
How to pick. For each group, read its frame's pacing + mood + the one-line music
situation from the skeleton, then scan Reach for it when below and take the closest fit.
If nothing fits, free-compose from motion-primitive-catalog.md
— that is a first-class choice, not a failure.
Brand comes from frame.md, not the template. Templates ship their own demo palette
(theme / palette / color params). Fill those params from the project's frame.md (the
chosen preset's colors + fonts) so every group reads as one piece — the template supplies the
motion + layout, the preset supplies the look.
Params are listed so you can fill content slots in the storyboard. Exact semantics +
defaults live in each template's index.html (data-composition-variables) — the frame-worker
reads those at build time; you only name the values.
Pacing tag: every template below is beat_cut except held-message-living-field
(phrase_flow). Never put a beat_cut template on a phrase_flow frame.
card-flyby
- What — a depth column of cards rolls forward through perspective; each landing beat tumbles the next card into the front slot with a solid colored wipe, the old front falls toward camera, dwells shrink card-to-card so the deck accelerates into a held final card.
- Reach for it when — a stream of discrete onsets that accelerate (gaps shrinking / a build into a downbeat) and you want to flash a sequence of items — titles, projects, posters, tiles — one per hit, climaxing on a held card.
- Params —
theme,bgColor,cards,landings,yaw
held-message-living-field · phrase_flow
- What — a readable mark (logo / word / title) held dead still over a soft, color-shifting blurred field; only the field breathes.
- Reach for it when — a calm / sparse stretch with an onset desert — energy present but few or no onsets (a held pad or riser); you have one word or mark to hold and let breathe.
- Params —
markText,titleText,tagText,palette,flowSpeed,duration
held-text-strobe-burst
- What — a dead-still word whose letters flip through texture-filled frames (texture-clipped fill + per-frame tint + bg color) every ~3 frames, in short bursts pinned to a roll.
- Reach for it when — a dense, hard-hitting roll / fill and a single word you want to strobe through textures for a few bars. (Ships texture-mask PNGs under
assets/.) - Params —
markText,fontStyle,markScale,idleColor,idleInk,frames,strobePlan,decor,duration
intro-kinetic-cascade
- What — a line laid out as a sequence of big editorial phrases (each a stacked poster with one enlarged hero word), revealed word-by-word on its anchors, hard cut between phrases, climaxing on a phrase that slides in with a swappable ringing icon (bell / cursor / sparkle / emoji / SVG).
- Reach for it when — an intro / opening statement: a short line to land word-by-word as big type, climaxing on one keyword + an icon. Medium-or-more energy, steady grid.
- Params —
theme,icon,phrases,climax
logo-split-lockup-pulse
- What — a two-part mark joined at center splits left↔right to open a gap, grows a center word-lockup one word per onset (key word lands on the downbeat surge), snap-closes on a hit, then pulses with the beat.
- Reach for it when — a short logo / brand sting (not a typed sentence): fast dense onsets + a sustained roll bed to pulse on, with a left/right bracketing mark.
- Params —
bgColor,markColor,textColor,leftMark,rightMark,word1,word2,word3,word4
poster-tile-mosaic
- What — a packed mosaic of different-sized colored tiles that tessellate to fill the frame (no overlap), driven by interchangeable beat-synced operations: staggered enter/exit, locked global recolor, snake-fill + overlay.
- Reach for it when — many discrete, individually-placeable onsets (a hit for every tile move) with distinct sub-phases you want articulated differently (accumulate → recolor-on-roll → fill-then-drop). A dense section best held as one rich tile program rather than split.
- Params —
bgColor,tiles,bands,gap,showText,labels,program
roll-flipbook-word-cycle
- What — a hi-hat roll drives a centred word that flips every 16th-note through a word list; optionally the flicker resolves and locks into a final phrase.
- Reach for it when — a fast sustained-fill roll (hundreds of hits/min, ~16th-note) with no single readable message — fill the roll with a rapidly-cycling word flipbook.
- Params —
bgColor,textColor,accentColor,flipWords,resolveText,periodChar
split-anchor-word-slot
- What — a held left anchor column of fixed-word rows beside a torn-paper word-slot box on the right, driven by beat-synced operators: anchor lock-in, slot word-group cycle (in/out + per-line color), full-scene background flip, per-beat jitter, box-zoom exit wipe. Row count + number of flips are data.
- Reach for it when — a short section with a held idea (a brand / name to anchor on the left) and a stream of onsets popping separate words on the right, plus a dense run to ride a shake on and a strong downbeat to wipe out into.
- Params —
bgColor,anchors,theme,showText,program
typewriter-phrase-keyword-shuffle
- What — words type in one-per-onset to spell a phrase, then one keyword cycles typefaces on the beat while everything else holds dead still.
- Reach for it when — a steady grid with a continuous onset stream (no desert): a phrase to type out, then a keyword to shuffle. The inverse of
held-message-living-field(which wants an onset desert). - Params —
bgColor,textColor,accentColor,lead1,lead2,lead3,keyword,periodChar