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* docs: isolate visual understanding and game ad creative work * docs: map current AutoClip interface and interaction flows * refactor(frontend): remove legacy UI and isolate clip export flow * feat(studio): unify creative workflow and configurable vision models * feat(studio): preserve independent language variants for 1.4 * feat(studio): connect candidate editing and verify full render workflow * feat(studio): fill portrait frames and add styled title templates * feat(studio): add shared artwork templates with bundled fonts * fix(studio): preserve original audio across reordered cuts * feat(studio): refine four versioned title presets against design * feat(studio): add glossy, pixel and frosted title presets * Refine comic title geometry and preserve ASR word timing * Add optional punchier comic title variant for visual review * Calibrate all six launch title presets and add bilingual review pack * Use design reference thumbnails for six title preset choices * Close out first-release video packaging and defer motion captions * docs: audit game recording to finished creative workflow * docs: prioritize a unified import edit and export experience * feat: confirm smart import plans before production and preserve highlight sequences * docs: record confirmed import and continuous highlight verification * fix: preserve independent highlights instead of merging adjacent events * fix: distinguish source duration from per-highlight duration * fix: isolate SQLite file connections during concurrent preview reads * Prioritize gameplay evidence before selecting and refining highlights Filter explicit non-play categories before the six-highlight cap, rank optional model viewing-value estimates, and retain plain-scene endpoint compatibility. Preserve independent events and audit selection; reject menu-only results without fabricating highlights. 126 distinct offline regression cases pass. One bounded real Seed scan failed after 189.72s; no live quality improvement is claimed. See release log. * Avoid repeated visual analysis after shared failures Share one analysis attempt across selected visual goals; retain independent content processing and completed highlights when promotional copy fails. Persist safe request error codes, stages, durations and HTTP statuses without private payloads. Offline regression: 71 passed; no paid calls. * fix(studio): distinguish draft and versioned export states * fix(studio): preserve full exported frame in result thumbnail * docs: record export state integration checks and remaining gaps * chore: prepare 1.4 integration on latest v1.3.2 main * fix(ui): keep project timestamps readable over cover images * ci: install FFmpeg for real rendering regression tests * feat(publish): use immutable Studio exports in shared publishing flow * feat: observe Studio outcomes with anonymous aggregate events * feat: localize Studio results and export history in eight languages * feat: localize unified import and Studio editing workflow * fix: generate bounded cached still thumbnails for Studio drafts * fix: sample thumbnail frames inside scene boundaries * fix: resume legacy clips and collections in the shared editor * docs: record unified editor and bundled macOS validation gates * test: retain upstream regressions after latest main rebase * fix: bound Studio observation retries and stop terminal polling * docs: record bounded polling integration verification * test: add reproducible offline macOS bundle verification * docs: record bundled runtime verification and new main integration blocker * fix: complete v1.3.3 integration and expose native download response * fix: save Studio exports with the native desktop downloader * docs: record v1.3.4 candidate integration and remaining RC gates * docs: record current macOS bundle evidence and RC rollback gates * fix: localize Studio processing stages and export warnings * fix: recover Studio exports when task dispatch fails * fix: translate export dispatch recovery and record integration checks * fix: preserve import confirmation when production dispatch fails * fix: translate production dispatch recovery and record verification * fix: isolate YouTube imports and plan opt-in visual analysis rollout
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2.7 KiB
成片包装使用指南
首期支持六款开头标题包装,直接在 AutoClip 成片编辑页操作。
从草稿到成片
- 打开成片草稿,先确定镜头起止、顺序和取景。竖屏推广可点“应用竖屏推荐”,再调整左右取景,检查角色和HUD。
- 填写“开头文字”,可手动换行。选择漫画冲击、荧光挑战、竞技斜切、像素街机、极简大字或磨砂字幕卡。卡片用设计图帮助选风格,当前文案的实际排版显示在左侧。
- 展开“调整文字样式”,按需要设置强调色、大小、位置;保留“首期优化版”即可。旧草稿可保持原样,也可主动升级。像素和磨砂不提供位移动效开关。
- 选择输出文字语言,决定是否保留原声、烧录已有字幕。选翻译语言后会在渲染时翻译文字,需要可用的文本模型配置。没有原字幕时不会自动生成一份字幕。
- 保存并点击“渲染预览”,完整播放实际结果;检查标题、字幕、主体取景、声音和镜头切点。修改后需要重新渲染。
- 点击“导出成片”,确认包装、画幅、语言、原声和字幕。任务完成后下载MP4。已有输出留在导出记录;要保留不同语言或开头,可“另存为新版本”。
开头文字仅显示在首镜头最多4秒,不会跨镜头延续;留空则不添加。模板选择图是设计参考,原片预览是构图参考,最终以“实际渲染结果”为准。
六款怎么选
| 模板 | 适合的画面表达 |
|---|---|
| 漫画冲击 | 惊险、反转、挑战类强开头 |
| 荧光挑战 | 突出一句挑战或一个结果 |
| 竞技斜切 | 对抗、操作与竞技气氛 |
| 像素街机 | 复古、街机、轻松游戏气氛 |
| 极简大字 | 用清楚的大文案直接传达信息 |
| 磨砂字幕卡 | 信息较多、希望画面更克制时 |
这些是视觉用途,不代表投放效果保证。模板不自动判断玩法真假或识别所有HUD,需逐条复看。
常见情况
- 仍有留边:检查“构图”是否为“满屏取景”;画幅设为9:16只决定成片尺寸。
- 标题太长:缩短文案或手动换行,最多三行。翻译后长度可能变化,重新渲染确认。
- 标题提前消失:首镜头短于4秒时,开头随该镜头结束;可调整首镜头长度。
- 字幕或原声没有出现:查看导出结果提示。源素材没有可用字幕/音轨时,不会凭空补齐。
- 文字预览失败:点击“重试”;渲染失败保留草稿和旧成片,可查看原因后再导出。
- 想要逐词变色:首期暂不提供卡拉 OK 或逐字动效,已移入后续排期。