clearframe-scene
Skill1 starsChanged 23 days agoMITView on GitHub
Author native GPU stages for ClearFrame films (actors with stable identities, links that follow them, packets, callouts, commit-grounded code edits, footage textures, SkSL materials, particles, a 2.5D camera with depth of field and real motion blur) and develop the scene engine that renders every film. Use for technical/PR explainers, systems that change over time, footage-led shots with native type, material looks, and for engine or compositor changes.
In this repository22 other files it gives its agents.
- AGENTS.mdAGENTS.md
- CLAUDE.mdCLAUDE.md
- clearframe-blocksSkill
- clearframe-canvasSkill
- clearframe-datavizSkill
- clearframe-directionSkill
- clearframe-engineSkill
- clearframe-explainSkill
- clearframe-inspirationSkill
- clearframe-integritySkill
- clearframe-librarySkill
- clearframe-motionSkill
- clearframe-reviewSkill
- clearframe-scriptSkill
- clearframeSkill
- clearframe-workplaceSkill
- gemini-imageSkill
- gemini-omniSkill
- gemini-ttsSkill
- lyria-musicSkill
- runway-videoSkill
- veo-videoSkill
The file
We split this skill into the rules it gives an agent
2 rules. About 0 are common, 0 are distinctive, and 2 are very specific to this project.
≈0
Common · estimate
Many files like this have a rule of this kind.
≈0
Distinctive · estimate
This author's own choices. Worth a look.
2
Very specific
Tied to their project's names, files or tools. Probably skip.
- Common
- Distinctive
- Very specific
- Very specific: line 26
Keep steady films steady: no camera keys or shutter on a business/report stage unless the brief asks for movement.
- Very specific: line 27
Run sheet, check, then render and look at decoded frames around every cut and camera move.
≈ “Common” is an estimate: at least 1 in 5 of the 350,495 skill files we read have a rule of the same kind, not the same words. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.
Files
Native stages and the scene engine
Read docs/scene-engine.md (design and full reference) and docs/scene-engine-coverage.md (every block, sketch, treatment and playbook with its measured state). The scene engine is ClearFrame's only renderer: blocks, stages, compositing and footage. Renders run through fframes as the runtime (packages/engine/src/scene/native/src/runtime.rs; docs/fframes-return.md): change pictures in the engine, and scheduling, encoding or segment rules in runtime.rs.
When to use a stage
- A mechanism with identities that persist: a request travelling between services, a state machine changing, a component replaced. Use
actors+links+eventsinstead of re-drawing a diagram per beat. A filmstagesentry keeps the same actors across several beats. - Code that changed:
code: {commit, file, window}reads the exact commit from git, keeps unchanged lines in place, opens room for insertions and closes it for removals. The plan records the commit and blob ids; put the commit insource. - Footage with native type:
videoelements are decoded as GPU textures at the size drawn; title them withcamera: falsetext so a camera push does not carry the type off frame. - A look:
groundormaterial(noise, sheen, halftone, grain, glass, chrome, gold, thermal, scanlines, dither, neon),particles(burst, stream along a link, field),shutterfor motion blur on fast moves.
Charts, KPIs, plots, quotes and kinetic speech stay in their blocks (exact values, sources, audits). Put a stage over a block for callouts and emphasis, not a re-drawn chart.
Authoring rules
- Positions are frame pixels of the layout frame (1920×1080 landscape, 1080×1920 vertical; the shorter side is 1080). Keep type inside title-safe;
checkaudits native type like block type. Author tall positions for a vertical film: a wide-authored stage in a tall frame is re-laid down the frame automatically (andchecksays so), but only in order, not where you would place it. Code editors fit their frame by themselves (type to the longest line, ≥ 24 px, then hanging wraps). - Cue with
say(a word of the beat's narration; for film stages the first match in its beats, or{beat, say}). Every cue must land inside the stage; late cues fail. - Actor ids are the identities: links, packets (
send), callouts andattachrefer to them. Events can be in any order; keys are sorted. - Footage must cover its time on screen, including the time a
wipeinto the next beat holds it; it never loops, and freezes only withhold: true. - Canvas-only features (
rough,print,mosaic,morph,solid,meter,loop: level) are refused on stages by name. Use acanvasbeat orartfor them. - Keep steady films steady: no
camerakeys orshutteron a business/report stage unless the brief asks for movement. - Run
sheet,check, then render and look at decoded frames around every cut and camera move.
Minimal stage
{ "id": "flow", "block": "stage", "vo": "The CLI sends stop; the daemon waits for the child to exit.",
"props": { "title": "How a stop request travels", "source": "PR #12, commit 1a2b3c4",
"actors": [ {"id": "cli", "label": "CLI", "kind": "client", "x": 420, "y": 600},
{"id": "daemon", "label": "Daemon", "x": 960, "y": 600},
{"id": "child", "label": "Child", "kind": "process", "x": 1500, "y": 600} ],
"links": [ {"from": "cli", "to": "daemon", "label": "stop"}, {"from": "daemon", "to": "child", "label": "SIGTERM"} ],
"events": [ {"do": "send", "from": "cli", "to": "daemon", "say": "sends"},
{"do": "callout", "actor": "daemon", "text": "waits for exit", "say": "waits"},
{"do": "state", "actor": "child", "status": "done", "label": "Exited", "say": "exit"} ],
"shutter": 0.5 } }Example: examples/stage-pr (a film stage across beats, a callout riding a camera move, a code edit from a commit).
Engine development
- Sources:
packages/engine/src/scene/native/src—plan.rs(contract),compose.rs(frame order, wipes, motion blur),film.rs(backdrop, texture, chrome, frame),nodes.rs(elements, recipes' targets, camera),materials.rs(SkSL),media.rs(footage/images, bounded),fonts.rs(glyph outlines from the rustybuzz shaping that measured them),draw.rs(the blocks' display list and painter),fx.rs(filter graphs),blocks/(the 31 blocks),encode.rs(FFmpeg pipe),inspect.rs(inspect + audit). JS:packages/engine/src/scene/compile.mts,packages/engine/src/scene/recipes.mts,packages/engine/src/scene/code.mts,packages/engine/src/scene/engine.mts. - Frame output is a pure function of the frame and prepared inputs. Anything random is hash-derived from a seed; no wall clock.
- Measure a change in the picture against earlier stills:
scripts/engine-parity.mjs OUT --reference DIR(library) andscripts/engine-effects.mjs OUT --reference DIR(film-level effects). The retained FFFrames-era stills inbuild/parityandbuild/engine-effectsare such references. - Build:
pnpm cf build(one Cargo job). Tests:node --test test/scene-engine.test.mjs; Rust:env CARGO_TARGET_DIR=scene/.cache/target cargo test --manifest-path packages/engine/src/scene/native/Cargo.toml --release --locked --jobs 1 -- --test-threads=2. - Measure before claiming speed:
scripts/engine-bench.mjs OUT PROJECT…(cold, warm, range, full, peak memory, temp disk).
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