# Montage rhythm moves

Three montage-rhythm styles: drop-blackout-slam, a blackout wind-up drop; wright-triple-cut, a triple-clack close-up cut; and domino-cascade, a domino-chain entrance.

- Category: rhythm · Tags: shotcraft, remotion, rhythm
- Spec: 1920×1080 @ 30 fps · 4.39s (16:9)
- License: Apache-2.0 · Tier: free
- JSON: https://gimgs.net/motion/montage-rhythm-moves.json
- Kind: remotion
- Source (TSX): https://gimgs.net/motion/montage-rhythm-moves/template.html
- Repo: https://github.com/Vincentwei1021/video-shotcraft
- Credits: video-shotcraft (Vincent Wei) — https://github.com/Vincentwei1021/video-shotcraft
- Page: https://gimgs.net/motion/montage-rhythm-moves.html

## Params

_No params._

Default params (base64url for `?p=`): `e30`

## Prompt

## When to use

Paragraph-level rhythm design: wind-up and burst (A), process sketch (B), opening chain reaction (C); complements beat-cut-moves (which arranges cut spacing) — these three manage the "shape of a section's breathing".

## Intention

beat-cut-moves manages how cut intervals are spaced; these three styles manage a bigger layer of rhythmic storytelling: A is "silence as wind-up" — one beat before the drop cuts to a dead-silent full black hold, so the burst lands harder, used for the one shot right before the film's biggest peak; B is a "process triple" — three extreme close-ups clack in rapid succession, the third snaps back to a wide shot revealing the result, an Edgar Wright-style edit that turns "it's this simple" into muscle memory; C is "momentum transfer" — a title slams down and shakes cards loose, each element's entrance triggered by the previous one's impact, a Rube Goldberg-style telling of a page's content entering as a chain reaction.

## Duration & energy

- Duration: A: 4.3s / B: 4.3s / C: 5s
- Energy: High

## Shot recipe (original Chinese — timing, easing, parameter table, known pitfalls)

## 意图
beat-cut-moves 管切点间隔怎么排，这三式管更大一层的节奏叙事：
A 是"静默即蓄力"——drop 前一拍切全黑死寂憋一整拍，爆开才够响
（EDM 演出 blackout 惯例），给全片最高潮的前一秒用；B 是"流程三连"
——三个超近特写咔哒咔哒咔哒连打（按下/拨动/翻牌），第三声甩回全景
亮结果，Edgar Wright 式把"操作很简单"剪成肌肉记忆；C 是"动量传递"
——标题砸落震起卡片、卡片落地撞进侧边栏，每个元素的入场由上一个的
撞击触发，Rube Goldberg 式把一页内容的入场讲成连锁反应。

## 三式选型
| 式 | 做法 | 适用 |
|----|------|------|
| A drop-blackout-slam 黑场蓄爆 | 正常播放中一帧切纯黑死寂 12f，然后主视觉带震屏+亮环砸入 | 全片唯一最高潮的前一拍；发布口号/大字的登场 |
| B wright-triple-cut 三连特写 | 三个 10f 超近特写硬切连打（各"静4-动3-静3"），第三声甩回全景亮结果 | "操作流程"速写：三步设置、一键完成类叙事 |
| C domino-cascade 连锁入场 | 标题砸落→震波弹起卡片列→末卡撞滑侧边栏进场，动量方向逐级传递 | 开场整页入场的叙事化版本；替代平铺直叙的逐个 fade-in |

## 参数表
| 参数 | 典型值 | 调节手感 |
|------|--------|----------|
| A 铺垫 | 前段画面轻微 scale 呼吸 1.0↔1.02 + 节拍点每 12f 闪 | 必须先让"片子在正常播"可感，黑掉才有落差 |
| A 黑场 | 一帧直切纯黑（#0c0c0c），12f **完全无物** | 命门：黑场里放任何东西（logo/微光）都在泄压——死寂才是蓄力 |
| A 爆入 | 主视觉 scale 1.35→1.0（5f out cubic）+ 10px 震屏 exp(-t/2.5) 12f 收干 + 亮环 80→900px 16f 消散 | 三件事同帧起爆；震屏 t≥14 强制归零保真静止 |
| B 特写结构 | 每个 10f：静 4f + 动作 3f + 静 3f；动作用 p<0.5 二值跳变保干脆 | 动作 3f 是"咔哒"的物理时长；拉长成 6f 就是普通交互动画 |
| B 构图统一 | 三特写同倍率感、主体都在屏心 | 构图乱跳读作三段素材硬拼，连切节奏散 |
| B 甩回 | 6f whip（Easing.poly(5) out）+ 2 层错帧副本（opacity 0.35/0.18）模拟糊 | 甩回落点的"结果"要提亮泛光——三连咔哒的答案必须亮着 |
| C 动量链 | 每级 startFrame = 上一级 impact 帧；初速方向继承上一撞击方向 | 命门：竖砸→竖弹→（末卡歪 3° 给出横向）→横滑，方向没有出处则"连锁"读作巧合 |
| C 撞击震动 | 4f 衰减序列 [A,-0.6A,0.3A,-0.12A,0]，两次幅度 10/6px 递减 | 幅度递减表现能量损耗；等幅两震读作重复播放 |
| C 卡片弹跳 | 依次隔 5f 各弹 60px 抛物线 12f | 40px/3f 间隔在正常速度下读不清传递感（本批实渲加码） |
| 收尾 | A 爆入后 ≥50f / B 甩回后 ≥45f / C 全链落定后 ≥50f 真静止 | 三式都是重拳，hold 按平常两倍给（同 beat-cut B 判例） |

## 已知坑
- demo 在灰阶/占位素材上调校通过——参数是调校起点非实战定稿，
  首次实战须以真实素材回验
- A 式全片 ≤1 次且必须配声design：黑场同帧音频也切静、爆开同帧音爆
  （sound-design §4.5）——无声版黑场读作播放器卡了 12 帧
- A 的震屏与 impact-feedback、C 的震动与 domino 内部震动都属震屏族，
  同一镜头只能有一个震源
- B 式三个特写 10f/个节奏很快是设计意图（已验证可读），但特写内容换成
  真实 UI 后若操作复杂（不是一眼动作），拉到 12–14f
- B 式甩回与 shot-transitions E 式甩镜同技术根——B 的 whip 是镜内收尾
  不是转场，别在 B 之后再接 E 式（连甩读作晕）
- C 式链最多三级（标题→卡片→侧栏）；四级以上观众跟不住因果链，
  后面的入场退化回普通错峰

## 参考实现
demos/rhythm/montage-rhythm-moves/
（DominoCascade.tsx / DropBlackoutSlam.tsx / WrightTripleCut.tsx）

## Reference implementation (Remotion)

- demos/rhythm/montage-rhythm-moves/DominoCascade.tsx — https://raw.githubusercontent.com/Vincentwei1021/video-shotcraft/main/demos/rhythm/montage-rhythm-moves/DominoCascade.tsx
- demos/rhythm/montage-rhythm-moves/DropBlackoutSlam.tsx — https://raw.githubusercontent.com/Vincentwei1021/video-shotcraft/main/demos/rhythm/montage-rhythm-moves/DropBlackoutSlam.tsx
- demos/rhythm/montage-rhythm-moves/WrightTripleCut.tsx — https://raw.githubusercontent.com/Vincentwei1021/video-shotcraft/main/demos/rhythm/montage-rhythm-moves/WrightTripleCut.tsx

The component imports shared fixtures from `demos/_fixtures` and helpers from `assets/lib` in the repo; SKILL.md there documents the render workflow.


## Flow

1. **Read the recipe**
   Prompt = when to use, intention, parameter table with typical values and how each one feels, known pitfalls. Treat values as calibrated starting points.
2. **Get the code** — tool: git
   `git clone https://github.com/Vincentwei1021/video-shotcraft && cd video-shotcraft && npm install`
3. **Register + render** — tool: remotion
   `npx remotion render <CompositionId> out.mp4   # component: demos/rhythm/montage-rhythm-moves/DominoCascade.tsx, demos/rhythm/montage-rhythm-moves/DropBlackoutSlam.tsx, demos/rhythm/montage-rhythm-moves/WrightTripleCut.tsx`
4. **Or re-implement**
   Port the timing/easing from the recipe to HTML + WAAPI (gimgs motion contract) or any engine; keep the same segment windows and easing.

## Render

Clone https://github.com/Vincentwei1021/video-shotcraft (npm install). The component lives under demos/{category}/{name}/ and imports shared fixtures from demos/_fixtures and helpers from assets/lib. Copy it (with those imports) into a Remotion project, register a <Composition> with the template's width/height/fps/duration in Root.tsx, then `npx remotion render <CompositionId> out.mp4`. SKILL.md in the repo documents the full Claude Code / Codex workflow. The prompt below is the shot recipe (timing, easing, parameter table, pitfalls) — enough to re-implement the shot in HTML/WAAPI or another engine if you prefer.

## Contract

React/Remotion composition (TSX) from the open-source video-shotcraft library (Apache-2.0). It is not a browser-playable template: clone the repo, register the component in a Remotion project and render with `npx remotion render`. The recipe (prompt) describes timing, easing and parameters so you can also re-implement the shot in any engine.
