Action Trailer Maker · skill pública de Open Skill
Action Trailer Maker
Action Trailer Maker es una Open Skill pública en Digen. Ábrela para ver qué crea este flujo.
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`