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hyperframes/skills/product-launch-video/references/visual-design.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

11 KiB

Visual design — product-launch per-frame enrichment method

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.

Every frame is a directed shot

A frame's visual layer is choreographed across its full duration, not front-loaded into an entrance. The failure that reads as PowerPoint: content animates in over the first ~0.8s, then freezes while a slow drift plays under it. So every frame's metadata + note describe a shot with phasesentrance → 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.

Deliberate stillness is the marked exception — the 2-3 climax/breather frames you allocate in ## Video direction. Every other frame develops; a held frame outside that allocation is just a slide.

What you add to each frame

Story-design's ## Frame N block already carries the narrative. You append the visual layer as frame metadata + one composition note (story's role/message prose stays):

## Frame 3 — The problem
- scene: a 20-minute timer spins on a stack of rejected takes   ← refine only if it could read sharper
- voiceover: "…"            ← story's; leave it
- transition_in: crossfade  ← story's; leave it
- type: pain_point          ← story's
- persuasion: Pain agitation
- beat: frustration
- effects: slow-push, count-up, vignette-pulse   ← you add: cite effect ids (≥3, sequenced into the phases below)
- blueprint: messaging-multi-phase         ← you add (optional): one multi-phase blueprint id
- focal: assets/timer-stack.png             ← you add: which existing candidate is the hero
- roles: timer-stack = background (dim ~40%) ← you add: cutout / background / supporting per candidate
- sfx: impact-soft, riser                    ← you add: the sound the beat wants (fetched + mounted at root; never yours to embed)

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.
  • 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).

  • 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:

    • 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.
    • 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.

    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).

  • 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/).

  • 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.

  • composition note — the frame's visual brief: layout, hero, depth layers, the macro move, and the shot's phases. Default to a phased noteentrance: … → 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).

Video direction — write the invariants ONCE

The whole video shares one look and one motion grammar. State it once, at the top of STORYBOARD.md (a ## Video direction block), so every frame inherits it and per-frame metadata carries only the delta:

  • palette system — from frame.md: which roles map to which hues. Never invent.
  • motion defaults + shot model — default eases + the choreography baseline (every frame a directed shot: entrance → development → settle) + the idle-life budget (what may keep moving during the hold) (→ motion-language.md).
  • negative list — what never appears: off-brand textures and effects the pack forbids, plus both motion failure modes — slideshow (enter-then-freeze) and screensaver (everything floating independently) (→ motion-language.md).
  • stillness allocation — name the 2-3 frames that hold still before a climax; every other frame develops (the anti-repetition discipline; → motion-language.md).

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.

Palette & type — from frame.md, never invented

  • Paletteframe.md (the adopted pack) is the color truth; apply its roles per frame. Generic basics (one accent, tint neutrals, avoid pure #000/#fff) → hyperframes-creative/references/house-style.md.
  • Type — fonts resolve via frame.md's type tokens; reference them by role (display / body / mono / the pack's ramp), never by raw family or px. Generic typography craft (embedded fonts, dark-bg optical compensation, tabular-nums) → hyperframes-creative/references/typography.md.

Caption-band keep-out (plan side)

The bottom ~17% of the canvas is reserved for the caption pill. Plan every frame's content into the top ~83% so nothing important lands in the band (the worker enforces the pixel cutoff; you plan the layout). Holds even when captions are disabled — bottom-edge consistency. Geometry detail → composition.md.

Where the detail lives

For… Read
composition — zones, density, templates, asset prominence, caption geometry composition.md (local)
motion — the shot model, phases, idle budget, beat structure, stillness motion-language.md (local)
effect ids + blueprint ids (vocabulary + recipes) ../hyperframes-animation/blueprints-index.md + ../hyperframes-animation/rules-index.md
palette + type tokens the project's frame.md; basics → hyperframes-creative house-style.md / typography.md
"produced, not generated" foreground density hyperframes-creative/references/video-composition.md
transitions story-design owns transition_in; you don't touch it

Before you finish — checklist

  • Every frame has effects (≥1 cited id; ≥3 when no blueprint is named); a blueprint where the frame matches one, with a shot-by-shot composition note.
  • 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.
  • Stillness is only the 2-3 frames allocated in Video direction; every other frame develops mid-shot.
  • Each visual frame's asset_candidates have a focal + per-candidate roles; none added or dropped.
  • 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.
  • Content planned into the top ~83% (caption band clear).
  • Palette / type pulled from frame.md by role — nothing invented.
  • You wrote no HTML and never read capture/.