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127 lines
16 KiB
Markdown
127 lines
16 KiB
Markdown
# Visual design — product-launch per-frame shot method
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> 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, its `asset_candidates`, 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), 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 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`; 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`.
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## The unit is a time-coded shot sequence
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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 (the old representation — a flat set of effect names + a prose note — fired everything at entrance and left the rest empty). 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.**
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Write each frame as a handful of windows cued by the spoken line:
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```
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Scene 1 (0.0–Xs): only what the VO is saying at t=0 enters — never the whole canvas
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Scene 2 (Xs–Ys): the next piece reveals as the VO names it (a line / card / stat / icon)
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… one window per spoken cue — as many or as few as the line calls for
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Scene N (…–end): content has resolved; hold the read (stillness; subtle jitter at most)
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```
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- 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`.
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- **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 card, even an h1 — **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** — a two-beat line is two windows, a five-feature list is five or six. There is **no fixed count and no mandatory "middle" act**; the only sin is dumping everything up front.
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- **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`). On a short shot the final reveal and the hold are the **same window** — the hold is not a separate mandatory act. Only the final frame has a real exit; every other frame's exit is the harness transition (story's `transition_in`).
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- 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** (everything dumped by ~25%, nothing cued to the VO). Place held beats deliberately for rhythm so the video isn't uniformly busy (allocate them in `## Video direction`). Reveal pacing + holds + the idle budget → `motion-language.md`.
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## Pick the shape — instantiate a blueprint
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Don't invent each shot from scratch. The frame's **role** (its `type` / `beat`) points to a proven shape:
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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, product-agnostic, **time-coded shot template with `[slots]`** and a named **signature move** (the thing that makes the shape itself — the SVG ring, the push-THROUGH, the in-place token swap).
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2. **Instantiate its `[slots]` with THIS product's content** — three postures:
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- **Reproduce** — the blueprint fits the beat and your content maps onto its slots cleanly. Fill every `[slot]` with this product's word / asset / stat and follow its Scene timing. Write the resulting Scene lines.
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- **Adapt** — the _structure_ fits but the content / asset-count / surface doesn't (or you want a fresher surface to avoid templating). State **what you keep / what you change** in one line, then write the adapted Scene lines. You may extend or vary; you may **never** drop the **signature move** (drop it and you picked the wrong blueprint), and you keep the reveals **paced to the VO** — never collapse the shape to a single front-loaded dump.
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- **Compose** — no blueprint fits the beat. Build the shot from the **motion vocabulary** in `motion-language.md`: still pace the reveals to the VO across the shot, never fire everything at t=0. Mark it `blueprint: compose`.
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3. **Keep the signature move.** Whichever posture, the blueprint's signature move (named in its file) is the spine of the shot — it usually lands on the shot's key reveal. Carry it through.
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The blueprint's own Scene lines, motion vocabulary, and `rule mapping` are your raw material; you are choosing a shape and casting this product into it, not copying an engineering spec.
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## What you add to each frame
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Story-design's `## Frame N` block already carries the narrative + `asset_candidates`. You append the shot. Story's `scene` / `voiceover` / `transition_in` / role fields stay untouched.
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```
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## Frame 3 — The problem
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- scene: a 20-minute timer over a stack of rejected takes ← refine only if it could read sharper
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- voiceover: "…" ← story's; leave it
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- transition_in: crossfade ← story's; leave it
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- type: pain_point ← story's
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- persuasion: Pain agitation
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- beat: frustration
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- blueprint: dataviz-countup (Adapt) ← you add: the id you instantiated (or "compose")
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- focal: assets/reject-stat.png ← you add: the hero asset for this beat
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- roles: reject-stat = cutout · timer = supporting · backdrop = background (dim ~40%) ← you add: role per candidate
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- sfx: impact-soft, riser ← you add: the sound the beat wants (fetched + mounted at root; never yours to embed)
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Adapt: keep the count-up-ring signature; one stat not three, and the trend chart becomes the rejected-takes count climbing.
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Scene 1 (0.0–1.2s): solid backdrop (dim ~40%); a circular progress ring + bold center number seat dead-center, ring sweeps and number counts 0→20 on one heavy ease — Centered template, ~50% of frame. Slow push-in runs underneath.
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Scene 2 (1.2–3.4s): as the VO names the count, the camera pushes THROUGH the ring into the rejected-takes stack lower-left; the stack grows beat-by-beat as a reject counter ticks up beside it (the count-up reveals on its spoken cue, not at t=0). Asymmetric 60/40, 3 depth layers.
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Scene 3 (3.4–5.0s): land the hero stat card dead-center, accent glow blooms behind it and holds; the stat reads clean and STILL — no continuing push, no breathing (a held beat beats bad motion). The stillness reads against the prior motion.
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```
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The lightweight tags:
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- **`blueprint:`** — the id you instantiated (with `(Reproduce)` / `(Adapt)`), or `compose`. One id per frame.
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- **`focal:`** — which existing candidate is the hero of this beat.
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- **`roles:`** — each candidate's role: `cutout` (foreground subject, lay text around it) · `background` (full-bleed, dim 30–50%) · `supporting` (secondary). You **consume** the candidates story chose — 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/`).
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- **`sfx:`** — name the sound the beat wants (an impact for a slam, a whoosh for a push, a riser into a reveal). The audio script's `fetch-sfx` pass retrieves it and the assembler mounts it at the root — you only **name** it, never embed an `<audio>` element.
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**Layout is stated INLINE in each Scene line** — name the template, density, depth, and hierarchy as part of "where it sits" (`Centered, ~50% of frame`, `asymmetric 60/40, 3 depth layers`), drawing on the **Layout** vocabulary below; never write px / scale / shadow recipes (the worker writes those).
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**Motion is named INLINE in each Scene line** — name the move from `motion-language.md`'s vocabulary (`ring sweeps`, `pushes THROUGH`, `count-up`, `glow blooms`) and let it settle on a long-tail curve (`power3` default — smooth beats bouncy; see `motion-language.md`). Never write ease curves / ms / stagger (those resolve in Step 5 from this skill's local `../hyperframes-animation/rules/`).
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## Layout — named inline per Scene
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State each Scene's layout as part of "where it sits." **If the blueprint already implies a composition** (a ring around a center, stations on a wide canvas, two cards from opposite wings), that wins — describe it directly; the vocabulary below is for **composing freely** or a generic beat, not a menu you must pick from. Never write px / scale / shadow (the worker does). One frame's layout can EVOLVE across its Scenes (Scene 1 centered hero → Scene 2 rearranges to a grid).
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- **Framing vocabulary** — centered (hero / climax) · rule-of-thirds · split-screen (comparison) · layered-depth (immersive) · asymmetric 60/40 or 70/30 (editorial) · triptych (three panels) · full-width strip. Vary the framing across the video so it doesn't read as one repeated template — let the beat decide, not a quota.
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- **Density** — primary visual ≥ 40% of canvas; ≥ 3 depth layers (background + midground + foreground); never a lone small cluster floating in empty space. Squint test: after blur you can still pick out the #1 element.
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- **Hierarchy** — combine ≥ 2 of size (3:1) / weight (800 vs 400) / contrast / position (upper-third is golden) / motion, so one element clearly dominates.
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- **Depth** — layer 2–3 of: size, blur, opacity gradient, overlap, shadow-stack.
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- **Don't show**: nav bars, footers, scrollbars, real cursors / browser chrome, generic decorative shapes standing in for a real asset, floating bokeh / purple-blue "AI" gradients — unless it's an intentional UI-demo reconstruction.
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## `## Video direction` — write the invariants ONCE
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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 — it is what binds many independent shots into one film. **Keep it.**
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- **palette system** — from `frame.md`: which roles map to which hues. Never invent.
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- **motion grammar + reveal model** — long-tail eases (`power3` default, smooth over bouncy) + the **VO-paced reveal** model every frame follows (reveal each piece on its spoken cue; never front-load) + what may stay alive during a hold (subtle jitter at most; no lazy breathing) (→ `motion-language.md`).
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- **rhythm / held-frame allocation** — name the **held / breather frames** (often before a climax) so the video varies its energy: most frames reveal to the VO, a few hold still (a held read beats bad motion; the anti-monotony discipline; → `motion-language.md`).
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- **negative list** — what never appears: off-brand textures / effects the pack forbids, **plus both motion failure modes** — slideshow (front-load then freeze) and screensaver (everything floating independently) (→ `motion-language.md`).
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Do **not** repeat these per frame — restating video-level rules in every frame is exactly the bloat this layer prevents.
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## Palette & type — from `frame.md`, never invented
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- **Palette** — `frame.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`.
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- **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`.
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## Caption-band keep-out (plan side)
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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.
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## Where the detail lives
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| For… | Read |
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| ------------------------------------------------------------------------- | -------------------------------------------------------------------------------------------- |
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| the proven shapes + role→blueprint menu + how to pick | `../hyperframes-animation/blueprints-index.md` → `blueprints/<id>.md` (local) |
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| motion — shot model, vocabulary, holds, idle budget, stillness, seek-safe | `motion-language.md` (local) |
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| layout — templates, density, depth, hierarchy, caption band | the **Layout** vocabulary in this file |
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| concrete eases / ms / stagger + rule recipe bodies (Step 5) | local `../hyperframes-animation/rules/` (the frame worker reads it; you don't) |
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| palette + type tokens | the project's `frame.md`; basics → `hyperframes-creative` `house-style.md` / `typography.md` |
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| "produced, not generated" foreground density | `hyperframes-creative/references/video-composition.md` |
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| within-frame cuts / seams (zoom-through · cut-the-curve · waterfall) | `cut-catalog.md` (the worker builds them inside the composition) |
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| transitions | story-design owns `transition_in`; you don't touch it |
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## Before you finish — checklist
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- **`## 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, not restatements.
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- Every frame is a **time-coded shot sequence** with real second windows across its `duration` — not a tag bag.
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- **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, not a fixed number.
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- Every frame names an **`blueprint:`** id (Reproduce / Adapt) or `compose`; an Adapt states keep/change and **keeps the signature move**; nothing collapses to a single front-loaded dump — reveals stay paced to the VO.
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- **Held frames are deliberate** — allocated in Video direction for rhythm; a held read is fine (prefer stillness to bad motion), but no frame may be front-loaded-then-frozen.
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- Each frame's `asset_candidates` have a `focal` + per-candidate `roles`; none added, swapped, or dropped.
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- Layout named **inline** per Scene (template / density / depth / hierarchy — the **Layout** vocabulary here); motion named **inline** per Scene from the vocabulary (`motion-language.md`). No px / ease curves / ms / JS.
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- Content planned into the top ~83% (caption band clear).
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- Palette / type pulled from `frame.md` by role — nothing invented.
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- You wrote no HTML and never read `capture/`.
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