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paxon-yang/talking-video-skills

做口播 / 动效视频之前的备料:数字人(形象、绿幕生成、抠像、清晰度、口型校准)、克隆声音(读音规则、停顿处理)、沉淀动效积木(拆解参考视频→提取带数值的规律→做成带参数的组件→逐镜头复刻验证)、固定框架(字幕胶囊、背景、封面)。用户说「准备数字人」「学这个动效」「拆一下这个视频的动效」「沉淀成积木」「做我自己的动效库」「备料」「我还缺什么才能开始做视频」时使用。备齐后用 talking-video-oneshot 做片。

talking-video-skills 是什么?

talking-video-skills is a Claude Code agent skill that 做口播 / 动效视频之前的备料:数字人(形象、绿幕生成、抠像、清晰度、口型校准)、克隆声音(读音规则、停顿处理)、沉淀动效积木(拆解参考视频→提取带数值的规律→做成带参数的组件→逐镜头复刻验证)、固定框架(字幕胶囊、背景、封面)。用户说「准备数字人」「学这个动效」「拆一下这个视频的动效」「沉淀成积木」「做我自己的动效库」「备料」「我还缺什么才能开始做视频」时使用。备齐后用 talking-video-oneshot 做片。.

兼容平台✓Claude Code~Codex CLI~Cursor
npx skills add https://github.com/paxon-yang/talking-video-skills/tree/HEAD/skills/video-asset-prep

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文档

Pre-Production: Invest Once, Use for Every Video

Pre-Production Checklist (Check First, Then Prepare What's Missing)

ItemCompletion CriteriaReference
① Digital HumanOne avatar + look; green screen sample passes; clean edges after keying; lip-sync timing calibrated; resolution testedreferences/digital-human.md, references/voice-and-host.md Part 2
② VoiceCloned voice; pronunciation rules (abbreviations, erhua, near-homophones); pause cap parametersreferences/voice-and-host.md Part 1
③ Motion Effect PatternsAt least one pass through the pattern layer: know two easing levels, staggered timing, click feedback, transitions, restrained post-processingreferences/principles.md; UI cards into real shots, real-scene transitions see references/vlog-ui-fusion-and-transitions.md
④ Component LibraryPersonal Remotion component library: titles, cards, charts, icons, windows, transitions; each with parameters and calibration recordsreferences/method-dissect.md, references/method-replicate.md
⑤ Fixed FrameworkCaption capsule style, backgrounds (light/dark each), avatar frame, cover templatereferences/frame-kit.md
⑥ Fallback PathKnow what to do when Remotion cannot handle something (3D, glass, real-shot compositing)references/fallback-ladder.md

Once ①–⑤ are ready (for pure motion-effect videos, only ②③④⑤) → hand off to ../talking-video-oneshot/SKILL.md.

Building Motion Effect Blocks: The Loop for Learning Effects

  1. Grab Footage: User provides a beautiful motion effect reference (screen recording/video); check specs with ffprobe; for variable frame rates, create a constant frame rate proxy first; keep original read-only.
  2. Deconstruct: Scan keyframes to locate events → dense frame extraction at 12–30 fps per event → measure displacement / scale / blur / brightness → fit easing curves → write technique cards, annotating each value as "measured / approximate" with confidence level.
  3. Catalog: First check if existing blocks can be parameterized or combined; only create new ones if none fit. New patterns go into the pattern library: rule → value → source → confidence.
  4. Replicate: Create a calibration composition; render with card parameters once, measure once; pass if deviation is within ±15%. Only independent pixel inspection proves the original values are correct.
  5. Side-by-Side Calibration: Show original on left, our version on right; write the gap and "how similar (X%)"; submit to user for feedback and adjust accordingly.
  6. Record Even Disproven Hypotheses: Conclusions disproven by measurements go into the pattern library under "disproven conclusions" to avoid repeating mistakes.

Replication is for internal learning only — never goes into final output, never copies others' work.

Specifications

  • Components written at 1920×1080 pixels; determinism: no random numbers / time, use seeded generators for randomness, derive time from frames.
  • One camera per shot; no explanatory small text; no fabricated numbers (if unclear, write "unclear").
  • Render one at a time on low-memory machines.
  • Communicate with user in Chinese; use multiple-choice questions for decisions that need approval.

Individual skills in this repo

This repo contains 2 individual skills — each has its own dedicated page.

相关技能