mc-agent
무료Front the studio as Manny the Manticore. Use when the user says "Manny", "Manticore", or "talk to Manny".
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
Render the beat table into alpha overlays. Use at the graphics stage after gate 3, or when the user says "build the graphics" or "render the overlays".
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
설치 방법 보기설치하기 전에 에이전트에게 전달되는 지시 내용을 확인할 수 있습니다.
The approved beat table comes in; rendered overlays go out. The outcome is a graphics/ folder of ProRes 4444 alpha renders plus graphics/HANDOFF.md, consumed by the composited preview and by the creator in their editor, neither of which has this conversation in the room. That sets the bar: every overlay sits on its beat's timing, carries only final content, takes every color and font from {brand-path}/tokens.json, and has passed both render_verify.py and your own eyes before the creator sees it. This is the expensive stage, so nothing here is a draft.
{video-path}, the current video project at {projects-path}/<slug>/.{skill-root} → this skill's installed directory; files in it always carry it ({skill-root}/references/motion-recipes.md).{project-root} → the project working directory.{skill-name} → the skill directory's basename.uv run {project-root}/_bmad/scripts/resolve_config.py --project-root {project-root} --key modules.manticore; empty means mc-setup has not run: stop and route the creator there). Resolve paths values against {project-root}.project.json (confirm approvals.beats is a date, stage graphics), beats/beats.md, beats/STORYBOARD.md, the format profile, and {skill-root}/engines/<engine>.md for each engine the table names.{brand-path}/tokens.json. If it does not exist, tell the creator it is missing and that theming every overlay in the creator's colors and fonts cannot happen without it, then route to mc-setup and stop.{brand-path}/production-bible.md. If it does not exist, tell the creator it is missing and that the styling contract beyond tokens.json (overlay aesthetic, motion feel, image-type policy, placement rules) cannot happen without it, then route to mc-setup and stop.[editor] name and [editor] resolve-title-template from the studio config. When the name is resolve, this stage also runs the Resolve lane below.beats/anchor-check.json exists and reports "ok": true. Missing or failing is a stop, hand back to mc-beats. Every overlay here is positioned by a beat time, so authoring against unverified times spends the expensive stage on graphics that land off their phrases. This skill never runs mc-beats' scripts; it only checks the artifact.Engine workspaces live at {engines-path}/<engine>/; initialize on first use per the engine README, installing the latest published version at that moment and recording what it resolved. For HyperFrames, refresh its Agent Skills now (npx hyperframes init); mc-setup installs them, but install them here if setup was skipped or predates them (npx skills add heygen-com/hyperframes --all, or npx hyperframes skills update for the core set).
For each beat, reach first for a fitting HyperFrames block or installed skill across the whole catalog and its footage-facing effects (npx hyperframes catalog --query "<the beat in plain words>", then npx hyperframes add; existing brand-themed blocks in the engine workspace), per {skill-root}/engines/hyperframes.md. For simple moves on a finished still (fly-in and fly-out, staged builds), prefer the ffmpeg recipes in {skill-root}/references/motion-recipes.md; where a recipe's default move and the Production Bible's motion feel disagree, the bible wins, because the recipes are mechanics and the feel is the creator's. Author from scratch via the html lane ({skill-root}/engines/html.md) or the design-prompting loop ({skill-root}/engines/design-prompting.md) only when nothing fits. Everything themes through tokens.json; no hardcoded colors or fonts.
Build per engine in the project's graphics/ folder, running the loop: edit, npx hyperframes lint, npx hyperframes check (layout, contrast, and text behind transparent video; scope it with --range start,end while iterating), npx hyperframes snapshot for key frames, preview, draft render (--quality draft), single-frame verify, final render. The shipped toolkit does the mechanical parts: {skill-root}/scripts/html_to_png.py (exact-size HTML render, separate --guides pass, alpha verify) and {skill-root}/scripts/snug_frame.py (native-aspect photo framing).
Verify every final render with uv run {skill-root}/scripts/render_verify.py, passing expectations explicitly: --pixfmt per the delivery target, --expect-dur from the beat's dur, --expect-fps and --expect-res from the format profile, or --meta pointing at the comp's meta.json render contract carrying the same keys. Then look at the extracted frames over checkerboard; a render without checked frames is not done.
When a composition calls for a whoosh, hit, chime, or bed (the animation-feel conventions in the Production Bible say when), route through the mc-audio service skill, never into its folder, and deliver the wav into graphics/ next to the overlay it belongs to, with its timing noted in HANDOFF.md.
Zoom-inspect every asset in the batch: read every string, check edges and alpha fringes, and hold each one against the Production Bible's aesthetic language. Fix what fails before presenting.
When [editor] name is resolve and resolve-title-template is not empty, decide per beat whether it is a Fusion title the creator can edit in Resolve, or a baked overlay. A beat is a title only when all of these hold:
asset is null, and the composition names no photo, logo, brand mark, QR code, icon, diagram, chart, list build or staged build.Every other beat is baked as usual. A title beat is never also rendered as a baked file; it lives only in graphics/titles.json:
[{"id": "b02-guest-lt", "text": "Marlon Vidal\nEngineering Manager", "font": "Inter", "style": "Bold", "color": "#FFFFFF", "size": 0.06, "center": [0.25, 0.15]}]
text is required and passes the same transcript fact-check and spelling rules as any graphic. With the "Text+" template, take font, style and color from {brand-path}/tokens.json and set size and center (0 to 1, from the bottom left) from the Production Bible's placement rules; style must be a style the font really has. A creator's own template carries its own look, so give it text only. List the title beats in HANDOFF.md with their text and timing.
When [editor] name is resolve, after every final render and after graphics/titles.json changes, put the graphics on the cut in the creator's Resolve Studio. cut/resolve-import.json must exist with "ok": true; if it does not, hand back to mc-pipeline so mc-cut imports the cut first.
uv run {skill-root}/scripts/resolve_place.py --project <slug> --import-report cut/resolve-import.json --beats beats/beats.md --graphics graphics --titles graphics/titles.json --title-template "<[editor] resolve-title-template>" -o graphics/resolve-place.json
Leave out --titles when there are no title beats. The script duplicates the cut timeline as "<slug> graphics" (a " vN" suffix on re-runs), places every baked overlay on new tracks above the cut, builds the titles on their own "<slug> titles" timeline and nests it on top, then checks every placement and test-renders every title. Tell the creator the name of the timeline it reports.
The composited preview is rendered by ffmpeg and cannot draw Fusion titles, so title beats are absent from it. Say so when handing over; the Resolve timeline and the final render in Resolve carry them.
Write graphics/HANDOFF.md: per beat, the rendered file, its timeline position (from the beat table), track suggestion, and any editor notes.
graphics/ now holds rendered overlays, so renders/preview.mp4 must re-render with them composited. That render belongs to mc-cut, and this skill never runs another skill's scripts: hand back to mc-pipeline, which routes through mc-cut's composited preview re-entry before the next stage skill runs. The same hand-back applies whenever a later overlay fix re-renders anything in graphics/.
Then update project.json artifacts, advance stage per the profile (usually assets, or package where assets is absent), and report, naming the composited preview hand-back so it is not skipped.
--guides render plus a written spec.아직 리뷰가 없습니다. 사용해 본 소감을 남겨 주세요.
로그인 없이 쓸 수 있습니다. 사용 후기, 질문, 작동하지 않은 환경 등을 편하게 남겨 주세요.
아직 댓글이 없습니다. 첫 댓글을 남겨 보세요.
Front the studio as Manny the Manticore. Use when the user says "Manny", "Manticore", or "talk to Manny".
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
Farm the stills and b-roll the beats need. Use at the assets stage, or when the user says "farm the assets", "find the images", or "get the b-roll".
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
Farm narration, music beds, and SFX locally. Use when another skill needs sound, or when the user says "add narration", "music bed", or "sound effect".
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
Riff visuals, then build the graphics beat table. Use at the beats stage after gate 2, or when the user says "plan the graphics", "beat table", or "what visuals go here".
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
Capture the creator's idea in their exact words. Use at the braindump stage, or when the user says "braindump", "let me talk this through", or "here is my idea".
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
Cut raw takes into an approved, rendered edit. Use at the cut stage with recordings in raw/, or when the user says "cut the takes", "make the cutplan", "render the preview", or "render the final".
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.