feat(compose): add atelier (bespoke) composition mode + doctrine
Introduce a hand-authored, project-local Remotion render path that bypasses the cut-schema and the stock scene-type registry, for hero/bespoke videos that must look distinct from one another. - video_compose: composition_mode="atelier" (or renderer_family="bespoke") routes to _render_via_atelier, which renders a project-local entry under remotion-composer/projects/<slug>/ with an optional per-project public_dir (skips copying the bloated shared public/). No cut-schema, no stock registry. - skills/meta/bespoke-composition.md: routing skill — art direction (visual-style) -> motion principles (Disney 12) -> engine mechanics (remotion-best-practices + stock components read only as a mechanics codex) -> atelier render. Doctrine: reuse engine knowledge, never creative components. - AGENT_GUIDE: "Composition Authoring Mode" (templated vs atelier); default atelier for hero work; scene-type catalog reframed as a mechanics codex. - animation-runtime-selector + INDEX: authoring-mode-first pointers. - base_tool.run_command: decode subprocess output as UTF-8/replace (Windows cp1252 crashed the reader thread on Remotion's Unicode progress output). - .gitignore: remotion-composer/projects/ (throwaway bespoke compositions).
This commit is contained in:
@@ -280,6 +280,8 @@ Cross-cutting skills that apply to all pipelines:
|
||||
| Reviewer | `meta/reviewer.md` | Self-review protocol after every stage |
|
||||
| Checkpoint Protocol | `meta/checkpoint-protocol.md` | When/how to checkpoint and request human approval |
|
||||
| Skill Creator | `meta/skill-creator.md` | Dynamically create new skills during pipeline runs |
|
||||
| Animation Runtime Selector | `meta/animation-runtime-selector.md` | Choose render runtime + animation library per scene |
|
||||
| Bespoke Composition (Atelier) | `meta/bespoke-composition.md` | Hand-author a composition from scratch (hero work) — no stock scene-types; routes art-direction → motion principles → engine mechanics → atelier render |
|
||||
|
||||
## Style Playbooks
|
||||
|
||||
|
||||
@@ -7,6 +7,13 @@ Meta-skill that answers two questions:
|
||||
|
||||
Read this before authoring any animated component or composition, and whenever you're choosing `render_runtime` at proposal time. It routes you to the right Layer 3 skill so you don't waste time hand-rolling what a plugin already solves.
|
||||
|
||||
> **Authoring mode comes first.** Before runtime or library, decide *how* the composition is
|
||||
> built: **templated** (assemble stock `cut.type` scenes) vs **atelier** (hand-author from
|
||||
> scratch). Default to atelier for hero work and follow `skills/meta/bespoke-composition.md`.
|
||||
> The routing below applies within either mode — but in atelier mode the stock scene-types and
|
||||
> registry blocks are off-limits; you write your own. "Does a stock cut-type fit?" is **not** a
|
||||
> valid shortcut for a hero piece. See `AGENT_GUIDE.md` → "Composition Authoring Mode".
|
||||
|
||||
## When to use this skill
|
||||
|
||||
Apply when:
|
||||
|
||||
@@ -0,0 +1,133 @@
|
||||
# Bespoke Composition (Atelier Mode)
|
||||
|
||||
Meta-skill for **hand-authoring a composition from scratch** instead of assembling stock
|
||||
scene-types. This is the "hand-stitched every time" path: for hero pieces, every pixel of the
|
||||
look is written fresh so no two videos share a visual language.
|
||||
|
||||
Read this whenever you've chosen **atelier mode** for a piece (see "When to use"). It does not
|
||||
hand you components — it routes you to the *principles, engine mechanics, and tool wiring* you
|
||||
need so that what you build is correct, and distinct.
|
||||
|
||||
> The single rule that governs everything below: **reuse engine knowledge, never creative
|
||||
> components.** How Remotion resolves an asset is engine knowledge — reuse it freely. How a
|
||||
> previous video looked is a creative decision — never reuse it.
|
||||
|
||||
## When to use this skill (authoring mode is a proposal decision)
|
||||
|
||||
OpenMontage now separates three orthogonal axes, all locked at proposal:
|
||||
|
||||
- `renderer_family` — creative grammar
|
||||
- `render_runtime` — technical engine (remotion / hyperframes / ffmpeg)
|
||||
- **`composition_mode`** — **templated** (assemble stock `cut.type` scenes) **vs. atelier** (hand-author)
|
||||
|
||||
Pick **atelier** by default for: marketing, launches, explainers that must impress, brand
|
||||
pieces, anything single-deliverable where quality is the point. Pick **templated** for: batch
|
||||
output, localization variants, quick drafts, low-stakes internal clips — places where reliable
|
||||
sameness is fine and bespoke cost is unjustified. Present the choice to the user at proposal and
|
||||
log it in `decision_log` (`category: "composition_mode"`), the same way you present runtime.
|
||||
|
||||
If atelier is chosen, the stock scene-type catalog, the `hyperframes-registry` blocks, fixtures,
|
||||
and any finished component are **off-limits** — they are frozen looks and reintroduce sameness.
|
||||
|
||||
## The construction route
|
||||
|
||||
Author in this order. Each step routes you to existing knowledge — do not skip the first one.
|
||||
|
||||
### 1. Commit to an art direction *for this subject* — the divergence engine
|
||||
Before writing any component, decide a visual language that fits **this** topic and no other.
|
||||
Use the **`visual-style`** Layer 3 skill (CREATE mode) to lock: palette, type personality,
|
||||
motion character, layout system, and **one signature device** unique to this piece. Difference
|
||||
between videos is guaranteed here — not by withholding components, but by forcing a fresh
|
||||
direction each time. Write it down (a short `art-direction.md` in the project) and build to it.
|
||||
|
||||
Ask yourself: *what visual metaphor belongs to this subject that I have not used before?* If the
|
||||
answer resembles a past piece, you haven't found the direction yet.
|
||||
|
||||
### 2. Decide the motion language — principles, not presets
|
||||
Reach for **principle** skills, never finished animations:
|
||||
- **`framer-motion`** and **`lottie-bodymovin`** — Disney's 12 principles (anticipation, staging,
|
||||
follow-through, slow-in/out, arc, timing, exaggeration, appeal). Runtime-agnostic; apply the
|
||||
*principles* in your own Remotion `spring()`/`interpolate()` code.
|
||||
- The HyperFrames `references/motion-principles.md` — easing as emotion, timing as weight.
|
||||
|
||||
### 3. Reach for a richer vocabulary only when the concept demands it
|
||||
Most scenes are Remotion primitives. Escalate when the *idea* needs it, not by default:
|
||||
`gsap-*` (kinetic typography via SplitText, shape morph via MorphSVG, curved motion via
|
||||
MotionPath, line-draw via DrawSVG, custom easing), `threejs-*` (3D), `d3-viz` (data-driven
|
||||
custom charts — build the chart by hand; do **not** drop in the stock `bar_chart`/`line_chart`),
|
||||
`manim-*` (math), `canvas-procedural-animation` (particles/weather).
|
||||
|
||||
### 4. Get the engine mechanics right — the gotcha codex
|
||||
This is the only place you "reuse": the engine's solved problems. These are facts about how
|
||||
Remotion works, not looks. Study `.agents/skills/remotion-best-practices` (19 rule files:
|
||||
timing, transitions, text-animations, transparent video, fonts, audio, sequencing, measuring
|
||||
text). You may also read the stock components in `remotion-composer/src/components/` **as a
|
||||
mechanics codex — to learn idioms, never to import or imitate a look.**
|
||||
|
||||
Recurring mechanics that bite if you don't know them:
|
||||
- **Determinism**: no `Math.random()` / `Date.now()` per frame — use Remotion `random(seed)` or a
|
||||
seeded helper, or particles/easing flicker across the render.
|
||||
- **Per-scene duration**: `useVideoConfig().durationInFrames` returns the *composition* length, not
|
||||
your scene's. Drive scene-local timing from a passed `durationInFrames`/`Sequence`, not the global.
|
||||
- **Asset paths**: URLs and `staticFile()` (public/) work everywhere; **`<Audio>` rejects `file://`**
|
||||
(only `<OffthreadVideo>`/`<Img>` accept absolute `file://`). Put audio/video in a per-project
|
||||
public dir and reference via `staticFile`. Mirror the `resolveAsset` helper.
|
||||
- **GSAP-in-Remotion**: use a `paused` timeline and `.seek(frame/fps)` — never `requestAnimationFrame`
|
||||
— so frames render deterministically.
|
||||
- **Fonts**: `loadFont()` from `@remotion/google-fonts/<Name>` at module scope, once.
|
||||
|
||||
### 5. Render through the atelier path (project-local, throwaway)
|
||||
Bespoke scenes are **throwaway and project-local** — they never enter the shared `src/` registry.
|
||||
|
||||
- Author under `remotion-composer/projects/<slug>/` (gitignored). It needs its own Remotion entry
|
||||
(`index.tsx` + a `Root` registering only this composition) so it reuses the composer's
|
||||
`node_modules` and stays out of the global `Root.tsx`. The entry MUST live under
|
||||
`remotion-composer/` for the bundler to resolve `remotion`.
|
||||
- Keep media in a small per-project public dir and pass it as `public_dir` so renders don't copy
|
||||
the bloated shared `public/`.
|
||||
- Render via `video_compose` `operation="render"` with:
|
||||
|
||||
```json
|
||||
edit_decisions = {
|
||||
"render_runtime": "remotion",
|
||||
"composition_mode": "atelier",
|
||||
"bespoke": {
|
||||
"entry": "remotion-composer/projects/<slug>/index.tsx",
|
||||
"composition_id": "<id registered in that entry's Root>",
|
||||
"props_path": "<absolute path to props.json>",
|
||||
"public_dir": "<absolute path to the project's public dir>",
|
||||
"scale": 0.5, // 0.5 for a fast draft; drop for the 1080p final
|
||||
"crf": 18, // crisp final
|
||||
"concurrency": 8
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
No `asset_manifest` or `cuts` are required in atelier mode — the composition owns its own assets.
|
||||
|
||||
## Guardrails so this doesn't backfire
|
||||
|
||||
- **Distinctness review (replaces conformance review).** Before final render, ask: *could this be
|
||||
any other product's video? Does it reuse a look I've made before?* If yes, the art direction
|
||||
failed — return to step 1. This is the inverse of "does it match the reference."
|
||||
- **No silent fallback to stock.** "Keep it simple" applies to *mechanics* (a 10-line spring is
|
||||
fine), never to *design* (simple ≠ reaching for `text_card`). If you catch yourself adding a
|
||||
stock `cut.type` to a hero piece, stop.
|
||||
- **Cost honesty.** Atelier costs more agent tokens and iteration than templated. Say so at proposal
|
||||
so the user opts in knowingly. Quality varies more without a stock baseline — mitigate with strong
|
||||
principle skills (above) and the distinctness review, not by reintroducing reuse.
|
||||
- **Checkpoint cadence.** Follow `skills/meta/checkpoint-protocol.md`: present script + scene plan
|
||||
for approval BEFORE generating assets, then a footage/asset checkpoint, then a first-render
|
||||
checkpoint. Do not batch-generate ahead of sign-off.
|
||||
|
||||
## Worked precedent (for the *workflow*, not the look)
|
||||
|
||||
The first atelier piece was the Phantom Reach explainer (`projects/phantom-reach-explainer/`):
|
||||
Playwright-captured app footage with a PII-blur layer → per-sentence TTS stitched with silence
|
||||
beats → free Pixabay music → hand-authored Remotion scenes (custom intro, score-ring, agentic
|
||||
flow, CTA) on a one-off violet theme. Study its **process** (capture → timing → props builder →
|
||||
bespoke scenes → render). **Do not reproduce its visual language** — the next piece must look
|
||||
nothing like it. That is the whole point.
|
||||
|
||||
See also: `skills/meta/animation-runtime-selector.md` (runtime + library routing),
|
||||
`AGENT_GUIDE.md` → "Composition Authoring Mode".
|
||||
Reference in New Issue
Block a user