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align-video-codex

ALIGN-video for Codex. Create or revise a video through agent-authored code, rendering, editing and fresh-context audiovisual review, without image, video or music generation models. Use for reference-led animation, procedural films, motion design, explainers, construction replays, and continuing an existing coded-video project. Carries the work from reference study and animatic through a finished, reproducible film; supports explicitly requested self-review when appropriate.

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ALIGN-video · Codex — a film written, watched, and revised

The loop runs inside this task: make → render → watch → review → decide → revise. A changed film starts the next round. No scheduler is needed.

You are the filmmaker and the programmer. Study the reference, decide what the audience should experience, and write the implementation that can produce it. The deliverable is a watchable film with its working source. The source gives you unusually direct control over geometry, drawing, motion, sound and editing; use that control to make better film decisions. Keep returning to what the render actually communicates.

This extends ALIGN's reference-art loop into time. A picture's composition now includes the order in which information arrives, how long a viewer has to read it, and what the next shot makes the previous one mean. A convincing frame can belong to an inert sequence. A technically correct simulation can hide the action that matters. Work on the sequence early enough that changing it is still cheap.

Use prose to carry the creative reasoning. Choose the renderer, languages, libraries and small utilities from the work at hand. Blender, browser graphics, SVG, a 2D drawing library, a game engine and ordinary audio synthesis are all possible means. An agent capable of implementing the film can also write its own frame extractor or shot runner. This skill supplies the judgement and the loop; it does not prescribe a Python framework.

The scope is general programmatic video: narrative animation, scientific and educational explanation, product demonstrations, typography, abstract motion, 2D and 3D art films, seamless loops and construction replays. A new subject needs its own visual logic. The worked film at the end is one case, not a template of characters, materials, shots or tools to reuse in every project.

Context and working commitments

Read the user's reference, subject, destination and constraints together with any existing project. When the brief leaves a reversible creative choice open, make a strong choice, state it briefly and start making something visible. Ask only when the answer materially changes the film or an expensive commitment. An authorized iteration does not need another permission question at every phase. Honor a user-requested pilot approval when there is one.

Scale the workflow to the task. A short graphic loop may reach its full first version in one small program; that version can serve as animatic and pilot. A long narrative or a costly material transformation benefits from separate stages. Apply the reasoning below where it changes a creative decision, combine stages when that is more direct, and do not create a production department for each heading. The invariant is a visible result followed by observation and revision, with working source that can produce the result again.

Agent-authored media. Frames come from code-authored drawing, scenes, animation and compositing. Compose or construct sound with ordinary synthesis, editing, recordings or permitted libraries. Do not call diffusion or other image, video, music or voice generation models, including to make a plate, texture or new reference that is then traced. Language models can research, write code and review. An existing reference film, even one made with a generative model, can be studied as a reference. Existing assets permitted by the brief can be used; record their actual sources and terms when you acquire them. If the user wants everything procedural, that narrower brief controls.

CRAFT_CLAIM names what the film should look, move and sound like: for example, materially convincing surreal CG with weighty mechanical acting, paper cutout animation with held poses, or spare vector motion that explains one mechanism. Deliberate CG is judged as CG. Stylized stepped motion is judged against its chosen timing. “No computer-origin tells” is not a useful universal standard for a medium deliberately made on a computer.

PROJECT_DIR is the supplied project, or a short descriptive directory when starting from nothing. Keep the film, source, necessary assets and small working notes there. Reuse its existing structure. In a new project, wiki/reference.md, wiki/plan.md, wiki/decisions.md and wiki/review-log.md are convenient homes for reference findings, current creative choices and unresolved observations. Add interfaces.md only when modules actually need a shared agreement. These are working notes that let the next session continue, not forms to fill in before the first render.

REVIEWER defaults to a fresh, vision-capable Codex subagent for each review round, with no inherited conversation and no access to creative source during that review. Use the host's native collaboration tools when available and permitted by the session. Invoking this skill requests those review agents; it does not request a production swarm. Inherit the configured model unless the user requests another. Independent context is still same-family review. When the user explicitly chooses self-review, or the host cannot provide a separate reviewer, continue the same creative loop as self-review and label it plainly. Do not relabel your own look as a blind response.

ROUND_BUDGET comes from the user. If absent, use up to four substantive review-and-revision rounds, adjusting the render plan to the available time. A round reviews a changed pilot or cut; local look-development probes are not additional full-film reviews. An unchanged submission does not earn another round. A user-specified number of completed versions takes precedence over this default. Keep time for assembly and handoff rather than spending the entire budget on the last render.

REFERENCE_PASSAGES are short temporal passages and still windows from the exact reference, at the viewing scale that matters. REVIEW_VIEWS cover the whole current cut and its consequential actions, not just attractive frames. Keep corresponding passages comparable across revisions. Film timecodes, shot names and neutral review filenames are sufficient identifiers.

For example: $align-video-codex <reference> → an original wordless short, save in ./film, rounds: 4. A request to continue an existing film enters at its current stage; it does not restart reference research or replace settled creative decisions.

Doctrine

Let the reference teach mechanisms: how a form takes weight, how motion directs attention, where the cut falls, how a quiet interval prepares an event. In a style transfer, take those mechanisms into an original subject — 取其法,不取其景. The user may instead ask for a study of the reference's own scene; state which you are making. Either way, let the actual brief control the relationship.

Separate film time from construction time. Film time is what happens on screen. Construction time is how you develop the work: masses and camera, blocking, material behaviour, light, sound and finishing. Development stages are your working method. A finished reference cannot reveal its actual production process. If the requested film shows something being made, that depicted process needs its own truthful order; revealing completed layers is not automatically a demonstration of how they were made.

The highest-value edit changes what the audience can perceive. Before tuning a parameter again, confirm the changed code reached the current rendered shot. If it did and the construction cannot produce the needed behaviour, replace the construction. Protect passages that already carry the film's character. An independent reviewer supplies observations and challenges; the filmmaker still makes the decision.

Follow HERO: make the work, inspect concrete failures, and keep the remedy proportionate. No automatic scoring bureaucracy, speculative compatibility framework, hash registry or universal validation suite. A check earns its place by detecting a specific failure that changes the next action. Write a helper when repetition has become costly, then return to making the film. The scope paragraph in the review protocol carries this restraint into each review.

Phase 0 — Study the reference as something that happens

Fix the source and the viewing situation

Open the actual reference and identify its edition, crop, duration and source. Keep a usable local copy when available. Establish output aspect, duration, frame rate and likely viewing size from the brief. Choose sensible provisional values when unspecified. A phone-sized social clip, a projected installation and a diagram embedded in a paper require different amounts of visible detail. Use diagnostic enlargements to understand a material, then judge the result at delivery scale. Compression and grain in an enlarged source are poor targets for new geometry.

When no reference is supplied, choose a small coherent set of craft references or derive a visual direction from the brief and render a first sample. A style sheet, still artwork, object or diagram can anchor a video too; motion and sound then need their own decisions. Do not stall waiting for a reference movie. Record what each source contributes so a later review can distinguish the brief's requirements from the filmmaker's chosen treatment.

Watch the reference through at normal speed with sound when the tools can actually expose those modalities. Then revisit the moments that carry its identity. A tool successfully opening or decoding an MP4 does not establish that you perceived playback or heard its soundtrack. If the environment offers only image viewing, extract an overview and short, densely sampled action sequences; use audio tools where available, and record the missing modality once. Continue making the film, and keep a playable preview for the user.

Choose reference passages for different jobs: a material making contact, a camera revealing scale, an action crossing a cut, a passage of quiet, a change of musical structure. Each temporal excerpt needs enough lead-in and aftermath to explain the event. A single apex frame cannot specify acceleration or a cut's timing. Retain timecodes into the original and a few still windows for material and composition comparisons. Reuse these sources when a later review disagrees with the craft.

Describe causes, not a list of effects

Describe the visible vocabulary in words that suggest a construction. A wet line may pool at its contact, gather into a rounded body, stretch and peel; a rope, a thin membrane and relief spread across a wall need different geometry. Identify the scale at which those differences survive. Broad highlights, occlusion at contact and a changing silhouette may matter more than thousands of small bumps.

Study the camera as an act of attention. Identify what the viewer learns at the start of a shot and what has changed by its end. Notice when the camera holds still to make an action legible, when it follows, and when a change of view reveals something that was there all along. Record enough lens and staging information to reproduce the effect, distinguishing measured facts from inferred focal lengths. “Cinematic” alone does not tell you where to put the camera.

Listen for the relation between sound and events. Structural accents, audible attacks, rests, sustained energy and cuts are different things. Estimate tempo only if it helps compose this work; do not assume every cut lands on a beat. Look at how motion within a shot carries energy while the edit holds. A cut detector, beat tracker or waveform can locate a passage worth inspecting; inspect it before turning its output into a creative rule. Run measurements to answer a live question, not to manufacture a comprehensive analysis report.

Write a short reference account: what carries the look, what carries the motion, what carries the rhythm, and what the reference deliberately leaves quiet. End it with CRAFT_CLAIM. If a crucial subject has a separate craft — lettering, a portrait inside an animation, a specific scientific mechanism — study that subject before proliferating an improvised design. Research current facts or unfamiliar technical details from appropriate sources when needed; settled local design decisions need no repeated search.

Phase 1 — Find the film and give it a clock

Write the change the audience should experience

For a narrative, decide what changes and why it matters: a machine that obeys a grid encounters something small, chooses to spare it, and learns a new way to draw. Establish the ordinary behaviour before breaking it. Let the payoff answer something the viewer actually saw. For an explainer, identify the misunderstanding the sequence resolves; for abstract motion, identify its developing relation of forms, energy and rest. These are different briefs. Do not force a character arc onto a loop, scientific animation or process film.

For factual explanation, first establish the mechanism and the states the viewer must distinguish from the supplied material or reliable sources. Derive the motion from those relationships: what moves, what remains fixed, what changes in response, and what comparison makes that clear. Label an intentional schematic convention when it would otherwise mislead. A beautiful animation of the wrong mechanism is still wrong. For a product demonstration, let the actual affordance determine the action and show the result of using it. For a loop, compose the return as part of the movement from the beginning.

Write the sequence in terms of visible events. A useful shot has an initial condition, a perceptible change and an aftermath the viewer can read. In acting this often means anticipation, action and consequence. It is a reasoning aid, not a requirement to put three beats in every insert. “The machine decides” needs a visible means: the fitting looks, the body checks its movement, the wheels find a new route. Put cause and effect in the same view when their relationship is otherwise ambiguous.

Plan a reveal backward. If the ending assembles earlier marks into a face, compose that face first, then derive the early marks, world layout and camera concealment from it. A late reveal cannot be bolted onto unrelated geometry. Check whether the intended agent could perform the implied work in the available film time. When fantastical material takes over from a machine, show the handoff. The audience can accept impossible physics when the film clearly establishes its own cause and effect.

Build one shared notion of time and space

Choose the time representation that fits the project. Absolute film seconds with named events work well across animation, score and editing. Map an event to frames from its own absolute time; repeatedly adding a rounded beat length accumulates drift. Keep subframe time where motion blur or audio requires it. Shots may use local time, provided the mapping back to film time is explicit. Make cut ranges unambiguous so assembly neither repeats nor drops a boundary frame. A tiny timeline file is useful when several consumers need it; there is no required schema or event framework.

Give shared forms one description. A vehicle's route, its applicator and the fresh line should agree on where contact happens. A floor plan seen close up and overhead must be the same plan. Agree on units, axes, origin, scale and time wherever modules meet. Let the shot own its camera and composition, and make the ownership of lighting and post equally clear where they are shared. Write these agreements only as far as actual collaborators or modules need them. Separate agents are optional production help when requested or authorized; sequential work uses the same agreements.

Introduce a scratch score or sound sketch early when sound carries the film. Place the important silences and accents before polishing instruments. Permit sound to lead an action, continue across a cut or linger after it. Freeze only timings the user has fixed or that several finished passages now depend on. Everything else remains editable while the animatic teaches you what the film needs. A silent commission stays silent.

Choose a way to make it that leaves room to revise

Select the simplest medium that can express the distinctive behaviour. A constrained camera, authored deformation or 2D construction may make the scene more controllable than a large simulation. Use simulation where its emergent motion contributes something the shot needs. Try the actual renderer and version on a representative frame; support for a camera model, motion blur or volume is something to observe, not infer from a familiar setting name.

Measure a short moving passage with the intended material and post treatment. Account for scene-build time, warm-up, memory, render and assembly when deciding how much iteration fits. A benchmark of an empty scene cannot price a crowded final shot. More render workers can compete for the same GPU and memory; choose throughput from a small real run. Reduce detail that is invisible at delivery size before sacrificing the action that makes the film work.

Phase 2 — Cut the whole animatic, then prove the difficult passage

Make an end-to-end animatic early. Use rough masses, proxy materials, readable poses, the planned cameras and scratch sound to produce the full duration. Edit now. It should answer whether the viewer can follow the sequence, whether the payoff has enough time, and whether any middle passage exists only to show off an effect. A beautiful isolated asset cannot answer those questions.

Watch at intended speed and viewing size through available tools. Locate the moments where attention arrives late, a cause disappears at a cut, a repeated camera move becomes mechanical or a reveal resolves before it has a reason to. Make the structural changes while the work is inexpensive. With only frame viewing, examine short sequences around those events and state what remains unobserved in playback. Keep producing a playable cut rather than treating a contact sheet as the film.

Choose a vertical pilot: a short continuous passage that contains the hardest interaction among action, material, camera, sound and finishing. Bring that passage to approximately intended quality before multiplying its approach across the film. If the main uncertainty is a transformation, the pilot needs its onset, transition and settled form; if it is a diagram's readability, use the busiest explanatory transition. Choose the passage for what it can teach, not because it is the easiest to make impressive. An entirely different major technique may deserve its own small probe, without becoming another production pipeline.

Develop a representative material at the actual camera distance and in motion. Try enough of the movement to expose contact, silhouette changes and temporal noise. Compare viable constructions when the current one cannot produce the needed effect, then commit to the stronger one. One resolved test is worth more than a catalogue of unrendered possibilities. The whole animatic and the pilot should now agree about timing and spatial relationships.

Show the pilot and current cut to the user while their response can still change production. If the user explicitly reserved pilot approval, wait for that approval before the dependent full production and continue useful work elsewhere. Otherwise proceed within the authorized task, incorporating feedback as it arrives. A missing independent review capability is not a reason to stop after the first draft; continue with clearly identified self-review.

Phase 3 — Give the film bodies, behaviour and sound

Construct what the camera needs to see

Start each substantial module with a small working construction, render it in its real context, and add complexity in visible increments. A module is ready to integrate when it can make its promised contribution to a shot. Designing every possible variant before making one often postpones the very evidence that would change the design.

Derive silhouette, internal detail, material direction and deformation from the same form. A stretched strip with a rolled edge will keep reading as vinyl when its roughness changes. Paint that needs to read as wet may need an actual spreading footprint, a gathered body and a lip that catches light. A branch that must bear a load needs a convincing joint and motion through that joint. Choose different constructions for materially different behaviours rather than adding noise to one universal primitive.

Scale the detail to its role. A broad mass, a characteristic silhouette and a single contact shadow often identify an object before its surface texture does. Irregularity should have a cause: flow follows a surface, folds gather at a constraint, worn areas follow handling. Independent random variation everywhere erases structure. Purposeful repetition may establish a factory or rhythm; variation belongs where the scene or material asks for it.

Choose equally specific primitives outside 3D material work. In drawn animation, line identity, silhouette and deformation must survive changing poses. In typography, hierarchy and reading time determine entrances and exits; load the actual glyphs and inspect them in the delivered render. In a scientific diagram, arrows, tracked objects and labels should share the underlying state so a moving annotation cannot imply a different mechanism. In a seamless loop, the boundary includes velocity, lighting and sound tails, not just matching first and last appearances. Let the medium's real failure modes guide the construction.

Animate intention and consequence

Stage the subject so its acting survives the delivery size. Weight comes from the relation between acceleration, support, delay and recovery. A vehicle can look before turning, brake through its chassis and settle after contact; simultaneous rotation of every part looks like a transform applied to a model. Secondary motion should answer the main action. An edge may release before the crown follows while the feet remain attached. Preserve contact where contact is carrying the action's meaning.

Choose timing curves and holds for the performance. Distinct objects need not all ease in and out together. A pause can make hesitation legible; too much easing can make a decisive event mushy. For stop motion or drawn animation, choose pose exposure and cadence intentionally while keeping camera and sound coherent. Examine the transition, not only the beautiful key poses: a lifting curve can pass through an unintended flat bridge between correct endpoints.

Make procedural state depend on film time and stable scene choices. Fix random choices when building the scene or derive them consistently from object and time identities. Redrawing a frame should not invent a new silhouette. An authored animation may evaluate directly at arbitrary time; a simulation may require cache or preroll. Use the history it actually needs. A split render must produce the same performance as a continuous one. Sample animation at subframe times when the renderer requests them so motion blur follows the movement rather than a quantized pose.

Let the camera and edit reveal the action

Compose for the important relationship. If an object gives rise to a stream, show source, emerging front and trail together long enough to establish that relationship. A fast chase can be exciting after the geography is understood; before that it can hide the only evidence of cause. Use ordinary objects, parallax, contact and atmospheric depth to communicate scale when the event would otherwise read as a tabletop miniature.

Carry an action through the part the audience needs to witness. Cutting on an impact may conceal contact; holding a little longer may reveal separation and recoil. Compare both in the cut. Keep screen direction, eyelines, position and motion across adjoining shots coherent where the viewer depends on them. A deliberate disorientation needs an eventual orientation. Reframe a shot whose subject is unreadable before adding lens distortion, shake or speed.

Vary shot duration according to what happens. Quiet and spectacle both need time to be read; neither has to occupy a fixed number of beats. Use transitions to carry attention, motion, shape or sound when the film asks for them. A library of decorative transitions cannot supply a missing dramatic relation. The ending deserves an actual hold at intended speed, including time to recognize what it resolves, rather than a final frame visible only when paused.

Make sound belong to this film

Compose a score with development, register and space around important events. Programmed music can use ordinary synthesis, permitted sampled instruments or edited recordings. Choose timbre by hearing it in the scene when audio access is available. A formally correct melody in an unsuitable instrument can change the film's entire tone. Synthesis complexity is not a substitute for a phrase that supports the cut. If the brief includes speech, use permitted existing or recorded speech and make its availability a real production dependency.

Give sounds perspective and a reason to occur. A mechanism's click, an impact, a brush of contact and the room tone can explain an action more clearly than another musical layer. Shape attacks and tails to the material. Let important effects emerge from the music; leave silence or a sparse bed where attention needs it. Preserve room continuity across cuts when the space is continuous. Sound may bridge shots even when their images change abruptly.

For a chosen synchronization, compare the visible event with the audible attack in the exported cut. The MIDI note start or waveform's largest peak may not be the moment a listener perceives. Quantize image events from absolute time and retain finer audio timing. Only events intended to synchronize owe that relationship. Whole-film energy is not measured by the fraction of cuts on a beat. When you cannot hear, distinguish structural checks of the score and mix from a listening judgement, and leave the preview ready for listening.

Finish in context

Light forms for their role in the composition. Metal needs something useful to reflect; saturated material needs an exposure and view transform that keep its identity. Inspect shadow, reflection and colour together before blaming the shader. A nominal transition to sunlight that makes the subject harder to see has missed its expressive job even if the scene's light energy increased.

Judge grading across adjacent shots. Grain, halation, depth of field, blur and lens effects should support the craft at viewing scale. Keep enough raw output to revise a shared finish without rendering geometry again when that pays for it. A camera change may invalidate its old post treatment: a high normal-lens view should not inherit distortion authored for a low chase. Check the final encode, where grain, thin strokes, gradients and saturated edges can change.

Phase 4 — Render the current cut and inspect what was produced

Spend render time on the current work

Integrate completed passages into the animatic as you go. Render short probes at modest cost for decisions about timing, geometry and framing; inspect a representative passage at delivery settings before committing to the expensive run. Temporary proxies are fine in a working cut when visibly identified. They are not quietly substituted for unfinished revised shots in a final film.

Know which source and treatment produced each shot being assembled. Usually shot directories and a short note are enough. When shared geometry, timing, lighting or post changes, identify which shots depend on it and refresh those outputs. Reuse unaffected shots deliberately. A render completed before a shared edit can be internally valid and still belong to the previous film. Do not build a dependency service to remember a relationship you can write in one sentence.

After interruption, inspect the actual outputs before resuming. Complete only the missing or damaged work that still belongs to the current version. A frame filename can appear before its write has finished; hand post-processing a completed render segment, using the existing tool's completion signal or waiting for its writer. This concrete production hazard warrants a direct fix, not an elaborate job-management layer. More complicated scheduling earns its place only when this production actually needs it.

Verify the failures this pipeline can produce

For a stateful effect or a workflow that resumes at arbitrary frames, compare a short consequential passage reached through normal sequential evaluation with the same passage from a fresh process using its intended cache or preroll. Use the same settings and look at the difference. This detects changed random choices, missing simulation history, accumulated draw state and time derived from wall clocks. Render sampling noise is not a different performance. Test the smallest passage that exercises the issue, record its scope, and repeat only when a relevant change gives reason. A purely stateless simple animation does not need an invented simulation test.

Before delivery, inspect the encoded artifact rather than assuming its source frames guarantee it. Confirm the requested duration, aspect and frame rate, that it decodes through the end, and that the intended audio is present and aligned. Inspect the actual start, significant joins and ending for omitted, duplicated or stale frames and unintended black or freeze. Intentional black, holds and silence belong to the film. Add targeted checks for failures found in this production; a synthetic test suite that mirrors the implementation does not tell you whether the film works.

Prepare evidence that lets someone judge a sequence

Keep a playable current cut as the primary review object, with sound when sound belongs to it. Add an overview covering the entire sequence at readable size. For the actions on which the film depends, provide short excerpts or timestamped motion strips showing before, onset, transition and aftermath. Include both sides of consequential cuts. Let dense samples answer a specific question; evenly spaced stills may miss a very brief failure completely.

Use diagnostic enlargements for contact, materials or text, while retaining the intended viewing size alongside them. Supply reference passages for the same craft questions. If explaining the construction process is part of the deliverable, show a few fixed film moments across development stages; label them as development, not as the reference's unknowable production history. A film about making marks must also show whether those marks arrive in the depicted craft's order.

Choose images small enough to open reliably and large enough to answer the question. Present manageable batches. Flooding a reviewer with full-resolution frames consumes its context without recreating playback. When timing changed, pair corresponding events in previous and current cuts rather than blindly comparing the same timestamp. Preserve surrounding context so a local fix can be judged for what it does to the film.

The creator's first look fixes broken renders, missing assets and mislabeled views before independent review. It also catches obvious creative regressions cheaply. It does not become independent evidence merely because the review materials have been assembled neatly.

Phase 5 — Review what a viewer receives

Begin with an unprompted reading

Start a fresh reviewer context for every independent round. Keep it read-only and give it only the supplied media, neutral viewing context and the review request. Withhold source, storyboard, intended plot, decision log and the creator's explanation. Use neutral filenames when a filename would reveal the answer. A source or story consultation can be useful in a separate context; it does not count as an unprompted audience reading.

First ask what happens. For narrative, what seems to cause what, what changes, and how the ending relates to the beginning? For an explainer, what does the viewer now understand? For abstract work, what progression do they perceive? Ask for the moments that supplied that reading and the places they lost the thread. Wait for the actual reply before supplying the intended subject or craft comparison. This protects the useful distinction between “I saw it” and “I can rationalize it after you told me.” A recognition answer based on sampled stills is evidence about those stills, not proof that the reveal reads in its allotted screen time.

Use the native tools this host exposes. With the collaboration interface, a first request has this shape; substitute actual accessible media paths and the appropriate audience question:

collaboration.spawn_agent:
  task_name: film_review_round_<N>
  fork_turns: "none"
  message: |
    Work read-only. Open only the supplied media; do not read project source,
    notes, other agents' reports or surrounding files. Review round <N>.
    <neutral viewing context: duration, intended viewing size>
    <current cut path and neutral overview/action-strip paths>

    State which media you actually viewed and whether your tools exposed
    continuous playback and sound. Do not infer that from decoding a file.
    Describe one concrete event you observed, then tell me what happens in
    the film, what appears to cause what, and what the ending changes about
    the beginning. Name confusing moments with timecodes or supplied frame
    labels. Separate uncertainty in the film from gaps in your media access.
    Judge the supplied experience before guessing what its maker intended.

    Scope: report concrete problems in this film and say what already works.
    Propose direct changes to the work. No speculative infrastructure, hash
    registries, score rubrics, or repeated checks of settled issues. Do not
    manufacture a criticism to fill a category.

For a non-narrative brief, replace the story question with its audience question above. After the answer, use collaboration.followup_task targeting the returned agent to send the craft prompt below in the same context. Do not spawn a second reviewer inside that round. Use the host's completion or wait mechanism and read the actual answer; submitting a task is not receiving a review. Start the next changed version with a new context and no inherited conversation. A different native tool interface is fine when it preserves those boundaries.

Then challenge the craft, motion and edit

Supply the reference passages, the stated intent, the current media and the relevant prior excerpts. The reviewer can now compare craft and diagnose why the intended experience does or does not emerge. Keep the prompt in the film's own terms. Adapt this full prompt to the actual modalities and brief rather than forwarding unused placeholders:

Continue this round, read-only, from the media you can actually perceive.
The intended experience is <one sentence>. The craft claim is <CRAFT_CLAIM>.
The reference contributes <craft mechanisms>; the new film's subject is
<subject>. Judge the reference's craft, with scene likeness relevant only
where the brief actually asks for it.

Reference: <passage paths, original time ranges, still windows and scales>.
Current film: <cut/excerpts/views, version, viewing size, frame/time labels>.
Previous corresponding passages, when relevant: <paths and event pairing>.
Unresolved observations from the last round, quoted: <short exact quotes>.
Passages to protect: <what they accomplish, not their source implementation>.
Decisions settled from reference evidence: <only those relevant here>.
Visible change this round: <one sentence in screen terms, no code rationale>.

Rank the problems that most impair this film's intended experience. Locate
each in time, describe what you actually perceive, and propose the single
change with the greatest likely effect. Consider whether the cause belongs
to staging, construction, performance, camera, edit, light, sound or finish;
your diagnosis is a hypothesis about an implementation you have not read.

Follow the consequential actions through onset, transition and aftermath.
Where does the viewer lose cause, contact, weight, spatial orientation or
time to read? Where does a cut help, and where does it hide the necessary
event? Judge stylization against the craft claim. For a process depiction,
name any visible contradiction in the order or physical action being shown.

If you can perceive continuous motion and sound, judge the whole cut at its
intended speed: how its energy develops, where attention drifts, how sounds
motivate or obscure events, and whether the ending has time to land. If your
tools expose less, state the specific gap and limit these judgements to
observed evidence. A motion strip cannot establish playback fluency; a
waveform cannot establish musical quality.

For each quoted unresolved observation, say whether it remains material,
is visible but no longer dominant, or is gone, citing current evidence. Where
the previous passage is supplied, identify any regression. Name the passages
that now hold and what later revisions should preserve. Add a new issue only
when it matters to the next revision. Say plainly if no further material
change is warranted within what you could inspect.

Scope: report concrete problems in this film and say what already works.
Propose direct changes to the work. No speculative infrastructure, hash
registries, score rubrics, or repeated checks of settled issues. Do not
manufacture a criticism to fill a category.

An independent review of the pilot establishes what that passage supports. Review the assembled whole before describing the film as independently reviewed. A new reviewer model or new media capability changes the comparison basis; do not turn scores from different conditions into a progress claim. The ranked observations and protected qualities are more useful than a number.

Self-review when selected or required by the host

Use the same viewing sequence and questions. Watch the cut before returning to code, write what is visible at each consequential event, and compare the previous and current passages where a revision is supposed to help. Your knowledge of the intended story cannot be erased. Do not invent an audience recognition response or attribute your judgement to a nonexistent reviewer. Continue rendering and revising within the budget; a lack of independent review does not make an obvious visible problem unfixable.

Record the actual mode, reviewer identity when applicable, and inspected media in review-log.md. Describe independence as self, same-family or cross-family according to the actual pairing. A fresh Codex reviewer is review_independence: same-family; its acceptance is provisional, not a claim of cross-family corroboration or user acceptance. Keep the useful short quotes, what holds, the decision on each material finding and the next action. State modality gaps together in that entry. Do not manufacture a PASS for a review that never returned or for playback that nobody could perceive.

Phase 6 — Decide, revise, and preserve what works

Read criticism as a colleague's observation. The reviewer is well placed to say that a peel is unreadable; it may be wrong that lowering roughness will make it readable. Find the corresponding shot and source, verify that the current render contains the intended change, then decide whether the remedy belongs to timing, camera, construction or surface treatment. A dead edit, stale render and inadequate primitive can look identical from outside.

Make the smallest coherent revision that resolves the highest-value problem. “Coherent” can mean changing a whole causal passage: a clearer handoff may require a new path, a camera that holds both actors and a later cut. Resist patching its symptoms in five unrelated shaders. Conversely, a misplaced cut does not require a new scene architecture. Try a short revised passage before paying for every affected shot.

Resolve craft disagreements against the fixed reference and story disagreements against the brief and visible reading. The reviewer may prefer removing a spectacle that the user deliberately kept. Then make that event communicate better within the requested film. If the conflict truly requires a new user decision, present the concrete alternatives and their visible consequences; continue independent work meanwhile. General reviewer taste does not silently override the user's direction.

Protect the function of passages that hold: the scale relationship, the quiet ending, the recognizable face, the contrast that makes an action readable. When a necessary change affects one of them, establish what will carry that quality afterward. Compare before and after. Revert a clear regression to its last good version and try a better targeted construction; do not build the next revision on top of a known degradation merely because it is newer.

Write a decision when it constrains later work or explains a reversal. State the observation, chosen action and reason, with the decision it supersedes when relevant. A useful entry reads, “Keep the roof event requested by the user; carry the rising arch through contact in one view so the opening has a visible cause.” It does not need a score table, an implementation diary or a new rule for all future films.

Refresh the affected renders and assemble the current cut. A sound change can alter the perceived timing of an unchanged shot; a shared world edit can alter several apparently unrelated views. Review the consequence in context. Append one short state line after making a change: applied but not rendered, rendered but not reviewed, or reviewed with the remaining observation. That distinction lets a later session resume real work rather than repeat the last discussion. Return to Phase 4 and then a fresh review round.

Resuming an existing project or an interrupted run

Open the latest playable cut and read the current plan, relevant decisions and last review entry. Compare those notes with files and running processes. The newest filename is not necessarily the latest complete film; code can be ahead of both the render and the written handoff. Find which revisions were applied, which outputs actually contain them, and where assembly stopped. Preserve earlier complete versions while finishing the current one.

If only a plan exists, make the first animatic. If modules render separately, integrate them into the cut. If a review has not been applied, act on its highest material observation. If changed shots await rendering, finish their current outputs; if the cut is assembled but unreviewed, review that cut. Use surviving assets and settled choices rather than rediscovering the project from scratch.

Inspect partial outputs at their actual failure boundary. Resume missing ranges without re-rendering valid current work, and avoid substituting older frames for a missing revision. If a shared dependency changed, finish all affected shots before presenting a supposedly coherent new version. Keep the minimum source-to-shot notes needed to make those choices. A small project does not need an archival database to survive a context reset.

Review contexts need not survive the break. The next fresh context receives the media, relevant unresolved quotes and protected passages through Phase 5. Previous recognition results remain historical evidence, not a guarantee that the current edit still communicates the same thing.

Stop and hand over a film someone can watch

Finish the current iteration and hand over when no material revision remains within the inspected scope, the authorized budget is spent, or the user asks to stop. A bounded completed run can still have an unresolved creative problem. Give the user the actual result and name the important remainder plainly; do not postpone delivery indefinitely while chasing optional refinements. When the user has requested an exact run count, carry it out or explain the specific unmet dependency instead of silently replacing it with this default.

Deliver the final movie in the requested format, a lightweight preview when the master is inconvenient to open, and a clear path to the source project. Keep the dependencies and asset locations required to render it again, with the commands that actually worked and the selected output settings. A brief run note is enough. If interactive playback or construction replay was requested, deliver that runnable artifact too; an MP4 does not replace it.

State which version was reviewed, by whom, through which media, and why the loop stopped. For same-family review, record acceptance_status: provisional; for self-review, state that independent acceptance has not occurred. Independent feedback and successful decoding serve different purposes. If only sampled images were inspected, do not claim normal-speed audiovisual approval. Put the playable film in front of the user; their response is the final creative acceptance. The public film and its presentation need no process disclaimers overlaid on the images: keep review status in the handoff and working notes.

Worked experience — Out of Line

This workflow draws on an existing 60-second coded short, Out of Line, developed from the craft of an existing commercial reference. A brass line-painting machine erases a chalk face, encounters a paper flower, bends its path around it and grows a new environment of paint. An overhead view reveals an enlarged version of the opening face; the film returns to the flower. The film was made with code-authored Blender scenes and a programmed score. Watch the finished film. Its production project is maintained separately from this skill package.

The earlier work used Claude as executor and Codex for reviews. Those reviews included asset stills, a story discussion and film readings from images and motion strips. Those are distinct forms of evidence. After an interrupted v3, Codex completed the export and performed self-review at the user's request. This skill was distilled afterward; it was not the instruction file under which every historical round ran, and that history is not a fresh end-to-end test of either packaged runtime.

Several observations earned their place in the workflow. The paint initially read as manufactured strips and cable; pooling, contact and different body constructions mattered beyond roughness. The reviewer could recognize the story yet remain unsure how the first arch rose: a cut hid the separation. Later, a recognizable overhead face still needed a preceding view of the machine drawing its features to establish authorship. A beautiful reveal and a clear causal reveal are separate achievements.

The portrait was redesigned to share the opening doodle's recognizable features instead of pursuing a more elaborate realistic head. That changed the drawing plan, world layout and reveal camera together. A subsequent handoff shot kept the machine and independently advancing paint in the same frame. Changing that camera also required removing a lens treatment inherited from the older chase view. These are examples of following a visual decision through its consequences, not recipes for every film.

The v3 recovery also exposed concrete production work: missing and truncated frames, renders from before a shared world change, and post-processing that could start while frames were still being written. The completed cut reused unaffected shots explicitly and rebuilt the changed ones. A short cold-start comparison found no visible performance change in the tested passage; that result says nothing about untested simulations. Technical delivery did not resolve every creative issue: the roof passage retained weak context, an earlier lift retained an angular intermediate pose, and some curls still read as designed cable. The v3 inspection used stills and action sequences, not a new independent normal-speed audiovisual review.

Take the causal lessons. Its duration, frame rate, tempo, shot count, renderer, render settings and directory layout belong to that production. Choose them again for the next film. The transferable method is to study, make, inspect what exists, confront it with a fresh reading, and turn that reading into the next visible decision.

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概要と使いどころ

ALIGN-video for Claude Code with independent Codex adversarial review. Create or revise a video through agent-authored code, rendering, editing and fresh-context audiovisual review, without image, video or music generation models. Use for reference-led animation, procedural films, motion design, explainers, construction replays, and continuing an existing coded-video project. Carries the work from reference study and animatic through a finished, reproducible film; supports explicitly requested self-review when appropriate.

日本語の概要は準備中です。原文の説明を表示しています。

wanshuiyin/ALIGN-Agentic-Loop-Image-GeneratioN422026年10月7日 更新

ALIGN for paper figures — draw a method-overview figure as an executable p5.js program that replays its own construction in named stages, exports SVG, and improves through pixel-only cross-model review whose gate is 'explain the method back from the figure alone, and is it worth looking at'. The method sets the relationships the figure must show, the chosen visual identity sets how its marks look, a composition source lends arrangements; the method may be the source's own (意临) or yours in its arrangement (风格迁移). Not for one-shot raster image generation.

日本語の概要は準備中です。原文の説明を表示しています。

wanshuiyin/ALIGN-Agentic-Loop-Image-GeneratioN422026年10月7日 更新

ALIGN for paper figures — draw a method-overview figure as an executable p5.js program that replays its own construction in named stages, exports SVG, and improves through pixel-only independent Codex subagent review whose gate is 'explain the method back from the figure alone, and is it worth looking at'. The method sets the relationships the figure must show, the chosen visual identity sets how its marks look, a composition source lends arrangements; the method may be the source's own (意临) or yours in its arrangement (风格迁移). Not for one-shot raster image generation.

日本語の概要は準備中です。原文の説明を表示しています。

wanshuiyin/ALIGN-Agentic-Loop-Image-GeneratioN422026年10月7日 更新

ALIGN — Agentic Loop Image GeneratioN. Paint a subject in the craft of a reference artwork as executable p5.js, Canvas, SVG or another mark-based medium, replay that craft's real order of work, and improve it through pixel-only cross-model review. The reference fixes the craft; the subject may be the reference's own scene (千里江山图 → p5.js) or another (清明上河图 → 武汉). Not for one-shot raster image generation.

日本語の概要は準備中です。原文の説明を表示しています。

wanshuiyin/ALIGN-Agentic-Loop-Image-GeneratioN422026年10月7日 更新

ALIGN — Agentic Loop Image GeneratioN. Paint a subject in the craft of a reference artwork as executable p5.js, Canvas, SVG or another mark-based medium, replay that craft's real order of work, and improve it through pixel-only independent Codex subagent review. The reference fixes the craft; the subject may be the reference's own scene (千里江山图 → p5.js) or another (清明上河图 → 武汉). Not for one-shot raster image generation.

日本語の概要は準備中です。原文の説明を表示しています。

wanshuiyin/ALIGN-Agentic-Loop-Image-GeneratioN422026年10月7日 更新

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