feat(remotion): Instagram channel-promo template + taste system + design-quality kit
The reference-round workflow, run end to end for a real template: Taste system (how we learn the user's taste, persisted): - references/TASTE_PROFILE.md (living design contract) + references/README.md (the daily loop) + a "reference round" stage in docs/TEMPLATE_BRIEF.md (provide refs or I suggest+mock directions). Design-quality before/after: - HeroDemo — the fix recipe vs the faint default: layered-depth background, a proper big video type scale, and a bold composed focal object. (Backgrounds were naked, text too small, scenes had no objects.) - YaldaSofreh3D + IGPromoDirections + IGProfileMock — reference-match proofs (low-poly 3D, 3 IG-promo style directions, the realistic IG-light page). Instagram channel-promo template (the deliverable — a flexible 5-scene FlexStory): - igkit + 5 blocks: IGIntro, IGProfile (realistic IG-light profile, scales to all aspects), IGFeed (post grid), IGStats (animated count-up), IGFollowCTA (Follow taps to "Following"). - FlexStory gains a `finish` toggle so the IG-light scenes render clean (no brand grade). INSTAGRAM_PROMO preset + 3 aspect comps in Root. Verified: a still of every scene at 9:16 renders clean; full preview MP4 rendering. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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# references/ — the taste-capture drop zone
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Drop design references here so they become **codified taste**, not one-off chat images.
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- `TASTE_PROFILE.md` — the living design contract. I distill the recurring **design DNA**
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from everything in this folder and consult it on every build.
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- `characters/` — drop **character pack files** here (PNG cutouts, SVG, `.blend`). I vendor
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the usable ones into the asset library (honoring the license firewall) and build templates
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*with* them — rather than redrawing from scratch.
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- `boards/` — optional moodboards / style references grouped by topic.
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When you add something, a one-line "why I like it" (the line, the palette, the mood, the
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attitude) sharpens the profile far more than the image alone.
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## The daily loop (our ritual)
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Paste taste images (or a "I love / I hate this") any day. Each drop runs the loop:
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1. **You paste** — references + one line of *why* (style / palette / mood / attitude).
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2. **I extract** the design DNA → update `TASTE_PROFILE.md` (the board grows, the through-line
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sharpens) + a memory so it survives across sessions.
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3. **I apply** it → upgrade the shared **kits** (backgrounds, type scale, props, composition)
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and the `flat-artist` skill so the *actual output* moves toward your taste.
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4. **I prove** it → a cheap still / before-after so you can see the move; you approve or reject,
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which sharpens the profile again.
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Two modes so it's sustainable:
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- **Calibration days** (most days) — just steps 1–2. Cheap. Absorb the DNA, grow the board.
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- **Apply passes** (periodic) — steps 3–4. Roll the accumulated taste into the kits/blocks so
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the whole catalogue jumps a level at once.
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What actually compounds: not my raw drawing (that's fixed), but the **system** — the codified
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profile, the reusable kits, the prop/character libraries, the skill rules. That gets richer every
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day, so the output keeps improving even though the base model doesn't.
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# Taste Profile — character & illustration
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> The living design contract. References go in, recurring **design DNA** comes out, and
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> every build consults this file. The vaguer the input, the weaker the steer; the more
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> concrete (actual files, exact palettes, "I like X because Y"), the sharper.
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>
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> How it persists: this doc + the `feedback-character-design-taste` memory + the
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> `flat-artist` skill. It compounds — every approve/reject sharpens it.
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---
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## Reference board
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### 2026-06-24 — first character drop (4 refs)
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**R1 — 3D clay / toy characters** ("ANONYMOUZ", *Blender + PNG files*)
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Rounded soft-clay 3D, **minimal or featureless faces** (sunglasses, simple noses), strongly
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**diverse + inclusive** (skin tones, ages, a wheelchair user, body types), everyday activities
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(camera, gym, skate, gaming, shopping), **bright casual** clothing. The popular Gumroad/UI8
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"3D casual character" look.
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**R2 — bold flat vector** (winter / sports pack)
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**Chunky confident shapes**, **saturated primaries** (red / blue / yellow / navy) on light-blue
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panels, **dynamic athletic poses**, minimal faces (often hidden by goggles/helmets), thick forms.
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Alegria-adjacent but **bolder and more saturated**.
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**R3 — modern thick-outline cartoon** (sunglasses kid, sunset)
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**Thick black outlines**, flat cel fills, **warm gradient backgrounds** (orange→pink), chill/cool
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mood, simple expressive features, light environmental detail (wires/poles). Contemporary "cool"
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cartoon.
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**R4 — NFT / streetwear bold cartoon** (bearded, teal skin, surreal companions)
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**Thick black outlines**, **hyper-saturated flat fills**, surreal/edgy characters with attitude,
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solid color backgrounds. Doodles / Cool-Cats-adjacent.
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---
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## Core taste signal (the through-line)
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Across all four, consistently:
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- **Bold & saturated** — strong, confident color. **Not** muted, pastel, or washed-out.
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- **Thick outlines** (in the 2D refs) — clean, heavy black line.
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- **Minimal / stylized faces** — features simplified, abstracted, or hidden (shades, goggles).
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- **Clean confident shapes** — rounded, deliberate forms (3D clay or flat).
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- **Attitude & personality** — cool, expressive, characterful. **Not** corporate-bland.
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- **Modern / on-trend** — every ref is a *current* style (3D clay, bold flat, NFT cartoon).
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- **Diverse & inclusive** — especially R1.
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## Anti-patterns (what to AVOID — the look that failed before)
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- Muted / pastel / desaturated palettes.
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- Soft, thin, timid line work; vague forms.
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- Over-detailed, "trying to be realistic" faces → reads amateur ("the 5-year-old").
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- Corporate flat-design blandness with no personality.
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---
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## Sourcing strategy (honest path to this quality)
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These references are **purchasable / artist asset packs**, not styles I can reliably hand-redraw
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at this bar. The reliable path:
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1. **Vendor the actual packs** the user owns. R1 even ships **PNG files** → those cutouts drop
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straight into the 2.5D engine as character layers (fastest win). Honor the license firewall
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(`docs/ASSET_LIBRARY.md`, `public/illustrations/assets.json`).
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2. **Build motion / composition / templates around vendored characters** — that's our strength.
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**Don't** redraw characters from scratch (that's the hand-code ceiling).
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3. For any character I *do* author, match the through-line: **thick outline + saturated fill +
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minimal face + confident shape.**
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## Feasibility per style (in our engine)
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| Style | Path |
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|---|---|
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| R1 3D clay | **Blender** for the source (it literally ships `.blend`); **PNG cutouts vendor directly** into 2.5D today. Three.js can *approach* soft-clay (rounded geo + soft mat) but the polished look = Blender. |
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| R2 bold flat | **Matchable as SVG** — thick shapes + saturated fills; best **vendored** as a pack for consistency/volume. |
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| R3 thick-outline cartoon | **Matchable as SVG** (heavy stroke + flat cel + gradient bg). Volume → vendor. |
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| R4 NFT bold cartoon | **Matchable as SVG**; surreal characters are hard to author at scale → **vendor**. |
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---
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## Status / open questions
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- [ ] Which style is the **primary** direction (or several as tiers)?
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- [ ] Does the user **own the files** for these packs (to vendor), or are they inspiration only?
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- [ ] Drop pack files into `references/characters/` → I vendor + ledger them.
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