Getting it into your agent
One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.
npx skills add 2233admin/design-pipeline --skill beat-sync-editinggit clone --depth 1 https://github.com/2233admin/design-pipelineWrote this? Show the measurements
A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.
[](https://agentmods.dev/skills/2233admin/design-pipeline/beat-sync-editing)<a href="https://agentmods.dev/skills/2233admin/design-pipeline/beat-sync-editing"><img src="https://agentmods.dev/badge/skills/2233admin/design-pipeline/beat-sync-editing/github.svg" alt="Measured on agentmods" height="20"></a>Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.
<a href="https://agentmods.dev/skills/2233admin/design-pipeline/beat-sync-editing"><img src="https://agentmods.dev/badge/skills/2233admin/design-pipeline/beat-sync-editing.svg" alt="Reviewed on agentmods" width="80" height="20"></a>What it costs to keep this loaded
Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.
| Model | Per session | Once invoked |
|---|---|---|
| Fable 5.1 | $0.00096 | $0.03592 |
| Opus 5 | $0.00048 | $0.01796 |
| Sonnet 5 | $0.00019 | $0.00718 |
| Haiku 4.5 | $0.00010 | $0.00359 |
Grade A, and why
beat-sync-editing scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 5d ago.
A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.
Nothing flagged
None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.
This is a copy
100% identical to beat-sync-editing — 0 lines differ, which has more behind it and is treated as the original. This page carries a canonical link to it rather than competing with it.
How it starts
The opening of the file, as written. The whole thing — 230 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Beat-Sync Editing (Cuts & Rhythm)
The timeline craft: how clips and beats assemble into a piece that feels right. Editing is temporal design — when a cut lands matters as much as what is on screen. This skill turns musical and narrative structure into concrete cut points, transitions, and retimes, expressible in an NLE or as frame numbers in code.
When to use
- Assembling a sequence or cutting footage to a music track.
- Pacing drags or feels choppy; transitions feel arbitrary.
- Building speed ramps, match cuts, or tension/release structure.
- Converting an edit plan into a frame-accurate timeline (Remotion, AE, NLE).
Decision tree
What's the editing problem?
├─ Cuts feel off the music
│ └─ get BPM + offset → frames_per_beat = (60/BPM)*fps
│ → cut on PHRASES (2/4/8 beats), biggest visual on the drop
├─ A cut feels jarring / visible
│ └─ cut on action (mid-motion), match direction + velocity
│ → still rough? motivate a transition (match / J / L), else hard cut
├─ Pacing drags or feels flat
│ └─ shape an arc: Establish → Develop → Climax → Resolve
│ → shorten avg shot length toward climax, hold after it
├─ A hit needs impact
│ └─ speed ramp INTO it (slow-mo), snap back; land slowest frame on the beat
└─ Need to hand it to code
└─ express every cut as a frame number, clip as from/duration,
transition as overlap, retime as eased time-remap (Remotion/AE)
Cross-reference — apply the shared frameworks.
- Motion Personality (
motion-art-direction) sets cut rhythm: the chosen energy maps straight to phrase length and transition family. Pick one and commit (see the table below). - Three Pillars + beat-sync (
animation-principles): settle emotional intent first (hype vs. calm) — it decides whether you cut every bar or hold for four.animation-principlesdefines the BPM→beat relationship; this skill turns it into frame-accurate cut points and the transition/retime craft on top.
Motion Personality → cut rhythm
What ships with it
2 files beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.
What this file has done since we first saw it
Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.
- 5d ago First seen · 230 lines · 96 tokens per session scan A 92118cd6a582
beat-sync-editing is a skill published in the GitHub repository 2233admin/design-pipeline (9 stars, last pushed 6d ago), licensed MIT. It adds 96 tokens to every session and 3,592 once invoked, about $0.0005 per session on Opus 5. A static security scan graded it A with 0 findings. It is 100% identical to beat-sync-editing, differing in 0 lines, and is treated as a copy.
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