Refine visual identity guidance across pipelines

This commit is contained in:
calesthio
2026-04-03 10:13:39 -07:00
parent 2cd36fa8e0
commit fd4c58f30b
24 changed files with 154 additions and 92 deletions
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@@ -39,16 +39,19 @@ When `animation_mode == "image_animation"`, each scene needs **2-3 images** for
**Image generation workflow:**
1. **Define a STYLE_PREFIX** — a consistent prompt prefix used across ALL images in the project. This ensures visual coherence. Store it as a reusable asset.
1. **Define a VISUAL SYSTEM** — a reusable set of anchors used across all images in the project. This ensures visual coherence without flattening every shot into the same prompt. Store it as reusable metadata.
```
Example: "Studio Ghibli anime style, hand-painted watercolor aesthetic,
soft diffused lighting, lush natural environment, warm color palette,
painterly brushstrokes visible, high detail..."
Example: "Hand-painted nature fantasy, warm moss-and-amber palette,
soft diffused light, painterly foliage textures, gentle wonder."
```
Then adapt it per scene:
- Scene 1: wide establishing forest valley, mist, sunrise
- Scene 2: close character beat, lantern glow, drifting spores
- Scene 3: abstract magical energy reveal, brighter accent contrast
2. **Use seed management** — for each scene, use nearby seed values (e.g., seed 100 and 101) for the A/B variants. Same prompt + different seed = same composition with subtle differences = natural crossfade motion.
3. **Generate one test image first** — render a single scene to verify the style prefix produces good results at 1920×1080 before batch generating all images.
3. **Generate one test image first** — render a single scene to verify the visual system produces good results at 1920×1080 before batch generating all images.
4. **Batch generation** — generate all scene images. Skip any that already exist on disk (idempotent).
@@ -111,6 +114,7 @@ the AI model's training data — it may be wrong or outdated.
- Using high-variance generation when a deterministic asset would work better.
- Rebuilding the same title or label system repeatedly.
- Hiding failed asset paths instead of reporting them.
- Treating "consistency" as "same prompt every time." Good animation keeps a recognizable world while still letting each beat feel fresh.
## When You Do Not Know How
@@ -212,7 +212,7 @@ For each concept, specify:
- Hook must promise a VISUAL experience, not just information
- Hook must be grounded in a specific research finding
#### 4b: Animation Approach and Approach
#### 4b: Animation Approach and Visual Identity
For each concept, specify:
- **Animation approach**: `image_animation` / `clip_video` / `manim` / `remotion_dataviz` / `diagram_stills` / `mixed`
@@ -220,7 +220,10 @@ For each concept, specify:
- **Image/video generation provider**: which specific provider from the preflight scan (e.g., "FLUX via fal.ai", "gpt-image-1 via OpenAI", "Stable Diffusion local")
- **Reuse strategy**: What's the visual system? (recurring motifs, layout grid, color scheme, transition family)
- **Complexity estimate**: How many unique scene types vs. reusable templates?
- **Style playbook**: which playbook from `styles/*.yaml` (e.g., `anime-ghibli`, `clean-professional`)
- **Visual identity**: palette, typography, texture, motion energy, and why they fit this subject, audience, and platform
- **Playbook strategy**: preset if it truly fits, or a custom playbook generated via `lib/playbook_generator.py`
**Important:** Do not reduce animation identity to a preset name. A physics explainer, a startup launch video, and a dreamy anime short may all use Remotion, but they should not share the same color logic, typography, or motion cadence.
#### 4c: Narrative Structure
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@@ -45,7 +45,7 @@ Use:
Use `anime_scene` type for each scene. Plan:
- **Images per scene**: 2-3 images with consistent style prefix and nearby seeds for crossfade effect
- **Images per scene**: 2-3 images built from the same visual system and nearby seeds for crossfade effect
- **Camera motion**: choose from `zoom-in`, `zoom-out`, `pan-left`, `pan-right`, `ken-burns`, `drift-up`, `drift-down`, `parallax`, `static` — vary per scene to prevent monotony
- **Particle type**: choose from `fireflies`, `petals`, `sparkles`, `mist`, `light-rays` — match to scene mood
- **Lighting**: optional `lightingFrom`/`lightingTo` gradient for atmospheric shifts within the scene
@@ -70,7 +70,7 @@ Use `anime_scene` type for each scene. Plan:
| Lighting start | `lightingFrom` | `"rgba(255,200,100,0.15)"` or `"transparent"` |
| Lighting end | `lightingTo` | `"rgba(255,107,157,0.08)"` or `"transparent"` |
| Cinematic edge darken | `vignette` | `true` / `false` |
| Scene background | `backgroundColor` | `"#0A0A1A"` |
| Scene background | `backgroundColor` | theme-derived value such as `"#0A0A1A"` or `"#F6F1E8"` |
Reference: `remotion-composer/public/demo-props/mori-no-seishin.json` — 6 scenes using this pattern.
Reference: `remotion-composer/public/demo-props/deep-ocean.json` — 6 underwater scenes with different palette.