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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Frame worker — PR-to-video 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-coreand is not restated here — read it first. This file carries only what's specific to a PR-to-video frame. Tempted to add a generic GSAP / timeline rule here? Wrong home — it belongs inhyperframes-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, thewindow.__timelineskey, and the file name (compositions/frames/03-mechanism.html) — that path is the frame'ssrcinSTORYBOARD.md, so writing there is how the assembler finds your frame.- Your
## Frame Nblock inSTORYBOARD.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). (sfxalso rides inextrabut 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 sharedhyperframes-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>andCaptions: <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.
OUTPUT — compositions/frames/<frame_id>.html, one self-contained sub-composition. Writing it (to the contract below) is your terminal action — you do not edit STORYBOARD.md, mint audio, assemble the index, run the CLI, or report back. The orchestrator picks up the file and marks the frame's status.
Mostly faceless — you INVENT the visual (except code blocks + the credits avatars)
A PR video is mostly faceless: there are no screenshots and no product UI. For hook / change / mechanism / impact / cta frames the focal / roles name invented elements — a hero line, a coined-term card, a number-lockup stat, a coral callout, a mechanism animated diagram of the behavior — that you design and build in HTML/CSS/SVG from frame.md. Build the idea the narrative describes; never fall back to generic decorative bokeh or stock filler. Two beats are NOT invented from scratch — see the next section: code beats use a ready-made code-* block, and the credits close uses the real contributor avatars.
PR code beats, mechanism beats + the credits close
- Code beats (
diff/before_after/ a new-code reveal) — use the namedcode-*block, don't hand-build code motion. Your## Frame Nscene/note names which block (e.g.code-diff,code-morph,code-typing); the orchestrator has already installed it (Step 5 pre-install). Readcode-vocabulary.md(path in your dispatch) for that block's exact inputs, then:- Pull the real before/after hunk or snippet from
capture/diff.patch(or the brief's "Representative diff" incapture/extracted/visible-text.txt). - Fill the block's
window.__TOKENSwith that real code (the baked Shiki tokens) and setwindow.__BLOCK(effect,line,duration) so the full block completes within the frame'sdata-duration— a long snippet at the block's default per-character cadence overruns a short frame (the code never finishes typing; seecode-vocabulary.md).code-diff/code-morphneed 2 states (before, after); the others take one. Line indexing differs —code-highlightis 0-based,code-scroll1-based — don't off-by-one. - Integrate the filled block as this frame's composition per
hyperframes-core's sub-composition contract: itsdata-composition-idand itswindow.__timelines[...]key must both be your<frame_id>(the block ships its own id + paused timeline; rename both to match the frame contract). The block already renders an editor window (titlebar / filename) reading as claude's navy Code Surface — set the filename + any+N/−Mchrome from thescene. - The block has no caption-safe band. When
Captions: enabled, inset/scale the code panel into the top ~83% so it clears the keep-out band; never let code run under the caption pill.
- Pull the real before/after hunk or snippet from
- Mechanism beats (
mechanism) — build an invented animated diagram of the behavior; the build is the development. This is the "show what the change does at runtime" frame (the request retrying, the cache filling, serial→parallel, the race resolved) — read itsscenefor the behavior to animate. Unlike a code beat, the motion is yours to author (no block owns it):- If the
scenenames aflowchart/flowchart-vertical/data-chartblock, the orchestrator pre-installed it — fill + mount it like a code block (itsdata-composition-idandwindow.__timelines[...]key both become your<frame_id>). Otherwise hand-build the diagram in SVG / HTML / GSAP fromframe.md's atoms. - Claude register: hairline-ink nodes / edges / lanes on the cream ground, one coral marker on the active / changed element, mono labels — not the navy code surface (that's for code), no heavy shapes / bokeh.
- Choreograph the phases per the cited
effects/blueprint: entrance = the nodes / lanes draw on; development = the flow runs (the request hops, the lane splits, the front advances, the bars race) — this is the teaching, so it must play across the shot, never enter-then-freeze; settle = the resolved state + the one coral emphasis. Keep it in the top ~83% (caption keep-out).
- If the
- The
creditsclose — the one frame with real assets. Itsasset_candidatesnames 2–6assets/<login>.pngavatars (downloaded in Step 1). Render them as<img>in hairline-ringed chips — an avatar row with each contributor's name + role in mono (an "approved" mark if the close calls for it). Avatars appear only here, never decorating a code frame.
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/ thevoiceoverline. 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 offrame.mdas your copy — it is a style spec, not content. Visible text comes from your frame'sscene/ 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 PR-to-video 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.≤ 900on a 1080-tall frame,≤ 1600on a 1920-tall portrait). Holds even whenCaptions: 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 (~0.2–0.35 × 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 itsdurationreads 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 fulldurationbefore 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/blueprintfrom their recipe bodies — never name-guess (a guess loses the signature move). Every id has a real recipe underANIM_DIR(rules/<id>.mdper effect,blueprints/<id>.mdper blueprint,examples/<id>.htmlto 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 withBase / Keep / Depart) → build what the note says; keep itsKeepsignature, apply eachDepart, never drop belowentrance → 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(thefocalis the hero): aforeground subjectis the thing the eye lands on — respect the 83% keep-out and lay text around it; abackgroundis a full-bleed field/gradient/grid dimmed ~30–50% so foreground content stays legible;supportingelements are labels, secondary shapes, ambient layers. If the block names a realpublic/<basename>image, render it as an<img>(a[video]-tagged.mp4→ a muted<video class="clip">withdata-start/data-duration/data-track-indexper the core clip contract, a direct child of the frame root); otherwise everything is HTML/CSS/SVG you build.
Workflow
- Read —
hyperframes-core's composition contract (the structural law), thenframe.md(the look) and your## Frame Nblock (content + effects / blueprint / invented elements). Then open the recipe body of every id the block cites —ANIM_DIR/rules/<id>.mdper effect andANIM_DIR/blueprints/<id>.mdfor the blueprint (plus its linkedexamples/<id>.htmlwhen unclear): you reproduce these, not improvise them. Internalize the five-point write-contract 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. - Design — translate
scene+ the (sometimes shot-by-shot) narrative + the recipes you just read into a visual plan usingframe.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). - Author — write the full sub-composition to
compositions/frames/<frame_id>.html.<template>-wrapped root carryingdata-composition-id="<frame_id>"and styled via#root(not a class on that element — see contract pt 1), exactly onegsap.timeline({ paused: true })registered atwindow.__timelines["<frame_id>"], built synchronously — per the core contract. - Check the contract, then finish — re-read your file against the five-point contract below and fix in place. Writing the file is your terminal action; you do not run the CLI.
Write to the contract (you do NOT run the CLI)
You can't meaningfully run hyperframes lint / validate / inspect here: they operate on the assembled project (the index.html graph / bundle), and your frame isn't wired in yet — so they report on other files, not yours (a false green). The orchestrator runs them at Step 6, after assembly (the correct unit), and re-dispatches you with the finding if your frame fails (see Retry above). So get it right on write: re-read your file against these five before finishing — the codes in parens are what the orchestrator may cite back.
- Structure, template transport & root styling (
missing_template_wrapper/missing_composition_id/clip_missing_data_attrs/subcomposition_root_styled_by_class) — root is<template>-wrapped withdata-composition-id="<frame_id>"; every<style>and<script>(incl. the GSAP load) lives INSIDE<template>(the runtime clones only template contents — the most lethal miss); style the frame root via#root, never a class on thedata-composition-idelement — at render a class on the root gets scoped to a descendant selector that can't match it, so the whole scene renders unstyled (and Studio preview still looks right — trust this rule, not the preview; descendants use plain selectors); everyclass="clip"carriesdata-start/data-duration/data-track-index. - One paused timeline (
timeline_not_paused/timeline_not_registered) — exactly onegsap.timeline({ paused: true }), registered atwindow.__timelines["<frame_id>"], built synchronously. - Determinism & visibility (
css_transition_used/exit_animation_on_non_final_scene) — no CSS transitions, norepeat/yoyo, noMath.random/Date.now(the renderer seeks frame-by-frame); entrance viafromTo(not CSS-hidden starts) so the hero is visible byt ≤ 0.5s; no exit tween unless you are the final frame. - The whole shot fits
data-duration—entrance → development → settleall land inside it, and a non-still frame develops mid-shot (cited effects sequenced into phases, not all fired att=0; anAdaptnote keeps itsKeepsignature). This includes anycode-*block's internal cadence: a long snippet at the block's default per-character speed overruns a short frame — the code never finishes typing and the chrome beats never play. Set the cadence so the full block completes withindata-duration(seecode-vocabulary.md). Only a deliberate hold / stillness note skips development. - Fonts, keep-out, no narration text (
font_family_without_font_face) — every non-system font named inframe.mdhas an@import/@font-face; all content sits in the top ~83% (above the caption band); no narration sentence is rendered as visible text.