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L4inLov3r/ui-motion-sound

L4inLov3r/ui-motion-sound

Claude Code skill: looping UI motion video from real product screens, with a real-recording sound layer and measured QA
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Star count
0 ★ · L4inLov3r/ui-motion-sound · read from the repository page · (checked 2026-10-16 20:00:20)
Source
read directly from its GitHub page · type: open-source project
Harvest history
first seen 2026-10-10 · last seen 2026-10-10 · seen 1× · listed by 1 sources
Score
score 103 · 1 sources · repo
FAQ (answers come from our records)
How do I install it?
We did not find an install command for this repository (our install coverage is only about 4%). Check its README or releases page.
Who is it for?
We filed it under these tags: 开源项目. The tags come from the entry itself, not a taxonomy we imposed.
Who maintains it?
repository L4inLov3r/ui-motion-sound;first catalogued 2026-10-10;last seen 2026-10-10。There is no official certification or quality rating here — we record sources and dates only.
Third-party quality signals

ui-motion-sound

以下摘录自该仓库的 README(片段) · 在 GitHub 读完整 README →

A Claude Code skill that builds a looping UI motion video from real product screens, then adds a sound layer made of real recordings, placed from the animation's own timing and checked by a measured QA.
*En français : une skill Claude Code qui fabrique une vidéo d'interface en boucle à partir de vrais écrans, puis lui ajoute une bande-son faite d'enregistrements réels, placée d'après la chronologie de l'animation et contrôlée par des mesures.*
What it does
- **Picture.** One HTML page exposing renderAt(t) and seek(t): every pixel comes from t. Closed-form springs, a real cursor driving every change, 120 BPM with one action per beat, rendered with Playwright at 60 fps with motion blur.
- **Sound.** Uses opus-sound-layer at a pinned commit: a library of CC0 recordings, a cue sheet exported from the same timeline as the picture, a mixer, and a QA script that measures sync, loudness and audibility.
- **Gate.** Claude asks for the inputs first, shows a beat map and four stills, and builds only after you say go.
- **No self-congratulation.** Claude cannot watch frames move or hear audio, so it reports what the checks show. The final eye and ear check is yours.
Requirements
- Claude Code
- ffmpeg on PATH
- uv
- Playwright with Chromium
- Python with numpy
Install
For a single project, clone it into .claude/skills/ui-motion-sound at the project root instead.
Use
In Claude Code:
Claude will ask for 8 to 12 UI states, an accent colour, a 120 BPM track (or a click track), fonts, a logo, the last line of copy, and the format.
What you get
- out/final.mp4
- audio/kit/CREDITS.md, the source of every sound in the library
- LISTEN.md, five timecodes to check by ear, plus the loop seam
- The QA result as printed: passes, fails, warnings
Notes from a first real run
A 24-second, 1920×1080 loop of eleven screens. Things worth knowing before you start:
- **Measure cursor targets, never estimate them.** Positions typed from layout arithmetic put the cursor beside its target on 5 clicks out of 14. Make the timeline point at DOM elements, measure them with getBoundingClientRect once fonts are loaded, and add a check that the cursor tip is inside the element at the instant of each click. Do not click before the cursor has arrived.
- **stop_before and build are audible.** On hero cues they cut the music for 0.4 s and thin it for 2 s. With four heroes in 24 seconds, the first listener heard them as sound bugs. Ask before using them, and scan the mix for dropouts before delivering.
- **Force a full repaint in renderAt.** Chromium keeps the sub-pixel raster offset of composited layers (anything with backdrop-filter, for instance) from one frame to the next. After a long run the last frame differed from the first by half a pixel of text. Toggling display on the stage at the end of renderAt made the two frames byte-identical.
Source
github · https://github.com/L4inLov3r/ui-motion-sound
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