85453da49f
regression / regression-shards (style-16-prod style-9-prod style-17-prod iframe-render-compat variables-prod mp4-h265-sdr, shard-4) (push) Has been cancelled
regression / regression-shards (style-4-prod style-11-prod style-2-prod animejs-adapter typegpu-adapter parallel-capture-regression, shard-5) (push) Has been cancelled
regression / regression-shards (style-7-prod style-8-prod style-10-prod css-spinner-render-compat webm-transparency mp4-h264-sdr webm-vp9, shard-3) (push) Has been cancelled
regression / regression-shards (sub-composition-video style-18-prod raf-ball-render-compat font-variant-numeric sub-comp-t0 sub-comp-id-selector, shard-7) (push) Has been cancelled
Windows render verification / Detect changes (push) Has been cancelled
Windows render verification / Preflight (lint + format) (push) Has been cancelled
Windows render verification / Render on windows-latest (push) Has been cancelled
Windows render verification / Tests on windows-latest (push) Has been cancelled
CI / Detect changes (push) Has been cancelled
CI / Build (push) Has been cancelled
CI / Lint (push) Has been cancelled
CI / Fallow audit (push) Has been cancelled
CI / Format (push) Has been cancelled
CI / Typecheck (push) Has been cancelled
CI / Test (push) Has been cancelled
CI / Producer: integration tests (push) Has been cancelled
CI / Producer: unit tests (push) Has been cancelled
CI / File size check (push) Has been cancelled
CI / Test: skills (push) Has been cancelled
CI / Skills: manifest in sync (push) Has been cancelled
CI / CLI: npx shim (macos-latest) (push) Has been cancelled
CI / CLI: npx shim (ubuntu-latest) (push) Has been cancelled
CI / CLI: npx shim (windows-latest) (push) Has been cancelled
CI / SDK: unit + contract + smoke (push) Has been cancelled
CI / Test: runtime contract (push) Has been cancelled
CI / Studio: load smoke (push) Has been cancelled
CI / Smoke: global install (push) Has been cancelled
CI / CLI smoke (required) (push) Has been cancelled
CI / Semantic PR title (push) Has been cancelled
Player perf / Detect changes (push) Has been cancelled
Player perf / Preflight (lint + format) (push) Has been cancelled
Player perf / player-perf (push) Has been cancelled
Player perf / Perf: drift (push) Has been cancelled
Player perf / Perf: fps (push) Has been cancelled
Player perf / Perf: parity (push) Has been cancelled
Player perf / Perf: scrub (push) Has been cancelled
Player perf / Perf: load (push) Has been cancelled
preview-regression / Detect changes (push) Has been cancelled
preview-regression / Preflight (lint + format) (push) Has been cancelled
preview-regression / Preview parity (push) Has been cancelled
preview-regression / preview-regression (push) Has been cancelled
regression / regression (push) Has been cancelled
regression / Detect changes (push) Has been cancelled
regression / Preflight (lint + format) (push) Has been cancelled
regression / regression-shards (hdr-regression style-5-prod style-3-prod mov-prores, shard-1) (push) Has been cancelled
regression / regression-shards (overlay-montage-prod style-12-prod chat missing-host-comp-id png-sequence portrait-edge-bleed, shard-6) (push) Has been cancelled
regression / regression-shards (style-13-prod style-6-prod vignelli-stacking gsap-letters-render-compat audio-mux-parity, shard-8) (push) Has been cancelled
regression / regression-shards (style-15-prod hdr-hlg-regression style-1-prod many-cuts vfr-screen-recording render-symlinked-assets, shard-2) (push) Has been cancelled
CodeQL / Analyze (actions) (push) Has been cancelled
CodeQL / Analyze (javascript-typescript) (push) Has been cancelled
CodeQL / Analyze (python) (push) Has been cancelled
Docs / Validate docs (push) Has been cancelled
Sync skills to ClawHub / Publish changed skills (push) Has been cancelled
165 lines
20 KiB
Markdown
165 lines
20 KiB
Markdown
# Visual design — PR-to-video per-frame shot 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 narrative fields, and optionally a candidate blueprint id); you add how each frame **looks and moves**. The unit you write per frame is a **time-coded shot sequence** — a shot directed across its whole duration, not a static slide. You write **no HTML** (that's the frame workers). A PR video is **mostly invented** — typography, number-lockups, mechanism diagrams — so you **design** those elements; the two exceptions are **code beats** (a ready-made `code-*` registry block) and the **credits close** (real contributor avatars), both covered below. `frame.md` is your palette/type truth by role. Layout is a compact vocabulary in this file (the **Layout** section below), stated inline per Scene; motion vocabulary + the motion doctrine + the seek-safe core → `motion-language.md`; the proven shapes → `../hyperframes-animation/blueprints-index.md` + `blueprints/<id>.md`; the `code-*` blocks → `code-vocabulary.md`; concrete rules resolve in Step 5 from this skill's local `../hyperframes-animation/rules/`. Adding palette theory or a generic font rule here? Wrong home — `frame.md` + `hyperframes-creative`.
|
||
|
||
## The unit is a time-coded shot sequence
|
||
|
||
A frame's visual layer is **a sequence of time windows paced to the voiceover**, not a bag of effect tags. The failure that reads as PowerPoint is **front-loading**: the agent rushes the whole canvas on screen in the first ~25%, and then it just sits. A time-coded shot sequence written **against the VO** makes that impossible: each window states what is on screen and what is moving, and **nothing appears before the voiceover reaches it.** In a PR explainer the development often _is_ the reveal — the diff hunk typing in, the before→after morph, the request-retry diagram running, the impact stat landing. Let the build _be_ the message.
|
||
|
||
Write each frame as a handful of windows cued by the spoken line:
|
||
|
||
```
|
||
Scene 1 (0.0–Xs): only what the VO is saying at t=0 enters — never the whole canvas
|
||
Scene 2 (Xs–Ys): the next piece reveals as the VO names it (a file chip / the hunk / a node / a stat)
|
||
… one window per spoken cue — as many or as few as the line calls for
|
||
Scene N (…–end): content has resolved; hold the read (stillness; subtle jitter at most)
|
||
```
|
||
|
||
- Each `Scene` line names **what's on screen**, **what moves in this window**, and **where it sits** (layout, inline). Times are real seconds across the frame's `duration`.
|
||
- **Pace reveals to the voiceover; never front-load.** This is the core anti-PowerPoint mechanism (→ `motion-language.md` Part 2 Rule 2). At t=0 show only what the VO is saying then; reveal each further piece — a line, a file chip, the hunk, a stat — **when the VO names it**, spreading reveals across the shot and especially the **back ~50%**. **The window count = the number of spoken cues the line calls for.** There is **no fixed count and no mandatory "middle" act**; the only sin is dumping everything up front.
|
||
- **End on a held read.** Once the content has resolved it holds and reads — **prefer stillness to bad motion**: no forced camera drift, no lazy breathing, no back-half pan/push; at most a subtle jitter keeps it alive (→ `motion-language.md`). Only the final frame has a real exit; every other frame's exit is the harness transition (story's `transition_in`).
|
||
- A **deliberately held** frame — content already revealed, now reading still — is legitimate and often right (a climax, a breather). The failure is never "too still"; it is **front-loaded-then-frozen**. Place held beats deliberately for rhythm (allocate them in `## Video direction`).
|
||
|
||
## Pick the shape — instantiate a blueprint
|
||
|
||
Don't invent each shot from scratch. The frame's **role** (its `type` / `beat`) points to a proven shape:
|
||
|
||
1. **Match the role to a blueprint.** Open `../hyperframes-animation/blueprints-index.md`, find the frame's role in the **role→blueprint menu**, and pick the blueprint whose intent fits this beat (story may already have named a candidate id — confirm or override it). Read that `blueprints/<id>.md`: it is a short, domain-agnostic, **time-coded shot template with `[slots]`** and a named **signature move**.
|
||
|
||
2. **Instantiate its `[slots]` with THIS frame's content** — three postures:
|
||
- **Reproduce** — the blueprint fits the beat and your content maps onto its slots cleanly. Fill every `[slot]` and follow its Scene timing.
|
||
- **Adapt** — the _structure_ fits but the content / surface doesn't. State **what you keep / what you change** in one line, then write the adapted Scene lines. You may never drop the **signature move**, and you keep the reveals **paced to the VO**.
|
||
- **Compose** — no blueprint fits the beat. Build the shot from the **motion vocabulary** in `motion-language.md`: still pace reveals to the VO. Mark it `blueprint: compose`.
|
||
|
||
3. **Keep the signature move.** Whichever posture, the blueprint's signature move is the spine of the shot — carry it through.
|
||
|
||
> A **code beat** is the one place you don't pick a blueprint for the centerpiece — the `code-*` block _is_ the shape (see **PR code beats** below). You still write the Scene sequence for the surrounding surface.
|
||
|
||
## What you add to each frame
|
||
|
||
Story-design's `## Frame N` block already carries the narrative. You append the shot. Story's `scene` / `voiceover` / `transition_in` / role fields stay untouched.
|
||
|
||
```
|
||
## Frame 4 — The retry fix
|
||
- scene: the request() retry hunk lands on the navy code surface ← refine only if it could read sharper
|
||
- voiceover: "…" ← story's; leave it
|
||
- transition_in: crossfade ← story's; leave it
|
||
- type: diff ← story's (PR-native)
|
||
- persuasion: Show-the-change
|
||
- beat: clarity
|
||
- blueprint: compose ← code beats compose the surround; the block owns the code motion
|
||
- focal: code-diff — the request() retry block, ~6 lines ← you add: the code-* block IS the focal
|
||
- roles: code surface = foreground subject · file header = supporting · dim grid = background
|
||
- sfx: keyclack-soft, soft-confirm
|
||
|
||
Scene 1 (0.0–1.0s): the navy Code Surface window seats in (scale-in + soft shadow), file header "client/request.ts" types on — Centered, ~60% of frame. Slow push-in underneath.
|
||
Scene 2 (1.0–3.2s): the camera settles onto the hunk; the `code-diff` block runs its own before→after on its cadence (the worker fits it to the duration) — you do not re-specify the code motion.
|
||
Scene 3 (3.2–4.5s): a coral underline draws on the changed line as the VO names it; a `+6/−2` count-up ticks beside the header; settles and holds STILL.
|
||
```
|
||
|
||
The lightweight tags:
|
||
|
||
- **`blueprint:`** — the id you instantiated (with `(Reproduce)` / `(Adapt)`), or `compose`. One id per frame.
|
||
- **`focal:`** — for a concept/mechanism beat, the **invented** hero (a hero word, a diagram, a number-lockup); for a **code beat**, the **`code-*` block** (name the block + the hunk); for the **credits** close, the avatar row.
|
||
- **`roles:`** — each element's role: `foreground subject` · `background` (full-bleed, dim 30–50%) · `supporting`. Invented elements you **design**; the only real assets are the credits `assets/<login>.png` avatars (named in story's `asset_candidates`).
|
||
- **`sfx:`** — name the sound the beat wants; the audio script's `fetch-sfx` retrieves it and the assembler mounts it at root — you only **name** it, never embed `<audio>`.
|
||
|
||
**Layout + motion are stated INLINE in each Scene line** — name the template / density / depth as part of "where it sits", and name the move from `motion-language.md`'s vocabulary; let it settle on a long-tail curve (`power3` default). Never write px / scale / ease curves / ms (the worker writes those).
|
||
|
||
## PR code beats — name a `code-*` block
|
||
|
||
For a `diff` / `before_after` / code beat, the frame's centerpiece is a **ready-made `code-*` registry block**, not an invented HTML visual — the one exception to "invent every visual."
|
||
|
||
- **Name the block in `scene` + `focal`.** Pick the one that fits the beat (before→after = `code-diff`; refactor/rename = `code-morph`; new code written on = `code-typing`; spotlight a line = `code-highlight`; walk a long file = `code-scroll`; a hero reveal = `code-3d-extrude` / `code-particle-assemble`). Full map → `code-vocabulary.md`. Name the hunk too ("the `request()` retry block, ~6 lines"). The block is the `focal`; the Step-5 worker installs + fills it with the real diff.
|
||
- **The block owns the code animation; your Scenes choreograph the surrounding Code Surface.** The block _is_ the development beat (the diff/typewriter/morph plays on its own cadence — the worker only fits it to the frame's `data-duration` so a long snippet doesn't overrun). Your Scene windows move the claude **Code Surface** around it: the navy window seating in, the file header typing on, the camera settling onto the hunk, a `+N/−M` `count-up`, a coral underline drawing on the landed line. Name those moves inline; **do not re-specify the code animation itself.** A code beat is usually `blueprint: compose` (the block is the shape).
|
||
|
||
## PR mechanism beats — invent an animated diagram of the behavior
|
||
|
||
A **`mechanism`** frame is the **show-the-behavior** beat — the antidote to a video that only shows code + text. Its `focal` is an **invented animated diagram** that plays out what the change _does_ at runtime (the request retrying, the cache filling, serial→parallel, the race resolved) — **not** a `code-*` block and **not** a headline.
|
||
|
||
- **Name the behavior + the diagram in `scene` + `focal`.** e.g. `scene: "animate the request lifecycle — fire → 500 → backoff → retry → 200, invented SVG flow"`; `focal: the request-lifecycle flow`. Reach for the `flowchart` / `flowchart-vertical` / `data-chart` registry blocks where they fit (name them in `scene` so Step 5 pre-installs them); otherwise the worker builds it in SVG / HTML / GSAP from claude's atoms.
|
||
- **The build IS the shot sequence.** Unlike a code block (which owns its own animation), the diagram is yours to choreograph across the Scene windows — the lanes / nodes draw on (Scene 1), the flow runs / the lane splits / the front advances as the VO names each step (middle Scenes), the resolved state + one coral emphasis lands (final Scene). Never let it enter then freeze.
|
||
- **Stay on claude's cream ground, hairline-ink.** Nodes / edges / lanes in hairline ink on cream; **one coral marker** on the active or changed element; mono labels. Not the navy code surface (that's for code), not heavy shapes / bokeh. Plan it into the top ~83% (caption keep-out).
|
||
|
||
A `mechanism` frame carries **no** `asset_candidates` (it's invented, like every non-credits frame).
|
||
|
||
## Impact & credits
|
||
|
||
- **Impact / evidence** — numbers (`+1,204 / −318`, files touched, perf delta) go on an `impact` frame as a **`number-lockup`** (claude's Number/Impact treatment): name it the `focal`, reveal it with a `count-up` paced to the VO.
|
||
- **Credits close** — the optional `credits` frame uses the real `assets/<login>.png` avatars (named in story's `asset_candidates`) as the `focal`: an avatar row that staggers in. This is the one frame with non-empty `asset_candidates` and real assets.
|
||
|
||
## Inventing the visual (non-code beats)
|
||
|
||
Every non-code, non-credits beat (`hook` / `change` / `cta` / concept) is **designed**, not captured. Three first-class treatments:
|
||
|
||
- **Typographic / kinetic type** — a hero word, the PR's headline claim, a stat. Treat type as the subject: full-bleed scale, weight contrast, one emphasized term. Strongest for hooks and the cta.
|
||
- **Abstract graphics** — shapes / paths / geometry that _embody_ the idea the script names; don't decorate with generic bokeh.
|
||
- **Diagram / data-viz** — the mechanism diagrams above, a `data-chart` for a perf delta, a number-lockup. The build (each part on beat) is the teaching — design it to assemble across the Scenes.
|
||
|
||
Make the invented hero **fill 40–60% of the frame** — big enough to read; don't shrink the one designed element into decoration around empty space.
|
||
|
||
## Layout — named inline per Scene
|
||
|
||
State each Scene's layout as part of "where it sits." **If the blueprint (or the code-\* block) already implies a composition, that wins** — describe it directly; the vocabulary below is for composing freely. Never write px / scale / shadow (the worker does). One frame's layout can EVOLVE across its Scenes. Use **≥3 different framings per video**; never the same framing twice in a row.
|
||
|
||
- **Framing vocabulary** — centered (hero / climax / a single code surface) · rule-of-thirds · split-screen (before/after, two surfaces) · layered-depth (immersive) · asymmetric 60/40 or 70/30 (a code surface + a caption rail) · triptych (three changes at once) · full-width strip (a file list / timeline). Let the beat decide, not a quota.
|
||
- **Density** — primary visual ≥ 40% of canvas; ≥ 3 depth layers; never a lone small cluster floating in empty space. Openings/closings are prone to emptiness — add environmental layers (a dim grid, low-opacity scanlines, brand-color ambient). Squint test: after blur you can still pick out the #1 element.
|
||
- **Hierarchy** — combine ≥ 2 of size (3:1) / weight (800 vs 400) / contrast / position (upper-third is golden) / motion, so one element clearly dominates.
|
||
- **Depth** — layer 2–3 of: size, blur, opacity gradient, overlap, shadow-stack, counter-scale on a push.
|
||
- **Don't show**: nav bars, footers, scrollbars, real cursors / browser chrome, generic decorative shapes, floating bokeh / purple-blue "AI" gradients (banned). The navy code surface is for code beats only; mechanism diagrams stay on cream.
|
||
|
||
## Portrait & square (non-16:9 canvases)
|
||
|
||
The zones, density, hierarchy, and depth principles all still apply; the **aspect ratio** changes, and a wide layout doesn't transplant into a tall one — design for the storyboard's `format` from the start.
|
||
|
||
- **Stack vertically, not side-by-side** — split-screen / triptych / 60-40 become top/bottom stacks. A code surface runs nearly full-width in portrait with fewer visible lines.
|
||
- **Vertical center moves with the canvas** — anchor a centered hero around **y ≈ 0.42 × height** (portrait ≈806, square ≈454), not a fixed 540.
|
||
- **Type runs larger, fewer words per line.** **Travels well to portrait:** Centered, Layered Depth, Full-Width Strip; **avoid** wide Split Screen / Triptych — use stacked equivalents.
|
||
|
||
## `## Video direction` — write the invariants ONCE
|
||
|
||
The whole video shares one look and one motion grammar. Write a **`## Video direction`** block ONCE at the top of `STORYBOARD.md` so every frame inherits it and per-frame Scene lines carry only the **delta**. This block is load-bearing — **keep it.**
|
||
|
||
- **palette system** — from `frame.md` (claude): which roles map to which hues. Never invent.
|
||
- **motion grammar + reveal model** — long-tail eases (`power3` default, smooth over bouncy) + the **VO-paced reveal** model + what may stay alive during a hold (subtle jitter at most) (→ `motion-language.md`).
|
||
- **rhythm / held-frame allocation** — name the **held / breather frames** so the video varies its energy.
|
||
- **negative list** — off-brand textures, **plus both motion failure modes** — slideshow (front-load then freeze) and screensaver (everything floating independently) (→ `motion-language.md`).
|
||
|
||
Do **not** repeat these per frame.
|
||
|
||
## Palette & type — from `frame.md`, never invented
|
||
|
||
- **Palette** — `frame.md` (claude) is the color truth; apply its roles per frame. Generic basics → `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. Code surfaces and mechanism labels use the **mono** role. Typography craft → `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%** (the worker enforces the pixel cutoff). When captions are enabled, primary content caps at the band top, and a centered hero anchors at **y ≈ 0.42 × height** (landscape ≈454, portrait ≈806); background / ambient layers are exempt and may stay full-bleed. Holds even when captions are disabled — bottom-edge consistency.
|
||
|
||
## Where the detail lives
|
||
|
||
| For… | Read |
|
||
| ------------------------------------------------------------------------------- | ------------------------------------------------------------------------------ |
|
||
| the proven shapes + role→blueprint menu + how to pick | `../hyperframes-animation/blueprints-index.md` → `blueprints/<id>.md` |
|
||
| the `code-*` blocks (pick + fill for a code beat) | `code-vocabulary.md` (local) |
|
||
| motion — shot model, vocabulary, holds, idle budget, stillness, seek-safe | `motion-language.md` (local) |
|
||
| layout — framing, density, depth, hierarchy, inventing the visual, caption band | the **Layout** + **Inventing the visual** sections in this file |
|
||
| concrete eases / ms / stagger + rule recipe bodies (Step 5) | local `../hyperframes-animation/rules/` (the frame worker reads it; you don't) |
|
||
| palette + type tokens | the project's `frame.md` (claude); basics → `hyperframes-creative` |
|
||
| within-frame cuts / seams (zoom-through · cut-the-curve · waterfall) | `cut-catalog.md` (the worker builds them inside the composition) |
|
||
| transitions | story-design owns `transition_in`; you don't touch it |
|
||
|
||
## Before you finish — checklist
|
||
|
||
- **`## Video direction`** written once at the top (palette · motion grammar + shot model + idle budget · stillness allocation · negative list incl. both failure modes); per-frame entries are deltas.
|
||
- Every frame is a **time-coded shot sequence** with real second windows across its `duration` — not a tag bag.
|
||
- **No frame front-loads** — at t=0 only what the VO is saying enters; each further piece reveals on its spoken cue, across the back ~50%. Window count follows the VO.
|
||
- Every frame names a **`blueprint:`** id (Reproduce / Adapt) or `compose`; an Adapt keeps the signature move; nothing collapses to a single front-loaded dump.
|
||
- **Code beats** name a `code-*` block as the `focal`, let the block own the code animation, and choreograph only the surrounding Code Surface in the Scenes.
|
||
- **Mechanism beats** name an **invented animated diagram of the behavior** (or a `flowchart` / `data-chart`), choreographed across the Scenes on claude's cream ground with one coral marker — not a code block, not typography; the body is not an unbroken run of code surfaces.
|
||
- **Impact** uses a `number-lockup` with a `count-up`; the **credits** close uses the real avatars as the `focal`.
|
||
- Each non-code, non-credits frame names its **invented** `focal` + per-element `roles`, kept few and load-bearing.
|
||
- Layout + motion named **inline** per Scene (no px / ease curves / ms / JS).
|
||
- Content planned into the top ~83% (caption band clear); palette / type pulled from `frame.md` by role.
|
||
- You wrote no HTML.
|