Add HyperFrames skills

Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_011h6NB8JQtfPc6eRCefEzBB
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# Cut catalog — within-frame seams (worker-built)
> **A worker build-recipe (Step 5) — the sibling of `../../hyperframes-animation/rules/`, not a second motion doc.** These are within-frame cuts the **frame worker builds INSIDE its own composition** (Z-scale + blur + opacity tweens, or per-word x-staggers, all on the frame's own paused GSAP timeline). They are **not** the between-frame transition: story owns that via `transition_in`, which the harness's injector stamps from a **separate registry vocabulary** (`crossfade` / `blur-crossfade` / `push-slide` / `zoom-through` / `squeeze`) — the catalog names here (**cut-the-curve / inverse-zoom / waterfall**) are **not** valid `transition_in` values. Use this catalog when a frame's shot sequence has an internal seam — a within-scene text/element swap, a **Scene-to-Scene** cut (a `Scene` is a time window WITHIN one frame, **not** a frame-to-frame boundary), or a text-to-text line change — and you want it to read as one continuous move instead of a hard slideshow cut. (`zoom-through` lives in both worlds: a whole-frame wrapper transition in the registry, an element-level Z-cut here — same idea, different scope.)
Four techniques that create depth and continuity:
1. **Zoom-Through** — within-scene text swaps, Z-axis, moving TOWARD the viewer
2. **Inverse Zoom-Through** — Z-axis swaps moving AWAY from the viewer
3. **Cut the Curve** — between-scene transitions on x/y
4. **Waterfall Cut** — word-by-word cut-the-curve with staggered exits and entries
All four are the same underlying principle: **cut at peak velocity, match direction and
speed on both sides of the cut.** The differences are axis, scope, and granularity.
**Choosing which at a seam:** for an UNFINISHED phrase (building one larger idea across
several visually distinct scenes that still approach the same point — multi-line text, a
run of consecutive cards) use **cut-the-curve** / **waterfall**. For a STATE CHANGE (turning
to a NEW part of the video — most often hook → context, between two distinct chapters) use
**zoom-through**, and **inverse zoom-through** for an arrival / payoff beat. Chain these so
the frame's internal seams feel like one camera moving through the content.
---
## Blur Logic (applies to all Z-axis variants)
Blur sells the speed at the cut, but it must scale with the SUBJECT SIZE:
| Subject | Peak blur | Why |
| ------------------------------------------------------ | ----------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Text-scale (headline, line, word group) | **10px** | At 20px text smears into illegibility — the eye loses the word it was tracking and the cut reads as a glitch, not speed. (Learned 2026-06-10: the until-now inverse zooms shipped at 20px and read mushy; 10px keeps letterforms readable mid-cut.) |
| Full-frame surface (terminal window, card, screenshot) | **18–20px** | Big surfaces have edges and texture that survive heavy blur; lighter blur on a full-frame move reads as a rendering hiccup instead of motion. |
Both sides of a cut use the SAME peak blur — the value must match at the swap frame.
Apply blur to the WRAPPER, never to individual children.
---
## 1. Zoom-Through (forward)
### The Problem
Text enters, holds, exits. Then next text enters, holds, exits. Each text block is
independent — no depth, no continuity. The video feels like a slideshow.
### The Principle
A velocity-matched cut on the Z-axis. You **never see both texts at the same time.** The
outgoing text scales toward the viewer (accelerating), blur and opacity peak at the cut
point hiding a hard swap, and the incoming text continues scaling up from behind
(decelerating into the focal plane). One continuous forward motion, two different texts.
### The Three Phases
**Phase 1: Exit** — text accelerates forward (toward viewer)
- Scale: `1.0 -> 1.2`, Blur: `0px -> 10px` (text-scale; see Blur Logic), Opacity: `1.0 -> 0.15`
- Scale/blur easing: `power3.in` (steep acceleration)
- Opacity easing: `none` (linear — even dimming, separated from scale)
- Duration: 0.2s
**Phase 2: Hard cut** at peak velocity + peak blur
- Outgoing: `opacity: 0` (instant via `tl.set`)
- Incoming: `opacity: 0.15, scale: 0.75, blur: 10px` (instant via `tl.set`)
- All properties match at the cut: blur, opacity, and scale DIRECTION (both scaling up)
**Phase 3: Entry** — text continues forward (growing into focal plane)
- Scale: `0.75 -> 1.0`, Blur: `10px -> 0px`, Opacity: `0.15 -> 1.0`
- Easing: `expo.out` (steep initial burst matching exit velocity, long settle)
- Duration: 0.5s
### Why Opacity Must Be Separate on Exit
Scale uses `power3.in` but that keeps opacity near 1.0 for most of the tween. Splitting
opacity to its own tween with linear ease makes the dimming even. On entry, all properties
can share `expo.out`.
---
## 2. Inverse Zoom-Through (backward)
The mirror: the camera "pulls back" instead of pushing through. The outgoing element
RECEDES away from the viewer; the incoming element arrives OVERSIZED (as if it had been
just behind the camera) and retracts into the focal plane. Both move in the shrinking
direction — same-direction rule preserved, just reversed.
**When to use over the forward variant:** arrival beats. The incoming element lands with
presence because it comes from larger-than-frame — right for a payoff line ("That changes
today."), a giant reply, or a held end-state. Forward zoom-through reads as _progressing
through_ content; inverse reads as _arriving at_ content.
### The Three Phases
**Phase 1: Exit** — element recedes (away from viewer)
- Scale: `1.0 -> 0.8`, Blur: `0px -> 10px` (text-scale)
- Scale/blur easing: `power3.in`; Opacity: `1.0 -> 0.15` on `none` (separate tween)
- Duration: 0.2s
**Phase 2: Hard cut**
- Outgoing: `opacity: 0` via `tl.set`
- Incoming: `opacity: 0.15, scale: 1.25, blur: 10px` via `tl.set`
**Phase 3: Entry** — incoming retracts into place
- Scale: `1.25 -> 1.0`, Blur: `10px -> 0px`, Opacity: `0.15 -> 1.0`
- Easing: `expo.out`, Duration: 0.5s
Shipped examples: `boring → until-now` and `B3 → "That changes today."` (sfx-music-launch);
seams 3/4 in editorial-paper (`follow-up → thinking`, `thinking → compose UI`).
---
## 3. Cut the Curve (Scene Transitions)
### The Principle
Use cut-the-curve for **all scene-to-scene transitions** on x and y axes. The outgoing
scene's hero element accelerates in one direction, the cut lands mid-motion, and the
incoming scene's hero element continues moving in the **same direction** and decelerates.
Nothing exits fully off-screen and nothing enters from fully off-screen — **speed plus
opacity fading trick the eye**; the partial moves are enough.
### Same Path, Same Direction
If Scene A's hero slides left, Scene B's hero enters from the right and continues sliding
left. Both move leftward. One continuous motion.
| Direction | Scene A exit | Scene B entry start | Scene B entry end |
| --------- | -------------- | ------------------- | ----------------- |
| Leftward | `x: 0 -> -230` | `x: +230` | `x: 0` |
| Rightward | `x: 0 -> +230` | `x: -230` | `x: 0` |
| Upward | `y: 0 -> -230` | `y: +230` | `y: 0` |
| Downward | `y: 0 -> +230` | `y: -230` | `y: 0` |
### Velocity matching via mirrored eases
The cleanest match: exit `power4.in` and entry `power4.out` with the SAME distance and
duration — mathematically the two halves of one `power4.inOut` composite, so the entering
element picks up at exactly the 50% point of the notional path at identical velocity
(e.g. 230px / 0.3s ≈ 3,070 px/s at the cut on both sides).
The fade trick: the exit's opacity completes at ~25–30% of its travel (fade duration
≈ 0.18–0.3s vs motion 0.3–0.34s) — the element vanishes while still visibly accelerating,
and nothing has to reach the frame edge. Entry fades IN fast from ~0.35 under its
deceleration. Time the LAST fading element to die right at the hard cut — gaps where
nothing is moving read as awkward dead air.
### Rules
- Use cut-the-curve for all scene transitions — it's the default, not an accent
- Same direction on both sides; mirrored `.in`/`.out` eases, same distance + duration
- Exit duration short (0.2–0.4s), entry duration >= exit duration
- Partial travel + fade, never full off-screen moves
---
## 4. Waterfall Cut (word-by-word cut-the-curve)
Cut-the-curve at WORD granularity — the strongest version of the leftward cut for
text-to-text seams. Each word of the outgoing line ramps out on its own pronounced curve;
each word of the incoming line cascades in mid-flight. The stagger turns the cut into a
wave the eye rides across the seam.
### Exit (per word)
- Motion: `x: 0 -> -230` over 0.34s on **power4.in** — a much more pronounced ramp than
the usual power2: the word barely creeps, then RIPS
- Fade: `opacity -> 0` over 0.18s (separate tween, `power1.in`) — completes when the word
is only ~25–30% into its travel
- Stagger: reading order, ~0.022s per word, timed so the LAST word finishes fading right
at the hard cut
### Entry (per word)
- `fromTo x: +230 -> 0, opacity: 0.35 -> 1` over 0.3s on **power4.out** — the mirrored
back half of the composite; every word ignites already moving at matched velocity
- Waterfall stagger with SHRINKING gaps (start 0.05s, multiply by ~0.84 per word) so the
cascade accelerates across the line — the cascade should speed up word over word, not run
at a flat per-word delay
- Pre-set all words to `x: +230, opacity: 0` at build time — `immediateRender: false`
alone leaves un-started words sitting visible at rest during the stagger window
### Whole-line variant
A single-line beat (e.g. a big intro line) exits as one group with the same pronounced
ramp, but stretch its fade to ~0.3s ending ~0.02s before the cut — a lone element that
fades early leaves dead air that a word cascade would have covered.
Shipped example: `until-now.html` B1→B2→B3 (sfx-music-launch).
---
## Choosing a Variant
| | Zoom-Through | Inverse Zoom | Cut the Curve | Waterfall Cut |
| -------------- | --------------------------- | --------------------------- | ----------------- | ------------------------- |
| Scope | Within-scene text swap | Arrival/payoff beat | Between scenes | Text-to-text seam |
| Axis | Z, toward viewer | Z, away from viewer | X / Y | X, per-word |
| Peak blur | 10px text / 20px full-frame | 10px text / 20px full-frame | none required | none (fade does the work) |
| Opacity at cut | 0.15 | 0.15 | exit faded by cut | last word dies at cut |
| Feel | progressing through | arriving at | carried sideways | a wave across the seam |
---
## Anti-Patterns
| Don't | Why | Instead |
| ---------------------------------------- | ------------------------------------------- | ------------------------------------------------------ |
| Two texts visible during a zoom-through | Overlapping text breaks the Z-axis illusion | Hard cut at blur peak, one text at a time |
| 20px blur on text-scale subjects | Letterforms smear; reads as a glitch | 10px for text, 18–20px only full-frame |
| Elements on different paths across a cut | Eye tracks one direction, cut goes another | Same property, same direction |
| Mismatched blur/opacity at the swap | Visible flash or brightness jump | Identical values at the cut frame |
| Gentle easing on entry (`power2.out`) | Entry velocity feels slower than exit | Mirror the exit: `power4.out` / `expo.out` |
| Full off-screen exits / entries | Wastes time and breaks the speed illusion | Partial travel + early fade |
| Lone element fading long before its cut | Dead air at the seam | Fade ends ~0.02s before the cut, or use a word cascade |
| Zoom-through on body text | Small text at 0.75 scale is unreadable | Only headlines and short phrases |
| Scene cuts without cut-the-curve | Static cuts feel like a slideshow | Cut-the-curve is the default |
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# Motion language — the move vocabulary + the motion doctrine + the seek-safe core
> The motion layer for **Step 4 (Visual design)**. When you write a frame's **time-coded shot sequence**, you name each scene's move **inline from the vocabulary below** — a named palette of the moves the golden corpus actually uses. Each move carries the **backing rule id** in this skill's local `../../hyperframes-animation/rules/`; cite that id so the move resolves to a real recipe when a **frame worker** implements it in Step 5 (the worker reads the rule body in `../../hyperframes-animation/rules/<id>.md` — it reproduces the move, it does not guess from the name). You name motion by **role / move name**, never by raw GSAP curve, ms, or stagger formula — the worker maps the curve. Between-frame **transitions are not yours**: story names `transition_in`, the harness injects it; that injected transition **is** the frame's exit. For cuts a worker builds INSIDE a frame (within-scene swaps, scene-to-scene seams), see the catalog in `cut-catalog.md`.
A good promo feels like one continuous film — one camera, one motion feel, **smooth and timed to the voiceover** — not a pile of slides that animate once and freeze. The doctrine in Part 2 is load-bearing: when in doubt, do what it says.
---
# Part 1 — the move vocabulary
Reach into this palette when naming a scene's motion. Pick the move that matches the beat, name it in the shot sequence, and cite the rule id after `→`. The blueprints (`../../hyperframes-animation/blueprints/`) name these same moves in their `rule mapping`; you're drawing from one shared palette. Compose 2–4 across a shot's scenes (entrance → sequential reveal → settle), not all at once.
## Kinetic type
- **hard-cut / flash word-swap** — a word or line replaces the previous one on an instant cut (no fade/roll); the swap itself is the beat. → `discrete-text-sequence`
- **in-place token cycle** — a fixed line holds and only its variable slot changes, token → token → token. → `discrete-text-sequence`
- **per-word staggered reveal** — a phrase assembles word-by-word (or chunk-by-chunk), each landing on its own beat. → `dynamic-content-sequencing`
- **kinetic beat-slam** — short phrases slam in on a shared percussive beat array, each with a distinct entrance, resolving on a locked finale; the recipe for "punchy / rhythmic" taglines. → `kinetic-beat-slam`
## Typewriter
- **type-on with caret** — text types in character-by-character behind a blinking caret. → `discrete-text-sequence` (+ `context-sensitive-cursor` for the caret blink / color)
- **backspace-and-retype** — the line types, deletes the last word(s), and retypes a new one (typo-correction, reframe). → `discrete-text-sequence` (+ `context-sensitive-cursor`)
## Count-up / data
- **value-scaled counter** — a number counts up and its font size grows with the value, so the climb itself escalates. → `counting-dynamic-scale`
- **bars / progress / star wipe** — a number paired with a graphic that fills: bar-height stagger, a progress bar / ring filling, a fractional star-rating wipe. → `stat-bars-and-fills`
## Reveal / decode
- **3D char flip-decode** — characters flip in 3D and resolve from scrambled glyphs to the real text (decryption feel). → `hacker-flip-3d`
- **SVG self-draw** — an outline / icon / ring draws itself stroke-by-stroke. → `svg-path-draw`
## Camera
- **push / focus / drift** — a sequential camera move on the frame root (pull-back → focus → push) plus continuous micro-drift; the cinematic baseline. → `multi-phase-camera`
- **zoom-to-target** — zoom into a non-centered element (scale + counter-translate to keep it framed). → `coordinate-target-zoom`
- **pan / focus-lock** — a virtual camera transforming one `.world` wrapper to pan / zoom / lock onto a region. → `viewport-change`
- **camera-cursor-tracking** — the viewport locks to a moving focal point (a typing cursor), static framing then focal-locked tracking. → `camera-cursor-tracking`
## Layout motion
- **cluster→outward expansion** — elements start clustered at center and expand outward to their final positions in lockstep. → `center-outward-expansion`
- **orbit** — elements flip in from 3D space and settle into a continuous elliptical orbit (entry flips in-place at the orbital position). → `orbit-3d-entry`
- **split-tilt cards** — two cards side-by-side with opposing rotationY tilts, entering from their respective sides (comparison / before-after). → `split-tilt-cards`
- **logo/avatar ring + connectors** — avatars or logos on an elliptical ring with SVG connection lines to a center point, staggered entry. → `avatar-cloud-network`
## Surface / UI
- **3D page-scroll reveal** — a full webpage as a tilted 3D card whose internal content scrolls to reveal specific sections. → `3d-page-scroll`
- **cursor click + ripple** — a cursor moves to a target, depresses with it on click, and emits an expanding ripple. → `cursor-click-ripple`
- **button press** — a tactile press: compression then spring recovery, optional release burst / glow. → `press-release-spring` (or `physics-press-reaction` for a click that compresses cursor + target together)
- **keyword glow** — keywords light up with glow + scale + color on an attack-decay-rest envelope, synced to a word rail. → `asr-keyword-glow`
## Morph / handoff
- **scale-swap** — two elements at the same screen center hand off: the outgoing cluster shrinks + fades as the incoming one arrives. → `scale-swap-transition`
- **card morph-anchor** — a container morphs apparent size + corner radius + surface between two shots, then fades to reveal the real target beneath (HyperFrames uses uniform `scale`, not `width`/`height`). → `card-morph-anchor`
## Seam cuts (worker-built, inside a frame)
The velocity-matched cuts a worker authors between a frame's own Scenes. Name the seam in the shot sequence; the recipe is in the catalog, not a single `../../hyperframes-animation/rules/` id.
- **zoom-through / inverse zoom-through** — a within-scene swap on the Z-axis; forward reads "progressing through", inverse reads "arriving at" (payoff). → `cut-catalog.md`
- **cut-the-curve** — a scene-to-scene cut where both sides move the same direction at matched velocity. → `cut-catalog.md`
- **waterfall cut** — cut-the-curve at word granularity, a wave across a text-to-text seam. → `cut-catalog.md`
## Emphasis / marker
- **highlight / circle / burst / scribble** — a marker-drawn emphasis on a word or element: yellow highlight sweep, hand-drawn circle, radiating burst, scribble, or rough sketch-outline. → `css-marker-patterns`
## Aliveness during a hold (use sparingly — see Part 2)
- **subtle jitter** — the sanctioned way to keep a settled frame alive: a small, low-amplitude positional/scale jitter on the held element. The motion-graphics trick that reads "alive" without reading "weak." → `sine-wave-loop` (low-amplitude register)
- **live SVG internals** — internal SVG parts move so an icon feels alive (rotating hands, oscillating blades, pulsing dots, dash-flow); fine because it's the subject doing something, not a card breathing. → `svg-icon-enrichment`
- **finite bounded ambient** — a single bounded breathe/drift on ONE held hero, only when genuinely needed; de-emphasized — prefer sequential reveal or jitter first. → `sine-wave-loop`
## The added moves — now backed by local rules
Five moves the golden corpus needs were added to this skill's `../../hyperframes-animation/rules/`, rounding out the vocabulary above:
- **depth-of-field / selective-blur** — blur the off-focus subset to spotlight the focal element → `depth-of-field-blur`
- **motion-blur streak** — directional velocity blur on a fast fly-in / camera push-through → `motion-blur-streak`
- **3D depth scatter-assemble** — glyphs/elements scatter into a tumbling 3D cloud, then reassemble → `depth-scatter-assemble`
- **spring-pop entrance** — the canonical entrance pop; default to a smooth long-tail settle, overshoot only when explicitly playful → `spring-pop-entrance`
- **ambient glow / bloom** — un-triggered soft glow blooming behind a static hero → `ambient-glow-bloom`
---
# Part 2 — the motion doctrine (load-bearing)
These four rules are the difference between a clip that reads as a serious launch video and one that reads as an agent-made PowerPoint. Follow them as written.
## 1. Smooth beats bouncy — `power3` is the default
Elements should use **long-tail decel curves that let them settle smoothly. `power3` is enough in most cases.** No bouncy, no overshoot, no `back.out` / `bounce.out` / `elastic.out` as a default.
Bouncy is the **#1 instant turn-off** in user-made Remotion / HyperFrames videos, and the agent almost never gets it right — it thinks bouncy adds emphasis, but it buys that emphasis at the cost of cleanliness. The serious launch-video shops feel the same. **Smooth always wins.** Overshoot is demoted to a **rare, explicitly-playful exception** (a consumer/fun logo slam, a deliberate bell-hit) — never the house style. Name the intent as a long-tail settle; the worker maps `power3` (or `expo.out` on a fast arrival). See `../../hyperframes-animation/rules/spring-pop-entrance.md` — it now leads with the smooth settle. (The exact form of that settle is a critically-damped spring; the worker has a baked, seek-safe `springEase` — ζ=1 — in `../../hyperframes-animation/adapters/gsap-easing-and-stagger.md` → Spring Eases for when the settle is the hero. Real physics, same doctrine — not a license for bounce.)
## 2. Sequential reveal in the back ~50%, timed to the voiceover
This is the anti-PowerPoint mechanism — sharper than "put development in the middle."
- **Don't dump everything on screen in the first ~25%** of the scene. Rushing all content in up front is exactly what forces the slideshow feel.
- **Reveal each piece — a line, a card, even an h1 — when the voiceover mentions it**, sequencing reveals across the **later ~50%** of the scene. Same amount of agent work, but the cut becomes coherent and gains rhythm.
- **Less is more.** Fewer things on screen, each arriving on its VO beat, beats a full canvas that animated once and froze.
Practically: a frame's shot sequence front-loads almost nothing — the entrance carries only what the VO is saying at t=0, and the rest of the elements wait in the timeline for their spoken cue. A reveal maps onto a development-class move from Part 1 (`per-word staggered reveal`, `cluster→outward expansion`, a `count-up`, an `asr-keyword-glow` synced to the word rail).
## 3. No lazy breathing, no bad pan/push — "no motion over bad motion"
The agent's two reflexive ways to fake "aliveness" both read cheap:
- **No lazy breathing.** Scaling cards/text up and down in a circular loop to look "alive" is the cheap tell. Don't reach for it.
- **No bad slow pan / push in the back half.** A slow pan or push on elements in the later ~50% of a scene **disrupts the viewer's sightline and causes eye discomfort** — it actively makes the frame worse, not better.
The fix for both is the same: **stagger element reveals in time with the script** (rule 2). And the governing principle: **"I'd rather have NO motion than BAD motion."** A held, still frame is better than a frame kept "alive" by breathing or a drifting camera. The **only sanctioned aliveness** during a hold is **subtle jitter** — a small low-amplitude jitter that keeps a frame from feeling dead without looking weak (it's in current video work now). Everything else holds.
## 4. Internal seams are velocity-matched cuts
When a frame has an internal seam — a within-scene swap, a Scene-to-Scene cut, a text-to-text line change — make it a **velocity-matched cut**, not a hard slideshow cut: cut at peak velocity, match direction and speed on both sides. The catalog (the four techniques, the blur logic, and which to use when) is `cut-catalog.md`; the moves are listed under **Seam cuts** in Part 1.
## One-line summary
Smooth long-tail (`power3`) over bouncy; reveal sequentially in the back ~50% timed to the VO (not dumped in the first 25%); no lazy breathing and no bad slow pan/push — prefer stillness, with subtle jitter as the only aliveness; cut at peak velocity with matched direction/speed (→ `cut-catalog.md`).
---
# Part 3 — the seek-safe core (hard rules)
The frame is a **paused GSAP timeline seeked frame-by-frame**, so some "continuous" intents from a real-time engine can't render — don't name them. These are non-negotiable regardless of doctrine.
- **No infinite / forever motion** — "particles loop endlessly," "logo rotates forever," "marquee on repeat." Any aliveness (the subtle jitter, a live SVG internal, a needed bounded ambient) is a **finite tween over the hold**, never `repeat` / `yoyo`.
- **No randomness or wall-clock** — no `Math.random` particle fields, no `Date.now` drift. Every render must be identical; name deterministic motion only (stagger and any variation derive from the element index).
- **Entrances use `fromTo`** — state the from-state explicitly so a seek to `t=0` lands the element correctly; never rely on a CSS-hidden start (it renders visible before the tween claims it, and flickers under seek).
- **No CSS `transition` / `@keyframes` for motion** — CSS animation runs on the browser clock, independent of the HF seek clock; it desyncs and flickers. Drive all motion inside the paused GSAP timeline.
- **Entrance + sequential reveal only — no mid-video exit.** The frame unmounts via the harness transition; that injected `transition_in` **is** the exit. Exit motion belongs only to the final frame. (Worker-built seam cuts in `cut-catalog.md` are within-frame, not the frame's exit.)
## Forbidden — the failure modes
**Slideshow (the primary failure):** everything dumped on screen in the first ~25%; content enters then freezes; nothing revealed on its VO cue. Fix with rule 2 (sequential reveal timed to the VO).
**Cheap aliveness:** circular breathing as "life"; a slow pan/push in the back half disrupting the eye; many elements floating independently as "motion." Fix with rule 3 (stillness + subtle jitter only).
**Bouncy:** `back.out` / `bounce.out` / `elastic.out` as the default entrance; hand-keyed overshoot. Fix with rule 1 (`power3` long-tail; overshoot only when explicitly playful).
**Always:** no `repeat` / `yoyo`; no `Math.random` / `Date.now`; no all-elements-entering-simultaneously (sequence or stagger).
## Naming motion in a shot — example
> Scene 1 (0.0–1.0s): solid field; hero headline enters via **per-word staggered reveal** (`dynamic-content-sequencing`) on a smooth long-tail settle (`power3`); slow **push** on the root (`multi-phase-camera`) holds steady — no back-half re-push.
> Scene 2 (1.0–3.0s): as the VO names each capability, five feature icons reveal **sequentially** via **cluster→outward expansion** (`center-outward-expansion`), then a **value-scaled counter** (`counting-dynamic-scale`) ticks up beneath them — the back-half reveal, timed to the script, not dumped at t=0.
> Scene 3 (3.0–4.2s): hold on the result; **keyword glow** (`asr-keyword-glow`) lands on the payoff word as the VO says it; settles and holds still — at most **subtle jitter** (`sine-wave-loop`, low amplitude) keeps it alive; no breathing, no drift.
Name the move + its rule id (or `cut-catalog.md` for a seam cut) per scene; let the worker pick curves, ms, and stagger — defaulting to `power3`.
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# Story design — product launch video
Step 3 of the product-launch flow. Output: `STORYBOARD.md` (the narrative plan, one frame per beat) and `SCRIPT.md` (the locked spoken narration).
This step decides **what the video says, in what order, and how each beat is said** — and it says each beat in the SHAPE of a proven script. It does not design layout, composition, or motion (that is Step 4). For exact file syntax follow `../../hyperframes/references/storyboard-format.md` and `../../hyperframes/references/script-format.md`.
## What story design produces
For every beat, four things:
1. **Position in the SEQUENCE** — the shot order. Story truth decides which beats exist and in what order (the arc).
2. **Voiceover written in a blueprint's script shape** — the spoken line, drafted to sound like the proven script for the shape this beat is reaching toward (see the script bank below).
3. **A candidate `blueprint:` id** — the proven shot SHAPE this beat leans toward (a tag, not a commitment; Step 4 confirms or overrides).
4. **`transition_in`** — how this beat enters from the one before it.
The big idea: **the blueprint is applied from the very first step.** The blueprints were reverse-engineered from 50 golden clips; each one implies a proven script. So we write the VO in that script's shape from the start — the voiceover is blueprint-shaped before Step 4 ever runs, which makes the blueprint's hit-rate downstream high.
This is still a SOFT discipline. Story truth comes first: **never invent, bend, drop, or reorder a beat to fit a blueprint.** The script patterns only shape HOW a beat is said and which proven shape it leans toward — they never decide which beats exist.
## Read first
1. `hyperframes.json` — locked brief: angle, length, aspect ratio, language.
2. `frame.md` — tone, mood, design system, brand register.
3. `capture/extracted/visible-text.txt` — product facts, page copy, positioning, proof, CTA.
4. `capture/extracted/asset-descriptions.md` — the ONLY source for the captured asset inventory.
5. `user_script.txt` and `VO_MODE`, when present.
Do not inspect `capture/assets/`, contact sheets, screenshots, or raw files in Step 3. Treat `asset-descriptions.md` as the canonical asset list. Never invent asset filenames.
## Method
### 1. Extract the product truth
From the brief and captured text, name:
- **Audience** — who the video speaks to.
- **Pain / desire** — what they already want fixed or achieved.
- **Promise** — the one-line thesis of the whole video.
- **Product role** — what the product does in the story.
- **Proof** — features, UI moments, metrics, logos, demos.
- **CTA** — what the viewer should do next.
Build the sequence around the **promise**, not a feature list. A website is an information layout; a video is an emotional sequence. Reorder, merge, and omit captured content freely — do not follow page order.
### 2. Choose the arc (the sequence backbone)
Pick ONE arc — it fixes the beat order. Compound only when useful (e.g. `PAS with feature-benefit progression`).
| Arc | Use when | Beat order |
| ------------------------- | ------------------------------------------------ | --------------------------------------------------------------------------- |
| `PAS` | Pain is known and urgent (broken B2B workflows). | hook → pain → agitation → solution tease → product intro → proof/demo → CTA |
| `Future Pacing` | Sells a new future / category / paradigm. | imagine → name product → remove pain → mechanism → outcome → CTA |
| `Demo Loop` | UI is self-explanatory; best shown working. | question → product intro → demo cycle 1 → demo cycle 2 → trust → CTA |
| `BAB` | Bridges an old workflow to a better one. | before → after tease → bridge/product → step 1 → step 2 → wow → CTA |
| `Feature-Benefit Cascade` | Feature-rich or desire/status-driven. | category hook → feature → benefit → feature → benefit → climax → CTA |
Use feature→benefit rhythm inside any arc when there are many capabilities — always translate a feature into viewer value, never stack raw features.
`frame.md` tunes the VOICE, not the arc: restrained/B2B → plain, low-hype; bold/launch → short, punchy; warm/human → friendly direct address; premium/cinematic → aspirational, fewer words.
### 3. Lay out the beats, each with a role
One clear job per beat — never "more benefits" or "another feature." Beat `type` (= blueprint **role**):
`hook | pain_point | product_intro | feature_showcase | benefit_highlight | social_proof | branding | cta`
The opening 3–5s needs ONE hook that creates tension, curiosity, or desire — a shocking stat, pain validation, a rhetorical question, direct address, an imagine/future-pace, a category announcement, or visual spectacle. Never open with generic company description. Per `../../hyperframes-creative/references/story-spine.md`: the hook speaks the viewer's outcome language (what they gain, never a feature list), and the promise (`message`) lands by beat 2 — features after that are its evidence.
A UI demo is usually a SEQUENCE of 3+ consecutive `feature_showcase` / `benefit_highlight` beats on the same surface (input → response → result → benefit), not one isolated frame.
### 4. Write each beat's VO in its blueprint's script shape
For each beat, look up its **role** in the script bank below, find the blueprint whose SHAPE fits the beat you already chose, and **draft the voiceover to sound like that blueprint's pattern.** Tag the candidate `blueprint:` id on the frame.
- The bank is the heart of this step: proven product-launch clips reversed into the one VO line each implies, grouped by role → blueprint, each with a **pattern** to imitate.
- If two blueprints fit the beat, prefer the one whose script shape matches the line you'd naturally write.
- If NO shape fits the beat, omit `blueprint:` and write the VO plainly — Step 4 composes that frame freely. Do not force a wrong shape.
- **Vary the shapes across the video.** Reaching for the same blueprint every beat re-creates the sameness this exists to avoid. `kinetic-type-beats` is the workhorse (6 roles) — lean on it, but not everywhere.
- **Write each VO as discrete cues, not one run-on breath.** Step 5 reveals each on-screen piece _when the voiceover names it_ (the anti-PowerPoint mechanism — `motion-language.md` Part 2). A line with clear phrase boundaries — "Content, sentiment, engagement — in one place" — hands the shot its reveal cadence for free; a single long clause leaves the frame nothing to pace to. The bank patterns are already cue-segmented — keep that rhythm.
Step 3 only TAGS the candidate id and writes the shaped VO. Step 4 (visual design) picks and instantiates the blueprint into a time-coded shot; it may override or drop a Step 3 candidate. The full menu with picking guidance lives in `../../hyperframes-animation/blueprints-index.md`.
---
## The script bank — what each beat's VO sounds like
> Proven product-launch clips, each reversed into the one spoken line it implies. Grouped by **role → blueprint**. Real product names kept (swap in your own). Draft your beat's VO in the SHAPE of the matching pattern. Kept 1:1 with the role declarations in `../../hyperframes-animation/blueprints-index.md` — when a blueprint gains a role there, add its script shape here.
### HOOK
**kinetic-type-beats** — the words ARE the motion
- Mailoji — "Still using a @gmail address? Or @outlook, or @hotmail, or @yahoo?"
- Outrank — "Getting traffic is hard. Insanely hard."
- AiAgent — "An AI agent that's easy to use — and optimised for you."
- Uizard — "Transform your sketches into prototypes — automatically."
- _Pattern:_ a punchy claim or rhetorical jab whose KEY WORD swaps in place (or escalates beat by beat) — the swap/escalation is the joke.
**typewriter-reveal** — someone is typing this
- "Need answers about your audience — right now?"
- Contra — "You are more than your job title. You are more than your resume."
- _Pattern:_ a relatable line typed live and edited mid-stream (a word backspaces and retypes) — the everyday thought, in your own words.
**spatial-pan-stations** — a panned timeline
- Rows — "From VisiCalc to Excel to Google Sheets — the spreadsheet has barely changed since 1979."
- _Pattern:_ a march of named milestones across time, landing on "...until now / ...up to us."
**constellation-hub** — nodes ring a center, camera pushes in
- "Content, sentiment, engagement, analysis — every platform you're on, in one place."
- _Pattern:_ a spread of tools/channels collapsing onto one center — "it connects everything."
**ticker-takeover** — options cycle, then a hero crashes in
- Notion — "A doc? A database? A wiki? — no, it's all of them, in one place."
- _Pattern:_ a "could be X, or Y, or Z?" cycle on one swapping word, then a hero claim crashes in and replaces it — "actually, this is what it is."
**prompt-type-submit-generate** — watch me ask
- "Build me a landing page for my coffee brand — dark, minimal, launch-ready."
- "What if you could just… ask?"
- _Pattern:_ the VO speaks (or frames) the ask itself while the prompt types live — the question is the whole hook; the answer stays off-screen, or a second ask starts before the cut.
**zoom-out-workspace-reveal** — the mystery re-scopes
- "This isn't a finished animation — it's your canvas."
- _Pattern:_ near-silence or one slow tease over the close-up mystery, with the landing line timed to the zoom-out — the words answer "what am I looking at?" exactly when the workspace does.
**fixed-anchor-cycle** — a roll-call around a pinned line
- "For founders, for designers, for marketers, for teams — for anyone who ships."
- _Pattern:_ one static claim holds while its audience/option list cycles fast beneath it — the list is the sentence's swapping object, and the brand line lands after the cycle clears.
**cursor-ui-demo** — a canvas already alive
- "Your whole team is already in here — designing, commenting, shipping."
- _Pattern:_ a "we're all here working" line over an ambient multi-cursor canvas — presence, not features; the live activity is the proof.
**dataviz-countup** — cold-open on one exploding stat
- "One million users. Ninety days."
- _Pattern:_ ONE statistic counts up as the VO speaks it — scale alone carries the tension; no product, no context yet.
**cta-morph-press** — a lone widget does its trick
- "It starts as a search bar. It becomes your whole workflow."
- _Pattern:_ one small widget on a bare field morphs in place and performs its payload while the VO names the transformation — small thing, big claim, hand off to the title.
### PROBLEM
**kinetic-type-beats** — pain lands alone on a bare canvas
- Butter — "What if your sessions didn't have to be boring and unstructured — or buried under a dozen tabs?"
- SmartCue — "You asked for better leads. We were the cure — MQLs that actually convert, a sales team that becomes your ally."
- _Pattern:_ 3–5 short pain statements (or a "what if?" framing), each landing solo before the next — no product yet.
**spatial-pan-stations** — a panned web of pain
- Vauban — "Coordinating legal documents, signatures, and cross-border transactions — it's a tangled mess."
- _Pattern:_ pain "stations" traversed one by one, ending on a knot — "too many disconnected steps."
**dataviz-countup** — the data IS the argument
- "67% of professionals say leadership is disconnected — and it's costing them a 65% boost in profitability."
- _Pattern:_ a count-up / chart / stat the camera pushes through to dramatize a worsening or large-scale problem.
**overwhelm-surround** — buried by your own tools
- "Slack, email, docs, tickets, three more tabs — and somehow it all lands on you."
- _Pattern:_ recognizable tools pile in until they surround and bury the viewer — the pain is being swamped, not one bad number.
### PRODUCT_INTRO
**kinetic-type-beats** — "Introducing…" name-drop
- "Elevating experiences, removing manual touchpoints, automating processes — so you can focus on the customer."
- Uizard — "Introducing Uizard — the design tool for everyone."
- _Pattern:_ hard-cut through "Introducing…" / tagline / value beats and resolve on the brand name or logo.
**logo-assemble-lockup** — wordless premium sting
- Manifold — "Manifold." _(wordless mark assembles; VO optional — just the name)_
- _Pattern:_ an abstract system assembles around a fixed mark — no copy, or just the product name landing.
**cursor-ui-demo** — first cursor-led look
- ClickUp — "This is ClickUp — click through and watch your whole workspace change."
- "Pull up any contact, find the right advisor, and you're matched in seconds."
- PaLM 2 — "Meet PaLM 2 — what is it, what can it do, and how was it built?"
- _Pattern:_ a cursor sweeps in to introduce the surface — a light first look landing on a hovered hero element or fresh result.
**dataviz-countup** — open on the result
- SuperX — "X growth — discover what really works: 19.6 million impressions."
- _Pattern:_ a confident "look at the data / the result" open — scroll a tilted card grid to one glowing hero metric, tagline assembling word by word.
**video-text-pivot** — show it work, then the number
- "Watch it run — then look at what it saved: 14 hours, every week."
- _Pattern:_ the product video plays, then slides aside to hand the frame to one impact stat — "see it work, now see what it's worth."
**prompt-type-submit-generate** — something you talk to
- "Meet Ada — describe what you need, attach what you have, and let it run."
- _Pattern:_ the first look IS the composer — the VO introduces the product as a conversation partner while a long prompt types with attachments and option picks, ending on (or just after) the submit.
**spatial-pan-stations** — decode the idea, then land on it live
- "Capture, structure, publish — that's the idea. Here it is running."
- _Pattern:_ a labeled concept strip read station by station, the final pan bridging into the live demo — "here's the idea → here it is working."
**device-surface-showcase** — introduced by completing its core loop
- "Open a space, drop in your notes, hit share — that's it, that's the product."
- _Pattern:_ the product introduced by DOING its core loop once inside its real interface, stepwise and cursorless — the VO narrates the steps plainly and lands on "that's it."
**titlecard-reveal** — a near-still title prelude
- "Relay. Docs that write themselves. Let's look inside."
- _Pattern:_ 2–3 near-still cards seamed by blur-snap handoffs — name, one-line claim, then into the product; each card carries one short spoken phrase.
### KEY_FEATURE
**grid-card-assemble** — enumerate breadth at once
- Postcards — "Want more? Unlimited exports, 1,400 fonts, an AI assistant, version history — and it's free to try."
- ClearVPN — "ClearVPN is built to help you: streaming access, secure browsing, location changing — only the essentials."
- Copilot — "Command bar, Zapier, white-labeling, API, SOC2 — and a whole lot more."
- _Pattern:_ a tile/pill/card grid self-assembles to show many capabilities at once — "look how much it does."
**cursor-ui-demo** — one workflow, end to end
- "Scroll your feed, then jump straight to your notifications — it's all one click away."
- Flowrite — "Pick your recipient, set your intention, choose a tone — and Flowrite writes it for you."
- Descript — "Tune your edits, add a crossfade, automate the volume, normalize loudness — then export."
- _Pattern:_ one specific multi-step workflow shown end-to-end across 2–4 real edits, landing on the action button or result.
**device-surface-showcase** — experienced inside its real interface
- HRS — "Your flight's cancelled — so book a hotel, a taxi, and get reimbursed, all in one digital journey."
- HelpKit — "A dynamic table of contents that follows your readers as they scroll."
- Graphite — "Use unique themes, recolor one element or several, and configure it all in a handy window."
- Contra — "Pick a template, make it yours, and launch a portfolio that's unmistakably you."
- _Pattern:_ a feature shown being USED inside its real surface — the device/window is the hero and its screens advance through a flow.
**comparison-split** — two paired capabilities, side by side
- "Design on the left, code on the right — always one source of truth."
- _Pattern:_ two complementary capabilities of equal weight shown together — "X and Y, in lockstep."
**video-text-pivot** — the feature, then its result
- "Here's the editor in action — and the result: a publish-ready cut in minutes."
- _Pattern:_ a feature clip runs, then yields the frame to a metric / impact line — the clip proves it, the number lands it.
**prompt-type-submit-generate** — one ask, one answer
- "Ask for revenue by region — and the chart draws itself."
- _Pattern:_ ONE prompt→response round trip — the VO names the ask, lets the status theater breathe a beat, then calls the result as it streams in.
**agent-progress-theater** — the machine visibly works
- "Kick off the scan — it checks every file, flags what's broken, and fixes what it can. Watch."
- _Pattern:_ trigger → working theater → receipt: the VO hands the work over, then reads the findings as rows land and check off — present tense, the machine is the subject.
**panel-edit-live-sync** — one gesture, two surfaces
- "Drag the value — the button follows. Pick a unit — the code converts. Live."
- _Pattern:_ 2–4 short cause→effect couplets, each pairing a gesture with its live mirror ("do X — Y answers"), ending held on the last edit.
**transcript-scroll-artifact-reveal** — the work, then the deliverable
- "It planned, researched, built, and tested — and left you the spreadsheet to prove it."
- _Pattern:_ a "look how much happened" line read down the transcript at traversal pace, then one pivot line cashes it in on the artifact — evidence first, payoff last.
**camera-journey** — a cinematic flight over the result
- "A month of content — planned, scheduled, and ready before you sat down."
- _Pattern:_ a flying camera explores the generated artifact while the VO makes one calm, sweeping claim; the content acts by itself — no hands, no clicks.
**dataviz-countup** — the numbers prove the feature
- "Response time, down 40%. Coverage, 3×. Every claim, a number."
- _Pattern:_ the feature proven by its metrics — a stat montage scrubbed / counted up while the VO reads each number as it lands.
### BENEFITS
**kinetic-type-beats** — rapid-fire value montage
- AiAgent — "No API keys, GPT-4 access, simple UX, clean UI — moving fast."
- Uizard — "Export to Sketch, create style guides, share, collaborate — and code less."
- _Pattern:_ a staccato montage of 8–12 short value phrases, each flashing and clearing at high tempo.
**grid-card-assemble** — an accumulating value list
- Lineicons — "Consistent and clean, tons of free icons, a Figma plugin, a powerful editor, every format you need."
- Plutio — "Manage projects, track time, send invoices, write proposals — all deeply customisable."
- _Pattern:_ short value phrases populate a vertical list ~1/sec, co-resident and accumulating, each popping into its slot.
**titlecard-reveal** — the calm value beat
- CSS Scan Pro — "A smart color picker — with instant tints and shades."
- _Pattern:_ one clean two-line value title, one slide-up crossfade, then held still. Low motion is the point.
**camera-journey** — travel the value chain
- "Leave one comment here — and the forecast updates over there."
- _Pattern:_ a cause→effect round trip: the VO's first half lands on the action, its second half on the payoff the camera travels to — "do this small thing here, get this big thing there."
**zoom-out-workspace-reveal** — this is just one corner
- "That one file it fixed? A corner of everything it already did."
- _Pattern:_ the VO tells the micro-story during the close-up dwell, then the scale line lands with the zoom-out — the benefit is breadth, revealed in one move.
**fixed-anchor-cycle** — everything changes, this stays
- "Same prompt. Every tool you own."
- _Pattern:_ one pinned claim while the entire surface re-skins around it — a short "works everywhere" line, then let the cycling themes speak.
**cursor-ui-demo** — demo, value line, demo
- "Watch it draft the reply — that's an hour back — now watch it file the ticket."
- _Pattern:_ a demo|text|demo sandwich — the VO alternates showing and telling, naming the value in the text beat between two live interactions.
### SOCIAL_PROOF
**constellation-hub** — the hub at the center of your stack
- kyvos — "On any BI tool — Tableau, Looker, Power BI — Kyvos sits at the center of your stack."
- "Connects to thousands of apps — including every one you already use."
- _Pattern:_ the product mark is the hub and partner logos orbit it — "sits at the center of everything you use." In the scatter-drift end-card variant there is no hub and no ring: a serif claim holds center while app icons pop in scattered and drift slowly outward — breadth said with count and spread, not geometry.
**grid-card-assemble** — a logo wall pulling back to a vast ecosystem
- Lineicons — "Used by more than 100,000 designers, developers, and companies — including these."
- ClickUp — "Connect Google Drive, Slack, GitHub, Stripe — your whole ecosystem in one place."
- Copilot — "With thousands of partner apps — Airtable, Calendly, Jira, Asana — you can embed anything."
- _Pattern:_ a wall of partner/app logos builds, then a camera zoom-out reveals a vast ecosystem.
**titlecard-reveal** — busy → clean proof card
- Trumpet — "We supply the trumpet, you bring the band — loved by 1,000+ sales, success, and marketing teams."
- _Pattern:_ wipe a busy open away to a clean lockup plus a "loved by N+ teams" line that settles and holds.
**dataviz-countup** — the numbers vouch
- "Twelve thousand teams. 4.9 stars. 99.98% uptime."
- _Pattern:_ proof by count-up — adoption, rating, and scale metrics tick up as the VO reads them; the biggest number lands last.
### CTA
**kinetic-type-beats** — punchy closing line beat-by-beat
- Stylebit — "Go pro, connect up to five Figma accounts — more features coming. Join now."
- revid.ai — "Boost your engagement and turbocharge your social media."
- _Pattern:_ a closing line (or short value stack) that snaps in beat by beat and lands on the logo or URL.
**logo-assemble-lockup** — logo build → push-through into the URL
- Strapi Cloud — "Deploy on Strapi Cloud — no server hassle, same flexibility. Try it now at strapi.io/cloud."
- Highlander — "Highlander is ready for the future you're building. Let's raise — at highlander.ai."
- STUDIO AI — "Get early access to STUDIO."
- Glorify — "Get started for free now — no credit card required."
- _Pattern:_ the logo builds, a fast camera push-through streaks giant CTA letters past the lens, resolving on the URL or action verb.
**cta-morph-press** — identity condenses into one click
- Linear — "This is Linear. Start building — it's free."
- _Pattern:_ the brand mark condenses straight into the single thing you click — "here's us → click here," no spatial set.
**prompt-type-submit-generate** — the command is the ask
- "One command — npm install relay — and you're live."
- _Pattern:_ the closing invitation IS a typed install command — the headline demotes, the terminal pill types it out, and the VO speaks the command (or one short line over it); the card holds with only the caret blinking.
**constellation-hub** — the orbit collapses into action
- "Everything you use, one hub — click, and it's yours."
- _Pattern:_ the ecosystem ring collapses onto the core on one click that springs the product open — the VO turns "it connects everything" into the action line.
**titlecard-reveal** — a calm end-card stack
- "Try it free. No credit card. relay.app."
- _Pattern:_ 2–3 near-still cards hard-cut in sequence, one short closing phrase each, terminating on the held logo/URL — the calm is the confidence.
### BRAND_OUTRO
**kinetic-type-beats** — a verb barrage resolving on one word
- Phantom — "Buy, store, stake, swap, send, connect, explore — multichain."
- _Pattern:_ a rapid center-channel barrage of single-word verbs asserting breadth, resolving on the brand's one defining word. No logo lockup needed.
**typewriter-reveal** — persistent mark + typed CTA rail
- Collato — "Next time, just Collato it — sign up for free today."
- _Pattern:_ the mark holds dead-center the whole time while a sub-line types or swaps into the final CTA.
**logo-assemble-lockup** — elements clear, the lockup draws itself in
- Copilot — "Copilot." _(pills disperse off-frame, the mark draws on; VO optional — just the name)_
- Dora AI — "Dora AI — join the waitlist."
- _Pattern:_ feature/UI elements clear the stage off all four edges, then the logo mark draws itself on and the wordmark completes the lockup.
**ticker-takeover** — use-cases cycle, the brand takes the frame
- "For notes, for tasks, for plans, for teams — [brand] holds it all."
- _Pattern:_ closing use-cases/verbs cycle through one slot, then the brand mark crashes in and owns the final frame.
**fixed-anchor-cycle** — the anchor holds, the words cycle
- bolt.new — "Prompt, run, edit, deploy — enjoy."
- Anthropic — "Opus 4.6 — by Anthropic."
- _Pattern:_ the brand name sits immovable while tagline words or praise quotes cycle beside it — per-word highlight stepping, or an accelerating flurry — landing on the completed lockup.
---
## VO_MODE handling
**No pasted script** — write the VO yourself, in the matching blueprint's script shape:
- 1–2 sentences per spoken beat, usually 6–20 words.
- Concrete and human; active verbs; say what the product does for a person.
- Avoid: "seamless experience," "unlock the power of," "streamline your workflow," long noun-phrase lists, a whole beat that is just "Or…".
- Silent beats are allowed when the visual proves the point — leave them out of `SCRIPT.md`.
**`VO_MODE = restructure`** — treat `user_script.txt` as source material. Rewrite, reorder, merge, or omit to fit the arc and target length. You may still shape each segment toward its beat's blueprint pattern.
**`VO_MODE = verbatim`** — do NOT change the user's words. Segment the script into beat-sized chunks at sentence/paragraph boundaries (split a long sentence only at a natural clause boundary). Final duration follows the provided script. Blueprint shaping does not apply to wording — only to which shape each verbatim chunk is paired with.
## Asset candidates
`asset_candidates` is the Step-3 → Step-4 handoff. Rules:
1. Read only `capture/extracted/asset-descriptions.md` to know what exists.
2. Use only filenames listed there; write as `assets/<basename>`.
3. One line, candidates separated by semicolons, a short description after `—`.
4. Prefer `[video]` assets when motion proves the product better than a still.
5. Use content assets (UI, screenshots, product photos, charts, demos). Skip tiny icons, favicons, badges, decorative chrome, repeated logo variants — unless the beat needs them. Partner / third-party logos come from `/media-use` (`resolve --type logo --entity <brand>`) — never redrawn by hand.
6. Pure-typography beats may use an empty asset list. Do not use nested lists.
Example:
```md
- asset_candidates: assets/dashboard-hero.png — dark analytics dashboard, wide screenshot; assets/demo-loop.mp4 — query-to-result interaction clip
```
## transition_in
Between-frame transition — how each frame ENTERS from the one before it. The harness's injector stamps it onto the two whole-frame clips (opacity / transform / filter on the frame wrappers). Name a **registry type** directly; optionally add a direction and/or a duration (`push-slide LEFT`, `crossfade 0.4s`). `cut` / `none` / empty = a hard cut.
The five registry types:
- **`crossfade`** — a plain opacity dissolve; the neutral choice when two frames sit in the same visual world.
- **`blur-crossfade`** — dissolve through a soft blur + slight scale; use when the two frames' backgrounds differ a lot, so the blur masks the color clash a plain crossfade would expose.
- **`push-slide`** `[LEFT|RIGHT|UP|DOWN]` — outgoing slides off, incoming pushes in from the opposite edge; a lateral "next beat" feel for a run of consecutive cards / feature beats.
- **`zoom-through`** — outgoing scales up + blurs out, incoming scales up from small into focus; for a STATE CHANGE / turning to a new section (hook → context).
- **`squeeze`** — outgoing compresses to a line on one edge as incoming expands from the other; a snappy, mechanical beat change.
Pick a small set and repeat them: default to `crossfade` (or `blur-crossfade` when the backgrounds clash), and reach for `zoom-through` at section boundaries. Frame 1's `transition_in` is a placeholder.
## Music & silence
The storyboard's top YAML block carries a `music:` field — the BGM mood the audio step retrieves against (e.g. `music: confident minimal tech underscore`). Omitting it falls back to `message:` → `arc:` → a neutral default, so BGM plays unless turned off explicitly.
- **`music: none`** — BGM off (narration, if any, still runs).
- **`music: none` + no `SCRIPT.md` + no `sfx:` cues or host audio** — the canonical **fully-silent marker**: no narration, no BGM, no SFX. `audio.mjs` generates nothing and Step 3.1 is a clean skip. Use exactly this spelling when the user asks for a silent / music-free video.
## Frame template
Use the exact fields required by the core storyboard format. The narrative shape each frame satisfies:
```md
## Frame N — Short name
- scene: one clear visual idea
- voiceover: "spoken line, written in the candidate blueprint's script shape, or empty"
- duration: rough estimate in seconds
- transition_in: crossfade
- status: outline
- src: compositions/frames/NN-short-name.html
- type: hook
- persuasion: Pain validation
- beat: urgency
- blueprint: kinetic-type-beats — candidate shape from the role→blueprint menu; omit when none fits
- asset_candidates: assets/example.png — short asset description
narrativeRole: what this beat does in the viewer journey.
keyMessage: the one idea the viewer should remember.
```
- `persuasion` — a concrete move (Pain agitation, Negative contrast, Friction reduction, Show-don't-tell proof, Feature-to-benefit translation, Statistical proof, Authority by association, Social proof, Risk reversal, Future pacing, Value stacking, Rule of three, Scarcity/urgency, Status seeking…). Never "show benefit." Invent one if none fits and explain it in the prose.
- `beat` — a specific emotion (anxiety, frustration, overwhelm, tension, urgency, skepticism, FOMO → relief, curiosity, clarity, intrigue, aspiration → trust, confidence, control, ease, power, awe, excitement, belonging → triumph, motivation, urgency-to-act, peace of mind, inevitability). Compound allowed (e.g. `relief + control`).
## Final checklist
- The arc is named; the sequence is narrative-driven, not page-order-driven.
- The opening uses one clear hook strategy that creates tension/curiosity/desire.
- Each beat has one job; every beat has `type`, `persuasion`, `beat`.
- Each beat's `voiceover` is written in its candidate blueprint's script shape (from the bank), with the candidate `blueprint:` tagged wherever a shape fits — and omitted where none does.
- Each `voiceover` is phrase-segmented into cues (each cue a piece Step 5 can reveal on) — not one long run-on clause.
- Shapes vary across the video; no single blueprint on every beat.
- Story truth was never bent to fit a blueprint — no beat invented/dropped/reordered for a shape.
- Every visual beat has suitable `asset_candidates` (filenames only from `asset-descriptions.md`), unless intentionally typography-only.
- UI/product demos use a multi-beat sequence when the value depends on workflow.
- `transition_in` is a registry type (`crossfade` / `blur-crossfade` / `push-slide` / `zoom-through` / `squeeze`) — default `crossfade` (`blur-crossfade` on a background clash), `zoom-through` at section boundaries, repeated across the video.
- `SCRIPT.md` contains only locked spoken narration; silent beats are intentional and omitted.
@@ -0,0 +1,126 @@
# Visual design — product-launch 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, 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`.
## 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 (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.**
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 line / card / stat / icon)
… 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 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.
- **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`).
- 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`.
## 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, 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).
2. **Instantiate its `[slots]` with THIS product's content** — three postures:
- **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.
- **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.
- **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`.
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.
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.
## What you add to each frame
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.
```
## Frame 3 — The problem
- scene: a 20-minute timer over 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
- blueprint: dataviz-countup (Adapt) ← you add: the id you instantiated (or "compose")
- focal: assets/reject-stat.png ← you add: the hero asset for this beat
- roles: reject-stat = cutout · timer = supporting · backdrop = background (dim ~40%) ← you add: role per candidate
- sfx: impact-soft, riser ← you add: the sound the beat wants (fetched + mounted at root; never yours to embed)
Adapt: keep the count-up-ring signature; one stat not three, and the trend chart becomes the rejected-takes count climbing.
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.
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.
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.
```
The lightweight tags:
- **`blueprint:`** — the id you instantiated (with `(Reproduce)` / `(Adapt)`), or `compose`. One id per frame.
- **`focal:`** — which existing candidate is the hero of this beat.
- **`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/`).
- **`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.
**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).
**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/`).
## Layout — named inline per Scene
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).
- **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.
- **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.
- **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.
- **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.
## `## 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 — it is what binds many independent shots into one film. **Keep it.**
- **palette system** — from `frame.md`: 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 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`).
- **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`).
- **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`).
Do **not** repeat these per frame — restating video-level rules in every frame is exactly the bloat this layer prevents.
## Palette & type — from `frame.md`, never invented
- **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`.
- **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.
## Where the detail lives
| For… | Read |
| ------------------------------------------------------------------------- | -------------------------------------------------------------------------------------------- |
| the proven shapes + role→blueprint menu + how to pick | `../../hyperframes-animation/blueprints-index.md` → `blueprints/<id>.md` (local) |
| motion — shot model, vocabulary, holds, idle budget, stillness, seek-safe | `motion-language.md` (local) |
| layout — templates, density, depth, hierarchy, caption band | the **Layout** vocabulary 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`; basics → `hyperframes-creative` `house-style.md` / `typography.md` |
| "produced, not generated" foreground density | `hyperframes-creative/references/video-composition.md` |
| 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, not restatements.
- 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, not a fixed number.
- 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.
- **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.
- Each frame's `asset_candidates` have a `focal` + per-candidate `roles`; none added, swapped, or dropped.
- 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.
- 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/`.