music-to-video

Sử dụng khi người dùng có một bản nhạc (tệp âm thanh hoặc video để trích xuất âm thanh) và muốn tạo video HyperFrames đồng bộ nhịp, từ nhẹ nhàng đến mạnh mẽ. Nhạc điều khiển toàn bộ quy trình: một bộ phân tích đọc nhạc một lần, bộ điều phối sắp xếp các khung hình và điền kế hoạch cho từng khung, và một tác nhân phụ xây dựng từng khung. Kiểu chữ và mẫu là nền tảng — một video hoàn chỉnh không cần tài nguyên nào — nhưng mọi hình ảnh hoặc video do người dùng cung cấp đều được cắt vào các khung hình trên cùng lưới nhịp (cắt theo nhịp /...

npx skills add https://github.com/heygen-com/hyperframes --skill music-to-video

music-to-video — one music-grounded, beat-synced video workflow

Use this skill to turn a music track into a beat-synced HyperFrames video. You analyze the track once, lay out the frames, fill in a per-frame plan, and build each frame as a composition. The input is a music track plus optional user images or videos — there is no narration and no website capture. Typography and templates are the floor (a complete video needs zero assets); any media the user supplies is cut in on the same beat grid.

You are the orchestrator. Work in videos/<project>/. Run the steps in order and pass each Gate before moving on. Two steps need the user: Step 3 (plan approval) and Step 6 (render approval). Do every step yourself except Step 4, where you dispatch one sub-agent per frame. Keep design and motion rules out of this file — they live in references/ and the frame-worker sub-agent.

SKILL_DIR = this skill directory. PROJECT_DIR = videos/<project-name>/.

Workflow: Step 0 setup → hyperframes.json + assets/bgm.mp3; Step 1 analyze → audiomap.json; Step 2 skeleton → STORYBOARD.md (frames, groups TBD); Step 3 plan → complete STORYBOARD.md + frame.md; Step 4 build → compositions/frames/NN-*.html; Step 5 assemble → index.html; Step 6 render → renders/video.mp4.

Two ideas that shape everything

  • One analyzer, and you trust it. analyze-beatgrid.py is the only beat analyzer — never re-measure beats with another tool or by ear. Its energy / density / rolls / onsets / silences are always reliable. Its bpm and beats_sec are reliable only when the music is genuinely rhythmic; on calm music the grid is a metronome the tracker imposed, so pace by phrases and energy instead and never hard-cut to it. Deciding which case you're in is each frame's pacing (Step 2).
  • One frame = one file; groups live inside. Step 2 cuts the track into frames, and each frame becomes one composition file compositions/frames/NN-<frame_id>.html, built by one frame-worker. A frame can subdivide into groups (each a template or a motion-primitives combo). Extra density goes inside a group, so frame count tracks distinct treatments, not beats — a fast track does not blow up the number of sub-agents.

Step 0: Setup, BGM, and inputs

Goal: Establish the music source, create the HyperFrames project, and note any user-supplied media.

The music is the spine — establish one track before anything else. This skill is tuned for fast, high-energy BGM: a strong beat grid drives the cuts (calm tracks work, but pace by phrase rather than beat). If the user gave you audio — a music file, or a video to pull the audio from — use it. If not, generate one: choose the mood from the user's description (e.g. "driving synthwave", "trap beat", "upbeat corporate") and produce a track via /hyperframes-media (references/bgm.md — HeyGen retrieval when credentialed, else local Lyria / MusicGen; ElevenLabs or another generator also works). Before generating, run npx hyperframes auth status and relay its output verbatim (don't paraphrase or rewrite it) — it shows whether BGM comes from HeyGen or local MusicGen and, if not signed in, how to sign in. If not signed in, STOP and wait for the user to choose — sign in, or continue offline with local MusicGen — before generating the track; don't write keys into a per-repo .env. (In autonomous mode, note the status and continue offline.) See /hyperframes-media → Preflight for the canonical guidance. Either way the track lands at assets/bgm.mp3. Stage any user-supplied images or videos so frames can weave them in on the beat grid; otherwise typography carries the whole video.

Initialize only if hyperframes.json is missing. Name <project> from the brief in kebab-case, such as midnight-drive-loop — never a timestamp. init checks the installed skills against the latest on GitHub and updates the global set if any are out of date.

npx hyperframes init "videos/<project>" --non-interactive --example=blank
mkdir -p "$PROJECT_DIR/assets" "$PROJECT_DIR/renders"
cp "<user-music>" "$PROJECT_DIR/assets/bgm.mp3"   # extract from a video first if needed
# only if the user gave you images/videos:
node <SKILL_DIR>/scripts/stage-assets.mjs --from <dir> --hyperframes "$PROJECT_DIR" --into public

The brand (font + palette) is chosen at Step 3, not here. Don't pick a genre or a track type up front — assets are just an optional ingredient, and the genre emerges from the per-frame choices.

Gate: hyperframes.json + assets/bgm.mp3 exist; aspect / length / fps and (if any) the asset inventory are noted.


Step 1: Analyze the music

Goal: Produce the one canonical timing analysis the whole video is built on.

analyze-beatgrid.py is the only beat analyzer — never re-measure beats with another tool or by ear. It reads the track once and writes audiomap.json: energy phases (level / density / feel), onsets + onset_rate, rolls, silences, hard_stops, key_moments, phrases, tempo / grid, and audio.duration_sec. It's deterministic — the same file always gives the same map. Most fields are reliable on any music; bpm and beats_sec are reliable only when the music is genuinely rhythmic, and judging that is the call you make at Step 2.

Prerequisites: Python 3 with librosa, numpy, and soundfile available. If import fails, install them into the active Python environment before running the analyzer:

python3 -m pip install librosa numpy soundfile
python3 <SKILL_DIR>/scripts/analyze-beatgrid.py "$PROJECT_DIR/assets/bgm.mp3" \
  -o "$PROJECT_DIR/audiomap.json" --print

Gate: audiomap.json exists; audio.duration_sec is known.


Step 2: Frame skeleton (structure only)

Goal: Read the music and lay out the frames — the skeleton of STORYBOARD.md.

Read references/frame-skeleton.md. Turn audiomap.json into the skeleton of STORYBOARD.md yourself — there is no intermediate JSON. Cut the track into frames at real musical changes (hard_stops, SURGE / DROP key_moments, the edges of a roll, a stretch with no onsets, a big energy jump), snapping every boundary to an audiomap anchor. For each frame set span_sec, pacing (the verdict from Step 1's trust call — beat_cut when the grid is real, phrase_flow when it's a metronome imposed on calm music), mood, and a one-line feel (the plain music situation Step 3 matches a template against). Only classify and lay out here: leave every frame's ### Groups as TBD (Step 3) and the frontmatter style blank — no templates, copy, color, or fonts. Expect ~1–6 frames.

Gate: frames tile the track (first at 0, last at duration_s); each carries span_sec + pacing + mood + feel; every ### Groups is TBD; no content anywhere.


Step 3: Fill the plan (user-gated)

Goal: Turn the skeleton into an approved, complete STORYBOARD.md.

Read references/planning.md, storyboard-format.md, template-catalog.md, motion-primitive-catalog.md, and montage.md (only if the user supplied assets). Editing the same file in place, do two things:

  1. Pick the brand. Choose one preset from ../hyperframes-creative/frame-presets/ using the table in ../hyperframes-creative/references/design-spec.md (match the track's mood; only its fonts and colors matter — templates own composition). Copy it into frame.md unmodified and fill the frontmatter style (font + a ≤4–6 swatch palette) from it.
  2. Fill every frame. Decide its groups and give each a treatment: a matched template from the catalog (with bound params and real audiomap anchors), a free-compose from the primitive catalog, or an asset treatment that obeys pacing. Write the copy. You own WHAT (template / primitives + content + anchors); the frame-worker owns HOW — never write millisecond tweens into the storyboard.
node <SKILL_DIR>/scripts/validate-plan.mjs --storyboard "$PROJECT_DIR/STORYBOARD.md" \
  --audiomap "$PROJECT_DIR/audiomap.json" --templates <SKILL_DIR>/references/templates

Fix every (hard errors: duration mismatch, frames not tiling the track, a missing src); warnings are best-effort. Then show the user a frame-by-frame summary and iterate until they approve.

Gate: frame.md is a verbatim preset copy; validate-plan.mjs exits 0; the user approved the plan.


Step 4: Build frames from the plan

Goal: Build every frame as a self-contained composition file.

Create compositions/frames/. Read sub-agents/frame-worker.md and ../hyperframes-core/references/subagent-dispatch.md. Dispatch one frame-worker per frame, in parallel where possible (otherwise in waves). Each worker gets exactly one frame and this context:

PROJECT_DIR: <abs path>
frame_id: <NN-frame_id>              # = the frame file stem, e.g. 02-f2; the composition id
Your block: the `## Frame N — <frame_id>` block in PROJECT_DIR/STORYBOARD.md
audiomap: PROJECT_DIR/audiomap.json
frame.md: PROJECT_DIR/frame.md
Materials: for each group, <SKILL_DIR>/references/templates/<id>/index.html (templates) and
           <SKILL_DIR>/references/motion-primitives/<id>/ (free); staged assets/ (asset groups)
Contracts: ../hyperframes-core/references/sub-compositions.md + determinism-rules.md
Canvas: <w>×<h>   Pacing: <beat_cut|phrase_flow>
Write to: PROJECT_DIR/compositions/frames/<frame_id>.html

The worker forks the cited materials, converts every anchor to frame-local seconds (local_t = track_t − span_sec[0]), gates its groups with 0ms cuts, and writes one seek-safe frame file. The worker never runs the hyperframes CLI — those commands operate on the assembled project, which doesn't exist yet, so they'd report on the wrong files. The worker just writes to the contract and stops; you verify after assembly (Step 6). As each worker returns, you can confirm its file landed on disk.

Gate: every frame has its compositions/frames/NN-*.html on disk.


Step 5: Assemble

Goal: Wire the built frames + BGM into the playable index.html.

assemble-index.mjs is deterministic — no subagent, no judgment. It references each frame file at its cumulative data-start, mounts assets/bgm.mp3 on track 11, and hard-cuts frame → frame (frames tile the track with no gaps, so there is no transition injector).

node <SKILL_DIR>/scripts/assemble-index.mjs --storyboard "$PROJECT_DIR/STORYBOARD.md" \
  --hyperframes "$PROJECT_DIR" --audiomap "$PROJECT_DIR/audiomap.json"

Fix any it reports — a missing or blank frame file means that worker wrote a partial file; re-dispatch it (Step 4) and re-assemble.

Gate: index.html exists; total duration == audiomap.audio.duration_sec.


Step 6: Verify and render

Goal: Verify the assembled video, get user approval, and render the final MP4.

Run the CLI on the assembled project — that's the correct unit (the per-frame workers couldn't run it). lint checks structure, validate runs headless Chrome (catching JS errors and missing assets), inspect snapshots frames.

( cd "$PROJECT_DIR" && npx hyperframes lint . && npx hyperframes validate . && npx hyperframes inspect . )

Inspect at t=0, each frame start, the strongest DROP / SURGE, every hard_stops[].t, and the final frame. On failure, make the cheapest safe fix yourself: edit the offending compositions/frames/NN-*.html. Never change duration or audio timing to hide a sync issue. Once the gates pass, pause for user review, then render only on approval:

( cd "$PROJECT_DIR" && npx hyperframes render . --skill=music-to-video -q draft -o renders/video.mp4 --fps 30 )

Gate: lint / validate / inspect passed; the user approved; renders/video.mp4 exists with audio, duration == audiomap.audio.duration_sec. The final reply states the MP4 path and duration.


Resume table

You haveContinue from
assets/bgm.mp3 onlyStep 1
audiomap.jsonStep 2
STORYBOARD.md (skeleton)Step 3
STORYBOARD.md (complete)Step 4
all frame filesStep 5
index.htmlStep 6

Quick Reference

Formats: landscape 1920x1080 by default; portrait 1080x1920; square 1080x1080. Set the canvas once in the storyboard frontmatter (canvas: { w, h, fps }).

Scripts under scripts/: analyze-beatgrid.py (the one analyzer), validate-plan.mjs (plan check), assemble-index.mjs (index assembly), stage-assets.mjs (stage user media), lib/storyboard.mjs (vendored parser). Everything else is the hyperframes CLI.

ReadWhen
references/frame-skeleton.mdStep 2: read the music, lay out the frames, set pacing
references/planning.md · storyboard-format.mdStep 3: pick the brand, fill each frame, write the plan
references/template-catalog.mdStep 3: pick a template per group
references/motion-primitive-catalog.mdStep 3/4: L0 recipes for free-compose
references/montage.mdStep 3/4: asset treatments (beat-cut / ken-burns)
sub-agents/frame-worker.mdStep 4: dispatch + build one frame
../hyperframes-core/references/subagent-dispatch.mdStep 4: dispatch sub-agents safely
../hyperframes-creative/references/design-spec.mdStep 3: pick the preset (the brand)

Directory layout

music-to-video/
  SKILL.md
  references/   frame-skeleton.md · planning.md · storyboard-format.md
                template-catalog.md · motion-primitive-catalog.md · montage.md
                templates/<id>/          { index.html (+ assets/ · program.json) }  ← L1 catalog impls
                motion-primitives/<id>/  { index.html } (+ ../assets/gsap.min.js shared by recipes) ← L0 catalog impls
  scripts/      analyze-beatgrid.py · assemble-index.mjs · validate-plan.mjs · stage-assets.mjs · lib/storyboard.mjs
  sub-agents/   frame-worker.md   ← the one subagent (one per frame)

Thêm skills từ heygen-com

hyperframes-cli
heygen-com
HyperFrames CLI dev loop — `npx hyperframes` for scaffolding (init), validation (lint, inspect), preview, render, and environment troubleshooting (doctor, browser, info, upgrade). Use when running any of these commands or troubleshooting the HyperFrames build/render environment. For asset preprocessing commands (`tts`, `transcribe`, `remove-background`), invoke the `hyperframes-media` skill instead.
developmenttestingapi
hyperframes-animation
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Tất cả kiến thức hoạt hình cho HyperFrames — quy tắc chuyển động nguyên tử, bản thiết kế cảnh đa pha, chuyển tiếp cảnh, kỹ thuật thiết kế chuyển động rộng hơn, VÀ bảy bộ điều hợp thời gian chạy (GSAP mặc định, cộng với Lottie, Three.js, Anime.js, CSS keyframes, Web Animations API, TypeGPU). Sử dụng cho bất kỳ tác vụ chuyển động hoặc hoạt hình nào: chọn 2-4 quy tắc và soạn, hoặc tải bản thiết kế, hoặc tra cứu API thời gian chạy cụ thể (ví dụ: GSAP eases / Lottie player / Three.js mixer). Gốc HyperFrames: dòng thời gian tạm dừng đơn, an toàn t
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hyperframes-core
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Hợp đồng soạn thảo HTML HyperFrames. Sử dụng cho cấu trúc soạn thảo, thuộc tính dữ liệu, clip, track, hợp đồng phụ, biến, phát lại phương tiện, quy tắc kết xuất xác định và xác thực các dự án có thể kết xuất tối thiểu.
developmentmediacreative
hyperframes-media
heygen-com
Tiền xử lý tài sản cho các bản phối HyperFrames — TTS đa nhà cung cấp (HeyGen / ElevenLabs / Kokoro local), BGM đa nhà cung cấp (Google Lyria / local MusicGen), phiên âm Whisper, xóa nền, và biên tập phụ đề. Sử dụng cho npx hyperframes tts, bgm, transcribe, remove-background, lựa chọn giọng nói/nhà cung cấp, gợi ý tâm trạng nhạc, phụ đề / chú thích / lời bài hát / karaoke / tạo kiểu theo từng từ.
mediaaudiovideo
hyperframes-registry
heygen-com
Cài đặt và kết nối các khối registry cùng thành phần vào các tổ hợp HyperFrames. Sử dụng khi chạy hyperframes add, cài đặt một khối hoặc thành phần, kết nối một mục đã cài đặt vào index.html, hoặc làm việc với hyperframes.json. Bao gồm lệnh add, vị trí cài đặt, kết nối khối phụ trong tổ hợp, hợp nhất đoạn mã thành phần, khám phá registry, và tạo một khối hoặc thành phần mới để đóng góp ngược lên (ý tưởng → tạo khung → xác thực → PR).
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general-video
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Sử dụng làm phương án dự phòng cho việc biên soạn video HTML HyperFrames tùy chỉnh khi không có quy trình chuyên biệt nào phù hợp. Bao gồm các tác phẩm dài hoặc nhiều cảnh, video thương hiệu/sizzle reel, dựng cảnh, thẻ tiêu đề, áp phích chuyển động dài, vòng lặp tĩnh và các tác phẩm tự do ở bất kỳ độ dài hoặc định dạng nào. Không dành cho quảng cáo sản phẩm tiếp thị (product-launch-video), chụp màn hình trang web thành video tổng quát (website-to-video), video giải thích chủ đề (faceless-explainer), video GitHub PR (pr-to-video), phụ đề cho cảnh quay có sẵn...
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creativevideodesign
hyperframes-read-first
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BẮT ĐẦU TỪ ĐÂY cho bất kỳ yêu cầu nào về tạo, dựng, sinh, chỉnh sửa, làm hoạt ảnh hoặc kết xuất video, hoạt ảnh, đồ họa chuyển động, video giải thích, thẻ tiêu đề, lớp phủ, video có phụ đề, quảng cáo sản phẩm, video trang web, video PR hoặc nhật ký thay đổi, ghép dữ liệu, áp phích chuyển động hoặc bố cục HTML HyperFrames. Sử dụng trước các kỹ năng video hoặc hoạt ảnh khác khi người dùng muốn HyperFrames tạo hoặc kết xuất video MP4/web hoàn chỉnh, chọn quy trình làm việc hoặc định tuyến giữa video ra mắt sản phẩm,
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