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Branded Ad Edit

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mrpaidsocial
branded-ad-edit

Turn a RAW talking-head video into a FINISHED, branded, motion-graphics ad for any brand or industry — a designed motion graphic on every spoken line, the brand's real colors/logo/screenshots, word-synced karaoke captions, ElevenLabs SFX + a low music bed, website B-roll in browser frames, dramatic full-bleed cuts, and optional hook A/B variants. Renders 9:16 MP4s via HyperFrames. Use this whenever someone hands over raw talking-head footage plus a brand and wants "the full edit", "motion graphics on every line", "make it look like their winning ads", "the brand-deal edit", "edit this like that winning ad", or an ad-ready version of a talking video — even if they never say "motion graphics". NOT for plain subtitles (embedded-captions), a personal signature reel style (reel-recut), or unbranded overlay cards (talking-head-recut) — this skill owns the brand-research → design → sound-design → A/B pipeline end to end.

Overview

Publishermrpaidsocial
Repositorymrpaidsocial-video-editor-agent
Skill namebranded-ad-edit
Stars
114
Forks
34
Bundled files
9
Links
  • Markdown instructions

    A SKILL.md file the model loads on demand, so it only costs tokens when a request actually matches.

  • Works with any LLM

    AI skills are plain Markdown, not provider-specific code, so this works with GPT, Claude, Gemini, Grok, or a local model.

  • 9 bundled files

    Scripts, templates, and references the model can read while it works. Files are read-only and never executed.

  • Open source

    Published by mrpaidsocial on GitHub. Read the source before you install it.

Installation

Install the Branded Ad Edit AI skill in TypingMind to use it with any LLM, or drop it into another agent that reads SKILL.md.

1

Install in TypingMind

TypingMind installs a skill straight from its GitHub folder — it reads SKILL.md, bundles the resource files, and stores the result locally.

  1. Open the app and go to Plugins → Skills.
  2. Choose "Install from GitHub".
  3. Paste the skill folder URL below and confirm.
    https://github.com/mrpaidsocial/mrpaidsocial-video-editor-agent/tree/main/.claude/skills/branded-ad-edit
  4. Enable the skill in any chat where you want it available.
Plugins → Skills → Add skill → From GitHub URL, then paste the folder URL and press Continue.
2

Install in another agent

Any agent that reads the Agent Skills format can use this skill — copy the folder into that agent's skills directory.

Claude Code — .claude/skills
git clone --depth 1 https://github.com/mrpaidsocial/mrpaidsocial-video-editor-agent.git /tmp/mrpaidsocial-video-editor-agent
mkdir -p .claude/skills
cp -r /tmp/mrpaidsocial-video-editor-agent/.claude/skills/branded-ad-edit .claude/skills/branded-ad-edit
Restart Claude Code after copying so it picks up the new skill.

Use it in TypingMind

Enable Branded Ad Edit in any TypingMind chat and the model takes it from there. Its name and description sit in the system prompt, and the moment a request matches, the model loads the full instructions itself — you never invoke it by hand, and it costs no tokens until it is actually used.

The model loads Branded Ad Edit on its own as soon as a request matches it.

Works with any AI model

AI skills are plain Markdown instructions rather than provider-specific code, so Branded Ad Edit is not tied to the model it was written for. Install it once in TypingMind and use it with GPT-5, Claude, Gemini, Grok, DeepSeek, Mistral, Llama, or a local model you run yourself — all on your own API keys.

  • Loaded only when it is needed

    The system prompt carries just the name and description. The instructions are fetched on the first matching request, so an idle skill costs nothing.

  • Switch models mid-chat

    Because the skill is instructions rather than code, changing model does not break it — the next model reads the same SKILL.md.

Skill instructions

This is the SKILL.md content the model loads. Read it before installing — a skill is instructions your model will follow.

Branded Ad Edit

Raw talking-head in → finished branded ad out. The speaker's footage and audio play untouched, in full (no re-cutting their words, except optional hook-splitting — or, for multi-take raw, a best-take assembly cut FIRST, then the assembled master plays untouched); everything else — graphics, captions, sound, framing — is built around them, in the target brand's visual language. Proven on a real paid brand-deal delivery, a 4-round style-clone reel, and a product-news explainer built from a generated likeness.

Read the reference file for each phase when you reach it — they carry the exact commands, contracts, and hard-won gotchas. Skim references/gotchas.md before starting; every entry cost real time once.

What you produce

  • 1080×1920 @ 30fps MP4 (other ratios on request), duration = source duration.
  • A framing grammar of 4 modes the video moves between:
    • split — video in a bottom band (1080×840 @ y1080), 1:1 graphic square on top
    • solo — video centered, banner graphics above and below the speaker
    • fullhim — full-bleed 9:16 crop of the speaker, floating chips over footage + vignette
    • full — video hidden, full-screen graphic takeover (reserve for ≤3 beats)
  • One motion-graphic card per spoken line (~15–20 for a 60–75s cut), every beat word-synced to the transcript.
  • Karaoke captions (1–3 words, heavy sans, sentiment-colored highlights), a top progress bar, zoom-punches, count-ups on every number.
  • Original VO dominant + ~40 SFX hits + a music bed ~19dB under voice peaks.

Pipeline

Work through the phases in order. Verify visually at EVERY stage — extract frames / snapshot and look at them; measure audio with volumedetect. Every bug this skill's history caught was found in pixels or dB, never by re-reading code.

0. Intake (one question round, then run autonomously)

Collect: the raw video; the brand's website URL; reference/winning ads if any; canvas ratio (default 9:16); layout preference (default: mixed split/solo/full-bleed/ takeover); single edit or hook A/B variants. Ask once with recommendations, then build to a reviewable draft — humans redirect drafts well and specs poorly.

1. Ingest & crops (+ assembly cut for multi-take raw)

Probe the source (ffprobe: duration, resolution, fps). If the raw is a multi-take line-by-line read (a 4min file for a 70s script), build a best-take master first: silencedetect → speech-segment map → transcribe each segment IN ISOLATION (gotcha #18: whisper on continuous audio dedupes back-to-back retakes and hides them) → flag slow-rate segments (<1.6 w/s = probable false start) → keep one take per line → cut with an ffmpeg trim/concat filtergraph, writing an EDL JSON (raw_start/raw_end/ master_start/master_end per window) — every later revision and caption depends on it. Re-transcribe the assembled master too: each pass catches flubs the other hides.

Then TWO crops of a 16:9 source: the 1080×840 "band" crop and a tight 1080×1920 full-bleed crop. Extract a frame of each and LOOK — center on the face by eye, not math. Re-encode everything with -g 30 -keyint_min 30 (sparse-GOP media freezes on seek in the renderer). Commands: references/composition.md §1.

2. Transcribe

For an uncut source: npx hyperframes transcribe audio.mp3 -d <dir> --json --model small.en → flat word array [{text, start, end}]. For ANY cut-up source (assembly cut or revision cuts): never caption from whisper-on-the-cut — it drifts up to +1s late by the back half (gotcha #19). Instead transcribe every EDL window as an isolated clip and stitch: master_time = window.master_start + clip_time. Fix ASR errors in place (brand names!), merge split brand mentions, group into sentences (≈ one card each), clamp ends to media duration.

3. Brand research

Scrape the live site for a color histogram + logo files; screenshot it and look. Build the token block (--brand-accent, --bg-dark, semantic green/red/gold…). Pull REAL assets (screenshots, dashboards, metrics) from any brand folder — real screenshots read as proof, recreations read as ads. If a winning-ads board exists, study it and clone the recurring moves, not the pixels. Details: references/design.md §1–2.

4. Website B-roll

4–6 clips (3–6s) of the brand's site scrolling smoothly, captured clean via a kiosk system-Chrome + scripted eased scrolling, recorded or screencast, then cut with dense keyframes. Played inside a browser-chrome frame in the composition. Recipe + the capture gotchas (keychain dialogs, chat widgets, ancestor-div scroll traps): references/design.md §3.

5. Storyboard

Map each sentence to a mode + a card archetype + word-timestamps for every internal beat. The 12 proven archetypes (WRONG-stamp screenshot, count-up cost, before/after bracket, word-synced checklist, icon tiles + stat, strikethrough list → answer, one-word takeover, ring timer, brand reveal + B-roll, social-proof count-up, guarantee shield, CTA card) generalize to any industry: references/design.md §4. Write storyboard.json (planning artifact) before authoring HTML.

6. Build the composition

Two files: a hand-authored index-template.html (cards + one paused GSAP timeline, with {{CAPTION_SPANS}} / {{CAPTION_TWEENS}} / {{SFX_ELEMENTS}} placeholders) and a build script that injects generated content. Start from assets/index-template-starter.html — a contract-compliant skeleton (backdrop, both video wrappers, vignette, progress bar, timeline helpers, caption CSS) with «FILL» markers; don't re-derive the boilerplate. Hand-author the ~18 cards where design judgment lives; generate the repetitive 90% (captions, SFX elements) — use scripts/generate-captions.mjs. The composition contract, framing tweens, and retention devices: references/composition.md §2–5. Non-negotiables: one paused timeline on window.__timelines, transforms only, CSS initial-hides, unique ids on ALL media, everything local (no network at render).

7. Sound design

Run scripts/generate-sfx.py with a kit config — it generates each effect, audits for the near-silent duds (~1/3 of ElevenLabs generations), retries them louder, peak-normalizes the kit to −3dB, flags late onsets, and writes durations.json for the builder. Then place ~40 hits as individual audio elements landing on exact words, and generate the music bed (~19dB under VO peaks). Prompts, mixing table, music API and the artist-name ToS trap: references/audio.md.

8. QA → render → verify

npx hyperframes check until 0 errors → one multi-timestamp snapshot call → LOOK at the contact sheet with vision and fix what you see → render with PRODUCER_BROWSER_GPU_MODE=hardware → then run the automated 4-layer QA on the MP4 itself with the bundled engine (tools/video-qa; procedure and manifest shapes in the video-qa skill):

bash
npm --prefix tools/video-qa run qa:video -- --lane hyperframes --video <proj>/output.mp4 \
    --edl <proj>/edl.json \                 # picture-lock cut list (EDL shape: video-qa skill)
    --words <proj>/words-master.json --words-are-output \
    [--placement <proj>/preview/manifest.json]   # SFX/card placements if present

It ffprobes the FILE (never trust the render log — gotcha #6), runs blackdetect / freezedetect (catches frozen un-synced b-roll) / scene-spike flash detection / silencedetect / LUFS / clipping, checks every EDL seam against the output-time word map (clipped words, duplicate phrases, butt-splice clicks — isolated seam re-probes only, NEVER a full re-whisper of the render), and has Gemini watch+listen to a proxy with audio intact. On the proving run it heard both documented seam flubs in the known-dirty cut and passed the repaired one. Read _qa/<name>/qa-report.md; HIGH/CRITICAL issues come with inspection packets (contact sheet + marked waveform + transcript + audio stats). Fix within the whitelist (tools/video-qa/README.md), re-render, re-run; max 3 rounds, then escalate to the user with the packet.

Then master the audio: any level change (especially scaling the kit per gotcha #23) can push the mix over full scale while every individual hit still measures fine. Measure the render with ebur128=peak=true and land it at ≈ −14 LUFS / ≤ −1 dBTP — a limiter pass with -c:v copy fixes it in seconds without re-rendering (gotcha #30). Still manual: the SFX audit and confirming the bed in word-gaps. Audit SFX with a SFX-only render, not an A/B against a no-SFX render — if the VO is loudness-normalised it swamps every hit in a peak or RMS window and the diff reports hits missing that are actually present (gotcha #22). Checklist: references/composition.md §6.

9. Hook variants (optional)

If the opening stacks two hooks — or the client wants A/B — ship one version per hook via programmatic EDL remapping (never hand-retime): cut ranges on the original timeline, mapTime() everything (timeline positions, attrs, captions, SFX), excise fully-cut cards, pre-cut media per variant, hide splices inside framing changes. Full recipe + the immediateRender landmine: references/variants.md.

10. Deliver on a review canvas

New versions are NEW files — never overwrite an approved cut. Ship MP4s + the project dir so tweaks are regenerate-and-re-render.

The cut goes to the reviewer on a here.now review canvas, and the reply LEADS with that URL — use the video-review-canvas skill, which builds the player + frame-accurate scrubber + click-the-timeline notes + a beat map from a config and reads the notes back next round. Write the beat map straight from storyboard.json; naming each card is what turns "something's off in the middle" into "at 0:14.3 the chip lands early". A file card without the link reads as "not delivered". Then log every gotcha you hit.

Client revision cuts (removing VO after the composition is built) are EDL remaps, not hand-retimes — see references/variants.md §Revision cuts.

Reference index

FileRead when
references/gotchas.mdBEFORE starting, and whenever something looks wrong
references/example.mdat storyboard time — a real 18-card beat map that shipped, and what the client's feedback taught
references/composition.mdbuilding crops, the template, captions, QA/render
references/design.mdbrand research, B-roll, storyboard/card design
references/audio.mdSFX + music generation and mixing
references/variants.mdhook A/B splitting
assets/index-template-starter.htmlcopy as your template's starting point
scripts/generate-captions.mjscaption generation (see its header for config)
scripts/generate-sfx.pySFX kit generation + audit + normalize
the video-qa skill + tools/video-qathe automated 4-layer QA run in step 8
the video-review-canvas skilldelivering the cut and reading timeline notes back (step 10)

Requires: node ≥ 20 + npx hyperframes (skills: talking-head-recut brings fonts + gsap.min.js — run npx hyperframes skills update talking-head-recut), ffmpeg/ ffprobe, a local whisper for npx hyperframes transcribe (whisper-cli + a ggml model), Puppeteer for B-roll/brand capture, and ELEVENLABS_API_KEY for sound — export it or put it in a .env at the repo root (the SFX script reads either).

Bundled files

The model reads these on demand while the skill is loaded. They are exposed as readable files and are never executed.

Frequently asked questions

What does the Branded Ad Edit AI skill do?

Turn a RAW talking-head video into a FINISHED, branded, motion-graphics ad for any brand or industry — a designed motion graphic on every spoken line, the brand's real colors/logo/screenshots, word-synced karaoke captions, ElevenLabs SFX + a low music bed, website B-roll in browser frames, dramatic full-bleed cuts, and optional hook A/B variants. Renders 9:16 MP4s via HyperFrames. Use this whenever someone hands over raw talking-head footage plus a brand and wants "the full edit", "motion graphics on every line", "make it look like their winning ads", "the brand-deal edit", "edit this like...

Why use Branded Ad Edit on TypingMind?

Because you install it once and use it with any model. Branded Ad Edit is plain Markdown rather than provider-specific code, so the same skill runs on GPT-5, Claude, Gemini, Grok, or a local model — and you can switch model mid-chat without it breaking. TypingMind runs on your own API keys, so you pay providers directly instead of a per-seat subscription, and your skills and chats stay in your own storage.

How do I install Branded Ad Edit in TypingMind?

Open Plugins → Skills → Install from GitHub in TypingMind and paste https://github.com/mrpaidsocial/mrpaidsocial-video-editor-agent/tree/main/.claude/skills/branded-ad-edit. TypingMind reads its SKILL.md and bundles its files and installs it as a skill you can enable per chat.

Which AI models can use Branded Ad Edit?

Any model you connect in TypingMind. AI skills are plain Markdown instructions rather than provider-specific code, so GPT, Claude, Gemini, Grok, and local models can all load this skill when a request matches it.

How many AI models can I use with Branded Ad Edit?

As many as you like. As long as a model supports skills, you can use Branded Ad Edit with it — GPT, Claude, Gemini, Grok, DeepSeek, Mistral, Llama and more — all on TypingMind with your own API keys.

Is the Branded Ad Edit AI skill free?

It is published on GitHub by mrpaidsocial. Check the repository for licensing terms. You only pay your own AI provider for the tokens you use.

What are AI skills?

An AI skill is a reusable instruction bundle that teaches an AI model how to do one specific task. It follows the open Agent Skills format: a SKILL.md file with a name and description, plus any scripts, templates or reference files the model may need. The model reads the instructions only when your request matches the skill, so an installed skill costs nothing until it is used.

How are AI skills different from plugins or MCP servers?

A plugin or MCP server gives a model new tools to call — code that runs somewhere and returns a result. An AI skill gives the model knowledge and process instead: how to approach a task, which steps to follow, what good output looks like. Skills are plain Markdown, so they need no server, no API key and no runtime, and they work with any model.

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