/zach-d-films
┌──────────────────────┐ │ blue sky │ procedural 3D people and props, soft shadows │ ◕‿◕ ⛨ │ depth of field, bloom, light grain │ /▓▓▓\ ⟶ • │ slow-motion impacts, sparks, a red force ripple │ ▓▓ │ │ arrows │ 1-3 word captions, white bold, lower third └──────────────────────┘
A worked example comes with it: engine/ is a finished 29.5 s short, "Could ancient armour stop a bullet?" (9 shots: a gun shot, a slow-motion bullet flattening on a vest, a sword on chain mail, a mace on plate with a red ripple, an archer, an arrow and a scream, a bullet through two stands). It ships without its voiceover, so you bring a voice. Not affiliated with Zack D. Films; "the style" means the format: a question, a misconception, a "But" twist, building examples and a payoff.
First use
This skill's folder is the "Base directory" Claude Code shows when it loads it.
bashSKILL_DIR="<base directory of this skill>" KIT=$(python3 -c 'import os,sys;print(os.path.realpath(os.path.join(sys.argv[1],"..","..","kit")))' "$SKILL_DIR") [ -d "$KIT/node_modules/playwright" ] || bash "$KIT/setup.sh" [ -x "$KIT/.venv/bin/python" ] && [ -d "$KIT/models" ] || bash "$KIT/setup.sh" --voice # word timings + free voice, ~1 GB once PY="$KIT/.venv/bin/python"
Needs ffmpeg, Node and Python 3.9+. It renders with WebGL in headless Chrome: about 0.2 to 0.5 s a frame on a Mac, a few minutes for a short. On a machine without a usable GPU, set GL=swiftshader (much slower).
The engine
| File | What |
|---|---|
src/shots.js | The edit. CAPTIONS ([start, text, end?]), FADES (dips to black), DURATION, one function per shot and the SHOTS list ({start, end, build}). A shot's build({makeStage}) returns {scene, camera, update(t)}; update gets time inside the shot and may return {dof, bloom, exposure}. |
src/human.js | makeHuman(outfit): a poseable cartoon person ('vest', 'chainmail', 'plate', 'knight', 'archer'). setPose({joint: [x, y, z]}) for pelvis spine chest neck head lSh lEl lWr rSh rEl rWr lHip lKn lAn rHip rKn rAn (+ drop), setMouth(0..1), lerpPose(a, b, t), standArmor(kind). |
src/props.js | pistol, gunArm, bullet (with a flatten morph), sword, shield, mace, arrow, bow, stand, glowSprite, sparks, streak, rippleOverlay (the red force ripple). |
src/anim.js | kf keyframes, easings, range, cam(fov), place(camera, pos, look), shake, ikArm (2-bone arm IK so hands can grab things). |
src/textures.js, src/materials.js | Canvas-made steel scratches, chain-mail rings, wood, fabric, skin, and the materials built on them. |
src/main.js | Renderer, sky, lighting, depth of field, bloom, grade, and window.renderAt(t). |
Steps
- Script. Use the user's script, or draft one in the format: "If you…" hook, "some people think…", a "But" twist, examples that build, the mechanism, a payoff that answers the hook. About 2.5 words a second (70 to 90 words for 30 s). Check the facts.
- Project. Copy the engine to a new folder (
<project>must not exist yet) and link the shared packages:
Write the script intobashcp -R "$SKILL_DIR/engine" <project> && ln -s "$KIT/node_modules" <project>/node_modules<project>/script.jsonas a list of sentences. - Voice. Best is the user's own recording; convert it with
ffmpeg -i <take> -ac 1 -ar 44100 <project>/audio/vo.wav. Otherwise, from the project, the free Kokoro voice:"$PY" "$SKILL_DIR/../stick-figure/engine/tools/tts_kokoro.py" [voice] [speed](defaultsam_michael 1.12; alsoaf_heart,am_adam,bm_george) writesaudio/vo_kokoro.wav; copy it toaudio/vo.wav. For the browser preview only, also save it asaudio.m4a(main.jsplays that file). - Captions.
"$PY" "$KIT/words.py" audio/vo.wav script.jsonwritesaudio/vo.words.json(the voiceover's name with.words.json). Thenpython3 captions.py audio/vo.words.jsonprintsCAPTIONSandDURATIONto paste over the ones insrc/shots.js. SetFADESaround your "But" cut (the example dips at 6.2 s), or[]. - Shots. Plan a shot every 2 to 4 s (8 to 10 for 30 s, 3 for 10 s), cutting on caption beats, the mechanism shot longest. Write one function per shot by copying the closest example, change the props, poses and camera, and list them in
SHOTSwith start and end times (delete the example functions you don't use).update(t)must depend only ont: a render can start in the middle of a shot. Example shot 7 keeps state between frames and needs a workaround, so don't copy that pattern.- Useful helpers inside
shots.js:standPose,STAND,handsOnHips,surfaceHit(where a projectile meets a mesh). Inprops.js:box,shadow.rippleOverlayneeds one mesh to sit on; for a target made of parts, give it an invisible disc (with shadows off). - New props go in
props.jsas small functions that return aTHREE.Group.sparksare glowing points, so splinters or dust need their own meshes. - At 9:16 the frame is narrow (about 19° wide at fov 34). To keep a projectile in frame, ride behind it.
- Keep faces and key props out of the caption band (y about 950 to 1030 of 1280) and away from the frame edges.
- Stills. From the project:
node render.mjs stills 1.5,6.8,14 stills. Look at every shot before a full render. - Render.
node render.mjs video silent.mp4 30(about 0.2 to 0.5 s a frame), then add the voice, level it and scale to 1080x1920:bashffmpeg -i silent.mp4 -i audio/vo.wav -map 0:v -map 1:a -vf scale=1080:1920:flags=lanczos -c:v libx264 -crf 17 -pix_fmt yuv420p -af "apad,loudnorm=I=-14:TP=-1.5" -c:a aac -b:a 192k -shortest <name>.mp4 - Hand over the mp4 path.
For a live preview, serve the project (python3 -m http.server 8000) and open index.html (click to play with audio.m4a), or index.html?t=14.5 for one frame.
Style
- Bright blue studio sky, soft daylight, metal that reads as metal. Cartoon people are simple shapes with big expressive faces; keep them in proportion with the props.
- Slow motion on the impact, a short camera shake, sparks, bloom on hot things. The red ripple shows force spreading.
- Quick cuts on caption beats; one dip to black on the "But" turn. Captions are white, bold, 1 to 3 words.


