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-**[references/typography.md](references/typography.md)** — Typography: font pairing, OpenType features, dark-background adjustments, font discovery script. **Always read** — every composition has text.
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-**[references/motion-principles.md](references/motion-principles.md)** — Motion design principles, image motion treatment, load-bearing GSAP rules. **Always read** — every composition has motion.
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-**[references/techniques.md](references/techniques.md)** — 11 visual techniques with code patterns: SVG drawing, Canvas 2D, CSS 3D, kinetic type, Lottie, video compositing, typing effect, variable fonts, MotionPath, velocity transitions, audio-reactive. Read when planning techniques per beat.
-**[references/html-in-canvas-patterns.md](references/html-in-canvas-patterns.md)** — HTML-in-Canvas patterns: live DOM as GPU texture via `drawElementImage` + `layoutsubtree`. Shared boilerplate + ~6 effect recipes (iPhone/MacBook mockups, liquid glass, magnetic, portal, shatter, text cursor). Use for 1–3 hero beats per video.
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-**[references/narration.md](references/narration.md)** — Pacing, tone, script structure, number pronunciation, opening line patterns. Read when the composition includes voiceover or TTS.
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-**[references/design-picker.md](references/design-picker.md)** — Create a design.md via visual picker. Read when no design.md exists and the user wants to create one.
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-**[visual-styles.md](visual-styles.md)** — 8 named visual styles with hex palettes, GSAP easing signatures, and shader pairings. Read when user names a style or when generating design.md.
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@@ -15,6 +15,10 @@ The first describes pixels. The second describes an experience. Write the second
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Each beat should have:
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**For text animations:** pick a named effect from the [`text-effects.md`](text-effects.md) reference and name it by ID in the storyboard. Don't describe "text fades in" — write `soft-blur-in` or `kinetic-center-build`. The catalog is maintained as a separate skill (`pixel-point/animate-text`); see `text-effects.md` for how sub-agents load it and find the implementation specs.
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---
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### Concept
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The big idea for this beat in 2-3 sentences. What visual WORLD are we in? What metaphor drives it? What should the viewer FEEL? This is the most important part — everything else flows from it.
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### Animation choreography
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Specific motion verbs per element — not "it animates in" but HOW:
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Specific motion verbs per element — not "it animates in" but HOW. Verbs come from the beat's concept and content, not from an energy bucket. A wellness brand's "slow" beat might still have something that DROPS if the content is about letting go. A stats beat might FLOAT if the brand's identity is weightless.
**Mechanical / precise:** TYPES ON, CLICKS, LOCKS IN, SNAPS, STEPS
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Every element gets a verb. If you can't name the verb, the element is not yet designed. The verb should follow from the beat's concept — not from a lookup of what "high energy" or "low energy" beats use.
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### Transition
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| Any moment the music/VO punctuates with a downbeat or SFX hit | Beats that ease from one composition into the next with shared motion vocabulary | Sequences of 3+ quick tempo-matched switches |
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| Brand moments where the transition itself _is_ the visual | Minimal/editorial pacing | Anytime a 0.3-0.8s transition would feel too slow |
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Rule of thumb: if the beat is the _centerpiece_ of the video, shader-transition into it. If the beat is connective tissue, CSS-transition. A brand reel of 5-7 beats usually wants 1-2 shader transitions (the hero reveal + the CTA) and the rest CSS or hard cuts — too many shader transitions flatten their impact.
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**CSS transitions** (choose from `skills/hyperframes/references/transitions/catalog.md`):
- See `packages/shader-transitions/README.md` for the full API, available shaders, and setup
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Rule of thumb: if the beat is the _centerpiece_ of the video, shader-transition into it. If the beat is connective tissue, a CSS crossfade is fine. A brand reel of 5-7 beats usually wants 1-2 shader transitions (the hero reveal + the CTA) — too many flatten their impact.
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**Mixing shader and CSS crossfade transitions in one composition is supported.** Omit `shader` on any transition entry to get a smooth opacity crossfade. HyperShader manages all scene visibility regardless:
**You are not limited to what's listed here.** These are the built-in options, but you can and should:
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-**Write custom GLSL shaders** from scratch for unique transition effects
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-**Search online** for shader code (ShaderToy, GLSL Sandbox, GitHub) and adapt it
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-**Build custom CSS transitions** that aren't in any category — combine clip-path, transforms, filters in new ways
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-**Ask the user** to provide or find specific effects if you need something specialized
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If the storyboard calls for an effect that doesn't exist yet — build it. The framework renders anything a browser can run.
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### Depth layers
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Before writing HTML, declare your scene rhythm: which scenes are quick hits, which are holds, where do shaders land, where does energy peak. Name the pattern — fast-fast-SLOW-fast-SHADER-hold — before implementing.
**Derive the rhythm from the storyboard and the brand, not from a lookup.** A 15-second social ad for an architectural firm and a 15-second social ad for a gaming brand have different rhythms — both are 15 seconds, but one is slow-reveal-hold-CTA and the other is rapid-fire-SLAM-hook. Video type sets constraints (duration, approximate beat count); the brand and content determine whether those beats are slow or fast, sparse or dense, dramatic or controlled.
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Questions that drive rhythm decisions:
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- What emotional journey should the viewer take? Where is the peak moment?
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- Where does the narration land its heaviest emphasis? That's usually where energy should peak.
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- What does the brand's own visual pacing suggest — unhurried or urgent?
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- How many beats can the duration actually support without feeling rushed or padded?
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A social ad that tries to hook in 2s, showcase 3 features, and end with a CTA in 15s will feel like noise. Sometimes "hook-hold-CTA" with one strong feature is the right rhythm for 15 seconds. Name the rhythm you've planned before implementing.
| High | Karaoke with accent glow + scale pop | Scatter or drop | Alternate highlight styles every 2 groups |
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| Medium-high | Karaoke with color pop | Scatter or collapse | Alternate every 3 groups |
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| Medium | Karaoke (subtle, white only) | Fade + slide | Alternate every 3 groups |
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| Medium-low | Karaoke (minimal scale change) | Fade | Single style, vary ease per group |
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| Low | Karaoke (warm tones, slow transition) | Collapse | Alternate every 4 groups |
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Captions are a constrained surface — the highlight and exit technique is closely tied to how much intensity the spoken content carries. The table below is a calibration reference. If DESIGN.md or the storyboard specifies a caption style, that overrides anything here.
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The core principle: **all energy levels use karaoke highlight as the baseline.** The difference is intensity — not the technique type.
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**What changes with energy:**
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-**Highlight intensity:** high energy gets accent color + glow + 15% scale pop on active words. Low energy gets a gentle white shift with 3% scale. The karaoke behavior is the same; the amplitude is different.
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-**Exit style:** high energy exits scatter or drop (the word leaves with motion). Low energy exits collapse (the word simply fades or shrinks). The exit should express the same energy as the content.
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-**Cycle variation:** high energy alternates highlight styles every 2 groups for variety. Low energy uses a single consistent style, varying only the ease. Variation itself creates energy; consistency creates calm.
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Calibration reference (starting points, not rules):
**All energy levels use karaoke highlight as the baseline.** The difference is intensity — high energy gets accent color + glow + 15% scale pop on active words, low energy gets a gentle white shift with 3% scale.
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