Directs video projects by applying specific creative profiles for pacing, shot planning, and editing.
Install
mkdir -p .claude/skills/video && curl -L -o skill.zip "https://agentskills.codes/api/skills/download/19375" && unzip -o skill.zip -d .claude/skills/video && rm skill.zipInstalls to .claude/skills/video
Activation
This is the description your AI agent reads to decide when to run this skill — the better it matches your request, the more reliably it fires.
Use for video direction, motion and pacing, shot and scene planning, captions, voiceover, trailers, Shorts, and edit critique when the user's Emulo video taste should guide the task. Do not use for unrelated execution, backend work, UI/UX design, or marketing copy alone.Key capabilities
- →Apply Emulo video profiles to creative tasks
- →Manage video direction and pacing
- →Plan shot and scene sequences
- →Generate voiceover and caption instructions
- →Critique edits based on personal preferences
How it works
The skill locates and executes the emulo.py script to retrieve and apply specific video profiles for creative guidance.
Inputs & outputs
When to use video
- →Plan shot sequences for a short video
- →Critique an edit based on established pacing
- →Generate voiceover and caption instructions
About this skill
Emulo video
You take a brief and hand back a film. Not a prompt, a film: the prompt that built it, the composition files, and frames somebody can look at.
0. Load the profile before you write a word
- Locate
emulo.pytwo directories above this skill; fall back to./emulo.pyonly for a direct repo checkout. - Store the resolved absolute path as
EMULO_PY, then runpython "$EMULO_PY" plugin profile-path --domain video. - If it exits nonzero, give its exact recovery instruction and stop loading personal context. Never substitute a generic creative persona.
- Read every returned path completely. First is the core working profile, second is the video profile. Both outrank anything below: where the person's own mined rules disagree with a default in this skill, theirs win.
- If the project has its own video docs or router, read them first and follow them for anything they cover.
1. What you hand back
A folder the person can upload to Claude Design and get a film. That is the deliverable. Not a prompt in a chat message, not a description of a film, not a list of ideas. A folder.
Build it in the project, in a folder named for the brand or the film, in this shape:
| # | Artefact | Why it is there |
|---|---|---|
| 1 | PROMPT.md | the brief. One page, in the engine's language |
| 2 | START-HERE.md | the upload order. Which files, in which order, in one message. Without it the person guesses and the guess is wrong |
| 3 | ATTACH/ | every asset the film needs, including animations-v3.jsx itself |
| 4 | frames/ | reference stills whose filenames carry the instruction |
| 5 | KIT.md | the manifest: every file, its pixel size, its known defects |
Optionally, and only after the five above are finished: build/piece.jsx plus
build/frames/, the film built and rendered locally so you can look at it before
anyone else does. That is verification, not the deliverable. A kit with no local
build still ships. A local build with no kit does not.
The three things that decide whether the folder works
Ship the engine inside ATTACH/. animations-v3.jsx goes in the folder with
the assets. Claude Design needs the runtime it is being asked to write against.
Leaving it out is a common way a good prompt produces a bad film.
Isolated parts, never a screenshot of a whole screen. One object per file, transparent, 1600px minimum on the long edge, plus large plates at the film's aspect ratio for the ground. A whole screen dropped in is a slab and reads as broken. Films built this way fail on missing assets far more often than on prompt length.
Put the instruction in the filename. REF_03_object-becomes-the-mark.png
teaches; ref3.png does not. The person uploading them keeps the names, so every
file carries its own lesson into the context.
Name what is missing. Never invent a substitute.
If an asset does not exist, say so in PROMPT.md under its own heading, and say
what to do instead. A brief that admits two missing assets is usable. A brief that
quietly fakes them produces a film with two broken beats and no way to tell why.
Every prompt contains, in this order and by name
- the brief in the engine's language:
OM_SCENES,CUES, namedEasing - the transformation chain, as match anchors: what becomes what
- the asset list, with real filenames, so no beat is blocked on a missing part
- the failure conditions for this specific film, not generic ones
- the verification commands, so the claim "it works" has an output behind it
2. The engine
animations-v3.jsx is the Claude Design composition runtime. Read its header
once, then work from this table.
Never edit animations-v3.jsx. Its own header says re-running
copy_starter_component overwrites it, so every change made there is lost on the
next host copy. The leverage is in the brief.
| Use | Never use |
|---|---|
Easing.easeOutExpo and the named curves | cubic-bezier(...), any CSS string |
OM_SCENES named sections with dur | absolute frame numbers as the structure |
CUES.SectionName to key choreography | wall clock, setTimeout, requestAnimationFrame |
animate({from, to, start, end, ease})(T) | useEffect painting anything visible |
interpolate([...], [...], ease)(T) | CSS keyframes running on their own |
<Shot from to> for a hard cut | conditional mounting per section |
one <CompositionStage> as the only exportable root | the exportable attribute anywhere else |
The model in one sentence: the animation is one element tree rendered as a pure function of one authored time axis, so nothing mounts or unmounts at a section boundary and any object can persist, move or morph across the whole film by ordinary interpolation. That makes zero cuts and one object transforming across the film the engine's defaults instead of things a brief has to fight for.
<CompositionStage width={1080} height={1920} bg="#161309"
scenes={window.OM_SCENES} playback={window.OM_PLAYBACK}>
<Piece /> // ONE component, the whole film
</CompositionStage>
useComposition() -> { T, CUES, time, duration, authoredTotal, playing }
OM_SCENES and OM_PLAYBACK are JSON string literals in plain inline
<script> tags of the main document, not type="text/babel", passed through
untouched. Every entry needs a desc, one plain sentence, because the user
reads it in the timeline popover. Never hand-set nat.
<script>window.OM_SCENES = '[{"name":"Strike","dur":2.5,"desc":"The mark lands and throws colour across the ground"}]';</script>
<script>window.OM_PLAYBACK = '{"mode":"loop"}';</script>
Easing, the complete list. linear; easeIn/easeOut/easeInOut for Quad,
Cubic, Quart, Expo, Sine; easeInBack, easeOutBack, easeInOutBack;
easeOutElastic. Back and elastic overshoot, so they belong nowhere near a logo
or an official brand file.
Render from T only. The exporter seeks each frame with a synchronous
commit and may serialise the stage the moment the seek returns, so anything
painted from an effect or a private animation loop exports stale.
Captions only when asked. Render <Captions> only when the brief or the
person's video profile asks for burned-in captions. Many people add their own
afterwards, and a burned caption ruins that. Locked on-screen copy is a normal
element placed where the composition wants it.
Set bg to the film's ground, never the #0b0b0e default, and never
#000000. A designed world needs somewhere for light to fall off to.
Define exactly three or four motion helpers up front and use no easing or transform outside them:
MOTION.slam Easing.easeOutExpo arrivals and impacts
MOTION.snap Easing.easeOutBack chips landing, overshoot capped at 6%
MOTION.drive Easing.easeInOutQuart travel, light, drift
MOTION.settle Easing.easeOutQuart the final resolve
3. Assign the references. Never average them.
Every reference gets one job and an explicit do-not-copy list. Without the line "do not average the references" the model blends the styles into mush.
| Reference | Its one job | Never take |
|---|---|---|
| a film the person names for motion | transformation, depth, scale contrast | its palette, its brand |
| a film the person names for camera | camera and easing: the events, the hold, the settle | its colour, its product |
| the brand's own material | identity, typography, the exact mark | its interface layouts as a template |
Write it into the prompt in this shape:
Use X as the PRIMARY authority for: pacing, restraint, match anchors, scale
contrast, camera push and pull, depth, the final hold.
Use Y only for: monochrome identity, typography, exact logo, clarity.
Do not copy X's design. Do not introduce X's colour. Do not average the
references.
If the person has several finished films on the same engine, read at least three and ask what is the same in all of them: how a scene list is declared, where the transformation chain is expressed, how an entrance is timed against the thing it hits, how the last three seconds are built. The constants are the workflow. Anything present in only one is that film's costume.
Build in stages, and gate between them. Build the first five to eight seconds. Render. Look at a contact sheet. Only then continue. A twenty second film built before anyone looked is a twenty second film nobody can fix, because the defect is in the concept and the concept is now load-bearing.
4. Build the kit before you write the prompt
A long, detailed prompt with no real assets still comes back as grey rectangles standing in for text and a hand-drawn shape in place of the real mark, because placeholders are the only thing a model can draw with nothing real to place.
Claude Code builds the kit. Claude Design animates it. That split is the pipeline.
- Measure the reference at 1:1, one file, never a contact sheet. Write down beats, ground colour, mean luminance, mean saturation, and what physically occupies the frame.
- Brand intake. Official marks usually live on the brand's own guidelines or press page, mixed in with their "don't do this" examples. Render a light and dark contact sheet and look before naming anything.
- Rebuild the product UI as live DOM carrying real strings, then shoot it at 3x to 5x into flat plates with a headless browser. Interfaces are rebuilt. World art is rendered and composited. Nothing is faked.
- Cut parts, not screens. A whole screen is a slab, and a slab cannot be
animated, only slid. Ship a
parts/folder of isolated transparent objects at 1600px and up: every button, chip, node, bar, tile, badge, icon. - Split the mark into its own layers. An official SVG splits into layers that stack back pixel perfect. Verify it: stacked against the original, the maximum difference on any pi
Content truncated.
When not to use it
- →Unrelated execution tasks
- →Backend development work
- →Marketing copy generation alone
Prerequisites
Limitations
- →Requires active video domain profile
- →Cannot substitute generic personas when domain is inactive
How it compares
It relies on a specific personal video profile rather than applying generic creative standards.
Compared to similar skills
video side by side with the closest alternatives in the catalog.
| Skill | Installs | Updated | Safety | Difficulty |
|---|---|---|---|---|
| video (this skill) | 0 | 3mo | No flags | Intermediate |
| video-ai-direction | 0 | 4mo | Review | Intermediate |
| video-creation | 0 | 4mo | Review | Intermediate |
| skills | 0 | 7mo | Review | Intermediate |
Try saying
Example prompts that trigger this skill in your AI assistant.
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