Texture-Swatch Kinetic Launch
Une annonce de lancement racontée en échantillons de matières en mouvement.
Transforme votre IA en designer de visuels de lancement — crée une annonce de lancement cinétique à partir d'échantillons de textures qui glissent, se retournent et se posent en séquence, chaque échantillon révélant une chose dont le produit est fait ou ce qu'il fait.

Installez-la en 3 étapes
Sans inscription. Sans outils en ligne de commande. Choisissez votre IA, copiez une ligne, collez-la.
Vous préférez le faire vous-même ? Achetez la compétence ($4.99), téléchargez le ZIP depuis votre confirmation d'achat, décompressez-le dans le répertoire indiqué ci-dessus, redémarrez votre session IA — même résultat. Vous l'avez déjà achetée ? Votre assistant IA peut la télécharger pour vous.
Contenu du pack
Un fichier SKILL.md (le guide pratique) + un modèle de départ. Aperçu :
Texture-Swatch Kinetic Launch
When to use
- You are launching a physical product whose materials are part of the story — fabric, leather, metal, paper, wood, knit
- A launch announcement needs motion (a social video, a hero animation, an event screen) but a full product film is out of reach
- Your product line has several materials or colorways and one flat photo cannot show them all
- A landing-page hero needs a looping animation that explains the product in seconds without a single paragraph
- A trade-show screen, pop-up display, or launch-event backdrop needs a short loop that reads from three meters away
Workflow
- Pick the materials that carry the story (input: product, material list → output: swatch shortlist)
List every material in the product, then keep only the ones a buyer can feel: the outer fabric, the lining, the metal hardware, the paper packaging, the grain of the wood. Three to five swatches is the working range — fewer and the sequence feels thin, more and each swatch gets a blink of screen time. For each kept swatch, write one plain-language line about what it does ("brushed steel hinge, built to outlast the bag") — the swatch shows the texture, the line gives it meaning. Cut any material that looks identical to another on screen; two near-identical grays are one swatch, not two. - Shoot or build the swatches (input: swatch shortlist → output: swatch assets)
Get one clean, well-lit sample of each material: a flat photograph shot straight on, or a built texture tile if the material does not photograph well. Keep the lighting consistent across all swatches — same direction, same softness — so the sequence feels like one shoot, not five. Crop every swatch to the same shape (a square, a rounded rectangle, a tall card) and the same size; uniform swatches are what let the motion, not the framing, do the varying. Label each file with the material name, not "texture-final-v3", so the sequence order survives handoff. - Choreograph the sequence (input: swatch assets + one-line meanings → output: motion board)
Give every swatch one entrance, one moment of stillness, and one exit: slide in from an edge, settle for a beat while its line of text appears, then slide or flip away to make room for the next. Vary the entrances (slide left, slide up, flip over, scale up from a point) but keep one rule — the same entrance direction means the same kind of information, so the viewer learns the grammar. Order the swatches the way a hand would meet the product: outside first, then the details, then the inside — the sequence should feel like unwrapping, not shuffling. End on the full product: after the last swatch, all swatches settle into a row or a fan behind the product shot and the launch line appears. That final frame is the one people screenshot, so design it first and work backward. - Set the timing (input: motion board → output: timed sequence)
Time the sequence to the reading speed of a stranger, not to the beat of a song: each swatch holds still long enough to read its one line (roughly two seconds), and each transition takes roughly half a second — fast enough to feel alive, slow enough to follow. Keep the total loop between 8 and 15 seconds; longer and nobody watches to the end, shorter and the materials blur together. If the launch line or a date has to land, give it the last two seconds on a clean frame with nothing else moving. Add a half-second of stillness at the loop point so the restart does not feel like a jump cut. - Export for every surface (input: timed sequence → output: shipped files)
Export the same sequence in the shapes each surface needs: a wide loop for a hero or event screen, a square loop for a feed, a tall loop for stories, and a still of the final frame for anywhere motion is not allowed. Check each export on a real phone and a real screen — texture that looks rich on a monitor can turn to noise on a small display, and text that fits the wide cut may overflow the tall one. Keep the file sizes small enough to autoplay: if a loop stutters on a mid-range phone, shorten it or drop one swatch rather than shipping a stutter. Name every export with its surface and size so nobody has to guess which file goes where.
Aperçu du modèle
Texture-Swatch Kinetic Launch — Build Template
One product = one launch sequence. Fill this in before animating anything.
Product
Product: {name} Launch line: {e.g. "Available Friday" / "Pre-order opens March 1"} Launch date / CTA: {date + one call to action}
Swatches (3–5, materials a hand would meet, in unwrapping order)
Cut list: {materials rejected as invisible on screen or near-duplicates, with reason}
Swatch assets
Shape: {square / rounded rectangle / tall card — same for all} Lighting: {one direction, same softness across all swatches} File naming: {material-name}.png — no "final-v3"
Timing
Le pack de compétence lui-même (SKILL.md + modèle) est rédigé en anglais.
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