| name | scroll-world-video |
| description | Kubeez's own skill for building an immersive scroll-scrubbed "fly through the world" landing page for any industry or brand, generated end-to-end on the Kubeez platform. As the visitor scrolls, a pre-rendered camera flies forward from one scene into the next with NO cuts, one continuous connected flight (Emons-style isometric diorama world, or any art direction you pick). The skill interviews the user for the topic, story beats/sections, and brand kit, then generates cohesive scenes plus seamless forward-glide transitions with the Kubeez MCP (get_models, generate_media) and wires a portable, framework-agnostic scroll-scrub engine. Use when the user wants a "3D world" / "browse-through-the-industry" hero, a scroll cinematic, a diorama landing, or to turn a business into a scrollable Kubeez world.
|
| allowed-tools | Bash, Read, Write, Edit, AskUserQuestion, Skill, mcp__kubeez__get_models, mcp__kubeez__generate_media, mcp__kubeez__get_skill, mcp__kubeez__estimate, mcp__kubeez__get_balance, mcp__kubeez__get_generation, mcp__kubeez__get_upload_url, mcp__kubeez__get_upload_session |
scroll-world-video (a Kubeez skill)
Requires the Kubeez platform. This skill generates exclusively through the Kubeez
MCP (mcp__kubeez__*) — stills, video, everything. It cannot build a world without it.
Add the Kubeez MCP server (https://mcp.kubeez.com/mcp) and sign in with your Kubeez
account (kubeez.com). The scroll engine and method are open; the
generation is Kubeez-powered by design.
Produces a landing page where scroll drives a camera: it dives from outside a scene
into its interior, then flies out and into the next scene, continuously, with no visible
cuts. The visuals are AI-generated with the Kubeez MCP (Kubeez is the user's own AI
media platform, 40+ models, so dogfood it); the page just scrubs pre-rendered video by
scroll position. This is the same technique behind Apple's scroll-through product pages:
the camera genuinely moves, scroll only drives time.
What you generate: 1 master world still → N scene stills (derived from the master for a
shared look) → N "dive-in" camera clips → N-1 "connector" clips that join consecutive
scenes seamlessly → a portable scrub engine that plays the whole chain as one flight.
The one rule that makes or breaks it: seams must be frame-identical. Read
Connectors before generating any connector.
Getting this wrong is the single most common failure and produces a visible "pop" between
scenes.
Do not assume a frontend framework. The scrub engine in references/scrub-engine.js is
self-contained vanilla JS (it builds its own DOM + injects its own CSS into a container
you give it), so it drops into plain HTML, Next.js, Vue, a Python-served page, anything.
The value of this skill is the Kubeez generation pipeline, the prompts, and the seam
method, not the framework.
Kubeez MCP rules apply. Before each generation, fetch the relevant Kubeez skill with
mcp__kubeez__get_skill (model-selection always, billing-confirmation before
any credit-costing video, polling for async jobs, media-upload for the frame
handoff). Pick models with mcp__kubeez__get_models and use only the model_id values it
returns. Video generations cost credits and Kubeez has NO refunds, so estimate +
get_balance and confirm before the video batch.
Step 0 — Bootstrap
- Kubeez MCP. The
mcp__kubeez__* tools are how you generate. Auth is the MCP
connection itself (no CLI login). Confirm there are enough credits with
mcp__kubeez__get_balance: a full run is roughly N+1 image gens (master + N scenes)
plus (2N-1) video gens. Video is credit-costing and non-refundable, so preview
with mcp__kubeez__estimate and confirm before the paid batch (Step 4/5).
- ffmpeg / ffprobe on
$PATH (frame extraction + encoding). You still download the
generated media and process frames locally; only the generation calls are remote.
- An image tool for background knockout if you want floating scenes: PIL
(
python3 -c "import PIL"), or cwebp/sips. Optional, see Step 3.
- Caveats:
- macOS ships bash 3.2 (no
declare -A); don't use associative arrays in scripts.
- Kubeez generations are async:
generate_media returns a generation_id, then you
poll mcp__kubeez__get_generation(id) (first-poll ~10s for an image, ~30–60s for
video, then every ~5s) until status == "completed" and the output URLs are non-null.
Fire the N scene/leg jobs concurrently (one call each) and poll the set. Never assume a
job is done without polling.
source_media_urls takes HTTPS URLs, not local paths. Generation outputs are
already URLs, so still→dive and master→scene chain directly. A frame you extract with
ffmpeg is a local file, so it must be uploaded first (Step 5 upload flow) before it
can seed the next clip.
- Video models differ in accepted params and in whether they support first/last-frame
conditioning at all. Before batching, confirm the chosen model's
capabilities
(generation_types, max_input_images, duration_options, resolution, video_audio)
with mcp__kubeez__get_models and see the Step 4 model table.
Step 1 — Interview the user
The subject is the user's to state — ask it as an open question in plain prose, never a
fabricated multiple-choice. A made-up list of industries biases them and reads as you
deciding their business for them; let them answer in their own words (their real business,
a client's, or any idea). Reserve structured multiple-choice (AskUserQuestion in Claude
Code; a plain either/or question elsewhere) for the genuinely
enumerable, lower-stakes choices below — art direction and brand-kit approach — and even
there, signal they can go their own way ("Other"). Ask only what you can't sensibly
default. Cover:
- Subject (ask openly, not multiple-choice) — "What should this world be about? Your
business, a client's, or any idea — a word or a sentence is fine." Capture the
industry/product + a one-line pitch (e.g. "a bubble tea company, from leaf to last
sip"), and a brand name if they have one; otherwise you'll propose one below.
- Brand kit — offer two paths, pick one:
- The user hands you palette + name + tone directly.
- You propose a palette + name and let them approve.
Capture 4–6 named hex values, a display name, and a tone word or two. (If the user
only has a website, read it yourself with your browsing tools to infer palette/tone;
there is no Kubeez brand-kit fetch tool.)
- Art direction — default is "soft matte low-poly clay diorama, isometric,
tilt-shift miniature, warm light." Offer alternatives (flat papercraft, glossy toy,
claymation, neon night). Whatever is chosen becomes the shared style preamble
reused verbatim in every scene prompt (this is what makes the world cohesive).
- The journey (sections) — the ordered scenes the camera flies through. Propose a
set derived from the subject's own value chain and let the user edit. 5–7 works well.
Boba example: farms → pearl kitchen → flagship shop → delivery → community plaza →
the hero product. Each section needs: a short subject description (what's IN the
diorama), an eyebrow, a headline, one line of body, and 0–3 tag pills. The last
section is usually the hero product + the CTA.
- Mobile version (beta) — ALWAYS ask this; never silently generate both. Ask as a
two-option choice (
AskUserQuestion in Claude Code; a plain question elsewhere):
"Want a mobile-optimized version too? Mobile support is in
beta — the scroll-scrub mechanic is desktop-native; on phones you get lighter
encodes and engine hardening, but portrait crops the 16:9 frame and low-end devices
may still stutter." Options: "Desktop only" / "Desktop + mobile (beta)". The beta
disclaimer must be stated to the user, not just implied. What the answer gates:
- Yes → produce the
-m.mp4 mobile encodes (Step 6) and wire
clipMobile/connectorsMobile (Step 7); run the full mobile QA (Step 8). If any
scene's focal subject sits off-centre, offer the 9:16 hero-variant escape hatch
(extra Kubeez credits, say so).
- No → skip the mobile encodes and wiring entirely. The engine's phone hardening
(seek-coalescing, iOS priming, safe-area CSS) is always on regardless — that's not
a "mobile version," it's just the page not breaking when a phone visits — so a
desktop-only build still degrades gracefully.
Video model is not an interview question. Default to a keyframe-capable Kubeez video
model silently (confirm the exact model_id with get_models at run time, e.g.
seedance-2-720p or kling-3-0-pro, see Step 4). If the user names a preference, honor it
only if it can frame-lock seams (accepts a first/last frame via source_media_urls).
This skill only ships seamless output, so a model that can't frame-lock is declined with a
one-line why, not substituted in; use a roster model instead.
Keep the scroll mechanic fixed (continuous fly-through) — that's the point of the skill.
See references/prompts.md for the intake checklist and copy structure.
Step 2 — Generate the stills (master first, then the scenes)
First fetch get_skill(name="model-selection"), then get_models(model_type='image') and
pick an image model_id (default gpt-image-2: sharpest, best value, great at isometric
illustration, and returns a solid/white background perfect for floating diorama "islands").
Use only ids get_models returns. nano-banana-2 is the one escape hatch, and only for
aspect 4:5, which gpt-image-2 cannot render.
Generate at aspect_ratio='16:9' so each still equals the clip frame (this makes the
first-frame handoff into the dive clip cleaner). gpt-image-2 supports 1:1/9:16/16:9/4:3/3:4
(no 3:2). Note: at resolution 2K/4K gpt-image-2 requires an explicit non-square
aspect, and 16:9 qualifies; 1K (resolution='standard') is fine for web.
1. Master world still (cohesion anchor). Generate ONE master isometric still of the whole
world using the shared style preamble, so every scene inherits one coherent look:
mcp__kubeez__generate_media(
model='gpt-image-2', generation_type='text-to-image',
prompt='<STYLE PREAMBLE> ... a single cohesive miniature world overview',
aspect_ratio='16:9', resolution='2k', quality='high')
Poll get_generation(id) until complete; keep the output URL as MASTER_URL.
2. Per-scene stills, derived from the master. One image per section, all reusing the
same style preamble AND seeded from the master for a shared palette/angle/light. Derive each
with an image-to-image reference pass on the master URL (confirm the model's accepted
generation_types + max_input_images in get_models):
mcp__kubeez__generate_media(
model='gpt-image-2', generation_type='image-to-image',
source_media_urls=[MASTER_URL],
prompt='<STYLE PREAMBLE>. Subject: <what is in THIS diorama>. No text, centered.',
aspect_ratio='16:9', resolution='2k', quality='high')
- Fire all N concurrently (one
generate_media call each), then poll the set with
get_generation. Output URLs are already HTTPS, so they feed straight into Step 4 as
dive/leg start frames, no upload needed.
- A generation may fail transiently; re-roll that one individually, don't restart the batch.
- Download each scene's output URL (
curl) for the local webp poster + fallback (Step 3).
- Review the stills before continuing. They must read as one cohesive world (same angle,
palette, light). If one is off-style, regenerate it (the master reference already locks the
look; tighten the prompt or re-derive from the master).
See references/pipeline.md for the exact per-step flow.
Step 3 — (Optional) Float the scenes
If you want the dioramas to float over an atmospheric background instead of sitting in a
solid box, knock out the flat background to transparency with
references/knockout.py (border-connected flood fill — preserves interior colour that
matches the bg, e.g. cream walls). Then encode to webp. If you'd rather keep it simple,
just make the page background the same colour as the scene background and skip this.
These stills double as video posters and lazy-load fallbacks, so keep them.
Step 4 — Camera architecture (pick one — this makes or breaks the feel)
How the camera moves between scenes is the single biggest quality lever. Two shapes;
pick by aesthetic.
Video model — pick ONE for the whole chain
This skill only ships seamless output, so the only usable models are ones that can
frame-lock a seam: every chained clip must accept a first frame in source_media_urls,
and connectors also need a last frame (a 2nd image the model interpolates toward). That
capability, not preference, is the selection rule. Fetch get_skill(name="model-selection"),
then run get_models(model_type='video') and read each row's capabilities
(generation_types must include image-to-video; max_input_images >= 2 for connectors).
Skip anything whose image input is reference-only (can't set the first frame): it can
only condition a generation, not continue a shot, so it physically can't hold a seam.
Candidate keyframe models (confirm the exact model_id + limits live in get_models):
| Model (confirm via get_models) | first / last frame | Notes |
|---|
seedance-2-720p (default) | ✓ / ✓ | Full chain (legs + connectors); image-to-video takes a first frame and an optional 2nd (last) frame. Per-second billing, audio free. Its content filter is the touchy one (see Gotchas). Resolution/duration per get_models. |
kling-3-0-pro | ✓ / ✓ | Content-filter fallback ONLY, not for quality. Field testing found Seedance 2 has better, steadier camera control for these gliding transitions; Kling's motion drifts more. Reach for it solely when Seedance's INPUT filter rejects a frame (e.g. prominent clay figures flagged as "real person"). Per-second billing; audio is a surcharge, so pass sound=false. |
seedance-2-mini | ✓ / ✓ | Cheapest tier (~50% under Fast, 480p/720p) that keeps frame-locking. The previz tier: run the whole chain here first to validate the journey + seams, then re-render final legs on the full model. Still seamless, so it translates directly. |
Those are the roster; all do both architectures. (kling-3-0-turbo also frame-locks via a
single first frame but takes only ONE image, so it's architecture-A-only and can't make
connectors. It's not in the default roster; only reach for it, and wire it by hand, if
architecture A's sequential render time is a proven bottleneck.)
Rules:
- One model for all chained clips. Each renderer has its own motion/color/grain
character; mixing models mid-chain keeps position continuity (frames still hand off) but
the render-character shift reads as a subtle pop. The one sanctioned exception is the
content-filter fallback for a single stubborn clip (Gotchas): a slight character shift on
one 5s connector beats a missing connector.
- Prefer Seedance 2 for the whole chain —
seedance-2-fast (best quality/value;
-720p for a presentation-grade build, -480p for a cheap previz) or seedance-2-720p
standard. Field-proven to have the best camera control for these forward glides. Use Kling
ONLY as a content-filter fallback for a single stubborn clip, never for quality. Honor a
user's stated model only if it qualifies (frame-locking, image-to-video); if it
doesn't, say so and use a Seedance 2 model. Never ship a non-seamless build to satisfy a
model request.
- Preview cost before rendering. Video is per-second and Kubeez has NO refunds. Run
get_skill(name="billing-confirmation"), then estimate(model, generation_type='image-to-video', duration, sound=false)
and get_balance before the paid batch, and confirm with the user.
A) Continuous forward take — RECOMMENDED for grounded / realistic / walkthrough
One camera that only ever glides forward, first scene through last, as a single take.
Generate the legs sequentially: leg 0 from scene-0's still URL (glide forward into it);
then each leg's first frame = the previous leg's ACTUAL last frame (extract with
ffmpeg, then upload it via Step 5's flow to get a URL for source_media_urls), prompt
"continue gliding smoothly FORWARD into [scene i], never pulling back" (or an expressive
mid-leg move under the motion-handoff contract, see Camera grammar below), and pass
only that ONE image, no last frame. A last frame of a wide establishing shot forces the
camera to pull back, which is the #1 cause of stutter. Extract each leg's last frame to feed
the next. Result: every seam is frame-identical and the camera never reverses. There are
no connectors (skip Step 5); the legs ARE the journey. Wire each leg as a section clip
with connectors: [] and a small crossfade (~0.08). Even without a last frame the legs
still arrive at distinct rooms (the prompt steers the content). Cost: strictly sequential
(can't parallelize) and slower; interiors trip the content filter, so build in re-rolls
(3 attempts/leg).
B) Dive-in + forward-glide connector — RECOMMENDED, works for any world (field-proven)
A "dive into each scene" clip (video 1, 2, 3, 4…) + a connector between each pair, built
from the REAL boundary frames: connector's first frame = video N's actual LAST frame,
connector's last frame = video N+1's actual FIRST frame (Step 5). The engine plays
video1 → connector1 → video2 …, so scrolling off the end of a dive kicks its transition.
Keep the connector a low, continuous FORWARD glide (see the Step 5 prompt) — this is the
version that scrubs as one smooth shot.
Legacy warning: older versions prompted the connector to "pull up and out / rise into the
sky / fly to a map view." That reverses camera direction at the seam (forward dive →
backward pull-out) and reads as a jarring rewind/jump when scrubbed, even with frame-perfect
seams. Do NOT do that. A gentle forward glide between the two real frames is smooth; if the
two scenes are far apart, give the connector a longer duration (7–10s) rather than a
faster/bigger move.
Architecture A (continuous forward take) is the alternative when you want the dives themselves
to chain with no separate connectors; B is the default for distinct, pre-approved scenes.
Camera grammar — the move should fit the concept (A is NOT "forward only")
"Forward only" is the seam rule, not the leg rule. The physics of the chain:
- Position continuity at a seam comes from the frame handoff (next leg starts from the
previous leg's actual last frame).
- Velocity continuity at a seam means the camera must never reverse across a seam —
that's the rewind stutter.
- Inside a single leg the camera is free. One leg is one continuous render — there is
no seam to break mid-leg, so orbits, crane-ups, lateral tracking, even a push-in that
eases back out are all safe within the clip. Reversals are only fatal across seams.
So give each leg an expressive move chosen from the scene's own logic, under a motion
handoff contract: every leg ends by settling into a slow, steady forward drift toward
the next destination (final ~1 s), and every leg begins by continuing that same drift.
Keep both clauses in the prompts verbatim (templates in references/prompts.md).
Pick the grammar from the concept:
| Concept / tone | Mid-leg move |
|---|
| Product / luxury retail | slow half-orbit around the hero object, then continue past it |
| Real estate / hospitality | steadicam glide through doorways; gentle crane-up in atria |
| Industrial / process / logistics | low lateral track alongside the line, foreground parallax |
| Travel / outdoors / campus | drone-style rise-and-reveal, then a descending swoop |
| Food / craft / detail-driven | push in close to the craft moment, ease back, carry on |
| Playful miniature (arch. B) | dives + aerial hops — the connector IS the grammar |
Honest costs: expressive mid-leg moves raise re-roll odds — the model can end a fancy move
in a state that isn't a clean forward drift. Mitigations: keep the final-second settle
clause verbatim; eyeball each leg's last frame before chaining the next (it should look
like a frame from a gentle forward glide — if not, re-roll before wasting the next leg);
budget ~1 extra re-roll per expressive leg. A plain forward glide stays the zero-risk
default — use it for legs where the scene itself is the show.
Two related pacing knobs live in the engine (Step 7): per-section scroll (more scroll
distance = longer dwell in that scene) and linger (the camera settles mid-scene exactly
while the copy peaks, then picks up speed toward the seam). Prefer expressive motion in the
clip and restraint in the scrub mapping — they compound.
And remember scroll is a scrubber: visitors can scroll up, so every move also plays in
reverse. That's free and expected — no extra work — but it's another reason seam velocity
must be consistent in both directions (a seam that reads fine forward reads as a stutter
backward too if velocity flips).
For B, one camera flight per scene: starts high/outside, descends into the interior,
structure opens. Model: the chain model you picked above (default seedance-2-720p),
generation_type='image-to-video', source_media_urls=[<the scene still URL>] (a single
first frame, no last frame for the dive).
- Use the solid-background still (not the knocked-out transparent one) as the first
frame, so the video has a full frame.
- Prompt: "Single continuous cinematic camera move, no cuts. Begin high and far looking
at the whole from outside … descend and fly inside toward … the
roof/walls gently open to reveal the interior. , smooth graceful slow motion.
No text." (Template in references/prompts.md.)
- Params:
aspect_ratio='16:9', duration=8, sound=false (you mute anyway, and it
avoids Kling's audio surcharge), plus resolution per get_models. The default
seedance-2-720p renders 720p; 1080p needs the standard tier's 1080p resolution. Read the
model's real duration_options and resolution from get_models rather than assuming.
- Fire the N dives concurrently (one
generate_media call each), poll with
get_generation, then download each output URL. Re-roll individual failures. Keep the raw
sources; you need their frames next.
Step 5 — Connectors (architecture B only)
Skip this whole step for architecture A — the forward take has no connectors; its legs
already chain seamlessly. This step applies to B (diorama/miniature), and note the
reversal caveat from Step 4.
The connector clips are what make the world feel connected instead of cut. A connector
flies from the end of scene i out and into the start of scene i+1. Both of its
endpoints must be the ACTUAL RENDERED FRAMES of the neighbouring clips — never the
original diorama still.
Why: every generation renders slightly differently. If a connector ends on a fresh render
of "the kitchen diorama," but the next dive clip starts on its own different render of that
same diorama, the two won't match and you get a pop at the seam. The fix is to hand off the
exact pixels as the connector's two keyframes:
For each connector between dive_i and dive_{i+1}:
first frame (source_media_urls[0]) = the LAST frame extracted from dive_i's rendered video
last frame (source_media_urls[1]) = the FIRST frame extracted from dive_{i+1}'s rendered video
The keyframe model interpolates from the first to the last frame, so every seam is
frame-identical on both sides: dive_i.end == connector.start and
connector.end == dive_{i+1}.start.
Extract the boundary frames from the rendered dives (not the stills):
ffmpeg -sseof -0.15 -i dive_i.mp4 -frames:v 1 -q:v 2 dive_i_last.png
ffmpeg -ss 0 -i dive_{i+1}.mp4 -frames:v 1 -q:v 2 dive_next_first.png
Those PNGs are local files, and source_media_urls needs HTTPS URLs, so upload them
first (order matters, first frame then last). Fetch get_skill(name="media-upload"), then:
get_upload_url(model_id='<video model>') # returns direct_upload_url + token
# POST both PNGs to that session in ONE curl (order = first, last):
curl -X POST "<direct_upload_url>" -F "token=<token>" \
-F "file=@C:/work/dive_i_last.png;type=image/png" \
-F "file=@C:/work/dive_next_first.png;type=image/png" # Windows path form on Git Bash
get_upload_session(token) # returns media_urls in upload order
Then generate the connector (duration=5 is plenty). Connectors need a last frame, so
max_input_images >= 2 (any roster model qualifies: seedance-2-720p, seedance-2-mini,
kling-3-0-pro):
mcp__kubeez__generate_media(
model='<video model>', generation_type='image-to-video',
source_media_urls=[<uploaded dive_i_last URL>, <uploaded dive_next_first URL>],
prompt='<connector prompt>',
aspect_ratio='16:9', duration=5, sound=false) # resolution per get_models
Connector prompt: "Single continuous smooth camera movement, no cuts, no pulling back.
Glide gently and steadily FORWARD through the connected miniature world, flowing from
across to <scene i+1>, one seamless continuous motion. . No text."
Never tell the connector to pull up / rise into the sky / arrive above / go to a map
view — that reversal is the #1 cause of a scrubbed "jump"; keep it a low forward glide.
Give a long-distance transition a longer duration (7–10s) so the move stays slow and
smooth. (Template + rationale in references/prompts.md.)
Insurance: the model lands close to the last frame but not always pixel-perfect, so the
engine still applies a short crossfade (a few frames) at each seam. Frame-matched
endpoints + a small crossfade = no visible cut. Never skip the actual-frame handoff and
rely on the crossfade alone; a big content jump can't be hidden by a crossfade. Where a
true frame match is impossible (a model that only takes a first frame, or a clip you
couldn't re-roll to match), hide that one join with a fast push/whip transition at assembly
time instead.
Step 6 — Encode for smooth scrubbing
Scrubbing = setting video.currentTime from scroll. Two things matter, and they are
often gotten wrong:
- Seekability, not keyframe density, is what makes scrubbing work. Many static
hosts (and
python -m http.server) don't serve HTTP byte-range requests, which pins
video.seekable to [0,0] and clamps every seek to frame 0 — the video looks
frozen. The robust fix is to fetch each clip as a Blob and play it from an
in-memory object URL (blobs are always fully seekable). The engine does this.
Because of it, you do not need all-intra video.
- Don't shrink quality to get smooth seeks. Encode at the native resolution
(whatever ffprobe reports for your model, e.g. 720p or 1080p; don't upscale and don't
downscale),
crf ~20, a small GOP (-g 8) rather
than all-intra (all-intra bloats an 8s clip to ~25 MB; GOP 8 is ~8 MB and scrubs
fine via blob). Strip audio, add faststart, and a light unsharp counters video
softness:
ffmpeg -i src.mp4 -an -vf "unsharp=5:5:0.8:5:5:0.0" \
-c:v libx264 -preset slow -crf 20 -pix_fmt yuv420p \
-g 8 -keyint_min 8 -sc_threshold 0 -movflags +faststart out.mp4
Encode all 2N-1 clips (dives + connectors) with the same settings for uniform quality.
Mobile encodes (beta — only if the user opted in at Step 1.5). Phone video decoders seek
far slower than a laptop's, and seek cost scales with GOP length, so the native-resolution
-g 8 master that scrubs smoothly on desktop can stutter on a phone. Produce a lighter -m.mp4 sibling for
every clip — 720p, -g 4 (more keyframes = cheaper seeks), crf 23 — and wire them as
clipMobile / connectorsMobile (Step 7). The engine serves them automatically on phones and
falls back to the desktop clip when absent. The exact encm() script is in
references/pipeline.md §6. If the user chose desktop-only, skip this — the engine still
hardens phone scrubbing regardless (seek-coalescing, iOS priming), so the page degrades
gracefully rather than breaking.
Step 7 — Assemble the page
Copy references/scrub-engine.js (and, if you want a fully standalone page, the tiny
references/index-template.html) into the user's project — or adapt into their
framework. It's config-driven and self-contained:
mountKubeezWorld(document.getElementById('world'), {
brand: { name: 'Pearl & Co.' },
diveScroll: 1.3, connScroll: 0.9,
sections: [
{ id:'farm', label:'The Farms', still:'assets/farm.webp',
clip:'assets/vid/farm.mp4', clipMobile:'assets/vid/farm-m.mp4',
scroll: 1.6, linger: 0.45,
accent:'#8FB98A', eyebrow:'From leaf to last sip', title:'It starts in the hills.',
body:'…', tags:['Single-origin','Hand-picked'] },
],
connectors: ['assets/vid/conn1.mp4','assets/vid/conn2.mp4', ],
connectorsMobile: ['assets/vid/conn1-m.mp4','assets/vid/conn2-m.mp4' ],
});
The engine handles: the ordered dive/connector chain, scroll→currentTime with rAF
smoothing, blob loading, lazy prefetch of nearby clips, frame-matched crossfades, pinned
per-section copy (first section greets on landing, last holds its CTA), a route rail,
prefers-reduced-motion, and mobile. Pacing per section: scroll overrides
diveScroll for that scene (more scroll = longer dwell) and linger (0–1, keep ≤ 0.6)
remaps time so the camera settles mid-scene — exactly while the copy peaks — then speeds
up toward the seam; seam frames are untouched (f(0)=0, f(1)=1). Give the hero and finale
scenes a higher scroll + some linger; keep transit scenes brisk. Theme it with CSS variables (--accent,
--sw-bg, --sw-ink, …) — the visual identity comes from the generated clips, so the
chrome stays quiet. See the header of scrub-engine.js for the full config + CSS vars.
On phones the engine adapts automatically (coarse pointer or ≤860px): it serves
clipMobile / connectorsMobile when present, coalesces seeks (never queues a new
currentTime while the decoder is still seeking — this is what stops a fast flick from
freezing the clip), keeps the still as a poster until the clip paints its first frame
and primes each video on first touch (fixes iOS's blank-until-played video), drops the
drifting particles, ignores URL-bar-only resizes (no scroll jump), and uses safe-area
insets so copy clears the notch/home indicator. All of this hardening is on by default —
no config needed. The clipMobile/connectorsMobile encodes are the opt-in mobile
beta part (Step 1.5): only wire them when the user asked for the mobile version.
For non-JS backends (Python/Rails/etc.): serve the assets and drop the engine <script>
into the rendered HTML; nothing about it is framework-specific.
Step 8 — QA the seams (don't skip)
Drive the page in a headless browser and verify frame continuity at the seams, which
is the thing most likely to be wrong:
- Screenshot at scroll positions just before and just after each seam. The two frames
must be near-identical (the dive's last frame == the connector's first frame). If they
pop, you used the diorama still instead of the actual rendered frame (redo Step 5), or
the crossfade band is too short.
- Check the console for errors, confirm
video.seekable.end(0) > 0 (blob working), and
that currentTime tracks scroll across each clip's band.
- Mobile — full checklist only if the user opted into the mobile beta (Step 1.5).
For a desktop-only build, just sanity-check a phone viewport once: page loads, still
posters show, nothing overlaps — the engine's hardening covers graceful degradation.
For the beta (do this on a real phone or an emulated one, portrait + landscape):
- Emulate a phone viewport with CPU throttled 4–6× and scroll fast — the clip should
track without freezing (the seek-coalescing +
-m.mp4 encodes are what make this hold).
- Confirm the first scene shows immediately (its still is the poster) and the video takes
over the instant you scroll — no blank/black scene (the iOS priming fix). Test iOS Safari
specifically; it's the one that goes blank if this regresses.
- Verify the
-m.mp4 variant is actually served on mobile (Network panel), and the
heavier full-resolution master on desktop.
- Slowly scroll so the URL bar collapses — the page must not jump (height-only resizes
are ignored on touch). Rotate the device — layout should recompose cleanly.
- Portrait crops a 16:9 clip to its centre; confirm the focal subject still reads. If a
hero scene's subject sits off-centre and gets cut, recompose it (prompts.md) or generate
a 9:16 variant for that scene.
- Check reduced-motion (should fall back to the stills, no video, no particles).
Gotchas (hard-won)
- Seam pop → connector endpoints were the diorama stills, not the neighbouring
clips' actual frames. Always extract real frames (Step 5).
- Seam stutter / camera "jumps backward" → even with frame-matched seams, if the
camera velocity reverses (forward dive, then a connector that pulls back out) it
reads as a rewind. This is inherent to architecture B. For any grounded walkthrough use
architecture A (one continuous forward take: legs chained from actual last frames, no
pull-back, only a first frame passed, no last frame); see Step 4.
- Frozen video / stuck at frame 0 →
seekable=[0,0]; the host isn't serving byte
ranges. Use blob URLs (engine does).
- Huge files → you used all-intra. Use
-g 8 + blob instead.
- Soft / low quality → you downscaled or over-compressed. Encode at the model's native
resolution (whatever ffprobe reports; never upscale), crf ≤ 20, add
unsharp. Video is
inherently softer than the stills, so keep the stills as the lite fallback for max fidelity.
- Concurrent gens fail / "insufficient credits" race → transient when many launch at
once; re-roll the individual failure, it's not really out of credits (verify with
mcp__kubeez__get_balance).
- Content-filter false-positives (video
status: "failed" on a moderation flag) → the
video content filter flags perfectly innocuous clips, especially bedroom, pool,
spa/wellness contexts and trigger words like "bed", "pool", "waterfall", "wine", "swim".
It's partly the prompt wording and partly the reference frames. Fixes, in order: (1)
re-roll, it's often non-deterministic and passes on the 2nd–3rd try (a clean moderation
failure is auto-refunded, so re-running is a normal prepaid call); (2) strip trigger words
and add "empty, unoccupied, no people, no figures, architectural, tasteful"; (3) regenerate
just that clip on kling-3-0-pro with the same first/last frames, a different
provider's filter often passes what Seedance blocks. Expect a slight render-character
shift on that one clip (each model has its own grain/motion feel); for a 5s connector
behind a crossfade that usually beats option (4): set the connector slot to null —
the engine crossfades that seam directly (optional connectors), so the page still
completes. Budget extra credits/time for these re-rolls on interiors/real-estate content.
- Dark / custom theme → the engine wraps its default tokens in
@layer sw, so a
page-level :root / .sw-root { --sw-bg; --sw-ink; --sw-accent; --sw-font-* } block
wins cleanly (no specificity hacks). is your primary colour;
the fills the primary button and active nav. For a dark theme, set
dark and light — the copy scrim and title shadow follow automatically.
References
references/prompts.md — the intake checklist, style-preamble pattern, and every
prompt template (scene still, dive, connector) with fill-in slots.
references/pipeline.md — the run flow: Kubeez MCP generation/upload/poll calls
interleaved with copy-paste bash for download, extract frames, encode, and mobile encode
(bash-3.2-safe).
references/scrub-engine.js — the portable, config-driven scrub engine (builds DOM +
injects CSS; blob-seek, lazy load, seam crossfade, copy, route rail, reduced-motion, and
phone hardening: mobile encodes, seek-coalescing, iOS priming, safe-area, no-jump resize).
references/index-template.html — a minimal standalone page that mounts the engine.
references/knockout.py — border-connected background knockout for floating scenes.