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Explainer studio

Skill BusyBee3333/animated-explainer-skills/skills/explainer-studio

Build Kurzgesagt-quality animated explainer videos as one self-contained HTML file — GSAP choreography patterns, YouTube-retention method, overlap auditor, ElevenLabs VO pipeline. Claude Code skills + standalone tools. MIT.

Install
npx -y skills add BusyBee3333/animated-explainer-skills --skill explainer-studio

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The guided end-to-end path for building an animated explainer video from zero — walks you phase by phase (script → assets → choreography → retention → gates → voiceover → publish), telling you which skill and tool to use at each step and what "done" means before advancing. Use when starting a new explainer video, when unsure what to do next mid-build, or when someone asks to be guided through the process.

SKILL.md

5.8 KB, as published. Nobody here has run it

Explainer Studio — the guided build path

Seven phases, in order, each with an exit checklist. Never advance with an unchecked box — every skipped gate here has cost a rebuild in production. The three companion skills are your phase manuals: explainer-assets (make the things), gsap-explainer (move the things), retention-pass (make people keep watching). When guiding a person, announce the phase, do the work, show the checklist result, then ask to advance.

Phase 0 — Topic & Promise (15 min)

Decide: WHO is this for, WHAT one payoff do they get, and what does the PEAK scene show? Write three sentences: the hook's promise (a question, never the answer), the peak that pays it (must visually rhyme with the hook), and the next-video chain for the CTA. Exit: ☐ hook promise written ☐ peak described in one sentence ☐ hook and peak use the same visual language ☐ CTA chains somewhere named.

Phase 1 — Shot Script (1-2 hrs)

One markdown doc, one block per scene: timestamp · duration · VISUAL (what literally happens) · ON-SCREEN text · VO line. Write VO at ~2.5 words/sec × duration (real TTS/readers run ~2.6 w/s). 8-12 scenes for 3-4 min; scene ceiling ~30s. Enumerations must list items in the order visuals will land. End with an accuracy checklist — verify every factual claim now, not after animation. Exit: ☐ every scene has all five fields ☐ word counts ≈ 2.5×duration ☐ facts verified ☐ second-to-last scene is a peak/drill, not wrap-up.

Phase 2 — Assets & Components (invoke explainer-assets)

BEFORE any animation: inventory every visual the script demands — components (chips/bars/cards), props (per scene), characters (host + minions), environment moods. Build in this order: component system first (one CSS recipe elevates everything), then props (silhouette → light → depth → detail → motion hooks), then character factories, then environment variants. Decide every prop's animation class and pivot (svgOrigin) NOW. Exit: ☐ all assets render in static scenes ☐ silhouette test at thumbnail size ☐ one light direction everywhere ☐ no flat fills ☐ every asset has its motion hook class + planned pivot ☐ selector inventory written down.

Phase 3 — Choreography (invoke gsap-explainer)

Copy scaffold.html, run inline-gsap.py, confirm it plays untouched. Replace scenes ONE at a time using the pattern library (drop-with-weight, forced-overlap proof, pour/morph-fuse, stamp slam — adapt, never invent). Keep the VO-sync contract from the first scene: the named object moves ON its name; enumerations reveal with the roll-call; payoffs resolve WITH their reasoning. node --check + freeze-frame QA after every scene before starting the next. Exit: ☐ full playthrough, zero console errors ☐ every ACTS starts with resets (replay/seek test each scene) ☐ every VO content phrase has a beat within ±1.5s ☐ each scene's hero moment freeze-framed and eyeballed.

Phase 4 — Retention Pass (invoke retention-pass, 3 rounds)

Round 1 structure (hook/peak loop, trim scenes to choreography), Round 2 beat coverage (tools/beat-audit.mjs — fill dead zones with content beats, not ambient), Round 3 polish (loop-naming kickers, stakes accents, exit velocity). Exit: ☐ beat-audit: last beat at 70-85% of every scene, no >4s true dead zones ☐ hook loop closed BY NAME at the peak ☐ first beat ≤0.5s ☐ nothing announces duration or wrap-up early.

Phase 5 — The Gates (zero tolerance)

Run all six pre-publish gates from gsap-explainer, headline: overlap audit at 0.5s steps (tools/overlap-audit.js) — nothing overlaps anything unless it IS the lesson (whitelist those pairs explicitly). Plant a fake overlap first to prove the tool sees your file. Then replay-reset audit, selector inventory, beat-audit no-regression. Exit: ☐ overlap audit returns zero non-whitelisted at 0.5s ☐ fake-overlap control was caught ☐ replay/seek sweep clean ☐ syntax + selectors green.

Phase 6 — Voiceover (tools/vo-generate.py)

Generate one clip per scene (ElevenLabs or any TTS; voice id is yours). Check every clip vs its scene: target 85-94% fill; on overrun EXTEND the scene to clip+1.5-2s (extending never strands beats — trimming does). Build the -vo.html preview variant (master stays silent); wire clip-per-scene playback so seeking restarts narration cleanly. Exit: ☐ every scene 85-94% narrated (CTA may be short) ☐ no clip overruns ☐ pause/seek/replay all behave with audio.

Phase 7 — Human Watch-Through & Publish

The one gate no tool replaces: watch the whole video in a real browser at real speed, sound on. You are looking for: anything overlapping, any beat landing before/after its line, any prop that reads wrong at a glance. Fix, re-gate (Phase 5), publish. Keep the master silent version for re-recording; export = screen-record or your pipeline of choice. Exit: ☐ full real-time watch with zero winces ☐ re-gated after any fix ☐ published + versioned.

If you're lost mid-build

Ask: "does it exist?" → Phase 2. "Does it move?" → Phase 3. "Does it hold attention?" → Phase 4. "Is it clean?" → Phase 5. "Does it talk?" → Phase 6. The most common failure is starting Phase 3 with Phase 2 half-done — animating assets that then get rebuilt, breaking every tween that targeted them.

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