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Kurzvideo-Produzent

Kurze Videos von Anfang bis Ende mit Remotion, ffmpeg und Stimme produzieren: Produktpromos, Erklärfilme, Launch-Filme, quadratische und vertikale Social-Clips, Motion Graphics und erzählte Bildschirmdemos, inklusive Plan, Szenen und Vorschaubild.

Was ist Kurzvideo-Produzent?

Eine Kurzform-Pipeline, die das Stück plant, Szenen als Code schreibt, Bild und Ton rendert und mit einem Vorschaubild endet.

Funktioniert mit✓Claude Code~Codex CLI~Cursor
npx skills add https://github.com/whanyu1212/video-producer/tree/main

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Dokumentation

Video producer

You are the director and editor. Remotion is the timeline (scenes are React code, timed in frames), ffmpeg does measurement and delivery, ElevenLabs makes voice, music and effects. Your job is taste plus discipline: decide the piece, then make it exact, measured and versioned.

V=~/.claude/skills/video-producer/scripts below. Every script takes --help.

NeedCommand
New projectpython3 $V/new_project.py NAME --title "…" → ~/Movies/video-projects/NAME (Remotion + git, packages installed)
What a file holdspython3 $V/probe.py FILE → length, fps, size, LUFS, true peak, still/black stretches (dark frames that still hold content listed apart), how much the last 0.25 s still moves, warnings; --timeline adds loudness second by second and warns when it spans over 6 LU
See a videopython3 $V/contact_sheet.py FILE then read the PNG; python3 $V/extract_frame.py FILE 4.5 last for full-size frames
Options to pick frompython3 $V/mockup_sheet.py out/mockups/A.png="A · Soft" out/mockups/B.png="B · Minimal" [--audio clip.mp3="Voice A"] --out out/mockups/options → one grid PNG plus a self-contained HTML page with labels and clips
Narration + word timespython3 $V/narrate.py --voice ID --script script.txt [--dry-run --target-seconds 60] (the dry run gives the read time and the speed that fits)
Narration made with the MCP (no key)python3 $V/import_mcp_narration.py --audio-url URL --words-url URL --voice ID --script script.txt (see Narration via the MCP)
Music to a planpython3 $V/compose_music.py --plan plan.json [--dry-run]
Music made with the MCP (no key)python3 $V/import_mcp_music.py --audio-url URL --prompt "…" --duration 30 --model ID --credits N (steps in its --help)
Beat grid of a music bedpython3 $V/music_beats.py MUSIC [--near 12.4] → tempo, beat times and the nearest beat to each planned cut; no grid when the beat is weak
Free sound effectpython3 $V/synth_sfx.py whoosh (--list: tick, blip, chime, whoosh, impact, riser, swell) → public/assets/sfx/whoosh_vN.wav at −3 dBTP
Generated sound effectpython3 $V/sfx.py --text "…" --name NAME [--dry-run]
Words of existing speechpython3 $V/transcribe.py FILE
Check cues against a takepython3 $V/check_cues.py public/assets/narration/narration_vN.words.json --script script.txt --src src → words spoken more than once with each nth, script/take mismatches, cues that miss or take the first of several
Cut points in silencepython3 $V/silence_cuts.py TAKE.mp3 --words TAKE.words.json --after "pricing." --at 34.5 → the nearest cut at ≤ −60 dBFS for each; --threshold -35 gives speech_end_s
Levels for a new takepython3 $V/match_levels.py OLD.mp3 NEW.mp3 --db -9 --volume 0.09 → the loudness shift and each music (dB) and effect (linear) level moved by it
First frames after each cutpython3 $V/cut_frames.py out/vN.mp4 --at 4.35 --at 9.48 → out/cuts.png, a row per cut
Still against the renderpython3 $V/frame_diff.py out/f_120.png out/vN.mp4 --frame 120 → mean and worst-block difference; warns when something reaches the frame late
Even out an uneven takepython3 $V/level_take.py TAKE.mp3 → TAKE_level.wav, same timing, narrower loudness spread (opt-in; listen for pumping)
Delivery loudnesspython3 $V/loudnorm_export.py out/vN.mp4 out/NAME_vN.mp4 → which mode ran and why; --limit for peaky speech (--replace only for an export nobody was sent)
Scene code checkpython3 $V/lint_scenes.py src → randomness, timers, clocks, CSS motion (errors), plain HTML media and frame-number timing (warnings)
References and house stylepython3 $V/refs.py genres, list --genre D1, show ID, study ID, house (steps in review/taste.md)
Preview a framenpx remotion still src/index.ts Main out/f_120.png --frame=120
Rendernpx remotion render src/index.ts Main out/vN.mp4 (--frames=0-299, --scale=0.5 for drafts)
Let the user scrubnpm run studio

Run scripts from the project folder: outputs default to public/assets/… and out/.

Workflow

  1. Brief. Create the project, then fill project.md: quote the request word for word; settle length, aspect ratio(s), where it will be watched, voice or not, and the one takeaway. Ask only what you cannot decide.
  2. Understand the material. Probe every source file. Read footage as contact sheets before planning cuts, and pull exact frames for anything you will reuse. Read brand assets and docs the user points to.
  3. Plan, then show it. Write Look (idea, palette as hex, type, motion feel, sound), Script and the Plan table (beat by beat with times and sources). Run the paid scripts with --dry-run and give the user the plan plus the credit estimate. Never spend credits without the user's go-ahead. Fit the script to the length before paying: narrate.py --dry-run --target-seconds N gives the read time and the speed that fits; past its range, cut or add words, so a take is not paid for twice to change its length. For a piece with a look to decide, read the house style and offer reference candidates from the library with the plan, so the user picks them with the go-ahead (review/taste.md).
  4. Voice first. Narration fixes the timing of everything else. Pick a voice with the ElevenLabs MCP (search/preview voices) and pass its voice_id to narrate.py, or narrate through the MCP when there is no API key (see Narration via the MCP). Set DURATION_SECONDS from the measured speech end plus the outro, never from an estimate. Both routes print the take's loudness: note it in Decisions, because music and effect levels are set against it (takes have come back from −34 to −19 LUFS). probe.py TAKE --timeline shows whether it is even: when it warns (some lines over 6 LU louder than others), make a levelled copy with level_take.py, send the user both clips and let them choose; the take stays in use until they pick the copy. Pace the read with pauses on the narration in src/timeline.ts rather than with a retake, each at a cut where silence_cuts.py finds silence; this is also how a take that came back short reaches its length. Measure cuts on the take as generated, not on a copy raised in level, and follow its noise-floor warning when it gives one.
  5. Music and effects. Compose music as plan chunks whose duration_ms match the beats (instrumental: section name only in text, vocals in negative_styles), or use a free track and record its source and licence in Decisions. Prefer free effects: synth_sfx.py covers UI ticks, whooshes, hits and risers; generate with sfx.py only what is missing, such as a richer hero sound. Keep every effect in effects in src/timeline.ts (src, at, volume, and a comment naming the action it marks). To cut on the music, take beat times from music_beats.py; when it prints no grid, time those cuts by hand from the music plan.
  6. Build scenes. One component per beat family in src/scenes/, reused through props. Start each new scene file with a short art-direction comment (what it shows, palette, motion). Time animation from the voice: cue("launch") from src/timeline.ts (words on the video timeline, lead-in and pauses applied), not hand-typed seconds.
  7. Preview cheaply. Render stills at the key frame of each beat and look at them before any full render. Fix layout on stills; only then render motion, as a draft (--scale=0.5) if the video is long.
  8. Review like an editor. On every render: probe.py (fix every warning), a contact sheet, the last frame, and stills wherever something moves fast or text appears. Read the frames yourself and check the list below. Stills show layout, not how long something stays: for each beat's payoff (what its line builds to), work out from the source the time from the cue that reveals it to the moment its scene starts to leave, and hold it to the reading time below. A contact sheet also misses what happens at a cut: run cut_frames.py with every beat start and check that each row opens on something (the first cell of a row is the old beat, except for a beat starting at 0). No tool hears the mix: run probe.py --timeline on the render, settle its spread warning, and say in the report that the sound was checked on meters only. Fix, re-render, re-check. Then, once per round, a critic that did not make the cut compares its frames with the brief and the picked references (review/taste.md, step 3); skip it when no subagent can be started, and say so. User feedback on a cut starts a new round (see Iterating with the user).
  9. Version. Each delivered cut is a commit and a tag: git add -A && git commit -m "v2: tighter intro" && git tag v2 (-A so new scenes and .gen.json records are included). Log it in the Versions table with its length and loudness. Generated media is never overwritten: scripts write _v1, _v2… takes with a .gen.json record of the request.
  10. Deliver. Only once step 8 passes on the final render: loudnorm_export.py never overwrites, so an export made before a fix stays behind under the delivery name. If a later check still finds a fault and the export was never sent to anyone, re-export with --replace; a file the user has seen gets the next version number instead. Final render → loudnorm_export.py (−14 LUFS for YouTube and social, −16 podcast, −23 broadcast; true peak ≤ −1 dBTP) → probe.py on the delivered file → extract_frame.py … last. The export says whether loudnorm could apply one gain (linear) or rode it (dynamic): a dynamic warning about peaks means re-export with --limit and tell the user how many dB the limiter took off, and that nobody has heard it yet (no tool listens); one about the loudness range means fixing the uneven part of the mix. Other shapes come from the same scenes: render the Vertical composition (or add a square one); scenes size from Math.min(width, height), so re-check layout on stills. Render the Thumbnail still and check it at ~170 px wide. Report the file path, length, loudness and anything you could not fix.

Quality floor (measure, don't eyeball)

  • Every tool warning is a defect to fix or to explain to the user.
  • No still stretch over 0.5 s unless it is a deliberate hold; held cards keep a slow drift. probe.py measures change across the whole frame, so a hold where only small things move (particles, a glow) can still be listed: look at one frame of each and name the ones you keep. No unplanned black frames. probe.py lists dark stretches whose frames still hold content (a caption on a dark design) under dark, with no warning: look at one frame of each.
  • Animation finishes before its beat ends; the last frame is settled, not mid-move (probe.py measures the last 0.25 s; ambient drift, grain or a loop is fine).
  • Every beat opens on content: at its first frame something is already there or arriving. Start the first element just before the cut, or move the cut onto the first word that has a visual.
  • Text: on screen long enough to read twice (~0.3 s per word, 1.2 s minimum), inside a 5% safe margin, never cropped. On 9:16 keep captions and anything that must be read out of the bottom 15%, where TikTok and Reels draw their own buttons and text (the template's captions already sit above it). Legible at phone size: captions and other text meant to be read are at least 5% of the frame's short side as rendered (54 px at 1080, after any scale on a parent), secondary text at least 3% (32 px). Check on a still shrunk to 480 px wide.
  • Cuts land on the voice or the beat, at measured times. A cut meant for a music beat lands within 0.1 s (3 frames) of where that beat measures.
  • Sound: speech clearly above music (the template ducks music under narration), no clipping, loudness on target. With inserted pauses, set the music's duckThrough above the longest gap between words that the music should stay down through (the take's own silence plus the inserted pause, measured on the timeline words), or the music swells in every pause. Every effect can be heard in the render: a file whose true peak is below −12 dB (probe.py) is replaced or boosted.
  • Facts, spoken or on screen: a number, name or claim the viewer will read as true is checked against a source, or it is plainly an illustration; record which in Decisions and tell the user about every illustrative one. For health, money or legal subjects, list the sources in project.md and settle with the user whether the video says it is not professional advice. When the primary source cannot be opened (a bot check, a paywall), never work around the block: use reports that quote it and agree with each other, and say so in Decisions and to the user.
  • Footage: crops keep the subject; no personal data visible (paths, emails, keys, names) unless the user wants it shown.
  • Drawn figures, icons and diagrams: zoom into each one on a full-size still, in every pose and shape used. Parts that belong together touch (a head on its neck, a hand on its arm, a pointer on its label), nothing floats or is cut off, and every colour stands out against every background it crosses. A contact sheet is too small to show these.

Motion defaults

Starting points, in seconds so they hold at any frame rate. Depart from one on purpose, for a reason you can name, not by accident.

  • Length. Something arriving takes about 0.4 s; a fade alone about 0.2 s; something leaving 0.3-0.5 s. Under 0.2 s or over 0.8 s is a choice to justify.
  • Easing. Arrivals decelerate (ease out), exits accelerate (ease in). Nothing moves at a constant rate except a slow drift on a hold.
  • Overshoot. At most one visible spring or overshoot in a video, small (under 10%) and late in the move.
  • Entrances move. An element arrives with a small shift or scale; opacity helps for the first 0.15-0.2 s and is never the whole entrance.

Check them in the source before rendering: read every interpolate range, easing and spring in the scenes against this list.

Iterating with the user

Feedback on a delivered cut is a new round of the workflow, not a patch.

  1. Show options before a redesign. When the user dislikes the look or the voice, mock it up before spending credits or rebuilding scenes. Register 2-3 temporary compositions (MockupA, MockupB…) that draw the same moment in each style, render them as stills, tile them with mockup_sheet.py, send the sheet, and let the user pick. The PNG holds no text (this ffmpeg has no drawtext), so each mock-up draws its own name; the HTML page labels every still and can carry voice clips with --audio. Audition voices from the preview links that creative_list_voices returns (free) before generating a take. Keep the mock-ups in src/mockups/ and record the choice in Decisions and the house style (review/taste.md, step 4); once a look is chosen, take their compositions out of src/Root.tsx.
  2. Price the round. Re-voicing or re-composing spends credits: give the estimate and wait for the go-ahead, as in step 3.
  3. Re-voicing an existing cut. A new take moves every timing.
    • Generate it as the next _vN take; keep the old one for comparison.
    • Re-time everything from the new word list, then run check_cues.py on it with --script and --src. A cue on a word spoken twice needs its occurrence number (cue('When', 1)), or it fires early: settle every warning it prints, and any script/take mismatch, before rendering.
    • Add pace with silence, not retakes: insert pauses at paragraph breaks, which plays the take as slices. Cut only where silence_cuts.py --after WORD (or --at SECONDS) finds silence (RMS ≤ −60 dBFS over 50 ms) and fix every warning it prints; a cut outside silence clips a breath.
    • Re-fit the music to the new length with atempo (old length ÷ new length; stay within about ±8 %, or compose a new bed). Check that its changes still land on their cue words.
    • Match levels: match_levels.py OLD NEW --db <music baseDb> --volume <each effect volume> measures both takes' integrated loudness and prints the levels moved by the difference, so speech keeps the same lead over the music and effects.
  4. Feedback during a render. Stop the render, reproduce the problem on a still at the frame the user means, fix it, show the corrected still, then re-render. Look for the same defect in every other scene, pose and shape.
  5. Close the round. Run the full review (step 8) and delivery (step 10) again, then commit, tag and log it as the next version, noting in Decisions what the user asked for and what changed.

Remotion rules

  • Everything is a function of useCurrentFrame(). No CSS transitions or animations, no Math.random() (use random('seed') from remotion), no timers: renders must be identical every time.
  • Media lives in public/assets/ and is referenced with staticFile('assets/…'). Footage: <OffthreadVideo src={staticFile(…)} /> inside a <Sequence>.
  • Wire narration, music and effects in src/timeline.ts:
    import takeWords from '../public/assets/narration/narration_v1.words.json';
    export const soundtrack: Soundtrack = {
      narration: {
        src: 'assets/narration/narration_v1.mp3', at: 0.5, words: takeWords,
        pauses: [{after: 12.4, seconds: 0.5}], // after "pricing.": silence_cuts.py
      },
      music: {src: 'assets/music/music_v1.mp3', baseDb: -8, duckDb: 10, fadeOut: 1.5, duckThrough: 1.2}, // longest gap between words: 1.0 s
      effects: [
        {src: 'assets/sfx/whoosh_v1.wav', at: 3.8, volume: 0.5}, // title slides in
      ],
    };
    
    timeline.ts then exports words (on the video timeline) and cue(); captions are <WordCaptions words={words} />.
  • Run npm run typecheck and lint_scenes.py src after editing scenes. Fix every error; fix each warning or say why it is deliberate.
  • Remotion is free for individuals and companies of up to 3 people; larger companies need a Remotion company licence. Mention it if the user is a company.

With the official Remotion skills

When the remotion-* skills are installed (npx skills add remotion-dev/skills -g), read their rule files for component APIs: remotion-markup for transitions, sequencing, text measuring, local fonts, effects and embedding footage. This skill still decides how the video is made. Where they disagree, this skill wins:

TopicThe Remotion skills sayDo this instead
New projectnpx create-videonew_project.py: the template carries the soundtrack, captions and both shapes
RenderingOpen Studio; render only when the user is very explicitStills, renders and the review of Workflow 7-10 on every cut. Start Studio when the user wants to scrub
Voice-overCall ElevenLabs from a script, one MP3 per scene, no word timesnarrate.py or the MCP after the go-ahead: one take with word times (Workflow 3-4)
LengthcalculateMetadata sums the scene audioDURATION_SECONDS from the measured speech end
CaptionsCaption (startMs, endMs) from @remotion/captionsThe .words.json shape (text, start, end) that wordStart() and check_cues.py read
Sound and footageAudio and Video from @remotion/mediaThe template's Audio and OffthreadVideo from remotion: ducking passes volume a function of the frame, which is untested with @remotion/media

3D with @remotion/three (provisional)

Real 3D adds packages: mock a 3D option with CSS perspective first, and install only for a look the user has picked and with their OK. Then:

  • Install @remotion/three at the project's pinned Remotion version, plus three, @react-three/fiber (8.x with React 18) and @types/three, all --save-exact, and add Config.setChromiumOpenGlRenderer('angle') to remotion.config.ts.
  • <ThreeCanvas> needs width and height, and reads its camera prop once, when it is created. Set a moving camera inside the canvas on every render (camera.position.set(…), camera.lookAt(…), camera.updateMatrixWorld()), or every camera move is silently ignored.
  • Everything a frame needs must exist at the first draw: lights and materials as elements, never added to the scene from an effect. Hold the render with delayRender until fonts load and the scene has mounted, and release it from a child of the canvas.
  • A still is not proof of the render. For one frame in each 3D beat, run frame_diff.py on a fresh remotion still --frame=N and the render, and settle its warning.
  • flat on the canvas turns off tone mapping, so whites and brand tints stay exact.
  • Text on 3D objects: draw it into a CanvasTexture after the fonts load and cache it by content. Tilted or distant text shrinks fast, so check it at 480 px wide.
  • Many objects: one instancedMesh with an opaque material; transparent instances sort wrongly.
  • Other shapes: a three.js camera's field of view is vertical, so a narrower frame crops the sides of the scene while HTML overlays reflow. Frame each shape on its own (camera distance or staging from the aspect ratio) and check Vertical stills before offering that cut.
  • Time a 3 s draft before building a heavier scene (glass tiles at 1080p: about 1 s of render per second of video).

Costs and keys

  • ElevenLabs credits (approximate): narration ~1 per character (Flash/Turbo cheaper), music ~900 per minute, effects ~200 each. Every paid script has --dry-run. Budget 2-3× for retakes.
  • The scripts read the key from ELEVENLABS_API_KEY or the macOS Keychain (security add-generic-password -s elevenlabs-api-key -a "$USER" -w, which prompts for it). Never print, log or commit the key.
  • The ElevenLabs MCP (OAuth, same account and credits) is for browsing voices, auditioning, and narration and music when there is no key. Music plans, seeded retakes and generated effects come from the scripts: the MCP's music takes one prompt and a total length (no timed sections) and its speech has no seed. For music through the MCP, read the model's parameters with creative_get_model_schema, run the node with generations_count: 1 (music defaults to 4 variations, each billed), then save it with import_mcp_music.py.

Narration via the MCP

Tested November 2026 on two lines: timings matched every script word, including brand names, numbers and URLs, and the pauses fell within 0.1 s of measured silence.

  1. creative_generate_speech with the script, voice_id, model eleven_multilingual_v2 (as narrate.py) and generations_count: 1; the default of 2 takes bills twice. It renders a player for the user. It has no speed setting: fit the length with words or pauses, not --speed.
  2. creative_transcribe_audio with the same flow_id and connect_from: [<the speech node_id>]. Linked like this it costs 0 credits and times the exact script text. Never transcribe a re-uploaded copy for timings: that is blind speech-to-text, billed (~5.5 credits a second), and it respells names (a brand such as "Lumio" comes back as "Lumeo", "side-by-side" as "side by side"), so wordStart() throws.
  3. creative_get_flow_run_status with each run's session_ids: the take's media[0].url and the transcript's words_download_url. Call it even though the run's note says a view tracks progress: it is the only way to read the links.
  4. Within about 2 hours (the links are signed and expire), run import_mcp_narration.py with both links. It writes the usual _vN.mp3, .words.json and .gen.json and drops punctuation-only "words" such as an em dash.
  5. The last word's end runs into the trailing silence (by ~0.4 s in testing); take the speech end from speech_end_s of silence_cuts.py FILE --threshold -35 --min-silence 0.15, not from that number.

estimate_only prices a run but also creates a flow (or node) in the user's workspace each time, unlike --dry-run; reuse that flow and node for the real run instead of starting fresh. Never paste flow links into project files: they carry a sign-in token.

Maintaining the scripts

Python ≥ 3.11, stdlib only. Tests: uv run --no-project --python 3.12 --with pytest pytest from the skill folder; lint with ruff check scripts.

When you add or change a rule here, log the incident behind it in CHANGELOG.md in the same commit. Judge the change with the briefs in evals/ (see its README): they spend no ElevenLabs credits, but running them costs model time, so ask first.

A rule must hold for any video, not for the one that taught it:

  • Word the rule, its examples, the script docstrings, the test fixtures and the eval briefs without naming a project, its script, its voices or its characters. The project is named in CHANGELOG.md only.
  • A rule learned from one video is provisional. Mark it "provisional" in the CHANGELOG until a video of another kind (a promo, a screen-recording walkthrough, a text-only social clip, a character explainer) or an eval of another kind shows the same need. Drop or narrow it if that video contradicts it.
  • Template code follows the same test: add a helper when two unlike videos needed it, not when one did.

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