diff --git a/.agents/skills/3d-animation-short-generator/SKILL.md b/.agents/skills/3d-animation-short-generator/SKILL.md new file mode 100644 index 000000000..ae9860fae --- /dev/null +++ b/.agents/skills/3d-animation-short-generator/SKILL.md @@ -0,0 +1,64 @@ +--- +name: 3d-animation-short-generator +description: Develop stylized 3D narrative shorts through story, character and environment references, timed shot tables, storyboards, generation, and assembly. Use for coherent animated storytelling or its planning stages, not isolated image edits or photorealistic live action. +metadata: + compatibility: File-based agent workflow with sibling h3-prompt-writing. Media generation and editing require available tools or a configured backend. +--- + +# 3D Animation Short Generator + +Read the [portable workflow](../h3-prompt-writing/references/portable-workflow.md). +For a complete film, progress from story to references, shot table, text storyboard, +clips, and assembly. Keep these as local artifacts, using existing user decisions +and authorization. If only a planning stage is requested, deliver that stage. + +## Story and visual contract + +Capture premise, desired emotional outcome, duration, ratio, model, and audio mode. +Use warm stylized 3D as a default only when style is unspecified: readable geometric +silhouettes, designed hair clumps, tactile materials, soft skin shading where +appropriate, expressive brows/eyes, and elastic posing. User-selected 2D or other +styles override this preset rather than receiving accidental 3D texture. + +Create an active protagonist with a want, obstacle, meaningful choice, and payoff. +Connect the ending to an earlier visual/emotional anchor. Use as many beats as the +duration needs; do not pad a tiny story into an eight-beat formula. Dialogue should +change a relationship or move the action, and use the user's requested language. + +## Reference design + +- Character references lock name, silhouette, proportions, face, hair, costume, + signature props, and color. Label identity in the production document; clean + rendering anchors should not carry labels that could leak into the video. +- Scene references contain environments only unless the user requested a composite. + Record landmarks, lighting direction/time of day, entrances, exits, and prop state. +- A reference board with multiple views is for design review. Prefer appropriate + clean views for model input so grids and pose sheets do not become final frames. +- When an asset changes, update all affected prompts and clips, with a manifest + identifying the current revision. + +## Shot planning + +Read [shot-table-spec.md](references/shot-table-spec.md) for the six-column table +and continuity checks. Then read +[storyboard-guidelines.md](references/storyboard-guidelines.md) for the matching +text storyboard and optional pencil previews. The text storyboard is the source +of shot timing; preview art does not silently replace it. + +Vary shot size and elastic performance to serve the story. Camera tilts, close-ups, +or exaggeration are choices for specific beats, not quotas. Track off-screen +characters and spatial landmarks so they do not teleport back into later shots. + +## Generation and assembly + +Before rendering, read [model-selection.md](references/model-selection.md) and +[fallback-policy.md](references/fallback-policy.md). Use the chosen model through +available tools. Compile prompts using the H3 base or reference guide as appropriate. +Remove storyboard-only labels, arrows, panel borders, and sketch styling from +rendering inputs. Tie each clip to the current scene and character references. + +Read [qc-checklist.md](references/qc-checklist.md) for assembly and final review. +Keep the planned shot order and audio continuity. Use a continuous score when +requested, duck it under dialogue/SFX, and do not add subtitles unasked. Deliver +the actual film or the requested planning package, with reproducible prompts and +any unresolved identity, scene, or timing defects. diff --git a/.agents/skills/3d-animation-short-generator/agents/openai.yaml b/.agents/skills/3d-animation-short-generator/agents/openai.yaml new file mode 100644 index 000000000..2ec818aec --- /dev/null +++ b/.agents/skills/3d-animation-short-generator/agents/openai.yaml @@ -0,0 +1,4 @@ +interface: + display_name: "3D Animation Shorts" + short_description: "Plan stories, character anchors, shots, and edits" + default_prompt: "Use $3d-animation-short-generator to prepare the requested H3 prompts or video with the available tools." diff --git a/.agents/skills/3d-animation-short-generator/references/fallback-policy.md b/.agents/skills/3d-animation-short-generator/references/fallback-policy.md new file mode 100644 index 000000000..7bab0119f --- /dev/null +++ b/.agents/skills/3d-animation-short-generator/references/fallback-policy.md @@ -0,0 +1,21 @@ +# Targeted generation recovery + +Compare the failed result against the shot's actual identity/spatial anchors. +Classify the failure: wrong input or API mapping, reference drift, overloaded +action, timing, audio, or a render/export failure. Fix transport/configuration +errors before spending another generation attempt. + +For drift, quote the relevant anchors and remove unrelated reference roles. For +overloaded action, simplify or split the shot while preserving the requested total +duration and handoffs. For a scene change, use the new scene reference and avoid +conditioning on a previous scene when that would contradict the new setting. + +Use the retry/resource limit from the shared portable workflow. A persistent +failure should lead to a concrete choice (simpler action, a supplied reference, +an authorized alternate model, or an explicitly incomplete shot), not automatic +provider switching or an endless loop. Never present a placeholder as a finished +clip or hide an incorrect scene in final assembly. + +For optional pencil previews, reduce annotation or panel count. Use the text +storyboard if visualization is not essential; do not rerender correct video +solely because a human-review sketch changed. diff --git a/.agents/skills/3d-animation-short-generator/references/model-selection.md b/.agents/skills/3d-animation-short-generator/references/model-selection.md new file mode 100644 index 000000000..b7c2ced92 --- /dev/null +++ b/.agents/skills/3d-animation-short-generator/references/model-selection.md @@ -0,0 +1,21 @@ +# Model and format selection + +Honor an existing model choice. Otherwise prefer MiniMax H3 when available, and +inspect the running backend for partitions, reference modes, audio, resolutions, +duration limits, and long-video options. Do not assume hosted and local services +have identical limits, quality, prices, or parameter names. + +If another model is requested, use its real documented input contract. A provider +switch needs the user's authorization; never silently use a different service +because a preset names it as a fallback. For an authorized mixed-model workflow, +record model and settings per shot and check cross-shot style differences. + +Keep delivery resolution separate from native generation resolution. Record actual +width/height, fps, frame count, and any crop, retiming, or upscaling. Do not claim +native 2K when the video was generated at 768p and restored later. + +Compile shot action, camera, identity, scene, and audio into the chosen model's +prompt format. For H3 use the bundled writing guides. Strip production labels and +preview grids. Prompt for designed silhouettes, elastic action, material and +lighting details when these belong to the user's 3D style; do not add text/UI just +because a model can generate them. diff --git a/.agents/skills/3d-animation-short-generator/references/qc-checklist.md b/.agents/skills/3d-animation-short-generator/references/qc-checklist.md new file mode 100644 index 000000000..8a8e0c2dc --- /dev/null +++ b/.agents/skills/3d-animation-short-generator/references/qc-checklist.md @@ -0,0 +1,19 @@ +# Assembly and review + +Use current clip revisions in shot-table order. Preserve useful dialogue and SFX; +mix a continuous requested score underneath them. Inspect edits at sound bridges +and dialogue boundaries, avoiding cut vowels and accidental audio gaps. Only add +subtitles, music, or retiming consistent with the brief. + +Review identity, landmarks, screen direction, light/time of day, prop state, +emotional payoff, intelligibility, SFX timing, and music balance. Look for leaked +storyboard panels, sketch lines, arrows, labels, timecodes, or watermarks. Verify +the complete file's duration, dimensions, fps, frame count, audio, and decode. + +Keep planning documents, references, raw clips, and final edits in distinguishable +folders. Record the exact assets used in the final edit. After a character, scene, +prompt, clip, or score is revised, update its downstream dependents and archive the +previous result; do not silently combine stale and current versions. + +Report observed defects and what was repaired, including external editing or +upscaling. A successful API response proves completion, not visual correctness. diff --git a/.agents/skills/3d-animation-short-generator/references/shot-table-spec.md b/.agents/skills/3d-animation-short-generator/references/shot-table-spec.md new file mode 100644 index 000000000..333bd8e70 --- /dev/null +++ b/.agents/skills/3d-animation-short-generator/references/shot-table-spec.md @@ -0,0 +1,30 @@ +# Six-column shot table + +| Shot ID & Duration | Continuity Handoff | Reference Anchors (Spatial + Identity) | Hook Type | Shot Description (Per-Second Directives) | Audio & Dialogue Track | +| --- | --- | --- | --- | --- | --- | + +Use stable IDs such as S01. Record incoming and outgoing image state, prop +position, eyeline, motion, and emotional state in Continuity Handoff. + +Reference Anchors contains named landmarks and screen-relative positions; each +character's screen position, facing and pose; recently exited characters' locations; +lighting baseline and modifiers; and exact character/scene asset paths or IDs. +An explicit scene/time change can replace these anchors; an accidental flip cannot. + +Hook Type names the shot's purpose: setup, reveal, reversal, joke, suspense, +tenderness, chase, or callback. Do not force a joke or cut into a quiet scene. + +For each second or meaningful sub-second beat, cover action/pose/expression, +camera, spatial/prop state, sound, and the handoff to the next interval. Use compact +phrases rather than inventing movement in intentionally still moments. Include +anticipation, squash/stretch, overshoot, and follow-through where appropriate. + +Keep the complete dialogue/narration script in Audio & Dialogue Track, with +speaker, timing, delivery, and SFX. Distinguish off-screen narration from speaking +characters; a visible listener should not lip-sync the narrator's words. + +Before rendering, check full time coverage, supported generation durations, a +readable number of active characters, matching scene/identity references, and +coherent row-to-row handoffs. Mark intentional cuts/time jumps. Fix contradictory +states rather than using a generic continuity assurance. A visual shot may span +multiple generation windows when the verified backend supports continuation. diff --git a/.agents/skills/3d-animation-short-generator/references/storyboard-guidelines.md b/.agents/skills/3d-animation-short-generator/references/storyboard-guidelines.md new file mode 100644 index 000000000..f2cbc99bd --- /dev/null +++ b/.agents/skills/3d-animation-short-generator/references/storyboard-guidelines.md @@ -0,0 +1,29 @@ +# Text storyboard and optional visualization + +Maintain one `storyboard.md` with a section per shot. Each section contains: + +1. Shot ID, title, duration, and narrative purpose. +2. Exact scene and character reference IDs. +3. Spatial anchors: landmarks, character positions/facing, off-screen characters, + key/fill/rim lighting, and important props. +4. Incoming and outgoing continuity state. +5. Time-ordered beats: pose/expression, camera, audio, and anchor changes. + +Use per-second or finer intervals only where meaningful; cover the complete shot. +For narrated moments, specify whether a visible character speaks or only reacts. +Optional ASCII staging diagrams can clarify screen direction but are not images +to supply as rendering references. + +For heavy revision of a shot, extract its section to a named file and link it from +the main document. Choose one authoritative version; reintegrate or update the +link after revision so later generation cannot read stale content. + +Only generate pencil storyboards when requested or already authorized as previews. +Use equal-sized time-ordered panels, with timecode, pose/expression, camera arrow, +and audio/anchor notes. Suggested layouts: three panels in a strip, four in a 2×2 +grid, six in 2×3. More complex scenes may need fewer representative key poses. +Keep shot/character/scene labels readable for human review, but never feed these +annotated grids as clean final frames. The text timeline remains authoritative. + +If preview panels fail, simplify annotation or rely on text within the agreed +scope. An optional visualization failure need not block a usable text storyboard. diff --git a/.agents/skills/H3-SOURCES.md b/.agents/skills/H3-SOURCES.md new file mode 100644 index 000000000..349aae429 --- /dev/null +++ b/.agents/skills/H3-SOURCES.md @@ -0,0 +1,53 @@ +# MiniMax H3 skill provenance + +Upstream: https://github.com/MiniMax-AI/MiniMax-H3 + +Source snapshot: `d21241f0a4b3acbb34c97dae47fa417b7065e438`, retrieved 2026-09-19. + +Source directory: +https://github.com/MiniMax-AI/MiniMax-H3/tree/d21241f0a4b3acbb34c97dae47fa417b7065e438/skills + +The nine upstream skill names are retained. Each local skill corresponds to the +same-named upstream `skills//` directory. Credit for the original creative +workflows and templates belongs to MiniMax-AI and the upstream contributors. + +## Files and adaptation + +- `h3-prompt-writing/references/base-format.md` and `ref-format.md` are new, + condensed descriptions of the public prompt interface. They preserve necessary + field names and notation but do not copy the upstream guides or their examples. + The entrypoint adds a portable execution reference and clarifies clip/window + duration for verified long-video backends. +- The eight style-specific `SKILL.md` files are rewritten portable adaptations of + the upstream workflows. Their reference documents retain the relevant creative + methods while removing host-specific execution assumptions. +- The two `co-op-game-intro-generator/references/` templates retain the upstream + creative structure with an added portable contract and explicit user overrides. + Their instructions are normalized to English, and the video template expresses + visible UI copy as localized variables with English defaults. It also removes + an unrequested gender restriction and a fixed yellow/black environment + transformation. +- The five 3D animation references are condensed adaptations of their upstream + counterparts: shot table, storyboards, model selection, fallback, and review. +- Product, papercraft, collage, and music references extract reusable direction + from their corresponding upstream skill. The shared portable workflow, catalog, + and UI metadata are additions for this repository. + +No upstream `LICENSE`, `COPYING`, or `NOTICE` file was present in the Git tree at +the pinned snapshot. Its README links to the MiniMax H3 Community License on the +model release. Because that license has redistribution conditions, this package +does not include the upstream prompt guides verbatim. This provenance record +preserves attribution and does not assert that this repository's code license +relicenses upstream material. + +## Runtime changes + +Canvas documents become local files and asset manifests; choice-card UI becomes +the host's normal clarification mechanism when a decision is actually missing. +Available generation/editing tools replace proprietary dispatch calls. Previous +user choices and authorization persist across steps. Providers, prices, resolution +support, and long-video features are checked rather than hardcoded as guarantees. + +User intent overrides style presets, including instrumental/no-text work, selected +language, final morph shape, no-cut sequences, and custom player designs. Native +generation and external processing remain separately identified in delivery. diff --git a/.agents/skills/README.md b/.agents/skills/README.md new file mode 100644 index 000000000..d7bc12a40 --- /dev/null +++ b/.agents/skills/README.md @@ -0,0 +1,96 @@ +# Portable MiniMax H3 Skills + +This directory contains one general prompt-writing skill and eight creative +skills adapted from +[MiniMax-AI/MiniMax-H3](https://github.com/MiniMax-AI/MiniMax-H3/tree/main/skills). +See [H3-SOURCES.md](H3-SOURCES.md) for the source revision, attribution, and +adaptation scope. + +## Skill catalog + +| Skill | Intended use | +| --- | --- | +| [h3-prompt-writing](h3-prompt-writing/SKILL.md) | Structured prompts for T2VA, I2VA, FL2VA, L2VA, and Ref2VA | +| [minimalist-product-ad-generator](minimalist-product-ad-generator/SKILL.md) | Minimal product ads, isolated product references, copy, and pacing | +| [3d-animation-short-generator](3d-animation-short-generator/SKILL.md) | 3D narrative shorts, character and environment design, shot tables, storyboards, and editing | +| [papercraft-stop-motion-explainer](papercraft-stop-motion-explainer/SKILL.md) | Layered paper art, puppets, mechanisms, and miniature educational scenes | +| [brand-promo-video-generator](brand-promo-video-generator/SKILL.md) | Brand promos, verified assets and claims, product interaction, and calls to action | +| [music-video-subtitle-generator](music-video-subtitle-generator/SKILL.md) | Music videos, instrumental visual narratives, beat planning, and optional lyric typography | +| [co-op-game-intro-generator](co-op-game-intro-generator/SKILL.md) | Two-player game menus, confirmation images, and animated world entry | +| [paper-collage-explainer-generator](paper-collage-explainer-generator/SKILL.md) | Halftone photo collage, incremental paper assembly, and visual metaphors | +| [handdrawn-live-video-generator](handdrawn-live-video-generator/SKILL.md) | Live action with rough luminous drawings, physical contact, continuous morphing, and delayed pursuit | + +## Usage + +Codex discovers repository skills from `.agents/skills/`. Clients that scan +skills only when a session starts may need a new session. Claude Code reads the +same files through the same-named relative symlinks in `.claude/skills/`. Other +agents that support Markdown skills can load the relevant `SKILL.md` directly +and follow its links to supporting references. + +Examples: + +```text +Use $music-video-subtitle-generator to design a 30-second two-dimensional +fluid-motion graphic for this instrumental track. Do not add lyrics or +subtitles. Preserve leftward motion and initially return only a storyboard and +three H3 prompts. +``` + +```text +Use $co-op-game-intro-generator to create a two-player game intro. The players +are Lin and Mei, the style is layered paper sculpture, and the title is +Together. Create the confirmation image first and wait for my approval before +generating video. +``` + +## MV smoke test + +Test `music-video-subtitle-generator` together with `h3-prompt-writing` using a +user-owned song with timestamped lyrics and an original adult-character +reference image: + +```text +Use $music-video-subtitle-generator and $h3-prompt-writing to turn this song +into a historical-romance music video about a woman and a man. Intercut +narrative acting with the woman's singing performance, do not display lyric +text, split the work according to the backend's verified clip duration, and +preserve the complete original song in the final master. +``` + +Verify that the global timeline matches the source audio duration, lyrics remain +verbatim, and each generation window records its incoming state, outgoing state, +and local timing. Ref2VA prompts must preserve the six-section field order and +resolve every reference label to a real input. The assembled video must decode +completely, and its final audio must come from the supplied source rather than a +model reconstruction. + +When moving the collection to another repository or a user-level skill folder, +copy all nine skill directories and preserve their sibling layout. The eight +creative skills share `h3-prompt-writing/references/portable-workflow.md` and the +H3 format guides, so copying only one `SKILL.md` is insufficient. Keep each +skill's `references/` and `agents/` directories with it. `agents/openai.yaml` +provides optional Codex UI metadata and does not restrict the workflow to an +OpenAI-based agent or require a dedicated plugin. + +## Execution boundaries + +Prompt writing, storyboarding, and planning require only an agent that can read +and write files. Actual image, video, speech, music, and editing work uses tools +or services available in the current environment. When a capability is missing, +deliver the complete usable production package and identify the unfinished media +step. + +The user's style, language, assets, audio, model selection, and existing +authorization take priority. An MV template does not add lyrics to an +instrumental track, and a clean motion-graphics request does not inherit film +grain. A prompt-only request does not start generation. When the user requests +approval of a confirmation image before rendering, preserve that checkpoint. + +Treat vLLM-Omni long-video extensions as capabilities of the checked-out branch +and active backend. Do not present a development branch's continuation parameters +as a universal H3 API. Preserve real requests and raw outputs, distinguish model +results from post-production and upscaling, and inspect actual media properties. + +These skills contain no model weights and do not automatically start a service +or invoke a paid generation endpoint. diff --git a/.agents/skills/brand-promo-video-generator/SKILL.md b/.agents/skills/brand-promo-video-generator/SKILL.md new file mode 100644 index 000000000..f8b7fcfde --- /dev/null +++ b/.agents/skills/brand-promo-video-generator/SKILL.md @@ -0,0 +1,66 @@ +--- +name: brand-promo-video-generator +description: Plan, prompt, or produce brand, product, website, app, and service promotional shorts using traceable assets, accurate claims, timed beats, and clear calls to action. Use for launch and campaign videos, not invented product evidence or long narrative films. +metadata: + compatibility: File-based workflow with sibling h3-prompt-writing and available research, media generation, inspection, and editing tools. +--- + +# Brand Promo Video Generator + +Read the [portable workflow](../h3-prompt-writing/references/portable-workflow.md). +Use supplied brand assets, source links, and existing session decisions. No +proprietary tool allowlist or canvas is required. A completed promo requires real +generation/editing capability; otherwise deliver an explicitly incomplete production +package with finished prompts and a concrete generation handoff. + +## Establish facts and assets + +Inspect product images, UI screenshots, logo exports, typography, colors, and +campaign material. Resolve duration, ratio, audience, campaign focus, exact claims, +CTA, copy language, narration, and required deliverable from context. Ask for +missing identity-bearing assets when they are essential; do not fabricate logos, +product UI, screenshots, results, or performance claims. + +Build a compact truth sheet from user-supplied originals and official sources. +Record asset ID, role, local path, source URL/note, and verification status. Do not +confuse a retrieved search thumbnail with an original brand asset. Distinguish +verified facts from clearly labeled concept copy. Preserve the requested language; +chat language alone does not justify translating supplied campaign text. + +## Design a product-specific story + +Choose a spine that exposes real cause and effect: + +- Software: user intent → actual interaction → useful output → evidence → CTA. +- Physical product: reveal → interaction → mechanism/detail → use → benefit → CTA. +- Service: situation → process → evidence → outcome → promise. +- Image-led brand: authentic imagery → repeated visual motif → emotional payoff. + +Plan time/frame ranges, asset IDs, one main action, product evidence, exact copy, +readable hold, color state, camera, transition, and rhythm. Use the actual output +fps for frame timing. Five to eight major beats can fit a 15-second promo, but +readability takes priority over a fixed beat count. + +Let product edges, UI movement, light, cursor paths, or matched geometry motivate +transitions. Use a few energy peaks and deliberate settling moments. Preserve logo +clear space and readable screenshots. Avoid invented HUDs or metrics that look like +product proof. Summarize the truth sheet and plan before rendering; continue under +existing authorization unless the user requested approval at that stage. + +## Produce and inspect + +Use authentic still/UI plates for exact content. Generated material can supply +conceptual scenes, atmosphere, and transition geometry with clear provenance. +Compile actual H3 references and shots using the appropriate bundled guide. +Check backend resolution, duration, and audio support before calling it. + +Use native instrumental/SFX direction when appropriate; do not generate a second +score automatically. Separate narration or music is useful when requested for +control or remixing. Preserve original SFX during assembly when they matter, and +duck music under speech. Do not add subtitles unless requested. + +Check claims and exact product names against sources, inspect logo geometry and +copy, verify real UI states, and review transitions, aspect ratio, duration, audio, +and decoding. For wrong identity-bearing content, use the correct supplied/source +asset rather than polishing an imitation. Deliver the video, prompts/timeline, +asset manifest, and any remaining factual or visual limitations. diff --git a/.agents/skills/brand-promo-video-generator/agents/openai.yaml b/.agents/skills/brand-promo-video-generator/agents/openai.yaml new file mode 100644 index 000000000..4ab1a8678 --- /dev/null +++ b/.agents/skills/brand-promo-video-generator/agents/openai.yaml @@ -0,0 +1,4 @@ +interface: + display_name: "Brand Promo Videos" + short_description: "Build brand promos from verified assets and claims" + default_prompt: "Use $brand-promo-video-generator to prepare the requested H3 prompts or video with the available tools." diff --git a/.agents/skills/co-op-game-intro-generator/SKILL.md b/.agents/skills/co-op-game-intro-generator/SKILL.md new file mode 100644 index 000000000..f00058707 --- /dev/null +++ b/.agents/skills/co-op-game-intro-generator/SKILL.md @@ -0,0 +1,73 @@ +--- +name: co-op-game-intro-generator +description: Design or generate a two-player co-op game menu and opening animation from player names, title, style, and optional identity references. Use for character-led game intros, not playable game implementation or complex multi-page interfaces. +metadata: + compatibility: File-based workflow with sibling h3-prompt-writing and bundled image/video templates. Rendering uses available generation tools. +--- + +# Co-op Game Intro Generator + +Read the [portable workflow](../h3-prompt-writing/references/portable-workflow.md). +Before writing a confirmation-image prompt, read +[h3-confirmation-image-template.md](references/h3-confirmation-image-template.md). +Before writing the video prompt, read +[h3-video-prompt-template.md](references/h3-video-prompt-template.md). +Both templates are required package resources, not remote tools. + +## Resolve player and style bindings + +Reuse or collect the two player names, game title, visual style, desired duration, +ratio, and optional identity references. The template defaults to a 15-second, +16:9 menu-to-world sequence; adapt it to explicit user requirements. Do not assume +the players' gender, body shape, outfits, or equipment from a generic example. + +Use each portrait only for recognizable identity anchors: face silhouette, hair, +glasses, proportions, and distinguishing traits. Reinterpret rendering, skin +texture, lighting, and costume in the selected visual style. If a portrait or body +comparison reference is absent, write a text design rather than inventing an asset +label. Maintain player-to-name mapping across all references and frames. + +## Confirmation image + +Fill the template's style, palette, characters, title, and name variables. Keep +the two characters central, player cards toward the upper left, menu on the right, +and the continue action as the main interaction focus. The title establishes +identity without competing with that focus. Buttons, icons, typography, and all +player/equipment panels share one palette and style. Keep menu labels on one line. + +The style changes material, shapes, fonts, and decoration; it should not randomly +rearrange the menu hierarchy. User-requested layout or ratio changes take priority +over template defaults. Preserve the exact supplied title/names and requested copy. + +For image-only/prompt-only work, stop at that deliverable. For video production, +generate and inspect the confirmation image if within scope. Honor a request to +approve the image first; otherwise use the established end-to-end authorization +and continue after reporting the selected image and fixing material defects. + +## Video event plan + +Fill the video template from the current image and player bindings. Its baseline +sequence is menu → first player's light equipment → second player's heavy equipment +→ shared confirmation → world loading → both enter the world. Equipment, world, +body contrast, and timing are editable design choices; preserve requested identity +and style instead of forcing a cyberpunk example onto another setting. + +Bind UI reference, each actual portrait, and any real body-comparison image to +distinct roles. Compile this creative template into the H3 mode guide's fields; +the mixed-language template is not itself an API request. Preserve literal visible +UI text in its required language, and remove all unfilled variables before dispatch. +Do not treat a composition reference as an exact first-frame anchor unless the +selected backend actually supports that role. + +## Review and repair + +Check both names, exact menu strings, layout, player identity, side assignment, +equipment distinction, and the transition into the requested world. Match UI +hover/click, mechanical locks, loading, and footsteps to the visible events. +For identity swaps, strengthen name/position/reference bindings; for weak style, +revise palette, material, character, and typography together. Reduce excessive +UI text if necessary without silently changing required player names. + +Deliver the requested prompts/assets or the inspected intro video, with reference +roles and any text/timing limitations. Missing templates block template execution; +missing generation capability still permits a complete prompt handoff. diff --git a/.agents/skills/co-op-game-intro-generator/agents/openai.yaml b/.agents/skills/co-op-game-intro-generator/agents/openai.yaml new file mode 100644 index 000000000..8f3c5f050 --- /dev/null +++ b/.agents/skills/co-op-game-intro-generator/agents/openai.yaml @@ -0,0 +1,4 @@ +interface: + display_name: "Co-op Game Intros" + short_description: "Design two-player menus and world-entry animation" + default_prompt: "Use $co-op-game-intro-generator to prepare the requested H3 prompts or video with the available tools." diff --git a/.agents/skills/co-op-game-intro-generator/references/h3-confirmation-image-template.md b/.agents/skills/co-op-game-intro-generator/references/h3-confirmation-image-template.md new file mode 100644 index 000000000..35f25b2c8 --- /dev/null +++ b/.agents/skills/co-op-game-intro-generator/references/h3-confirmation-image-template.md @@ -0,0 +1,397 @@ +# H3 Confirmation Image Template + +## Portable adaptation + +This is a creative template, not a tool call. User requirements override its +default ratio, layout, poses, and wording. Fill every relevant variable from the +brief; set `{character_count}` to two for this skill. When portraits are absent, +replace portrait references with explicit character designs. Do not claim to +reference an image that was not supplied. Use the image-generation capability +available in the host environment; no specific image provider is required. + +## Core Rule +Generate a polished 16:9 landscape confirmation image for a cooperative game main menu. +The image consists of two independent systems: +• UI Framework (fixed) +• Visual Style (dynamic) +The UI Framework defines the layout, composition, information hierarchy, interaction logic, reading flow, menu structure, and readability. These elements must remain unchanged. +{visual_style} only controls the artistic appearance, including rendering medium, materials, color language, lighting mood, environment style, character design, costume language, UI materials, icon language, typography appearance, decorative motifs, and overall atmosphere. +Changing {visual_style} should feel like applying a different art direction to the same professionally designed game menu, never redesigning the interface itself. +If any default description conflicts with {visual_style}, prioritize {visual_style} while preserving the UI framework. + +--- + +## Design Goal +Create a premium commercial console game main menu mockup in 16:9 landscape format. The image should combine the quality of a polished game promotional artwork with the clarity of a professional game UI. Characters and interface must feel naturally integrated, with strong visual hierarchy, excellent readability, clean composition, and a clear interaction focus. + +--- + +## Overall Style +Follow the user-selected visual style: {visual_style}. +The selected style controls the rendering medium, illustration style, materials, palette language, environment, character appearance, outfit design, UI appearance, icon language, typography treatment, decorative elements, and atmosphere. +All visual elements must belong to one unified artistic language. +Do not mix incompatible visual styles within the same image. +The UI framework, layout, hierarchy, composition, and interaction logic must remain consistent regardless of style. + +--- + +## Color Palette +Derive the entire color system from {visual_style}. +Use: +• {main_background_color} as the primary background color. +• {ui_body_color} as the main UI color. +• {text_color} as the primary text color. +• {functional_accent_color} as the interaction highlight color. +• Red only for warning, danger, or exit actions. +Limit the overall palette to five primary colors. +All buttons, player cards, icons, borders, highlights, decorative elements, typography, and visual effects must follow the same color system. +Avoid introducing unrelated colors outside the selected palette. + +--- + +## Composition +Use a fixed 16:9 landscape layout. +Place {character_count} playable characters in the center as the visual subject. +The UI surrounds the characters without blocking them. +Place the player information cards in the upper-left corner. +Place the main menu vertically on the right. +Place a decorative horizontal strip along the bottom, adapting naturally to {visual_style} (such as ribbon, warning strip, wooden plank, stone slab, energy bar, scroll, etc.). +Keep a clear Z-shaped reading flow: +Player Cards → Characters → Menu → Continue Button. +The Continue button must always remain the primary visual focus. +Maintain generous negative space and excellent readability. + +--- + +## Background +Generate a background naturally derived from {visual_style}. +The background supports the interface rather than competing with it. +Keep enough clean negative space behind all important UI elements. +Use subtle textures, environmental details, and decorative motifs only where appropriate for the selected style. +Avoid excessive visual noise, dense decoration, heavy dirt, scratches, paint splatter, or distracting textures. +The overall background should feel polished, premium, modern, and suitable for a commercial game menu. + +--- + +## Character Style +All characters strictly follow {visual_style}. +The selected style determines: +• rendering medium +• body proportion +• facial stylization +• costume language +• material treatment +• lighting response +• animation style +• overall character quality +Only the character identity anchors and pose remain fixed. Facial rendering, eye design, nose simplification, mouth shape, skin treatment, expression style, and head proportion must be fully reinterpreted in {visual_style}. +No default character style may override {visual_style}. + +--- + +## Character A / PLAYER 1 +### Identity +Use character reference image 1 only for identity mapping. +The reference image donates identity anchors only: recognizable face silhouette, hairstyle, glasses if present, relative facial proportions, and distinctive personal traits. +It does not donate photographic realism, real skin texture, real-world lighting, camera quality, or the original image style. +Do not lose the character's identity anchors, but the face must be redesigned into {visual_style}. +All facial rendering, eye design, nose simplification, mouth shape, skin treatment, expression style, and head proportion must follow {visual_style}. +Do not swap identity with other characters. + +### Appearance +Character rendering, expression, outfit, materials, and accessories are fully derived from {visual_style} while maintaining a recognizable playable-game-character silhouette. + +### Action +Character A sits cross-legged on the ground. +Both hands support the body on the floor. +The upper body leans slightly backward. +Character A looks upward toward the camera. + +--- + +## Character B / PLAYER 2 +### Identity +Use character reference image 2 only for identity mapping. +The reference image donates identity anchors only: recognizable face silhouette, hairstyle, glasses if present, relative facial proportions, and distinctive personal traits. +It does not donate photographic realism, real skin texture, real-world lighting, camera quality, or the original image style. +Do not lose the character's identity anchors, but the face must be redesigned into {visual_style}. +All facial rendering, eye design, nose simplification, mouth shape, skin treatment, expression style, and head proportion must follow {visual_style}. +Do not swap identity with other characters. + +### Appearance +Character rendering, expression, outfit, materials, and accessories are fully derived from {visual_style} while maintaining a recognizable playable-game-character silhouette. + +### Action +Character B sits cross-legged on the ground. +Both hands rest naturally in front of the legs. +The upper body leans slightly forward. +Character B looks directly toward the camera. + +--- + +## Lighting +Lighting follows {visual_style} while preserving clear readability. +Use a primary top light, secondary fill light, soft ambient bounce, contact shadows, gentle rim lighting, and high-quality global illumination where appropriate. +Faces should remain clearly visible. +Characters must integrate naturally into the environment while maintaining strong separation from the background. + +--- + +## Game UI +Create a professional commercial console game main menu. +The menu structure, interaction hierarchy, spacing, composition, reading flow, and information architecture remain fixed. +{visual_style} only changes the artistic appearance of the interface. +The selected style may affect: +• UI materials +• surface textures +• border treatment +• corner shape +• decorative motifs +• color rendering +• lighting treatment +• icon language +• typography appearance +• interaction effects +It must NOT change: +• menu hierarchy +• button order +• button placement +• player-card placement +• composition +• interaction logic +• information architecture +• readability +The entire interface should feel like one professionally designed game UI system rather than separate elements assembled together. + +--- + +## UI Visual Language +Derive the complete UI appearance from {visual_style}. +The selected style determines: +• button materials +• border language +• panel materials +• decorative details +• edge treatment +• visual weight +• highlight style +• interaction feedback +• shadow treatment +• texture language +Possible materials include wood, stone, paper, leather, cloth, glass, crystal, hologram, neon, metal, ceramic, carved surfaces, painted surfaces, magical energy, pixel blocks, watercolor paper, ink brush, comic graphics or any other material naturally belonging to {visual_style}. +Every UI element must share the same material language and artistic style. + +--- + +## Button Layout Rules +Place all menu buttons vertically on the right side. +Maintain a consistent vertical rhythm. +Every button uses the same design family. +Button width automatically adapts to text length. +Keep all menu titles on a single line. +No automatic wrapping. +No stacked text. +Text remains horizontally centered. +Keep consistent padding. +Maintain equal spacing between buttons. +Avoid visual clutter. + +--- + +## Continue Button +The Continue button is always the primary visual focus. +Make it visually dominant using the emphasis method naturally belonging to {visual_style}. +Possible emphasis methods include: +• larger size +• stronger contrast +• brighter color +• unique material +• distinctive border +• lighting +• glow +• engraving +• magical energy +• holographic effect +• embossed frame +• animated visual cue +Do not force glow or neon if they conflict with {visual_style}. +The Continue button should immediately attract the player's attention. + +--- + +## Start New Game Button +Place above Continue. +Use the standard secondary button appearance. +Keep the visual language consistent with the selected style. +Add one small style-appropriate icon if suitable. +Maintain single-line text. + +--- + +## Settings Button +Use the standard secondary button appearance. +Use one settings icon naturally derived from {visual_style}. +Maintain consistent proportions, spacing, and hierarchy. + +--- + +## Exit Game Button +Use the standard secondary button appearance. +Use red only as the danger indicator. +Red should remain an accent rather than the dominant color. +Add one style-appropriate exit icon if suitable. + +--- + +## Player Cards +Create an upper-left player information system for {character_count} players. +The appearance follows {visual_style}. +Card materials, borders, corners, textures, shadows, decorations, and icons are automatically derived from the selected style. +Each player card contains: +• Player label +• Player nickname +• READY status +Player names: +PLAYER 1 +{player1_name} +PLAYER 2 +{player2_name} +READY always uses the functional accent color. +The cards should remain highly readable and visually connected to the rest of the interface. + +--- + +## Icon System +Derive all icons from {visual_style}. +Use one unified icon family throughout the entire interface. +Possible icon languages include: +• minimal outline +• solid filled +• geometric +• comic +• pixel +• engraved +• carved +• painted +• brush +• rune +• glyph +• holographic +• crystal +• paper-cut +• origami +• embossed +• low-poly +• flat design +• stylized 3D +All icons must share: +• the same artistic style +• the same material language +• the same perspective +• the same lighting treatment +• the same stroke language +• the same color hierarchy +Icons should remain simple, recognizable, and functional. +Each interface block may contain at most one horizontal row of icons. +No wrapping. +No vertical stacking. +Icons should support the interface rather than dominate it. + +--- + +## Typography +Typography hierarchy remains fixed. +Typography appearance follows {visual_style}. +The selected style controls: +• font family +• decorative treatment +• texture +• material +• outline +• lighting +• shadow +• wear pattern +Maintain: +• excellent readability +• strong visual hierarchy +• single-line menu buttons +• consistent spacing +• high contrast +Button width should always adapt to text length. +Never allow menu titles to wrap onto multiple lines. + +--- + +## Game Title +Display the game title: +{game_title} +The title should become the primary branding element of the menu. +Its material, decorative style, typography, and rendering all follow {visual_style}. +Avoid imitating existing commercial game logos. +Create an original title treatment inspired by the selected style. +Keep the title highly readable. +Avoid random symbols or meaningless letters. + +--- + +## Interaction States +Represent the interface as an active game menu. +Buttons may display appropriate interaction feedback naturally belonging to {visual_style}. +Possible interaction feedback includes: +• hover +• pressed state +• magical glow +• energy pulse +• holographic highlight +• carved illumination +• ink spread +• brush bloom +• metallic reflection +• paper emboss +• animated border +• pixel flashing +Only use interaction effects that naturally belong to the selected style. +Avoid forcing modern UI effects into incompatible artistic styles. + +--- + +## Rendering +Generate a polished AAA-quality commercial game menu artwork. +Characters, environment, UI, typography, icons, and decorative elements should feel like one cohesive production. +Maintain premium rendering quality. +Strong visual hierarchy. +Professional commercial presentation. +High readability. +Balanced composition. +Clean finish. + +--- + +## Negative Constraints +No split screen. +No duplicated characters. +No identity swap. +No loss of identity anchors. No photorealistic face unless {visual_style} explicitly requires photorealism. No realistic photo face pasted onto a stylized body. No mismatched face style. +No hairstyle changes. +No unreadable UI. +No distorted buttons. +No overlapping interface. +No random text. +No random symbols. +No watermark. +No copied game logo. +No branded interface. +No inconsistent icon styles. +No mixed UI materials. +No excessive decoration. +No overwhelming background. +No visual clutter. +No broken layout. +No low readability. + +--- + +## Medium Lock +Render as a polished commercial game key art combined with a professional console game main menu mockup. +The interface remains fixed. +Only the artistic appearance changes according to {visual_style}. diff --git a/.agents/skills/co-op-game-intro-generator/references/h3-video-prompt-template.md b/.agents/skills/co-op-game-intro-generator/references/h3-video-prompt-template.md new file mode 100644 index 000000000..a6f53c025 --- /dev/null +++ b/.agents/skills/co-op-game-intro-generator/references/h3-video-prompt-template.md @@ -0,0 +1,249 @@ +# H3 Video Prompt Template + +## Portable adaptation + +This is a creative planning template. User requirements override its default +15-second timeline, body proportions, equipment, environment, ratio, and palette. +Retiming must preserve readable event order. Use only supplied reference assets: +omit `{height_ref}` or identity-image bindings when absent and replace their role +with text design constraints. Compile the filled plan into the H3 base or Ref2VA +format before rendering; preserve exact visible UI strings in the user's language. + +Use available tools and the actual backend's parameter schema. Audio directions +describe desired content rather than asserting that a particular API supports it. + +## Template completion + +Resolve the palette variables `{background_color}`, `{ui_color}`, `{text_color}`, +`{functional_accent_color}`, and `{power_accent_color}` from the selected style. +Keep the five values distinct enough for readable UI contrast. Use the power +accent for danger, exit, and warning states unless the user supplies a separate +semantic-color requirement. + +Fill visible copy in the user's requested language. The following English values +are defaults only, not mandatory output: + +- `{player1_label}` / `{player2_label}`: `PLAYER 1` / `PLAYER 2` +- `{ready_label}`: `READY` +- `{start_label}`, `{continue_label}`, `{settings_label}`, `{exit_label}`: + `START NEW GAME`, `CONTINUE`, `SETTINGS`, `EXIT GAME` +- `{player1_equipment_label}`: `RIGHT ARM EQUIPMENT` +- `{player1_option_a}` / `{player1_option_b}`: `PHANTOM GRIP` / `CHRONOS CLAW` +- `{player2_equipment_label}`: `ARMAMENT CUSTOMIZATION` +- `{hand_label}`, `{forearm_label}`, `{elbow_label}`, `{upper_arm_label}`: + `HAND`, `FOREARM`, `ELBOW`, `UPPER ARM` +- `{confirm_label}` / `{loading_label}`: `CONFIRM CONFIG` / `LOADING` + +Before compiling the rendering prompt, search the filled template for every +remaining token enclosed in braces. Replace required values. For an absent optional +reference, remove its binding and rewrite every dependent clause as a text-only +constraint. Do not dispatch a prompt while any template token remains. + +## Prompt principle +Use the same method as the GPT confirmation-image prompt: + +**Fixed video event framework + dynamic user-style fill + locked character identity + palette-linked UI system.** + +The video prompt must not blindly preserve the source prompt's default style. It must preserve the timeline, UI events, player positions, equipment logic, and text structure, while dynamically rewriting visual treatment, palette, character rendering, lighting, UI surface, icons, and city-world style according to the user's selected style. + +## Priority order +1. User-selected style: {visual_style} +2. Confirmed image / UI reference: {ui_ref} +3. PLAYER 1 identity reference: {player1_ref} +4. PLAYER 2 identity reference: {player2_ref} +5. Height/body comparison reference: {height_ref} +6. Fixed source video event framework + +## Reference roles +- {ui_ref}: confirmed first image. Use it to lock UI layout, menu hierarchy, color system, typography scale, button structure, character-game integration, and overall composition logic. +- {player1_ref}: PLAYER 1 identity anchor. Lock exact face, hairstyle, glasses if present, facial proportions, body identity, and nickname mapping to {player1_name}. +- {player2_ref}: PLAYER 2 identity anchor. Lock exact face, hairstyle, facial proportions, body identity, and nickname mapping to {player2_name}. +- {height_ref}: body comparison anchor. Lock the visible contrast between the two players and prevent identical body proportions. + +## Global style baseline +The overall art direction must prioritize the user's selected {visual_style}. +Preserve these fixed qualities: a game main-menu interface, premium game-trailer +finish, deep integration between the UI and characters, modern commercial game +UI design, strong visual impact, clean composition, and restrained decoration. +Derive the remaining visual treatment from {visual_style}: character rendering, +expressions, costume language, color system, lighting temperature, UI materials, +button icons, typography texture, and the world revealed after loading. + +## Palette system +Derive the complete video palette from {visual_style}, with linked UI colors: + +- Use {background_color} as the primary background and world color. +- Use {ui_color} as the main UI color. +- Use {text_color} as the text color. +- Use {functional_accent_color} as PLAYER 1's functional accent color. +- Use {power_accent_color} as PLAYER 2's power accent and for danger, exit, + and warning states. +- Limit the complete palette to five colors. +- Use a vivid, modern, high-contrast color language consistent with + {visual_style}. + +Menus, equipment panels, player cards, buttons, the HUD, loading bars, icons, +and text must share this color system. Do not introduce unrelated colors. + +## Character identity and style lock +PLAYER 1 follows the facial identity in {player1_ref}. Preserve the face, +facial proportions, hairstyle, glasses when present, personal identity, and the +mapping to the nickname {player1_name}. Adapt expression, rendering, clothing, +and mechanical equipment to {visual_style}. PLAYER 1 always stays on the left, +with a taller, slender, agile build. Equipment uses the functional accent color, +and the mechanical claw is light, narrow, and flexible. + +PLAYER 2 follows the facial identity in {player2_ref}. Preserve the face, +facial proportions, hairstyle, personal identity, and the mapping to the +nickname {player2_name}. Adapt expression, rendering, clothing, and mechanical +equipment to {visual_style}. PLAYER 2 always stays on the right, with a shorter, +broader, power-oriented build. Equipment uses {power_accent_color}, and the +mechanical fist is broad, heavy, and visibly weighty. + +Do not swap character identities, merge faces, swap nicknames, or converge the +two body types. + +## Fixed timeline framework + +### [0-2 seconds] - Two-player main menu + +Composition and camera: A high-angle extreme wide shot follows the composition +logic of {ui_ref}. The camera tilts slightly downward and slowly pushes in. + +Visuals: PLAYER 1 ({player1_name}) and PLAYER 2 ({player2_name}) sit side by +side at the center. PLAYER 1 remains on the left and PLAYER 2 on the right. They +look up toward the camera with only natural breathing, blinking, and subtle body +movement. + +UI: The upper-left player card displays `{player1_label}`, `{player1_name}`, and +`{ready_label}` exactly as filled. The second card in the upper-center or +upper-left two-card system displays `{player2_label}`, `{player2_name}`, and +`{ready_label}` exactly as filled. The vertical menu on the right displays +`{start_label}`, `{continue_label}`, `{settings_label}`, and `{exit_label}` +exactly as filled. `{continue_label}` is the visual center and primary +highlighted button. + +Dynamic style fill: Adapt the menu background, ground texture, button shapes, +icons, typography, borders, glow, and sticker treatment to {visual_style}, while +preserving the layout and hierarchy in {ui_ref}. + +Sound: Menu ambience, subtle UI-hover sounds, and a low electronic atmosphere +before the click. Ignore this direction when generating silent video. + +### [2-4 seconds] - PLAYER 1 right-arm configuration + +Composition and camera: In a medium shot, the camera pushes smoothly from the +main menu toward PLAYER 1's right arm. PLAYER 2 remains visible and stable in the +background. + +UI: The right-side menu contracts and slides away. A panel with functional-accent +guide lines slides in from the left and displays `{player1_label}` and +`{player1_equipment_label}` exactly as filled. The equipment list first +highlights `{player1_option_a}`, then moves the selection to +`{player1_option_b}`. + +Action: PLAYER 1's right cuff opens automatically and a lightweight mechanism +unfolds beneath the forearm. The fingers spread as long claw-like joints slide +into position and lock one by one, briefly revealing fine wiring, miniature +pistons, and metal connectors. Functional-accent LEDs illuminate sequentially +when configuration completes. + +Dynamic style fill: Adapt the mechanism, panel material, icons, lines, locking +animation, and light effects to {visual_style}. Keep the result light, precise, +and flexible, proportioned to PLAYER 1 without changing the face, hairstyle, or +main clothing design. + +Sound: Precise mechanical unfolding, light UI switching tones, and small locking +clicks. + +### [4-7 seconds] - PLAYER 2 heavy-arm configuration + +Composition and camera: A medium shot tracks smoothly between the players and +arcs toward PLAYER 2's left side. PLAYER 1 remains in the background, quietly +examining the configured mechanical hand. + +UI: A {power_accent_color} panel slides in and displays `{player2_label}` and +`{player2_equipment_label}` exactly as filled. Its grid contains `{hand_label}`, +`{forearm_label}`, `{elbow_label}`, and `{upper_arm_label}`, with the selection +moving quickly but legibly through all four. + +Action: PLAYER 2's left sleeve opens in sections. Heavy forearm plates spring +outward, the previous components detach, and new armor slides into place along +guide rails. A thick mechanical bearing replaces the elbow joint, and the broad +mechanical hand reassembles and locks. Thick wiring, hydraulic pistons, and a +dark metal skeleton appear briefly during the replacement. A restrained warm +indicator illuminates as each component locks. + +Dynamic style fill: Adapt the heavy arm, UI panel, component icons, materials, +and light effects to {visual_style}. Keep it broad, weighty, and powerful, in +clear contrast with PLAYER 1's lightweight claw. + +Sound: Low motor movement, heavy mechanical engagement, and weighty locking +feedback. + +### [7-8.5 seconds] - Shared configuration confirmation + +Composition and camera: Pull back smoothly to a medium two-player composition, +with PLAYER 1 on the left and PLAYER 2 on the right. + +UI: The two equipment panels converge at center to form a shared button that +displays `{confirm_label}` exactly as filled. Adapt its border, glow, icon, and +sticker treatment to {visual_style}, while keeping the hierarchy and text legible. + +Action: The cursor clicks the button. A functional-accent energy pulse travels +through PLAYER 1's mechanical claw, while a {power_accent_color} pulse travels +through PLAYER 2's fist. All UI panels contract inward and disappear. Both +players uncross their legs and adjust their posture: PLAYER 1 lifts one knee +lightly and articulates the claw fingers in sequence; PLAYER 2 plants one foot +firmly and slowly closes the heavy fist. + +Sound: Confirmation tone, two-color energy pulses, and UI contraction. + +### [8.5-10 seconds] - Shared world loading + +Composition and camera: A wide shot reveals a shared loading bar at the bottom. + +UI: The loading bar displays `{loading_label}` exactly as filled and fills +rapidly from 0% to 100%. Its left half uses {functional_accent_color} and its +right half uses {power_accent_color}. Adapt the HUD and loading-bar shape, +border, texture, and typography to {visual_style}, while keeping them legible. + +Environment transformation: Continuously transform the confirmed +{visual_style} menu background into a game world in the same style. Menu strips, +color blocks, and patterns become corresponding roads, structures, and world +elements. Preserve the confirmed palette rather than forcing a yellow-and-black +or cyberpunk city. + +Key constraint: The transformation remains continuous and natural, with no hard +cut, smoke occlusion, or identity change. + +Sound: Rising loading tone and an ambience transition from menu to game world. + +### [10-15 seconds] - Two-player world entry + +Composition and camera: Move from an extreme wide shot into a third-person +tracking view. At 100% loading, both characters stand simultaneously. The camera +descends smoothly and arcs behind them into a stable two-player cooperative view. + +World style: Generate the complete world from {visual_style}. Preserve the game +opening structure: dense buildings, roads, signal lights, signs, crowds or other +moving background elements, passing vehicles, overhead wires, industrial pipes, +and a distant skyline. Materials, architecture, signage, lighting, and motion +must follow {visual_style}. Do not let the source template's cyberpunk default +override the user unless the selected style is cyberpunk. + +Character relationship: Clearly show the players from behind and preserve their +body contrast. PLAYER 1 is on the left, tall and slender, with the lightweight +claw hanging naturally. PLAYER 2 is on the right, shorter and broader, with the +heavy fist slightly raised. PLAYER 1 steps forward first, PLAYER 2 follows, and +they enter the street side by side. + +HUD: The HUD fades in. A mini-map appears in the upper right. Separate status +bars labeled `{player1_name}` and `{player2_name}` appear in the lower left. +The first uses {functional_accent_color}; the second uses {power_accent_color}. +A shared objective marker appears in the street ahead. + +Sound: City ambience, distant vehicles, footsteps, and a HUD fade-in cue. + +## Negative constraints +No extra player, duplicated character, identity or username swapping, merged bodies, unintended face/hair changes, missing player, unrequested split screen or cuts, random camera shake, floating body parts, gruesome dismemberment, unwanted weapons, style-incompatible neon, unreadable UI, random letters, misspelled usernames, extra menu options, copied game logo, or watermark. Preserve the user's chosen character designs and palette. diff --git a/.agents/skills/h3-prompt-writing/SKILL.md b/.agents/skills/h3-prompt-writing/SKILL.md new file mode 100644 index 000000000..16325f8b7 --- /dev/null +++ b/.agents/skills/h3-prompt-writing/SKILL.md @@ -0,0 +1,42 @@ +--- +name: h3-prompt-writing +description: Write MiniMax H3 video generation prompts for T2VA, I2VA, FL2VA, L2VA, and Ref2VA. Use when rewriting multimodal requests into H3 prompt structures, composing integrated_multimodal_description, overall_soundscape, and non_diegetic_music, aligning keyframes, or defining reference labels for images, videos, and audio. +metadata: + compatibility: Portable to any agent that can read local files — no external API calls, MiniMax Hub tools, or proprietary runtime required. The agents/openai.yaml file only adds optional ChatGPT/Codex UI metadata; it does not restrict the skill to OpenAI agents. +--- + +# H3 Prompt Writing + +## Workflow + +0. Read [portable-workflow.md](references/portable-workflow.md) for scope, available tools, durable artifacts, and generation handoff. For prompt-only work, no generation tools are required. +1. Identify the input mode: T2VA, I2VA, FL2VA, L2VA, or full-reference Ref2VA. +2. For base text/keyframe modes, read `references/base-format.md` and follow its final prompt structure. +3. For full-reference mode, read `references/ref-format.md` and follow its six-section rewrite format. +4. Preserve the exact field names, section order, labels, and timing notation from the selected guide. + +## Base Modes + +- T2VA: build the full audiovisual timeline from text. +- I2VA: start from the first frame and develop forward from it. +- FL2VA: describe the continuous path between the first and last frames. +- L2VA: infer a plausible opening and converge to the supplied last frame. + +Use `integrated_multimodal_description`, `overall_soundscape`, and `non_diegetic_music` in the order shown in `references/base-format.md`. + +## Full-Reference Mode + +Ref2VA rewrites use `subject_definitions`, `summary`, `retention_analysis`, `detailed_description`, `overall_soundscape`, and `non_diegetic_music` in that order. Reference labels stay consistent across all sections. + +Read `references/ref-format.md` for label rules and retention analysis. + +## Output Rules + +- Write rewrite sections in English; preserve dialogue, lyrics, and visible scene text in their original language. +- Describe each shot by composition, subjects, environment, actions, camera, sound, and the exact point where referenced content appears. +- Avoid plot summaries, unresolved reference labels, and timing that does not match the requested duration. +## Tips for Better Results +- Match the description to the effective duration of the current clip or generation window. The upstream guides describe 4–15-second clips; longer work requires a verified backend extension or an explicit assembly plan, as described in the portable workflow. +- Keep reference labels consistent (e.g. ``, `