Canghe Comic
freestylefly/canghe-skills
Knowledge comic creator supporting multiple art styles and tones.
Write a shootable, precisely timed commercial beat sheet and store it as a NodeTool storyboard, with a consistent entity roster behind every shot.
$ npx skills add nodetool-ai/nodetool --skill commercial-beat-sheet -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install nodetool-ai/nodetool commercial-beat-sheet --agent claude-codeProject scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).
$ git clone --depth 1 https://github.com/nodetool-ai/nodetool.git skills-src && mkdir -p .claude/skills && cp -r skills-src/packages/system-skills/commercial-beat-sheet .claude/skills/commercial-beat-sheet && rm -rf skills-srcUse ~/.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/
Install the "commercial-beat-sheet" agent skill from https://github.com/nodetool-ai/nodetool/tree/main/packages/system-skills/commercial-beat-sheet into .claude/skills/commercial-beat-sheet/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "commercial-beat-sheet", then confirm the skill loads.Claude Code copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$skill-installer install https://github.com/nodetool-ai/nodetool/tree/main/packages/system-skills/commercial-beat-sheetType this inside Codex. $skill-installer <name> installs a curated skill from openai/skills. The installer writes to $CODEX_HOME/skills (default ~/.codex/skills). Restart Codex if the skill does not show up.
$ npx skills add nodetool-ai/nodetool --skill commercial-beat-sheet -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install nodetool-ai/nodetool commercial-beat-sheet --agent codexProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/nodetool-ai/nodetool.git skills-src && mkdir -p .agents/skills && cp -r skills-src/packages/system-skills/commercial-beat-sheet .agents/skills/commercial-beat-sheet && rm -rf skills-srcUse ~/.agents/skills/ instead of .agents/skills for a personal install.
Codex skills documentation · loads skills from .agents/skills/
Install the "commercial-beat-sheet" agent skill from https://github.com/nodetool-ai/nodetool/tree/main/packages/system-skills/commercial-beat-sheet into .agents/skills/commercial-beat-sheet/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "commercial-beat-sheet", then confirm the skill loads.Codex copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add nodetool-ai/nodetool --skill commercial-beat-sheet -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install nodetool-ai/nodetool commercial-beat-sheet --agent cursorProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/nodetool-ai/nodetool.git skills-src && mkdir -p .cursor/skills && cp -r skills-src/packages/system-skills/commercial-beat-sheet .cursor/skills/commercial-beat-sheet && rm -rf skills-srcUse ~/.cursor/skills/ instead of .cursor/skills for a personal install.
Cursor skills documentation · loads skills from .cursor/skills/, .agents/skills/, .claude/skills/, .codex/skills/
Install the "commercial-beat-sheet" agent skill from https://github.com/nodetool-ai/nodetool/tree/main/packages/system-skills/commercial-beat-sheet into .cursor/skills/commercial-beat-sheet/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "commercial-beat-sheet", then confirm the skill loads.Cursor copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gemini skills install https://github.com/nodetool-ai/nodetool.git --path packages/system-skills/commercial-beat-sheet--scope user (default) or --scope workspace; --path is the subfolder of the repo that holds the skill; --consent skips the security confirmation prompt.
$ npx skills add nodetool-ai/nodetool --skill commercial-beat-sheet -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install nodetool-ai/nodetool commercial-beat-sheet --agent gemini-cliProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/nodetool-ai/nodetool.git skills-src && mkdir -p .gemini/skills && cp -r skills-src/packages/system-skills/commercial-beat-sheet .gemini/skills/commercial-beat-sheet && rm -rf skills-srcUse ~/.gemini/skills/ instead of .gemini/skills for a personal install, then run /skills reload.
Gemini CLI skills documentation · loads skills from .gemini/skills/, .agents/skills/
Install the "commercial-beat-sheet" agent skill from https://github.com/nodetool-ai/nodetool/tree/main/packages/system-skills/commercial-beat-sheet into .gemini/skills/commercial-beat-sheet/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "commercial-beat-sheet", then confirm the skill loads.Gemini CLI copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gh skill install nodetool-ai/nodetool commercial-beat-sheetInstalls for Copilot at project scope by default; add --scope user for a personal install. Preview a skill first with gh skill preview. Needs GitHub CLI 2.90.0 or later (public preview).
$ npx skills add nodetool-ai/nodetool --skill commercial-beat-sheet -a github-copilotProject install goes to .agents/skills/; add -g for ~/.copilot/skills/.
$ git clone --depth 1 https://github.com/nodetool-ai/nodetool.git skills-src && mkdir -p .github/skills && cp -r skills-src/packages/system-skills/commercial-beat-sheet .github/skills/commercial-beat-sheet && rm -rf skills-srcUse ~/.copilot/skills/ instead of .github/skills for a personal install. Commit .github/skills so cloud agent and code review can use it.
GitHub Copilot skills documentation · loads skills from .github/skills/, .claude/skills/, .agents/skills/
Install the "commercial-beat-sheet" agent skill from https://github.com/nodetool-ai/nodetool/tree/main/packages/system-skills/commercial-beat-sheet into .github/skills/commercial-beat-sheet/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "commercial-beat-sheet", then confirm the skill loads.GitHub Copilot copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add nodetool-ai/nodetool --skill commercial-beat-sheet -a opencodeOpenCode documents no install command of its own. Project install goes to .agents/skills/; add -g for ~/.config/opencode/skills/.
$ gh skill install nodetool-ai/nodetool commercial-beat-sheet --agent opencodeProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/nodetool-ai/nodetool.git skills-src && mkdir -p .opencode/skills && cp -r skills-src/packages/system-skills/commercial-beat-sheet .opencode/skills/commercial-beat-sheet && rm -rf skills-srcUse ~/.config/opencode/skills/ instead of .opencode/skills for a personal install.
OpenCode skills documentation · loads skills from .opencode/skills/, .claude/skills/, .agents/skills/
Install the "commercial-beat-sheet" agent skill from https://github.com/nodetool-ai/nodetool/tree/main/packages/system-skills/commercial-beat-sheet into .opencode/skills/commercial-beat-sheet/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "commercial-beat-sheet", then confirm the skill loads.OpenCode copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
commercial-beat-sheetWrite a shootable, precisely timed commercial beat sheet and store it as a NodeTool storyboard, with a consistent entity roster behind every shot.
Commercial Beat Sheet is an agent skill from nodetool-ai/nodetool. 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.
Its SKILL.md is about 4.6k 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. The repository describes itself as: Agent-first Creative Workspace. The licence is AGPL-3.0.
11 steps, taken from the step headings in SKILL.md.
Read from SKILL.md and the folder at commit fefb6d1. It shows what the files ask for, not the result of running them.
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.
No scripts in the folder and no shell commands in SKILL.md (its code samples are javascript).
From the folder's file list and the shell code blocks in SKILL.md.
No URLs in SKILL.md.
From URLs in SKILL.md, links to its own repository left out.
Names no API keys, tokens, secrets or passwords.
From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.
Commercial Beat Sheet loads about 4.6k tokens when it runs. Until then it costs about 67 tokens; SKILL.md has 2,094 words of instructions outside code blocks.
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.
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.
The full file from nodetool-ai/nodetool at commit fefb6d1, republished under its AGPL-3.0 licence (© nodetool-ai). 2,094 words, ~4,614 tokens.
.claude/skills/commercial-beat-sheet/SKILL.md (or your agent's skills folder).You are a single agent. Your job: take a product brief and produce a complete, shootable commercial beat sheet as a NodeTool storyboard. You do not build a workflow. You do not run a pipeline. You call the storyboard and entity capabilities directly.
You are a senior commercial director and advertising dramaturg. You write shootable, precisely timed commercial beat sheets optimized for retention. The first 3 seconds matter most. You escalate one problem. You demonstrate mechanisms, not benefits. You close every loop you open. You never invent brand facts — you write [CLIENT INPUT NEEDED] instead. You obey the runtime budget on every word. And you 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.
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.
explainer-storyboard, music-video-treatment, trailer-template and launch-commercial build the same board with the same calls and point here for the shapes. Every line below is checked against the capability code, not remembered. storyboard-core carries the same contract in full — the browser tool family, entities, timeline, script and models — and is what to load_skill for a call this table does not cover.
| Call | Returns | The id you want |
|---|---|---|
create_storyboard | {ok, storyboard_id, name, shots, updated_at} | .storyboard_id, never .id |
create_entity | {entity: {...}} | the asset_id you passed in |
generateImage | {asset_id, asset_uri, url, uri, bytes, mime_type} | .asset_id |
edit_storyboard takes five ops: add_shot, update_shot, remove_shot, reorder_shot, set_board. set_entities is accepted only as an alias that resolves to set_board.set_board takes {brief?, style?, aspect_ratio?, entity_ids?, image_model?, video_model?}. Any other key is refused with an error naming the accepted set — nothing is dropped silently. image_model / video_model take the model object find_model returns (or null) and become the board's defaults for render_storyboard_stills and render_storyboard_clips.add_shot / update_shot take {action, slug?, camera?, motion?, dialogue?, narration?, duration_seconds?, duration_source?, render_mode?, entity_ids?, location_id?, notes?, index?}. target on an update is a shot id, its 0-based index, or its slug.provider + model and fall back to the board's model. With neither, the call fails and says so — it never picks one. Either set the model on the board once or carry provider + model in variables and pass them on every render call.render_storyboard_clips has no duration override. To render a clip longer than the plan, bump duration_seconds with update_shot first and restore it after.action, then <framing> shot, then the board style, comma-joined, with the matched entities' descriptors and one reference image each attached. A clip's prompt is motion, then action (in direct mode also the framing and style, since no still carries the look). Whatever is not in those fields does not reach the generator — the beat sheet's SOUND DESIGN and MUSIC lines have to be written into action or motion to have any effect on a native-audio model.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 (150–300 characters). The image line for the stills has one too.PRODUCT / SERVICE:
BRAND: [name + 3 personality traits]
CATEGORY:
TARGET AUDIENCE:
CORE PAIN:
USP:
PROOF ASSETS:
CTA:
TOTAL RUNTIME: [15s / 30s / 60s / 90s / 180s]
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.
Three sources, in priority order:
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.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 assetThe descriptor is the most important field — it is injected into every prompt that names the entity. Write it as a visual specification:
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.
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.
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 [#] — [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.
Ask for any missing required field. Confirm the runtime is one of 15, 30, 60, 90, 180.
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.
Timecodes rounded to 0.5s; mark every 5s boundary and 25/50/75% as pattern-interrupt points.
Three different archetypes, each in the hook format. Recommend one in ≤2 sentences.
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.
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: runtime <= 30 ? "9:16" : "16:9"
});
const boardId = board.storyboard_id; // NOT board.idThe 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 the tool contract above), so you do not pass them again.
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 framing and the board style, and the clip prompt is motion then action, so the generator sees nothing you did not put in these two fields. 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.
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.replace(/\[([^\]]+)\]/g, "").trim(),
entity_ids: entityIdsForThisShot
});
// seasoned.prompt ends with a "Consistency references:" block;
// seasoned.reference_asset_ids are the images to pass as image inputs.The default path stops at the planned board. When asked, keyframes first — they cost cents, and you look at them:
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.
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: motion-graphics for the op contract, 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.
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.
© nodetool-ai, AGPL-3.0. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file
Just SKILL.md in packages/system-skills/commercial-beat-sheet of nodetool-ai/nodetool.
Open the folder on GitHubat commit fefb6d1
Commercial Beat Sheet 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.
| Skill | Stars | Used in | Tokens | Auto-check | Licence | Repo updated |
|---|---|---|---|---|---|---|
| Commercial Beat Sheet this skillnodetool-ai/nodetool | 560 | — | ~4.6k | Automated safety check: Pass | AGPL-3.0 | |
| Canghe Comicfreestylefly/canghe-skills | 461 | 8 repos | ~3.2k | Automated safety check: Pass | None | |
| Tutti UI Systemtutti-os/tutti | 3.8k | — | ~2.7k | Automated safety check: Pass | Apache-2.0 | |
| 3D Animation Short Generatortl2012tl/comfyUI-llama-TE | 241 | 4 repos | ~3.7k | Automated safety check: Pass | None | |
| Text to PNG Card Casterlijigang/ljg-skills | 7.5k | — | ~1.9k | Automated safety check: Pass | MIT | |
| H3 Cinematic Directorjtydhr88/ComfyTV | 1.1k | — | ~2.7k | Automated safety check: Pass | MIT |
freestylefly/canghe-skills
Knowledge comic creator supporting multiple art styles and tones.
tutti-os/tutti
A skill your agent uses when working with @tutti-os/ui-system components, replacing local UI with shared components, querying component ids or metadata, promoting UI into shared base or business…
tl2012tl/comfyUI-llama-TE
Create complete stylized 3D animated shorts from a story idea through an ordered production workflow covering project brief, story outline, character and environment cards, standardized shot…
lijigang/ljg-skills
Turns text, URLs or local files into tall PNG cards through HTML typography, with four modes: long reading card, full-text layout, comic and whiteboard.
jtydhr88/ComfyTV
Convert approved scripts, shot briefs, storyboards, keyframes, character sheets, scene assets, prop sheets, and sound briefs into director-level storyboards and production-ready MiniMax H3 prompts.
kangarooking/kangarooking-skills
Create a scroll-controlled cinematic product website with rich motion (动效网站) from product materials, reference pages or videos, and brand assets.
nodetool-ai/nodetool
Cut a NodeTool timeline to music and shape its pacing — detect the beat grid, place cuts on phrases, pick a cut type, build speed ramps with time remap, and give the piece an arc.
nodetool-ai/nodetool
Add and animate a consistent text layer on an existing NodeTool timeline.
nodetool-ai/nodetool
Choose and animate colour on a NodeTool timeline, including shape and text gradients, colour grades, 3D LUTs, and dither.
nodetool-ai/nodetool
Direct ElevenLabs speech, dialogue, sound effects and music — the bracketed audio tags v3 acts on and why the voice decides whether a tag lands, stability as the delivery dial, punctuation instead…
nodetool-ai/nodetool
Stage the frame on a NodeTool timeline — grids, focal placement, safe areas per aspect ratio, depth layers and parallax, camera moves, and where elements enter and leave.
nodetool-ai/nodetool
Prompt OpenAI's GPT Image 2 — the five-slot Scene/Subject/Details/Use case/Constraints template it responds to, the change-versus-preserve shape for edits, labelled multi-image compositing, and how…
Categories
Write a shootable, precisely timed commercial beat sheet and store it as a NodeTool storyboard, with a consistent entity roster behind every shot. Commercial Beat Sheet is an agent skill from nodetool-ai/nodetool. Write a shootable, precisely timed commercial beat sheet and store it as a NodeTool storyboard, with a consistent entity roster behind every shot.
Commercial Beat Sheet fits situations like: someone needs ad structure — hooks; VO — rather than a finished render.
Run `npx skills add nodetool-ai/nodetool --skill commercial-beat-sheet -a claude-code`. Or copy the skill folder (packages/system-skills/commercial-beat-sheet in nodetool-ai/nodetool) into .claude/skills/commercial-beat-sheet in your project. Claude Code loads it when a task matches its description.
Run `npx skills add nodetool-ai/nodetool --skill commercial-beat-sheet -a codex`. Or copy the skill folder (packages/system-skills/commercial-beat-sheet in nodetool-ai/nodetool) into .agents/skills/commercial-beat-sheet in your project. Codex loads it when a task matches its description.
Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add nodetool-ai/nodetool --skill commercial-beat-sheet -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/commercial-beat-sheet, .gemini/skills/commercial-beat-sheet, .github/skills/commercial-beat-sheet and .opencode/skills/commercial-beat-sheet in your project.
SKILL.md names no scripts, command-line tools or credentials: Commercial Beat Sheet is instructions for the agent only.
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.
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.
Commercial Beat Sheet is published under the AGPL-3.0 licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.
About 4.6k tokens (SKILL.md is roughly 18k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full.
Skills that share tags, products or a category with Commercial Beat Sheet: Canghe Comic (freestylefly/canghe-skills, 461 stars), Tutti UI System (tutti-os/tutti, 3.8k stars), 3D Animation Short Generator (tl2012tl/comfyUI-llama-TE, 241 stars) and Text to PNG Card Caster (lijigang/ljg-skills, 7.5k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.
nodetool-ai (a GitHub organization) maintains it in nodetool-ai/nodetool, which has 560 GitHub stars. The repository holds 127 skills in this directory. The repository was last updated on October 11, 2026.
Source: nodetool-ai/nodetool on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.