Agent skill

Storyboard Shot To HTML

by godot-fun in godot-fun/gai

Turns a storyboard shot (video prompt + narration) into a self-contained fullscreen HTML CSS animation for the browser.

MITAuto-check passedMedia & Creative

Install Storyboard Shot To HTML

skills CLI
$ npx skills add godot-fun/gai --skill storyboard-shot-to-html -a claude-code

Project install by default; add -g for ~/.claude/skills/.

GitHub CLI
$ gh skill install godot-fun/gai storyboard-shot-to-html --agent claude-code

Project scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).

Manual copy
$ git clone --depth 1 https://github.com/godot-fun/gai.git skills-src && mkdir -p .claude/skills && cp -r skills-src/.agents/skills/storyboard-shot-to-html .claude/skills/storyboard-shot-to-html && rm -rf skills-src

Use ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.

Claude Code skills documentation · loads skills from .claude/skills/

Facts

Skill name
storyboard-shot-to-html
GitHub stars
183
Token cost
~4.3k tokens
SKILL.md length
2,072 words
Files
1
Skills in repo
36
Repo updated
First seen
Licence
MIT

At a glance

Turns a storyboard shot (video prompt + narration) into a self-contained fullscreen HTML CSS animation for the browser.

  • Works in 5 steps: Parse the shot → Analyze narration (required) → Search related info / usage → …
  • The user wants storyboard-shot-to-html
  • SKILL.md covers Inputs, Delivery, Workflow and Multi-shot (optional), plus 2 more sections
  • Instructions only: no scripts, shell commands, URLs or credentials in SKILL.md

What it does

Storyboard Shot To HTML is an agent skill from godot-fun/gai. Turns a storyboard shot (video prompt + narration) into a self-contained fullscreen HTML CSS animation for the browser. Analyzes VO/narration, searches related facts and usage cues, then builds a rich layered stage (camera, subject, secondary UI, light, micro-detail) with Fullscreen API and Space-to-play. Use when the user wants storyboard-shot-to-html, HTML animation preview, prompt-to-HTML, storyboard to HTML, prompt animation demo, narration visualization, fullscreen preview, Space to play, or a web demo of a…

Its SKILL.md is about 4.3k tokens, which your agent loads only when the skill is triggered. It is a single SKILL.md file with no bundled scripts.

It sits in Media & Creative, covering Comics and storyboards, Text to speech and voice and Web animation and motion. The repository describes itself as: A lightweight AI agent and skill workflow framework built with Godot. The licence is MIT.

When your agent uses it

  • The user wants storyboard-shot-to-html
  • HTML animation preview
  • Storyboard to HTML
  • Prompt animation demo

Example prompts

  • “Use the storyboard-shot-to-html skill to turn a storyboard shot (video prompt + narration) into a self-contained fullscreen HTML CSS animation for…”
  • “/storyboard-shot-to-html”

Workflow steps

5 steps, taken from the step headings in SKILL.md.

  1. Parse the shot
  2. Analyze narration (required)
  3. Search related info / usage
  4. Build the HTML animation
  5. Suggested HTML skeleton

What it can do on your machine

Read from SKILL.md and the folder at commit 6394686. It shows what the files ask for, not the result of running them.

  • Tool permissions

    Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.

    From allowed-tools in the SKILL.md frontmatter.

  • Runs code

    No scripts in the folder and no shell commands in SKILL.md (its code samples are html).

    From the folder's file list and the shell code blocks in SKILL.md.

  • Network

    No URLs in SKILL.md.

    From URLs in SKILL.md, links to its own repository left out.

  • Credentials

    Names no API keys, tokens, secrets or passwords.

    From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.

Context cost

Storyboard Shot To HTML loads about 4.3k tokens when it runs. Until then it costs about 141 tokens; SKILL.md has 2,072 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~141
When it runs · the whole SKILL.md, loaded when a task matches
~4.3k

Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.

Safety

Auto-check passed

The automated check found no risky patterns in SKILL.md.

Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); files beside SKILL.md are not scanned.

SKILL.md

The full file from godot-fun/gai at commit 6394686, republished under its MIT licence (© godot-fun). 2,072 words, ~4,349 tokens.

Download SKILL.mdSave it as .claude/skills/storyboard-shot-to-html/SKILL.md (or your agent's skills folder).
name
storyboard-shot-to-html
description
Turns a storyboard shot (video prompt + narration) into a self-contained fullscreen HTML CSS animation for the browser. Analyzes VO/narration, searches related facts and usage cues, then builds a rich layered stage (camera, subject, secondary UI, light, micro-detail) with Fullscreen API and Space-to-play. Use when the user wants storyboard-shot-to-html, HTML animation preview, prompt-to-HTML, storyboard to HTML, prompt animation demo, narration visualization, fullscreen preview, Space to play, or a web demo of a video prompt / shot.

Storyboard Shot → HTML

Turn one shot (video prompt + narration) into a single-file HTML animation you can open in a browser — a motion sketch of the intended frame, not a real video render.

Companion to storyboard. Does not call video/image generation APIs.

Inputs

Accept any of:

InputHow to use
Storyboard .md + shot id (01, Shot 02, …)Parse that shot’s Video prompt, Chinese / English, Visual, Camera, Duration, Visual Style
Pasted shot blockSame fields if present
Raw video prompt (± narration)Prompt = visual source; narration = meaning layer to research

If multiple shots and no id → ask once, or do Shot 01 only when the user clearly wants a quick sample.

Delivery

ModeBehavior
User gives an .html pathWrite there
User gives a directoryWrite <dir>/shot-<id>-preview.html (shot-01-preview.html if no id)
Storyboard path known, no output pathWrite next to the .md: <stem>-shot-<id>-preview.html
Raw prompt onlyWrite test/manual/<slug>-preview.html (or user-named file)

Rules:

  • Always write the full HTML file (UTF-8). Chat: short confirm only (path, shot id, research notes, how to open).
  • Prefer one self-contained .html (inline CSS/JS). No build step, no CDN frameworks required. Google Fonts OK if useful.
  • Fullscreen by default (see below) — first paint is the stage filling the browser; no document scroll of title/meta under the frame.
  • After write: open in the system browser (Start-Process / open / xdg-open). If file:// is flaky, serve the parent dir with a tiny static server and open http://127.0.0.1:<port>/<file>.
  • Never overwrite the storyboard .md.
Fullscreen (required)

The preview must play as a full-viewport cinematic stage, not a letterboxed card on a scrolling page.

RequirementDetail
Viewport fillhtml, body { height:100%; overflow:hidden }; stage covers 100vw × 100vh
AspectKeep storyboard aspect (default 16:9) with cover (crop) or letterbox on black — prefer cover so the frame fills the screen
No below-fold chromeTitle, tags, original prompt must not sit under the stage in normal flow
Overlay metaPut prompt / research in a hidden overlay (I or ? to toggle; Esc closes). Do not burn VO/narration onto the stage — narration is for analysis only, not on-screen text
Space to playAnimations stay paused on load (first frame / idle pose). Space starts playback once. Do not autoplay on open. Hint text: Space to play · Click / F fullscreen · I prompt (may also mention Space to start)
Play onceShot timeline is one-shot — no infinite / alternate loop on the main beat. When duration ends, hold the final frame (animation-fill-mode: forwards or equivalent). Do not restart on a second Space, and do not auto-replay
Browser Fullscreen APIOn click (or F), call element.requestFullscreen() on the stage root. Show a brief hint until entered (Click / F fullscreen · Space to play). Esc exits native fullscreen
Open behaviorAfter writing the file, open it so the user lands on the fullscreen-ready paused page; wait for Space to play

Workflow

Task Progress:
- [ ] Parse shot (prompt + VO + camera/duration/style)
- [ ] Analyze narration → concepts to ground
- [ ] Search related info / usage (when needed)
- [ ] Plan motion layers (camera / subject / secondary / light / micro) + timing beats
- [ ] Design rich stage from prompt + research (depth planes, staggers, payoff hold)
- [ ] Write HTML; open in browser
- [ ] Chat: path + what the demo shows
1. Parse the shot

Extract:

  • Video prompt (primary visual / motion spec)
  • Chinese / English VO (meaning, pacing; (no VO) = skip that language)
  • Visual, Camera, Duration, piece-level Visual Style when available

Map duration to animation timing when sensible (~5s → ~5s one-shot timeline, then hold). Playback starts only on Space (paused until then); never loop or auto-replay.

2. Analyze narration (required)

From VO, list concrete concepts that affect what the viewer should understand:

  • Product / feature / API / workflow names
  • Places, eras, UI metaphors, audience takeaway
  • Claims that need accurate depiction (do not invent)

If VO only restates mood already in the prompt, research may be light — still state that explicitly in chat.

When concepts are factual, technical, or product-specific:

  1. Use WebSearch / WebFetch (or project docs) for short, trustworthy cues: what it is, how it’s used, typical UI/visual metaphors.
  2. Fold only what helps the HTML stage (labels, layout metaphors, correct terminology, iconic shapes).
  3. Do not invent logos, prices, legal claims, or competitor branding.
  4. If search fails or materials already suffice, proceed with prompt-only visuals; note gaps briefly.

Skip heavy research for pure mood/atmosphere shots with no domain claims.

4. Build the HTML animation

Goal: one composition that reads as the shot at first viewport — animated stand-in for the video prompt. Aim for a rich motion sketch (layered beats + secondary life), not a flat poster that barely moves.

PreferAvoid
Full-viewport stage (100vw×100vh) + Fullscreen APIInset card + scrolling meta under the hero
Aspect-locked cover (16:9 default) filling the screenDashboard clutter, card grids in the hero
CSS/@keyframes one-shot until end, paused until SpaceAutoplay, infinite / looping shot timelines, Space restart
Layered camera + light + subject + micro-UI + atmosphereSingle fade-in with nothing else moving
Staggered reveals, easing, hold on end frameEverything popping at t=0 then freezing
Prompt / research in toggle overlay (I / ?)Fake photoreal video, watermarked stock embeds
Expressive fonts when they serve moodDefault system-only stacks for cinematic shots

Sync with VO meaning: if narration teaches a step or names a UI, show that metaphor on stage (even abstractly). Mood-only VO → prioritize prompt cinematography.

Language: Prefer English for all on-stage chrome, labels, badges, chat bubbles, code comments, and hint text. Do not default to Chinese even when Chinese VO is present. Never put spoken narration / VO lines on the stage. Keep the original prompt + VO text (Chinese and English) only in the toggle overlay. Overlay headings and research notes should also be English.

Typography / readable stage text (required):

Stage labels are viewed fullscreen — do not ship micro-UI. Anything the viewer should parse (chrome titles, badges, graph nodes, file cards, status chips, code lines, gate names) must stay large enough at 16:9 cover.

ElementMinimum size guidance
Primary labels (badges, thesis chips, CTA, key nodes)clamp(14px, 1.8vw, 20px) or larger
Secondary UI (window chrome, folder/file names, status)clamp(13px, 1.5vw, 17px)
Micro ornament only (optional ticks, tiny meters)may go smaller — but never put critical meaning there
Hint bar (.fs-hint)≥14–15px
  • Prefer fewer, larger labels over dense 8–10px walls.
  • When enlarging type, also bump padding / card height so text is not cramped.
  • Anti-pattern: font-size: 7px–11px clamps on graph nodes, code, or badges “to fit more” — cut content instead.
Show full SKILL.md (1,082 more words)Show less
4a. Animation richness (required)

Ship a dense but readable stage. Thin “one transform + one opacity” demos are not enough.

Motion budget (minimum):

LayerRoleExamples
1. CameraEnergy only if the shot’s Camera line calls for it; otherwise lock or micro-parallaxPush-in / pull-back / pan / dutch / orbital when Camera says so; locked multilayer HUD when it doesn’t
2. Primary subjectWhat the shot is aboutPrototype appearing, module docking, graph exploding, gate locking, code lines revealing
3. Secondary / supportProof the world is aliveSibling UI panels, folder tree growth, packet lanes, platform pieces
4. Light & atmosphereMood continuity from Visual StyleLamp pulse, monitor bloom, volumetric haze drift, vignette breathe, rim-light shift
5. Micro-detailTexture without stealing focusCursor blink, scrubber/knob, floating code bits, dust/particles, soft shadow crawl

Require at least 4 of these 5 layers on every shot, and ≥5 distinct animated properties after Space (e.g. code line stagger + tree stagger + platforms + clock scrub + play-view bloom — not a default whole-frame scale). Ambient loops (infinite lamp flicker, dust) are OK only if subtle and do not read as the shot replaying; the main narrative beat stays one-shot + forwards.

Camera vs readable content (priority):

When the stage shows important content — real project code / API call sites, terminal output, labeled architecture, readable UI chrome the viewer must parse — prefer readability over cinematic camera:

  1. Do not default to whole-frame push-in / zoom / orbit on .scene just to “have a Camera layer.”
  2. Prefer locked camera (or tiny parallax / drift that does not shrink text) or a local emphasis on the important block (scale/highlight that one panel or code card — not the entire stage).
  3. Whole-frame camera moves are allowed only when the shot’s Camera line explicitly asks (push-in, pull-back, orbital, tracking, etc.) and they won’t make the key text/code illegible.
  4. If Camera is composite / multilayer / locked-off (“parallel HUD”, “static board”, …), treat Camera as depth + panel energy, not zoom.

Depth & layering:

  • Build ≥3 depth planes (bg / mid / fg or room / screens / desk props). Parallax them slightly when there is a camera move (different translate amounts — avoid scale that eats readability).
  • Prefer real structure (monitor bezels, desk, lamp, HUD chrome) over a single flat rectangle with text.
  • Use soft masks, inset bezels, bloom, and gradient haze so the frame doesn’t look like clipped divs on black.

Timing craft (map to Duration):

  1. Idle (pre-Space): readable establishing frame — lights on, subjects in start pose, no story progress.
  2. Setup (first ~20–30%): environment wakes — UI populates, secondary elements stagger in (animation-delay cascade).
  3. Development (middle): primary transformation from the video prompt (build / collapse / reveal / dock).
  4. Accent (~last 20%): punch the Camera/VO payoff (RUN success, shockwave, CTA hold, badge snap).
  5. Hold: freeze the end pose (forwards); no rewind.

Use staggers (40–120ms steps) for lists, folders, packets, checkmarks. Prefer cubic-bezier / ease-out on arrivals; reserve snappy ease for hits and smash cuts. If Duration is ~8s, keep the CSS timeline ≈8s — don’t compress a whole story into 2s then dead-air.

Detail recipes (pick what fits the prompt):

Shot typeEnrich with
Desk / editor / IDEDual screens, sidebar tree stagger, typed/fading code lines, blinking caret, playview empty→alive, clock or timeline scrub, warm lamp + cool monitor mix; keep code readable — local emphasis on the editor, not whole-frame zoom
Architecture / graphNodes lighting in sequence, edges drawing, local cyan vs global fog, camera pull-back revealing scale, soft particle drift
Chaos / debtMultiplying clones, spaghetti cables growing, amber warning pulses, dutch tilt increasing, denser particle rain — still graphic-clean, not illegible spam
Product / module dockOrbital turntable, modules easing into sockets with short “dock” scale settle, rim light pass, label fades (short, abstract)
Pipeline / stepsLateral track or stepped gates lighting cyan as a token passes; each gate a micro-animation, not one long slide
Game-feel montageMeter needles, multi-hit sparks, toast slide+fade, one-shot VFX sheet burst — cut accents on beats, no seizure strobe

CSS/JS practical rules:

  • Gate story animations behind .is-playing (or equivalent). Idle may use only tiny ambient loops.
  • Prefer transform + opacity (+ filter sparingly) for performance; avoid layout thrash.
  • Name keyframes by intent (cameraPush, platformGrow, badgeIn) so timing stays editable.
  • Optional tiny JS for clocks, counters, or step indices — keep logic short; CSS owns most motion.
  • No on-stage VO captions, karaoke, or subtitle bars.

Anti-patterns (reject before shipping):

  • Only opacity fade on the whole stage
  • Static screenshot look after play starts
  • All elements sharing one identical delay/duration
  • Busy infinite loops that feel like a GIF restart
  • Unreadable micro-text walls or fake brand logos
  • Stage chrome / nodes / badges at ~7–11px (too small for fullscreen; enlarge or drop labels)
  • Burning narration into the frame
  • Default whole-frame scale / push-in while code or other critical text is on stage (zooms away readability)
  • Inventing camera moves not present in the shot’s Camera line
4b. Pre-flight motion checklist

Before writing the file, briefly plan (internally or in overlay research notes):

  1. Camera from the shot’s Camera line — if important code/content is on stage, choose lock / local zoom on that content, not whole-frame push
  2. Primary beat from the Video prompt
  3. Two secondary enrichments (UI / props / particles)
  4. Light or atmosphere continuity from Visual Style
  5. End-frame hold that matches the payoff

If any item is missing, add it before coding.

5. Suggested HTML skeleton

Adapt freely; keep fullscreen structure:

html
<!DOCTYPE html>
<html lang="en">
<head>
  <meta charset="UTF-8" />
  <meta name="viewport" content="width=device-width, initial-scale=1" />
  <title>[Shot title] · preview</title>
  <style>
    html, body { height: 100%; margin: 0; overflow: hidden; background: #000; }
    .stage {
      position: fixed; inset: 0; width: 100vw; height: 100vh;
      /* 16:9 cover inside .frame */
    }
    .frame {
      position: absolute; inset: 0; margin: auto;
      width: 100vw; height: 56.25vw; /* 16:9 */
      max-height: 100vh; max-width: 177.78vh;
      overflow: hidden;
    }
    .hud { position: fixed; /* hint + overlay; hidden by default */ }
  </style>
</head>
<body>
  <div class="stage" id="stage">
    <div class="frame"><!-- scene layers only — no VO caption --></div>
  </div>
  <div class="fs-hint">Space to play · Click / F fullscreen · I prompt</div>
  <aside class="overlay" hidden><!-- title, prompt, research — toggle with I / ? --></aside>
  <script>
    // Space adds .is-playing once; keyframes use forwards; no loop / no Space restart
    // click/F → requestFullscreen; I → overlay
  </script>
</body>
</html>

Multi-shot (optional)

Only if the user asks for a full board:

  • One HTML with shot tabs or sequential stages timed to each Duration
  • Still one file unless they request a folder of per-shot previews
  • Research once per distinct domain concept (don’t repeat identical searches)

Quality bar

  • HTML file written to disk; browser opened (or clear open instructions)
  • Fullscreen: stage fills viewport; Fullscreen API on click/F; no scrolling meta under the frame
  • Space to play: paused on load; Space starts once; no autoplay; no on-stage VO text
  • Play once: no loop; end frame held; no auto-replay / Space restart after finish
  • Stage matches prompt subject, camera energy, and aspect
  • Narration concepts analyzed; factual/usage gaps researched when needed
  • Rich motion: ≥4 of 5 layers (camera / primary / secondary / light / micro); ≥5 animated properties; ≥3 depth planes
  • Readable priority: important code/content → locked camera or local emphasis; no default whole-frame zoom that shrinks text
  • Typography: on-stage labels use large clamps (primary ≥~14–20px, secondary ≥~13–17px); no critical 7–11px micro-text
  • Timing follows Duration (setup → development → accent → hold); staggers on lists/UI; not one global fade
  • Visible continuous life after play starts (not a still poster); ambient loops stay subtle
  • Self-contained; no storyboard overwrite; no video API calls
  • Chat stays short: path + shot + research takeaway

CLI

Copy-paste commands: cli/storyboard-shot-to-html.md

© godot-fun, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file

Files

Just SKILL.md in .agents/skills/storyboard-shot-to-html of godot-fun/gai.

Open the folder on GitHubat commit 6394686

Compare with similar skills

Storyboard Shot To HTML next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.

Storyboard Shot To HTML compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
Storyboard Shot To HTML this skillgodot-fun/gai183—~4.3kAutomated safety check: PassMIT
Hbg Life SimulationMr-funny/hbg-life-simulation141—~5.8kAutomated safety check: PassMIT
Paper Collage Explainer Generatortl2012tl/comfyUI-llama-TE2414 repos~5.2kAutomated safety check: PassNone
Web Video PresentationConardLi/garden-skills13k—~3.5kAutomated safety check: PassMIT
Carocut Media Audiobilibili/carocut130—~2.5kAutomated safety check: PassCustom licence
Vibe Scenevericontext/vibeframe175—~1.8kAutomated safety check: PassMIT

Similar skills

  • Hbg Life Simulation

    Mr-funny/hbg-life-simulation

    Create Chinese HBG “模拟人生 / 人生副本” narrative videos with a consistent comic IP, a rapid multi-life opening, continuous natural-speed narration, synchronized short captions, dense static manga…

    141 GitHub stars~5.8k tokensUpdated 2 mo ago
    Media & CreativeAuto-check passed
  • Paper Collage Explainer Generator

    tl2012tl/comfyUI-llama-TE

    For creators, educators, and social-video editors who need a tactile paper-collage language for narration, knowledge points, opinions, or abstract topics.

    241 GitHub starsUsed in 4 repos~5.2k tokens
    Media & CreativeAuto-check passed
  • Web Video Presentation

    ConardLi/garden-skills

    Turns an article or spoken script into a click-through, full-screen 16:9 web presentation that looks like a video, with optional synthesized narration.

    13k GitHub stars~3.5k tokensUpdated today
    Media & CreativeAuto-check passed
  • Carocut Media Audio

    bilibili/carocut

    音频素材生成与获取。批量 Edge TTS 旁白生成(支持 storyboard pacing 字段驱动语速)、BGM/SFX 检索(BGM 节奏匹配 BPM 规则)、音频时长提取。包含 Edge voice 配置、速度调整规则、durations.json 格式规范(含 audiovisualrelation 说明)和关键的音频时序规则。

    130 GitHub stars~2.5k tokensUpdated 5 mo ago
    Media & CreativeAuto-check passed
  • Vibe Scene

    vericontext/vibeframe

    Author, repair, render, and inspect VibeFrame scene projects built from STORYBOARD.md and DESIGN.md.

    175 GitHub stars~1.8k tokensUpdated 6 days ago
    Media & CreativeAuto-check passed
  • Ian Xiaohei SVG Motion

    Pluviobyte/rnskill

    Create Ian Xiaohei-style HTML/SVG motion illustrations for Chinese articles, scripts, storyboard scenes, workflow explanations, concept metaphors, and short video visual aids.

    1.6k GitHub stars~1.2k tokensUpdated 20 days ago
    Media & CreativeAuto-check passed

More from godot-fun/gai

All 36 skills in this repo
  • AI Text To Speech

    godot-fun/gai

    Zero-shot text-to-speech with voice cloning via IndexTTS2 (index-tts).

    184 GitHub stars~2k tokensUpdated today
    Auto-check passed
  • Audio Denoise

    godot-fun/gai

    Reduces background noise in a single audio file using FFmpeg afftdn.

    184 GitHub stars~465 tokensUpdated today
    Auto-check passed
  • Audio Fade

    godot-fun/gai

    Applies fade-in and fade-out at the start and end of a single audio file using FFmpeg.

    184 GitHub stars~652 tokensUpdated today
    Auto-check passed
  • Normalizes a single audio file to consistent LUFS loudness with true-peak limiting using FFmpeg.

    184 GitHub stars~684 tokensUpdated today
    Auto-check passed
  • Standardizes a single audio file to 44100 or 48000 Hz and exports 16-bit PCM WAV using FFmpeg.

    184 GitHub stars~638 tokensUpdated today
    Auto-check passed
  • Audio Split

    godot-fun/gai

    Splits a single audio file into two segments (part 1 before the split point, part 2 after) using FFmpeg.

    184 GitHub stars~554 tokensUpdated today
    Auto-check passed

Questions about Storyboard Shot To HTML

What does Storyboard Shot To HTML do?

Turns a storyboard shot (video prompt + narration) into a self-contained fullscreen HTML CSS animation for the browser. Storyboard Shot To HTML is an agent skill from godot-fun/gai. Turns a storyboard shot (video prompt + narration) into a self-contained fullscreen HTML CSS animation for the browser.

When should I use Storyboard Shot To HTML?

Storyboard Shot To HTML fits situations like: the user wants storyboard-shot-to-html; HTML animation preview; storyboard to HTML; prompt animation demo.

How do I install Storyboard Shot To HTML in Claude Code?

Run `npx skills add godot-fun/gai --skill storyboard-shot-to-html -a claude-code`. Or copy the skill folder (.agents/skills/storyboard-shot-to-html in godot-fun/gai) into .claude/skills/storyboard-shot-to-html in your project. Claude Code loads it when a task matches its description.

How do I install Storyboard Shot To HTML in Codex?

Run `npx skills add godot-fun/gai --skill storyboard-shot-to-html -a codex`. Or copy the skill folder (.agents/skills/storyboard-shot-to-html in godot-fun/gai) into .agents/skills/storyboard-shot-to-html in your project. Codex loads it when a task matches its description.

Can I use Storyboard Shot To HTML in Cursor, Gemini CLI or GitHub Copilot?

Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add godot-fun/gai --skill storyboard-shot-to-html -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/storyboard-shot-to-html, .gemini/skills/storyboard-shot-to-html, .github/skills/storyboard-shot-to-html and .opencode/skills/storyboard-shot-to-html in your project.

What does Storyboard Shot To HTML need to run?

SKILL.md names no scripts, command-line tools or credentials: Storyboard Shot To HTML is instructions for the agent only.

Does Storyboard Shot To HTML access the network?

SKILL.md contains no URLs. Any network use would come from the scripts or tools the agent runs. This is read from the text; nothing was executed.

Is Storyboard Shot To HTML safe to install?

Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. Review the folder before installing.

What licence does Storyboard Shot To HTML use?

Storyboard Shot To HTML is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does Storyboard Shot To HTML use?

About 4.3k tokens (SKILL.md is roughly 17k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full.

What are the alternatives to Storyboard Shot To HTML?

Skills that share tags, products or a category with Storyboard Shot To HTML: Hbg Life Simulation (Mr-funny/hbg-life-simulation, 141 stars), Paper Collage Explainer Generator (tl2012tl/comfyUI-llama-TE, 241 stars), Web Video Presentation (ConardLi/garden-skills, 13k stars) and Carocut Media Audio (bilibili/carocut, 130 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Storyboard Shot To HTML?

godot-fun (a GitHub organization) maintains it in godot-fun/gai, which has 183 GitHub stars. The repository holds 36 skills in this directory. The repository was last updated on October 10, 2026.

Source: godot-fun/gai on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.