claudeers.
// Other

h3-storyboard-skill

Claude Code skill for MiniMax H3 shot breakdown and character performance. Facial expression only renders when the shot has a <d> dialogue tag — measured, 42…

// Other[ cli ][ claude ]#claude#other◷ MIT$open-sourceupdated about 1 month ago
Actively maintained
100/100
last commit 4 days ago
last release none
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// star history

Install with your AI

Paste into Claude Code, Cursor, or any agent — it reads the repo and wires the tool into your project.

Install and set up h3-storyboard-skill (git-clone project) into my current project.
Found on https://claudeers.com/h3-storyboard-skill
Repo: https://github.com/phileiny/h3-storyboard-skill
Homepage/docs: —
Detected install method: git-clone → git clone https://github.com/phileiny/h3-storyboard-skill
Category: other. Platforms: cli.
Read the repo's README for exact setup and env vars, then install it and wire it into my project.

Claudeers Health Verdict:
active; community-verified: false. Confirm the source before running anything.
// or clone
git clone https://github.com/phileiny/h3-storyboard-skill

// compatibility

Platformscli
Operating systems—
AI compatibilityclaude
LicenseMIT
Pricingopen-source
Language—

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h3-storyboard

A Claude Code skill for turning a script into MiniMax H3 shot lists — with emotional performance that actually renders.

Every other H3 skill stops at translation: you decide what you want, they format it into H3's prompt schema. None of them cover the part before that — how to break a script into shots, how many beats a shot can hold, or how to direct a face.

This one does. Every rule comes from real output rather than from reading docs, and SOURCES.md says which ones have a controlled comparison behind them and which are still inference.

繁體中文說明在 skills/h3-storyboard/SKILL.md。


The finding that started it

H3 drops facial instructions silently when a shot holds too many of them. You write "her upper eyelids lift fully open, her eyebrows rise as one line" and nothing happens — no error, no warning, just a neutral face for seven seconds.

Three versions of the same shock beat. Same seed, same references, same facial instructions. One variable changed at a time:

shot structuredialoguePSNR at the emotional peakresult
Aone 7 s close-up holding 9 beatsnone37–42 dBface never moved
Bthree 2–3 s shots, one beat eachnone22–23 dBevery beat landed
Csame as B<d> line added19 dBslightly larger range

Lower PSNR means more change between frames. 42 dB is effectively a frozen frame.

A → B is the mechanism. Splitting the shots recovers almost all of it. B → C is real but it has a price. A fourth run isolated it properly — same ref_image_size, same seed, one <d> line the only difference. The dialogue tag does not make faces move; it makes H3 reallocate screen time toward the shot that carries the line. In a four-shot clip the emotional shot went from 55 frames to 84 (the prompt asked for 74) — and the shot after it was squeezed from 56 to 42, at which point the background character standing outside the glass door vanished and the door itself degraded into a plain window.

So: count your beats before you write anything else. More than two or three expression beats in one shot and it needs splitting.

An earlier version of this repo credited the dialogue tag as the cause. That was wrong — the failing and working versions had changed two things at once. Running the missing control is what corrected it. See SOURCES.md.

What else is in it

Never write "nothing changes"Likely leaks across the whole shot. Put the pause in the edit instead — controllable either way.
Size and distance: relationships, not numberstwo thirds as tall as the frame renders at 45–52%; a hand's width short of the base renders as touching it. Describe the crop, or use something in frame as the ruler.
Shape: use a reference imageThree text attempts at a 1.75:1 panel all produced a square. A blank reference image fixed it in one.
Silent characters use the bodyNo dialogue means no mount point. Swap jaw clench → exhale with shoulders dropping.
Decide the camera before you write the faceIf what a character is looking at isn't in frame, H3 has them look at the lens. Adding a head turn fights the scene; moving the camera to where they're already looking doesn't.
The last mile is an edit, not a promptH3 treats each timestamp as a state to arrive at, so it never anticipates and never snaps. Cover the dead frames with an insert; butt the two ends of an emotional turn together.
Verify with PSNR, not eyesA dB table for reading whether a beat happened.
ref_audio_0 drives the mouth, not the voiceA real-voice reference moves the pitch toward it but lands two semitones high, with a narrower range, a drifting accent and a synthetic edge.
Dialogue steals time from neighbouring shotsGreat for the performance beat, bad for whatever shot loses the frames. Keep background continuity out of clips that carry dialogue.
Dubbing over H3? Budget by shot, not by beatH3 spreads mouth movement across the whole shot and ignores the next timestamp. What breaks a dub is putting post-speech beats (swallowing, "finishes speaking") inside the speaking shot.
A design change hides there tooNot just expression — an eye design pinned by a different reference image swapped inside one shot, no cut, because the lids were shut across the change.
Hide an emotional turn behind somethingWritten as A→B, H3 crossfades between the two states and the face reads like rubber. Close the eyes, change underneath, open onto the new state — verified frame by frame.
In a vertical frame, whole-subject and large are mutually exclusiveA roughly square subject fully in a 9:16 frame tops out around 50–60% of the height. Crop the base off and it reaches 70%.
Don't let a preposition touch a brand assetcoffee glistening around its base put coffee up the figurine's whole face. Give the liquid a stated distance instead, and say the surface is dry.
Never shoot the collision, or the volume of a liquidA hand knocking a cup over never made contact; the coffee outgrew the cup and kept pouring. Sweep an arm across frame, cut, and open on the aftermath.
Tail collapseH3 degrades 1.2–1.7 s before the end. Budget the margin, check every clip.

Plus the physiological ordering of expressions (brow → eye → mouth), an emotion-to-observable-action table, a six-step breakdown workflow, and post-production division of labour.


Install

npx skills add https://github.com/phileiny/h3-storyboard-skill --skill h3-storyboard

Or copy skills/h3-storyboard/ into your .claude/skills/.

Pairs with minimax-h3 — that skill covers prompt syntax, ComfyUI setup, quantisation and troubleshooting. This one covers what to put in the prompt. They do not overlap.


Honesty about scope

SOURCES.md sorts every rule into verified, partly verified (the effect is real, the cause is not isolated) and inferred.

Five have controlled comparisons, including the headline one above. One is plausible but not isolated. Four are reasoned and untested — among them where the beat-density ceiling actually sits: 9 beats fails, 1 works, the middle is unmeasured.

All of it comes from producing a serialised short-form drama: 9:16, Ref2VA, local ComfyUI, roughly 60 s and 1,100–1,400 frames per episode.

If you test something here and get a different result, please open an issue — that is more useful to everyone than the rule as written.

// faq

What is h3-storyboard-skill?

Claude Code skill for MiniMax H3 shot breakdown and character performance. Facial expression only renders when the shot has a <d> dialogue tag — measured, 42 dB vs 18 dB.. It is open-source on GitHub.

Is h3-storyboard-skill free to use?

h3-storyboard-skill is open-source under the MIT license, so it is free to use.

What category does h3-storyboard-skill belong to?

h3-storyboard-skill is listed under other in the Claudeers registry of Claude-compatible tools.

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