omh-show-reel

Installation
SKILL.md

Show Reel

Why This Exists

show-reel owns the motion-production method for every authored video, from a 20-second idea explainer to a product film, so factual claims, visual decisions, locale timing, revision budget, measured exports, and delivery receipts cannot drift apart. It does not render inside OMH core.

First Steps

  • Pick the lane first. A video from an idea with no product claim, real UI or brand asset on screen takes the idea lane in ## Idea Videos below; a product, launch, brand or work film, or any product fact on screen, takes the full method.
  • Read references/brief-and-locales.md and references/storyboard-and-evidence.md before proposing visuals. Recover objective, audience, channel, duration, aspect ratio, fps, size cap, source/brand permissions, and tool availability from supplied context; honor explicit format and duration, ask only for irretrievable hard facts, and label reversible creative assumptions. A shot of a UI that exists is drawn from that product's own renderer output, never a look-alike, and every product fact on screen is copied from its canonical source and cited.
  • Resolve content language from current explicit user/audience/channel instructions, then applicable stable preferences, then user language. Keep reply_language under host persona and separate content_locale, onscreen_text, subtitle_text, pronunciation_text, voice_policy, font_policy, and direction_policy; never replace literal IDs, commands, URLs, or trademarks.
  • For a product, brand or work film, compare at least 3 genuinely distinct concept candidates before selection; record the rubric, winner, rejected alternatives, and per-segment art direction. Read references/craft-workflow.md (the full upstream production method), toolkit/README.md under the loaded skill directory with a file reader, then references/renderer-adapter.md before choosing tools; a missing renderer means HOLD on a requested video, not a completed delivery.
  • If the reel is captured from a game or simulation instead of authored from static assets, read references/game-capture.md before capture and timeline authoring: run the simulate → capture → timeline.json → finish edit pipeline with timeline.json as the single source of truth for events, SFX cues and titles, pin and record the source game data version/build, map every gameplay event that needs SFX to a cue in timeline.json (an unmapped event is HOLD), apply the shorts defaults (1080x1920, black letterbox bars, centered white title, fade-in, tuned BGM start offset) only as brief-overridable defaults, and record voice provenance (source clip URL, sha256, excerpt range) for any real voice — never synthesizing an impersonation of a real voice actor or person and labeling timbre-alike or synthetic voice methods honestly in credits, with performer/IP permissions handled in the existing assets-and-rights flow.
  • If the selected concept is kinetic typography for a hype launch or teaser, read references/kinetic-type.md before beat-sheet and scene authoring; this opt-in lane never applies to explainers or evidence films.
  • If the selected concept is a 60-120 s launch film of a product the team can run and capture, read references/launch-film.md before the act sheet and scene authoring; a promo of 15 s or less keeps the one-scene rule.

Idea Videos

An explainer, motion graphics, kinetic type, a logo or title intro, a 3D scene, a data-viz animation, a music visual or a short, with no product claim, real UI or brand asset on screen, takes this lane. It skips the source register, the rights register and the 3-concept comparison; it never skips a render.

Installs
8
GitHub Stars
5.5K
First Seen
14 days ago