{"id":"d36dad61-f713-4e06-9919-6dd5f7ae19e7","entityType":"agent","slug":"clawhub-heygen-com-pr-to-video","name":"pr-to-video","canonicalUrl":"https://www.xpersona.co/agent/clawhub-heygen-com-pr-to-video","canonicalPath":"/agent/clawhub-heygen-com-pr-to-video","generatedAt":"2026-10-09T18:41:32.059Z","source":"CLAWHUB","claimStatus":"UNCLAIMED","verificationTier":"NONE","summary":{"evidence":{"source":"CLAWHUB","verified":false,"confidence":"medium","updatedAt":"2026-10-09T07:40:34.817Z","emptyReason":null},"description":"Turn a GitHub pull request (a PR URL, owner/repo#N, or 'this PR' in a checked-out repo) into a code-change explainer video — changelog, feature reveal, fix, or refactor walkthrough built from the diff, commits, and files: the input is a code change, not a website. Not a product promo (/product-launch-video) or a no-PR topic explainer (/faceless-explainer). 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:pr-to-video","sourceUrl":"https://clawhub.ai/heygen-com/pr-to-video","homepage":"https://clawhub.ai/heygen-com/skills/pr-to-video","primaryLinks":[{"label":"View on ClawHub","url":"https://clawhub.ai/heygen-com/pr-to-video","kind":"source"},{"label":"Homepage","url":"https://clawhub.ai/heygen-com/skills/pr-to-video","kind":"homepage"}],"safetyScore":84,"overallRank":62,"popularityScore":71,"trustScore":null,"claimedByName":null,"isOwner":false,"seoDescription":"pr-to-video technical dossier on Xpersona with agent coverage, OPENCLEW support, and live trust metadata."},"coverage":{"evidence":{"source":"public-profile","verified":false,"confidence":"medium","updatedAt":"2026-10-09T07:40:34.817Z","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":"2026-10-09T07:40:34.817Z","emptyReason":null},"stars":null,"forks":null,"downloads":3546,"packageName":null,"latestVersion":"1.0.48","tractionLabel":"3.5K downloads"},"release":{"evidence":{"source":"CLAWHUB","verified":false,"confidence":"medium","updatedAt":"2026-10-09T07:40:34.817Z","emptyReason":null},"lastUpdatedAt":"2026-10-09T07:40:34.817Z","lastCrawledAt":"2026-10-09T07:40:34.817Z","lastIndexedAt":null,"nextCrawlAt":"2026-10-10T07:40:34.817Z","lastVerifiedAt":null,"highlights":[{"version":"1.0.48","createdAt":"2026-10-08T20:31:45.325Z","changelog":"Synced from 29b901d (main)","fileCount":36,"zipByteSize":145764},{"version":"1.0.47","createdAt":"2026-10-07T07:31:24.816Z","changelog":"Synced from 4fcad1e (main)","fileCount":36,"zipByteSize":145582},{"version":"1.0.46","createdAt":"2026-10-04T13:09:45.086Z","changelog":"Synced from 69a2169 (main)","fileCount":35,"zipByteSize":143950},{"version":"1.0.45","createdAt":"2026-10-03T03:38:43.801Z","changelog":"Synced from 835e0c1 (main)","fileCount":35,"zipByteSize":143919},{"version":"1.0.44","createdAt":"2026-10-02T14:33:12.369Z","changelog":"Synced from 9465048 (main)","fileCount":35,"zipByteSize":144081},{"version":"1.0.43","createdAt":"2026-09-27T21:22:54.306Z","changelog":"Synced from ff6e210 (main)","fileCount":35,"zipByteSize":143892},{"version":"1.0.42","createdAt":"2026-09-24T02:59:26.802Z","changelog":"Synced from ff88484 (main)","fileCount":35,"zipByteSize":144191},{"version":"1.0.41","createdAt":"2026-09-24T01:24:26.738Z","changelog":"Synced from 01601d1 (main)","fileCount":35,"zipByteSize":144141}]},"execution":{"evidence":{"source":"CLAWHUB","verified":false,"confidence":"low","updatedAt":null,"emptyReason":"No published capability contract is available yet."},"installCommand":"clawhub skill install s17fpgb0p797dzkbtbrxw5x1hh89qs64:pr-to-video","setupComplexity":"low","setupSteps":["Install using `clawhub skill install s17fpgb0p797dzkbtbrxw5x1hh89qs64:pr-to-video` 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/pr-to-video 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-pr-to-video/snapshot","contractUrl":"https://www.xpersona.co/api/v1/agents/clawhub-heygen-com-pr-to-video/contract","trustUrl":"https://www.xpersona.co/api/v1/agents/clawhub-heygen-com-pr-to-video/trust"},"curlExamples":["curl -s \"https://www.xpersona.co/api/v1/agents/clawhub-heygen-com-pr-to-video/snapshot\"","curl -s \"https://www.xpersona.co/api/v1/agents/clawhub-heygen-com-pr-to-video/contract\"","curl -s \"https://www.xpersona.co/api/v1/agents/clawhub-heygen-com-pr-to-video/trust\""],"jsonRequestTemplate":{"query":"summarize this repo","constraints":{"maxLatencyMs":2000,"protocolPreference":["OPENCLEW"]}},"jsonResponseTemplate":{"ok":true,"result":{"summary":"...","confidence":0.9},"meta":{"source":"CLAWHUB","generatedAt":"2026-10-09T18:41:32.053Z"}},"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-pr-to-video/dossier","snapshotUrl":"https://www.xpersona.co/api/v1/agents/clawhub-heygen-com-pr-to-video/snapshot","contractUrl":"https://www.xpersona.co/api/v1/agents/clawhub-heygen-com-pr-to-video/contract","trustUrl":"https://www.xpersona.co/api/v1/agents/clawhub-heygen-com-pr-to-video/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":"2026-10-09T07:40:34.817Z","emptyReason":null},"readme":"Skill: pr-to-video\n\nOwner: heygen-com\n\nSummary: Turn a GitHub pull request (a PR URL, owner/repo#N, or 'this PR' in a checked-out repo) into a code-change explainer video — changelog, feature reveal, fix, or refactor walkthrough built from the diff, commits, and files: the input is a code change, not a website. Not a product promo (/product-launch-video) or a no-PR topic explainer (/faceless-explainer). Unclear → /hyperframes.\n\nTags: latest:1.0.48\n\nVersion history:\n\nv1.0.48 | 2026-10-08T20:31:45.325Z | user\n\nSynced from 29b901d (main)\n\nv1.0.47 | 2026-10-07T07:31:24.816Z | user\n\nSynced from 4fcad1e (main)\n\nv1.0.46 | 2026-10-04T13:09:45.086Z | user\n\nSynced from 69a2169 (main)\n\nv1.0.45 | 2026-10-03T03:38:43.801Z | user\n\nSynced from 835e0c1 (main)\n\nv1.0.44 | 2026-10-02T14:33:12.369Z | user\n\nSynced from 9465048 (main)\n\nv1.0.43 | 2026-09-27T21:22:54.306Z | user\n\nSynced from ff6e210 (main)\n\nv1.0.42 | 2026-09-24T02:59:26.802Z | user\n\nSynced from ff88484 (main)\n\nv1.0.41 | 2026-09-24T01:24:26.738Z | user\n\nSynced from 01601d1 (main)\n\nv1.0.40 | 2026-09-23T23:11:02.799Z | user\n\nSynced from 29fc953 (main)\n\nv1.0.39 | 2026-09-23T21:20:44.106Z | user\n\nSynced from 922be55 (main)\n\nv1.0.38 | 2026-09-22T11:06:57.796Z | user\n\nSynced from 05d09a7 (main)\n\nv1.0.37 | 2026-09-19T05:09:23.230Z | user\n\nSynced from 1a9668b (main)\n\nv1.0.36 | 2026-09-19T03:48:36.694Z | user\n\nSynced from a25da94 (main)\n\nv1.0.35 | 2026-09-14T01:26:48.636Z | user\n\nSynced from 95bea16 (main)\n\nv1.0.34 | 2026-09-11T20:09:12.084Z | user\n\nSynced from 42a3e7a (main)\n\nv1.0.33 | 2026-09-10T16:54:42.000Z | user\n\nSynced from c98d6fb (main)\n\nv1.0.32 | 2026-09-10T03:25:43.646Z | user\n\nSynced from 0f8eb89 (main)\n\nv1.0.31 | 2026-09-08T18:11:54.361Z | user\n\nSynced from 78dacc8 (main)\n\nv1.0.30 | 2026-08-24T22:06:29.425Z | user\n\nSynced from b2fc18b (main)\n\nv1.0.29 | 2026-08-21T03:10:14.994Z | user\n\nSynced from efc2e19 (main)\n\nv1.0.28 | 2026-08-20T20:38:33.485Z | user\n\nSynced from d1482b0 (main)\n\nv1.0.27 | 2026-08-20T20:23:20.188Z | user\n\nSynced from c66c9a4 (main)\n\nv1.0.26 | 2026-08-20T06:23:38.582Z | user\n\nSynced from a6a9e2f (main)\n\nv1.0.25 | 2026-08-18T01:53:00.810Z | user\n\nSynced from a41da86 (main)\n\nv1.0.24 | 2026-08-04T17:46:00.608Z | user\n\nSynced from f9ec934 (main)\n\nv1.0.23 | 2026-07-30T18:41:39.040Z | user\n\nSynced from 7b3d3db (main)\n\nv1.0.22 | 2026-07-30T10:30:37.462Z | user\n\nSynced from e0dc255 (main)\n\nv1.0.21 | 2026-07-28T11:29:54.397Z | user\n\nSynced from d287e52 (main)\n\nv1.0.20 | 2026-07-24T21:13:56.107Z | user\n\nSynced from e7f9918 (main)\n\nv1.0.19 | 2026-07-21T16:45:53.942Z | user\n\nSynced from 696cbdb (main)\n\nv1.0.18 | 2026-07-20T15:22:41.155Z | user\n\nSynced from 6ad738b (main)\n\nv1.0.17 | 2026-07-15T20:02:26.615Z | user\n\nSynced from f45f762 (main)\n\nv1.0.16 | 2026-07-15T14:25:36.222Z | user\n\nSynced from 7d21cc9 (main)\n\nv1.0.15 | 2026-07-15T13:24:41.935Z | user\n\nSynced from b9be0b2 (main)\n\nv1.0.14 | 2026-07-14T21:12:42.084Z | user\n\nSynced from 6ac18fd (main)\n\nv1.0.13 | 2026-07-14T19:42:15.296Z | user\n\nSynced from 4cba58f (main)\n\nv1.0.12 | 2026-07-14T02:55:55.501Z | user\n\nSynced from 2a7a5e6 (main)\n\nv1.0.11 | 2026-07-14T02:40:43.006Z | user\n\nSynced from 852d189 (main)\n\nv1.0.10 | 2026-07-14T02:33:59.896Z | user\n\nSynced from fba5cb9 (main)\n\nv1.0.9 | 2026-07-11T22:33:47.324Z | user\n\nSynced from 6878831 (main)\n\nv1.0.8 | 2026-07-10T22:50:22.871Z | user\n\nSynced from 00d059b (main)\n\nv1.0.7 | 2026-07-10T05:17:43.774Z | user\n\nSynced from dda09c8 (main)\n\nv1.0.6 | 2026-07-08T18:01:42.190Z | user\n\nSynced from 17b8527 (main)\n\nv1.0.5 | 2026-07-08T17:33:05.051Z | user\n\nSynced from 81884a7 (main)\n\nv1.0.4 | 2026-07-08T16:00:13.635Z | user\n\nSynced from 4d3cdc3 (main)\n\nv1.0.3 | 2026-07-07T20:29:03.082Z | user\n\nSynced from 7286b00 (main)\n\nv1.0.2 | 2026-07-07T19:01:19.202Z | user\n\nSynced from 5fe9573 (main)\n\nv1.0.1 | 2026-07-04T21:09:03.547Z | user\n\nSynced from 8bc1e5d (main)\n\nv1.0.0 | 2026-07-01T11:07:11.898Z | user\n\nOfficial HyperFrames skills from heygen-com/hyperframes\n\nArchive index:\n\nArchive v1.0.48: 36 files, 145764 bytes\n\nFiles: references/code-vocabulary.md (15493b), references/cut-catalog.md (12764b), references/motion-language.md (15839b), references/story-design.md (28771b), references/visual-design.md (20016b), scripts/assemble-index.mjs (26975b), scripts/assemble-index.test.mjs (5485b), scripts/audio.mjs (15326b), scripts/build-frame.mjs (28982b), scripts/captions.mjs (25341b), scripts/captions.test.mjs (11336b), scripts/fetch-people-avatars.mjs (6183b), scripts/fetch-pr.mjs (9239b), scripts/frame-contract.test.mjs (7456b), scripts/frame-packets.mjs (2473b), scripts/ingest.mjs (22412b), 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-contract.mjs (2427b), 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/preflight.mjs (1719b), scripts/project-dir.mjs (2754b), scripts/transitions.mjs (15826b), scripts/workflow-guardrails.test.mjs (8291b), skill-card.md (1962b), SKILL.md (33864b), sub-agents/frame-worker.md (6957b), _meta.json (131b)\n\nFile v1.0.48:SKILL.md\n\n---\nname: pr-to-video\ndescription: \"Turn a GitHub pull request (a PR URL, owner/repo#N, or 'this PR' in a checked-out repo) into a code-change explainer video — changelog, feature reveal, fix, or refactor walkthrough built from the diff, commits, and files: the input is a code change, not a website. Not a product promo (/product-launch-video) or a no-PR topic explainer (/faceless-explainer). 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 pr-to-video`. A fast no-op when everything is current; otherwise it refreshes this skill plus the core domain skills it depends on before you rely on them.\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# PR to HyperFrames\n\nUse this skill to ingest a GitHub pull request, understand the change, plan a code-change explainer, and build it frame by frame in HyperFrames. The input is a **code change** (read via `gh`), not a website — there is **no capture step and no real assets** beyond the contributors' avatars.\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 a **GitHub pull request** (a code change). 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 the resolved external `PROJECT_DIR`, never in the caller repository by default. 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 a bounded pool of frame workers. 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 ingest → `capture/extracted/` + `assets/<login>.png`; 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 — including the **PR reference** (a full URL, an `<owner>/<repo>#<N>` ref, or \"this PR\" in a checked-out repo) — create the HyperFrames project, and make the brief durable. The style is always **code-editorial** (fixed at Step 2, never asked).\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, and conducts this route's questions — including the PR-size → length doctrine, which lives whole in `../hyperframes/references/routes/pr-to-video.md` — then hands back the locked brief. Edit requests skip all of this — go do the edit.\n\nResolve the project directory before doing any other work. Preserve a user-supplied project directory; otherwise use the durable external cache location printed by the resolver. Never create `videos/` in the caller repository:\n\n```bash\nPR=\"<url | owner/repo#N>\"\nif [ -n \"${EXPLICIT_PROJECT_DIR:-}\" ]; then\n  PROJECT_DIR=\"$(node <SKILL_DIR>/scripts/project-dir.mjs --pr \"$PR\" --project-dir \"$EXPLICIT_PROJECT_DIR\")\"\nelse\n  PROJECT_DIR=\"$(node <SKILL_DIR>/scripts/project-dir.mjs --pr \"$PR\")\"\nfi\necho \"PR-to-video project: $PROJECT_DIR\"\nnode <SKILL_DIR>/scripts/preflight.mjs\n```\n\nThe capability preflight runs before fetch, story work, audio, or frame dispatch. If the installed CLI cannot run the validation command required by this skill, stop with its upgrade instruction rather than spending the run's context first.\n\nInitialize only if `$PROJECT_DIR/hyperframes.json` is missing. Its basename comes from the PR, such as `acme-sdk-pr-1842`; never use the workspace name or a timestamp.\n\n`npx hyperframes init \"$PROJECT_DIR\" --non-interactive --example=blank --skill=pr-to-video` — `init` checks the installed skills against the latest on GitHub and updates the global set if any are out of date.\n\nEvery relative-path command below runs with `$PROJECT_DIR` as its working directory. Examples without an explicit subshell mean `(cd \"$PROJECT_DIR\" && …)`; never change the caller repository's working tree.\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 PR ref is captured in the brief; 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: Ingest the PR (no capture)\n\nGoal: Fetch the PR's facts and fold them into the project as the source of information. There is **no website capture**. `fetch-pr.mjs` runs `gh` deterministically — completing the files list via paginated `gh api` so a large PR doesn't truncate at ~100 files, and writing only `capture/pr.json` + `capture/diff.patch` (no scratch dir). For MERGED PRs it also resolves a best-effort `shipped_version` (+ `version_source`) into `pr.json`, so the end card can cite a real version instead of inventing one. Then `ingest.mjs` folds that into the synthetic capture package offline.\n\n```bash\nPR=\"<url | owner/repo#N | N>\"\n\n# Fetch the PR deterministically: runs gh, completes the files list via paginated\n# gh api (so a big PR doesn't truncate at ~100 files), writes only capture/pr.json +\n# capture/diff.patch — no scratch dir. gh auth / not-found / private errors exit 1 here.\n(cd \"$PROJECT_DIR\" && node <SKILL_DIR>/scripts/fetch-pr.mjs --pr \"$PR\" --out-dir ./capture)\n\n# Offline transform → capture/extracted/{tokens.json (colors:[] → code-editorial palette),\n# visible-text.txt (the brief), people.json (contributors, bot-filtered, name+login,\n# avatarFile=assets/<login>.png)}.\n(cd \"$PROJECT_DIR\" && node <SKILL_DIR>/scripts/ingest.mjs \\\n  --pr-json ./capture/pr.json --diff ./capture/diff.patch --out-dir ./capture/extracted)\n\n# The people front's one network step — download each contributor's GitHub avatar to\n# assets/<login>.png for the credits close. Best-effort; always exits 0.\n(cd \"$PROJECT_DIR\" && node <SKILL_DIR>/scripts/fetch-people-avatars.mjs \\\n  --people ./capture/extracted/people.json)\n```\n\nIf `fetch-pr.mjs` exits 1 (gh auth / not found / private), report its stderr and stop — **do not fabricate PR contents**. If `ingest.mjs` exits 1, read its stderr (usually a malformed `pr.json`), fix, and rerun (deterministic). `fetch-people-avatars.mjs` always exits 0; missing avatars just mean no credits close to author.\n\n`people.json` carries a `name` for whichever contributors `gh` already named (the PR author, commit authors, `mergedBy`) — `null` for the rest (reviewers/commenters/assignees, which `gh pr view` only ever gives a bare `login`). Before writing the credits close in Step 3, resolve any `null` name yourself for the 1-6 people who'll actually appear on that frame: `gh api users/<login> --jq .name` (you already have `gh` — no need to script this). If GitHub has no public name for that user either, fall back to the login on-screen and drop that person from the spoken line (see story-design.md's credits section — the voiceover must still say names, never raw handles).\n\n**Gate:** `capture/pr.json`, `capture/diff.patch`, `capture/extracted/tokens.json`, `capture/extracted/visible-text.txt`, and `capture/extracted/people.json` exist; you can state the PR's change in one clear sentence. `assets/<login>.png` is best-effort — its absence is not a failure.\n\n---\n\n## Step 2: Design System\n\nGoal: Adopt the code-editorial frame preset; a script turns it into this video's `frame.md` + caption skin.\n\nThe style is fixed — **code-editorial** (warm editorial; a navy code surface built for diffs). Run:\n\n```bash\nnode <SKILL_DIR>/scripts/build-frame.mjs --preset code-editorial --hyperframes .\n```\n\nThe script copies the code-editorial preset's `FRAME.md` → `frame.md`, remixes it onto any brand tokens in `capture/extracted/tokens.json` (a PR has none → `colors:[]`/`fonts:[]` keeps code-editorial's own palette, a complete design), 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.\n\n**Gate:** `build-frame.mjs` exited 0 — `frame.md` exists from the code-editorial preset, and `.hyperframes/caption-skin.html` exists as the caption skin source.\n\n---\n\n## Step 3: Storyboard and Script\n\nGoal: Turn the PR into an approved frame-by-frame explanation 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 PR archetype (changelog / feature-reveal / fix-explainer / refactor-walkthrough), the PR-native frame types, hook, persuasion, beats, the per-frame word budget, and the credits close. The sequence comes from **narrative design, not the diff's file order** — explain the change, don't read the diff aloud. 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 (story truth still decides which beats exist — never force a beat to fit a shape). Feature 2–4 real diff hunks (from `capture/diff.patch`), each a small legible snippet; name the `code-*` block each wants in the frame's `scene`. Frames carry no `asset_candidates` except the `credits` close (1–6 `assets/<login>.png` avatars). 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 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.\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. Stand-ins: for a **code beat**, a plain code panel with the filename and a few real diff lines as text — the `code-*` block wiring belongs to the workers. 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`, `references/code-vocabulary.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 code-beat treatment), plus the required `## Video direction` block. Use `../hyperframes-animation/blueprints-index.md` to pick each frame's shot shape. Use `code-vocabulary.md` to pick the right `code-*` block per code beat (diff = `code-diff`, refactor = `code-morph`, new code = `code-typing`, …). 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 or block/blueprint names.\n\n**Search the live catalog before you design any named look.** `code-vocabulary.md` covers the code beats; it does not cover the rest. For every other 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. Name the block you found here; Step 5 pre-installs every block the storyboard names. Hand-author a look 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 content, and pace each Scene's reveal to the voiceover so the frame develops across its full duration instead of front-loading then freezing. **For a code beat, the `code-*` block is the frame's `focal`** and the Scenes choreograph the surrounding code-editorial Code Surface (the entry of the file/header, the camera onto the hunk, the landing line) — **not** the code animation itself, which the block owns. Immediately after each code frame's fields, add a `### Source excerpt` fenced `diff` block containing only the exact real hunk the worker must render (12 lines maximum). Select it here from `capture/diff.patch`; workers are forbidden from reopening that full diff. 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`, `asset_candidates`, or the PR source. Do not write HTML in this step. There is **no asset-staging step** — the only real assets are the credits avatars, already in `assets/`.\n\n**Gate:** every frame has a time-coded shot sequence whose reveals are paced to the voiceover (no front-loading); code frames name a `code-*` block as the `focal`; `## 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 bounded packets and the worker role payload:\n\n```bash\nnode <SKILL_DIR>/scripts/frame-packets.mjs --project \"$PROJECT_DIR\" --storyboard \"$PROJECT_DIR/STORYBOARD.md\"\n```\n\nThe packet builder hard-fails a code frame without the upstream-selected `### Source excerpt`, and hard-caps packet bytes. It also writes `_role.md` (`../hyperframes/references/frame-worker-core.md` + this skill's `sub-agents/frame-worker.md`, concatenated verbatim — the complete worker role). Dispatch **at most three workers total**, balanced across the packet paths; each worker's prompt carries `_role.md` and its assigned packet paths — paste the role in full or hand its path (equivalent; the worker starts from exactly those documents) — and each worker may build multiple assigned frames sequentially, reading the role once. Workers read only their packet(s) and `frame.md`. They never open the full `STORYBOARD.md`, `capture/diff.patch`, or `capture/extracted/visible-text.txt`. Each worker writes only its assigned `compositions/frames/NN-*.html`; workers never edit `STORYBOARD.md`. When a frame has a **confirmed sketch** on disk (collaborative runs — review loop § 3), say so in that worker's dispatch context: the sketch is the existing `compositions/frames/NN-*.html`, and the worker dresses that layout rather than redrawing it (frame-worker core § When a confirmed sketch exists).\n\nOn a failed frame, re-dispatch **that frame only**, with its existing packet plus the exact validator/lint finding. One retry maximum. Do not replay a whole batch and do not retry without a concrete finding.\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, mark that frame `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` (code-editorial's, copied in Step 2), injecting brand tokens from `frame.md`; `captions: skipped (<reason>)` is valid. `assemble-index.mjs` stages the credits avatars from `assets/` as an idempotent backstop.\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` errors 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 with the command below 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 \"$PROJECT_DIR\" --background`\n\nRender only after user approval (autonomous mode: after the render-or-changes question):\n\n`npx hyperframes render --skill=pr-to-video --quality high --output renders/video.mp4`\n\nDo not rerun `lint`, `check`, or `snapshot` after rendering unless the user asks.\n\nAfter the user is done reviewing (or after render when no more live edits are expected), stop only this project's background server: `npx hyperframes preview \"$PROJECT_DIR\" --stop`. Never tear it down while waiting for review.\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 the 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**PR deltas vs a captured-asset workflow:** no Step 1 capture (the `gh` CLI ingests the PR into a synthetic `capture/extracted/` package — `tokens.json` + `visible-text.txt` + `people.json`); the only real assets are the contributors' `assets/<login>.png` avatars (the credits close); no `asset-descriptions.md`, no asset-staging step. Code beats are rendered by the `code-*` registry blocks on code-editorial's navy Code Surface; the style is always **code-editorial**.\n\n**Background scripts:** the workflow ships these under `scripts/`: `fetch-pr` (PR → `capture/pr.json` + `diff.patch` via `gh`; large-PR-safe, no scratch), `ingest` (→ synthetic capture package; offline), and `fetch-people-avatars` (contributor avatars → `assets/`); plus the shared engine — `build-frame` (adopt + brand-remix a preset into `frame.md` + caption skin), `audio` (TTS, BGM, SFX, duration sync), `captions`, `transitions` (inject + verify), and `assemble-index`. Everything else is the `hyperframes` CLI. Code blocks install via `npx hyperframes add <name>`.\n\nThe reusable, domain-agnostic shot shapes live in `../hyperframes-animation/blueprints/` (indexed by `../hyperframes-animation/blueprints-index.md`); the `code-*` registry blocks are the code-beat vocabulary (`references/code-vocabulary.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| `[references/story-design.md](references/story-design.md)`                                                                                                  | Step 3: plan the PR explanation.                                                                         |\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.                                                            |\n| `[references/visual-design.md](references/visual-design.md)`                                                                                                | Step 4: write the frame's shot sequence (+ Layout vocabulary).                                           |\n| `[references/code-vocabulary.md](references/code-vocabulary.md)`                                                                                            | Step 4 + 5: pick + fill the `code-*` block for a code beat.                                              |\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| `[../hyperframes-creative/frame-presets/code-editorial/FRAME.md](../hyperframes-creative/frame-presets/code-editorial/FRAME.md)`                            | Step 2: the code-editorial preset (fixed style).                                                         |\n\nFile v1.0.48:_meta.json\n\n{\n  \"ownerId\": \"kn77d06grj6xqp3dqwkk4bavhn89pegt\",\n  \"slug\": \"pr-to-video\",\n  \"version\": \"1.0.48\",\n  \"publishedAt\": 1791491505325\n}\n\nFile v1.0.48:references/code-vocabulary.md\n\n# Code vocabulary — the `code-*` animation blocks\n\n<!-- registry-items: allow=data-duration,number-lockup,dark-plus,light-plus,dark-modern,light-modern,dark-2026,light-2026,solarized-light,visual-studio-dark,visual-studio-light,high-contrast,high-contrast-light,clear-dark,clear-light,man-page,red-sands,silver-aerogel,solid-colors -->\n\n**The live search is the source of truth for what the registry has.** The table(s) below are a hand-maintained sample and under-cover by design: run `npx hyperframes catalog --query \"<what you want>\" --json` — it needs nothing installed — before concluding the registry lacks something. Item names here are checked against `registry/registry.json` by `bun run lint:skills`.\n\nPR videos run on two kinds of moving picture: **code** (the lines that changed) and **behavior** (what the change _does_ at runtime). This file is the vocabulary for both — the `code-*` blocks for code beats, and the **mechanism beat** (an invented animated diagram, or a `flowchart` / `data-chart`) for behavior beats. A video that is _all_ code reads flat; **alternate the two** (story-design plans the rhythm; see \"Showing behavior\" below).\n\nFor code beats the registry ships purpose-built **code animation blocks** that render a diff, a typed-on snippet, a morph, a highlight, a scroll, or a 3D/particle/dissolve reveal — far better than hand-built motion. **Reach for one of these first** for any code beat; fall back to hand-authored composition only when none fits.\n\n- **Step 4 (visual design):** for each `diff` / `before_after` / code beat, name the block in the frame's `scene` (e.g. \"the `request()` retry block, ~6 lines, `code-diff`\"). One judgment call: which block.\n- **Step 5 (frame worker):** install the named block and fill it with the real diff/snippet (below). The block is the frame's centerpiece, composited onto code-editorial's navy **Code Surface**.\n\n## Install + use\n\nEvery block installs the same way (confirmed `packages/cli/src/commands/add.ts`):\n\n```bash\nnpx hyperframes add <block-name>     # writes compositions/<block-name>.html\n```\n\nIt is a self-contained sub-composition (inlined engine; a paused GSAP timeline the engine seeks per frame). Mount it in the frame as a sub-composition clip:\n\n```html\n<div\n  data-composition-id=\"code-diff\"\n  data-composition-src=\"compositions/code-diff.html\"\n  data-start=\"0\"\n  data-duration=\"6\"\n  data-track-index=\"1\"\n  data-width=\"1920\"\n  data-height=\"1080\"\n></div>\n```\n\n**Customize by editing two globals** in the installed HTML's inline `<script>`:\n\n- `window.__TOKENS` — the code content, baked as Shiki tokens: `{ <seq>: { lang, theme, bg, fg, states: [ { code, tokens:[ {key, content, color, fontStyle} ] } ] } }`. Replace `code`/`tokens` with the PR's real snippet(s). `fontStyle` is a bitmask (`&1` italic, `&2` bold). The blocks bake `theme: \"github-dark\"` independently of the `code-snippet-*` themes below.\n- `window.__BLOCK` — selects the effect + timing: 2D `{ id, effect, seq, line?, duration }`; WebGL `{ id, effect, seq, duration, seed }`.\n\nThe timeline registers synchronously at `window.__timelines[id]`. All blocks are **1920×1080** and **deterministic / seek-safe** (no CSS transitions, no rAF, seeded randomness — never `Math.random` / `Date.now`).\n\n## The animation blocks\n\n| Block                        | What it does                                                                                                      | Inputs of note                                                                                        | PR beat                                                                                   |\n| ---------------------------- | ----------------------------------------------------------------------------------------------------------------- | ----------------------------------------------------------------------------------------------------- | ----------------------------------------------------------------------------------------- |\n| **`code-diff`**              | Unified diff inside an editor window: removed lines collapse in red, added lines expand in green, staggered. (6s) | `__TOKENS.diff.states` needs **exactly 2 states** (before, after) — the engine LCS-diffs them.        | The diff hunk (before→after); literal add/remove semantics. **The default PR block.**     |\n| **`code-morph`**             | One snippet transforms into another — shared tokens glide (FLIP), leavers fade out, enterers fade in. (7s)        | `__TOKENS.morph.states` (2+); reuse the same token `key` across states for a token that should glide. | A refactor / rename / signature change where continuity matters (not add/remove framing). |\n| **`code-typing`**            | Per-character typewriter reveal with a gliding caret. (5s)                                                        | single state in `__TOKENS.feature.states[0]`.                                                         | A new function / file **written on screen** (\"here's what we added\").                     |\n| **`code-highlight`**         | A blue band sweeps one line; the rest dim. (5s)                                                                   | `__BLOCK.line` = target line, **0-based here**. single state.                                         | \"This one line is the change\" — spotlight a changed/important line. Quick callout.        |\n| **`code-scroll`**            | \"Camera\" scrolls a long file to center a target line, dims the rest. (6s)                                         | `__BLOCK.line` = target, **1-based here**. one long state.                                            | Locating the change in a large file. The only block built for long files.                 |\n| **`code-3d-extrude`**        | Code on a lit, beveled 3D slab that rotates and settles. (8s, WebGL)                                              | single state; `__BLOCK.seed`. `<canvas id=\"gl\">`.                                                     | A hero / title code moment (\"the feature\"). Style over density — not for reading a diff.  |\n| **`code-particle-assemble`** | GPU particles scatter, then fly to the exact glyph pixels and resolve to syntax color. (8s, WebGL)                | single state; `__BLOCK.seed`.                                                                         | A dramatic climax reveal of a key snippet. Flashiest; not for line-by-line reading.       |\n| **`code-shader-dissolve`**   | Code \"compiles into existence\" out of seeded noise with a moving dissolve front + edge glow. (7s, WebGL)          | single state; `__BLOCK.seed`.                                                                         | A \"compiles / builds / works now\" beat, or a polished snippet reveal.                     |\n\n**Gotchas (call out so the worker doesn't trip):**\n\n- **Fit the cadence to the frame's `data-duration`.** Each block carries its own internal timing — `code-typing` types at a fixed per-character speed, so a snippet that's long relative to a short frame **overruns**: the code never finishes typing within `data-duration`, and the chrome beats around it (an underline, a `+N/−M` count-up) never play. Check **char-count × per-char cadence** (plus the block's settle) against `data-duration`, and tune the timing so the **full block lands inside the frame**. This is the one code-motion knob you MUST set to the frame — you're fitting the _timing_, not redesigning the effect (the typewriter / diff / morph stays the block's).\n- `code-diff` and `code-morph` need **≥2 baked states**; every other animation block uses a single state.\n- **Line indexing differs:** `code-highlight` is **0-based** (`line: 1` = the 2nd line); `code-scroll` is **1-based**. Don't off-by-one.\n- **No caption-safe band.** These are full-bleed 1920×1080 code surfaces with no reserved caption area. When captions are enabled, the frame must keep the code panel clear of the bottom caption keep-out band (composite the block in the top ~83%, or scale/inset it) — the worker owns that, not the block.\n\n## The `code-snippet-*` theme family (standalone, not palettes)\n\nThese are **NOT palettes you attach to the animation blocks** — each is its own ready-made ~11–12s composition rendering a full developer UI with baked typing and its own timeline. Use one when you want **ambient realistic context** (a real IDE or terminal on screen), not a focused diff. Install the specific one: `npx hyperframes add code-snippet-<name>`.\n\n- **VS Code workbench (12):** full VS Code window (activity bar, file-tree, tabs, editor with per-char typing, integrated terminal running `pytest`, status bar) in each theme. `dark-plus`, `light-plus`, `dark-modern`, `light-modern`, `dark-2026`, `light-2026`, `monokai`, `solarized-light`, `visual-studio-dark`, `visual-studio-light`, `high-contrast`, `high-contrast-light`. (Each pulls a `background.jpeg` into `assets/`.)\n- **Apple Terminal (12):** macOS Terminal.app window typing a shell command per profile. `apple-terminal-` + `basic`, `clear-dark`, `clear-light`, `grass`, `homebrew`, `man-page`, `novel`, `ocean`, `pro`, `red-sands`, `silver-aerogel`, `solid-colors`.\n\nThe theme is baked into each block (not chosen at runtime); to use a given look, install that block and edit its `codeLines`. For code-editorial's editorial register, prefer the focused animation blocks on the navy Code Surface; reach for a `code-snippet-*` UI only when \"show it in a real editor/terminal\" is the point.\n\n## Showing behavior — the mechanism beat (not a `code-*` block)\n\nA `code-*` block shows **the code**. It does not show **what the code does**. The single biggest cause of a flat PR video is a body that is all code surfaces — so for any change with a visible runtime behavior, plan a **`mechanism` beat** that _animates the behavior_ (story-design owns the rhythm; this is the vocabulary).\n\nA mechanism beat is **not** a registry `code-*` block. It is one of:\n\n- an **invented animated diagram** — SVG / HTML / GSAP the frame worker builds from code-editorial's atoms (hairline-ink nodes / edges / lanes on cream, one coral marker on the active element), the build playing out the behavior across the shot; **or**\n- a **`flowchart` / `flowchart-vertical`** registry block — a process / pipeline / state flow; **or**\n- a **`data-chart`** registry block — a perf / metric comparison (two bars or timelines racing).\n\n`flowchart`, `flowchart-vertical`, and `data-chart` install exactly like a code block (`npx hyperframes add <name>`) and mount as a sub-composition — so when a `mechanism` frame names one in its `scene`, Step 5 pre-installs it alongside the `code-*` blocks. An invented SVG/GSAP diagram needs no install (the worker hand-builds it).\n\n**What to animate, by what the change touches** (the menu story-design plans from):\n\n| The change touches…             | Animate (the behavior)                                                  | Use                    |\n| ------------------------------- | ----------------------------------------------------------------------- | ---------------------- |\n| Retry / backoff / resilience    | request lifecycle: fire → 500 → wait (delay growing) → retry → 200      | invented SVG/GSAP      |\n| Caching / memoization           | two lanes racing: cold (hits DB) vs cached (hits cache)                 | invented SVG/GSAP      |\n| Concurrency / parallelism       | a serial lane reshaping into parallel lanes                             | invented / `flowchart` |\n| Race / ordering bug             | the broken flow (dropped items, colliding writers), then the fixed flow | invented SVG/GSAP      |\n| Performance                     | two timelines / bars racing, the new one finishing first                | `data-chart`           |\n| Refactor / migration            | a tangled call-graph untangling; same inputs → same outputs             | `flowchart` / invented |\n| New endpoint / pipeline / state | data flowing the new path; a state machine lighting up step by step     | `flowchart-vertical`   |\n\nUnlike a `code-*` block (which owns its own animation), the diagram's motion is **yours** — sequence ≥3 effects into entrance (draw the nodes / lanes) → development (run the flow) → settle (the resolved state + one coral emphasis). Never let it enter then freeze.\n\n## PR beat → block cheat-sheet\n\n| PR moment                                                | Block(s)                                                                                                                                                         |\n| -------------------------------------------------------- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------- |\n| Diff hunk (before → after)                               | `code-diff`                                                                                                                                                      |\n| Refactor / rename / signature change (continuity)        | `code-morph`                                                                                                                                                     |\n| Failing → passing test (red → green)                     | `code-morph` or `code-diff` + `code-highlight` on the green line; a `code-snippet-*` VS Code/terminal block for a literal test-runner UI                         |\n| New function / file typed on                             | `code-typing`                                                                                                                                                    |\n| Spotlight one changed line                               | `code-highlight`                                                                                                                                                 |\n| Walk / scroll a long changed file                        | `code-scroll`                                                                                                                                                    |\n| Hero / title code moment (\"the feature\")                 | `code-3d-extrude`                                                                                                                                                |\n| \"Compiles / builds / works now\" reveal                   | `code-shader-dissolve`                                                                                                                                           |\n| Big dramatic snippet reveal / climax                     | `code-particle-assemble`                                                                                                                                         |\n| A benchmark / metric / count-up                          | **Not a `code-*` block** — use code-editorial's `number-lockup` (Number/Impact treatment) or the `data-chart` registry block                                     |\n| **What the change DOES at runtime** (behavior, not code) | **Not a `code-*` block** — a `mechanism` beat: an invented SVG/GSAP diagram, or `flowchart` / `flowchart-vertical` / `data-chart`. See \"Showing behavior\" above. |\n| Show the change in a realistic IDE / terminal (ambient)  | a `code-snippet-*` VS Code theme (editor) or Apple Terminal profile (CLI run)                                                                                    |\n\nFile v1.0.48: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 v1.0.48: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 code-change 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 a PR explainer the development often _is_ the reveal: the diff hunk typing in, the before→after morph, the impact stat 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 code-change 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 Code editorial videos 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 changed file, five file chips reveal **sequentially** via **cluster→outward expansion** (`center-outward-expansion`), then a **value-scaled counter** (`counting-dynamic-scale`) ticks the +/− line total 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 v1.0.48:references/story-design.md\n\n# Story design — PR → narrative\n\nUse this reference in Step 3 to write `STORYBOARD.md` and `SCRIPT.md` for a **PR-to-video** — a code change (the diff, commits, files, +/− stats, and the people behind it) turned into an explainer. There is **no website and no captured assets**; the PR was ingested into `capture/extracted/` in Step 1.\n\nThis file defines the story: what the video explains, in what order, and why each frame exists. It does not define layout, effects, animation, or file syntax. For exact storyboard syntax follow `../../hyperframes/references/storyboard-format.md` and `../../hyperframes/references/script-format.md`.\n\n## Read first\n\n1. `hyperframes.json` — locked brief: angle (archetype), audience, length, aspect, language.\n2. `frame.md` — tone, type, design system (the shipped preset is **code-editorial**: warm editorial, a serif that thinks, scarce coral, a navy code surface).\n3. `capture/extracted/visible-text.txt` — the assembled PR brief: title, meta (`base ← head · +N/−M across F files`), people, body, commits, changed files, and a budget-bounded set of **representative diff hunks**. This is your source of **information**.\n4. `capture/diff.patch` — the full unified diff, for deeper hunk selection than the brief's excerpt.\n5. `capture/extracted/people.json` — contributors (author / committers / reviewers / commenters), bot-filtered, each with an avatar in `assets/<login>.png` (for the credits close).\n\n## Output\n\n- `STORYBOARD.md` — the explanation plan, one frame per beat.\n- `SCRIPT.md` — the locked narration, only for spoken frames.\n\nEvery frame includes the required storyboard-format fields plus the narrative metadata below.\n\n## Core rule\n\nA diff is a list of edits. A video is a guided act of understanding.\n\nDo **not** narrate the diff file-by-file or read the PR description aloud — that is the single most common failure. **Explain the change** — and where the change has a runtime behavior, **show that behavior in motion** (a `mechanism` beat — see \"Show the behavior\" below), don't just display the lines that changed. Reorder, merge, omit, compress: surface the one change that matters and drop the incidental churn (lockfile bumps, formatting, generated files) unless it _is_ the story. Scene order comes from narrative design, not from the diff's file order or the commit list.\n\n**Value before evidence** (`../../hyperframes-creative/references/story-spine.md`): the viewer-facing payoff — what the change unlocks, fixes, or speeds up — lands by the second beat; the diff and the mechanism are the **evidence** for that claim, never the opening. Implementation is the footnote of the story, not the spine.\n\nDefault to a **plain, technical, unhurried developer voice** — accurate, specific, no hype, no marketing gloss. You are explaining a real change to engineers; respect their time and intelligence. `frame.md` (code-editorial) tunes the voice toward considered and literary; it does not change the structure.\n\n## PR archetypes\n\nChoose **one** archetype (or name a compound). Each is a complete path through understanding a change — do not splice phases from different archetypes.\n\n- **Changelog** — \"here's what shipped.\" Hook naming the headline → **2–4 roughly co-equal change items** → ship/wrap. Best for release PRs, multi-change PRs, \"what's new in vN.\" Items are parallel → `cut` / `push-slide` between them. Rule-of-three is strongest when changes compress. An item with a visible behavior can be a `mechanism` mini-demo instead of a bare `diff`.\n- **Feature-reveal** — \"here's what you can do now.\" Hook (the outcome the feature unlocks, in user language) → the payoff made concrete (`impact` — what now works) → name it (`change`) → the new code typing on (`diff`) → **animate what it does (`mechanism`)** → close (a callback to the promise). Best for a PR that adds **one notable feature**. The promise leads and the code proves it: `diff` and `mechanism` are the evidence for the opening claim — the viewer should already care before the first line of code appears.\n- **Fix-explainer** — \"this was broken; here's the fix.\" Symptom/bug (`problem`) → **animate the broken behavior (`mechanism`)** → the fix as a before→after (`diff`) → **the behavior now working (`mechanism`)** or the result (`impact`). Best for bugfix PRs. Seeing the bug _happen_ and then _not_ happen is the turn — a stronger shape (tension → turn → relief) than the diff alone.\n- **Refactor-walkthrough** — \"same behavior, better shape.\" Hook (the smell / the why) → old shape vs new shape (`before_after`) → **the structure untangling, same inputs → same outputs (`mechanism`)** → payoff (`evidence` — lines removed, perf delta, files touched). Best for refactors, perf, cleanups, migrations. A `mechanism` animation _proves_ \"same behavior, better shape\" far better than asserting it.\n\n**Choosing:** one notable new capability → feature-reveal; a bug fix → fix-explainer; a behavior-preserving cleanup/perf/migration → refactor-walkthrough; many co-equal changes / a release → changelog. Tie-breakers: a feature that also fixes a bug → feature-reveal with the fix as one body beat; a fix that needed a small refactor → fix-explainer (the fix is the headline). **Compound:** write `arc` as `\"<outer> with <inner>\"`, e.g. `\"feature-reveal with changelog\"`. Outer = the macro arc the viewer rides; inner = the body rhythm.\n\n## PR-native frame types\n\nSet each frame's `type` to one of these PR-native values. (The storyboard parser keeps `type` verbatim; it is a narrative + pacing label, not a hard enum.) Each maps to a code-editorial frame treatment and a typical visual — so the type, the design, and the visual stay aligned end to end. Note `mechanism` is the **show-the-behavior** beat (an invented animated diagram), distinct from `diff` (show the code).\n\n| `type`         | The frame's job                                                                                                             | code-editorial treatment (frame.md)                                | typical visual (see code-vocabulary.md)                                                 |\n| -------------- | --------------------------------------------------------------------------------------------------------------------------- | ------------------------------------------------------------------ | --------------------------------------------------------------------------------------- |\n| `hook`         | The high-leverage opening 3–5s                                                                                              | Cover                                                              | — (or `code-3d-extrude` for a hero code moment)                                         |\n| `problem`      | The bug / smell / pain / why-care the PR resolves                                                                           | Statement or Pull-quote                                            | `code-highlight` (spotlight the offending line)                                         |\n| `change`       | Name the change / the feature / the PR itself                                                                               | Statement or Cover                                                 | —                                                                                       |\n| `diff`         | The change body — a before→after, a hunk, new code typed on                                                                 | **Code Surface** (navy)                                            | `code-diff` / `code-morph` / `code-typing`                                              |\n| `before_after` | Explicit old-shape vs new-shape comparison (refactor/fix)                                                                   | Code Surface (split / morph)                                       | `code-morph` / `code-diff`                                                              |\n| `mechanism`    | **Show what the change DOES at runtime** — the request retrying, the cache filling, serial→parallel, the race resolved      | invented diagram on cream (hairline ink + one coral active marker) | **invented SVG/GSAP**; `flowchart` / `flowchart-vertical` / `data-chart` where they fit |\n| `impact`       | The payoff — what now works, what's now possible; opens the video as the promise (feature-reveal) or lands it as the result | Number / Impact                                                    | `number-lockup` (no code block needed)                                                  |\n| `evidence`     | Concrete grounding — `+N/−M`, a passing test, a benchmark                                                                   | Number / Impact                                                    | `code-diff` red→green / `number-lockup`                                                 |\n| `credits`      | Shipped-by close — the humans behind the change                                                                             | Closing                                                            | — (avatar row from `assets/<login>.png`)                                                |\n| `cta`          | The closing ask — pull it, upgrade, read the PR                                                                             | Closing                                                            | — (coral-callout)                                                                       |\n\nThe body of a PR video **alternates `diff` (show the code that changed) with `mechanism` (show what it does at runtime)**, landing on `impact` / `evidence` (the result). A body that is all `diff` reads as code show-and-tell — the `mechanism` beat is what makes the change _legible_ and is the usual cure for a video that feels flat. Every PR has a change, so at least one `diff` (or `change`) frame always exists; most PRs also have a behavior worth animating.\n\n## Hook strategy\n\nThe hook is the highest-leverage 3–5 seconds. Pick one:\n\n| Strategy               | When                                | Example                                                                |\n| ---------------------- | ----------------------------------- | ---------------------------------------------------------------------- |\n| Shocking statistic     | The change quantifies the stakes    | \"This PR deletes 1,200 lines.\" / \"40% faster cold starts.\"             |\n| Counterintuitive claim | The change contradicts intuition    | \"We made the client slower — and that fixed it.\"                       |\n| Pain validation        | The audience already feels the bug  | \"Every deploy, the same flaky timeout.\"                                |\n| Concept announcement   | The change has a name worth landing | \"Meet retry-with-backoff — flaky networks stop killing your requests.\" |\n| Before/after teaser    | The diff is the whole story         | \"One line threw. Now it recovers.\"                                     |\n| Stakes / consequence   | The \"why care now\" is a real cost   | \"This crash hit every user on a flaky network.\"                        |\n| Direct address         | The audience is clearly defined     | \"If you've ever waited on a 5-minute CI run…\"                          |\n\nDo not open with a generic repo/company description. Whatever the strategy, the hook speaks the **viewer's outcome language** (story-spine rule 1) — never file / function / identifier names; numbers only when they carry stakes (\"40% faster\"), not inventory (\"23 files changed\").\n\n## Clarity / rhetoric technique catalog\n\nEach frame's `persuasion` is a **named** technique, not \"explain the change.\" Combine when several are active:\n\n- **Make-concrete** — Worked example (one real request/input) · Analogy (backoff as \"knock, wait longer, knock again\") · Concretization (abstract change → one tangible code line)\n- **Reveal-in-order** — Progressive disclosure (the diff one line at a time) · Build-up (the simple call, then the edge case) · Signposting (\"before… after…\")\n- **Contrast** — Before/after diff · Old shape vs new shape · The bug vs the fix · Two approaches compared\n- **Structure** — Rule of three (three changes) · Numbered enumeration · Question→answer · Frame-then-fill (state the shape, then the code)\n- **Evidence** — `+N/−M` stat · Passing test / green check · Benchmark / perf delta · Causal chain (request → 5xx → retry → success)\n- **Memory & landing** — Callback (return to the hook's bug) · Distillation (the change in one line) · Generalization (this fix → the principle)\n\n## Emotional beats\n\n`beat` is one word or a short compound (e.g. \"Recognition and relief\"). Avoid generic \"positive\". A PR video rides a comprehension arc:\n\n- **Negative valley** — _open the gap_ (`hook`/`problem`): curiosity · frustration · recognition · concern · \"ugh, that bug\"\n- **Pivot** — _orient_ (`change`): clarity · orientation · anticipation · focus\n- **Build** — _build understanding_ (`diff`/`before_after`/`impact`/`evidence`): comprehension · \"aha\" · confidence · momentum · conviction · relief (for a fix)\n- **Resolution** — _land_ (`credits`/`cta`): satisfaction · resolve · \"ship it\" · inevitability\n\nCompound beats are often strongest: \"Recognition _and_ relief\" (a fix), \"Curiosity _and_ confidence\" (a feature).\n\n## The body is a sequence\n\nA PR video's core is **2–5 body frames**, each advancing one change / one before→after / one item, building cumulatively. **Alternate `diff` (the code) with `mechanism` (the behavior)** — don't stack code surfaces:\n\n- **changelog:** a `diff` (or a `mechanism` mini-demo) per change item; parallel → default `cut` / `push-slide`.\n- **feature-reveal:** `impact` (the promise, concrete) → `change` (name it) → `diff` (the code, often typing/morphing on) → `mechanism` (animate it working) → a closing callback to the promise.\n- **fix-explainer:** `problem` (symptom) → `mechanism` (the bug happening) → `diff` (cause + fix, before→after) → `impact` (result, or a `mechanism` of it working).\n- **refactor-walkthrough:** `before_after` structure → `mechanism` (the structure untangling, behavior preserved) → an `evidence` numbers beat.\n\n## Continuity across frames\n\nThis framework builds **one frame per worker** — there is no multi-frame \"continue run.\" A sequence reads as one continuous shot through two storyboard-level levers, both yours:\n\n1. **A consistent stage** — consecutive body frames share one composition idea (the same navy code window filling in, the same before|after split, the same counter advancing), 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 run (`crossfade` for a soft code reveal, `push-slide` for the next change item) and repeat it.\n\nWhen a single element genuinely _transforms_ between two ideas (the failing test flips green, the old function becomes the new one), keep it **within one frame** as a development beat (entrance → transform → settle) — the worker owns that motion (a `code-diff` or `code-morph` block). Note the intent in `scene` / narrative; Step 4 wraps it in a time-coded shot sequence around the block (a `code-diff` / `code-morph`).\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 for the whole video and repeat. Frame 1 is `cut` (no previous frame). Match the seam to the narrative: ordered change items → a consistent `push-slide`; a soft reveal / into-the-cause → `crossfade` / `blur-crossfade`; zooming into a code line or pulling back to the file tree → `zoom-through`; a clean new change item → `cut`.\n\n## The diff is the centerpiece\n\nCode beats live on the **navy code surface** (code-editorial's Code Surface treatment) — but the body is **not** all code (pair them with `mechanism` beats, next section). Plan the code beats deliberately:\n\n- **Feature 2–4 real diff hunks**, named in each frame's `scene` — each a small, legible snippet (~4–12 lines), **never a whole file**. Pull them from `capture/diff.patch` / the brief's \"Representative diff.\"\n- Name **which code animation block** the frame wants in `scene` (the Step-4 visual phase and the worker read it). See `code-vocabulary.md` for the full map; the short version: before→after = `code-diff`; refactor/rename continuity = `code-morph`; new code written on = `code-typing`; spotlight one line = `code-highlight`; walk a long file = `code-scroll`; a hero reveal = `code-3d-extrude` / `code-particle-assemble`.\n- Numbers (`+1,204 / −318`, files touched, perf delta) belong on an `impact` / `evidence` frame as a `number-lockup`, **not** read aloud in narration.\n\n## Show the behavior — the mechanism beat (not just the diff)\n\nA diff shows **what changed in the code**. It does **not** show **what the change does** — and \"what it does\" is usually the more memorable, more explanatory beat. The single biggest reason a PR video feels flat is that every body frame is a code surface or a number: it _tells_ (here are the lines, here is the stat) but never _shows_ (here is the request actually recovering).\n\nA **`mechanism` frame animates the runtime behavior** the PR changes — built as an **invented animated diagram** (SVG / HTML / GSAP on code-editorial's cream ground: hairline-ink nodes / edges / lanes, one coral marker on the active or changed element), where **the build _is_ the teaching** — each part appears on beat, the flow plays out across the shot. It is **not** a code block and **not** a headline. Reach for the `flowchart` / `flowchart-vertical` / `data-chart` registry blocks where they fit; otherwise invent it (visual-design.md's diagram / abstract-graphics register).\n\nPlan **at least one `mechanism` beat** for any PR with a visible runtime behavior (most feature and fix PRs have one). What to animate, by what the change touches:\n\n| The change touches…             | Animate (the behavior, not the code)                                                               |\n| ------------------------------- | -------------------------------------------------------------------------------------------------- |\n| Retry / backoff / resilience    | a request lifecycle: fire → 500 → wait (delay growing) → retry → 200                               |\n| Caching / memoization           | two lanes racing: cold (slow, hits the DB) vs cached (fast, hits the cache)                        |\n| Concurrency / parallelism       | a serial single lane reshaping into parallel lanes                                                 |\n| Race / ordering bug             | the broken behavior first (items dropped, two writers colliding), then the fixed flow              |\n| Performance                     | two timelines / bars racing, the new one finishing first (a `data-chart` fits)                     |\n| Refactor / migration            | a tangled call-graph untangling into a clean one; same inputs → same outputs                       |\n| New endpoint / pipeline / state | data flowing through the new path; a state machine lighting up step by step (`flowchart-vertical`) |\n\nName the mechanism in the frame's `scene` (\"animate the request retrying: fire → 500 → backoff → 200, invented SVG flow\") so Step 4 and the worker build it. The `diff` frame and the `mechanism` frame are **complementary** — the diff is the proof in code, the mechanism is the proof in motion; alternate them rather than stacking code surfaces.\n\n## The close: a credits / shipped-by scene\n\nA PR is shipped by people, and every PR video closes with a `credits` frame naming them. `capture/extracted/people.json` lists real contributors (bot-filtered), and Step 1 downloaded each avatar to `assets/<login>.png` (the `avatarFetched: true` entries — confirm with `ls assets/`). `reviewDecision` (e.g. `APPROVED`) is honest grounding.\n\n> **The PR `author` only opened the PR — not necessarily who wrote the code.** A teammate often authors most commits. Lead the credits with `committer`s by `commitCount`, not the opener.\n\nThe `credits` frame is an avatar row with names + roles + an \"approved\" check. On that frame only, set `asset_candidates` to 1–6 entries of `assets/<login>.png — <login>, <role>` (commit authors by `commitCount` first, then reviewers; only `avatarFetched: true` logins). The body stays code-only — avatars appear **only** on this close, never decorating a diff frame. The frame sits in the Step 3 proposal like any other, so the user can cut it there; skip it yourself only when no avatar was fetched.\n\n> **Narrate the name, not the handle.** `people.json` carries a `name` field (GitHub display name, e.g. \"Miguel Angel Simon Sierra\") next to `login` for whichever contributors `gh` already named (author, commit authors, `mergedBy`); it's `null` for reviewers/commenters/assignees, which `gh pr view` only ever gives a bare login. Before writing this frame, resolve any `null` name yourself for the 1-6 people going on the close: `gh api users/<login> --jq .name`. Voiceover always says the **name** (first name is enough — \"Shipped by Miguel, reviewed by Wenbo\") and **never** reads a raw `@login` aloud (`@miguAng18947550` spoken by TTS is the failure mode this exists to avoid). On-screen text under each avatar can show both, name first, handle small and secondary: `Miguel Angel Simon Sierra` / `@miguel-heygen`. When a name still doesn't resolve (GitHub has no public name for that user either), fall back to the login on-screen and skip that person from the spoken line rather than reading the handle.\n\nEvery other frame has **no** `asset_candidates` (the visuals are invented downstream from `scene` + the diff).\n\n### Versions on the end card (cta / changelog)\n\nA `cta` (\"upgrade to vN\", \"npm i pkg@N\") or a changelog \"what's new in vN\" wants a real version — and **a version is the one fact you must never invent.** A PR carries no shipping version, so Step 1 resolves a best-effort one for MERGED PRs and writes it into `capture/extracted/visible-text.txt` as a `Shipped in: <version> (<source>)` meta line (mirrored in `capture/pr.json` as `shipped_version` / `version_source`). Use it:\n\n- **`Shipped in:` present** → use that exact version on the end card. A `version_source` of `unreleased` means the change is on the default branch but not yet in a tagged release — say \"shipping in the next release\" rather than pinning a tag.\n- **No `Shipped in:` line** (open PR, or no version resolvable) → **state the repo / PR URL only** (\"read the PR at github.com/…\", \"pull it\") and do **not** name or guess a version number.\n\n## Per-frame length budget — ≤ 9 s, word count is the real measurement\n\nThe largest quality bug in PR videos is **scripts that talk too long**. TTS runs at **~2.2 words/second**, so a 45-word \"7-second\" script is really 20 seconds, and the visual phase has to pad the tail with idle drift (the video reads as \"shimmering\"). Budget by word count:\n\n| Bound                      | Words (@2.2 wps) | Duration     | When                                                                          |\n| -------------------------- | ---------------- | ------------ | ----------------------------------------------------------------------------- |\n| **Soft target — default**  | **≤ 19**         | **≤ 9 s**    | Every frame aims here; the cut stays alive.                                   |\n| **Exception — ≤ 2 frames** | ≤ 26             | ≤ 12 s       | The main `diff` (the one change you must explain) or a causal-chain `change`. |\n| **Hard cap**               | > 26             | > 12 s       | Trim or split.                                                                |\n| **Whole-film target**      | ≤ ~400           | up to ~3 min | Sweet spot ~30–90 s (≤ ~155 words); the body carries the load.                |\n\nEstimate while writing: `duration ≈ ceil(word_count / 2.2)`. 29 words → 13s (trim); 17 words → 8s; 12 words → 6s. Trim techniques: cut the lead-in clause (\"Until now, the agent shipped…\" → \"The agent shipped…\"); move numbers off-script onto a counter; split only when the halves carry distinct beats (cause then effect). **Silent frames are allowed and common** — a diff typing on, a before→after morph, a counter running. Set `voiceover` empty, omit from `SCRIPT.md`, and make `narrativeRole` carry it. A complex change does not need a long script; it needs a careful one — if you can't headline the change in 19 words, the headline isn't sharp yet.\n\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 — \"Three retries — then it backs off — then it gives up clean\" — hands the shot its reveal cadence for free; a single long clause leaves the frame nothing to pace to.\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\n```md\n## Frame N — Short name\n\n- scene: one clear visual idea — name the hunk/file + the code-\\* block (\"the request() retry block, ~6 lines, code-diff\")\n- voiceover: \"spoken guide text, or empty\"\n- duration: ceil(word_count / 2.2) seconds\n- transition_in: crossfade\n- status: outline\n- src: compositions/frames/NN-short-name.html\n- type: diff\n- persuasion: Before/after contrast\n- beat: comprehension\n- blueprint: <candidate id from the role→blueprint menu, or omit — a code beat usually omits it (the code-\\* block is the shape)>\n\nnarrativeRole: What this frame does in the viewer's understanding (its job, not what's on screen).\nkeyMessage: The one thing the viewer should understand after this frame (one sentence).\n```\n\nThe `credits` frame additionally carries an `asset_candidates:` line (see the credits section); no other frame does.\n\n## Final checklist\n\n- One archetype is named (compound only when explicit); the sequence is narrative-driven, not diff-order-driven.\n- The opening uses a named hook strategy; you do not read the PR description aloud.\n- The hook is in viewer-outcome language (no file / function / identifier names), and the video's `message` lands by beat 2 (story-spine).\n- Each frame has one job; the body builds cumulatively, **alternating `diff` (the code) with `mechanism` (the behavior)** + `impact` / `evidence` — not a single isolated body frame, and not an unbroken stack of code surfaces.\n- Every frame has `type` (PR-native), `persuasion` (a named technique), and `beat` (specific). The emotional arc matches the archetype (fix = frustration → relief; feature = curiosity → confidence).\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 from the role→blueprint menu where a proven shape fits (a code beat usually omits it — the `code-*` block is the shape).\n- **2–4 real diff hunks** featured, each a small legible snippet (not a whole file), each naming its `code-*` block in `scene`.\n- **At least one `mechanism` beat** animates what the change _does_ at runtime (an invented diagram, or a `flowchart` / `data-chart`), named in its `scene` — unless the PR genuinely has no visible behavior (a pure docs / config bump). The body is not an unbroken run of code surfaces.\n- Transitions use only registry names and repeat 2–3 types; frame 1 is `cut`.\n- The video closes with a `credits` frame (skipped only when no avatar was fetched); `asset_candidates` is absent on every other frame (1–6 `assets/<login>.png` entries on the close, `avatarFetched: true` only).\n- Each `script` fits the budget — ≤ 19 words / ≤ 9 s default, ≤ 2 frames at the ≤ 26 / ≤ 12 s exception; `duration = ceil(word_count / 2.2)`, not a guess.\n- `SCRIPT.md` contains only locked spoken narration; silent frames are intentional and omitted from it.\n\nFile v1.0.48:references/visual-design.md\n\n# Visual design — PR-to-video 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). A PR video is **mostly invented** — typography, number-lockups, mechanism diagrams — so you **design** those elements; the two exceptions are **code beats** (a ready-made `code-*` registry block) and the **credits close** (real contributor avatars), both covered below. `frame.md` is your palette/type truth by role. Layout is a compact vocabulary in this file (the **Layout** section below), stated inline per Scene; motion vocabulary + the motion doctrine + the seek-safe core → `motion-language.md`; the proven shapes → `../../hyperframes-animation/blueprints-index.md` + `blueprints/<id>.md`; the `code-*` blocks → `code-vocabulary.md`; concrete rules resolve in Step 5 from this skill's local `../../hyperframes-animation/rules/`. Adding palette theory or a generic font rule here? Wrong home — `frame.md` + `hyperframes-creative`.\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 a PR explainer the development often _is_ the reveal — the diff hunk typing in, the before→after morph, the request-retry diagram running, the impact stat landing. Let the build _be_ the message.\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 file chip / the hunk / a node / a 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 file chip, the hunk, a stat — **when the VO names it**, spreading reveals across the shot and especially the **back ~50%**. **The window count = the number of spoken cues the line calls for.** There is **no fixed count and no mandatory \"middle\" act**; the only sin is dumping everything up front.\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`). 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). The failure is never \"too still\"; it is **front-loaded-then-frozen**. Place held beats deliberately for rhythm (allocate them in `## Video direction`).\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**.\n\n2. **Instantiate its `[slots]` with THIS frame's content** — three postures:\n   - **Reproduce** — the blueprint fits the beat and your content maps onto its slots cleanly. Fill every `[slot]` and follow its Scene timing.\n   - **Adapt** — the _structure_ fits but the content / surface doesn't. State **what you keep / what you change** in one line, then write the adapted Scene lines. You may never drop the **signature move**, and you keep the reveals **paced to the VO**.\n   - **Compose** — no blueprint fits the beat. Build the shot from the **motion vocabulary** in `motion-language.md`: still pace reveals to the VO. Mark it `blueprint: compose`.\n\n3. **Keep the signature move.** Whichever posture, the blueprint's signature move is the spine of the shot — carry it through.\n\n> A **code beat** is the one place you don't pick a blueprint for the centerpiece — the `code-*` block _is_ the shape (see **PR code beats** below). You still write the Scene sequence for the surrounding surface.\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 4 — The retry fix\n- scene: the request() retry hunk lands on the navy code surface   ← refine only if it could read sharper\n- voiceover: \"…\"            ← story's; leave it\n- transition_in: crossfade  ← story's; leave it\n- type: diff                ← story's (PR-native)\n- persuasion: Show-the-change\n- beat: clarity\n- blueprint: compose        ← code beats compose the surround; the block owns the code motion\n- focal: code-diff — the request() retry block, ~6 lines   ← you add: the code-* block IS the focal\n- roles: code surface = foreground subject · file header = supporting · dim grid = background\n- sfx: keyclack-soft, soft-confirm\n\nScene 1 (0.0–1.0s): the navy Code Surface window seats in (scale-in + soft shadow), file header \"client/request.ts\" types on — Centered, ~60% of frame. Slow push-in underneath.\nScene 2 (1.0–3.2s): the camera settles onto the hunk; the `code-diff` block runs its own before→after on its cadence (the worker fits it to the duration) — you do not re-specify the code motion.\nScene 3 (3.2–4.5s): a coral underline draws on the changed line as the VO names it; a `+6/−2` count-up ticks beside the header; settles and holds STILL.\n```\n\nThe lightweight tags:\n\n- **`blueprint:`** — the id you instantiated (with `(Reproduce)` / `(Adapt)`), or `compose`. One id per frame.\n- **`focal:`** — for a concept/mechanism beat, the **invented** hero (a hero word, a diagram, a number-lockup); for a **code beat**, the **`code-*` block** (name the block + the hunk); for the **credits** close, the avatar row.\n- **`roles:`** — each element's role: `foreground subject` · `background` (full-bleed, dim 30–50%) · `supporting`. Invented elements you **design**; the only real assets are the credits `assets/<login>.png` avatars (named in story's `asset_candidates`).\n- **`sfx:`** — name the sound the beat wants; the audio script's `fetch-sfx` retrieves it and the assembler mounts it at root — you only **name** it, never embed `<audio>`.\n\n**Layout + motion are stated INLINE in each Scene line** — name the template / density / depth as part of \"where it sits\", and name the move from `motion-language.md`'s vocabulary; let it settle on a long-tail curve (`power3` default). Never write px / scale / ease curves / ms (the worker writes those).\n\n## PR code beats — name a `code-*` block\n\nFor a `diff` / `before_after` / code beat, the frame's centerpiece is a **ready-made `code-*` registry block**, not an invented HTML visual — the one exception to \"invent every visual.\"\n\n- **Name the block in `scene` + `focal`.** Pick the one that fits the beat (before→after = `code-diff`; refactor/rename = `code-morph`; new code written on = `code-typing`; spotlight a line = `code-highlight`; walk a long file = `code-scroll`; a hero reveal = `code-3d-extrude` / `code-particle-assemble`). Full map → `code-vocabulary.md`. Name the hunk too (\"the `request()` retry block, ~6 lines\"). The block is the `focal`; the Step-5 worker installs + fills it with the real diff.\n- **The block owns the code animation; your Scenes choreograph the surrounding Code Surface.** The block _is_ the development beat (the diff/typewriter/morph plays on its own cadence — the worker only fits it to the frame's `data-duration` so a long snippet doesn't overrun). Your Scene windows move the code-editorial **Code Surface** around it: the navy window seating in, the file header typing on, the camera settling onto the hunk, a `+N/−M` `count-up`, a coral underline drawing on the landed line. Name those moves inline; **do not re-specify the code animation itself.** A code beat is usually `blueprint: compose` (the block is the shape).\n\n## PR mechanism beats — invent an animated diagram of the behavior\n\nA **`mechanism`** frame is the **show-the-behavior** beat — the antidote to a video that only shows code + text. Its `focal` is an **invented animated diagram** that plays out what the change _does_ at runtime (the request retrying, the cache filling, serial→parallel, the race resolved) — **not** a `code-*` block and **not** a headline.\n\n- **Name the behavior + the diagram in `scene` + `focal`.** e.g. `scene: \"animate the request lifecycle — fire → 500 → backoff → retry → 200, invented SVG flow\"`; `focal: the request-lifecycle flow`. Reach for the `flowchart` / `flowchart-vertical` / `data-chart` registry blocks where they fit (name them in `scene` so Step 5 pre-installs them); otherwise the worker builds it in SVG / HTML / GSAP from code-editorial's atoms.\n- **The build IS the shot sequence.** Unlike a code block (which owns its own animation), the diagram is yours to choreograph across the Scene windows — the lanes / nodes draw on (Scene 1), the flow runs / the lane splits / the front advances as the VO names each step (middle Scenes), the resolved state + one coral emphasis lands (final Scene). Never let it enter then freeze.\n- **Stay on code-editorial's cream ground, hairline-ink.** Nodes / edges / lanes in hairline ink on cream; **one coral marker** on the active or changed element; mono labels. Not the navy code surface (that's for code), not heavy shapes / bokeh. Plan it into the top ~83% (caption keep-out).\n\nA `mechanism` frame carries **no** `asset_candidates` (it's invented, like every non-credits frame).\n\n## Impact & credits\n\n- **Impact / evidence** — numbers (`+1,204 / −318`, files touched, perf delta) go on an `impact` frame as a **`number-lockup`** (code-editorial's Number/Impact treatment): name it the `focal`, reveal it with a `count-up` paced to the VO.\n- **Credits close** — the optional `credits` frame uses the real `assets/<login>.png` avatars (named in story's `asset_candidates`) as the `focal`: an avatar row that staggers in. This is the one frame with non-empty `asset_candidates` and real assets.\n\n## Inventing the visual (non-code beats)\n\nEvery non-code, non-credits beat (`hook` / `change` / `cta` / concept) is **designed**, not captured. Three first-class treatments:\n\n- **Typographic / kinetic type** — a hero word, the PR's headline claim, a stat. Treat type as the subject: full-bleed scale, weight contrast, one emphasized term. Strongest for hooks and the cta.\n- **Abstract graphics** — shapes / paths / geometry that _embody_ the idea the script names; don't decorate with generic bokeh.\n- **Diagram / data-viz** — the mechanism diagrams above, a `data-chart` for a perf delta, a number-lockup. The build (each part on beat) is the teaching — design it to assemble across the Scenes.\n\nMake the invented hero **fill 40–60% of the frame** — big enough to read; don't shrink the one designed element into decoration around empty space.\n\n## Layout — named inline per Scene\n\nState each Scene's layout as part of \"where it sits.\" **If the blueprint (or the code-\\* block) already implies a composition, that wins** — describe it directly; the vocabulary below is for composing freely. Never write px / scale / shadow (the worker does). One frame's layout can EVOLVE across its Scenes. Use **≥3 different framings per video**; never the same framing twice in a row.\n\n- **Framing vocabulary** — centered (hero / climax / a single code surface) · rule-of-thirds · split-screen (before/after, two surfaces) · layered-depth (immersive) · asymmetric 60/40 or 70/30 (a code surface + a caption rail) · triptych (three changes at once) · full-width strip (a file list / timeline). Let the beat decide, not a quota.\n- **Density** — primary visual ≥ 40% of canvas; ≥ 3 depth layers; never a lone small cluster floating in empty space. Openings/closings are prone to emptiness — add environmental layers (a dim grid, low-opacity scanlines, brand-color ambient). Squint test: after blur you can still pick out the #1 element.\n- **Hierarchy** — combine ≥ 2 of size (3:1) / weight (800 vs 400) / contrast / position (upper-third is golden) / motion, so one element clearly dominates.\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, floating bokeh / purple-blue \"AI\" gradients (banned). The navy code surface is for code beats only; mechanism diagrams stay on cream.\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 layout doesn't transplant into a tall one — design for the storyboard's `format` from the start.\n\n- **Stack vertically, not side-by-side** — split-screen / triptych / 60-40 become top/bottom stacks. A code surface runs nearly full-width in portrait with fewer visible lines.\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.** **Travels well to portrait:** Centered, Layered Depth, Full-Width Strip; **avoid** wide Split Screen / 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 — **keep it.**\n\n- **palette system** — from `frame.md` (code-editorial): 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 + what may stay alive during a hold (subtle jitter at most) (→ `motion-language.md`).\n- **rhythm / held-frame allocation** — name the **held / breather frames** so the video varies its energy.\n- **negative list** — off-brand textures, **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.\n\n## Palette & type — from `frame.md`, never invented\n\n- **Palette** — `frame.md` (code-editorial) is the color truth; apply its roles per frame. Generic basics → `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. Code surfaces and mechanism labels use the **mono** role. Typography craft → `hyperframes-creative/references/typography.md`.\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%** (the worker enforces the pixel cutoff). When captions are enabled, primary content caps at the band top, and a centered hero anchors at **y ≈ 0.42 × height** (landscape ≈454, portrait ≈806); background / ambient layers are exempt and may stay full-bleed. Holds even when captions are disabled — bottom-edge consistency.\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| the `code-*` blocks (pick + fill for a code beat)                               | `code-vocabulary.md` (local)                                                      |\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` (code-editorial); basics → `hyperframes-creative`        |\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.\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.\n- Every frame names a **`blueprint:`** id (Reproduce / Adapt) or `compose`; an Adapt keeps the signature move; nothing collapses to a single front-loaded dump.\n- **Code beats** name a `code-*` block as the `focal`, let the block own the code animation, and choreograph only the surrounding Code Surface in the Scenes.\n- **Mechanism beats** name an **invented animated diagram of the behavior** (or a `flowchart` / `data-chart`), choreographed across the Scenes on code-editorial's cream ground with one coral marker — not a code block, not typography; the body is not an unbroken run of code surfaces.\n- **Impact** uses a `number-lockup` with a `count-up`; the **credits** close uses the real avatars as the `focal`.\n- Each non-code, non-credits frame names its **invented** `focal` + per-element `roles`, kept few and load-bearing.\n- Layout + motion named **inline** per Scene (no px / ease curves / ms / JS).\n- Content planned into the top ~83% (caption band clear); palette / type pulled from `frame.md` by role.\n- You wrote no HTML.\n\nFile v1.0.48: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 v1.0.48:skill-card.md\n\n## Description:\n\nTurns a GitHub pull request into a code-change explainer video using its diff, commits, and files.\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\nDevelopers and teams use this skill to turn a GitHub pull request into a narrated walkthrough of its changes, from source review and storyboard to rendered video.\n\n### Deployment Geography for Use:\n\nGlobal\n\n## Known Risks and Mitigations:\n\nRisk: The skill reads pull-request data using local GitHub authentication, including potentially private repository content.\n\nMitigation: Run with a trusted, limited-access GitHub account or in a sandboxed environment when working with private repositories.\n\nRisk: HyperFrames updates and registry blocks may change the code executed during the workflow.\n\nMitigation: Review the package versions and registry blocks before approving installation or updates.\n\nRisk: The workflow writes a persistent project cache, uses configured media providers, and starts a temporary preview server.\n\nMitigation: Review provider access and project contents, and stop the preview server after review.\n\n## Reference(s):\n\n- [PR to Video on ClawHub](https://clawhub.ai/heygen-com/skills/pr-to-video)\n\n## Skill Output:\n\n**Output Type(s):** [Markdown, Code, Shell commands, Video]\n\n**Output Format:** [Markdown plans and scripts, HTML frames, and an MP4 video]\n\n**Output Parameters:** [1D]\n\n**Other Properties Related to Output:** [Rendering requires a GitHub pull request, HyperFrames tooling, and user review before the final MP4.]\n\n## Skill Version(s):\n\n1.0.48 (source: ClawHub release)\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 v1.0.48:sub-agents/frame-worker.md\n\n# Frame worker — PR-to-video 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 PR-to-video frame.\n\n## Batch dispatch — you build a small packet batch\n\nAt most three workers run; your dispatch assigns **one or more** bounded packet paths under `.hyperframes/frame-packets/`. Read this role and shared `frame.md` **once**, then process the packets in order — for each, use its exact frame block, inlined blueprint / rule excerpts, and (for a code beat) the selected code-block / source excerpts. Never open the full `STORYBOARD.md`, `capture/diff.patch`, or `capture/extracted/visible-text.txt`; the orchestrator already selected the exact source excerpt and put it in each code frame's packet. After the last assigned file passes the self-check, stop.\n\nExtra inputs beyond the core contract:\n\n- `code-vocabulary.md` — absolute path provided in your dispatch. For a **code beat**, read it for the named `code-*` block's exact inputs (`window.__TOKENS`, `window.__BLOCK`, line indexing); your packet carries the matching excerpt.\n- `focal:` — for a concept/mechanism beat, which **invented** element is the hero; for a **code beat**, the named **`code-*` block** (+ the hunk); for the **credits** close, the avatar row.\n- `roles:` — each element's role: `foreground subject` / `background` full-bleed / `supporting`. Most are invented elements you design; the only real assets are the credits `assets/<login>.png` avatars.\n\n## Mostly invented — you build the visual (except code blocks + the credits avatars)\n\nA PR video is **mostly invented**: there are **no screenshots and no captured UI**. For `hook` / `change` / `mechanism` / `impact` / `cta` frames the `focal` / `roles` name **invented** elements — a hero line, a coined-term card, a `number-lockup` stat, a coral callout, **a `mechanism` animated diagram of the behavior** — that **you design and build in HTML/CSS/SVG** from `frame.md`. Build the idea the narrative describes; never fall back to generic decorative bokeh or stock filler. Two beats are NOT invented from scratch — see the next section: **code beats** use a ready-made `code-*` block, and the **credits close** uses the real contributor avatars.\n\n## PR code beats, mechanism beats + the credits close\n\n- **Code beats (`diff` / `before_after` / a new-code reveal) — use the named `code-*` block, don't hand-build code motion.** Your `## Frame N` `scene` / `focal` names which block (e.g. `code-diff`, `code-morph`, `code-typing`); the orchestrator has already installed it (pre-install step). Read the `code-vocabulary.md` excerpt in your packet for that block's exact inputs, then:\n  - Use only the packet's `### Source excerpt`. It is the real before/after hunk selected upstream. Never reopen the full diff or brief.\n  - Fill the block's `window.__TOKENS` with that real code (the baked Shiki tokens) and set `window.__BLOCK` (effect, `line`, `duration`) **so the full block completes within the frame's `data-duration`** — a long snippet at the block's default per-character cadence overruns a short frame (the code never finishes typing). `code-diff` / `code-morph` need **2 states** (before, after); the others take one. **Line indexing differs — `code-highlight` is 0-based, `code-scroll` 1-based** — don't off-by-one.\n  - Integrate the filled block as **this frame's composition** per the core sub-composition contract: its `data-composition-id` and its `window.__timelines[...]` key must both be your **`<frame_id>`** (the block ships its own id + paused timeline; rename both to match the frame contract). The block already renders an editor window (titlebar / filename) reading as code-editorial's navy **Code Surface** — set the filename + any `+N/−M` chrome from the `scene`.\n  - **The block owns the code animation; your Scene windows choreograph the surrounding Code Surface** — the navy window seating in, the file header typing on, the camera settling onto the hunk, a coral underline on the landed line. **Do not re-specify the code motion** (the block is the development beat). A code beat is usually `blueprint: compose`.\n  - **The block has no caption-safe band.** When `Captions: enabled`, inset/scale the code panel into the top ~83% so it clears the keep-out band; never let code run under the caption pill.\n- **Mechanism beats (`mechanism`) — build an invented animated diagram of the behavior; the build _is_ the shot.** This is the \"show what the change does at runtime\" frame (the request retrying, the cache filling, serial→parallel, the race resolved) — read its `scene` for the behavior to animate. Unlike a code beat, **the motion is yours to author** (no block owns it):\n  - If the `scene` names a `flowchart` / `flowchart-vertical` / `data-chart` block, the orchestrator pre-installed it — fill + mount it like a code block (its `data-composition-id` and `window.__timelines[...]` key both become your `<frame_id>`). Otherwise **hand-build the diagram in SVG / HTML / GSAP** from `frame.md`'s atoms.\n  - **Code editorial register:** hairline-ink nodes / edges / lanes on the cream ground, **one coral marker** on the active / changed element, mono labels — **not** the navy code surface (that's for code), no heavy shapes / bokeh.\n  - **Choreograph the Scene windows:** the nodes / lanes draw on (Scene 1); **the flow runs** as the VO names each step (middle Scenes — the request hops, the lane splits, the front advances, the bars race) — this _is_ the teaching, so it must play across the shot, never enter-then-freeze; the resolved state + the one coral emphasis lands (final Scene). Keep it in the top ~83% (caption keep-out).\n- **The `credits` close — the one frame with real assets.** Its `asset_candidates` names 2–6 `assets/<login>.png` avatars (downloaded upstream). Render them as `<img>` in hairline-ringed chips — an avatar row with each contributor's name + role in mono (an \"approved\" mark if the close calls for it), staggered in across the Scene windows. Avatars appear **only** here, never decorating a code frame.\n\n## PR-specific self-check additions\n\n- The composition root also carries a **positive `data-duration` matching the packet**.\n- **Code-block cadence fits `data-duration`** — for a code beat, the `code-*` block's internal cadence is set so the full block completes within the frame's `data-duration` (a long snippet at the default per-character speed overruns — the code never finishes and the chrome beats never play; see `code-vocabulary.md`).\n- Fonts: copy the auto-generated `@font-face` block from `frame.md`; the Code editorial preset's EB Garamond, Inter, and JetBrains Mono faces live in `assets/fonts/`. Never link Google Fonts.\n- Visible-text exception: real code inside a `code-*` block is the content, not narration.\n\nArchive v1.0.47: 36 files, 145582 bytes\n\nFiles: references/code-vocabulary.md (15493b), references/cut-catalog.md (12764b), references/motion-language.md (15839b), references/story-design.md (28771b), references/visual-design.md (20016b), scripts/assemble-index.mjs (26975b), scripts/assemble-index.test.mjs (5485b), scripts/audio.mjs (15326b), scripts/build-frame.mjs (28603b), scripts/captions.mjs (25341b), scripts/captions.test.mjs (11336b), scripts/fetch-people-avatars.mjs (6183b), scripts/fetch-pr.mjs (9239b), scripts/frame-contract.test.mjs (7456b), scripts/frame-packets.mjs (2473b), scripts/ingest.mjs (22412b), 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-contract.mjs (2427b), 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/preflight.mjs (1719b), scripts/project-dir.mjs (2754b), scripts/transitions.mjs (15826b), scripts/workflow-guardrails.test.mjs (8291b), skill-card.md (1784b), SKILL.md (33864b), sub-agents/frame-worker.md (6957b), _meta.json (131b)\n\nFile v1.0.47:SKILL.md\n\n---\nname: pr-to-video\ndescription: \"Turn a GitHub pull request (a PR URL, owner/repo#N, or 'this PR' in a checked-out repo) into a code-change explainer video — changelog, feature reveal, fix, or refactor walkthrough built from the diff, commits, and files: the input is a code change, not a website. Not a product promo (/product-launch-video) or a no-PR topic explainer (/faceless-explainer). 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 pr-to-video`. A fast no-op when everything is current; otherwise it refreshes this skill plus the core domain skills it depends on before you rely on them.\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# PR to HyperFrames\n\nUse this skill to ingest a GitHub pull request, understand the change, plan a code-change explainer, and build it frame by frame in HyperFrames. The input is a **code change** (read via `gh`), not a website — there is **no capture step and no real assets** beyond the contributors' avatars.\n\n> **The front door is `/hyperframes`.** You are the orchestrator. Run each step, ve\n\nArchive v1.0.46: 35 files, 143950 bytes\n\nFiles: references/code-vocabulary.md (15493b), references/cut-catalog.md (12764b), references/motion-language.md (15839b), references/story-design.md (28740b), references/visual-design.md (20016b), scripts/assemble-index.mjs (26975b), scripts/assemble-index.test.mjs (5485b), scripts/audio.mjs (13145b), scripts/build-frame.mjs (28603b), scripts/captions.mjs (25341b), scripts/captions.test.mjs (11336b), scripts/fetch-people-avatars.mjs (6183b), scripts/fetch-pr.mjs (9239b), scripts/frame-contract.test.mjs (7456b), scripts/frame-packets.mjs (2473b), scripts/ingest.mjs (22412b), 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-contract.mjs (2427b), scripts/lib/frame-packets-core.mjs (7408b), scripts/lib/pad-frame-duration.mjs (1628b), scripts/lib/storyboard.mjs (8244b), scripts/lib/tokens.mjs (9883b), 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Not a product promo (/product-launch-video) or a no-PR topic explainer (/faceless-explainer). Unclear → /hype","codeSnippets":[],"executableExamples":[{"language":"bash","snippet":"PR=\"<url | owner/repo#N>\"\nif [ -n \"${EXPLICIT_PROJECT_DIR:-}\" ]; then\n  PROJECT_DIR=\"$(node <SKILL_DIR>/scripts/project-dir.mjs --pr \"$PR\" --project-dir \"$EXPLICIT_PROJECT_DIR\")\"\nelse\n  PROJECT_DIR=\"$(node <SKILL_DIR>/scripts/project-dir.mjs --pr \"$PR\")\"\nfi\necho \"PR-to-video project: $PROJECT_DIR\"\nnode <SKILL_DIR>/scripts/preflight.mjs"},{"language":"bash","snippet":"PR=\"<url | owner/repo#N | N>\"\n\n# Fetch the PR deterministically: runs gh, completes the files list via paginated\n# gh api (so a big PR doesn't truncate at ~100 files), writes only capture/pr.json +\n# capture/diff.patch — no scratch dir. gh auth / not-found / private errors exit 1 here.\n(cd \"$PROJECT_DIR\" && node <SKILL_DIR>/scripts/fetch-pr.mjs --pr \"$PR\" --out-dir ./capture)\n\n# Offline transform → capture/extracted/{tokens.json (colors:[] → code-editorial palette),\n# visible-text.txt (the brief), people.json (contributors, bot-filtered, name+login,\n# avatarFile=assets/<login>.png)}.\n(cd \"$PROJECT_DIR\" && node <SKILL_DIR>/scripts/ingest.mjs \\\n  --pr-json ./capture/pr.json --diff ./capture/diff.patch --out-dir ./capture/extracted)\n\n# The people front's one network step — download each contributor's GitHub avatar to\n# assets/<login>.png for the credits close. Best-effort; always exits 0.\n(cd \"$PROJECT_DIR\" && node <SKILL_DIR>/scripts/fetch-people-avatars.mjs \\\n  --people ./capture/extracted/people.json)"},{"language":"bash","snippet":"node <SKILL_DIR>/scripts/build-frame.mjs --preset code-editorial --hyperframes ."},{"language":"bash","snippet":"node <SKILL_DIR>/scripts/frame-packets.mjs --project \"$PROJECT_DIR\" --storyboard \"$PROJECT_DIR/STORYBOARD.md\""},{"language":"bash","snippet":"npx hyperframes add <block-name>     # writes compositions/<block-name>.html"},{"language":"html","snippet":"<div\n  data-composition-id=\"code-diff\"\n  data-composition-src=\"compositions/code-diff.html\"\n  data-start=\"0\"\n  data-duration=\"6\"\n  data-track-index=\"1\"\n  data-width=\"1920\"\n  data-height=\"1080\"\n></div>"}],"parameters":null,"dependencies":[],"permissions":[],"extractedFiles":[{"path":"SKILL.md","content":"---\nname: pr-to-video\ndescription: \"Turn a GitHub pull request (a PR URL, owner/repo#N, or 'this PR' in a checked-out repo) into a code-change explainer video — changelog, feature reveal, fix, or refactor walkthrough built from the diff, commits, and files: the input is a code change, not a website. Not a product promo (/product-launch-video) or a no-PR topic explainer (/faceless-explainer). 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 pr-to-video`. A fast no-op when everything is current; otherwise it refreshes this skill plus the core domain skills it depends on before you rely on them.\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# PR to HyperFrames\n\nUse this skill to ingest a GitHub pull request, understand the change, plan a code-change explainer, and build it frame by frame in HyperFrames. The input is a **code change** (read via `gh`), not a website — there is **no capture step and no real assets** beyond the contributors' avatars.\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 a **GitHub pull request** (a code change). 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 the resolved external `PROJECT_DIR`, never in the caller repository by default. 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 a bounded pool of frame workers. 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 ingest → `capture/extracted/` + `assets/<login>.png`; 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"},{"path":"_meta.json","content":"{\n  \"ownerId\": \"kn77d06grj6xqp3dqwkk4bavhn89pegt\",\n  \"slug\": \"pr-to-video\",\n  \"version\": \"1.0.48\",\n  \"publishedAt\": 1791491505325\n}"},{"path":"references/code-vocabulary.md","content":"# Code vocabulary — the `code-*` animation blocks\n\n<!-- registry-items: allow=data-duration,number-lockup,dark-plus,light-plus,dark-modern,light-modern,dark-2026,light-2026,solarized-light,visual-studio-dark,visual-studio-light,high-contrast,high-contrast-light,clear-dark,clear-light,man-page,red-sands,silver-aerogel,solid-colors -->\n\n**The live search is the source of truth for what the registry has.** The table(s) below are a hand-maintained sample and under-cover by design: run `npx hyperframes catalog --query \"<what you want>\" --json` — it needs nothing installed — before concluding the registry lacks something. Item names here are checked against `registry/registry.json` by `bun run lint:skills`.\n\nPR videos run on two kinds of moving picture: **code** (the lines that changed) and **behavior** (what the change _does_ at runtime). This file is the vocabulary for both — the `code-*` blocks for code beats, and the **mechanism beat** (an invented animated diagram, or a `flowchart` / `data-chart`) for behavior beats. A video that is _all_ code reads flat; **alternate the two** (story-design plans the rhythm; see \"Showing behavior\" below).\n\nFor code beats the registry ships purpose-built **code animation blocks** that render a diff, a typed-on snippet, a morph, a highlight, a scroll, or a 3D/particle/dissolve reveal — far better than hand-built motion. **Reach for one of these first** for any code beat; fall back to hand-authored composition only when none fits.\n\n- **Step 4 (visual design):** for each `diff` / `before_after` / code beat, name the block in the frame's `scene` (e.g. \"the `request()` retry block, ~6 lines, `code-diff`\"). One judgment call: which block.\n- **Step 5 (frame worker):** install the named block and fill it with the real diff/snippet (below). The block is the frame's centerpiece, composited onto code-editorial's navy **Code Surface**.\n\n## Install + use\n\nEvery block installs the same way (confirmed `packages/cli/src/commands/add.ts`):\n\n```bash\nnpx hyperframes add <block-name>     # writes compositions/<block-name>.html\n```\n\nIt is a self-contained sub-composition (inlined engine; a paused GSAP timeline the engine seeks per frame). Mount it in the frame as a sub-composition clip:\n\n```html\n<div\n  data-composition-id=\"code-diff\"\n  data-composition-src=\"compositions/code-diff.html\"\n  data-start=\"0\"\n  data-duration=\"6\"\n  data-track-index=\"1\"\n  data-width=\"1920\"\n  data-height=\"1080\"\n></div>\n```\n\n**Customize by editing two globals** in the installed HTML's inline `<script>`:\n\n- `window.__TOKENS` — the code content, baked as Shiki tokens: `{ <seq>: { lang, theme, bg, fg, states: [ { code, tokens:[ {key, content, color, fontStyle} ] } ] } }`. Replace `code`/`tokens` with the PR's real snippet(s). `fontStyle` is a bitmask (`&1` italic, `&2` bold). The blocks bake `theme: \"github-dark\"` independently of the `code-snippet-*` themes below.\n- `window.__BLOCK` — selects the effect + timing: 2D `{ id, effect, seq, line?, duration }`; WebGL `{ "},{"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 code-change 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 a PR explainer the development often _is_ the reveal: the diff hunk typing in, the before→after morph, the impact stat 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"}],"languages":[],"docsSourceLabel":"CLAWHUB","editorialOverview":null,"editorialQuality":{"score":100,"threshold":65,"status":"thin","wordCount":2151,"uniquenessScore":44,"reasons":["uniqueness-below-45"]}},"media":{"evidence":{"source":"no-media","verified":false,"confidence":"low","updatedAt":"2026-10-09T07:40:34.817Z","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":"2026-10-09T07:40:34.817Z","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":"2026-10-09T18:41:32.059Z","emptyReason":null},"items":[{"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. 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