beat-sync-editing
This skill should be used when the user asks to "cut to the beat", "fix the pacing", "edit this sequence", "sync cuts to music/BPM", "add a match cut / J-cut / L-cut", "build a speed ramp", or "plan a shot sequence / edit timeline". Covers editing rhythm, transitions, retiming, and translating an edit plan to an NLE or a code timeline (Remotion/AE frames).
1How It Works & Mechanism
Pure methodology/computation skill: zero scripts, zero network access; the core concept is converting musical rhythm into frame-accurate editing mathematics—frames_per_beat = (60/BPM) × fps—emphasizing cuts on musical phrases (2/4/8 beats) rather than on every single beat.
frames_per_beat = (60 / BPM) * fps
Translates 'editing intuition' into decision trees and reference tables: the decision tree diagnoses by symptom (off-beat, jarring cuts, sluggish pacing, weak impact, handoff to code), routing each symptom to a specific family of techniques.
What's the editing problem?
Transitions are governed by motivated discipline: default to hard cuts (accounting for 90%), using match/J/L/whip cuts only when clearly justified, with each transition type accompanied by an 'align what / signals what / typical offset frames' table.
Default to the **hard cut**. Reach for anything else only when motivated:
Provides frame-by-frame recipes for speed ramps: run-up → ease down to 25% → IMPACT lands on beat → release, requiring optical-flow/frame-blending and consistent shutter settings to prevent strobing.
Speed ramps (gradual time-warp) add impact: ramp *into* a hit with slow-motion, then snap back to speed.
The overall pacing arc is modeled as Establish → Develop → Climax → Resolve, where tension is the derivative of cut frequency: gradually shorten the average shot length toward the climax, followed by a long hold after the peak.
Establish → Develop → Climax → Resolve
Produces a renderer-agnostic edit-timing plan (track spec, arc, cut list, transitions, retimes, beat markers, cross-refs), where every cut point is defined as an absolute frame number that maps directly to NLEs or Remotion/AE code timelines.
A good plan is renderer-agnostic and hands off to an NLE or a code timeline (`remotion-video`, `after-effects`):
Forms a cohesive system with companion repository skills: motion personality (motion-art-direction) determines phrase lengths and transition families, animation-principles defines BPM-to-beat relationships, and this skill grounds them into frame-accurate cut points.
**Motion Personality** (`motion-art-direction`) sets cut rhythm: the chosen energy maps straight to phrase length and transition family.
2Core Capabilities
3External Dependencies
| Kind | Dependency / Endpoint |
|---|---|
| package | aubio / web-audio-beat-detector / tap-tempo(可选离线 BPM 检测,reference 建议项,非强制) |
4Recommended Governance & Evidence
- SKILL.md: Pure prompt-based instructions and rule texts; involves no script execution or external side effects.
5Second-Pass Verification
- [ok] 帧数学正确性抽查 — 多处公式与表格值复算一致(120BPM@30fps=15、128BPM@30fps=14.06、drop@beat32=frame450);'round each cumulative beat' 与 ANTI-PATTERN 的 offset 提醒自洽。
- [ok] 无执行/无外发反查 — 两文件无任何可执行命令;可选 BPM 检测工具仅出现在 reference 一句建议中,无强制调用路径。
- [ok] 交叉引用可解析性 — motion-art-direction、animation-principles、remotion-video、after-effects 均在本 repo(与 motion-art-direction 页引用的外部 pack 不同,本页全部内聚)。
- [ok] SKILL.md 与 reference 数值一致性 — J/L 偏移(4–12f / 12–24f)、ramp 配方(100→25→100%)、128BPM@30fps=14.06 f/beat 在两文件一致。
- [ok] deliverable 验证闭环 — checklist 要求 'frame/fps against detected beat seconds' 由宿主/NLE 完成;skill 不自行检测音频,边界诚实。
6Verdict & Scenarios
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