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【经验开源】AI 做动画视频完全指南:原理、技巧、Skill 一次给全 — Transcript

by code秘密花园 · 3,446 words · 531 segments · language en · Watch on YouTube

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  1. 0:00You’ve probably found it hard to avoid
  2. 0:01these videos lately: hard-core knowledge
  3. 0:03points, no host on screen, with graphics
  4. 0:04pulsing to the beat of the music. It
  5. 0:06feels like watching an MV, and you
  6. 0:07actually learn something along the way.
  7. 0:09It's called the "WB Knowledge Awards,"
  8. 0:10and this topic has already racked up
  9. 0:12billions of views. Most of these videos
  10. 0:14are made by language models, like Opus
  11. 0:165.5. But language models can't draw, nor
  12. 0:18can they directly generate video. They
  13. 0:20are completely different from video
  14. 0:22models like Sora. They only output text
  15. 0:23—they’re pure text models. So, how are
  16. 0:26these videos made? Hello everyone, I’m
  17. 0:28Teacher Garden. Welcome to CO’s Secret
  18. 0:29Garden. Those who follow me probably
  19. 0:31know that I started exploring using code
  20. 0:32to make videos a long time ago. I’ve
  21. 0:34also shared detailed tutorials and my
  22. 0:35open-source skills. Since Opus 5.5 came
  23. 0:37out, it has taken code-generated video
  24. 0:39to a whole new level. The two videos I
  25. 0:41posted recently were both made using
  26. 0:43Opus 5.5. Today, I want to talk to you
  27. 0:45about how language models create videos
  28. 0:46, what techniques are worth mastering,
  29. 0:48and how you can make videos like these.
  30. 0:51Finally, I’ll present my latest
  31. 0:52open-source video creation skill, which
  32. 0:54integrates all my newest experience,
  33. 0:56tips, and various video styles, allowing
  34. 0:59you to quickly replicate my video
  35. 1:00effects.
  36. 1:01At the end of the day, a video is just a
  37. 1:03stack of images played in sequence. A 15
  38. 1:05-second clip at 30 frames per second is
  39. 1:08just 450 images. What the model needs to
  40. 1:11do is write a webpage with a function
  41. 1:13inside; you give it a timestamp, like
  42. 1:153.2 seconds, and it renders the frame
  43. 1:16for that exact moment.
  44. 1:18The rest is left to two tools: one runs
  45. 1:20an invisible browser in the background
  46. 1:22to capture a screenshot every 1/30th of
  47. 1:24a second, and the other stitches those
  48. 1:27450 images together. There’s one
  49. 1:28requirement: you must be able to jump to
  50. 1:30any second and render that frame
  51. 1:31immediately, without relying on where
  52. 1:33the previous frame left off. Because for
  53. 1:35speed, the rendering script opens
  54. 1:36several browsers at once—one starting
  55. 1:38from 0 seconds, another from 10 seconds
  56. 1:40. Like a flipbook, every page must be
  57. 1:41independently drawable; where particles
  58. 1:43fly or how springs bounce are all
  59. 1:44calculated directly from the time. This
  60. 1:46is also the biggest advantage of using
  61. 1:47code for videos. Video models generate a
  62. 1:49finished clip, so if you want to change
  63. 1:50one word, you have to change the prompt
  64. 1:52and redo the whole thing. With
  65. 1:53code-based videos, if a camera move is
  66. 1:55too fast or a number is wrong, you just
  67. 1:56re-render those few seconds. So, how do
  68. 1:58you write the visuals for a specific
  69. 1:59second using only text? The model will
  70. 2:01select different code depending on the
  71. 2:03specific video. Making videos is
  72. 2:05essentially like building a webpage;
  73. 2:07every button and card you see on a page
  74. 2:09is backed by HTML code. For instance,
  75. 2:11this line on the screen is an orange
  76. 2:13pill-shaped button; the browser reads it
  77. 2:15and draws it. Web animation is simply
  78. 2:16making those properties change over time
  79. 2:18. By adjusting the width, height, and
  80. 2:20corner radius, a button can stretch into
  81. 2:22a search box, then expand into a card.
  82. 2:24So-called "camera movement" in videos is
  83. 2:26also just changing numbers. To zoom into
  84. 2:28a button in the bottom-right corner, you
  85. 2:30center the view on it and scale the
  86. 2:31entire interface up three times;
  87. 2:33everything grows, creating the sensation
  88. 2:34of a camera move. To draw more complex
  89. 2:36icons or curved lines, it is time for
  90. 2:38SVG to take the stage. It also uses text
  91. 2:40to describe the visual composition. A
  92. 2:42single line of text can be a circle, or
  93. 2:44it can be a complex curve. The "
  94. 2:45hand-drawn" effect in many logo
  95. 2:47animations is a simple trick: you set
  96. 2:49the stroke to a dashed line, where both
  97. 2:51the dash and the gap are the length of
  98. 2:53the line. Start with the gap facing the
  99. 2:55screen, then slowly shift the solid line
  100. 2:57into view, making it look like it's
  101. 2:59being drawn by a pen. But if there are
  102. 3:01thousands of particles flying at once,
  103. 3:03HTML and SVG can't keep up. That’s when
  104. 3:05Canvas comes in. Canvas gives you a
  105. 3:07blank slate where the code draws
  106. 3:08everything pixel by pixel. Pick a brush
  107. 3:10, set a coordinate, and three lines of
  108. 3:12code make a circle. Every frame, you
  109. 3:14wipe the canvas clean and redraw it
  110. 3:15based on the current timestamp. Drawing
  111. 3:17one circle takes three lines; drawing
  112. 3:193,000 just requires an extra loop. This
  113. 3:21is why complex effects like particles,
  114. 3:23pixel art, and flat illustrations mostly
  115. 3:25use Canvas. For example, to form text
  116. 3:27with particles, you write the text on an
  117. 3:29invisible canvas, read which pixels have
  118. 3:31color as the destination, calculate
  119. 3:33starting points based on IDs, and have
  120. 3:35them fly from start to finish over time
  121. 3:37, gathering into the desired shape. For
  122. 3:39retro or cinematic vibes like old TVs,
  123. 3:41film grain, or neon, you need WebGL
  124. 3:43shaders. Canvas draws stroke by stroke,
  125. 3:46but shaders work differently. A 1080p
  126. 3:48frame has over 2 million pixels; you
  127. 3:50write a short rule, and the GPU applies
  128. 3:52it to every pixel simultaneously to
  129. 3:54calculate the color. The old TV effect
  130. 3:56is just several rules stacked together:
  131. 3:58scanlines, chromatic aberration, curved
  132. 4:01surfaces, and film grain. Shaders are
  133. 4:03rarely used alone. Usually, Canvas draws
  134. 4:05the frame first, then hands it over to
  135. 4:07add the texture. By separating content
  136. 4:09from style, each layer can be processed
  137. 4:11independently. For a true 3D feel, you
  138. 4:13need JS. Making 3D is like shooting a
  139. 4:15movie: place your objects, set up lights
  140. 4:17, position a camera, and Three.js will
  141. 4:19render what the camera sees. Everything
  142. 4:21in this world is pieced together from
  143. 4:23triangles; 12 triangles make a cube,
  144. 4:25while hundreds or thousands make a
  145. 4:27sphere. You don't need to build complex
  146. 4:29models from scratch. You can create them
  147. 4:31in Blender or import existing ones, then
  148. 4:33assign textures. A matte finish gives a
  149. 4:35sphere a soft, clay-like look, while
  150. 4:37changing it to metal makes it chrome.
  151. 4:38Add a light source from the top left.
  152. 4:40The bottom right of the sphere now has
  153. 4:42shade, a shadow appears on the ground,
  154. 4:43and the sense of depth instantly emerges
  155. 4:45. Finally, set up the scene and make it
  156. 4:47move. A row of dominoes, a ball at the
  157. 4:49top of a slope; the ball rolls down at
  158. 4:51the right time, the dominoes fall
  159. 4:53exactly when calculated, and the camera
  160. 4:55follows along—a pile of triangles has
  161. 4:57just become a sequence. If you really
  162. 4:59want that hand-drawn feel like colored
  163. 5:01pencils, you can use P 5.brush. It's an
  164. 5:04open-source library specifically for
  165. 5:06simulating brushes, featuring 11 types,
  166. 5:08and can even create watercolor-style
  167. 5:10color bleeds. It works much like Canvas
  168. 5:12: pick a brush, then start drawing.
  169. 5:15The same circle now has the grain of a
  170. 5:17colored pencil and the wash of
  171. 5:18watercolor. However, every hand-drawn
  172. 5:20stroke has random jitter, which brings
  173. 5:22us back to our rule: the frame is
  174. 5:24determined only by time. If the random
  175. 5:26seed isn't fixed, the whole image will
  176. 5:27shake uncontrollably. But you can also
  177. 5:29use this to your advantage; by changing
  178. 5:31the random seed every few frames, the
  179. 5:32lines will slightly tremble—just like
  180. 5:34the "living lines" in hand-drawn
  181. 5:36animation. A video looks satisfying
  182. 5:37largely thanks to the sound; when
  183. 5:39something hits on screen, a sound plays
  184. 5:41right at that moment. When the music
  185. 5:42pauses, the visuals pause along with it
  186. 5:44. Watch the same video with the sound
  187. 5:46off, and it will feel much flatter.
  188. 5:48These sounds are also calculated by code
  189. 5:50.
  190. 5:51Sound is essentially vibration in the
  191. 5:53air; inside a computer, it’s just a long
  192. 5:55string of numbers, each representing how
  193. 5:57much the speaker diaphragm pushes out at
  194. 5:59that moment.
  195. 6:00Since they are numbers,
  196. 6:03drums, bass, piano, and clicks can all
  197. 6:05be calculated this way, layered together
  198. 6:08, exported as audio, and then
  199. 6:09synthesized with the video. This makes
  200. 6:11hitting beats more accurate than in
  201. 6:13editing software, because the visuals
  202. 6:15and audio read from the same timeline.
  203. 6:17At the 3.2-second impact, the visuals
  204. 6:19and sound naturally align on the same
  205. 6:21frame without having to drag audio
  206. 6:23tracks around to match them. For videos
  207. 6:25with voiceovers, this timeline is
  208. 6:26measured from the audio first. Record
  209. 6:28the voiceover, measure when each
  210. 6:30sentence starts and ends, and then
  211. 6:31arrange the visuals according to that
  212. 6:33timeline. For example, our current
  213. 6:35videos, from generating audio to
  214. 6:37matching visuals for each segment, can
  215. 6:39all be done by the model itself. So this
  216. 6:41workflow can do much more than just
  217. 6:43short clips; give it a song and lyrics,
  218. 6:45and it can direct and make an MV. Even
  219. 6:47live-action footage that code can't draw
  220. 6:49can be directed by the model, which
  221. 6:51calls on video models to generate assets
  222. 6:53, then uses code to composite subtitles
  223. 6:55, effects, and transitions.
  224. 6:58Once the principles are understood,
  225. 6:59getting started is actually very simple
  226. 7:00. Just tell your Agent, "Make a 15-
  227. 7:01second motion graphics video for my
  228. 7:02product," and it will write the code,
  229. 7:03capture shots, and composite it itself.
  230. 7:05After making a few, you'll discover
  231. 7:06another problem: without constraints,
  232. 7:07the model often uses the same tricks,
  233. 7:09which looks flashy for one video. But
  234. 7:10after watching too many, you get visual
  235. 7:12fatigue; some viewers can now tell at a
  236. 7:15glance which model made it. The model is
  237. 7:16powerful, but how you prompt it still
  238. 7:18takes skill, so I carefully dissected a
  239. 7:20batch of viral videos to see what they
  240. 7:21actually got right. Phrases like "make
  241. 7:23it look high-end" or "make it look
  242. 7:25designed" are interpreted differently by
  243. 7:27the model every time.
  244. 7:29Giving it a benchmark is much more
  245. 7:31stable, whether it's a movie intro, an
  246. 7:32ad, or a design style. For example,
  247. 7:34seasons changing outside a train window
  248. 7:35, a cozy cabin, and a cup of coffee on
  249. 7:37the table, in the style of The Grand
  250. 7:38Budapest Hotel. With just one title, the
  251. 7:40pastel color palette and symmetrical
  252. 7:41composition are all correctly
  253. 7:42established. You also need to clarify
  254. 7:44what to learn and what not to: learn the
  255. 7:45rhythm, composition, and color logic,
  256. 7:46but don't just copy the characters,
  257. 7:47shots, and melody. If you can't describe
  258. 7:49the style of the reference video, just
  259. 7:50throw screenshots and screen recordings
  260. 7:52at it and have it analyze them first.
  261. 7:53Once you've set the benchmark, have it
  262. 7:55think of three ways to tell the story,
  263. 7:56like a journey, a before-and-after
  264. 7:57comparison, or one thing transforming
  265. 7:59into another. Pick one and explain why,
  266. 8:01because the first idea the model spits
  267. 8:02out is often the most common one for
  268. 8:04that style.
  269. 8:06First, set the tempo of the music, then
  270. 8:08arrange the shots to hit the beats.
  271. 8:10Music is measured in BPM, or beats per
  272. 8:11minute; at 120 BPM, one beat is 0.5
  273. 8:12seconds, so a 15-second clip has exactly
  274. 8:1430 beats—cuts, elements dropping in, and
  275. 8:15text popping up should all land on the
  276. 8:17beat. Viewers don't need to count the
  277. 8:19beats to feel that a video needs ups and
  278. 8:20downs, with sections that are dense and
  279. 8:22others that are relaxed.
  280. 8:26How to arrange the specifics should be
  281. 8:28left to the model based on the content;
  282. 8:30you just need to tell it where the
  283. 8:31emotional climax should be. It's the
  284. 8:33same when using pre-existing tracks:
  285. 8:35have it analyze the beat structure first
  286. 8:37, and sync the visuals accordingly. And
  287. 8:39that's how you turn a simple process
  288. 8:41into a powerful creative tool.
  289. 8:43Also, for videos with narration, make
  290. 8:45sure the background music and sound
  291. 8:47effects dip when someone is speaking.
  292. 8:49Otherwise, if the whole video just cuts
  293. 8:51from one shot to the next, the lazy way
  294. 8:53is using pop-in effects, which is also
  295. 8:55the most boring. A good transition grows
  296. 8:57the next shot out of the previous one: a
  297. 8:59circle from the last scene becomes the
  298. 9:01sun in the next, or the camera zooms
  299. 9:02into a button that leads to the
  300. 9:04following scene. The camera should also
  301. 9:05move; 2D images can be pushed in, pulled
  302. 9:07out, or panned across just the same.
  303. 9:09Only let the audience focus on one thing
  304. 9:10at a time; don't rush the text in while
  305. 9:12the container is still transforming—
  306. 9:13wait until it settles before bringing it
  307. 9:15out. For explainer videos, pay extra
  308. 9:16attention; the most common failure is
  309. 9:18turning the script into a series of
  310. 9:19title cards and wrapping them in pop-in
  311. 9:21background effects—it might look like
  312. 9:23it's moving, but it's really just a
  313. 9:24slide deck. When storyboarding, be clear
  314. 9:26about what change the audience needs to
  315. 9:28grasp in each segment, and keep the
  316. 9:30protagonist on screen throughout. A
  317. 9:31simple way to check is to hide the
  318. 9:33subtitles and watch it; if you can still
  319. 9:34understand it just by looking at the
  320. 9:36visuals, then you've really built a
  321. 9:38product video. The best method is to
  322. 9:39open Claude directly in the project
  323. 9:40repository, let it read the code to
  324. 9:42understand the product features first,
  325. 9:43and then extract the selling points for
  326. 9:45storyboarding. Also, you must provide it
  327. 9:47with real logos, product screenshots,
  328. 9:48URLs, and brand colors; the interfaces
  329. 9:50it imagines are obviously fake, and if
  330. 9:51you don't provide the features, numbers
  331. 9:53, and client names, it will just make
  332. 9:55them up. For things that need
  333. 9:56verification, let it research online;
  334. 9:58when demonstrating features, add cursors
  335. 10:00, movement, clicks, and UI feedback so
  336. 10:01the audience can understand it more
  337. 10:03easily. You can have it critique its own
  338. 10:05work as if it were a professional motion
  339. 10:07designer questioning your strategy and
  340. 10:08plan; if it doesn't feel like the work
  341. 10:10of a pro, scrap it and start over—every
  342. 10:12frame from the first to the last should
  343. 10:14be refined. But empty slogans aren't
  344. 10:15enough; you need to give it a way to
  345. 10:17check its work. Claude can see images,
  346. 10:18but it can't play continuous video or
  347. 10:20hear audio, so you need to convert the
  348. 10:22video into images and data it can
  349. 10:23understand. How to specifically do this
  350. 10:25will be detailed later when we talk
  351. 10:26about skills. Additionally, the longer
  352. 10:28the video, the less you should let it
  353. 10:29finish in one go; produce a few
  354. 10:30keyframes first, confirm the direction
  355. 10:32before doing the animation, and set the
  356. 10:33pace before rendering.
  357. 10:35I still have many more tips and tricks,
  358. 10:37as well as the various pitfalls I've
  359. 10:39encountered, that I can't cover in just
  360. 10:41one video.
  361. 10:43As usual, it's time for the open-source
  362. 10:45segment. I’ve organized all of this into
  363. 10:47a brand-new video creation tool,
  364. 10:49SkillMotionShowReal, which has already
  365. 10:51been released to our gardenSkills
  366. 10:53repository. Long-time viewers might ask
  367. 10:55, didn't you already have a skill for
  368. 10:57making videos? I certainly do—it’s
  369. 10:59called WebVideoPresentation. It turns
  370. 11:00articles into scripts, creates a
  371. 11:02page-by-page clickable presentation, and
  372. 11:04records the screen at the end. The
  373. 11:05biggest difference between these two
  374. 11:06skills is who controls the pacing.
  375. 11:08WebVideoPresentation uses one screen per
  376. 11:10page, moving forward with each click;
  377. 11:11the rhythm is in your hands. It was
  378. 11:13designed that way because models at the
  379. 11:14time weren't good at continuous
  380. 11:15animation. MotionShow arranges every
  381. 11:17frame, every cut, and every sound effect
  382. 11:19into a timeline, handing the rhythm over
  383. 11:21to the AI. With improved model
  384. 11:22capabilities, this has become much
  385. 11:24easier to do. It can create a few
  386. 11:26seconds of intro, a short clip synced to
  387. 11:28the beat, or even a 20-minute explainer
  388. 11:30video based on your script; in my
  389. 11:32opinion, this Skill is the most valuable
  390. 11:34.
  391. 11:36Opus 5.5 is already very powerful, but
  392. 11:39it can still be inconsistent at times.
  393. 11:41Scale turns previous techniques into
  394. 11:43fixed steps in the process. Before
  395. 11:45starting, it must write a Brief that
  396. 11:47clarifies the benchmarks, key takeaways
  397. 11:49, and a "do-not-use" list. The Brief is
  398. 11:52delivered with the final video, so you
  399. 11:54can just tweak it for the next topic.
  400. 11:55The Skill includes 43 styles, ranging
  401. 11:57from popular trends like pixel games,
  402. 11:59vintage TV, cute 3D, synthwave, and ink
  403. 12:01wash to Swiss typography and film intros
  404. 12:03; they are basically all there. Each
  405. 12:05style file details the textures, color
  406. 12:07palettes, fonts, motion, sound design,
  407. 12:09and potential pitfalls. For example, if
  408. 12:11you're an educational creator with a
  409. 12:12recorded voiceover, but your video has a
  410. 12:14dozen points that each require stock
  411. 12:16footage, taking a whole day to edit, you
  412. 12:17can hand the video to this tool.
  413. 12:19Choosing a "whiteboard" style, the main
  414. 12:21screen will illustrate whatever concept
  415. 12:22you are discussing, while your portrait
  416. 12:24shrinks to the corner, keeping your
  417. 12:26original audio and subtitles intact. If
  418. 12:27you are an indie developer about to
  419. 12:29launch an app, you need a preview video
  420. 12:30for the App Store. Outsourcing costs
  421. 12:32thousands, and you don't know how to
  422. 12:33edit; you can choose the "light UI"
  423. 12:35style, provide your screenshots, and
  424. 12:36turn them into a feature demo clip. It
  425. 12:38generates both landscape and portrait
  426. 12:39versions at once. If you are a math
  427. 12:41teacher preparing to lecture on
  428. 12:42derivatives tomorrow, and you're
  429. 12:43wondering how to clearly explain "
  430. 12:44infinite approximation," you can choose
  431. 12:45the "conceptual transformation" style to
  432. 12:47animate mathematical concepts, allowing
  433. 12:48students to see exactly how each step is
  434. 12:50derived. If you have kids and want to
  435. 12:51turn bedtime stories into animations for
  436. 12:53them, you can choose a crayon picture
  437. 12:55book style, with colored pencil strokes
  438. 12:57and watercolor washes, just like a
  439. 12:58moving storybook. To bring
  440. 13:00code-generated videos to life, we
  441. 13:01primarily rely on the capabilities of
  442. 13:03OPUS 5.5. It’s impressive, capable of
  443. 13:05producing amazing results with just a
  444. 13:07single prompt. While other models can't
  445. 13:08quite keep up yet, if you define the
  446. 13:10process and requirements clearly enough
  447. 13:12, they can achieve similar results. But
  448. 13:13not everyone has access to OPUS 5.5, and
  449. 13:15that’s where the value of Scale comes in
  450. 13:17. Processes, rules, and styles are all
  451. 13:19pre-written, with ready-made scripts for
  452. 13:20rendering screenshots, music synthesis,
  453. 13:22and final inspections. You don’t need to
  454. 13:24fiddle with models; just focus on the
  455. 13:26creative side. The most frustrating part
  456. 13:27of using AI for video is the "black box
  457. 13:29"—waiting for hours only to find the
  458. 13:30result is wrong and having to spend
  459. 13:32massive effort to readjust. In
  460. 13:33MotionShow, I’ve designed a clever
  461. 13:35real-time preview feature.
  462. 13:38Just say "I want to watch as you work"
  463. 13:40at the start, and it opens a preview
  464. 13:42screen like editing software, letting
  465. 13:44you see the full production process and
  466. 13:45make adjustments whenever something
  467. 13:47feels off.
  468. 13:49The process works like this: before
  469. 13:50starting, it clarifies your needs—never
  470. 13:52repeating what you've already said—then
  471. 13:54writes the brief. Next, it generates
  472. 13:55style frames, using code to produce the
  473. 13:57opening, a key memory point, and the
  474. 13:58ending. If you haven't set a style, it
  475. 14:00offers three distinct directions
  476. 14:01stitched into one image for you to
  477. 14:02choose from. Picking a direction based
  478. 14:04on a few images saves much more trouble
  479. 14:05than realizing the direction is wrong
  480. 14:06only after rendering. Once the direction
  481. 14:08is set, it produces shots one by one.
  482. 14:10Each shot is shown as it's completed, so
  483. 14:11you can point out any issues on the spot
  484. 14:13. For music and mixing, if there's a
  485. 14:15voiceover, we sync that first, then
  486. 14:17arrange the footage to the actual
  487. 14:18duration. Before outputting, you open an
  488. 14:20editing workspace where the audio and
  489. 14:22video are authentic. You can drag the
  490. 14:24playhead frame-by-frame, adjust
  491. 14:25voiceover, music, and sound effects
  492. 14:27separately, and only synthesize the
  493. 14:29video once everything is perfect. The
  494. 14:31process only pauses for you at three
  495. 14:32points: when confirming requirements and
  496. 14:34before exporting style frames. The rest
  497. 14:36of the time, it works on its own, but
  498. 14:37you can check in whenever you want.
  499. 14:40The final step is the inspection, which
  500. 14:42cannot be skipped. As mentioned, models
  501. 14:44can't see video or hear sound, so Skill
  502. 14:46converts the footage into images and
  503. 14:47data it can understand. Verify every
  504. 14:49second before rendering to ensure the
  505. 14:51output is consistent every time. After
  506. 14:53finishing each shot, take a few frames
  507. 14:54for a self-check, look at the
  508. 14:56frame-sampling collage and motion report
  509. 14:57to automatically catch glitches and
  510. 14:59blurry text, check audio waveforms and
  511. 15:01loudness, and even measure if you’ve
  512. 15:02truly hit the mark before the most
  513. 15:04intense moment. Dimensions, frame rate,
  514. 15:06and duration—let a script judge these
  515. 15:08hard metrics; if any fail, don't deliver
  516. 15:10. If your tool supports Agents, assign
  517. 15:12an uninvolved reviewer to just look at
  518. 15:14these images and pick out flaws; it
  519. 15:15takes a bit longer, but it’s much more
  520. 15:17reliable than one-shot final delivery.
  521. 15:19Drop the link on the screen to your
  522. 15:21agent and tell them: "Help me install
  523. 15:23MotionScale."
  524. 15:24Then, just state your video creation
  525. 15:26requirements directly.
  526. 15:29Feel free to share the videos you’ve
  527. 15:30made with Motion in the comments, and
  528. 15:32I’ll be sure to like, favorite, and
  529. 15:34follow back. If you found this video
  530. 15:36helpful, please leave a free like, save
  531. 15:38it, and follow for more.

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