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scenario-seedance-music-video

scenario-seedance-music-video

github.com/scenario-labsCreative & media1.2k415 installsUpdated 1d ago
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About scenario-seedance-music-video

scenario-seedance-music-video is a skill for producing music videos from a supplied master track, lyrics, story, frames, and generated shots. Its scripts analyze the song and assemble the cut while checking that the master remains unchanged.

Key features

  1. 01Analyze song structure and cut points
  2. 02Plan lyrics, story, and reference frames
  3. 03Generate shots with Seedance
  4. 04Assemble and conform clips with ffmpeg
  5. 05Verify the master track by hash

Use cases

  1. 01Build a music video around a supplied track
  2. 02Time shot changes to song sections
  3. 03Mix generated scene audio beneath the master
  4. 04Deliver a video while preserving the source track

MCP support

It uses Scenario MCP tools for lyric transcription, image and video model discovery and runs, asset uploads, and job monitoring.

Install

Copy the command and run it in a terminal.

$npx skills add https://github.com/scenario-labs/skills --skill scenario-seedance-music-video

After installing, type/scenario-seedance-music-videoin Claude Code to confirm it loaded.

Bundled files

References and scripts installed along with SKILL.md.

references/
shots.md
scripts/
build.py
song.py

Details

From the project README

Scenario Seedance Music Video

Overview

Five steps: song, lyrics, story, frames, video. The supplied master is the only score, and no shot writes its own. scripts/build.py lays the master over the cut once, at the end, and proves the file untouched by hash. scripts/song.py reads the master so cuts land on its structure. The scripts need ffmpeg and ffprobe on PATH, and numpy for song.py.

Connection and the core generation loop: see the scenario skill in this repo. The Seedance parameter contract and conditioning traps: see the scenario-seedance skill. If a sibling skill named here is missing from your available skills, ask the user to install it (npx skills add scenario-labs/skills --skill <name>); unattended, proceed from tool schemas and flag the gap.

The two soundtracks

Music written inside a shot restarts in a new key at every cut, so the score comes from outside the video model: the supplied master. What Seedance makes is the sound bolted to the picture. The choice sets generateAudio on every shot, so make it before generating:

  • Song alone: generateAudio: false everywhere. build.py stream-copies the master whenever MP4 allows, so the delivered soundtrack is the supplied file, bit for bit.
  • Song over the shots' own sound: generateAudio: true, every prompt naming the sound the scene itself makes (heels on wet asphalt, room tone) after "diegetic sound only:" and nothing else, plus "sound": 0.2 in the edit file. Name no instrument or genre, however well it fits the track, and no exclusion such as "no music": an instrument invites a score, one run failed on an output-audio content check for an added "distant guitar", and the exclusion has failed that check too. build.py cuts each clip's audio to its slot, mixes it under the master at that gain, and refuses a mix that would clip. The delivery is then one AAC encode, trading the bit-for-bit guarantee for the sound; the master file stays hash-checked.

Quick reference

StepCallNotes
1. Songpython3 scripts/song.py master.mp3 -o song.jsonhash, duration, loudness, tempo, sections, cut candidates
2. Lyricsrecommend for transcription, model_runsupplied lyrics win; sung-vocal transcription is a draft
3. Storyone page, shown to the user firstthe cheapest place to be wrong; name what must not drift
4. Framesimage model at the delivery aspect ratioreference stills, one per look to hold
5. ShotsSeedance model_run, audio per the choice abovedry_run first; wait=false; jobs_wait with pending_job_ids
6. Cutpython3 scripts/build.py edit.json out.mp4one ffmpeg pass: conform, concatenate, lay the master, verify

Ask once before starting: team and project, track clearance, aspect ratio and length, sound under the song or not, what must and must not appear, spend ceiling. With no one to answer, take the song alone, and write the story down rather than waiting to show it. Then run without stopping.

Worked example: one verse, three shots

  1. python3 scripts/song.py master.mp3 -o song.json. Sections are shot boundaries, cut candidates are cut points; listen before trusting them.
  2. Upload the master: multipart upload_asset, then upload_asset_complete (see the scenario skill). recommend a transcription model (the need in the user's own words as prompt), model_schema_get, model_run, jobs_wait. The transcript is a text asset among the job's asset ids: asset_get returns it whole in metadata.preview when hasFullPreview is true (at authoring time the Whisper-based tool wrote SRT-style timed blocks), else asset_download fetches the file. Instrumental track: say so and move on.
  3. Write one page: what happens, where, how it turns across the sections; name the closing image. Show it to the user before spending anything.
  4. Generate reference stills with an image model (via recommend) at the delivery aspect ratio, one per look. Look at them: they set identity and palette downstream. Holding one character across several: see the scenario-consistency skill.
  5. Per shot, decide the conditioning: opening state matters, pass a first-frame image; only identity and world matter, pass referenceImages (see references/shots.md). Generate each shot one or two seconds longer than its slot for a trim handle. To land an action on a beat inside a shot, timecode it from the clip's start: the beat's master time minus the shot's at, plus any head trim planned as in (an unplanned trim moves every beat). Hold one camera move and one location across the timecodes; timecoded verbs survive generation where mood words do not.
  6. Write edit.json and run python3 scripts/build.py edit.json out.mp4:
{
  "master": "master.mp3",
  "fps": 24,
  "width": 1280,
  "height": 720,
  "sound": 0.2,
  "shots": [
    { "clip": "clips/01.mp4", "at": 0.0 },
    { "clip": "clips/02.mp4", "at": 12.5, "in": 1.0 }
  ]
}

Each shot runs until the next starts and the last to the master's end, so gaps are impossible, and every at snaps to the nearest frame. in is an optional head trim. sound is the gain on the clips' own audio: 0.1 to 0.3 under a mastered track, up to 1.0 when the clips run quiet (build.py takes 0 to 4); drop the line for the song alone. The build fails loudly on a clip too short, a mix that would clip, or delivered audio that is not the master.

Common mistakes

  • Letting a shot score itself: its score restarts at every cut.
  • Turning sound on before listening to every clip: generateAudio is one switch over the whole track, so a clip that leaked music goes back with generateAudio: false rather than an exclusion in words.
  • Trimming, normalizing, fading, or re-encoding the master yourself: build.py copies it or carries it at unity, and hash-checks the file either way.
  • Trusting a requested aspect ratio: stills and clips land near it, not on it, and build.py pads the difference; crop to the delivery ratio first.
  • Prompting an opening state in reference mode: it will not appear; pass a first-frame image.
  • Judging a clip from a sparse contact sheet: a continuous camera move looks like a hard cut; measure first (see references/shots.md).
  • Trusting the beat grid: sections and cut candidates are suggestions; check them against what you hear.
  • Calling it done without watching the delivery with sound, then muted.

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