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Accumulation Blocks

Les blocs tombent, se verrouillent et construisent la forme brique par brique.

Apprend à l'IA à produire un motif d'animation précis : des blocs identiques tombent avec du poids et s'emboîtent dans une grille pour former une barre, un contour ou une comparaison — physique de chute, images clés d'écrasement et de stabilisation, et une récompense finale inclus.

Aperçu de Accumulation Blocks
Idéal pour
Créateurs de vidéos explicatives et de marque qui montrent une progression, des comparaisons ou des totaux cumulés
Temps nécessaire
~20 min pour un premier brouillon
Niveau
Accessible aux débutants

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Contenu du pack

Un fichier SKILL.md (le guide pratique) + un modèle de départ. Aperçu :

Accumulation Blocks

When to use

  • You need a progress bar that feels built, not drawn — blocks stacking to fill a goal
  • A comparison video needs two columns of blocks growing side by side to show the gap
  • A "built brick by brick" brand story needs a logo, letter, or shape assembled from blocks
  • An explainer must show parts adding up to a whole — budget, team, ingredients, features
  • A fundraising or milestone tracker needs blocks that visibly complete a target shape
  • You want a satisfying construction moment where the final block clicks the shape complete

Workflow

  1. Define the shape and the unit (input: your total + story → output: block plan)
    Decide what the finished shape is before animating anything: a rising bar, a filled outline (e.g. a battery, a jar, a letter), a grid, or a comparison pair. Then fix the unit: each block is one equal share (one week, one $1k, one team member). Unlike a card stack, blocks are identical in size and snap to a grid — the shape must be fully determined by the block count. Sketch the final shape as a grid on paper first; if you can't draw it as blocks, pick a simpler shape.
  2. Choreograph the build order (input: block plan → output: build sequence)
    Blocks build in a legible order the eye can follow: bottom-up, left-to-right, row by row — never random. Set the pace: one block every 120–180ms for a fast energetic build, every 250–350ms when each block carries a label the viewer should read. Every 4th or 5th block, insert a micro-pause (80ms) so the eye registers progress in chunks. The final block gets a distinct treatment: a different accent colour, a click, and a 300ms settle — it completes the shape, and the audience must feel the completion.
  3. Design the grid and block look (input: build sequence → output: layout)
    Blocks are solid, uniform, with a 2–4px gap between them so each unit stays countable. The incomplete shape shows as a faint outline or ghost grid — viewers must see where blocks are going, not just where they are. The growing shape sits centre-frame with the running total or percentage beside it in plain type (the number is a label here, not the star — the shape is the star). One colour for standard blocks, one accent for the final block, one ghost tone for the outline.
  4. Set drop physics and keyframes (input: layout → output: keyframe spec)
    This is a drop-and-lock motion, not a fly-in: each block falls from 120–180px above its slot with accelerating ease-in (cubic-bezier(0.55, 0.06, 0.68, 0.19)), then hits with a 2-frame squash (scaleY 0.88, scaleX 1.06) and a 150ms spring back to full size (spring: stiffness ~300, damping ~18, or keyframed ease-out back). On impact, add a 1-frame 40% brightness flash on the block and a 3px downward nudge to the blocks already stacked below (they absorb the hit). Impact dust or a 1px ring is optional; a bounce is not — blocks lock, they don't bounce.
  5. Add completion payoff (input: keyframe spec → output: finished motion)
    When the final block locks, the whole shape gets one payoff: a 250ms scale pulse (1 → 1.02 → 1) plus the ghost outline flashing to the accent colour and fading out, and the total/percentage ticking to its final value once (a single step, not a count-up). If audio is present, a single low click on the final block, quieter ticks on the rest. Hold the completed shape for at least 1 second — the completed shape is the screenshot, the thumbnail, the takeaway. Provide a loop variant: blocks dissolve bottom-up over 400ms, ghost outline returns.
  6. Check countability and shape legibility (input: finished motion → output: verified animation)
    Pause at 25%, 50%, 75%: can you count the blocks, and does the half-built shape still read as the intended shape? If blocks blur together, widen the gaps or slow the pace. Check the final frame as a still: does the shape communicate without motion? If the shape needs the build to be understood, simplify the shape. And verify the arithmetic: block count × unit value must equal the labelled total exactly.

Aperçu du modèle

Accumulation Blocks — Starter Template

Fill in every {placeholder}. Sketch the final shape as a grid before animating — if you can't draw it as blocks, pick a simpler shape.

Block plan

  • Final shape: {rising_bar | filled_outline | grid | comparison_pair}
  • Shape description / grid sketch: {rows × columns, or outline shape, e.g. battery 5×4}
  • Unit: one block = {unit_definition, e.g. one week / $1k / one team member}
  • Block count: {5–40} · Labelled total: {total} (= block count × unit value ✓)
  • Comparison second column (if any): {column_B_shape + count} — same unit scale as column A

Build sequence

  • Order: {bottom_up_left_to_right, row by row}

Le pack de compétence lui-même (SKILL.md + modèle) est rédigé en anglais.

Pro — les 511 compétences

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