AGENT SKILL

explainer-storyboard

Turn a confirmed product or feature brief into a shootable 30–120 second explainer storyboard with a consistent entity roster. Use for the beat structure of an explanatory product video, not workflows, pipelines, or finished renders. A narrated explainer whose shots are timed to the voiceover also loads script-video for the script, voice and timing.

使用场景图像与多媒体
License 许可
AGPL-3.0
最近更新
2026-11-13
Stars
★ 630
Forks
90

01 前言 Front Matter

name
explainer-storyboard
description
Turn a confirmed product or feature brief into a shootable 30–120 second explainer storyboard with a consistent entity roster. Use for the beat structure of an explanatory product video, not workflows, pipelines, or finished renders. A narrated explainer whose shots are timed to the voiceover also loads script-video for the script, voice and timing.

02 资源文件 8

03 SKILL.md 正文

Explainer Storyboard → Storyboard Agent

Create a complete, shootable explainer beat sheet as a NodeTool storyboard. Work directly through the storyboard and entity capability modules. Do not build a workflow or run a pipeline. Do not render stills, clips, or assemble a timeline unless the user asks.

This skill is the explainer's structure. When the voiceover should time the shots, load script-video as well: write the VO from this beat sheet into a script, voice it, and let the linked board take each shot's length from its takes. ad-story-loops orders the reveals so the aha is set up before it lands.

Truthful brief

Collect these facts before creating a board: product or feature, brand and traits, category, audience, core problem, shift, 2–4 concrete mechanism steps, proof assets, CTA, runtime (30, 60, 90, or 120 seconds), platform, tone, mandatory content, and forbidden claims. The core problem, shift, and mechanism are required. Never invent a capability, integration, metric, screen, or customer. Write [CLIENT INPUT NEEDED] wherever proof is not confirmed.

Resolve entities before beats

Every recurring person, location, product UI, device, metaphor object, brand mark, and visual style is an entity. Start with list_entities; reuse user-provided references and existing entities before generating anything. A real product screenshot is a prop reference and must never be regenerated.

Resolve a style entity first. Generate only missing references, applying that style before generating each other entity. A typical 60-second explainer has 4–7 entities: style, persona, optional location, product UI prop, and metaphor prop. Label generated UI as a mock.

Use create_entity with a dense visual descriptor. The descriptor specifies the exact recurring appearance: character features and wardrobe; location materials and lighting; UI layout, palette, typography, and content boundaries; metaphor geometry and material; or style medium, palette, lighting, and lens. An entity id is the asset id supplied to create_entity.

Teaching arc

Compute timecodes from the selected runtime, rounded to 0.5 seconds. Use this arc:

Beat Runtime share
Problem 0–15%
Stakes 15–25%
Shift 25–40%
Mechanism 1 40–55%
Mechanism 2 55–68%
Outcome / proof 68–82%
CTA 82–93%
Sign-off 93–100%

For 30 seconds, combine problem and stakes and use one mechanism beat. For 90–120 seconds, use at most three mechanism beats. Use one concept and one literal metaphor. Put the visual aha at the shift-to-mechanism boundary and leave a deliberate half-beat of silence after it. Voice-over must be at most runtime × 2.2 words.

Deliverables

Produce, in order: three concept directions with a recommendation, the full beat sheet, and an entity roster with id, kind, descriptor summary, and referenced beats. Each direction states its entry problem, metaphor, aha, fit, risk, and referenced entities.

For every beat include timecode, teaching job, framing, visual, action, visible entities, verbatim VO, on-screen text of five words or fewer, exact UI/demo input and output or NONE, sound, music, transition, and why it teaches. Mechanism beats must show the real UI or a labelled mock. Brand marks wait until the shift. Use verbs in VO and nouns on screen. The sign-off echoes the opening problem.

Persist the board

Create the storyboard with create_storyboard({ name, brief, style, aspect_ratio }). Use board.storyboard_id. Put the complete brief, chosen direction, and entity roster into brief so the project can be reconstructed later. The exact call shapes and return fields — entity id equals the asset id you passed in, the fifteen edit_storyboard ops, what set_board accepts, what each prompt receives — are in storyboard-core § Tool contract; every board skill builds against that one section.

Attach roster ids with edit_storyboard({ storyboard_id, ops: [{ op: "set_board", entity_ids }] }) (set_entities is only an alias for set_board). Resolve the render models in the same op: find_model for text_to_image and image_to_video, each result's .ref on image_model / video_model, and each result's prompting_skill loaded before the shot text is written — the still model reads the shot action with the camera framing, angle and lens, the scene lighting and the board style appended.

Add one shot per beat with edit_storyboard and an add_shot op. The dense action field names the teaching job, visible entity names in brackets, on-screen text, and UI demonstration. The render attaches a persona or prop entity to a shot only when its name appears in that shot's text (style and location always apply), so every visible entity must be named in action or motion, or listed on the shot's own entity_ids. On-screen text in action is a note for the cut: it goes on as a text clip after assembly (caption-titles), not into the render prompt.

Stop after the planned board unless the user explicitly requests rendering or a cut. Report the directions, chosen board, and entity roster.

Render (only on request)

Stills first with render_storyboard_stills — they cost less than clips, and you look at every one with view_image asking what is wrong, then score_image_adherence against the shot text. A persona or UI mock that drifts is fixed at the entity (descriptor or reference), then every shot using it re-renders; a shot that fails on composition is fixed in its action. Clips with render_storyboard_clips; a clip wrong where its still was right is one revise_storyboard_clip. Then assemble_storyboard_timeline.

When the board becomes motion

When a cut is asked for, timeline-edit-ops carries the timeline op contract and motion-graphics the build loop, which routes to the craft skill for the job: video-audio-continuity for whether the beats render as one clip or under a narration track, caption-titles for the on-screen text and callouts this beat sheet already specifies, frame-composition for where a UI mock sits and whether it survives 9:16, motion-direction to hold one motion language across the mechanism beats, and beat-sync-editing when the cut has to sit on a music bed. The half-beat of silence after the aha is a hold, not a gap — keep it in the cut.

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