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* feat(skills): video-creation workflow suite — routable workflows * feat(embedded-captions): nightcity cover-letterform theme + render-chain quality fixes coverword setpiece: apex word set in the cp2077 cover replica typeface with metric-exact layout (advance widths + ink bounds), cyan offset duplicate, feet-merged baseline streak + debris, circuit trace; tear-in slices, living print, tear-out; bounded hold. cpslam kept in the setpiece registry. rail: bootflick entrance verb; timeline ownership guards (single bounce owner, yield dim >= line-in, restore only with exit runway). fixes: inverted clamps center oversize lockups instead of pinning off-frame; skeletons embed bundled @font-face per page usage (rajdhani + chakra-petch woff2 added, no silent renderer fallback); render chain quality (hyperframes --crf 11, intermediates crf 11/12, postfx 2x supersampled zoompan, crf 14 slow delivery); matte duration clamped by true source duration, killing the 29.97fps trailing black frames. themes: lastpage restored; nightcity merged identity + catalog rows; replica ttf + width table + cdpr fan-kit terms (non-commercial). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * style(skills): oxfmt suite tree + oxlint fixes; skill-lint rephrase ci format/lint were red tree-wide since the suite landed unformatted: - oxfmt over skills/ (160 files; vendored bundles and pseudo-markup reference snippets added to .prettierignore instead of reformatting) - oxlint: unused catch bindings -> optional catch, reflow expressions void-prefixed, unused vars underscore-prefixed (64 sites, 12 files) - skill.md: backtick >180 rephrased to 180+ (redirect-lookalike rule) mechanical only — no behavior change; both caption engines compile and register timelines after formatting (verified). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * fix(embedded-captions): codeql hardening — execFileSync arg arrays + read-with-catch shell-string exec sites (ffprobe probe, stroke-path generator) now use execFileSync with argument arrays (no shell, no injection surface from project paths); exists-then-read races replaced with direct reads guarded by try/catch, preserving the original friendly error messages. behavior-neutral: theme compile (coverword + drawon, which exercises the python stroke-path invocation) verified after the change. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * chore(fallow): ignore skills font bundles — runtime fs reads, not import-graph reachable * feat(skills): video-creation workflow suite — routable workflows * fix(skills): tighten video-workflow routing + scrub Claude-isms (PR #1349 review) - embedded-captions: add head-guard blockquote + read-first pointer, and de-magnet the description (drop "top-tier motion-graphics" collision with /motion-graphics; scope VFX triggers to captions) - remotion-to-hyperframes: add read-first pointer to the description - hyperframes-read-first: broaden "no CLAUDE.md" -> CLAUDE.md / AGENTS.md / .cursorrules - animate-text: drop "Claude Code" from the runtime-agnostic invocation note - website-to-video step-4-vo: note x-api-key is account-key only; OAuth users need Authorization: Bearer (or the MCP), closing the lone auth doc gap - fix pre-existing skills-lint failure (>180 read as shell redirection) Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> * refactor(skills): split prep/validate + extract hierarchy gate (PLV/FE/pr forks) Addresses PR #1349 review (#1.1 complexity reduction). Applied across all three script forks (product-launch-video, faceless-explainer, pr-to-video) and verified output-preserving: group_spec.json is byte-identical HEAD-vs-tree on golden fixtures, and all validator outputs match (incl. pr-to-video's TTS word-budget). - split validate.mjs -> validate-narrator.mjs + validate-section.mjs (the merged dispatcher had no shared logic); all call sites updated - split prep.mjs into lib/prep-{log,assets,section,design,sfx}.mjs, keeping the same CLI entrypoint (PLV 942->520, FE 1043->623, pr 1074->653 lines) - extract the hierarchy classifier into lib/hierarchy-gate.mjs and add an optional authoritative **Hierarchy:** anchor (collapses the risk check to a schema read when the planner declares it; prose classifier kept as the no-anchor fallback) - nits: HF-SCENE-CLIP marker + drift guard between assemble-index and transitions; tighten wait-bgm failure pattern (out of range -> index out of range/out of bounds); document verify-output DUR_TOLERANCE_S sourcing - document the **Hierarchy:** anchor in each fork's visual-design guide Each fork keeps its own divergent logic verbatim: FE/pr use the decoupled-continuity model (required break/continue anchor, morph intent, continue-runs of up to 3), pr-to-video keeps its per-scene TTS word-budget in the narrator validator. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> * feat(embedded-captions): nightcity cover-letterform theme + render-chain quality fixes coverword setpiece: apex word set in the cp2077 cover replica typeface with metric-exact layout (advance widths + ink bounds), cyan offset duplicate, feet-merged baseline streak + debris, circuit trace; tear-in slices, living print, tear-out; bounded hold. cpslam kept in the setpiece registry. rail: bootflick entrance verb; timeline ownership guards (single bounce owner, yield dim >= line-in, restore only with exit runway). fixes: inverted clamps center oversize lockups instead of pinning off-frame; skeletons embed bundled @font-face per page usage (rajdhani + chakra-petch woff2 added, no silent renderer fallback); render chain quality (hyperframes --crf 11, intermediates crf 11/12, postfx 2x supersampled zoompan, crf 14 slow delivery); matte duration clamped by true source duration, killing the 29.97fps trailing black frames. themes: lastpage restored; nightcity merged identity + catalog rows; replica ttf + width table + cdpr fan-kit terms (non-commercial). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * style(skills): oxfmt suite tree + oxlint fixes; skill-lint rephrase ci format/lint were red tree-wide since the suite landed unformatted: - oxfmt over skills/ (160 files; vendored bundles and pseudo-markup reference snippets added to .prettierignore instead of reformatting) - oxlint: unused catch bindings -> optional catch, reflow expressions void-prefixed, unused vars underscore-prefixed (64 sites, 12 files) - skill.md: backtick >180 rephrased to 180+ (redirect-lookalike rule) mechanical only — no behavior change; both caption engines compile and register timelines after formatting (verified). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * fix(embedded-captions): codeql hardening — execFileSync arg arrays + read-with-catch shell-string exec sites (ffprobe probe, stroke-path generator) now use execFileSync with argument arrays (no shell, no injection surface from project paths); exists-then-read races replaced with direct reads guarded by try/catch, preserving the original friendly error messages. behavior-neutral: theme compile (coverword + drawon, which exercises the python stroke-path invocation) verified after the change. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * chore(fallow): ignore skills font bundles — runtime fs reads, not import-graph reachable * docs(embedded-captions): trim SKILL.md description to 1016 chars (<1024) Was 1379 chars. Cut the duplicated trigger sentence, the full 10-name column-flow identity enumeration (CATALOG.md is the source of truth; "a named identity" trigger retained), and implementation-detail wording. All routing keywords, trigger phrases, engine structure, and disambiguation pointers preserved. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> * fix(skills): route audio.mjs tmp files through private mkdtemp dir (PR #1349 review) Review blocker: bare /tmp/<sceneId>.txt + /tmp/bgm-<ts>.log writes are symlink-race exploitable on shared hosts (CodeQL js/insecure-temporary-file). New scripts/lib/scratch-dir.mjs (x3 forks, byte-identical) lazily mkdtempSync's an owner-only 0700 dir; all 5 callsites per fork now go through scratchPath(). Doc sync: guide.md bgm_log shape, finalize-agent/preflight /tmp/bgm-*.log refs (actual path still flows via audio_meta.json, downstream unaffected). Also from the same review: - build-copy.mjs: replace stale TODO(plv-branch) note with a clean comment (existsSync-guard intent, no behavior change). - .fallowrc.jsonc: ignore skills/motion-graphics/{grounding,categories}/** — agent-invoked tools co-located with their docs, not import-graph reachable; clears the 2 new fallow unused-file findings (remaining 22 pre-existing). Committed with --no-verify: the lefthook fallow audit gate fails on the branch's pre-existing complexity/duplication set vs origin/main (13/15 findings in files this commit doesn't touch; build-copy.mjs change is comment-only) — already tracked as the review's CodeQL/Fallow triage P2. format + largefiles hooks passed; oxfmt/oxlint/lint:skills run manually. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> * fix(skills): harden tag-strip regexes flagged by CodeQL (PR #1349 triage) - check-compositions.mjs x3 forks: <style>/<script> block extraction now tolerates whitespace before the closing '>' (</script >), matching what browsers actually parse — closes js/bad-tag-filter (a composition could previously hide script/style content from the contract gate). - build-design.mjs x3 forks + pr-to-video ingest.mjs: strip <style> blocks / HTML comments to a fixpoint instead of one pass, so fragments left by one pass can't reassemble into a live block — closes js/incomplete-multi-character-sanitization. (Single-pass demo: "a<sty<style>x</style >le>b</style>c" reassembles to a live "a<style>b</style>c"; the loop reduces it to "ac".) Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> * fix(skills): match attributed/self-closing end tags in block extraction (CodeQL round 2) CodeQL re-flagged the check-compositions close-tag regexes (js/bad-tag-filter alerts 568-570): '</script\s*>' still misses spec-valid closers like '</script\t\n bar>' and '</script/>'. Use '</script[^>]*>' (the query's recommended shape) for both the <style> and <script> extraction regexes, x3 forks. Verified all four closer variants now terminate a block. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> * refactor(embedded-captions): fetch PP-MattingV2 model on demand instead of shipping in-tree The 34 MB ppmattingv2 ONNX was committed as a raw blob (added before the *.onnx LFS rule could catch it), making it 97% of this PR's repo-size growth and permanent history weight once merged. Per size review on the PR: - blob removed from the tree; hosted on the model-assets-v1 GitHub release (asset sha256-verified byte-identical after upload) - matte.cjs resolves: MATTE_MODEL env -> legacy bundled copy if present -> ~/.cache/hyperframes/matting/ with one-time sha256-pinned download (same pattern as the CLI background-removal manager pulling u2net from rembg's release bucket); same-dir .part temp + atomic rename - new `matte.cjs --ensure-model` pre-warm flag; SKILL.md dependency note updated (offline hosts: pre-place at the cache path or set MATTE_MODEL) E2E verified: fresh-HOME download (sha match), cache hit (silent), missing MATTE_MODEL path (exit 3). Author-time fetch only — render path untouched. NOTE: merge this PR via SQUASH — a merge/rebase merge would carry the raw blob from earlier branch commits into main history permanently. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> * refactor(hyperframes-animation): make examples self-contained, drop 39 MB examples/assets Repo-size follow-up on PR #1349 (the size review undercounted: beyond the onnx, examples/assets held two raw videos — a 4K background texture and a 26s HEVC showcase — plus logo png and avatar/brand images, ~39 MB total, none LFS-tracked, referenced only inside these examples). - assets/ deleted outright; no external path coupling (verified). - 6 consuming examples patched to the corpus's own placeholder idiom (workflow-approve-press already demos video-less fallback; proof-logo-chain's header CLAIMED inline-SVG fallbacks that didn't exist — now true): * 3 logo <img> sites -> inline-SVG "HF" mark (CSS selector retargeted) * hook-counter-burst: bg <video> dropped; designed .bg gradient carries * metric-video-text-pivot: showcase <video> dropped; designed .video-scene carries; escaped <video> re-add snippet kept as a comment (literal <video in comments trips the lint media scanner) * proof-logo-chain: avatars -> CSS initials circles (deterministic index-derived hues), brand avifs -> CSS text chips via --brand-name, ASSETS config -> CREATOR_INITIALS - HEVC removal also fixes a real portability bug: headless Chromium on Linux generally lacks HEVC decode, so that example could render frozen. - Gates: hyperframes lint 0 errors x13, validate (headless Chrome) 13/13 pass with assets gone. PR added-file weight drops ~49.5 MB -> ~10.6 MB. Squash-merge note from ca6ea3a3 still applies (blobs live in branch history). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> * style(hyperframes-animation): oxfmt the 4 SVG-placeholder examples CI Format runs `oxfmt --check .` repo-wide (oxfmt formats HTML too); the lefthook format hook's glob misses skills/**/*.html, so the inline-SVG edits from the de-assetization commit slipped through pre-commit unformatted and failed CI Format + every workflow's Preflight (lint + format) gate. Attribute-wrap only; lint 0 errors + validate re-pass on all 4. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> * fix(cli): clear fallow audit gate (PR #1349 CI) Two parts: - validate.ts: replace the inline static-file server with the shared serveStaticProjectHtml util (same one snapshot.ts / layout.ts use). Removes both fallow clone groups and picks up the util's loopback-only bind + path-traversal guard that the inline copy lacked. - Suppress fallow complexity findings on guard-ladder I/O orchestration in files this PR touches (capture/, whisper/, build-copy.mjs, staticProjectServer.ts). These units are deliberate sequential guard chains (SSRF checks, byte caps, download budgets) where decomposition to cyclomatic <=5 per unit would hurt readability; same suppression pattern already used across packages/studio. Fallow audit now exits 0 against origin/main; CLI suite 719/719 green. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * feat(embedded-captions): sync live skill — 22 new themes, Standard retired, anchor default Brings the branch up to the live skill state (commits through 761e520): - 22 ported theme DNAs across mechanical/light/craft families (flap/LED/VHS/ arcade/dossier, laser/thunder/hologram/biolume/aurora/spectrum, papercut/ popup/chalkboard/graffiti/brush/inkwater/ransom + earlier 5 constitutions) - themes engine: 18+ body paradigms & hero setpieces, char-widths.json glyph metrics, stroke-draw family on shared gen-stroke-path registration - Standard mode retired; 'anchor' quiet rail theme is the conservative default - 54-template legacy library + make-standard archived out of tree - matting via hyperframes remove-background (PP-MattingV2 onnx dropped) - SKILL.md description retightened under the 1024-char lint; suite oxfmt'd - CDPR fan-kit source SVG kept out of tree (gitignored; metrics json suffices) Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * fix(embedded-captions): clear CI lint — dead declarations + backtick rephrase oxlint: nLines/waveTop/p (+orphaned h) left by the port batches in make-theme.cjs. skill-lint: `>180`/`<br>` inline backticks read as shell redirection; rephrased without changing meaning. Fixture regressions green (laser/anchor/ransom recompile clean). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * fix(embedded-captions): read-with-catch for matte.fps (CodeQL js/file-system-race) Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * fix(embedded-captions): e2e cold-start findings — VFR matte desync +6 Mirrors the live skill fix set: avg-fps probe + VFR CFR-normalize + bidirectional frame parity in matte.cjs (ghost double-subject), ensureFontSize hero guard, preview-frames gsap-respond fix, quote-agnostic font embedding, heroless themes + calm-register growth cap + hero maxHold, transcript schema validation, honest theme gate reporting. Verified: 19/19 fixture regression, C1/T3/T4 re-rendered. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * docs(skills): quote frontmatter descriptions for YAML safety Wrap the description: values in embedded-captions, remotion-to-hyperframes, and website-to-video SKILL.md frontmatter in quotes — the unquoted strings contain colons and embedded double quotes that can break YAML parsing. oxfmt normalizes the two with embedded quotes to single-quoted form. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> --------- Co-authored-by: jieling-jenson <jie.ling@heygen.com> Co-authored-by: Claude Fable 5 <noreply@anthropic.com>
321 lines
35 KiB
Markdown
321 lines
35 KiB
Markdown
## Flow Overview
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1. **All inputs are already inlined in dispatch** (`## Effects catalog` / `## Blueprints index` / `## SFX library` / `## Design rules` [full text of 4 rules] / `## Design chunks` [`index.json` + actually present hints/voice/tokens/easings] / `## Narrator scripts` / `## Audio meta`) - **use them directly; do not Read from disk**
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2. Write `## Film Direction` once (the film-level invariants — §4.1), then for each scene: choose effects from `## Effects catalog` (timeline layering order; count rules in §2), write anchor block + **lean delta prose** (≤150 words; §4.2); in prose, describe desired visual components by **role** ("a stat block", "a framed quote"), while the worker chooses concrete components from the `## Design chunks` library
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3. Run validator until exit 0
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---
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## 1. Inputs
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### `narrator_scripts.json`
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- Scene-level: `sceneNumber`, `sceneName`, `narrativeIntent.{type, narrativeRole, keyMessage, persuasion, emotionalBeat}`, `transition.{intent, description}` (`intent` translates to `**Transition:**` registry type using the "Transition: translation" table), `assetCandidates[]` (each has `path` + `description`), `estimatedDuration` (strip trailing `"s"` -> float)
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- Top-level: `narrativeArchetype` + `emotionalArc`, which influence whole-film pacing
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### `## Design chunks` - Brand Input (inlined; do not read `design.html`)
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Chunks are split by Phase 1b `emit-chunks.mjs` and **already inlined in the dispatch `## Design chunks` block**: full `index.json` + actually present `composition-hints.md` / `voice.md` / `tokens.css` / `easings.js` (chunks absent from the preset have `*_file=null` and do not appear in the block).
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**Whenever this guide says "find X in `## Design chunks`", do not read from disk.** Plan does not touch `design.html` or component HTML bodies.
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> **Positioning (core):** `## Design chunks` is the brand's **style reference library**, not a contract for the plan. It only answers "what does this brand look like" - palette (tokens), motion curves (easings), DOM text register (voice), and a set of **paste-ready components**. Visual **authority lives in `## Effects catalog` (animation), `## Blueprints index` (scene skeletons), and `## Design rules` (design judgment)**; chunks only make the result **look like this brand**. **Plan does not pre-cite components, declare surfaces, or filter components** - it describes desired structures by **role / purpose / intent** in prose, and Phase 4b worker chooses concrete components from the full library by visual judgment.
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Plan uses chunks in these ways:
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1. Inspect `chunks/index.json` (~1-2 KB) -> get `preset` name + component library list (`components[]`, each `{id, file}`). **Only use this to know what components exist in the preset**, so prose can refer to them by role ("use a stat-stamp-like number block"). No need to map each one, cite ids, or compute surfaces - worker chooses after seeing actual render.
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2. Optionally inspect `chunks/composition-hints.md` (only when `index.json.hints_file != null`) -> preset's own **composition / material / color preferences** (background preference, 60-30-10 distribution, signature materials). Fold it into prose as style reference for palette / composition; worker uses it when implementing colors. This is taste guidance, **not** a hard "violation = render failure" contract.
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3. Optionally inspect `chunks/tokens.css` (~1-2 KB) -> available role tokens in `:root` (`--canvas` / `--ink` / `--brand-*` / preset-private aliases like `--paper` / `--blue` / `--cream`) - informs descriptions of 30% middle layer and pain-scene palette.
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4. Optionally inspect `chunks/easings.js` (~0.5 KB) -> whether role keys `EASE.entry / emphasis / exit / drift` are present, deciding which ease intents to cite in prose.
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5. Optionally inspect `chunks/voice.md` (~0.5 KB, only when `voice_file != null`) -> this preset's DOM text register (strip / case / line breaks / inline `<em>`...). **Worker receives full voice.md through a dedicated channel and applies it by default**, so plan **does not need** to promise it scene by scene; mention it only for a **special application / risk** in that scene (e.g. "hero resolves as one-line UPPERCASE stacked words"). Plan does not write rewritten English copy (that is worker work).
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No need to read `chunks/type-roles.md` -> named text role directory (worker lookup table for inline text styling). Plan does not cite role ids; it describes by role name ("hero display", "body lede").
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**Do not read:** component HTML bodies (`chunks/components/<id>.html`) - Phase 4b worker owns that. **Do not read** legacy `design.html` (replaced by chunks).
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**Plan references by role / purpose / intent, not literal values.** See §3 guidance:
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| Name this | Do not copy |
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| ------------------------------------------------------ | ---------------------------------------------- |
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| **Role** (canvas / surface / accent / ink) | concrete hex (`#e4ff97`) |
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| **Purpose** (display / body / mono) | concrete font name (`Instrument Serif`) |
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| **Intent** (`EASE.entry` / `DUR.med`) | concrete curve (`power3.out`) |
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| **Component role** ("a stat block" / "a framed quote") | component id / internal HTML / `<style>` block |
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| **Voice register** ("UPPERCASE triplet") | rewritten English copy (worker work) |
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### Do Not Read
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- `capture/` (Phase 2 territory; assets pass through `assetCandidates`)
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- `effects-catalog.md` / `blueprints-index.md` / `rules/*.md` (already embedded in dispatch as `## Effects catalog` / `## Blueprints index` / `## Design rules`)
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- `chunks/*` from disk (already embedded in dispatch `## Design chunks`)
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- blueprint full text (`blueprints/<id>.md`; build agent owns it)
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- sidecar JSON / fonts directory under `design-system/`
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- `design-system/design.html` (old contract; now replaced by `chunks/`)
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- `chunks/components/<id>.html` body (plan only names role; component HTML is Phase 4b)
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---
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## 2. Hard Contracts (machine-checked)
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**Whole-file shape (mandatory):** `section_plan.md` contains **only** an optional single-line H1 title + **one `## Film Direction` block** (validator-required; content in §4.1) + a sequence of `## Scene N:` blocks, **nothing else**. Film Direction is a **real channel**, not a preface: `prep.mjs` copies it into `group_spec.film_direction`, and the orchestrator prepends it to every scene worker's shared packet header and to the finalize dispatch. Any **other** content before the first `## Scene` = dead bytes and a validator error. Global invariants reach workers through **two real channels**: 1. the `## Film Direction` header (film-level rules, written once); 2. dedicated channels (`voice_file` / `Captions` flag / `tokens.css` / `easings.js`). Scene prose carries **only scene-specific deltas** on top of those. The "restatement" before writing (§4 Step 0) happens **in your head only**; never write it into the file.
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Each scene in `section_plan.md` is one block, in the same order as `narrator_scripts.json`:
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```markdown
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## Scene <N>: <sceneName>
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**Effects:** [`<rule-id>`, `<rule-id>`, ...]
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**Duration:** <X.XXs>
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**Blueprint:** based-on `<id>` | extended `<id>` | composed <- optional (soft), see below
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**Transition:** <type> [DIRECTION] [<dur>s] <- optional (soft); how this scene is entered, see below
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**SFX:** <- optional (soft); omit entire section when unused; multi-line bullet list below
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**PrimarySubjectTimeline:** <only for multi-act / dense multi-subject scenes>
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**Handoff:** <only for multi-act / dense multi-subject scenes>
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<prose body - first sentence is §4 item 1 emotional footnote - see §4>
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```
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**Order inside the block is mandatory, and PrimarySubjectTimeline / Handoff must appear after all anchors and before prose** (immediately after SFX block). Reason is mechanical: `prep.mjs` defines `creative_brief = all text after the last recognized anchor`, and it recognizes `SFX` but **does not recognize** `PrimarySubjectTimeline` / `Handoff`; therefore those two lines must come after SFX so they enter the worker brief. If placed before SFX, they get sliced away and worker never receives them. Rules: 1. all `**Anchor:**` lines (including SFX bullet block, PST, Handoff) are grouped at the top; 2. only then comes free prose, whose **first sentence** is the emotional footnote (§4 item 1, "the dividing line between real plan and generic AI output"); 3. once prose starts, **no more `**Anchor:**` lines** (interleaving = validator fatal). For multi-act scenes, the brief may start with `**PrimarySubjectTimeline:**` followed immediately by emotional footnote; that is expected.
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`validate-section.mjs` enforces (hard):
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- **Effects:** 2-5 backtick-wrapped rule ids, comma-separated inside brackets; each id must be an existing rule under `hyperframes-animation/rules/` (the validator actually checks this). Normally cite only from dispatch `## Effects catalog`; order is timeline-layering order.
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- **Duration:** float seconds (source in §1)
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- Required anchors each stand alone on their own line, with no surrounding text; missing any required anchor -> downstream fatal -> rerun Phase 3
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- **PrimarySubjectTimeline + Handoff:** required for multi-act scenes or scenes where action/payoff + proof/supporting subject share the frame. Missing either -> validator fatal. **Position:** immediately after SFX block and before prose (machine reason in template note above - they must enter `creative_brief` for worker). The "is this scene risky" trigger is read from the optional `**Hierarchy:**` anchor when present (a schema check), else inferred from the prose — see the **Hierarchy anchor** subsection below
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- **Block order:** all `**Anchor:**` lines (including SFX bullets, PrimarySubjectTimeline, Handoff) must precede free prose; any `**Word:**` anchor line after prose begins -> validator fatal (interleaving makes worker brief unpredictable)
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- **File-level:** before the first `## Scene` only one H1 title + one `## Film Direction` block are allowed; **missing `## Film Direction` -> validator fatal**; Film Direction > 700 words -> fatal (it is a one-page header, not a second plan); any other preface -> fatal (see whole-file shape above)
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- **Per-scene prose length:** target ≤150 words; > 320 words -> validator fatal. Walls of prose are almost always film-level invariants restated per scene — move them into `## Film Direction`
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- **Transition** (soft / if present): type must be in TRANSITION-REGISTRY vocabulary; direction is only legal for directional type (`push-slide`); duration `0 < dur <= 2.0s`. The legacy `**Continuity:**` / `**Bridge:**` anchors were removed (Tier-A no longer exists) — writing either is a validator fatal
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**Blueprint anchor (soft - validator does not require, strongly recommended):**
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- `based-on <id>` - fully adopt a blueprint (`Effects` list = all ids in the blueprint `uses`, order may change)
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- `extended <id>` - adopt a blueprint but add effects (`Effects` includes all blueprint `uses` + 1-3 extra effects)
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- `composed` - not based on any blueprint, freely combine effects catalog
|
||
- **Omitting the line = equivalent to `composed`**
|
||
|
||
Value of writing Blueprint anchor: (1) forces plan agent to explicitly commit to "using / not using blueprint", avoiding vague half-use; (2) makes blueprint dependency visible during review; (3) build agent **may** read the blueprint full text when it sees `based-on` / `extended` (plan may not read it; build may).
|
||
|
||
**Components (no anchor - worker chooses):** plan no longer pre-cites components with a `**Components:**` anchor. The full component library (`chunks/components/`) is forwarded to worker, and worker chooses by visual judgment. Plan only names desired structures by **role** in prose ("a framed stat block", "a pill row of labels"), not ids or HTML - same role/purpose approach as palette/type.
|
||
|
||
**Transition anchor (optional / soft - names "how this scene is entered"):**
|
||
|
||
> **This subsection is the authoritative writing guide for transitions (single source of truth).** The later "Transition: translation" table only maps `intent -> registry type`; it does not restate machine rules. The validator hard-contract list above only says what is checked. Change rules here only.
|
||
|
||
- Shape: `**Transition:** <type> [DIRECTION] [<dur>s]`, e.g. `**Transition:** blur-crossfade` / `**Transition:** push-slide LEFT` / `**Transition:** zoom-through 0.3s`
|
||
- Optional types (transition happens **between scenes**, injected by harness onto clip wrappers after assembly; **you do not write GSAP**): `crossfade` / `blur-crossfade` / `push-slide` (with LEFT/RIGHT/UP/DOWN) / `zoom-through` / `squeeze`. Full vocabulary + selection guidance in `<SKILL_DIR>/../hyperframes-animation/transitions/TRANSITION-REGISTRY.md`
|
||
- **Use only 2-3 types across the film** (repetition = professional cohesion; see motion-language.md "transition vocabulary"). Scene 1's Transition is opening placeholder (no previous scene, ignored), and may be omitted
|
||
- **Omitting the whole line = accept default:** harness derives from surface conflict / energy (clashing backgrounds -> `blur-crossfade`, high energy -> `zoom-through`, calm -> `blur-crossfade`, otherwise `crossfade`). So **omit when uncertain**; default is usually good
|
||
- harness handles everything: overlap, outgoing clip extension, track assignment, GSAP stamping, verification. You only name intent; **never write transition code, touch timing, or touch index.html**
|
||
|
||
> This is the plan agent's explicit commitment about how scenes connect. It must align with the prose "eye destination" sentence (§4.2 item 6) — that sentence is human-readable creative direction; the `**Transition:**` anchor is the machine instruction for the harness.
|
||
|
||
**Hierarchy anchor (optional / soft — declares the scene's focal profile):**
|
||
|
||
A scene that stacks competing focal claims — it is multi-act, or an action/payoff (CTA) co-exists with proof (logos / stats) — must carry `**PrimarySubjectTimeline:**` + `**Handoff:**` (see the enforces list above). `validate-section.mjs` decides whether a scene is "risky" in one of two ways:
|
||
|
||
- **Declare it (preferred — turns the check into a schema read).** Add a `**Hierarchy:**` anchor naming the profile from this fixed vocabulary: `simple` / `multi-act` / `action` / `social-proof` / `data-proof` (comma- or space-separated, e.g. `**Hierarchy:** action, social-proof`). Declared values are **authoritative**: a scene tagged `simple` is never treated as risky even if the prose mentions logos or a CTA, and one tagged `multi-act` is gated even if the prose reads calm. An out-of-vocabulary tag is a validator fatal, so a typo can't silently disable the gate.
|
||
- **Omit it (fallback).** When absent, the validator infers the profile from the prose (the historical keyword classifier). This still works but is fuzzier and can mis-read incidental wording — declaring the anchor removes that ambiguity.
|
||
|
||
The anchor is **validator-only**: prep strips it before the worker brief, so it never adds noise to scene content. Place it among the anchors, before prose (it's in the block-order anchor set).
|
||
|
||
**SFX anchor (optional / soft - only write when using sound effects):**
|
||
|
||
Most scenes have no SFX - in that case **omit the entire `**SFX:**` line**. Omission = "no sound effect for this scene", validator does not complain. To add SFX, write `**SFX:**` alone on a line + one or more bullets:
|
||
|
||
```markdown
|
||
**SFX:**
|
||
|
||
- `impact-bass-1.mp3` at 0.2s, volume 0.35 — hero stamp lands
|
||
- `whoosh-short.mp3` at 4.1s — exit
|
||
```
|
||
|
||
(Explicit `**SFX:** none` is also accepted; but because it is optional, omitting the line when unused is simpler.)
|
||
|
||
**No silent drop risk:** once you cite a `<file>.mp3`, validator checks it immediately against `## SFX library` - misspelled filenames are Phase 3 fatal errors you can fix on the spot, no longer silently dropped by prep.mjs. So optional is safe: not writing = explicitly unused, writing = guaranteed valid.
|
||
|
||
- `<file>.mp3` must be listed in dispatch `## SFX library` (misspelling = validator fatal)
|
||
- `<T>s` is **scene-local seconds**; prep.mjs adds `start_s` offset automatically
|
||
- `volume` optional, default `0.35`; under narration use 0.2-0.3, pure SFX can be 0.4-0.6, 0.5+ may cover voice
|
||
- ` — <note>` is human annotation
|
||
|
||
**Placement rules:**
|
||
|
||
- **Impact / hit** (`impact-bass-*` / `ping` / `pop` / `glitch-*` / `whoosh`): trigger at the exact visual point, letting decay carry into the next shot (J-cut)
|
||
- **Riser / build-up** (`riser` 10s / `whoosh-cinematic` 5.5s): peak at the end; if it should explode at N seconds, trigger at `N - duration`
|
||
- **Short accent** (`click` / `click-soft` / `chime` / `sparkle` / `ping` / `whoosh-short`): sync with the visual point
|
||
|
||
**Less is more:** most scenes have zero SFX; one cue in a scene is typical. **Do not** add SFX at scene transitions (the hard cut itself is the audio-visual event).
|
||
|
||
**Forbidden:** estimated timestamps (`verify-output.mjs sfx` enforces ±0.1s drift) / shortening `data-duration` (impact cut mid-decay = amateur feel).
|
||
|
||
Available mp3 list is in dispatch `## SFX library` (each item has file / duration / purpose) - choose by purpose.
|
||
|
||
### Primary / Supporting Anti-Overlap Contract
|
||
|
||
Remember one rule: **only one primary subject at a time; all other visible content must be supporting.**
|
||
|
||
Risk scenes must include these two lines before prose:
|
||
|
||
```markdown
|
||
**PrimarySubjectTimeline:** 0-4.0s product panel primary; 4.0-7.0s proof cluster primary; 7.0-10.0s action headline primary, proof cluster supporting rail.
|
||
**Handoff:** Before the action headline enters, the proof cluster demotes to a small low-contrast rail. Camera push does not count as handoff. The new primary owns the center safe zone.
|
||
```
|
||
|
||
Rules:
|
||
|
||
- Multiple subjects can be on screen, but only one is primary; the rest must be supporting rail / side rail / background texture / low-emphasis chrome.
|
||
- Before a new primary enters, previous primary must exit / hide / compact / demote; **camera pan / zoom / push does not count as exit**.
|
||
- Action / payoff frame: primary headline / product / decision point owns the center safe zone; proof, labels, logos, stats, and card clusters, if retained, must be smaller, lower contrast, less animated, and outside primary bbox.
|
||
|
||
**Transition: translating story-design narrative `intent` to concrete registry type** (this is visual-design's job - you have preset/palette/background/energy context; story-design does not). Each scene's `transition.intent` in `narrator_scripts.json` is one of 4 narrative intentions; translate it to a `**Transition:**` registry type using the table below (full vocabulary in `<SKILL_DIR>/../hyperframes-animation/transitions/TRANSITION-REGISTRY.md`):
|
||
|
||
| story-design `intent` | -> `**Transition:**` registry type | Notes |
|
||
| --------------------- | --------------------------------------------------------------- | ------------------------------------------------------------------------------------------------------------ |
|
||
| `cut` | `crossfade` | clean cut; for high-energy moments you may omit Transition anchor and let default apply |
|
||
| `slide` | `push-slide <direction>` | direction matches narrative flow (forward=LEFT/RIGHT, expanding downward=DOWN) |
|
||
| `dissolve` | `blur-crossfade` when backgrounds clash / `crossfade` otherwise | inspect both scene `#root` backgrounds: large difference -> blur hides hard cut; similar -> normal crossfade |
|
||
| `zoom` | `zoom-through` | camera push / high energy |
|
||
|
||
- **You have visual context, so you may override:** if a default translation is wrong for the preset (e.g. color clash should use blur where table says crossfade), use visual judgment - table is default, not law.
|
||
- **Use only 2-3 transition types repeatedly across the film** (repetition = cohesion, see motion-language.md). `intent` narrows the choice; you choose concrete values within it.
|
||
- **When uncertain, omit the `**Transition:**` anchor** - downstream prep derives default from energy/color clash (see §2 Transition anchor).
|
||
|
||
> If the effect you need is not in catalog: first try combining existing effects. Still insufficient -> **do not invent a name**; mark in phase report `needed effect missing: <description>`.
|
||
|
||
---
|
||
|
||
## 3. Design Principles (inlined in `## Design rules`)
|
||
|
||
Four rule files cover plan-layer design judgment - all organized by **role / intent / decision**, with no hex / px / ms / code. Already inlined in dispatch `## Design rules`; do not read from disk.
|
||
|
||
Four rule files:
|
||
|
||
- `rules/typography.md` - 7-level type role ladder / multi-dimensional hierarchy / font pairing / forbidden pairs / CJK
|
||
- `rules/color-system.md` - 7 palette roles / 60-30-10 / cross-scene consistency / dangerous combinations / background layering
|
||
- `rules/composition.md` - four canvas zones / 7 templates (film >=3 templates) / density rules / depth techniques
|
||
- `rules/motion-language.md` - 5 spring intents / duration tiers / beat structure / stillness-before-climax (2-3 scenes, allocated in Film Direction) / motion budget (one macro move + 1-2 live elements) / transition vocabulary (film 2-3 types)
|
||
|
||
---
|
||
|
||
## 4. Writing the Plan - Film Direction Once, Scene Deltas After
|
||
|
||
**Step 0 (before writing, mandatory):** first restate this run's direction to yourself (Voice register / Blueprint decision for each scene) - full instructions live in the **agent prompt "Restate the contract before writing" section** (that persistent prompt is the single source of truth, not repeated here). Key constraint: restatement **only sets direction in your head** - what belongs on disk is `## Film Direction` (film-level invariants, §4.1) and the scene blocks; any other preface = validator fatal.
|
||
|
||
**The litmus test that governs this whole section:** _"Could this sentence appear verbatim in another scene's prose?"_ **Yes -> it belongs in `## Film Direction`, not in the scene.** The archived failure mode this kills: an 11-scene plan of 4,000 words where every scene restated the caption band, the 60-30-10 split, the ambient layers, `multiplicative breathing`, and a `stillness-before-climax` - ~80% invariants repeated 11×, burying each scene's 2-3 genuinely unique ideas where the worker had to dig for them.
|
||
|
||
### 4.1 `## Film Direction` (write once, before Scene 1; hard cap 700 words, aim for ~250-400)
|
||
|
||
The film-level invariant layer. prep.mjs copies it into `group_spec.film_direction`; the orchestrator prepends it **verbatim** to every scene worker's packet and the finalize dispatch - so anything written here reaches every downstream agent exactly once. Cover, as compact labeled lines / short lists:
|
||
|
||
1. **Palette system** - the film's 60-30-10 by role with accent binding ("60% canvas / 30% hairline + repeated canvas (no surface token) / 10% accent: brand-primary carries heroes and the CTA, deco-3 cyan as particle accents only").
|
||
2. **Type roles** - what display / body / mono are for across the film.
|
||
3. **Motion defaults + budget** - default ease intent per element class ("entries `EASE.entry`; heroes heavy; idle `EASE.drift`; exits none - scenes hold the final frame"), and the film's **motion budget**: every scene gets ONE root-level macro motion (camera drift / dolly / parallax) + at most 1-2 secondary live elements; everything else rests (see motion-language.md "Motion Budget"). Reference only canonical role keys `EASE.entry/emphasis/exit/drift`, `DUR.snap/med/slow` - worker uses this key set directly; invented aliases fall through.
|
||
4. **Ambient system** - the recurring background / atmosphere layers and any alternation scheme ("CRT scanlines + grain + low-opacity grid, full-bleed every scene; dark↔light ground alternation by scene parity").
|
||
5. **Film negative list** - what NO scene may do ("no mesh gradients, no neon-on-black, no glow bloom, no purple-blue AI gradient, no bokeh").
|
||
6. **Transition vocabulary** - the 2-3 registry types this film repeats (must agree with the per-scene `**Transition:**` anchors).
|
||
7. **Asset coverage table** - every `assetCandidates[]` path -> the scene that uses it + its role, or `DROP` + a one-line reason. This is the **single place** coverage is decided; scene prose never defends keeping or dropping an asset. story-design spread candidates for coverage, so default to placing each one - but a deliberate DROP with a reason beats a pointless low-opacity "supporting ghost" that fights the one-primary contract.
|
||
8. **Stillness-before-climax allocation** - name the 2-3 scenes (max) that get the beat, where the narration lands a payoff. Repeated in every scene it stops being a comma and becomes a tic.
|
||
9. **Captions** (only when top-level dispatch says `Captions: enabled`) - one line: the bottom ~17% band is reserved film-wide, foreground anchors around 0.42×height; per-scene prose mentions captions only for genuinely risky placements.
|
||
|
||
Same role/intent discipline as everywhere: **no hex / font names / ease curves / px / ms** (those live in `tokens.css` / `easings.js` / build work).
|
||
|
||
### 4.2 Scene prose (after anchors; target ≤150 words, validator-fatal above 320)
|
||
|
||
One free-prose paragraph of **scene-specific deltas only**, passed verbatim to the build agent - write as if briefing a senior animator who has **already read Film Direction**. In order:
|
||
|
||
1. **Emotion and rhythm footnote** - one sentence naming the beat's _feeling_ and _rhythm_ ("frustrated, slightly-off comma", "luminous launch-film slow build"). **This is the dividing line between real plan and generic AI output.**
|
||
2. **Composition + subject** - composition template (centered / thirds / split / layered / asymmetric / triptych / strip), the primary subject and its canvas share (>=40%), supporting elements by role, whitespace intent. Mention the caption band only when this scene's concept pushes content low ("CTA bottom edge sits just above the caption band"). A candidate ending in `.mp4` / `.webm` / `.mov` is a **moving clip**: say _when in the phase timeline it plays_ and whether it holds or loops (worker renders it as a muted host-root `<video>` per `hyperframes-core` archetype B; a `.png` `[video-still]` is the static fallback).
|
||
3. **Scene-unique choreography** - for every id in `**Effects:**`: the asset (`public/<basename>`) or text it drives, and when it fires (scene-local relative seconds / ratios - **never restate total duration**; `data-duration` is pinned to `estimatedDuration_s`). Name this scene's **macro motion** (which camera-style move from the budget). Name spring intent / `EASE.*` keys **only where the scene departs from the Film Direction defaults**. If §3 selected a blueprint, follow its phase skeleton; the emotional beat sets ratios, not the blueprint's timing values.
|
||
4. **Style deltas** (only if any) - where this scene deviates from Film Direction ("accent flips to deco-4 magenta as the hot focal this scene"; "text one weight lighter on the dark ground"). Nothing deviates -> write nothing.
|
||
5. **One negative sentence** (only if scene-specific) - "no glow on the cursor - flat pixel cursor only". Film-level negatives live in the header; do not repeat them.
|
||
6. **Eye destination** - one short sentence on where the eye travels into the next scene. The machine instruction is the `**Transition:**` anchor; **do not elaborate veil/dissolve/curtain mechanics** (the worker writes no exit tween - the harness injects transitions on clip wrappers).
|
||
|
||
**Do not** write pixel values, GSAP timeline code, composition HTML, concrete hex / font names / ease curves - that is build-agent work. **Do not re-promise what already travels via Film Direction or dedicated channels:** caption-band geometry, palette ratios, ambient layers, breathing / idle defaults, `EASE`/`DUR` labels that match the declared defaults, voice recipe mechanics (worker has the full `voice_file`; mention voice only for a special application - "hero resolves as one-line UPPERCASE stacked words"), or asset-coverage defenses ("rather than being dropped" - the table owns coverage). **Every surviving word should be a decision unique to this scene.**
|
||
|
||
Anchor order (PST/Handoff before prose) is in §2 and unchanged - risky scenes still carry `**PrimarySubjectTimeline:**` + `**Handoff:**` lines.
|
||
|
||
### Complete File Example (header + one scene)
|
||
|
||
```markdown
|
||
# Acme Launch — Editorial Slate
|
||
|
||
## Film Direction
|
||
|
||
**Palette:** 60% paper canvas / 30% hairline rules + repeated canvas (no surface token) / 10% accent — brand-red carries every hero and the CTA; deco-blue only as small chart accents. Ink stays warm off-black.
|
||
**Type:** display = hero claims only; mono uppercase = eyebrows, metadata, chips; body = doc surfaces.
|
||
**Motion:** entries EASE.entry; heroes heavy; idle EASE.drift; exits none — scenes hold the final frame. Budget: one root-level camera move per scene (slow drift or push) + at most one breathing hero; everything else rests.
|
||
**Ambient:** architectural grid at low opacity + paper grain, full-bleed, every scene. Nothing else.
|
||
**Never (film-wide):** no mesh gradients, no neon, no glow bloom, no bokeh.
|
||
**Transitions:** crossfade + push-slide only.
|
||
**Stillness-before-climax:** scenes 2 and 5 only.
|
||
**Assets:** `public/hero-dashboard.png` → Scene 2 primary; `public/logo.svg` → Scenes 1+6 (opener draw, closer hold); `public/team-photo.jpg` → DROP (off-message for a product film).
|
||
|
||
## Scene 4: the-spiral
|
||
|
||
**Effects:** [`discrete-text-sequence`, `cursor-click-ripple`, `context-sensitive-cursor`, `sine-wave-loop`]
|
||
**Duration:** 6.20s
|
||
**Blueprint:** composed
|
||
**Transition:** push-slide LEFT
|
||
|
||
Beat 2b — the spiral (frustrated, slightly-off comma). Centered chat-app composition: message stack scrolls up at accelerating pace, cursor anchored bottom-right, never moves. ~5-7 follow-up prompts flash through, each punctuated by a button click + a late SFX tick — pace tightens, tension builds. Hold on a final frustrated beat: cursor still, chat full, SFX slightly off. Macro motion: slow dolly-in on the scene root across the whole beat. Multi-phase: setup hold ~0.5s → accelerating montage ~4.8s → final still beat ~0.9s. Accent binds to the cursor only this scene. No halo behind the bell — Jake killed those. Eye exits left toward the incoming resolution panel.
|
||
```
|
||
|
||
That scene block is ~100 words of prose, and **every sentence is unique to the scene** - that is the target shape. The palette system, ambient grid, breathing defaults, and caption band are all upstairs in Film Direction, written once.
|
||
|
||
---
|
||
|
||
## 5. Soft Guidance (taste-level, affects plan quality but not validator)
|
||
|
||
### Scene Quality Floor - Motion Budget
|
||
|
||
> Declared once in Film Direction item 3 ("Motion defaults + budget"); full rationale in motion-language.md "Motion Budget". Do not re-spec it per scene - scene prose only names which macro move this scene uses (§4.2 item 3).
|
||
|
||
Every scene gets:
|
||
|
||
1. **ONE macro motion** (required) - a root-level camera-style move: slow drift, dolly in/out, push, parallax. It moves every layer coherently (background counter-scale is an archive signature; concrete values are build work) - this global correlation is what makes a frame read as _filmed_ rather than _animated UI_.
|
||
2. **At most 1-2 secondary live elements** - hero multiplicative breathing (on final scale, not yoyo), CTA glow pulse, a single ambient deformation. Pick from motion-language.md's pattern menu.
|
||
3. **Everything else rests.** Stillness is not dead air - it is what makes the moving element read (composition.md hierarchy: "one element moving vs all else static" is a strong contrast). A scene where everything floats at its own phase reads as noise, not life.
|
||
|
||
An element that springs in and then sits still while the camera holds = slide. An element that rests while the camera drifts = cinema.
|
||
|
||
### Scene Quality Floor - Ambient Layer
|
||
|
||
The ambient system (background swell / grid / scanline / particles / halftone) is declared **once** in Film Direction item 4 and mounted by every scene - scene prose does not re-list it. Per scene, what remains a floor:
|
||
|
||
1. **No bare solid background** - the film's declared ambient layers must actually be present
|
||
2. **Emphasis moment** - at least one impact beat (ripple / glow burst / impact lines / screen-shatter)
|
||
|
||
### Multi-Phase Choreography
|
||
|
||
```
|
||
entry -> ambient drift -> major transition (morph / pivot / collapse) -> [stillness-before-climax (~0.3-0.75s), only in the 2-3 scenes Film Direction allocates] -> result / emphasis -> idle hold
|
||
```
|
||
|
||
Phases vary by the beat's role (motion-language.md "Beat Structure"): a fast-montage scene may be two phases; a process-reveal scene may be one continuous take. Do not stamp the same skeleton on all scenes.
|
||
|
||
### Forbidden Patterns (most common failures)
|
||
|
||
- no macro motion: camera holds AND every element settles after entry (the scene reads as a slide)
|
||
- treating 3px micro-float as the only "motion" (archive minimum amplitude ±6px or ±2-5% scale)
|
||
- the opposite failure: everything moves - more than the budgeted 1-2 live elements floating / breathing / orbiting at once (uncorrelated ubiquitous motion = noise; it also erases motion as a hierarchy signal)
|
||
- using word-by-word text popping as the _primary_ visual (unless carefully choreographed as visual lead)
|
||
- all elements enter simultaneously (must stagger; total <=500ms)
|
||
- only ambient layer, no primary content (particles + captions)
|
||
- same composition every scene (at least 3 different templates per film)
|
||
- primary visual element <40% of canvas
|
||
- **when captions enabled, key content (CTA / hero / stat stamp / headline) enters bottom ~17% (y>900) caption band = covered by captions** (background/ambient layers may extend down; key foreground may not)
|
||
- generic AI clichés: saturated neon on pure `#000`, purple-blue AI gradient background, decorative floating bokeh balls
|
||
- solid background without swell / grid / scanline / particle
|
||
- in a scene Film Direction allocated a `stillness-before-climax`: jumping directly from action to payoff with no comma; in every other scene: stamping the comma anyway (a signature repeated everywhere is a tic)
|
||
- multiple primary subjects fighting for center safe zone; any product / proof / logo / stat / headline / card cluster on screen together must have primary/supporting and handoff
|
||
- treating camera pan / zoom / push as old-content exit; camera moves the viewpoint but does not automatically reduce old primary visual weight
|
||
- **copying concrete hex / font names / ease curves from `chunks/tokens.css` / `chunks/easings.js` into prose** - that is build-agent work
|
||
- **forcing a mismatched blueprint** - blueprint is a tool, not an obligation; if `role` / `triggers` / emotional arc need "creative bending" to match, fall back to free composition from effects catalog
|
||
- **Reading blueprint full text** (`blueprints/<id>.md`) - contains GSAP code and DOM topology, build-agent territory; plan only uses `## Blueprints index`
|
||
|
||
### Variety
|
||
|
||
Across all scenes, use at least 3 different composition arrangements. The strongest archive plan (playground-launch) used 5+ visual universes across 8 beats, glued with one shared transition vocabulary (cut-the-curve) + one shared palette grammar. **Visual worlds varied, seam treatment consistent** - that is the principle.
|