Action Trailer Maker · مهارة Open Skill عامة

Action Trailer Maker

Action Trailer Maker هي Open Skill عامة على Digen. افتحها لتعرف ماذا ينشئ هذا التدفق.

@Andex

Trailer

5 0 4

https://d7qlwi7tl2u27.cloudfront.net/skill-covers/prod/3766200/2026-10-20/w7ensev6.jpg

---

allowed-tools:
  - generate_image
  - generate_video
  - generate_tts
  - generate_music
  - mix_clips
  - create_document
  - recognize_image
---

# Action Trailer Maker

## When to use
- The user wants a cinematic action trailer featuring ammunition, gunfire, weapons, explosions, or combat — from an idea, a logline, a short script, or reference images.
- The user wants to redo or refine one stage of an existing action trailer (new beats, restyle a shot, re-animate, change voiceover or music).
- Output is always landscape 16:9 unless the user explicitly asks otherwise.

## Steps

1. **Clarify the concept.** Ask (if not already given): the premise/logline, the tone (gritty war drama, heist shootout, sci-fi firefight, western duel, etc.), the hero/antagonist, and how many shots (~4-8 for a trailer). If the user uploaded reference images, note them for style consistency. If the user gives a script, use it directly.

2. **Write the trailer beats.** Draft a shot-by-shot beat sheet (each beat: shot number, description, camera move, on-screen mood). Save it as a document with `create_document(content=<markdown beat sheet>, name="Action Trailer Beats", entity_type="scripts")`. Show the user the beats and confirm before generating visuals.

3. **Generate storyboard images.** For each beat, call `generate_image`:
   - `model='t2i'` when there is no reference image; `model='i2i'` with `input_urls` when the user provided reference images to keep style/character consistent.
   - `orientation='landscape'`, `resolution='1080P'`.
   - Prompt in English, cinematic, describing the action frame: subject, weapon/ammunition detail (shell casings, magazines, muzzle flash, tracer rounds, bullet impacts), environment, lighting, camera angle.
   - `name="Shot <N> storyboard"`, `entity_type="storyboard_images"`.
   - Keep character/weapon design consistent across shots by reusing the same descriptive language.

4. **Animate each shot.** For each storyboard image, call `generate_video`:
   - `model='i2v'`, `input_urls=[<storyboard image asset_id>]`.
   - `orientation='landscape'`, `resolution='720P'`, `duration=4` (or 3-5s).
   - Prompt in English describing the motion: muzzle flash, recoil, ejected shell casings, dust, camera shake, slow-motion impact.
   - `name="Shot <N> clip"`, `entity_type="storyboard_videos"`.

5. **Write and generate the voiceover.** Draft a short dramatic trailer VO (2-4 lines, punchy, matching the tone). Call `generate_tts`:
   - `model='tts.design'`, `text=<VO lines>`, `voice_instruction=<English description of the voice, e.g. "deep gravelly male narrator, slow, intense, cinematic trailer voice">`.
   - `name="Trailer Voiceover"`, `entity_type="voiceovers"`.

6. **Generate background music.** Call `generate_music`:
   - `prompt=<English description, e.g. "tense cinematic action trailer score, driving percussion, deep brass, building intensity, epic">`.
   - `name="Trailer Music"`, `entity_type="music"`.

7. **Stitch the final cut.** Call `mix_clips`:
   - `clips`: one entry per animated shot, each with `video=<shot clip asset_id>` and `audio=<voiceover asset_id>` on the shot(s) where the VO plays (use `audio.start`/`audio.duration` to place it; set `volume` as needed). Add the music as a separate `audio` track on the first clip (or a dedicated clip) with `volume` around 0.5-0.7 so it sits under the VO.
   - `orientation='landscape'`, `output_format='mp4'`, `fps=30`.
   - `name="Action Trailer Final"`, `entity_type="final_videos"`.

8. **Deliver.** Summarize the final cut in natural language (no raw URLs). Offer refinements: rewrite beats, restyle a shot, re-animate, change voiceover or music.

## Notes
- Always landscape 16:9 unless the user asks otherwise.
- Keep `entity_type` values fixed per stage: `scripts`, `storyboard_images`, `storyboard_videos`, `voiceovers`, `music`, `final_videos`.
- Use `write_todos` to track the multi-stage pipeline and update it as you progress.
- When a stage completes, call `set_guidance`