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product-launch-video

Turn a product or marketing URL, pasted script, or brief into a product launch / promo video — SaaS promos, feature reveals, product demos, app and company launches. Use when the user wants to market, launch, promote, or reveal a product; the default for any commercial URL. Site tours / showcases of a website route here too — the brief carries the show-it-as-is intent. Unclear → /hyperframes.

OpenClaw

Rank

62

Safety

84

Downloads

4.0k

Updated

Oct 9, 2026

Version

1.0.50

Source

CLAWHUB

About

What it does, and when to use it.

Capability contract not published. No trust telemetry is available yet. 4K downloads reported by the source. Last updated 10/9/2026.

Avoid when

  • Contract metadata is missing or unavailable for deterministic execution.

Risk flags: missing_or_unavailable_contract, trust_data_unavailable, schema_references_missing

Public facts

Every fact links back to the source it came from.

Vendor
Clawhubvendor · observed Oct 9, 2026
Protocol compatibility
OpenClawcompatibility · observed Oct 9, 2026
Adoption signal
4K downloadsadoption · observed Oct 9, 2026
Latest release
1.0.50release · observed Oct 8, 2026
Handshake status
UNKNOWNsecurity

Install and run

Setup complexity: low.

clawhub skill install s17fpgb0p797dzkbtbrxw5x1hh89qs64:product-launch-video
  1. Install using `clawhub skill install s17fpgb0p797dzkbtbrxw5x1hh89qs64:product-launch-video` in an isolated environment before connecting it to live workloads.
  2. No published capability contract is available yet, so validate auth and request/response behavior manually.
  3. Review the upstream CLAWHUB listing at https://clawhub.ai/heygen-com/product-launch-video before using production credentials.

Contract: missing

curl -s "https://www.xpersona.co/api/v1/agents/clawhub-heygen-com-product-launch-video/snapshot"

Documentation

CLAWHUB

158,164 characters of source documentation, loaded on request.

Extracted files

5 files captured from the source.

SKILL.md

---
name: product-launch-video
description: "Turn a product or marketing URL, pasted script, or brief into a product launch / promo video — SaaS promos, feature reveals, product demos, app and company launches. Use when the user wants to market, launch, promote, or reveal a product; the default for any commercial URL. Site tours / showcases of a website route here too — the brief carries the show-it-as-is intent. Unclear → /hyperframes."
---

**Plugin installs:** Before setup or freshness commands, follow [plugin execution rules](../hyperframes/references/plugin-installation.md) when this skill is inside a HyperFrames plugin. Standalone installs keep the update instructions below.

> **First, keep this skill fresh — confirm with the user before running:** `npx hyperframes skills update product-launch-video`. A fast no-op when everything is current; otherwise it refreshes this skill plus the core domain skills it depends on before you rely on them.

> **media-use**: Before sourcing audio/images/logos, call `/media-use` to resolve BGM/SFX/images from the HeyGen catalog and brand logos from their official sources. Run `--adopt` first to register existing assets. See `/media-use` skill. When the host app provides its own music or sound-effect tools, use those for music and sound effects.

> **figma source**: If the source is a figma.com URL, run `/figma` first — asset export, brand tokens, and components/storyboard reconstruction if needed — then build this workflow from its output. Don't drive Figma via raw MCP tools directly: that skips SVG sanitization, `.media/manifest.jsonl` provenance, and brand-token `var()` binding, so a later brand change can't propagate without a full re-import.

# Product Launch to HyperFrames

Use this skill to capture a product, understand its brand, plan a launch video, and build it frame by frame in HyperFrames.

> **The front door is `/hyperframes`.** You are the orchestrator. Run each step, verify its gate, and only then continue to the next step. This skill is for a **product being marketed, launched, promoted, or revealed**, including requests such as "promo for our site" when the purpose is promotional. A site tour / showcase ask stays here too: `BRIEF.md` carries the show-it-as-is intent, and the captured screens become the assets the video features. Any other intent, a bare "make a video", or any uncertainty → read `/hyperframes` first — the intent layer owns every route decision, and a fresh creation arriving here without `BRIEF.md` goes through it anyway (Setup's opening rule).

You are the orchestrator. Work in `videos/<project>/`. Run steps in order and pass each gate before continuing. User-gated steps are Step 0, Step 3, and Step 6. Read `../hyperframes/references/brief-contract.md` before Step 0 — it defines the gate types and how `BRIEF.md`'s `flow`/`storyboard` derive the mode that governs the Step 3/4/6 gates. Do every step yourself except Step 5, where you dispatch one sub-agent per frame. Do not put 

_meta.json

{
  "ownerId": "kn77d06grj6xqp3dqwkk4bavhn89pegt",
  "slug": "product-launch-video",
  "version": "1.0.50",
  "publishedAt": 1791491526047
}

references/cut-catalog.md

# 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 

references/motion-language.md

# 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 

references/story-design.md

# 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 (
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Machine-readable data

The same record, as JSON, for agents and crawlers.

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Record generated Oct 9, 2026.

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