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Render Hypermotion Agent Skill

Assemble the FREE steps of the product-hypermotion + kinetic-typography video format — dice ONE Seedance 2.0 hypermotion clip into 5-6 segments and intercut them with PIL kinetic-typography spec/CTA cards (italic skew, 1.08x outline echo, 3D extrusion, slam-with-shake, inversion flash) plus a real-logo PIL end card (base64-decoded from the brand SVG), center-crop 1:1 to 9:16, and explicit-map mux a music bed. Deterministic, FREE (PIL + FFmpeg), no paid calls, the real logo and spec typography stay pixel-crisp. The paid steps (the ONE Seedance i2v, the music) are separate capabilities; the recipe orchestrates them. Use for the product-hypermotion format.

7k tokens
context cost
the whole folder, loaded on every use
6
files
ships runnable scripts
0
copies elsewhere
how many repositories repackaged it
1086
stars on the repo
on the repository, not the skill itself

Install

one command, takes just this skill from the repository
npx skills add https://github.com/gooseworks-ai/goose-skills --skill render-hypermotion

What comes with it

21 799 bytes besides the instruction
scripts/PIPELINE.md
scripts/README.md
scripts/config.example.json
skill.meta.json
tests/smoke-test.md

The instruction itself

4 sections, as written by the author

render-hypermotion

Assembles a product-hypermotion + kinetic-typography ad: a vertical 9:16 sizzle (~20–30s)

where ONE spectacular AI-gen hypermotion clip of the hero product carries the energy and

punchy PIL-rendered spec cards carry the facts. Music-led, no VO — it reads as a

high-production sizzle, not UGC.

The reusable IP is one-call-many-cuts + intercut: dice ONE 12–15s Seedance 2.0

hypermotion i2v into 5–6 segments (never a paid call per segment) and interleave PIL

kinetic-typography spec cards between the cuts, capped by a real-logo end card, over a

124 BPM bass bed.

This capability ships the FREE, deterministic assembly — everything between the two paid

model calls. It is documentation-grade + config: the format has no runnable driver.

scripts/ carries the worked config + the step-by-step pipeline doc; the Soundboks

reference PIL impls (gen_kinetic_v6.py, gen_endcard_v10.py, assemble_v10.py) are

copied + adapted per run, not vendored.

  • config.example.json — the Soundboks worked example: hero product, 5 spec callouts,

the 5-block Seedance prompt, per-card treatments, beat structure, end-card spec, music

brief, dims. Copy to config.json and edit.

  • PIPELINE.md — the full config-field → step map: Phase 0 assets → Phase 1 PAID

Seedance + music (parallel, gated) → Phase 2 FREE PIL cards → Phase 3 FREE

dice/intercut/concat/mux → Phase 4 watch/QC. Names the atom/tool each step uses, plus

20s/25s/30s beat-structure variants.

  • README.md — documents the FREE assembly (below).

The FREE assembly

  • PIL kinetic-typography spec/CTA cards — full-frame 1080×1920 clips rendered

frame-by-frame on a dark grain BG with the static Space Grotesk Bold TTF: italic skew

(~6°), outline echo at 1.08× (bleed-safe), 3D extrusion (hero stat + CTA, side = brand

accent), slam-with-shake, and color/inversion flash. No VO — the cards carry every fact.

  • Real-logo PIL end card — the brand's actual logo PNG (base64-decoded out of the

SVG, never typeset) with a slam-motion-blur entry, settle, continuous micro-motion (±1%

scale + ±3px drift for the full hold — never freeze), an inversion flash at ~60%, and a

cascade reveal of the spec-dot subtitle + CTA.

  • FFmpeg dice + intercut — center-crop the ONE hypermotion clip 1:1 → 9:16, dice into

5–6 decreasing-length segments at Seedance's natural beats (crash-zoom → orbit → settle),

then concat in the fixed intercut order: open on the intro card, alternate segment ↔ spec

card, end on the CTA + brand end card.

  • Explicit-map mux — mux the music bed as a SEPARATE pass with -map 0:v -map 1:a

(the default mapping silently ships ~1 kbps garbage audio; verify ffprobe ≈ 192 kbps).

Run

# Phase 2 — FREE PIL cards (per config.text_cards + config.end_card)
#   render each spec/CTA card + the real-logo end card, 1080x1920, frame-by-frame → mov
# Phase 3 — FREE dice + intercut + mux
#   center-crop 1:1→9:16, dice into 5-6 segments, concat in beat_structure order,
#   then explicit-map mux the music bed → master-final.mp4

Output: master-final.mp4, 1080×1920, ≈20–30s (25s default) h264 (+ 192 kbps aac music) —

14 segments: intro + 6 hypermotion cuts + 5 spec cards + CTA + real-logo end card. All

FREE, $0.

Contract

  • Deterministic + FREE (PIL + FFmpeg); no paid calls, no AI-rendered logo or spec text.
  • ONE hypermotion clip, diced into 5–6 segments — never a paid call per segment (cheaper

AND identity-consistent: same camera/grade/subject in one call).

  • The end card is the brand's real logo PNG, base64-decoded from the SVG — never

typeset; it must micro-move for the full hold (never freeze).

  • Spec cards carry every fact (no VO); outline echoes stay ≤1.08× so nothing bleeds off

frame; use the static Space Grotesk Bold TTF (variable renders as Regular in PIL).

  • The paid steps — the ONE Seedance 2.0 hypermotion i2v (5-block prompt with the mandatory

ABSOLUTE CONSTRAINTS block, or the geometry drifts) + the ElevenLabs 124 BPM bass bed —

are separate capabilities (create-video-fal, create-music-elevenlabs); the recipe

orchestrates them and gates the spend.

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How to use it

Copy the folder

Take gooseworks-ai/render-hypermotion from the repository into ~/.claude/skills for personal use, or into .claude/skills inside a project.

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