Agent Skills › nodetool-ai/nodetool › commercial-beat-sheet

commercial-beat-sheet

GitHub

将产品简报转化为可拍摄的精确计时商业分镜脚本,通过实体管理确保视觉一致性,生成结构化故事板。

packages/system-skills/commercial-beat-sheet/SKILL.md nodetool-ai/nodetool

Trigger Scenarios

需要制作商业广告分镜脚本 需要规划视频拍摄结构与时序

Install

npx skills add nodetool-ai/nodetool --skill commercial-beat-sheet -g -y
More Options

Non-standard path

npx skills add https://github.com/nodetool-ai/nodetool/tree/main/packages/system-skills/commercial-beat-sheet -g -y

Use without installing

npx skills use nodetool-ai/nodetool@commercial-beat-sheet

指定 Agent (Claude Code)

npx skills add nodetool-ai/nodetool --skill commercial-beat-sheet -a claude-code -g -y

安装 repo 全部 skill

npx skills add nodetool-ai/nodetool --all -g -y

预览 repo 内 skill

npx skills add nodetool-ai/nodetool --list

SKILL.md

Frontmatter
{
    "name": "commercial-beat-sheet",
    "description": "Write a shootable, precisely timed commercial beat sheet and store it as a NodeTool storyboard, with a consistent entity roster behind every shot. Use when someone needs ad structure — hooks, beats, timecodes, VO — rather than a finished render."
}

Take a product brief and produce a complete, shootable commercial beat sheet as a NodeTool storyboard. Call the storyboard and entity capabilities directly; build no workflow.

This skill is the ad's structure. Pair it with a job skill for the look: product-commercial for a polished product film, ugc-video for a phone-shot creator ad. A product page URL that should end as a finished cut is launch-commercial; a sound-off animated ad built from the product's real screenshots is motion-ad.


Role

Write as a commercial director: shootable, precisely timed, built for retention. The first 3 seconds matter most. Escalate one problem. Demonstrate mechanisms, not benefits. Close every loop you open. Never invent brand facts — write [CLIENT INPUT NEEDED] instead. Obey the runtime budget on every word. Keep the visual language consistent: the can looks the same in beat 2 and beat 8, the protagonist's face reads the same across every shot they appear in, the room is the same room in the open and the close.


Entities (production consistency)

Every recurring subject — the protagonist, the product, the pack, the location, the brand mark — is an entity: a named production asset with a reference image (the source of truth) and a descriptor (prose describing exactly what that image shows). The model uses descriptor + reference to keep the subject identical across shots.

Kind Use for Extra fields
character Anyone appearing in two or more shots voice_id for VO casting
location The recurring environment —
style A look that must hold across shots palette (hex), lora
prop The product, the pack, the hero object —

Never generate a storyboard before the roster is resolved. Without entities, beat 2's can and beat 8's can drift, the protagonist's face changes between hook and CTA, and the briefed style is a suggestion the model may ignore.

Headless tool names. list_entities, get_entity, apply_entities, create_entity, update_entity, delete_entity from @nodetool-ai/sandbox-nodetool/entities. The ui_entity_* tools need a browser with the document open — do not reach for them here.

Ids. create_entity returns {entity}; an entity's id is the asset id you passed in. Do not read .id off the result.

Which entities a shot's prompt receives. The render does not send the whole roster to every shot. Per shot it applies the style and location entities always, plus every character and prop whose name appears in the shot's text (action, motion, dialogue, narration, slug, case-insensitive). That is why the shot text names entities in plain words — [Protagonist] works because the word is there, @Protagonist or a pronoun does not. To override the match, add_shot / update_shot take an explicit entity_ids list for that shot, and then only those apply.


Tool contract

The storyboard, entity and render call shapes live in storyboard-core § Tool contract: all fifteen edit_storyboard ops, every key set_board accepts, and which fields each prompt receives. load_skill it before the first board call. explainer-storyboard, music-video-treatment, trailer-template and launch-commercial build their boards with the same calls. What this skill relies on:

  • create_storyboard returns the id as storyboard_id (and as id). create_entity returns {entity}; the entity's id is the asset_id you passed in. nodetool.media.generateImage returns .asset_id.
  • The render calls take provider + model and fall back to the board's image_model / video_model. With neither, the call fails and says so. It never picks one.
  • render_storyboard_clips sends the shot's duration_seconds, and the model snaps it to the lengths it offers. A beat shorter than the model's shortest clip still buys the whole clip; storyboard-core § Fusing shots says when to fuse beats and when to render long and trim.
  • What the model reads. The still prompt is action, the camera framing, angle and lens, the scene lighting and the board style, with the matched entities' descriptors and one reference image each. A keyframe clip prompt is motion, action, the camera movement and equipment. The beat sheet's SOUND DESIGN and MUSIC lines reach a native-audio model only through action or motion.
  • The chosen model line has its own prompting skill. find_model returns prompting_skill on a route it covers; load_skill it before writing action and motion, because the same beat is worded differently for Seedance (verbs and a sound brief), Kling (a shot list, tagged elements), Hailuo (beats in order, no negatives) or Veo (a five-element shot description). The image line for the stills has one too.

Brief (collect from the user, never invent)

PRODUCT / SERVICE:
BRAND:                  [name + 3 personality traits]
CATEGORY:
TARGET AUDIENCE:
CORE PAIN:
USP:
PROOF ASSETS:
CTA:
TOTAL RUNTIME:          [15s / 30s / 60s / 90s / 180s, or the user's own]
PLATFORM:
TONE:
ENTITIES:               [characters / locations / props / style]
MANDATORIES:
FORBIDDEN:

A fact that cannot be known is [CLIENT INPUT NEEDED] in the storyboard, never a guess.


Entity discovery (between brief and beat sheet)

Three sources, in priority order:

  1. User-provided — use verbatim, do not regenerate.
  2. Existing in the library — await list_entities({}) before creating anything. A re-cut of a spot already has its can, its pack, its logo and probably its protagonist. Reuse is almost always what the user wants.
  3. Generate the rest — a reference still per missing entity, promoted with create_entity.

Style first, always. Create or fetch the style entity before anything else, then generate every other entity with it applied. Drift from one visual register to another is the most common consistency failure, and the style entity is what stops it.

import { create_entity } from "@nodetool-ai/sandbox-nodetool/entities";
import { apply_entities } from "@nodetool-ai/sandbox-nodetool/entities";

const seasoned = styleId
  ? await apply_entities({ text: "<the entity, on a neutral background>", entity_ids: [styleId] })
  : { prompt: "<the entity, on a neutral background>" };

const still = await nodetool.media.generateImage(
  seasoned.prompt,
  await nodetool.models.pick("text_to_image")
);

await create_entity({
  asset_id: still.asset_id,
  kind: "character" | "location" | "style" | "prop",
  name: "<Entity Name>",
  descriptor: "<one to two dense sentences describing the reference image>",
  description: "<longer notes for future shots>",
  tags: ["brand", "..."],
  palette: null,        // style only: ["#000000", "#00f0ff", ...]
  lora: null
});
const entityId = still.asset_id;   // the entity IS its asset

The descriptor is the most important field — it is injected into every prompt that names the entity. Write it as a visual specification:

  • Character — age range, build, hair, skin, distinguishing features, signature wardrobe. "Late-20s East Asian creative director, sharp jaw, undercut black hair, matte black technical bomber with a single cyan seam down the sleeve."
  • Location — layout, materials, lighting, signature features. "Windowless after-hours studio, four 4K monitors, exposed concrete pillar, single cyan rim light from the left, carbon-fiber desk, no windows."
  • Prop — exact geometry, materials, branding marks, condition. "Matte black slim 12oz aluminum can, 155mm tall, laser-etched angular wordmark mid-can, cyan glyph above it, 0g sugar callout at the base, chilled condensation beads."
  • Style — medium, palette, lighting, lens signature. "Cyber-utilitarian commercial look, matte black backgrounds, cyan (#00F0FF) rim light only, no warm tones, hard specular highlights, shallow depth of field at f/1.8."

A 30s spot usually needs 4–6 entities: 1 style, 1–2 characters, 0–1 location, 1–2 props. A 15s spot may need 3. More than 8 is over-engineered.

Show the roster before drafting beats. Once a beat sheet cites an entity, its reference image is the source of truth, and changing it later means re-rendering every shot that uses it.


Beat budget

Compute timecodes from the runtime, rounded to the nearest 0.5s.

Beat % of runtime
Hook 0–4%
Brand landing 4–10%
Problem 10–30%
Solution / USP 30–55%
Proof 55–72%
CTA 72–85%
Reiteration 85–93%
Closing 93–100%

Pattern interrupts at every 5s boundary and at 25%, 50%, 75%. Total VO ≤ runtime × 2.5 words. One deliberate silence immediately before the CTA.


Deliverables, in order

  1. Three hooks + a recommendation — three different archetypes, plus a ≤2-sentence recommendation.
  2. The full beat sheet — every beat in the block format below.
  3. The entity roster — id, kind, descriptor summary, and which beats reference each. This is the audit trail for visual consistency.

Hook format

ARCHETYPE: <one of the 8>
0:00–0:03: <shot by shot, max 3 shots>
LOOP OPENED: <the question this forces the viewer to answer>
SCROLL-STOP REASON: <why a thumb stops>
RISK: <what could feel off or alienating>
ENTITIES REFERENCED: <entity names visible in the hook>

Archetypes — pick three that are not the category default: Cold Contradiction · In Media Res Failure · Cost Reveal · Visual Impossibility · Interrupted Confession · Result First · Anti-Ad · Ticking Clock.

Hook rules. Start mid-action; no fade, logo, or establishing shot. The brand appears no earlier than 0:03 and never in the hook. One idea per hook. Visuals work muted, audio works without visuals. If the first three seconds would work for a competitor, rewrite.


Beat sheet format

─────────────────────────────────────
BEAT [#] — [NAME]
TIMECODE:        0:00–0:00 (0.0s)
DRAMATURGIC JOB: [one line]

SHOT 1
  FRAMING:
  VISUAL:
  ACTION:
  ENTITIES: [entity names visible in this shot]
SHOT 2 ...

VOICE-OVER:      "[verbatim, max 2.5 words/sec]"
DIALOGUE:        "[verbatim]"
ON-SCREEN TEXT:  [exact wording, max 5 words]
SOUND DESIGN:
MUSIC:
TRANSITION OUT:

WHY IT HOLDS:    [one sentence]
─────────────────────────────────────

The ENTITIES: line is the consistency contract: every entity named must exist in the roster, and every one must be applied to that shot's generation prompt.


Craft rules

  • Demonstrate mechanisms instead of claiming benefits.
  • Concrete numbers and behavior over adjectives.
  • One idea per shot.
  • Verbs in VO, nouns on screen. Never duplicate.
  • Escalate one problem. Never list multiple pains.
  • Proof sits immediately after the claim it validates.
  • One CTA only.
  • The closing line pays off, ideally echoes, the hook.
  • Every shot's prompt applies every entity visible in that shot.

Execution

1. Collect the brief

Ask for any missing required field. Offer 15, 30, 60, 90 or 180 seconds when the user names no runtime; a runtime they name stands.

2. Resolve the entity roster

A hard gate — do not move on until it is complete. Look in the library, reuse what is there, generate only what is missing, style first. Show the roster.

3. Compute the beat budget

Timecodes rounded to 0.5s; mark every 5s boundary and 25/50/75% as pattern-interrupt points.

4. Draft three hooks

Three different archetypes, each in the hook format. Recommend one in ≤2 sentences.

5. Draft the full beat sheet

For the chosen hook, every beat in the block format, matching step 3's timecodes, with a pattern interrupt on every flagged timecode, one deliberate silence before the CTA, and a closing line that echoes the hook.

6. Create the storyboard

import { create_storyboard, edit_storyboard } from "@nodetool-ai/sandbox-nodetool/storyboards";

const board = await create_storyboard({
  name: `${brand} — ${product} (${runtime}s)`,
  brief: fullBriefIncludingEntities,
  style: oneLineToneSummary,
  aspect_ratio: aspectFromPlatform   // the PLATFORM field; 9:16 for vertical feeds, 16:9 otherwise
});
const boardId = board.storyboard_id;

7. Attach the roster and the models

The roster goes on set_board, and so do the board's default models — resolve them with find_model now so every later render call has a default, and read each result's prompting_skill before step 8.

const stills = await find_model({ capability: "text_to_image" });
const clips = await find_model({ capability: "image_to_video" });
// .ref is {type, provider, id, name} — the object the board and the render read.
// .prompting_skill names the guide to load before writing shot text.
await edit_storyboard({
  storyboard_id: boardId,
  ops: [{ op: "set_board", entity_ids: roster,
          image_model: stills.ref, video_model: clips.ref }]
});

The render pipeline reads that list and applies, per shot, the style and location entities plus every entity named in the shot's text (see § Entities), so you do not pass them again.

8. Add one shot per beat

await edit_storyboard({
  storyboard_id: boardId,
  ops: [{
    op: "add_shot",
    action: "<DRAMATURGIC JOB> — <shot summary, entity names in brackets>",
    camera: { framing: "...", lens: "...", angle: "...", movement: "..." },
    motion: "<what moves, how>",
    duration_seconds: <beat length, rounded to 0.5>
  }]
});

action is the board's first-class content: pack the dramaturgic job, the shots, VO and on-screen text into one dense line under 400 characters, naming entities in brackets.

HOOK (0:00–0:01.5): In media res failure. ECU of [Protagonist]'s hand trembling over a mechanical keyboard, spilling cheap neon soda. Text: YOUR ENERGY IS BROKEN.

Write action and motion the way the chosen model line's prompting skill says (the prompting_skill that find_model returned in step 7). The still prompt is this text plus the camera framing, angle and lens, the scene lighting and the board style; the keyframe clip prompt is motion, action and the camera movement and equipment. Camera direction goes in camera, not repeated in action. Put the beat's sound design into motion when the video line writes native audio.

On-screen text in action is a note for the cut, not a render instruction: supers, captions and the CTA card go on as text clips after assembly (caption-titles), because a generator letters unreliably and the copy has to stay editable.

Set render_mode per shot: "keyframe" (default) where a subject must hold steady, "direct" for a heavy-motion shot where first-frame conditioning renders stiff.

9. Season a prompt outside the board

The board's render pipeline applies its entity_ids automatically. For a test frame or an extra generated outside it, build the prompt the same way:

import { apply_entities } from "@nodetool-ai/sandbox-nodetool/entities";

const seasoned = await apply_entities({
  text: shotAction,   // keep the [Entity] names: name matching reads them
  entity_ids: entityIdsForThisShot
});
// seasoned.prompt ends with a "Consistency references:" block;
// seasoned.reference_asset_ids are the images to pass as image inputs.

10. Render (only on request)

The default path stops at the planned board. When asked, keyframes first — stills cost less than clips, and you look at them before any clip renders. Report the shot count and models; no tool prices a render in advance:

import { render_storyboard_stills, render_storyboard_clips } from "@nodetool-ai/sandbox-nodetool/storyboards";

await render_storyboard_stills({ storyboard_id: boardId, provider, model });

provider and model default to the board's image_model / video_model from step 7. With neither set nor passed, the render fails and says so — it never silently picks something. Pass them explicitly when one shot needs a different line than the board default.

A still that violates entity consistency (wrong face, wrong can, wrong look) is fixed at the entity: revise its reference and re-render every shot using it. Never paper over drift in one shot's prompt. A clip wrong where its keyframe was right is a motion problem: one revise_storyboard_clip.

11. Assemble (only on request)

import { assemble_storyboard_timeline } from "@nodetool-ai/sandbox-nodetool/storyboards";

const timeline = await assemble_storyboard_timeline({
  storyboard_id: boardId,
  name: `${brand} — ${product} (${runtime}s) Cut`
});

From here the normal timeline tools take over, and each has a skill: timeline-edit-ops for the op contract, motion-graphics for the build loop, video-audio-continuity before any clip renders if the spot's sound has to run across the beats, beat-sync-editing to put the cuts on the music bed and ramp the hit, caption-titles for the supers and the CTA card, logo-reveal for the end mark, and color-motion for the grade that makes the beats cut together. Load motion-direction first if the spot needs one motion language across every beat.


When the user has no brand assets yet

If the brief is "an energy drink called WARP" with no logo, no can render and no protagonist photo, you still build the board. Entity discovery is the generation of those assets: the reference stills double as mood-board frames the client can sign off, and the descriptors you write become the brand guidelines the next production pass inherits.

Version History

  • 97aad94 Current 2026-10-19 19:18

    修复技能定义与当前代码中工具名称、参数及环境的偏差,确保合同引用正确。

  • 9b979bc 2026-09-22 23:28

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