{"id":"2c174a58-cc91-4269-8d93-27078c27de10","entityType":"agent","slug":"clawhub-heygen-com-faceless-explainer","name":"faceless-explainer","canonicalUrl":"https://www.xpersona.co/agent/clawhub-heygen-com-faceless-explainer","canonicalPath":"/agent/clawhub-heygen-com-faceless-explainer","generatedAt":"2026-10-09T23:08:42.042Z","source":"CLAWHUB","claimStatus":"UNCLAIMED","verificationTier":"NONE","summary":{"evidence":{"source":"CLAWHUB","verified":false,"confidence":"medium","updatedAt":"2026-10-09T07:54:26.857Z","emptyReason":null},"description":"Turn arbitrary text — an article, notes, a topic, a brief — into a faceless explainer video: there is no site or footage to capture, so the visuals are invented per scene (typography, abstract graphics, diagrams, data-viz). Use for topic explainers, concept breakdowns, how-tos, listicles. Not a video built from a website (/product-launch-video — promo or tour). Unclear → /hyperframes.","descriptionLabel":"Source description","evidenceSummary":"Capability contract not published. No trust telemetry is available yet. 3.5K downloads reported by the source. Last updated 10/9/2026.","installCommand":"clawhub skill install s17fpgb0p797dzkbtbrxw5x1hh89qs64:faceless-explainer","sourceUrl":"https://clawhub.ai/heygen-com/faceless-explainer","homepage":"https://clawhub.ai/heygen-com/skills/faceless-explainer","primaryLinks":[{"label":"View on ClawHub","url":"https://clawhub.ai/heygen-com/faceless-explainer","kind":"source"},{"label":"Homepage","url":"https://clawhub.ai/heygen-com/skills/faceless-explainer","kind":"homepage"}],"safetyScore":84,"overallRank":62,"popularityScore":71,"trustScore":null,"claimedByName":null,"isOwner":false,"seoDescription":"faceless-explainer technical dossier on Xpersona with agent coverage, OPENCLEW support, and live trust metadata."},"coverage":{"evidence":{"source":"public-profile","verified":false,"confidence":"medium","updatedAt":"2026-10-09T07:54:26.857Z","emptyReason":null},"protocols":[{"protocol":"OPENCLEW","label":"OpenClaw","status":"self-declared","notes":"Declared in the public agent profile."}],"capabilities":[],"verifiedCount":0,"selfDeclaredCount":1,"capabilityMatrix":{"rows":[{"key":"OPENCLEW","type":"protocol","support":"unknown","confidenceSource":"profile","notes":"Listed on profile"}],"flattenedTokens":"protocol:OPENCLEW|unknown|profile"}},"adoption":{"evidence":{"source":"CLAWHUB","verified":false,"confidence":"medium","updatedAt":"2026-10-09T07:54:26.857Z","emptyReason":null},"stars":null,"forks":null,"downloads":3488,"packageName":null,"latestVersion":"1.0.45","tractionLabel":"3.5K downloads"},"release":{"evidence":{"source":"CLAWHUB","verified":false,"confidence":"medium","updatedAt":"2026-10-09T07:54:26.857Z","emptyReason":null},"lastUpdatedAt":"2026-10-09T07:54:26.857Z","lastCrawledAt":"2026-10-09T07:54:26.857Z","lastIndexedAt":null,"nextCrawlAt":"2026-10-10T07:54:26.857Z","lastVerifiedAt":null,"highlights":[{"version":"1.0.45","createdAt":"2026-10-08T20:30:26.649Z","changelog":"Synced from 29b901d (main)","fileCount":30,"zipByteSize":115087},{"version":"1.0.44","createdAt":"2026-10-07T07:29:40.427Z","changelog":"Synced from 4fcad1e (main)","fileCount":30,"zipByteSize":114984},{"version":"1.0.43","createdAt":"2026-10-04T19:16:12.926Z","changelog":"Synced from 173103d (main)","fileCount":29,"zipByteSize":112232},{"version":"1.0.42","createdAt":"2026-10-04T13:07:05.688Z","changelog":"Synced from 69a2169 (main)","fileCount":29,"zipByteSize":112163},{"version":"1.0.41","createdAt":"2026-10-03T03:37:43.048Z","changelog":"Synced from 835e0c1 (main)","fileCount":29,"zipByteSize":112088},{"version":"1.0.40","createdAt":"2026-10-02T14:30:36.165Z","changelog":"Synced from 9465048 (main)","fileCount":29,"zipByteSize":112091},{"version":"1.0.39","createdAt":"2026-09-27T21:17:51.789Z","changelog":"Synced from ff6e210 (main)","fileCount":29,"zipByteSize":112067},{"version":"1.0.38","createdAt":"2026-09-24T02:58:14.942Z","changelog":"Synced from ff88484 (main)","fileCount":29,"zipByteSize":112176}]},"execution":{"evidence":{"source":"CLAWHUB","verified":false,"confidence":"low","updatedAt":null,"emptyReason":"No published capability contract is available yet."},"installCommand":"clawhub skill install s17fpgb0p797dzkbtbrxw5x1hh89qs64:faceless-explainer","setupComplexity":"low","setupSteps":["Install using `clawhub skill install s17fpgb0p797dzkbtbrxw5x1hh89qs64:faceless-explainer` in an isolated environment before connecting it to live workloads.","No published capability contract is available yet, so validate auth and request/response behavior manually.","Review the upstream CLAWHUB listing at https://clawhub.ai/heygen-com/faceless-explainer before using production credentials."],"contract":{"contractStatus":"missing","authModes":[],"requires":[],"forbidden":[],"supportsMcp":false,"supportsA2a":false,"supportsStreaming":false,"inputSchemaRef":null,"outputSchemaRef":null,"dataRegion":null,"contractUpdatedAt":null,"sourceUpdatedAt":null,"freshnessSeconds":null},"invocationGuide":{"preferredApi":{"snapshotUrl":"https://www.xpersona.co/api/v1/agents/clawhub-heygen-com-faceless-explainer/snapshot","contractUrl":"https://www.xpersona.co/api/v1/agents/clawhub-heygen-com-faceless-explainer/contract","trustUrl":"https://www.xpersona.co/api/v1/agents/clawhub-heygen-com-faceless-explainer/trust"},"curlExamples":["curl -s \"https://www.xpersona.co/api/v1/agents/clawhub-heygen-com-faceless-explainer/snapshot\"","curl -s \"https://www.xpersona.co/api/v1/agents/clawhub-heygen-com-faceless-explainer/contract\"","curl -s \"https://www.xpersona.co/api/v1/agents/clawhub-heygen-com-faceless-explainer/trust\""],"jsonRequestTemplate":{"query":"summarize this repo","constraints":{"maxLatencyMs":2000,"protocolPreference":["OPENCLEW"]}},"jsonResponseTemplate":{"ok":true,"result":{"summary":"...","confidence":0.9},"meta":{"source":"CLAWHUB","generatedAt":"2026-10-09T23:08:42.037Z"}},"retryPolicy":{"maxAttempts":3,"backoffMs":[500,1500,3500],"retryableConditions":["HTTP_429","HTTP_503","NETWORK_TIMEOUT"]}},"endpoints":{"dossierUrl":"https://www.xpersona.co/api/v1/agents/clawhub-heygen-com-faceless-explainer/dossier","snapshotUrl":"https://www.xpersona.co/api/v1/agents/clawhub-heygen-com-faceless-explainer/snapshot","contractUrl":"https://www.xpersona.co/api/v1/agents/clawhub-heygen-com-faceless-explainer/contract","trustUrl":"https://www.xpersona.co/api/v1/agents/clawhub-heygen-com-faceless-explainer/trust"}},"reliability":{"evidence":{"source":"runtime-metrics","verified":false,"confidence":"low","updatedAt":null,"emptyReason":"No trust, reliability, or runtime telemetry is available."},"trust":{"status":"unavailable","handshakeStatus":"UNKNOWN","verificationFreshnessHours":null,"reputationScore":null,"p95LatencyMs":null,"successRate30d":null,"fallbackRate":null,"attempts30d":null,"trustUpdatedAt":null,"trustConfidence":"unknown","sourceUpdatedAt":null,"freshnessSeconds":null},"decisionGuardrails":{"doNotUseIf":["Contract metadata is missing or unavailable for deterministic execution."],"safeUseWhen":[],"riskFlags":["missing_or_unavailable_contract","trust_data_unavailable","schema_references_missing"],"operationalConfidence":"low"},"executionMetrics":{"observedLatencyMsP50":null,"observedLatencyMsP95":null,"estimatedCostUsd":null,"uptime30d":null,"rateLimitRpm":null,"rateLimitBurst":null,"lastVerifiedAt":null,"verificationSource":null},"runtimeMetrics":{"successRate":null,"avgLatencyMs":null,"avgCostUsd":null,"hallucinationRate":null,"retryRate":null,"disputeRate":null,"p50Latency":null,"p95Latency":null,"lastUpdated":null}},"benchmarks":{"evidence":{"source":"no-benchmark-data","verified":false,"confidence":"low","updatedAt":null,"emptyReason":"No benchmark suites or observed failure patterns are available."},"suites":[],"failurePatterns":[]},"artifacts":{"evidence":{"source":"CLAWHUB","verified":false,"confidence":"medium","updatedAt":"2026-10-09T07:54:26.857Z","emptyReason":null},"readme":"Skill: faceless-explainer\n\nOwner: heygen-com\n\nSummary: Turn arbitrary text — an article, notes, a topic, a brief — into a faceless explainer video: there is no site or footage to capture, so the visuals are invented per scene (typography, abstract graphics, diagrams, data-viz). Use for topic explainers, concept breakdowns, how-tos, listicles. Not a video built from a website (/product-launch-video — promo or tour). Unclear → /hyperframes.\n\nTags: latest:1.0.45\n\nVersion history:\n\nv1.0.45 | 2026-10-08T20:30:26.649Z | user\n\nSynced from 29b901d (main)\n\nv1.0.44 | 2026-10-07T07:29:40.427Z | user\n\nSynced from 4fcad1e (main)\n\nv1.0.43 | 2026-10-04T19:16:12.926Z | user\n\nSynced from 173103d (main)\n\nv1.0.42 | 2026-10-04T13:07:05.688Z | user\n\nSynced from 69a2169 (main)\n\nv1.0.41 | 2026-10-03T03:37:43.048Z | user\n\nSynced from 835e0c1 (main)\n\nv1.0.40 | 2026-10-02T14:30:36.165Z | user\n\nSynced from 9465048 (main)\n\nv1.0.39 | 2026-09-27T21:17:51.789Z | user\n\nSynced from ff6e210 (main)\n\nv1.0.38 | 2026-09-24T02:58:14.942Z | user\n\nSynced from ff88484 (main)\n\nv1.0.37 | 2026-09-24T01:22:02.858Z | user\n\nSynced from 01601d1 (main)\n\nv1.0.36 | 2026-09-23T23:09:46.919Z | user\n\nSynced from 29fc953 (main)\n\nv1.0.35 | 2026-09-23T21:19:58.387Z | user\n\nSynced from 922be55 (main)\n\nv1.0.34 | 2026-09-22T13:00:34.303Z | user\n\nSynced from e5a0370 (main)\n\nv1.0.33 | 2026-09-19T05:07:58.100Z | user\n\nSynced from 1a9668b (main)\n\nv1.0.32 | 2026-09-19T03:47:47.426Z | user\n\nSynced from a25da94 (main)\n\nv1.0.31 | 2026-09-14T01:22:26.524Z | user\n\nSynced from 95bea16 (main)\n\nv1.0.30 | 2026-09-11T20:08:39.777Z | user\n\nSynced from 42a3e7a (main)\n\nv1.0.29 | 2026-09-10T16:54:10.394Z | user\n\nSynced from c98d6fb (main)\n\nv1.0.28 | 2026-09-10T03:22:55.734Z | user\n\nSynced from 0f8eb89 (main)\n\nv1.0.27 | 2026-08-24T22:05:20.716Z | user\n\nSynced from b2fc18b (main)\n\nv1.0.26 | 2026-08-21T03:09:17.872Z | user\n\nSynced from efc2e19 (main)\n\nv1.0.25 | 2026-08-20T20:38:08.881Z | user\n\nSynced from d1482b0 (main)\n\nv1.0.24 | 2026-08-20T20:23:06.408Z | user\n\nSynced from c66c9a4 (main)\n\nv1.0.23 | 2026-08-20T06:22:10.693Z | user\n\nSynced from a6a9e2f (main)\n\nv1.0.22 | 2026-08-19T21:03:32.630Z | user\n\nSynced from 9da422f (main)\n\nv1.0.21 | 2026-08-18T01:52:42.382Z | user\n\nSynced from a41da86 (main)\n\nv1.0.20 | 2026-08-04T17:44:31.659Z | user\n\nSynced from f9ec934 (main)\n\nv1.0.19 | 2026-07-30T15:07:00.515Z | user\n\nSynced from 14ced90 (main)\n\nv1.0.18 | 2026-07-30T10:30:23.817Z | user\n\nSynced from e0dc255 (main)\n\nv1.0.17 | 2026-07-28T11:28:39.376Z | user\n\nSynced from d287e52 (main)\n\nv1.0.16 | 2026-07-24T21:13:25.892Z | user\n\nSynced from e7f9918 (main)\n\nv1.0.15 | 2026-07-21T16:43:01.377Z | user\n\nSynced from 696cbdb (main)\n\nv1.0.14 | 2026-07-20T15:19:04.632Z | user\n\nSynced from 6ad738b (main)\n\nv1.0.13 | 2026-07-15T20:02:11.568Z | user\n\nSynced from f45f762 (main)\n\nv1.0.12 | 2026-07-15T14:22:56.714Z | user\n\nSynced from 7d21cc9 (main)\n\nv1.0.11 | 2026-07-15T13:20:42.764Z | user\n\nSynced from b9be0b2 (main)\n\nv1.0.10 | 2026-07-14T21:12:28.615Z | user\n\nSynced from 6ac18fd (main)\n\nv1.0.9 | 2026-07-11T22:33:37.820Z | user\n\nSynced from 6878831 (main)\n\nv1.0.8 | 2026-07-10T22:48:04.203Z | user\n\nSynced from 00d059b (main)\n\nv1.0.7 | 2026-07-10T05:16:17.775Z | user\n\nSynced from dda09c8 (main)\n\nv1.0.6 | 2026-07-08T18:00:06.101Z | user\n\nSynced from 17b8527 (main)\n\nv1.0.5 | 2026-07-08T17:32:07.511Z | user\n\nSynced from 81884a7 (main)\n\nv1.0.4 | 2026-07-08T15:59:16.567Z | user\n\nSynced from 4d3cdc3 (main)\n\nv1.0.3 | 2026-07-07T20:26:45.027Z | user\n\nSynced from 7286b00 (main)\n\nv1.0.2 | 2026-07-07T18:57:33.004Z | user\n\nSynced from 5fe9573 (main)\n\nv1.0.1 | 2026-07-04T21:08:51.712Z | user\n\nSynced from 8bc1e5d (main)\n\nv1.0.0 | 2026-07-01T08:42:11.877Z | user\n\nOfficial HyperFrames skills from heygen-com/hyperframes\n\nArchive index:\n\nArchive v1.0.45: 30 files, 115087 bytes\n\nFiles: references/cut-catalog.md (12764b), references/motion-language.md (15781b), references/story-design.md (20967b), references/visual-design.md (20704b), scripts/assemble-index.mjs (26752b), scripts/assemble-index.test.mjs (5283b), scripts/audio.mjs (15326b), scripts/audio.test.mjs (14294b), scripts/build-frame.mjs (27290b), scripts/captions.mjs (25341b), scripts/captions.test.mjs (9335b), scripts/frame-packets.mjs (1070b), scripts/frame-packets.test.mjs (3029b), scripts/lib/assets.mjs (2214b), scripts/lib/bgm-volume.mjs (236b), scripts/lib/captured-fonts.mjs (2628b), scripts/lib/dimensions.mjs (2279b), scripts/lib/frame-packets-core.mjs (7408b), scripts/lib/host-audio.mjs (1470b), scripts/lib/pad-frame-duration.mjs (1628b), scripts/lib/storyboard.mjs (8244b), scripts/lib/tokens.mjs (9883b), scripts/lib/transition-registry.mjs (1588b), scripts/lib/transitions.json (3941b), scripts/transitions.mjs (15927b), scripts/transitions.test.mjs (2519b), skill-card.md (2026b), SKILL.md (30999b), sub-agents/frame-worker.md (2028b), _meta.json (138b)\n\nFile v1.0.45:SKILL.md\n\n---\nname: faceless-explainer\ndescription: \"Turn arbitrary text — an article, notes, a topic, a brief — into a faceless explainer video: there is no site or footage to capture, so the visuals are invented per scene (typography, abstract graphics, diagrams, data-viz). Use for topic explainers, concept breakdowns, how-tos, listicles. Not a video built from a website (/product-launch-video — promo or tour). Unclear → /hyperframes.\"\n---\n\n**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.\n\n> **First, keep this skill fresh — confirm with the user before running:** `npx hyperframes skills update faceless-explainer`. 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.\n\n> **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.\n\n# Faceless Explainer to HyperFrames\n\nUse this skill to turn a body of text into an explainer video: pick a design system, plan a teaching story, and build it frame by frame in HyperFrames. **Faceless** means every visual is invented downstream — there is no capture step and no real asset inventory.\n\n> **The front door is `/hyperframes`.** You are the orchestrator. Run each step, verify its gate, and only then continue. This skill is for **explaining a topic from text, with no product and no website to capture**. 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).\n\nYou 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 design or motion rules here; those live in the frame-worker sub-agent, this skill's local `../hyperframes-animation/rules/` + `../hyperframes-animation/blueprints/`, and `hyperframes-creative`.\n\nWorkflow: Step 0 setup → `hyperframes.json`; Step 1 brief → `capture/extracted/`; Step 2 design system → `frame.md`; Step 3 storyboard/script → `STORYBOARD.md` and `SCRIPT.md`; Step 3.1 audio → `audio_meta.json`; Step 4 visual design → enriched `STORYBOARD.md`; Step 5 frames → `compositions/frames/NN-*.html` and `index.html`; Step 6 final render → `renders/video.mp4`.\n\n---\n\n## Step 0: Setup\n\nGoal: Enter with a confirmed brief, create the HyperFrames project, and make the brief durable.\n\n**The brief is confirmed by the intent layer, not by questions asked here.** Opening rule, in order: **(1)** `BRIEF.md` exists → read it and ask nothing — the brief is settled, and its `flow`/`storyboard` derive the mode (brief contract § 1). **(2)** No `BRIEF.md` but the project exists (`hyperframes.json` / `STORYBOARD.md` on disk) → resume from the storyboard's frontmatter and the recorded preferences; never re-interrogate a half-built project. **(3)** Neither — a fresh creation request that arrived here directly → read `/hyperframes` and run its intent layer (`references/intent-interview.md`): it checks recipes and remembered defaults, conducts this route's questions (`../hyperframes/references/routes/faceless-explainer.md`), and hands back the locked brief. Edit requests skip all of this — go do the edit.\n\nInitialize only if `hyperframes.json` is missing. Name `<project>` from the topic in kebab-case, such as `compound-interest-explained`; never use workspace name or timestamp.\n\n`npx hyperframes init \"videos/<project>\" --non-interactive --example=blank --skill=faceless-explainer` — `init` checks the installed skills against the latest on GitHub and updates the global set if any are out of date.\n\nAfter init, let `<PROJECT_ROOT>` be `videos/<project>` and run every subsequent relative-path command with that directory as its working directory. In the commands below, `.` means `<PROJECT_ROOT>`; never write `.media`, `capture`, or output files in the caller directory.\n\n**Write `BRIEF.md` immediately after init** (never before — `init` refuses a non-empty directory): the intent layer's locked brief, shape per `../hyperframes/references/brief-format.md`. Resolve `<MEDIA_DIR>` as the installed `/media-use` skill directory. Then record each preference-backed answer with `node <MEDIA_DIR>/scripts/prefs.mjs record --hyperframes .` (`brief-format.md` names the subset). If the intent layer adopted a recipe, run `node <MEDIA_DIR>/scripts/recipe.mjs use --hyperframes . --name <name>`; it copies its `frame.md` into the project (Step 2 is then skipped) and returns the skeletons Step 3 drafts from. A recipe fills answers, not approvals; the review gates still run.\n\n**Show sign-in status before proceeding past Setup** — run `npx hyperframes auth status` and relay its output verbatim. It reports whether voice/BGM will use HeyGen or local engines and, when signed out, how to sign in. Apply one branch:\n\n- **Collaborative:** wait for the user to sign in or explicitly choose `offline` / `go`.\n- **Autonomous:** state the status and continue through the available local engines.\n\nDo not silently omit a required capability when no offline provider exists; surface the blocker. Do not fold this decision into another question or write keys into a per-repo `.env`. Auth ownership and offline fallbacks: `/media-use` `references/setup-providers.md` § Providers.\n\n**Gate:** `hyperframes.json` and `BRIEF.md` exist; the preference-backed answers were recorded (brief contract § 2); sign-in status was shown (signed in, or continuing offline).\n\n---\n\n## Step 1: Brief (no capture)\n\nGoal: Fold the user's text into the project as the source of information. There is **no website capture and no real assets** — this is a faceless explainer.\n\nSave the user's full input verbatim, then create the synthetic capture package by hand:\n\n- `capture/extracted/visible-text.txt` — the full article / notes / topic / brief, verbatim. This is the source of **information**, not a story template (Step 3 reshapes it).\n- `capture/extracted/tokens.json` — `{ \"title\": \"\", \"description\": \"\", \"colors\": [], \"fonts\": [] }`. Fill `title`/`description` from the brief. Leave `colors`/`fonts` empty unless the user explicitly gave brand colors or fonts — then add them (the design preset supplies a complete palette regardless).\n\nIf the user pasted a script or wants their wording kept, save it verbatim as `user_script.txt`; `VO_MODE` (verbatim or restructured) comes from `BRIEF.md` — the intent layer asks it when a script arrives. Ask once here only if the brief somehow lacks it, and store the answer for Step 3.\n\nDo **not** run `npx hyperframes capture` (there is no URL). Do not create `asset-descriptions.md` or populate `capture/assets/` — faceless visuals are invented in Steps 4-5, not captured. The one exception: if the user supplied a real image, place it under `public/<basename>` and note it for Step 3.\n\n**Gate:** `capture/extracted/visible-text.txt` and `capture/extracted/tokens.json` exist; you can state the explainer's topic and audience in one clear sentence.\n\n---\n\n## Step 2: Design System\n\nGoal: Choose one shipped frame preset; a script turns it into this video's `frame.md` + caption skin.\n\nWhen `BRIEF.md` names a `style_preset` — the user picked it by eye from the showcases at the intent layer — use it; the judgment call is yours only when the brief is silent. Then you make the one call — **which preset**: read `../hyperframes-creative/references/design-spec.md` and browse `../hyperframes-creative/frame-presets/`; pick the preset whose look best fits the topic, tone, and audience. Then run:\n\n```bash\nnode <SKILL_DIR>/scripts/build-frame.mjs --preset <name> --hyperframes .\n```\n\nThe script does the rest deterministically: copies the preset's `FRAME.md` → `frame.md` and **remixes** it onto any brand tokens in `capture/extracted/tokens.json` (brand colors mapped onto the preset's color keys by role; the preset's display + body fonts swapped for the brand's), copies the preset's caption skin to `.hyperframes/caption-skin.html`, and self-validates (exits 1 on a broken mapping). Proceed as soon as it exits 0 — no hand-editing of the spec.\n\nA faceless explainer usually has **no brand colors/fonts** (`tokens.json` colors/fonts empty) → the script keeps the preset's own palette, a complete shippable design. Only when the user named brand colors/fonts add them to `tokens.json` before running, and only adjust `frame.md` by hand afterward if a mapping truly needs it.\n\n**Gate:** `build-frame.mjs` exited 0 — `frame.md` exists from a named preset, and (when the preset ships one) `.hyperframes/caption-skin.html` exists as the caption skin source; the chosen preset was recorded as a preference (`--key style_preset --workflow <this workflow>`, brief contract § 2).\n\n---\n\n## Step 3: Storyboard and Script\n\nGoal: Turn the text into an approved frame-by-frame teaching plan.\n\nRead `../hyperframes-creative/references/story-spine.md` (hook language, value-before-evidence, storyboard-as-proposal, source-traceable visuals), `references/story-design.md`, `../hyperframes-animation/blueprints-index.md`, `../hyperframes/references/storyboard-format.md`, and `../hyperframes/references/script-format.md`. Use them to write `STORYBOARD.md` and, when narration is needed, `SCRIPT.md`. Set the frontmatter `duration:` from the brief's `length` — a rough expectation; assembly reports where the cut lands against it.\n\nUse `story-design.md` for the explainer structure (concept / how-to / listicle / story), hook strategy, clarity techniques, emotional beats, the type-enum mapping, and `VO_MODE`. The video's sequence comes from **narrative design, not the input text's paragraph order** — reorder, merge, omit, compress. As a **soft guide**, consult the role→blueprint menu in `../hyperframes-animation/blueprints-index.md`: for each beat, write the voiceover in the shape its candidate blueprint implies and tag that candidate `blueprint:` id when one fits. Teaching truth still decides which beats exist — never force a beat to fit a blueprint, and never invent a beat just because a proven shape is available. Faceless visuals are invented downstream, so frames do **not** carry an asset inventory: leave `asset_candidates` empty unless the user supplied a real `public/<basename>` image. Use the exact required fields from the storyboard and script references.\n\nAfter drafting, run the review loop's plan pass — `../hyperframes/references/review-loop.md` § 1: present the plan as a proposal, and ask the two questions — approve or change, and **sketches first** (recommended) or skip. Feedback arrives as a chat reply; loop until approved. This is a **checkpoint gate** (brief contract § 1): in autonomous mode there is nothing to ask — post the same summary as a heads-up and proceed; sketches collapse into the build, and the final preview with its one question comes at Step 6.\n\n**Gate:** `STORYBOARD.md` exists, every frame has the required narrative fields, `SCRIPT.md` exists when narration is needed, and the user approved the frame-by-frame plan (autonomous: the summary was posted as a heads-up).\n\n---\n\n## Step 3.1: Audio\n\nGoal: Generate narration, word timings, music, and audio metadata from the approved script.\n\nStart audio after Step 3 approval. Run it in the background, then continue to Step 4. (Sign-in status was already shown in Step 0; the engine falls back automatically.)\n\n**Choose the narration voice from the user's ask before invoking.** If the request named a voice, gender, or tone, pick a matching voice id and pass it with `--voice <id>`. The pipeline default is otherwise **Marcia (female)** on HeyGen / `am_michael` on Kokoro — so a request like \"a male voice\" is silently ignored unless you pass the flag. Voice ids are provider-specific; resolve against whichever provider Step 0's sign-in status selected: **HeyGen** (signed in) via `node <MEDIA_DIR>/audio/scripts/heygen-tts.mjs --list` (or `GET /v3/voices?engine=starfish`); **Kokoro** (offline) via the voice table in `<MEDIA_DIR>/audio/references/tts.md` (prefixes `am_`/`bm_` male, `af_`/`bf_` female). When the user expressed no preference, fall back to the remembered voice (brief contract § 2) before the pipeline default, and say which one you used; omit `--voice` only when neither names one. When the user explicitly picked a voice this run, record it (`prefs.mjs record --key voice`).\n\n`node <SKILL_DIR>/scripts/audio.mjs --script ./SCRIPT.md --storyboard ./STORYBOARD.md --hyperframes . --out ./audio_meta.json --voice <voice-id> &`\n\nThe audio script handles narration, word timings, BGM lookup from HeyGen's music library, and timing metadata. BGM mood comes from the storyboard's `music:` field. This uses the HeyGen Audio API for retrieval, not generation, and the same `~/.heygen` credential as TTS. For provider details, read `../media-use/audio/references/tts.md`. When the host app's own tools make the music or a sound effect, put the file under assets/ and list it in the audio_meta.json file marked `\"source\": \"host\"`: music as `bgm` `{ \"path\": \"assets/…\", \"source\": \"host\" }` with `music: none` in the storyboard; a sound as an `sfx` entry `{ \"frame\": <n>, \"file\": \"assets/…\", \"offset_s\": 0, \"duration_s\": <its length>, \"source\": \"host\" }`. Every audio pass keeps these, and a frame with a host sound gets no looked-up cue.\n\nIf there is no narration and no `SCRIPT.md`, skip voice generation. BGM may still run if the storyboard has a music mood.\n\n**The canonical fully-silent marker** (shared across the workflows that reuse this audio model): `music: none` in the STORYBOARD.md top YAML block, no `SCRIPT.md`, **and** no `sfx:` cues or host audio. That combination marks the project silent — no narration, no BGM, no SFX. `audio.mjs` recognizes it and generates nothing (it removes any stale `audio_meta.json`; an absent `audio_meta.json` is what assemble treats as silent), so this step is a clean skip. Without narration but with `sfx:` cues or host audio the film is not silent: `audio.mjs` writes the audio_meta.json file for `fetch-sfx` to fill. `music: none` with narration keeps TTS and turns only BGM off. Use exactly this spelling — don't improvise other markers.\n\n**Gate:** audio job has started, or the project is marked silent (`music: none`, no `SCRIPT.md`, no `sfx:` cues or host audio).\n\n---\n\n## Step 4: Frame Visual Design\n\nGoal: Add the visual direction, layout intent, and motion choices to each storyboard frame.\n\n**Sketch the storyboard sheet first (collaborative only).** The moment the plan is approved, run the sketch pass — `../hyperframes/references/review-loop.md` § 2 (don't wait on Step 3.1; sketches don't use timings): wireframe every frame yourself as a cell of `storyboard.html` (`../hyperframes-creative/references/storyboard-recipe.md` § 3), mark each `built`, pause for the one layout question when every frame is `built`, and revise only the sketches named until the sheet is confirmed. Only then write the visual design below onto the confirmed layouts. In autonomous mode, or when the user chose to skip sketches at Step 3, skip this pass — frames go straight from `outline` to `animated` at Step 5.\n\nEdit `STORYBOARD.md` in place. Do not create another storyboard. Use `frame.md` as source of truth for color, type, layout feel, and style.\n\nRead `references/visual-design.md`, `../hyperframes-animation/blueprints-index.md`, `references/motion-language.md`, and `../hyperframes-animation/rules-index.md`. Use `visual-design.md` for the method (the time-coded shot sequence, the inline Layout vocabulary, and the invented-visual treatment), plus the required `## Video direction` block. Use `../hyperframes-animation/blueprints-index.md` to pick each frame's shot shape. Use `motion-language.md` (the motion vocabulary + the motion doctrine) and `../hyperframes-animation/rules-index.md` (valid rule names) for motion — do not invent motion names.\n\n**Search the live catalog before you invent any named look.** A faceless explainer invents every visual, which is exactly when a hand-authored rebuild of an existing block is most likely. For every look, effect, treatment or transition the brief names — \"CRT scanlines\", \"glitch\", \"film grain\", \"shimmer sweep\", \"confetti burst\" — run `npx hyperframes catalog --query \"<the look, in plain English>\" --json` and read the top results BEFORE you write that look into `STORYBOARD.md`. The search needs **nothing installed**: no project, no prior `add`, no account. It ranks the whole hosted registry (~400 blocks and components) from any directory. A block that already does the job becomes the frame's `focal` — name it here; Step 5 pre-installs it once before dispatch and its worker customizes it. Invent a visual only after a search for it came back with nothing that fits.\n\nFor every frame, write a **time-coded shot sequence** into `STORYBOARD.md` per `visual-design.md`'s method: pick the frame's blueprint (or compose), instantiate it with THIS frame's **invented** content, and pace each Scene's reveal to the voiceover so the frame develops across its full duration instead of front-loading then freezing. Because the explainer is faceless, `focal`/`roles` name the **invented visual elements** (a hero word, a diagram node, a data-viz series) — you are designing them, not selecting captured assets. State layout and motion **inline** per Scene (vocabularies in `visual-design.md` and `motion-language.md`). Add one video-wide `## Video direction` block.\n\nDo not change story, script, `transition_in`, or the source text. Do not write HTML in this step. There is **no asset-staging step** — faceless visuals are built by the workers in Step 5. If the user supplied a real `public/<basename>` image, reference it by path in the relevant frame's `focal`/`roles`; otherwise nothing to stage.\n\n**Gate:** every frame has a time-coded shot sequence whose reveals are paced to the voiceover (no front-loading); each frame names its invented `focal` and/or `roles`; `## Video direction` exists. Collaborative: the sketch sheet was confirmed.\n\n---\n\n## Step 5: Build Frames\n\nGoal: Build every storyboard frame as an HTML composition and assemble the playable video.\n\nWait for Step 3.1 audio to finish if audio was started. Then sync durations and fetch SFX; skip both if silent.\n\n`node <SKILL_DIR>/scripts/audio.mjs sync-durations --audio-meta ./audio_meta.json --storyboard ./STORYBOARD.md`\n\n`node <SKILL_DIR>/scripts/audio.mjs fetch-sfx --storyboard ./STORYBOARD.md --hyperframes .`\n\nDuration sync is mechanical: real voice duration wins; silent frames keep estimates; never hand-edit synced durations.\n\n**Pre-install the registry blocks** named across `STORYBOARD.md` once, before dispatch, so parallel workers don't race on the registry:\n\n`for b in <each registry block named in the storyboard>; do npx hyperframes add \"$b\"; done`\n\nBefore dispatch, read `../hyperframes/references/subagent-dispatch.md`. Build the per-frame packets and the worker role payload:\n\n`node <SKILL_DIR>/scripts/frame-packets.mjs --project \"$PROJECT_DIR\" --storyboard \"$PROJECT_DIR/STORYBOARD.md\"`\n\nThe builder writes one bounded packet per frame under `.hyperframes/frame-packets/` (the frame's exact storyboard block + the blueprint body + every cited rule recipe, inlined) and `_role.md` (`../hyperframes/references/frame-worker-core.md` + this skill's `sub-agents/frame-worker.md`, concatenated verbatim — the complete worker role). Dispatch one sub-agent per frame, in parallel if possible; otherwise run workers in waves. Each worker gets exactly one frame: its prompt carries `_role.md` and that frame's packet — paste both in full, or hand the two file paths for the worker to read first (equivalent; the worker starts from exactly those two documents either way) — plus a dispatch context with `PROJECT_DIR`, `frame_id`, whether the frame has a **confirmed sketch** on disk (the worker dresses that layout rather than redrawing it — frame-worker core § When a confirmed sketch exists), canvas size, and caption status + keep-out band if captions are enabled.\n\nWorkers read only their packet and `frame.md`; they never open `STORYBOARD.md` or the skill documents (the packet inlines what was selected upstream). Each worker writes only `compositions/frames/NN-*.html`. Workers must never edit `STORYBOARD.md`.\n\n**Full-bleed backgrounds ride on a `class=\"clip\"` layer, never the `#root`.** A frame's ground (color field / gradient / grid) is its own full-duration background clip — a `background` set on the `#root` / `data-composition-id` element is clip-gated to the frame's window and is not a dependable ground, so dark content can land on the black host `body` and render invisible. The video's base ground is painted by the assembler from `frame.md`'s `canvas` color onto the index `#root`. (Full rule + self-check: `../hyperframes/references/frame-worker-core.md`.)\n\nAs each worker returns, the orchestrator marks that frame as `animated` in `STORYBOARD.md`.\n\nAfter audio timings exist, build captions in the background and assemble the index:\n\n`node <SKILL_DIR>/scripts/captions.mjs build --storyboard ./STORYBOARD.md --audio-meta ./audio_meta.json --hyperframes . --out ./caption_groups.json &`\n\n`node <SKILL_DIR>/scripts/assemble-index.mjs --storyboard ./STORYBOARD.md --hyperframes .`\n\n`captions.mjs` uses the project's `.hyperframes/caption-skin.html` (copied in Step 2) as the caption look, injecting brand tokens from `frame.md`; with no skin present it renders the built-in default pill. `captions: skipped (<reason>)` is valid. Continue without captions when explicitly skipped.\n\n**Gate:** every frame is marked `animated` (collaborative: the sketch sheet was confirmed at Step 4), `index.html` exists, and captions are built or explicitly skipped.\n\n---\n\n## Step 6: Finalize\n\nGoal: Verify the assembled video, get user approval, and render the final MP4.\n\nInject transitions, run checks, pause for review, then render.\n\n`node <SKILL_DIR>/scripts/transitions.mjs inject --storyboard ./STORYBOARD.md --hyperframes .`\n\n`node <SKILL_DIR>/scripts/transitions.mjs verify --storyboard ./STORYBOARD.md --index ./index.html`\n\n`npx hyperframes lint`\n\n`npx hyperframes check`\n\n`npx hyperframes snapshot --at <frame-midpoints>`\n\n`snapshot` stitches the captured frames into one contact sheet (`snapshots/contact-sheet.jpg`). Glance at it; if nothing is obviously broken, move on — don't linger here.\n\nIf a command fails, surface stderr and stop — don't pile on recovery commands. Fix it yourself: the cheapest safe edit to `compositions/frames/NN-*.html`, then rerun the failed check.\n\n**Known false-positive — do not chase it.** `check` may report a handful of `text_box_overflow` findings of ~1–4px on the **caption** highlight words (selector `#caption-word-*` / `.caption-line`). The caption pill uses a deliberately snug `line-height` (set once in `scripts/captions.mjs`) and has **no `overflow:hidden`**, so a heavy display glyph's ink spills a few px into the pill's own padding — nothing is actually clipped. Treat these as expected and proceed. Do **not** inflate the caption `line-height` (it balloons the pill, which is worse). Only act on a `text_box_overflow` when it names a **frame** element (`#el-NN-*`), not a caption word.\n\nAfter checks pass, pause for user review — the review loop's final look (`../hyperframes/references/review-loop.md` § 4): one question, on the final Studio preview — render now, or what changes? (Autonomous: the same, as the one kept question — open the preview even though the user didn't ask for one.) Then deliver the MP4 with the contact sheet and the frame ids so revisions can target a single frame.\n\nPreview: `npx hyperframes preview --background`\n\nRender only after user approval (autonomous mode: after the render-or-changes question):\n\n`npx hyperframes render --skill=faceless-explainer --quality high --output renders/video.mp4`\n\nDo not rerun `lint`, `check`, or `snapshot` after rendering unless the user asks.\n\n**Gate:** `lint` and `check` passed and the snapshots were inspected before render; user approved at the review pause (autonomous: checks passed and the delivery includes the contact sheet); `renders/video.mp4` exists. Final reply states MP4 path and final duration.\n\n---\n\n## Quick Reference\n\n**Formats:** landscape `1920x1080`; portrait `1080x1920`; square `1080x1080` — derived from the destination (brief contract § 2). Set the format once in the storyboard frontmatter.\n\n**Faceless deltas vs a captured-asset workflow:** no Step 1 capture (synthetic `tokens.json` + `visible-text.txt`); no `asset-descriptions.md` and no `capture/assets/`; no asset-staging in Step 4; `asset_candidates` empty by default; every visual is invented by the Step 5 workers (typography / abstract graphics / diagrams / data-viz). A user-supplied `public/<basename>` image is the only real asset path.\n\n**Background scripts:** the workflow ships only these under `scripts/`: `build-frame` for adopting + brand-remixing a frame preset into `frame.md` (+ caption skin); `audio` for TTS, transcription, BGM, SFX, and duration syncing; `captions`; `transitions` for inject and verify; and `assemble-index`. Everything else is the `hyperframes` CLI.\n\nThe reusable, domain-agnostic shot shapes live in `../hyperframes-animation/blueprints/` (indexed by `../hyperframes-animation/blueprints-index.md`).\n\n| Read                                                                                                                                                        | When                                                                                                     |\n| ----------------------------------------------------------------------------------------------------------------------------------------------------------- | -------------------------------------------------------------------------------------------------------- |\n| `[../hyperframes/references/brief-contract.md](../hyperframes/references/brief-contract.md)`                                                                | Gate types, mode derivation from `BRIEF.md`, field semantics.                                            |\n| `[../hyperframes-creative/references/story-spine.md](../hyperframes-creative/references/story-spine.md)`                                                    | Step 3: story doctrine — hook language, value-before-evidence, proposal shape, source-traceable visuals. |\n| `[../hyperframes-creative/frame-presets/](../hyperframes-creative/frame-presets/)`                                                                          | Step 2: choose and adopt a frame preset.                                                                 |\n| `[../hyperframes-creative/references/design-spec.md](../hyperframes-creative/references/design-spec.md)`                                                    | Step 2: apply brand tokens correctly.                                                                    |\n| `[references/story-design.md](references/story-design.md)`                                                                                                  | Step 3: plan the explainer story.                                                                        |\n| `[../hyperframes-animation/blueprints-index.md](../hyperframes-animation/blueprints-index.md)`                                                              | Step 3: role→blueprint menu. Step 4: pick the shot shape.                                                |\n| `[../hyperframes/references/storyboard-format.md](../hyperframes/references/storyboard-format.md)`                                                          | Step 3: write `STORYBOARD.md`.                                                                           |\n| `[../hyperframes/references/script-format.md](../hyperframes/references/script-format.md)`                                                                  | Step 3: write `SCRIPT.md`.                                                                               |\n| `[../media-use/audio/references/tts.md](../media-use/audio/references/tts.md)`                                                                              | Step 3.1: choose or understand TTS providers and voices.                                                 |\n| `[references/visual-design.md](references/visual-design.md)`                                                                                                | Step 4: write the frame's shot sequence (+ Layout vocabulary).                                           |\n| `[references/motion-language.md](references/motion-language.md)`                                                                                            | Step 4: the motion vocabulary + the motion doctrine.                                                     |\n| `[references/cut-catalog.md](references/cut-catalog.md)`                                                                                                    | Step 4-5: the cut catalog (worker builds within-frame seams).                                            |\n| `[../hyperframes-animation/rules-index.md](../hyperframes-animation/rules-index.md)` + `[../hyperframes-animation/rules/](../hyperframes-animation/rules/)` | Step 5: local rule recipe bodies for the cited motions.                                                  |\n| `[../hyperframes/references/frame-worker-core.md](../hyperframes/references/frame-worker-core.md)`                                                          | Step 5: the shared worker contract (packet builder prepends it to the delta).                            |\n| `[sub-agents/frame-worker.md](sub-agents/frame-worker.md)`                                                                                                  | Step 5: the workflow's frame-worker delta.                                                               |\n| `[../hyperframes/references/subagent-dispatch.md](../hyperframes/references/subagent-dispatch.md)`                                                          | Step 5: dispatch sub-agents safely.                                                                      |\n\nFile v1.0.45:_meta.json\n\n{\n  \"ownerId\": \"kn77d06grj6xqp3dqwkk4bavhn89pegt\",\n  \"slug\": \"faceless-explainer\",\n  \"version\": \"1.0.45\",\n  \"publishedAt\": 1791491426649\n}\n\nFile v1.0.45:references/cut-catalog.md\n\n# Cut catalog — within-frame seams (worker-built)\n\n> **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.)\n\nFour techniques that create depth and continuity:\n\n1. **Zoom-Through** — within-scene text swaps, Z-axis, moving TOWARD the viewer\n2. **Inverse Zoom-Through** — Z-axis swaps moving AWAY from the viewer\n3. **Cut the Curve** — between-scene transitions on x/y\n4. **Waterfall Cut** — word-by-word cut-the-curve with staggered exits and entries\n\nAll four are the same underlying principle: **cut at peak velocity, match direction and\nspeed on both sides of the cut.** The differences are axis, scope, and granularity.\n\n**Choosing which at a seam:** for an UNFINISHED phrase (building one larger idea across\nseveral visually distinct scenes that still approach the same point — multi-line text, a\nrun of consecutive cards) use **cut-the-curve** / **waterfall**. For a STATE CHANGE (turning\nto a NEW part of the video — most often hook → context, between two distinct chapters) use\n**zoom-through**, and **inverse zoom-through** for an arrival / payoff beat. Chain these so\nthe frame's internal seams feel like one camera moving through the content.\n\n---\n\n## Blur Logic (applies to all Z-axis variants)\n\nBlur sells the speed at the cut, but it must scale with the SUBJECT SIZE:\n\n| Subject                                                | Peak blur   | Why                                                                                                                                                                                      |\n| ------------------------------------------------------ | ----------- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |\n| 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. At 20px letterforms go mushy mid-cut; 10px keeps them readable. |\n| 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.                                            |\n\nBoth sides of a cut use the SAME peak blur — the value must match at the swap frame.\nApply blur to the WRAPPER, never to individual children.\n\n---\n\n## 1. Zoom-Through (forward)\n\n### The Problem\n\nText enters, holds, exits. Then next text enters, holds, exits. Each text block is\nindependent — no depth, no continuity. The video feels like a slideshow.\n\n### The Principle\n\nA velocity-matched cut on the Z-axis. You **never see both texts at the same time.** The\noutgoing text scales toward the viewer (accelerating), blur and opacity peak at the cut\npoint hiding a hard swap, and the incoming text continues scaling up from behind\n(decelerating into the focal plane). One continuous forward motion, two different texts.\n\n### The Three Phases\n\n**Phase 1: Exit** — text accelerates forward (toward viewer)\n\n- Scale: `1.0 -> 1.2`, Blur: `0px -> 10px` (text-scale; see Blur Logic), Opacity: `1.0 -> 0.15`\n- Scale/blur easing: `power3.in` (steep acceleration)\n- Opacity easing: `none` (linear — even dimming, separated from scale)\n- Duration: 0.2s\n\n**Phase 2: Hard cut** at peak velocity + peak blur\n\n- Outgoing: `opacity: 0` (instant via `tl.set`)\n- Incoming: `opacity: 0.15, scale: 0.75, blur: 10px` (instant via `tl.set`)\n- All properties match at the cut: blur, opacity, and scale DIRECTION (both scaling up)\n\n**Phase 3: Entry** — text continues forward (growing into focal plane)\n\n- Scale: `0.75 -> 1.0`, Blur: `10px -> 0px`, Opacity: `0.15 -> 1.0`\n- Easing: `expo.out` (steep initial burst matching exit velocity, long settle)\n- Duration: 0.5s\n\n### Why Opacity Must Be Separate on Exit\n\nScale uses `power3.in` but that keeps opacity near 1.0 for most of the tween. Splitting\nopacity to its own tween with linear ease makes the dimming even. On entry, all properties\ncan share `expo.out`.\n\n---\n\n## 2. Inverse Zoom-Through (backward)\n\nThe mirror: the camera \"pulls back\" instead of pushing through. The outgoing element\nRECEDES away from the viewer; the incoming element arrives OVERSIZED (as if it had been\njust behind the camera) and retracts into the focal plane. Both move in the shrinking\ndirection — same-direction rule preserved, just reversed.\n\n**When to use over the forward variant:** arrival beats. The incoming element lands with\npresence because it comes from larger-than-frame — right for a payoff line (\"That changes\ntoday.\"), a giant reply, or a held end-state. Forward zoom-through reads as _progressing\nthrough_ content; inverse reads as _arriving at_ content.\n\n### The Three Phases\n\n**Phase 1: Exit** — element recedes (away from viewer)\n\n- Scale: `1.0 -> 0.8`, Blur: `0px -> 10px` (text-scale)\n- Scale/blur easing: `power3.in`; Opacity: `1.0 -> 0.15` on `none` (separate tween)\n- Duration: 0.2s\n\n**Phase 2: Hard cut**\n\n- Outgoing: `opacity: 0` via `tl.set`\n- Incoming: `opacity: 0.15, scale: 1.25, blur: 10px` via `tl.set`\n\n**Phase 3: Entry** — incoming retracts into place\n\n- Scale: `1.25 -> 1.0`, Blur: `10px -> 0px`, Opacity: `0.15 -> 1.0`\n- Easing: `expo.out`, Duration: 0.5s\n\n---\n\n## 3. Cut the Curve (Scene Transitions)\n\n### The Principle\n\nUse cut-the-curve for **all scene-to-scene transitions** on x and y axes. The outgoing\nscene's hero element accelerates in one direction, the cut lands mid-motion, and the\nincoming scene's hero element continues moving in the **same direction** and decelerates.\nNothing exits fully off-screen and nothing enters from fully off-screen — **speed plus\nopacity fading trick the eye**; the partial moves are enough.\n\n### Same Path, Same Direction\n\nIf Scene A's hero slides left, Scene B's hero enters from the right and continues sliding\nleft. Both move leftward. One continuous motion.\n\n| Direction | Scene A exit   | Scene B entry start | Scene B entry end |\n| --------- | -------------- | ------------------- | ----------------- |\n| Leftward  | `x: 0 -> -230` | `x: +230`           | `x: 0`            |\n| Rightward | `x: 0 -> +230` | `x: -230`           | `x: 0`            |\n| Upward    | `y: 0 -> -230` | `y: +230`           | `y: 0`            |\n| Downward  | `y: 0 -> +230` | `y: -230`           | `y: 0`            |\n\n### Velocity matching via mirrored eases\n\nThe cleanest match: exit `power4.in` and entry `power4.out` with the SAME distance and\nduration — mathematically the two halves of one `power4.inOut` composite, so the entering\nelement picks up at exactly the 50% point of the notional path at identical velocity\n(e.g. 230px / 0.3s ≈ 3,070 px/s at the cut on both sides).\n\nThe fade trick: the exit's opacity completes at ~25–30% of its travel (fade duration\n≈ 0.18–0.3s vs motion 0.3–0.34s) — the element vanishes while still visibly accelerating,\nand nothing has to reach the frame edge. Entry fades IN fast from ~0.35 under its\ndeceleration. Time the LAST fading element to die right at the hard cut — gaps where\nnothing is moving read as awkward dead air.\n\n### Rules\n\n- Use cut-the-curve for all scene transitions — it's the default, not an accent\n- Same direction on both sides; mirrored `.in`/`.out` eases, same distance + duration\n- Exit duration short (0.2–0.4s), entry duration >= exit duration\n- Partial travel + fade, never full off-screen moves\n\n---\n\n## 4. Waterfall Cut (word-by-word cut-the-curve)\n\nCut-the-curve at WORD granularity — the strongest version of the leftward cut for\ntext-to-text seams. Each word of the outgoing line ramps out on its own pronounced curve;\neach word of the incoming line cascades in mid-flight. The stagger turns the cut into a\nwave the eye rides across the seam.\n\n### Exit (per word)\n\n- Motion: `x: 0 -> -230` over 0.34s on **power4.in** — a much more pronounced ramp than\n  the usual power2: the word barely creeps, then RIPS\n- Fade: `opacity -> 0` over 0.18s (separate tween, `power1.in`) — completes when the word\n  is only ~25–30% into its travel\n- Stagger: reading order, ~0.022s per word, timed so the LAST word finishes fading right\n  at the hard cut\n\n### Entry (per word)\n\n- `fromTo x: +230 -> 0, opacity: 0.35 -> 1` over 0.3s on **power4.out** — the mirrored\n  back half of the composite; every word ignites already moving at matched velocity\n- Waterfall stagger with SHRINKING gaps (start 0.05s, multiply by ~0.84 per word) so the\n  cascade accelerates across the line — the cascade should speed up word over word, not run\n  at a flat per-word delay\n- Pre-set all words to `x: +230, opacity: 0` at build time — `immediateRender: false`\n  alone leaves un-started words sitting visible at rest during the stagger window\n\n### Whole-line variant\n\nA single-line beat (e.g. a big intro line) exits as one group with the same pronounced\nramp, but stretch its fade to ~0.3s ending ~0.02s before the cut — a lone element that\nfades early leaves dead air that a word cascade would have covered.\n\n---\n\n## Choosing a Variant\n\n|                | Zoom-Through                | Inverse Zoom                | Cut the Curve     | Waterfall Cut             |\n| -------------- | --------------------------- | --------------------------- | ----------------- | ------------------------- |\n| Scope          | Within-scene text swap      | Arrival/payoff beat         | Between scenes    | Text-to-text seam         |\n| Axis           | Z, toward viewer            | Z, away from viewer         | X / Y             | X, per-word               |\n| Peak blur      | 10px text / 20px full-frame | 10px text / 20px full-frame | none required     | none (fade does the work) |\n| Opacity at cut | 0.15                        | 0.15                        | exit faded by cut | last word dies at cut     |\n| Feel           | progressing through         | arriving at                 | carried sideways  | a wave across the seam    |\n\n---\n\n## Anti-Patterns\n\n| Don't                                    | Why                                         | Instead                                                |\n| ---------------------------------------- | ------------------------------------------- | ------------------------------------------------------ |\n| Two texts visible during a zoom-through  | Overlapping text breaks the Z-axis illusion | Hard cut at blur peak, one text at a time              |\n| 20px blur on text-scale subjects         | Letterforms smear; reads as a glitch        | 10px for text, 18–20px only full-frame                 |\n| Elements on different paths across a cut | Eye tracks one direction, cut goes another  | Same property, same direction                          |\n| Mismatched blur/opacity at the swap      | Visible flash or brightness jump            | Identical values at the cut frame                      |\n| Gentle easing on entry (`power2.out`)    | Entry velocity feels slower than exit       | Mirror the exit: `power4.out` / `expo.out`             |\n| Full off-screen exits / entries          | Wastes time and breaks the speed illusion   | Partial travel + early fade                            |\n| Lone element fading long before its cut  | Dead air at the seam                        | Fade ends ~0.02s before the cut, or use a word cascade |\n| Zoom-through on body text                | Small text at 0.75 scale is unreadable      | Only headlines and short phrases                       |\n| Scene cuts without cut-the-curve         | Static cuts feel like a slideshow           | Cut-the-curve is the default                           |\n\nFile v1.0.45:references/motion-language.md\n\n# Motion language — the move vocabulary + the motion doctrine + the seek-safe core\n\n> 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`.\n\nA good explainer 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. In an explainer the development _is_ the teaching: the formula assembling, the diagram gaining a layer, the count-up landing. The doctrine in Part 2 is load-bearing: when in doubt, do what it says.\n\n---\n\n# Part 1 — the move vocabulary\n\nReach 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.\n\n## Kinetic type\n\n- **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`\n- **in-place token cycle** — a fixed line holds and only its variable slot changes, token → token → token. → `discrete-text-sequence`\n- **per-word staggered reveal** — a phrase assembles word-by-word (or chunk-by-chunk), each landing on its own beat. → `dynamic-content-sequencing`\n- **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`\n\n## Typewriter\n\n- **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)\n- **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`)\n\n## Count-up / data\n\n- **value-scaled counter** — a number counts up and its font size grows with the value, so the climb itself escalates. → `counting-dynamic-scale`\n- **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`\n\n## Reveal / decode\n\n- **3D char flip-decode** — characters flip in 3D and resolve from scrambled glyphs to the real text (decryption feel). → `hacker-flip-3d`\n- **SVG self-draw** — an outline / icon / ring draws itself stroke-by-stroke. → `svg-path-draw`\n\n## Camera\n\n- **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`\n- **zoom-to-target** — zoom into a non-centered element (scale + counter-translate to keep it framed). → `coordinate-target-zoom`\n- **pan / focus-lock** — a virtual camera transforming one `.world` wrapper to pan / zoom / lock onto a region. → `viewport-change`\n- **camera-cursor-tracking** — the viewport locks to a moving focal point (a typing cursor), static framing then focal-locked tracking. → `camera-cursor-tracking`\n\n## Layout motion\n\n- **cluster→outward expansion** — elements start clustered at center and expand outward to their final positions in lockstep. → `center-outward-expansion`\n- **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`\n- **split-tilt cards** — two cards side-by-side with opposing rotationY tilts, entering from their respective sides (comparison / before-after). → `split-tilt-cards`\n- **logo/avatar ring + connectors** — avatars or logos on an elliptical ring with SVG connection lines to a center point, staggered entry. → `avatar-cloud-network`\n\n## Surface / UI\n\n- **3D page-scroll reveal** — a full webpage as a tilted 3D card whose internal content scrolls to reveal specific sections. → `3d-page-scroll`\n- **cursor click + ripple** — a cursor moves to a target, depresses with it on click, and emits an expanding ripple. → `cursor-click-ripple`\n- **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)\n- **keyword glow** — keywords light up with glow + scale + color on an attack-decay-rest envelope, synced to a word rail. → `asr-keyword-glow`\n\n## Morph / handoff\n\n- **scale-swap** — two elements at the same screen center hand off: the outgoing cluster shrinks + fades as the incoming one arrives. → `scale-swap-transition`\n- **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`\n\n## Seam cuts (worker-built, inside a frame)\n\nThe 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.\n\n- **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`\n- **cut-the-curve** — a scene-to-scene cut where both sides move the same direction at matched velocity. → `cut-catalog.md`\n- **waterfall cut** — cut-the-curve at word granularity, a wave across a text-to-text seam. → `cut-catalog.md`\n\n## Emphasis / marker\n\n- **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`\n\n## Aliveness during a hold (use sparingly — see Part 2)\n\n- **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)\n- **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`\n- **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`\n\n## The added moves — now backed by local rules\n\nFive moves the golden corpus needs were added to this skill's `../../hyperframes-animation/rules/`, rounding out the vocabulary above:\n\n- **depth-of-field / selective-blur** — blur the off-focus subset to spotlight the focal element → `depth-of-field-blur`\n- **motion-blur streak** — directional velocity blur on a fast fly-in / camera push-through → `motion-blur-streak`\n- **3D depth scatter-assemble** — glyphs/elements scatter into a tumbling 3D cloud, then reassemble → `depth-scatter-assemble`\n- **spring-pop entrance** — the canonical entrance pop; default to a smooth long-tail settle, overshoot only when explicitly playful → `spring-pop-entrance`\n- **ambient glow / bloom** — un-triggered soft glow blooming behind a static hero → `ambient-glow-bloom`\n\n---\n\n# Part 2 — the motion doctrine (load-bearing)\n\nThese four rules are the difference between a clip that reads as a serious explainer and one that reads as an agent-made PowerPoint. Follow them as written.\n\n## 1. Smooth beats bouncy — `power3` is the default\n\nElements 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.\n\nBouncy 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 motion-design 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.)\n\n## 2. Sequential reveal in the back ~50%, timed to the voiceover\n\nThis is the anti-PowerPoint mechanism — sharper than \"put development in the middle.\"\n\n- **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.\n- **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.\n- **Less is more.** Fewer things on screen, each arriving on its VO beat, beats a full canvas that animated once and froze.\n\nPractically: 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).\n\n## 3. No lazy breathing, no bad pan/push — \"no motion over bad motion\"\n\nThe agent's two reflexive ways to fake \"aliveness\" both read cheap:\n\n- **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.\n- **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.\n\nThe 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.\n\n## 4. Internal seams are velocity-matched cuts\n\nWhen 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.\n\n## One-line summary\n\nSmooth 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`).\n\n---\n\n# Part 3 — the seek-safe core (hard rules)\n\nThe 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.\n\n- **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`.\n- **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).\n- **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).\n- **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.\n- **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.)\n\n## Forbidden — the failure modes\n\n**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).\n\n**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).\n\n**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).\n\n**Always:** no `repeat` / `yoyo`; no `Math.random` / `Date.now`; no all-elements-entering-simultaneously (sequence or stagger).\n\n## Naming motion in a shot — example\n\n> 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.\n> Scene 2 (1.0–3.0s): as the VO names each step, five mechanism nodes 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.\n> 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.\n\nName 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`.\n\nFile v1.0.45:references/story-design.md\n\n# Story design — faceless explainer video\n\nUse this reference in Step 3 to write `STORYBOARD.md` and `SCRIPT.md` for a faceless explainer — a topic, concept, how-to, listicle, or narrative explainer built from text, with **no product, no website, and no captured assets**.\n\nThis file defines the story: what the video teaches, in what order, and why each frame exists. It does not define layout, visual effects, animation, or final markdown schemas. For exact file syntax, follow `../../hyperframes/references/storyboard-format.md` and `../../hyperframes/references/script-format.md`.\n\n## Read first\n\nRead these inputs before writing:\n\n1. `hyperframes.json` — locked brief: angle, length, aspect ratio, language.\n2. `frame.md` — tone, mood, design system, and register.\n3. `capture/extracted/visible-text.txt` — the article / notes / topic / brief (the source of **information**).\n4. `user_script.txt` and `VO_MODE`, when the user pasted a script.\n\nThere is no `asset-descriptions.md` and no `capture/assets/` to inspect — this is faceless. Every visual is invented downstream (Steps 4-5); your job here is the **narrative**, not a visual asset list.\n\n## Output\n\nCreate two files:\n\n- `STORYBOARD.md` — the teaching plan, one frame per beat.\n- `SCRIPT.md` — the locked narration, only for spoken frames.\n\nEvery storyboard frame must include the required fields from the storyboard format reference, plus the narrative metadata below.\n\n## Core rule\n\nAn article is an information dump. A video is a guided act of understanding.\n\nDo not follow paragraph order. Reorder, merge, omit, and compress the source text into a clear teaching sequence. Strip the asides; surface the spine. **The single most common failure is paraphrasing the article in order — do not do that.** The input text is the source of information, not a story template.\n\n## Step 3 method\n\n### 1. Extract the teaching truth\n\nFrom the brief and text, identify:\n\n- Audience — who the video is speaking to, and what they already (don't) know.\n- Gap or stakes — the confusion, question, or \"why care\" the explanation resolves.\n- Thesis — the one-line idea the viewer should walk away with.\n- Spine — the 3-6 ideas (mechanisms / steps / items / beats) that build to the thesis.\n- Evidence — the concrete numbers, examples, comparisons, or worked cases that ground it.\n- Landing — the takeaway or the call to think / try / act.\n\nWrite the storyboard around the thesis, not around the article's sections.\n\n### 2. Match the register to `frame.md`\n\nUse `frame.md` as a soft guide — the visual system tunes the **voice**, not the structure:\n\n| `frame.md` signal              | Story effect                           |\n| ------------------------------ | -------------------------------------- |\n| warm, handmade, notes-like     | plain, considered, low-hype; humane    |\n| bold, poster-like, declarative | short punchy beats, confident claims   |\n| friendly, polished, modern     | approachable direct address, lighter   |\n| literary, technical-but-human  | thoughtful, precise; safe for code/dev |\n\nThe teaching truth decides the arc. The visual system tunes the voice.\n\n### 3. Choose one explainer structure\n\nPick **one** structure (or explicitly name a compound). Do not splice phases from different structures — each is a complete path through understanding.\n\n| Structure           | \"It is…\"                                         | Use when the payload is…                                    | Body shape                                                           |\n| ------------------- | ------------------------------------------------ | ----------------------------------------------------------- | -------------------------------------------------------------------- |\n| `concept-explainer` | \"what is X, and why does it matter\"              | one idea/term/phenomenon the audience half-knows            | name concept → reveal mechanism layer by layer → land implication    |\n| `how-to-process`    | \"here is how to do / how X works,\" ordered steps | a procedure or mechanism with a clear start→finish          | a 3-6 step sequence on a consistent visual stage, one move each      |\n| `listicle`          | \"N things about X\"                               | a set of parallel, co-equal items (tips, mistakes, reasons) | hook → N roughly co-equal items → wrap; rule-of-three is strongest   |\n| `story-explainer`   | teach through a narrative arc                    | case studies, histories, cautionary tales                   | setup → tension → turn → resolution → lesson; the lesson generalizes |\n\n**Choosing:** one idea to understand → concept; an ordered procedure → how-to; parallel co-equal items → listicle; a concrete narrative/case → story.\n\n**Compounds** layer an outer arc with an inner rhythm — e.g. `concept-explainer with process` (ordered steps inside the mechanism phase), `story-explainer with how-to`. Set `arc` in the frontmatter to the chosen structure (or `<outer> with <inner>`). The downstream visual phase reads it for pacing: a process inner rhythm means tighter seams on a consistent stage and shorter frames.\n\n### 4. Build the frame sequence\n\nEach frame needs one clear job. Avoid frames that only say \"more detail\" or \"another point.\"\n\nFor every frame, define (use the storyboard format's fields, with these narrative additions in the frame's metadata + prose):\n\n- `type` — one of `hook | pain_point | product_intro | feature_showcase | benefit_highlight | social_proof | branding | cta`. This enum is shared with the downstream visual layer for pacing; **repurpose** it for teaching per the mapping below.\n- `persuasion` — a **named** rhetorical / clarity technique (see catalog), not \"explain the idea.\"\n- `beat` — the target feeling (see vocabulary).\n- `scene` — a one-line visual idea, not detailed composition.\n- `voiceover` — spoken guide text, or empty for silent frames.\n- `transition_in` — a registry transition name (see Transitions).\n- `blueprint` _(optional candidate)_ — consult the role→blueprint menu in `../../hyperframes-animation/blueprints-index.md`; when a proven shape fits this beat, tag its id (a tag, not a commitment — Step 4 confirms or overrides). Then **write the `voiceover` in the shape that blueprint implies**, so the line is reveal-ready before Step 4 ever runs. Teaching truth still decides which beats exist — never invent, drop, or bend a beat just to fit a shape; omit `blueprint` and write the line plainly when none fits.\n\nIn the prose under each frame, state:\n\n- `narrativeRole` — the scene's **job** in the explanation (e.g. \"Concretizes compound interest as a snowball,\" not \"Shows a chart\").\n- `keyMessage` — the one thing the viewer should understand after this frame (one sentence).\n\n### Type-enum repurposing (shared enum → explainer roles)\n\nThe enum is shared with the downstream visual layer; map your explainer roles onto it so downstream pacing matches the frame's job:\n\n| Explainer role you want          | Use `type`          | Why this value                                                       |\n| -------------------------------- | ------------------- | -------------------------------------------------------------------- |\n| Hook / curiosity gap             | `hook`              | The high-leverage opening 3-5s.                                      |\n| Pain / problem / why-care        | `pain_point`        | The friction or gap the explanation resolves.                        |\n| Name the core concept            | `product_intro`     | \"Introduce the protagonist\" — here the protagonist is the **idea**.  |\n| Mechanism / step / item          | `feature_showcase`  | A unit of the body — one move of a process, one mechanism, one item. |\n| Implication / payoff / \"so what\" | `benefit_highlight` | The consequence or value of understanding.                           |\n| Evidence / example / data point  | `social_proof`      | A concrete grounding: a number, a worked example, a comparison.      |\n| Thesis / takeaway / principle    | `branding`          | The philosophical landing — the generalizable idea, the one line.    |\n| Call to think / try / act        | `cta`               | The closing ask — try it, watch for it, question it.                 |\n\nThe body is usually a run of `feature_showcase` (steps/mechanisms/items), interleaved with `benefit_highlight` (implications) and `social_proof` (examples/data). At least one `feature_showcase` or `product_intro` should exist (every explainer has a body and a named idea).\n\n## Hook strategy\n\nPick one opening strategy for the first 3-5 seconds. For explainers the hook opens a cognitive gap or stakes:\n\n| Strategy               | Use when                                           | Example                                                          |\n| ---------------------- | -------------------------------------------------- | ---------------------------------------------------------------- |\n| Shocking statistic     | A credible number quantifies the stakes.           | \"90% of plastic ever made has never been recycled.\"              |\n| Rhetorical question    | Create an immediate cognitive gap.                 | \"Why does time seem to speed up as you get older?\"               |\n| Counterintuitive claim | The truth contradicts common belief.               | \"Adding more lanes to a highway makes traffic worse.\"            |\n| Pain validation        | The audience already feels the confusion.          | \"Everyone says 'just diversify' — nobody says what that means.\"  |\n| Visceral metaphor      | The idea is abstract and needs to become concrete. | \"Your attention is a spotlight, and apps fight over the switch.\" |\n| Concept announcement   | The term itself is the subject; make it memorable. | \"There's a word for this: the bystander effect.\"                 |\n| Direct address         | The audience is clearly defined.                   | \"If you've ever rage-quit a recipe halfway — this is for you.\"   |\n| Imagine / scenario     | A thought experiment frames the whole piece.       | \"Imagine money that loses value if you don't spend it.\"          |\n| Stakes / consequence   | The \"why care now\" is a real cost or risk.         | \"Get this one step wrong and the whole batch is ruined.\"         |\n\nThe hook must create curiosity, tension, or stakes. Do not open with a generic definition. Per `../../hyperframes-creative/references/story-spine.md`: the hook speaks the viewer's language (the payoff of understanding, never the source text's section headings), and the thesis (`message`) lands by beat 2 — the explanation after that is its evidence.\n\n## Clarity / rhetoric technique catalog\n\n`persuasion` is a **named technique** — how this frame makes the idea land or clear — not a vague intent. Combine when several are active (e.g. \"Analogy + progressive disclosure\").\n\n| Family               | Techniques                                                                                                                                   |\n| -------------------- | -------------------------------------------------------------------------------------------------------------------------------------------- |\n| **Make-concrete**    | Analogy / metaphor · Concretization (abstract → tangible object) · Worked example with real numbers · Anchoring on a familiar referent       |\n| **Reveal-in-order**  | Progressive disclosure (one term/layer at a time) · Build-up (simple → general case) · Signposting (\"first… then… finally\")                  |\n| **Contrast**         | Before/after · Common-belief vs reality · Comparison of two options · Counterexample (here is when it breaks)                                |\n| **Structure**        | Rule of three · Numbered enumeration · Question→answer pairing · Frame-then-fill (state the shape, then populate it)                         |\n| **Evidence**         | Statistical proof · Citation / source · Demonstration (show the mechanism running) · Causal chain (A → B → C)                                |\n| **Memory & landing** | Callback (return to the hook's image) · Distillation (compress to one line) · Coined term / mnemonic · Generalization (specific → principle) |\n\nWhen no catalog technique fits, name a new one inline and explain its mechanism (e.g. \"Subtractive framing: define the concept by what it is _not_ first\"). Never write generic \"explain the idea.\"\n\n## Emotional beats\n\n`beat` is one word or a short compound phrase (e.g. \"Curiosity and clarity\"). Avoid generic \"positive\" / \"interested.\" Explainers ride a comprehension arc:\n\n- **Negative valley** — _open the gap_ (hook / pain_point): curiosity · puzzlement · surprise · tension · concern · skepticism · recognition · intrigue\n- **Pivot** — _orient_ (product_intro / concept-naming): clarity · orientation · anticipation · focus\n- **Build** — _build understanding_ (feature_showcase / benefit_highlight / social_proof): comprehension · \"aha\" · confidence · fascination · foresight · momentum · conviction · delight · unease (for a caveat) · mastery\n- **Resolution** — _land_ (branding / cta / final): clarity · satisfaction · resolve · inspiration · inevitability · \"now I get it\"\n\nCompound beats are often strongest, e.g. \"Surprise + recognition\", \"Comprehension + delight.\"\n\n## The body is a sequence, not a single frame\n\nAn explainer's core is almost always **3-6 body frames on a consistent visual stage**, each advancing one mechanism / step / item / layer, building understanding cumulatively. A single isolated body frame rarely teaches anything.\n\n- **concept-explainer:** name the concept (`product_intro`) → reveal the mechanism layer by layer (a run of `feature_showcase`, interleaving `benefit_highlight` for \"so what\" and `social_proof` for a grounding example).\n- **how-to-process:** `feature_showcase` per step, ordered, on one stage. Carry the object being acted on across adjacent steps (see Continuity).\n- **listicle:** `feature_showcase` per item; items are parallel, so default to `cut` / `push-slide` between them.\n- **story-explainer:** frames follow the beats (setup / tension / turn / resolution / lesson); types map per the table (`pain_point` for tension, `branding` for the lesson).\n\n## Continuity across frames (no worker grouping)\n\nThis framework builds **one frame per worker** — there is no \"continue run\" that hands several frames to one worker. A sequence of frames reads as one continuous shot through two storyboard-level levers, both yours:\n\n1. **A consistent stage** — consecutive body frames share the same composition idea (same diagram growing, same number line, same desk), stated in each frame's `scene` so Step 4 and the workers keep the stage stable.\n2. **A consistent transition** — pick one seam type for a sequence (usually `push-slide <DIR>` for ordered steps, `crossfade` for a soft layer reveal) and repeat it across the run, so the frames feel like one flow rather than separate slides.\n\nWhen a single element genuinely _transforms_ between two ideas (a diagram node becomes a chart bar, a formula becomes its result), keep it within **one frame** as a development beat (entrance → the transform → settle) rather than splitting it across a seam — the worker owns that motion. Note the intent in the frame's `scene` / narrative; Step 4 turns it into a time-coded shot sequence (instantiating the candidate `blueprint`).\n\n## Transitions\n\nUse only registry transition names in `transition_in`:\n\n`cut | crossfade | blur-crossfade | push-slide LEFT | push-slide RIGHT | push-slide UP | push-slide DOWN | zoom-through | squeeze`\n\nPick 2-3 transition types for the whole video and repeat them. Frame 1 uses `cut` as a placeholder (there is no previous frame). Match the seam to the narrative: ordered steps → a consistent `push-slide`; a soft layer reveal or atmosphere shift → `crossfade` / `blur-crossfade`; zooming into a detail or pulling back → `zoom-through`; a clean topic switch or new list item → `cut`.\n\n## Faceless visuals — no asset inventory\n\nEvery visual is invented downstream from each frame's `narrativeRole` / `keyMessage` / `scene` — typography, abstract graphics, diagrams, data-viz are all first-class. Therefore:\n\n- Do **not** write an `asset_candidates` line describing intended diagrams or typography as if they were files. Visual intent belongs in `scene` + `narrativeRole`; the visual phase reads those.\n- The **only** real asset is a user-supplied image already placed at `public/<basename>`. Then add one line `asset_candidates: public/<basename> — <≤25 words: what it is>`. Never invent paths or reference `capture/`.\n\n## Script rules\n\n### If there is no pasted script\n\nWrite tight per-frame narration:\n\n- 1-2 sentences per spoken frame; usually 6-20 words.\n- Concrete and human; teach, don't read the article aloud.\n- **Write each line as discrete cues, not one run-on breath.** Step 5 reveals each on-screen piece _when the voiceover names it_ (the anti-PowerPoint mechanism). A line with clear phrase boundaries — \"First the snowball — then the hill — then the speed\" — hands the shot its reveal cadence for free; a single long clause leaves the frame nothing to pace to.\n- **Strong** (concretization): \"Compound interest isn't addition, it's a snowball — every turn picks up the snow from the last, then more.\"\n- **Weak** (article-paraphrase): \"The study, published in 2019, examined three cohorts and found that…\" — that is reading, not explaining.\n\nAvoid: \"Unlock the power of…\", \"Seamless experience\", long noun-phrase lists, a frame that is only a filler bridge (\"Or…\").\n\n**Silent frames are allowed and common in explainers** — a diagram assembling itself, a worked example animating, a beat of held tension before a turn. Set `voiceover` empty and leave the frame out of `SCRIPT.md`; then `narrativeRole` + `persuasion` must carry what the script doesn't say.\n\n### If `VO_MODE = restructure`\n\nTreat `user_script.txt` as source material. Rewrite, reorder, merge, or omit to fit the chosen structure and target length.\n\n### If `VO_MODE = verbatim`\n\nDo not rewrite the user's words. Segment the script into frame-sized chunks at sentence or paragraph boundaries (you may split a long sentence at a natural clause boundary, but do not change words). Final duration follows the provided script.\n\n## Music & silence\n\nThe 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.\n\n- **`music: none`** — BGM off (narration, if any, still runs).\n- **`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 the audio step is a clean skip. Use exactly this spelling when the user asks for a silent / music-free video.\n\n## Frame template\n\nUse the exact fields required by the core storyboard format. This is the narrative shape each frame should satisfy:\n\n```md\n## Frame N — Short name\n\n- scene: one clear visual idea\n- voiceover: \"spoken guide text, or empty\"\n- duration: rough estimate in seconds\n- transition_in: crossfade\n- status: outline\n- src: compositions/frames/NN-short-name.html\n- type: feature_showcase\n- persuasion: Progressive disclosure\n- beat: comprehension\n- blueprint: dataviz-countup — candidate shape from the role→blueprint menu; omit when none fits\n\nnarrativeRole: What this frame does in the viewer's understanding.\nkeyMessage: The one idea the viewer should remember.\n```\n\n## Final checklist\n\nBefore asking for user approval, verify:\n\n- One explainer structure is named (compound only when explicitly named); the sequence is narrative-driven, not paragraph-order-driven.\n- The opening uses a named hook strategy.\n- Each frame has one job; the body builds cumulatively (a run of `feature_showcase` / `benefit_highlight` / `product_intro`), not a single isolated body frame.\n- Every frame has `type`, `persuasion` (a named technique from the catalog), and `beat` (specific, not generic).\n- Each `voiceover` is phrase-segmented into cues (each a piece Step 5 can reveal on), not one run-on clause; a candidate `blueprint:` is tagged wherever a proven shape fits, and omitted where none does.\n- The emotional arc has meaningful variation matching the structure.\n- Transitions use only registry names and repeat 2-3 types; frame 1 is `cut`.\n- A consistent stage + consistent transition carry any multi-frame sequence; a genuine element transform stays inside one frame.\n- `asset_candidates` is absent (faceless) except a real user-supplied `public/<basename>`.\n- `SCRIPT.md` contains only locked spoken narration; silent frames are intentional and omitted from it.\n\nFile v1.0.45:references/visual-design.md\n\n# Visual design — faceless-explainer per-frame shot method\n\n> The method behind **Step 4 (Frame visual design)**. You (the orchestrator) read it to **enrich `STORYBOARD.md` frames in place** — story-design wrote the skeleton (each frame's `scene`, `voiceover`, `transition_in`, the narrative fields, and optionally a candidate blueprint id); you add how each frame **looks and moves**. The unit you write per frame is a **time-coded shot sequence** — a shot directed across its whole duration, not a static slide. You write **no HTML** (that's the frame workers). Because the explainer is **faceless, every visual is invented** — typography, abstract graphics, diagrams, data-viz — so you **design** the visual elements rather than select captured assets (there is no `capture/` to read). `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`.\n\n## The unit is a time-coded shot sequence\n\nA frame's visual layer is **a sequence of time windows paced to the voiceover**, not a bag of effect tags. The failure that reads as PowerPoint is **front-loading**: the agent rushes the whole canvas on screen in the first ~25%, and then it just sits. A time-coded shot sequence written **against the VO** makes that impossible: each window states what is on screen and what is moving, and **nothing appears before the voiceover reaches it.** In an explainer the development _is_ the teaching — the formula assembling term by term, the diagram gaining a layer, the count-up landing the statistic. Let the build _be_ the message.\n\nWrite each frame as a handful of windows cued by the spoken line:\n\n```\nScene 1 (0.0–Xs):  only what the VO is saying at t=0 enters — never the whole canvas\nScene 2 (Xs–Ys):   the next piece reveals as the VO names it (a line / layer / node / stat)\n  …                one window per spoken cue — as many or as few as the line calls for\nScene N (…–end):   content has resolved; hold the read (stillness; subtle jitter at most)\n```\n\n- 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`.\n- **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 layer, 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-item enumeration is five or six. There is **no fixed count and no mandatory \"middle\" act**; the only sin is dumping everything up front. (A **silent** frame — a diagram assembling itself, a worked example animating — paces its reveals to the beat instead of the VO; same discipline, no spoken cue.)\n- **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`).\n- A **deliberately held** frame — content already revealed, now reading still — is legitimate and often right (a climax, a breather, a beat of held tension before a turn). 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`.\n\n## Pick the shape — instantiate a blueprint\n\nDon't invent each shot from scratch. The frame's **role** (its `type` / `beat`) points to a proven shape:\n\n1. **Match the role to a blueprint.** Open `../../hyperframes-animation/blueprints-index.md`, find the frame's role in the **role→blueprint menu**, and pick the blueprint whose intent fits this beat (story may already have named a candidate id — confirm or override it). Read that `blueprints/<id>.md`: it is a short, domain-agnostic, **time-coded shot template with `[slots]`** and a named **signature move** (the thing that makes the shape itself — the SVG ring, the push-THROUGH, the in-place token swap).\n\n2. **Instantiate its `[slots]` with THIS frame's invented content** — three postures:\n   - **Reproduce** — the blueprint fits the beat and your content maps onto its slots cleanly. Fill every `[slot]` with this frame's word / shape / stat and follow its Scene timing. Write the resulting Scene lines.\n   - **Adapt** — the _structure_ fits but the content / element-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.\n   - **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`.\n\n3. **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.\n\nThe blueprint's own Scene lines, motion vocabulary, and `rule mapping` are your raw material; you are choosing a shape and casting this frame's invented content into it, not copying an engineering spec.\n\n## What you add to each frame\n\nStory-design's `## Frame N` block already carries the narrative. You append the shot. Story's `scene` / `voiceover` / `transition_in` / role fields stay untouched.\n\n```\n## Frame 3 — How interest compounds\n- scene: a snowball rolls downhill, gaining a labeled ring each turn   ← refine only if it could read sharper\n- voiceover: \"…\"            ← story's; leave it\n- transition_in: crossfade  ← story's; leave it\n- type: feature_showcase    ← story's\n- persuasion: Concretization + progressive disclosure\n- beat: comprehension\n- blueprint: dataviz-countup (Adapt)   ← you add: the id you instantiated (or \"compose\")\n- focal: the snowball                  ← you add: the INVENTED hero element of this beat\n- roles: snowball = foreground subject · hill = background gradient (dim ~40%) · ring labels = supporting   ← you add: role per invented element\n- sfx: whoosh-soft, tick               ← you add: the sound the beat wants (fetched + mounted at root; never yours to embed)\n\nAdapt: keep the count-up-ring signature; the trend chart becomes the snowball's labeled rings climbing.\nScene 1 (0.0–1.2s): solid hill gradient (dim ~40%); the snowball seats upper-left, a circular progress ring + bold center number anchor it — Centered template, ~50% of frame. Slow push-in runs underneath.\nScene 2 (1.2–3.4s): as the VO names each turn, the snowball rolls down and gains one labeled ring per turn (layer-reveal); a small total ticks up beside it (the count-up reveals on its spoken cue, not at t=0). Asymmetric 60/40, 3 depth layers.\nScene 3 (3.4–5.0s): land the final ring emphasis dead-center, accent glow blooms behind it and holds; the total reads clean and STILL — no continuing push, no breathing (a held beat beats bad motion). The stillness reads against the prior motion.\n```\n\nThe lightweight tags:\n\n- **`blueprint:`** — the id you instantiated (with `(Reproduce)` / `(Adapt)`), or `compose`. One id per frame.\n- **`focal:`** — which **invented** element is the hero of this beat (a hero word, a diagram node, a chart series, a coined-term card).\n- **`roles:`** — each invented element's role: `foreground subject` (the thing the eye lands on, text laid around it) · `background` (full-bleed field / gradient / grid, dim 30–50%) · `supporting` (labels, secondary shapes, ambient layers). Since there are no captured assets, you are **designing** these elements, not selecting them — keep them **few and load-bearing**. A user-supplied `public/<basename>` image, if any (named in story's `asset_candidates`), is treated as the `focal` cutout or a `background`.\n- **`sfx:`** — name the sound the beat wants (an impact for a slam, a whoosh for a push, a tick for a count). 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.\n\n**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).\n\n**Motion is named INLINE in each Scene line** — name the move from `motion-language.md`'s vocabulary (`per-word reveal`, `layer-reveal`, `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/`).\n\n## Inventing the visual — diagrams, type, data-viz\n\nThis is a **faceless** explainer: the frame's hero is something you **design**, not a screenshot. Three first-class treatments, each invented from the frame's `narrativeRole` / `keyMessage` / `scene`:\n\n- **Typographic / kinetic type** — the hero word, the coined term, a number, a short enumeration. Treat type as the subject: full-bleed scale, weight contrast, one emphasized term. Strongest for hooks, concept names, takeaways. In a faceless explainer **type is often the primary visual** — lean on the type ramp hard.\n- **Abstract graphics** — shapes, fields, paths, geometry that _embody_ the idea (the snowball, the spotlight, the staircase-not-cliff). Build the metaphor the script names; don't decorate with generic bokeh.\n- **Diagram / data-viz** — nodes + edges, a chart, a number line, a formula, a process flow. The build (each part appearing on beat) is the teaching — design it to assemble across the Scenes, not appear whole.\n\nMake the invented hero **fill 40–60% of the frame** — a diagram big enough to read its labels, a hero word near full-bleed. Don't shrink the one designed element into decoration around empty space.\n\n## Layout — named inline per Scene\n\nState 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). Use **≥3 different framings per video** so it doesn't read as one repeated template; never the same framing twice in a row.\n\n- **Framing vocabulary** — centered (hero / climax) · rule-of-thirds · split-screen (comparison) · layered-depth (immersive opening / atmosphere) · asymmetric 60/40 or 70/30 (editorial — a dense diagram + a caption rail) · triptych (three items / the rule-of-three landing) · full-width strip (a number line / timeline / enumeration). Vary the framing across the video so it doesn't read as one repeated template — let the beat decide, not a quota.\n- **Density** — primary visual ≥ 40% of canvas; ≥ 3 depth layers (background + midground + foreground); never a lone small cluster floating in empty space. Openings and closings are prone to emptiness — add environmental layers (dual-radial swell, low-opacity scanlines, a hairline grid, brand-color ambient). Squint test: after blur you can still pick out the #1 element.\n- **Hierarchy** — combine ≥ 2 of size (3:1) / weight (800 vs 400) / contrast / position (upper-third is golden) / motion, so one element clearly dominates. A title that is only _larger_ (sharing weight/color/spacing with body) reads weak.\n- **Depth** — layer 2–3 of: size, blur, opacity gradient, overlap, shadow-stack, counter-scale on a push.\n- **Don't show**: nav bars, footers, scrollbars, real cursors / browser chrome, generic decorative shapes standing in for a designed metaphor, floating bokeh / purple-blue \"AI\" gradients (the default-AI cliché, banned). A faceless explainer has no real interface — an interface mock is correct **only** when the topic itself is about that interface and the frame intentionally reconstructs it.\n\n## Portrait & square (non-16:9 canvases)\n\nThe zones, density, hierarchy, and depth principles all still apply; the **aspect ratio** changes, and a wide-frame layout does not transplant into a tall one — design for the storyboard's `format` from the start, never plan landscape and \"crop.\"\n\n- **Stack vertically, not side-by-side** — split-screen / triptych / 60-40 become top/bottom stacks, vertical step lists, stacked bands. Square tolerates side-by-side only for two compact items.\n- **Vertical center moves with the canvas** — anchor a centered hero around **y ≈ 0.42 × height** (portrait ≈806, square ≈454), not a fixed 540.\n- **Type runs larger, fewer words per line** — narrow frames wrap long headlines badly; prefer short kinetic lines, bigger type, more vertical rhythm.\n- **Travels well to portrait:** Centered, Layered Depth, Full-Width Strip (stacked band), vertical Rule-of-Thirds. **Avoid** wide Split Screen and Triptych — use stacked equivalents.\n\n## `## Video direction` — write the invariants ONCE\n\nThe 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.**\n\n- **palette system** — from `frame.md`: which roles map to which hues. Never invent.\n- **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`).\n- **rhythm / held-frame allocation** — name the **held / breather frames** (often before a climax or the turn in a story) 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`).\n- **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`).\n\nDo **not** repeat these per frame — restating video-level rules in every frame is exactly the bloat this layer prevents.\n\n## Palette & type — from `frame.md`, never invented\n\n- **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`.\n- **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`. In a faceless explainer type is often the primary visual — the hero word, the coined term, the kinetic enumeration — so lean on the type ramp hard.\n\n## Caption-band keep-out (plan side)\n\nThe 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). When captions are enabled, primary content and key visuals **cap at the band top**, and a centered hero anchors at **y ≈ 0.42 × height** (landscape ≈454, portrait ≈806), not the canvas midpoint; background / ambient / surface layers are exempt and may stay full-bleed. Holds even when captions are disabled — bottom-edge consistency.\n\n## Where the detail lives\n\n| For…                                                                            | Read                                                                                         |\n| ------------------------------------------------------------------------------- | -------------------------------------------------------------------------------------------- |\n| the proven shapes + role→blueprint menu + how to pick                           | `../../hyperframes-animation/blueprints-index.md` → `blueprints/<id>.md`                     |\n| motion — shot model, vocabulary, holds, idle budget, stillness, seek-safe       | `motion-language.md` (local)                                                                 |\n| layout — framing, density, depth, hierarchy, inventing the visual, caption band | the **Layout** + **Inventing the visual** sections in this file                              |\n| concrete eases / ms / stagger + rule recipe bodies (Step 5)                     | local `../../hyperframes-animation/rules/` (the frame worker reads it; you don't)            |\n| palette + type tokens                                                           | the project's `frame.md`; basics → `hyperframes-creative` `house-style.md` / `typography.md` |\n| \"produced, not generated\" foreground density                                    | `hyperframes-creative/references/video-composition.md`                                       |\n| within-frame cuts / seams (zoom-through · cut-the-curve · waterfall)            | `cut-catalog.md` (the worker builds them inside the composition)                             |\n| transitions                                                                     | story-design owns `transition_in`; you don't touch it                                        |\n\n## Before you finish — checklist\n\n- **`## 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.\n- Every frame is a **time-coded shot sequence** with real second windows across its `duration` — not a tag bag.\n- **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 (or the beat, on a silent frame), not a fixed number.\n- Every frame names a **`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.\n- **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.\n- Each frame names its **invented** `focal` + per-element `roles` (foreground / background / supporting), kept few and load-bearing.\n- The invented hero fills 40–60% of the frame (a diagram big enough to read, a hero word near full-bleed) — not shrunk into decoration around empty space.\n- 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.\n- Content planned into the top ~83% (caption band clear).\n- Palette / type pulled from `frame.md` by role — nothing invented.\n- You wrote no HTML; every visual is invented (no captured assets).\n\nFile v1.0.45:scripts/lib/transitions.json\n\n{\n  \"_comment\": \"Vendored transition registry for the product-launch workflow — the curated Tier-B subset (transform/opacity/filter on the two frame clip wrappers #el-<id>, no overlay DOM, no per-frame cooperation). Each type carries its GSAP template; the transitions.mjs injector stamps it onto window.__timelines[\\\"main\\\"]. Recipes originate from the shared catalog skills/hyperframes-animation/transitions/ (css-*.md) — keep in step if those change. Token placeholders the injector substitutes: __OLD__ (#el-<from>), __NEW__ (#el-<to>), __T__ (overlap-start s), __DUR__ (this boundary's duration), __DX__/__DXIN__ (horizontal travel + incoming offset), __DY__/__DYIN__ (vertical).\",\n  \"transitions\": [\n    {\n      \"name\": \"crossfade\",\n      \"energy\": \"any\",\n      \"default_duration_s\": 0.5,\n      \"directions\": [],\n      \"source\": \"css-dissolve.md\",\n      \"gsap_template\": [\n        \"tl.to(__OLD__, { opacity: 0, duration: __DUR__, ease: \\\"power2.inOut\\\" }, __T__);\",\n        \"tl.fromTo(__NEW__, { opacity: 0 }, { opacity: 1, duration: __DUR__, ease: \\\"power2.inOut\\\" }, __T__);\"\n      ]\n    },\n    {\n      \"name\": \"blur-crossfade\",\n      \"energy\": \"calm\",\n      \"default_duration_s\": 0.6,\n      \"directions\": [],\n      \"source\": \"css-dissolve.md\",\n      \"note\": \"Default when the two frames' #root backgrounds differ a lot — the blur masks the background-color clash a plain crossfade would expose.\",\n      \"gsap_template\": [\n        \"tl.to(__OLD__, { filter: \\\"blur(10px)\\\", scale: 1.03, opacity: 0, duration: __DUR__, ease: \\\"power2.inOut\\\" }, __T__);\",\n        \"tl.fromTo(__NEW__, { filter: \\\"blur(10px)\\\", scale: 0.97, opacity: 0 }, { filter: \\\"blur(0px)\\\", scale: 1, opacity: 1, duration: __DUR__, ease: \\\"power2.inOut\\\" }, __T__);\"\n      ]\n    },\n    {\n      \"name\": \"push-slide\",\n      \"energy\": \"medium\",\n      \"default_duration_s\": 0.5,\n      \"directions\": [\"LEFT\", \"RIGHT\", \"UP\", \"DOWN\"],\n      \"default_direction\": \"LEFT\",\n      \"source\": \"css-push.md\",\n      \"note\": \"Directional. The injector picks __DX__/__DY__ from the direction and emits the horizontal OR vertical pair (not both).\",\n      \"gsap_template_horizontal\": [\n        \"tl.to(__OLD__, { x: __DX__, duration: __DUR__, ease: \\\"power3.inOut\\\" }, __T__);\",\n        \"tl.fromTo(__NEW__, { x: __DXIN__, opacity: 1 }, { x: 0, opacity: 1, duration: __DUR__, ease: \\\"power3.inOut\\\" }, __T__);\"\n      ],\n      \"gsap_template_vertical\": [\n        \"tl.to(__OLD__, { y: __DY__, duration: __DUR__, ease: \\\"power3.inOut\\\" }, __T__);\",\n        \"tl.fromTo(__NEW__, { y: __DYIN__, opacity: 1 }, { y: 0, opacity: 1, duration: __DUR__, ease: \\\"power3.inOut\\\" }, __T__);\"\n      ]\n    },\n    {\n      \"name\": \"zoom-through\",\n      \"energy\": \"high\",\n      \"default_duration_s\": 0.4,\n      \"directions\": [],\n      \"source\": \"css-scale.md\",\n      \"gsap_template\": [\n        \"tl.to(__OLD__, { scale: 2.5, opacity: 0, filter: \\\"blur(8px)\\\", duration: __DUR__, ease: \\\"power3.in\\\" }, __T__);\",\n        \"tl.fromTo(__NEW__, { scale: 0.5, opacity: 0, filter: \\\"blur(8px)\\\" }, { scale: 1, opacity: 1, filter: \\\"blur(0px)\\\", duration: __DUR__, ease: \\\"power3.out\\\" }, __T__);\"\n      ]\n    },\n    {\n      \"name\": \"squeeze\",\n      \"energy\": \"medium\",\n      \"default_duration_s\": 0.4,\n      \"directions\": [],\n      \"source\": \"css-push.md\",\n      \"note\": \"Old compresses to a vertical line on the left edge; new expands from the right edge. Incoming starts off (scaleX 0) so its higher-track stacking is harmless.\",\n      \"gsap_template\": [\n        \"tl.to(__OLD__, { scaleX: 0, transformOrigin: \\\"left center\\\", duration: __DUR__, ease: \\\"power3.inOut\\\" }, __T__);\",\n        \"tl.fromTo(__NEW__, { scaleX: 0, transformOrigin: \\\"right center\\\", opacity: 1 }, { scaleX: 1, transformOrigin: \\\"right center\\\", opacity: 1, duration: __DUR__, ease: \\\"power3.inOut\\\" }, __T__);\"\n      ]\n    }\n  ],\n  \"default_high_energy\": \"zoom-through\",\n  \"default_calm\": \"blur-crossfade\",\n  \"max_duration_s\": 2.0\n}\n\nFile v1.0.45:skill-card.md\n\n## Description:\n\nTurns articles, notes, topics, and briefs into faceless explainer videos with original scene-by-scene visuals.\n\nThis skill is ready for commercial/non-commercial use.\n\n## Publisher:\n\n[heygen-com](https://clawhub.ai/user/heygen-com)\n\n### License/Terms of Use:\n\nMIT-0\n\n## Use Case:\n\nCreators and teams use this skill to turn source text into illustrated topic explainers, concept breakdowns, how-tos, and listicles without filming footage or capturing a website.\n\n### Deployment Geography for Use:\n\nGlobal\n\n## Known Risks and Mitigations:\n\nRisk: Unpinned HyperFrames commands may run changing code and update globally installed skills.\n\nMitigation: Review commands before execution and prefer a pinned or trusted local HyperFrames CLI.\n\nRisk: Project files retain pasted source text and preferences, which may contain sensitive material.\n\nMitigation: Avoid confidential briefs unless project storage and access controls are appropriate.\n\nRisk: Audio creation may use local HeyGen or media credentials.\n\nMitigation: Review credential access and available offline options before using production accounts.\n\n## Reference(s):\n\n- [Faceless Explainer on ClawHub](https://clawhub.ai/heygen-com/skills/faceless-explainer)\n- [Story design](artifact/references/story-design.md)\n- [Visual design](artifact/references/visual-design.md)\n- [Motion language](artifact/references/motion-language.md)\n\n## Skill Output:\n\n**Output Type(s):** [Video, Markdown, Code, Shell commands]\n\n**Output Format:** [MP4 video with Markdown planning documents and HTML frame compositions]\n\n**Output Parameters:** [1D]\n\n**Other Properties Related to Output:** [May include narration, captions, and audio assets.]\n\n## Skill Version(s):\n\n1.0.45 (source: ClawHub release metadata)\n\n## Ethical Considerations:\n\nUsers should evaluate whether this skill is appropriate for their environment, review any generated or modified files before relying on them, and apply their organization's safety, security, and compliance requirements before deployment.\n\nFile v1.0.45:sub-agents/frame-worker.md\n\n# Frame worker — faceless-explainer delta\n\n> The shared law is the core contract above (the packet builder prepends `../../hyperframes/references/frame-worker-core.md` to this file as `_role.md`) — read the two as one role. This file carries only what's specific to a faceless-explainer frame; you run N-up, **one frame each** — your dispatch carries exactly one packet. Tempted to add a generic GSAP / timeline rule here? Wrong home — it belongs in the core contract or `hyperframes-core`.\n\n## Your `focal:` / `roles:` — invented elements\n\n- `focal:` — which **invented** element is the hero.\n- `roles:` — each invented element's role: `foreground subject` / `background` full-bleed / `supporting`. Because the explainer is **faceless, these are elements you design** (a hero word, a diagram node, a chart series, a coined-term card), not captured assets. The **only** real media is a user-supplied image, when present: `public/<basename> — description` (a **`[video]`** tag marks a `.mp4` clip the user provided).\n\n## Designing each element (faceless-explainer constraint)\n\n**Design each element by its `roles`** (the `focal` is the hero): a `foreground subject` is the thing the eye lands on — respect the 83% keep-out, lay text around it, not over it; a `background` is full-bleed and dimmed ~30–50% so foreground content stays legible; `supporting` elements (labels, secondary shapes, ambient layers) stay quiet. These are **invented** — you build them in SVG / CSS / type from `frame.md`'s atoms, never from a fetched file (build the idea the narrative describes; never fall back to generic decorative bokeh or stock filler). **If the user supplied a real image** named in `roles:`/`focal:`, place it: a `[video]` candidate (`.mp4`) renders as a **muted** `<video class=\"clip\">` (`data-start` / `data-duration` / `data-track-index` per the core clip contract), a **direct child of the frame root** — never nested in another timed element, or the renderer freezes it; an untagged image → `<img>`.\n\nArchive v1.0.44: 30 files, 114984 bytes\n\nFiles: references/cut-catalog.md (12764b), references/motion-language.md (15781b), references/story-design.md (20967b), references/visual-design.md (20704b), scripts/assemble-index.mjs (26752b), scripts/assemble-index.test.mjs (5283b), scripts/audio.mjs (15326b), scripts/audio.test.mjs (14294b), scripts/build-frame.mjs (26911b), scripts/captions.mjs (25341b), scripts/captions.test.mjs (9335b), scripts/frame-packets.mjs (1070b), scripts/frame-packets.test.mjs (3029b), scripts/lib/assets.mjs (2214b), scripts/lib/bgm-volume.mjs (236b), scripts/lib/captured-fonts.mjs (2628b), scripts/lib/dimensions.mjs (2279b), scripts/lib/frame-packets-core.mjs (7408b), scripts/lib/host-audio.mjs (1470b), scripts/lib/pad-frame-duration.mjs (1628b), scripts/lib/storyboard.mjs (8244b), scripts/lib/tokens.mjs (9883b), scripts/lib/transition-registry.mjs (1588b), scripts/lib/transitions.json (3941b), scripts/transitions.mjs (15927b), scripts/transitions.test.mjs (2519b), skill-card.md (2074b), SKILL.md (30999b), sub-agents/frame-worker.md (2028b), _meta.json (138b)\n\nFile v1.0.44:SKILL.md\n\n---\nname: faceless-explainer\ndescription: \"Turn arbitrary text — an article, notes, a topic, a brief — into a faceless explainer video: there is no site or footage to capture, so the visuals are invented per scene (typography, abstract graphics, diagrams, data-viz). Use for topic explainers, concept breakdowns, how-tos, listicles. Not a video built from a website (/product-launch-video — promo or tour). Unclear → /hyperframes.\"\n---\n\n**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.\n\n> **First, keep this skill fresh — confirm with the user before running:** `npx hyperframes skills update faceless-explainer`. 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.\n\n> **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.\n\n# Faceless Explainer to HyperFrames\n\nUse this skill to turn a body of text into an explainer video: pick a design system, plan a teaching story, and build it frame by frame in HyperFrames. **Faceless** means every visual is invented downstream — there is no capture step and no real asset inventory.\n\n> **The front door is `/hyperframes`.** You are the orchestrator. Run each step, verify its gate, and only then continue. This skill is for **explaining a topic from text, with no product and no website to capture**. 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).\n\nYou 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 design or motion rules here; those live in the frame-worker sub-agent, this skill's local `../hyperframes-animation/rules/` + `../hyperframes-animation/blueprints/`, and `hyperframes-creative`.\n\nWorkflow: Step 0 setup → `hyperframes.json`; Step 1 brief → `capture/extracted/`; Step 2 design system → `frame.md`; Step 3 storyboard/script → `STORYBOARD.md` and `SCRIPT.md`; Step 3.1 audio → `audio_meta.json`; Step 4 visual design → enriched `STORYBOARD.md`; Step 5 frames → `compositions/frames/NN-*.html` and `index.html`; Step 6 final render → `renders/video.mp4`.\n\n---\n\n## Step 0: Setup\n\nGoal: Enter with a confirmed brief, create the HyperFrames project, and make the brief durable.\n\n**The brief is confirmed by the intent layer, not by questions asked here.** Opening rule, in order: **(1)** `BRIEF.md` exists → read it and ask nothing — the brief is settled, and its `flow`/`storyboard` derive the mode (brief contract § 1). **(2)** No `BRIEF.md` but the project exists (`hyperframes.json` / `STORYBOARD.md` on disk) → resume from the storyboard's frontmatter and the recorded preferences; never re-interrogate a half-built project. **(3)** Neither — a fresh creation request that arrived here directly → read `/hyperframes` and run its intent layer (`references/intent-interview.md`): it checks recipes and remembered defaults, conducts this route's questions (`../hyperframes/references/routes/faceless-explainer.md`), and hands back the locked brief. Edit requests skip all of this — go do the edit.\n\nInitialize only if `hyperframes.json` is missing. Name `<project>` from the topic in kebab-case, such as `compound-interest-explained`; never use workspace name or timestamp.\n\n`npx hyperframes init \"videos/<project>\" --non-interactive --example=blank --skill=faceless-explainer` — `init` checks the installed skills against the latest on GitHub and updates the global set if any are out of date.\n\nAfter init, let `<PROJECT_ROOT>` be `videos/<project>` and run every subsequent relative-path command with that directory as its working directory. In the commands below, `.` means `<PROJECT_ROOT>`; never write `.media`, `capture`, or output files in the caller directory.\n\n**Write `BRIEF.md` immediately after init** (never before — `init` refuses a non-empty directory): the intent layer's locked brief, shape per `../hyperframes/references/brief-format.md`. Resolve `<MEDIA_DIR>` as the installed `/media-use` skill directory. Then record each preference-backed answer with `node <MEDIA_DIR>/scripts/prefs.mjs record --hyperframes .` (`brief-format.md` names the subset). If the intent layer adopted a recipe, run `node <MEDIA_DIR>/scripts/recipe.mjs use --hyperframes . --name <name>`; it copies its `frame.md` into the project (Step 2 is then skipped) and returns the skeletons Step 3 drafts from. A recipe fills answers, not approvals; the review gates still run.\n\n**Show sign-in status before proceeding past Setup** — run `npx hyperframes auth status` and relay its output verbatim. It reports whether voice/BGM will use HeyGen or local engines and, when signed out, how to sign in. Apply one branch:\n\n- **Collaborative:** wait for the user to sign in or explicitly choose `offline` / `go`.\n- **Autonomous:** state the status and continue through the available local engines.\n\nDo not silently omit a required capability when no offline provider exists; surface the blocker. Do not fold this decision into another question or write keys into a per-repo `.env`. Auth ownership and offline fallbacks: `/media-use` `references/setup-providers.md` § Providers.\n\n**Gate:** `hyperframes.json` and `BRIEF.md` exist; the preference-backed answers were recorded (brief contract § 2); sign-in status was shown (signed in, or continuing offline).\n\n---\n\n## Step 1: Brief (no capture)\n\nGoal: Fold the user's text into the project as the source of information. There is **no website capture and no real assets** — this is a faceless explainer.\n\nSave the user's full input verbatim, then create the synthetic capture package by hand:\n\n- `capture/extracted/visible-text.txt` — the full article / notes / topic / brief, verbatim. This is the source of **information**, not a story template (Step 3 reshapes it).\n- `capture/extracted/tokens.json` — `{ \"title\": \"\", \"description\": \"\", \"colors\": [], \"fonts\": [] }`. Fill `title`/`description` from the brief. Leave `colors`/`fonts` empty unless the user explicitly gave brand colors or fonts — then add them (the design preset supplies a complete palette regardless).\n\nIf the user pasted a script or wants their wording kept, save it verbatim as `user_script.txt`; `VO_MODE` (verbatim or restructured) comes from `BRIEF.md` — the intent layer asks it when a script arrives. Ask once here only if the brief somehow lacks it, and store the answer for Step 3.\n\nDo **not** run `npx hyperframes capture` (there is no URL). Do not create `asset-descriptions.md` or populate `capture/assets/` — faceless visuals are invented in Steps 4-5, not captured. The one exception: if the user supplied a real image, place it under `public/<basename>` and note it for Step 3.\n\n**Gate:** `capture/extracted/visible-text.txt` and `capture/extracted/tokens.json` exist; you can state the explainer's topic and audience in one clear sentence.\n\n---\n\n## Step 2: Design System\n\nGoal: Choose one shipped frame preset; a script turns it into this video's `frame.md` + caption skin.\n\nWhen `BRIEF.md` names a `style_preset` — the user picked it by eye from the showcases at the intent layer — use it; the judgment call is yours only when the brief is silent. Then you make the one call — **which preset**: read `../hyperframes-creative/references/design-spec.md` and browse `../hyperframes-creative/frame-presets/`; pick the preset whose look best fits the topic, tone, and audience. Then run:\n\n```bash\nnode <SKILL_DIR>/scripts/build-frame.mjs --preset <name> --hyperframes .\n```\n\nThe script does the rest deterministically: copies the preset's `FRAME.md` → `frame.md` and **remixes** it onto any brand tokens in `capture/extracted/tokens.json` (brand colors mapped onto the preset's color keys by role; the preset's display + body fonts swapped for the brand's), copies the preset's caption skin to `.hyperframes/caption-skin.html`, and self-validates (exits 1 on a broken mapping). Proceed as soon as it exits 0 — no hand-editing of the spec.\n\nA faceless explainer usually has **no brand colors/fonts** (`tokens.json` colors/fonts empty) → the script keeps the preset's own palette, a complete shippable design. Only when the user named brand colors/fonts add them to `tokens.json` before running, and only adjust `frame.md` by hand afterward if a mapping truly needs it.\n\n**Gate:** `build-frame.mjs` exited 0 — `frame.md` exists from a named preset, and (when the preset ships one) `.hyperframes/caption-skin.html` exists as the caption skin source; the chosen preset was recorded as a preference (`--key style_preset --workflow <this workflow>`, brief contract § 2).\n\n---\n\n## Step 3: Storyboard and Script\n\nGoal: Turn the text into an approved frame-by-frame teaching plan.\n\nRead `../hyperframes-creative/references/story-spine.md` (hook language, value-before-evidence, storyboard-as-proposal, source-traceable visuals), `references/story-design.md`, `../hyperframes-animation/blueprints-index.md`, `../hyperframes/references/storyboard-format.md`, and `../hyperframes/references/script-format.md`. Use them to write `STORYBOARD.md` and, when narration is needed, `SCRIPT.md`. Set the frontmatter `duration:` from the brief's `length` — a rough expectation; assembly reports where the cut lands against it.\n\nUse `story-design.md` for the explainer structure (concept / how-to / listicle / story), hook strategy, clarity techniques, emotional beats, the type-enum mapping, and `VO_MODE`. The video's sequence comes from **narrative design, not the input text's paragraph order** — reorder, merge, omit, compress. As a **soft guide**, consult the role→blueprint menu in `../hyperframes-animation/blueprints-index.md`: for each beat, write the voiceover in the shape its candidate blueprint implies and tag that candidate `blueprint:` id when one fits. Teaching truth still decides which beats exist — never force a beat to fit a blueprint, and never invent a beat just because a proven shape is available. Faceless visuals are invented downstream, so frames do **not** carry an asset inventory: leave `asset_candidates` empty unless the user supplied a real `public/<basename>` image. Use the exact required fields from the storyboard and script references.\n\nAfter drafting, run the review loop's plan pass — `../hyperframes/references/review-loop.md` § 1: present the plan as a proposal, and ask the two questions — approve or change, and **sketches first** (recommended) or skip. Feedback arrives as a chat reply; loop until approved. This is a **checkpoint gate** (brief contract § 1): in autonomous mode there is nothing to ask — post the same summary as a heads-up and proceed; sketches collapse into the build, and the final preview with its one question comes at Step 6.\n\n**Gate:** `STORYBOARD.md` exists, every frame has the required narrative fields, `SCRIPT.md` exists when narration is needed, and the user approved the frame-by-frame plan (autonomous: the summary was posted as a heads-up).\n\n---\n\n## Step 3.1: Audio\n\nGoal: Generate narration, word timings, music, and audio metadata from the approved script.\n\nStart audio after Step 3 approval. Run it in the background, then continue to Step 4. (Sign-in status was already shown in Step 0; the engine falls back automatically.)\n\n**Choose the narration voice from the user's ask before invoking.** If the request named a voice, gender, or tone, pick a matching voice id and pass it with `--voice <id>`. The pipeline default is otherwise **Marcia (female)** on HeyGen / `am_michael` on Kokoro — so a request like \"a male voice\" is silently ignored unless you pass the flag. Voice ids are provider-specific; resolve against whichever provider Step 0's sign-in status selected: **HeyGen** (signed in) via `node <MEDIA_DIR>/audio/scripts/heygen-tts.mjs --list` (or `GET /v3/voices?engine=starfish`); **Kokoro** (offline) via the voice table in `<MEDIA_DIR>/audio/references/tts.md` (prefixes `am_`/`bm_` male, `af_`/`bf_` female). When the user expressed no preference, fall back to the remembered voice (brief contract § 2) before the pipeline default, and say which one you used; omit `--voice` only when neither names one. When the user explicitly picked a voice this run, record it (`prefs.mjs record --key voice`).\n\n`node <SKILL_DIR>/scripts/audio.mjs --script ./SCRIPT.md --storyboard ./STORYBOARD.md --hyperframes . --out ./audio_meta.json --voice <voice-id> &`\n\nThe audio script handles narration, word timings, BGM lookup from HeyGen's music library, and timing metadata. BGM mood comes from the storyboard's `music:` field. This uses the HeyGen Audio API for retrieval, not generation, and the same `~/.heygen` credential as TTS. For provider details, read `../media-use/audio/references/tts.md`. When the host app's own tools make the music or a sound effect, put the file under assets/ and list it in the audio_meta.json file marked `\"source\": \"host\"`: music as `bgm` `{ \"path\": \"assets/…\", \"source\": \"host\" }` with `music: none` in the storyboard; a sound as an `sfx` entry `{ \"frame\": <n>, \"file\": \"assets/…\", \"offset_s\": 0, \"duration_s\": <its length>, \"source\": \"host\" }`. Every audio pass keeps these, and a frame with a host sound gets no looked-up cue.\n\nIf there is no narration and no `SCRIPT.md`, skip voice generation. BGM may still run if the storyboard has a music mood.\n\n**The canonical fully-silent marker** (shared across the workflows that reuse this audio model): `music: none` in the STORYBOARD.md top YAML block, no `SCRIPT.md`, **and** no `sfx:` cues or host audio. That combination marks the project silent — no narration, no BGM, no SFX. `audio.mjs` recognizes it and generates nothing (it removes any stale `audio_meta.json`; an absent `audio_meta.json` is what assemble treats as silent), so this step is a clean skip. Without narration but with `sfx:` cues or host audio the film is not silent: `audio.mjs` writes the audio_meta.json file for `fetch-sfx` to fill. `music: none` with narration keeps TTS and turns only BGM off. Use exactly this spelling — don't improvise other markers.\n\n**Gate:** audio job has started, or the project is marked silent (`music: none`, no `SCRIPT.md`, no `sfx:` cues or host audio).\n\n---\n\n## Step 4: Frame Visual Design\n\nGoal: Add the visual direction, layout intent, and motion choices to each storyboard frame.\n\n**Sketch the storyboard sheet first (collaborative only).** The moment the plan is approved, run the sketch pass — `../hyperframes/references/review-loop.md` § 2 (don't wait on Step 3.1; sketches don't use timings): wireframe every frame yourself as a cell of `storyboard.html` (`../hyperframes-creative/references/storyboard-recipe.md` § 3), mark each `built`, pause for the one layout question when every frame is `built`, and revise only the sketches named until the sheet is confirmed. Only then write the visual design below onto the confirmed layouts. In autonomous mode, or when the user chose to skip sketches at Step 3, skip this pass — frames go straight from `outline` to `animated` at Step 5.\n\nEdit `STORYBOARD.md` in place. Do not create another storyboard. Use `frame.md` as source of truth for color, type, layout feel, and style.\n\nRead `references/visual-design.md`, `../hyperframes-animation/blueprints-index.md`, `references/motion-language.md`, and `../hyperframes-animation/rules-index.md`. Use `visual-design.md` for the method (the time-coded shot sequence, the inline Layout vocabulary, and the invented-visual treatment), plus the required `## Video direction` block. Use `../hyperframes-animation/blueprints-index.md` to pick each frame's shot shape. Use `motion-language.md` (the motion vocabulary + the motion doctrine) and `../hyperframes-animation/rules-index.md` (valid rule names) for motion — do not invent motion names.\n\n**Search the live catalog before you invent any named look.** A faceless explainer invents every visual, which is exactly when a hand-authored rebuild of an existing block is most likely. For every look, effect, treatment or transition the brief names — \"CRT scanlines\", \"glitch\", \"film grain\", \"shimmer sweep\", \"confetti burst\" — run `npx hyperframes catalog --query \"<the look, in plain English>\" --json` and read the top results BEFORE you write that look into `STORYBOARD.md`. The search needs **nothing installed**: no project, no prior `add`, no account. It ranks the whole hosted registry (~400 blocks and components) from any directory. A block that already does the job becomes the frame's `focal` — name it here; Step 5 pre-installs it once before dispatch and its worker customizes it. Invent a visual only after a search for it came back with nothing that fits.\n\nFor every frame, write a **time-coded shot sequence** into `STORYBOARD.md` per `visual-design.md`'s method: pick the frame's blueprint (or compose), instantiate it with THIS frame's **invented** content, and pace each Scene's reveal to the voiceover so the frame develops across its full duration instead of front-loading then freezing. Because the explainer is faceless, `focal`/`roles` name the **invented visual elements** (a hero word, a diagram node, a data-viz series) — you are designing them, not selecting captured assets. State layout and motion **inline** per Scene (vocabularies in `visual-design.md` and `motion-language.md`). Add one video-wide `## Video direction` block.\n\nDo not change story, script, `transition_in`, or the source text. Do not write HTML in this step. There is **no asset-staging step** — faceless visuals are built by the workers in Step 5. If the user supplied a real `public/<basename>` image, reference it by path in the relevant frame's `focal`/`roles`; otherwise nothing to stage.\n\n**Gate:** every frame has a time-coded shot sequence whose reveals are paced to the voiceover (no front-loading); each frame names its invented `focal` and/or `roles`; `## Video direction` exists. Collaborative: the sketch sheet was confirmed.\n\n---\n\n## Step 5: Build Frames\n\nGoal: Build every storyboard frame as an HTML composition and assemble the playable video.\n\nWait for Step 3.1 audio to finish if audio was started. Then sync durations and fetch SFX; skip both if silent.\n\n`node <SKILL_DIR>/scripts/audio.mjs sync-durations --audio-meta ./audio_meta.json --storyboard ./STORYBOARD.md`\n\n`node <SKILL_DIR>/scripts/audio.mjs fetch-sfx --storyboard ./STORYBOARD.md --hyperframes .`\n\nDuration sync is mechanical: real voice duration wins; silent frames keep estimates; never hand-edit synced durations.\n\n**Pre-install the registry blocks** named across `STORYBOARD.md` once, before dispatch, so parallel workers don't race on the registry:\n\n`for b in <each registry block named in the storyboard>; do npx hyperframes add \"$b\"; done`\n\nBefore dispatch, read `../hyperframes/references/subagent-dispatch.md`. Build the per-frame packets and the worker role payload:\n\n`node <SKILL_DIR>/scripts/frame-packets.mjs --project \"$PROJECT_DIR\" --storyboard \"$PROJECT_DIR/STORYBOARD.md\"`\n\nThe builder writes one bounded packet per frame under `.hyperframes/frame-packets/` (the frame's exact storyboard block + the blueprint body + every cited rule recipe, inlined) and `_role.md` (`../hyperframes/references/frame-worker-core.md` + this skill's `sub-agents/frame-worker.md`, concatenated verbatim — the complete worker role). Dispatch one sub-agent per frame, in parallel if possible; otherwise run workers in waves. Each worker gets exactly one frame: its prompt carries `_role.md` and that frame's packet — paste both in full, or hand the two file paths for the worker to read first (equivalent; the worker starts from exactly those two documents either way) — plus a dispatch context with `PROJECT_DIR`, `frame_id`, whether the frame has a **confirmed sketch** on disk (the worker dresses that layout rather than redrawing it — frame-worker core § When a confirmed sketch exists), canvas size, and caption status + keep-out band if captions are enabled.\n\nWorkers read only their packet and `frame.md`; they never open `STORYBOARD.md` or the skill documents (the packet inlines what was selected upstream). Each worker writes only `compositions/frames/NN-*.html`. Workers must never edit `STORYBOARD.md`.\n\n**Full-bleed backgrounds ride on a `class=\"clip\"` layer, never the `#root`.** A frame's ground (color field / gradient / grid) is its own full-duration background clip — a `background` set on the `#root` / `data-composition-id` element is clip-gated to the frame's window and is not a dependable ground, so dark content can land on the black host `body` and render invisible. The video's base ground is painted by the assembler from `frame.md`'s `canvas` color onto the index `#root`. (Full rule + self-check: `../hyperframes/references/frame-worker-core.md`.)\n\nAs each worker returns, the orchestrator marks that frame as `animated` in `STORYBOARD.md`.\n\nAfter audio timings exist, build captions in the background and assemble the index:\n\n`node <SKILL_DIR>/scripts/captions.mjs build --storyboard ./STORYBOARD.md --audio-meta ./audio_meta.json --hyperframes . --out ./caption_groups.json &`\n\n`node <SKILL_DIR>/scripts/assemble-index.mjs --storyboard ./STORYBOARD.md --hyperframes .`\n\n`captions.mjs` uses the project's `.hyperframes/caption-skin.html` (copied in Step 2) as the caption look, injecting brand tokens from `frame.md`; with no skin present it renders the built-in default pill. `captions: skipped (<reason>)` is valid. Continue without captions when explicitly skipped.\n\n**Gate:** every frame is marked `animated` (collaborative: the sketch sheet was confirmed at Step 4), `index.html` exists, and captions are built or explicitly skipped.\n\n---\n\n## Step 6: Finalize\n\nGoal: Verify the assembled video, get user approval, and render the final MP4.\n\nInject transitions, run checks, pause for review, then render.\n\n`node <SKILL_DIR>/scripts/transitions.mjs inject --storyboard ./STORYBOARD.md --hyperframes .`\n\n`node <SKILL_DIR>/scripts/transitions.mjs verify --storyboard ./STORYBOARD.md --index ./index.html`\n\n`npx hyperframes lint`\n\n`npx hyperframes check`\n\n`npx hyperframes snapshot --at <frame-midpoints>`\n\n`snapshot` stitches the captured frames into one contact sheet (`snapshots/contact-sheet.jpg`). Glance at it; if nothing is obviously broken, move on — don't linger here.\n\nIf a command fails, surface stderr and stop — don't pile on recovery commands. Fix it yourself: the cheapest safe edit to `compositions/frames/NN-*.html`, then rerun the failed check.\n\n**Known false-positive — do not chase it.** `check` may report a handful of `text_box_overflow` findings of ~1–4px on the **caption** highlight words (selector `#caption-word-*` / `.caption-line`). The caption pill uses a deliberately snug `line-height` (set once in `scripts/captions.mjs`) and has **no `overflow:hidden`**, so a heavy display glyph's ink spills a few px into the pill's own padding — nothing is actually clipped. Treat these as expected and proceed. Do **not** inflate the caption `line-height` (it balloons the pill, which is worse). Only act on a `text_box_overflow` when it names a **frame** element (`#el-NN-*`), not a caption word.\n\nAfter checks pass, pause for user review — the review loop's final look (`../hyperframes/references/review-loop.md` § 4): one question, on the final Studio preview — render now, or what changes? (Autonomous: the same, as the one kept question — open the preview even though the user didn't ask for one.) Then deliver the MP4 with the contact sheet and the frame ids so revisions can target a single frame.\n\nPreview: `npx hyperframes preview --background`\n\nRender only after user approval (autonomous mode: after the render-or-changes question):\n\n`npx hyperframes render --skill=faceless-explainer --quality high --output renders/video.mp4`\n\nDo not rerun `lint`, `check`, or `snapshot` after rendering unless the user asks.\n\n**Gate:** `lint` and `check` passed and the snapshots were inspected before render; user approved at the review pause (autonomous: checks passed and the delivery includes the contact sheet); `renders/video.mp4` exists. Final reply states MP4 path and final duration.\n\n---\n\n## Quick Reference\n\n**Formats:** landscape `1920x1080`; portrait `1080x1920`; square `1080x1080` — derived from the destination (brief contract § 2). Set the format once in the storyboard frontmatter.\n\n**Faceless deltas vs a captured-asset workflow:** no Step 1 capture (synthetic `tokens.json` + `visible-text.txt`); no `asset-descriptions.md` and no `capture/assets/`; no asset-staging in Step 4; `asset_candidates` empty by default; every visual is invented by the Step 5 workers (typography / abstract graphics / diagrams / data-viz). A user-supplied `public/<basename>` image is the only real asset path.\n\n**Background scripts:** the workflow ships only these under `scripts/`: `build-frame` for adopting + brand-remixing a frame preset into `frame.md` (+ caption skin); `audio` for TTS, transcription, BGM, SFX, and duration syncing; `captions`; `transitions` for inject and verify; and `assemble-index`. Everything else is the `hyperframes` CLI.\n\nThe reusable, domain-agnostic shot shapes live in `../hyperframes-animation/blueprints/` (indexed by `../hyperframes-animation/blueprints-index.md`).\n\n| Read                                                                                                                                                        | When                                                                                                     |\n| ----------------------------------------------------------------------------------------------------------------------------------------------------------- | -------------------------------------------------------------------------------------------------------- |\n| `[../hyperframes/references/brief-contract.md](../hyperframes/references/brief-contract.md)`                                                                | Gate types, mode derivation from `BRIEF.md`, field semantics.                                            |\n| `[../hyperframes-creative/references/story-spine.md](../hyperframes-creative/references/story-spine.md)`                                                    | Step 3: story doctrine — hook language, value-before-evidence, proposal shape, source-traceable visuals. |\n| `[../hyperframes-creative/frame-presets/](../hyperframes-creative/frame-presets/)`                                                                          | Step 2: choose and adopt a frame preset.                                                                 |\n| `[../hyperframes-creative/references/design-spec.md](../hyperframes-creative/references/design-spec.md)`                                                    | Step 2: apply brand tokens correctly.                                                                    |\n| `[references/story-design.md](references/story-design.md)`                                                                                                  | Step 3: plan the explainer story.                                                                        |\n| `[../hyperframes-animation/blueprints-index.md](../hyperframes-animation/blueprints-index.md)`                                                              | Step 3: role→blueprint menu. Step 4: pick the shot shape.                                                |\n| `[../hyperframes/references/storyboard-format.md](../hyperframes/references/storyboard-format.md)`                                                          | Step 3: write `STORYBOARD.md`.                                                                           |\n| `[../hyperframes/references/script-format.md](../hyperframes/references/script-format.md)`                                                                  | Step 3: write `SCRIPT.md`.                                                                               |\n| `[../media-use/audio/references/tts.md](../media-use/audio/references/tts.md)`                                                                              | Step 3.1: choose or understand TTS providers and voices.                                                 |\n| `[references/visual-design.md](references/visual-design.md)`                                                                                                | Step 4: write the frame's shot sequence (+ Layout vocabulary).                                           |\n| `[references/motion-language.md](references/motion-language.md)`                                                                                            | Step 4: the motion vocabulary + the motion doctrine.                                                     |\n| `[references/cut-catalog.md](references/cut-catalog.md)`                                                                                                    | Step 4-5: the cut catalog (worker builds within-frame seams).                                            |\n| `[../hyperframes-animation/rules-index.md](../hyperframes-animation/rules-index.md)` + `[../hyperframes-animation/rules/](../hyperframes-animation/rules/)` | Step 5: local rule recipe bodies for the cited motions.                                                  |\n| `[../hyperframes/references/frame-worker-core.md](../hyperframes/references/frame-worker-core.md)`                                                          | Step 5: the shared worker contract (packet builder prepends it to the delta).                            |\n| `[sub-agents/frame-worker.md](sub-agents/frame-worker.md)`                                                                                                  | Step 5: the workflow's frame-worker delta.                                                               |\n| `[../hyperframes/references/subagent-dispatch.md](../hyperframes/references/subagent-dispatch.md)`                                                          | Step 5: dispatch sub-agents safely.                                                                      |\n\nFile v1.0.44:_meta.json\n\n{\n  \"ownerId\": \"kn77d06grj6xqp3dqwkk4bavhn89pegt\",\n  \"slug\": \"faceless-explainer\",\n  \"version\": \"1.0.44\",\n  \"publishedAt\": 1791358180427\n}\n\nFile v1.0.44:references/cut-catalog.md\n\n# Cut catalog — within-frame seams (worker-built)\n\n> **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 sequenc\n\nArchive v1.0.43: 29 files, 112232 bytes\n\nFiles: references/cut-catalog.md (12764b), references/motion-language.md (15781b), references/story-design.md (20936b), references/visual-design.md (20704b), scripts/assemble-index.mjs (26752b), scripts/assemble-index.test.mjs (5283b), scripts/audio.mjs (13145b), scripts/audio.test.mjs (8002b), scripts/build-frame.mjs (26911b), scripts/captions.mjs (25341b), scripts/captions.test.mjs (9335b), scripts/frame-packets.mjs (1070b), scripts/frame-packets.test.mjs (3029b), scripts/lib/assets.mjs (2214b), scripts/lib/bgm-volume.mjs (236b), scripts/lib/captured-fonts.mjs (2628b), scripts/lib/dimensions.mjs (2279b), scripts/lib/frame-packets-core.mjs (7408b), scripts/lib/pad-frame-duration.mjs (1628b), scripts/lib/storyboard.mjs (8244b), scripts/lib/tokens.mjs (9883b), scripts/lib/transition-registry.mjs (1588b), scripts/lib/transitions.json (3941b), scripts/transitions.mjs (15927b), scripts/transitions.test.mjs (2519b), skill-card.md (2136b), SKILL.md (30222b), sub-agents/frame-worker.md (2028b), _meta.json (138b)\n\nArchive v1.0.42: 29 files, 112163 bytes\n\nFiles: references/cut-catalog.md (12764b), references/motion-language.md (15781b), references/story-design.md (20936b), references/visual-design.md (20704b), scripts/assemble-index.mjs (26752b), scripts/assemble-index.test.mjs (5283b), scripts/audio.mjs (13145b), scripts/audio.test.mjs (8002b), scripts/build-frame.mjs (26911b), scripts/captions.mjs (25341b), scripts/captions.test.mjs (9335b), scripts/frame-packets.mjs (1070b), scripts/frame-packets.test.mjs (3029b), scripts/lib/assets.mjs (2214b), scripts/lib/bgm-volume.mjs (236b), scripts/lib/captured-fonts.mjs (2628b), scripts/lib/dimensions.mjs (2279b), scripts/lib/frame-packets-core.mjs (7408b), scripts/lib/pad-frame-duration.mjs (1628b), scripts/lib/storyboard.mjs (8244b), scripts/lib/tokens.mjs (9883b), scripts/lib/transition-registry.mjs (1588b), scripts/lib/transitions.json (3941b), scripts/transitions.mjs (15927b), scripts/transitions.test.mjs (2519b), skill-card.md (2097b), SKILL.md (29963b), sub-agents/frame-worker.md (2028b), _meta.json (138b)\n\nArchive v1.0.41: 29 files, 112088 bytes\n\nFiles: references/cut-catalog.md (12764b), references/motion-language.md (15781b), references/story-design.md (20936b), references/visual-design.md (20704b), scripts/assemble-index.mjs (26752b), scripts/assemble-index.test.mjs (5283b), scripts/audio.mjs (13145b), scripts/audio.test.mjs (8002b), scripts/build-frame.mjs (26911b), scripts/captions.mjs (25341b), scripts/captions.test.mjs (9335b), scripts/frame-packets.mjs (1070b), scripts/frame-packets.test.mjs (3029b), scripts/lib/assets.mjs (2214b), scripts/lib/bgm-volume.mjs (236b), scripts/lib/captured-fonts.mjs (2628b), scripts/lib/dimensions.mjs (2279b), scripts/lib/frame-packets-core.mjs (7408b), scripts/lib/pad-frame-duration.mjs (1628b), scripts/lib/storyboard.mjs (8244b), scripts/lib/tokens.mjs (9883b), scripts/lib/transition-registry.mjs (1588b), scripts/lib/transitions.json (3941b), scripts/transitions.mjs (15927b), scripts/transitions.test.mjs (2519b), skill-card.md (2035b), SKILL.md (29899b), sub-agents/frame-worker.md (2028b), _meta.json (138b)\n\nArchive v1.0.40: 29 files, 112091 bytes\n\nFiles: references/cut-catalog.md (12764b), references/motion-language.md (15781b), references/story-design.md (20936b), references/visual-design.md (20704b), scripts/assemble-index.mjs (26752b), scripts/assemble-index.test.mjs (5283b), scripts/audio.mjs (13176b), scripts/audio.test.mjs (8002b), scripts/build-frame.mjs (26911b), scripts/captions.mjs (25341b), scripts/captions.test.mjs (9335b), scripts/frame-packets.mjs (1070b), scripts/frame-packets.test.mjs (3029b), scripts/lib/assets.mjs (2214b), scripts/lib/bgm-volume.mjs (236b), scripts/lib/captured-fonts.mjs (2628b), scripts/lib/dimensions.mjs (2279b), scripts/lib/frame-packets-core.mjs (7408b), scripts/lib/pad-frame-duration.mjs (1628b), scripts/lib/storyboard.mjs (8244b), scripts/lib/tokens.mjs (9883b), scripts/lib/transition-registry.mjs (1588b), scripts/lib/transitions.json (3941b), scripts/transitions.mjs (15927b), scripts/transitions.test.mjs (2519b), skill-card.md (2069b), SKILL.md (29899b), sub-agents/frame-worker.md (2028b), _meta.json (138b)\n\nArchive v1.0.39: 29 files, 112067 bytes\n\nFiles: references/cut-catalog.md (12761b), references/motion-language.md (15760b), references/story-design.md (20924b), references/visual-design.md (20692b), scripts/assemble-index.mjs (26752b), scripts/assemble-index.test.mjs (5283b), scripts/audio.mjs (13176b), scripts/audio.test.mjs (8002b), scripts/build-frame.mjs (26911b), scripts/captions.mjs (25341b), scripts/captions.test.mjs (9335b), scripts/frame-packets.mjs (1070b), scripts/frame-packets.test.mjs (3029b), scripts/lib/assets.mjs (2214b), scripts/lib/bgm-volume.mjs (236b), scripts/lib/captured-fonts.mjs (2628b), scripts/lib/dimensions.mjs (2279b), scripts/lib/frame-packets-core.mjs (7408b), scripts/lib/pad-frame-duration.mjs (1628b), scripts/lib/storyboard.mjs (8244b), scripts/lib/tokens.mjs (9883b), scripts/lib/transition-registry.mjs (1588b), scripts/lib/transitions.json (3941b), scripts/transitions.mjs (15927b), scripts/transitions.test.mjs (2519b), skill-card.md (2015b), SKILL.md (29899b), sub-agents/frame-worker.md (2025b), _meta.json (138b)\n\nArchive v1.0.38: 29 files, 112176 bytes\n\nFiles: references/cut-catalog.md (12761b), references/motion-language.md (15760b), references/story-design.md (20924b), references/visual-design.md (20692b), scripts/assemble-index.mjs (26752b), scripts/assemble-index.test.mjs (5283b), scripts/audio.mjs (13176b), scripts/audio.test.mjs (8002b), scripts/build-frame.mjs (26911b), scripts/captions.mjs (25341b), scripts/captions.test.mjs (9335b), scripts/frame-packets.mjs (1070b), scripts/frame-packets.test.mjs (3029b), scripts/lib/assets.mjs (2214b), scripts/lib/bgm-volume.mjs (236b), scripts/lib/captured-fonts.mjs (2628b), scripts/lib/dimensions.mjs (2279b), scripts/lib/frame-packets-core.mjs (7408b), scripts/lib/pad-frame-duration.mjs (1628b), scripts/lib/storyboard.mjs (8244b), scripts/lib/tokens.mjs (9883b), scripts/lib/transition-registry.mjs (1588b), scripts/lib/transitions.json (3941b), scripts/transitions.mjs (15927b), scripts/transitions.test.mjs (2519b), skill-card.md (2417b), SKILL.md (29655b), sub-agents/frame-worker.md (2025b), _meta.json (138b)\n\nArchive v1.0.37: 29 files, 112300 bytes\n\nFiles: references/cut-catalog.md (12761b), references/motion-language.md (15760b), references/story-design.md (20924b), references/visual-design.md (20692b), scripts/assemble-index.mjs (26752b), scripts/assemble-index.test.mjs (5283b), scripts/audio.mjs (13176b), scripts/audio.test.mjs (8002b), scripts/build-frame.mjs (26911b), scripts/captions.mjs (25341b), scripts/captions.test.mjs (9335b), scripts/frame-packets.mjs (1070b), scripts/frame-packets.test.mjs (3029b), scripts/lib/assets.mjs (2214b), scripts/lib/bgm-volume.mjs (236b), scripts/lib/captured-fonts.mjs (2628b), scripts/lib/dimensions.mjs (2279b), scripts/lib/frame-packets-core.mjs (7408b), scripts/lib/pad-frame-duration.mjs (1628b), scripts/lib/storyboard.mjs (8244b), scripts/lib/tokens.mjs (9883b), scripts/lib/transition-registry.mjs (1588b), scripts/lib/transitions.json (3905b), scripts/transitions.mjs (15927b), scripts/transitions.test.mjs (2519b), skill-card.md (2749b), SKILL.md (29655b), sub-agents/frame-worker.md (2025b), _meta.json (138b)\n\nArchive v1.0.36: 29 files, 112173 bytes\n\nFiles: references/cut-catalog.md (12761b), references/motion-language.md (15760b), references/story-design.md (20924b), references/visual-design.md (20692b), scripts/assemble-index.mjs (26752b), scripts/assemble-index.test.mjs (5283b), scripts/audio.mjs (13012b), scripts/audio.test.mjs (8002b), scripts/build-frame.mjs (26911b), scripts/captions.mjs (25341b), scripts/captions.test.mjs (9335b), scripts/frame-packets.mjs (1070b), scripts/frame-packets.test.mjs (3029b), scripts/lib/assets.mjs (2214b), scripts/lib/bgm-volume.mjs (236b), scripts/lib/captured-fonts.mjs (2628b), scripts/lib/dimensions.mjs (2279b), scripts/lib/frame-packets-core.mjs (7408b), scripts/lib/pad-frame-duration.mjs (1628b), scripts/lib/storyboard.mjs (8244b), scripts/lib/tokens.mjs (9883b), scripts/lib/transition-registry.mjs (1588b), scripts/lib/transitions.json (3905b), scripts/transitions.mjs (15927b), scripts/transitions.test.mjs (2519b), skill-card.md (2577b), SKILL.md (29655b), sub-agents/frame-worker.md (2025b), _meta.json (138b)","readmeExcerpt":"Skill: faceless-explainer Owner: heygen-com Summary: Turn arbitrary text — an article, notes, a topic, a brief — into a faceless explainer video: there is no site or footage to capture, so the visuals are invented per scene (typography, abstract graphics, diagrams, data-viz). Use for topic explainers, concept breakdowns, how-tos, listicles. Not a video built from a website (/product-launch-video — promo or tour). Unc","codeSnippets":[],"executableExamples":[{"language":"bash","snippet":"node <SKILL_DIR>/scripts/build-frame.mjs --preset <name> --hyperframes ."},{"language":"md","snippet":"## Frame N — Short name\n\n- scene: one clear visual idea\n- voiceover: \"spoken guide text, or empty\"\n- duration: rough estimate in seconds\n- transition_in: crossfade\n- status: outline\n- src: compositions/frames/NN-short-name.html\n- type: feature_showcase\n- persuasion: Progressive disclosure\n- beat: comprehension\n- blueprint: dataviz-countup — candidate shape from the role→blueprint menu; omit when none fits\n\nnarrativeRole: What this frame does in the viewer's understanding.\nkeyMessage: The one idea the viewer should remember."},{"language":"text","snippet":"Scene 1 (0.0–Xs):  only what the VO is saying at t=0 enters — never the whole canvas\nScene 2 (Xs–Ys):   the next piece reveals as the VO names it (a line / layer / node / stat)\n  …                one window per spoken cue — as many or as few as the line calls for\nScene N (…–end):   content has resolved; hold the read (stillness; subtle jitter at most)"},{"language":"text","snippet":"## Frame 3 — How interest compounds\n- scene: a snowball rolls downhill, gaining a labeled ring each turn   ← refine only if it could read sharper\n- voiceover: \"…\"            ← story's; leave it\n- transition_in: crossfade  ← story's; leave it\n- type: feature_showcase    ← story's\n- persuasion: Concretization + progressive disclosure\n- beat: comprehension\n- blueprint: dataviz-countup (Adapt)   ← you add: the id you instantiated (or \"compose\")\n- focal: the snowball                  ← you add: the INVENTED hero element of this beat\n- roles: snowball = foreground subject · hill = background gradient (dim ~40%) · ring labels = supporting   ← you add: role per invented element\n- sfx: whoosh-soft, tick               ← you add: the sound the beat wants (fetched + mounted at root; never yours to embed)\n\nAdapt: keep the count-up-ring signature; the trend chart becomes the snowball's labeled rings climbing.\nScene 1 (0.0–1.2s): solid hill gradient (dim ~40%); the snowball seats upper-left, a circular progress ring + bold center number anchor it — Centered template, ~50% of frame. Slow push-in runs underneath.\nScene 2 (1.2–3.4s): as the VO names each turn, the snowball rolls down and gains one labeled ring per turn (layer-reveal); a small total ticks up beside it (the count-up reveals on its spoken cue, not at t=0). Asymmetric 60/40, 3 depth layers.\nScene 3 (3.4–5.0s): land the final ring emphasis dead-center, accent glow blooms behind it and holds; the total reads clean and STILL — no continuing push, no breathing (a held beat beats bad motion). The stillness reads against the prior motion."},{"language":"bash","snippet":"node <SKILL_DIR>/scripts/build-frame.mjs --preset <name> --hyperframes ."}],"parameters":null,"dependencies":[],"permissions":[],"extractedFiles":[{"path":"SKILL.md","content":"---\nname: faceless-explainer\ndescription: \"Turn arbitrary text — an article, notes, a topic, a brief — into a faceless explainer video: there is no site or footage to capture, so the visuals are invented per scene (typography, abstract graphics, diagrams, data-viz). Use for topic explainers, concept breakdowns, how-tos, listicles. Not a video built from a website (/product-launch-video — promo or tour). Unclear → /hyperframes.\"\n---\n\n**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.\n\n> **First, keep this skill fresh — confirm with the user before running:** `npx hyperframes skills update faceless-explainer`. 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.\n\n> **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.\n\n# Faceless Explainer to HyperFrames\n\nUse this skill to turn a body of text into an explainer video: pick a design system, plan a teaching story, and build it frame by frame in HyperFrames. **Faceless** means every visual is invented downstream — there is no capture step and no real asset inventory.\n\n> **The front door is `/hyperframes`.** You are the orchestrator. Run each step, verify its gate, and only then continue. This skill is for **explaining a topic from text, with no product and no website to capture**. 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).\n\nYou 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 design or motion rules here; those live in the frame-worker sub-agent, this skill's local `../hyperframes-animation/rules/` + `../hyperframes-animation/blueprints/`, and `hyperframes-creative`.\n\nWorkflow: Step 0 setup → `hyperframes.json`; Step 1 brief → `capture/extracted/`; Step 2 design system → `frame.md`; Step 3 storyboard/script → `STORYBOARD.md` and `SCRIPT.md`; Step 3.1 audio → `audio_meta.json`; Step 4 visual design → enriched `STORYBOARD.md`; Step 5 frames → `compositions/frames/NN-*.html` and `ind"},{"path":"_meta.json","content":"{\n  \"ownerId\": \"kn77d06grj6xqp3dqwkk4bavhn89pegt\",\n  \"slug\": \"faceless-explainer\",\n  \"version\": \"1.0.45\",\n  \"publishedAt\": 1791491426649\n}"},{"path":"references/cut-catalog.md","content":"# Cut catalog — within-frame seams (worker-built)\n\n> **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.)\n\nFour techniques that create depth and continuity:\n\n1. **Zoom-Through** — within-scene text swaps, Z-axis, moving TOWARD the viewer\n2. **Inverse Zoom-Through** — Z-axis swaps moving AWAY from the viewer\n3. **Cut the Curve** — between-scene transitions on x/y\n4. **Waterfall Cut** — word-by-word cut-the-curve with staggered exits and entries\n\nAll four are the same underlying principle: **cut at peak velocity, match direction and\nspeed on both sides of the cut.** The differences are axis, scope, and granularity.\n\n**Choosing which at a seam:** for an UNFINISHED phrase (building one larger idea across\nseveral visually distinct scenes that still approach the same point — multi-line text, a\nrun of consecutive cards) use **cut-the-curve** / **waterfall**. For a STATE CHANGE (turning\nto a NEW part of the video — most often hook → context, between two distinct chapters) use\n**zoom-through**, and **inverse zoom-through** for an arrival / payoff beat. Chain these so\nthe frame's internal seams feel like one camera moving through the content.\n\n---\n\n## Blur Logic (applies to all Z-axis variants)\n\nBlur sells the speed at the cut, but it must scale with the SUBJECT SIZE:\n\n| Subject                                                | Peak blur   | Why                                                                                                                                                                                      |\n| ------------------------------------------------------ | ----------- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |\n| Text-scale (headline, line, word group)                | **10px**    | At 20px text smears into illegibility — the eye loses the "},{"path":"references/motion-language.md","content":"# Motion language — the move vocabulary + the motion doctrine + the seek-safe core\n\n> 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`.\n\nA good explainer 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. In an explainer the development _is_ the teaching: the formula assembling, the diagram gaining a layer, the count-up landing. The doctrine in Part 2 is load-bearing: when in doubt, do what it says.\n\n---\n\n# Part 1 — the move vocabulary\n\nReach 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.\n\n## Kinetic type\n\n- **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`\n- **in-place token cycle** — a fixed line holds and only its variable slot changes, token → token → token. → `discrete-text-sequence`\n- **per-word staggered reveal** — a phrase assembles word-by-word (or chunk-by-chunk), each landing on its own beat. → `dynamic-content-sequencing`\n- **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`\n\n## Typewriter\n\n- **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)\n- **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`)\n\n## Count-up / data\n\n- **value-scaled counter** — a number counts up and its font size grows with the value, "},{"path":"references/story-design.md","content":"# Story design — faceless explainer video\n\nUse this reference in Step 3 to write `STORYBOARD.md` and `SCRIPT.md` for a faceless explainer — a topic, concept, how-to, listicle, or narrative explainer built from text, with **no product, no website, and no captured assets**.\n\nThis file defines the story: what the video teaches, in what order, and why each frame exists. It does not define layout, visual effects, animation, or final markdown schemas. For exact file syntax, follow `../../hyperframes/references/storyboard-format.md` and `../../hyperframes/references/script-format.md`.\n\n## Read first\n\nRead these inputs before writing:\n\n1. `hyperframes.json` — locked brief: angle, length, aspect ratio, language.\n2. `frame.md` — tone, mood, design system, and register.\n3. `capture/extracted/visible-text.txt` — the article / notes / topic / brief (the source of **information**).\n4. `user_script.txt` and `VO_MODE`, when the user pasted a script.\n\nThere is no `asset-descriptions.md` and no `capture/assets/` to inspect — this is faceless. Every visual is invented downstream (Steps 4-5); your job here is the **narrative**, not a visual asset list.\n\n## Output\n\nCreate two files:\n\n- `STORYBOARD.md` — the teaching plan, one frame per beat.\n- `SCRIPT.md` — the locked narration, only for spoken frames.\n\nEvery storyboard frame must include the required fields from the storyboard format reference, plus the narrative metadata below.\n\n## Core rule\n\nAn article is an information dump. A video is a guided act of understanding.\n\nDo not follow paragraph order. Reorder, merge, omit, and compress the source text into a clear teaching sequence. Strip the asides; surface the spine. **The single most common failure is paraphrasing the article in order — do not do that.** The input text is the source of information, not a story template.\n\n## Step 3 method\n\n### 1. Extract the teaching truth\n\nFrom the brief and text, identify:\n\n- Audience — who the video is speaking to, and what they already (don't) know.\n- Gap or stakes — the confusion, question, or \"why care\" the explanation resolves.\n- Thesis — the one-line idea the viewer should walk away with.\n- Spine — the 3-6 ideas (mechanisms / steps / items / beats) that build to the thesis.\n- Evidence — the concrete numbers, examples, comparisons, or worked cases that ground it.\n- Landing — the takeaway or the call to think / try / act.\n\nWrite the storyboard around the thesis, not around the article's sections.\n\n### 2. Match the register to `frame.md`\n\nUse `frame.md` as a soft guide — the visual system tunes the **voice**, not the structure:\n\n| `frame.md` signal              | Story effect                           |\n| ------------------------------ | -------------------------------------- |\n| warm, handmade, notes-like     | plain, considered, low-hype; humane    |\n| bold, poster-like, declarative | short punchy beats, confident claims   |\n| friendly, polished, modern     | approachable direct address, lighter   |\n| literary, technical-but"}],"languages":[],"docsSourceLabel":"CLAWHUB","editorialOverview":null,"editorialQuality":{"score":100,"threshold":65,"status":"thin","wordCount":2147,"uniquenessScore":43,"reasons":["uniqueness-below-45"]}},"media":{"evidence":{"source":"no-media","verified":false,"confidence":"low","updatedAt":"2026-10-09T07:54:26.857Z","emptyReason":"No screenshots, media assets, or demo links are available."},"primaryImageUrl":null,"mediaAssetCount":0,"assets":[],"demoUrl":null},"ownerResources":{"evidence":{"source":"unclaimed","verified":false,"confidence":"low","updatedAt":"2026-10-09T07:54:26.857Z","emptyReason":"This page has not been claimed by the agent owner."},"hasCustomPage":false,"customPageUpdatedAt":null,"customLinks":[],"structuredLinks":{"docsUrl":null,"demoUrl":null,"supportUrl":null,"pricingUrl":null,"statusUrl":null},"customPage":null},"relatedAgents":{"evidence":{"source":"protocol-neighbors","verified":false,"confidence":"medium","updatedAt":"2026-10-09T23:08:42.042Z","emptyReason":null},"items":[{"id":"8ebccd8e-3863-4187-8355-c3f14e1f9edf","entityType":"agent","canonicalPath":"/agent/iofficeai-aionui","slug":"iofficeai-aionui","name":"AionUi","description":"Free, local, open-source 24/7 Cowork app and OpenClaw for Gemini CLI, Claude Code, Codex, OpenCode, Qwen Code, Goose CLI, Auggie, and more | 🌟 Star if you like it!","url":"https://github.com/iOfficeAI/AionUi","homepage":"https://www.aionui.com","source":"GITHUB_REPOS","protocols":["MCP","OPENCLAW"],"capabilities":[],"safetyScore":100,"overallRank":70,"updatedAt":"2026-10-09T19:11:12.944Z","createdAt":"2026-02-25T03:38:16.584Z","downloads":null},{"id":"b917f68a-ebff-438e-84f8-3f4b2494c0bc","entityType":"agent","canonicalPath":"/agent/activepieces-activepieces","slug":"activepieces-activepieces","name":"activepieces","description":"AI Agents & MCPs & AI Workflow Automation • (~400 MCP servers for AI agents) • AI Automation / AI Agent with MCPs • AI Workflows & AI Agents • MCPs for AI Agents","url":"https://github.com/activepieces/activepieces","homepage":"https://www.activepieces.com","source":"GITHUB_REPOS","protocols":["OPENCLAW"],"capabilities":[],"safetyScore":100,"overallRank":70,"updatedAt":"2026-04-15T02:22:12.426Z","createdAt":"2026-02-25T03:38:12.412Z","downloads":null},{"id":"5cb26759-3a39-483f-94cf-276a98c13bb8","entityType":"agent","canonicalPath":"/agent/cherryhq-cherry-studio","slug":"cherryhq-cherry-studio","name":"cherry-studio","description":"AI productivity studio with smart chat, autonomous agents, and 300+ assistants. Unified access to frontier LLMs","url":"https://github.com/CherryHQ/cherry-studio","homepage":"https://cherry-ai.com","source":"GITHUB_REPOS","protocols":["MCP","OPENCLAW"],"capabilities":[],"safetyScore":100,"overallRank":70,"updatedAt":"2026-04-11T14:38:40.986Z","createdAt":"2026-02-25T03:38:19.379Z","downloads":null},{"id":"6f6582d0-5d76-4f0f-b81d-86520247950b","entityType":"agent","canonicalPath":"/agent/copilotkit-copilotkit","slug":"copilotkit-copilotkit","name":"CopilotKit","description":"The Frontend for Agents & Generative UI. React + Angular","url":"https://github.com/CopilotKit/CopilotKit","homepage":"https://docs.copilotkit.ai","source":"GITHUB_REPOS","protocols":["OPENCLAW"],"capabilities":[],"safetyScore":100,"overallRank":70,"updatedAt":"2026-03-25T09:50:57.846Z","createdAt":"2026-02-25T03:39:14.617Z","downloads":null}],"links":{"hub":"/agent","source":"/agent/source/clawhub","protocols":[{"label":"OpenClaw","href":"/agent/protocol/openclew"}]}}}