BundledCreative

Hermes Agent ASCII Video Skill: Production Pipeline & Reference

ASCII video: convert video/audio to colored ASCII MP4/GIF.

Written by Neura Market from the official Hermes Agent documentation for Ascii Video. Commands, paths, and version numbers are reproduced from the source unchanged.

Read the official documentation

The ASCII Video skill bundled with Hermes Agent turns video, audio, or generative input into colored ASCII character animations. You would reach for this when a user asks for terminal-style video, text art animation, audio visualizers in ASCII, matrix-style effects, or any animated character output. It produces MP4, GIF, or image sequences from a single self-contained Python script.

What it does

This skill is a full production pipeline for ASCII art video. It covers six modes: video-to-ASCII (recreates source footage with characters), audio-reactive (generates visuals driven by audio features like FFT bands and beats), generative (procedural animation from seed parameters), hybrid (video with audio-reactive overlays), lyrics/text (timed text with visual effects), and TTS narration (narrated quote videos with typed text). The pipeline runs on CPU only, no GPU required.

Before you start

  • Python 3.10+ with NumPy, SciPy, Pillow (PIL), and ffmpeg installed on the system PATH.
  • For audio-reactive modes, SciPy provides FFT and peak detection.
  • For TTS narration, an ElevenLabs API key is optional.
  • OpenCV is optional for video frame sampling and edge detection.
  • The skill is bundled with Hermes Agent (installed by default) at path skills/creative/ascii-video.
  • Platforms: Linux, macOS, Windows.

Pipeline architecture

Every mode follows the same six-stage pipeline:

INPUT → ANALYZE → SCENE_FN → TONEMAP → SHADE → ENCODE
  1. INPUT, Load or decode source material: video frames, audio samples, images, or nothing for generative.
  2. ANALYZE, Extract per-frame features: audio bands, video luminance/edges, motion vectors.
  3. SCENE_FN, The scene function renders to a pixel canvas (uint8 H,W,3). It composes multiple character grids via _render_vf() and pixel blend modes.
  4. TONEMAP, Percentile-based adaptive brightness normalization.
  5. SHADE, Post-processing via ShaderChain and FeedbackBuffer.
  6. ENCODE, Pipe raw RGB frames to ffmpeg for H.264 or GIF encoding.

Modes

ModeInputOutputReference
Video-to-ASCIIVideo fileASCII recreation of source footagereferences/inputs.md § Video Sampling
Audio-reactiveAudio fileGenerative visuals driven by audio featuresreferences/inputs.md § Audio Analysis
GenerativeNone (or seed params)Procedural ASCII animationreferences/effects.md
HybridVideo + audioASCII video with audio-reactive overlaysBoth input refs
Lyrics/textAudio + text/SRTTimed text with visual effectsreferences/inputs.md § Text/Lyrics
TTS narrationText quotes + TTS APINarrated testimonial/quote video with typed textreferences/inputs.md § TTS Integration

Stack

Single self-contained Python script per project. No GPU required.

LayerToolPurpose
CorePython 3.10+, NumPyMath, array ops, vectorized effects
SignalSciPyFFT, peak detection (audio modes)
ImagingPillow (PIL)Font rasterization, frame decoding, image I/O
Video I/Offmpeg (CLI)Decode input, encode output, mux audio
Parallelconcurrent.futuresN workers for batch/clip rendering
TTSElevenLabs API (optional)Generate narration clips
OptionalOpenCVVideo frame sampling, edge detection

Creative direction

Aesthetic Dimensions

DimensionOptionsReference
Character paletteDensity ramps, block elements, symbols, scripts (katakana, Greek, runes, braille), project-specificarchitecture.md § Palettes
Color strategyHSV, OKLAB/OKLCH, discrete RGB palettes, auto-generated harmony, monochrome, temperaturearchitecture.md § Color System
Background textureSine fields, fBM noise, domain warp, voronoi, reaction-diffusion, cellular automata, videoeffects.md
Primary effectsRings, spirals, tunnel, vortex, waves, interference, aurora, fire, SDFs, strange attractorseffects.md
ParticlesSparks, snow, rain, bubbles, runes, orbits, flocking boids, flow-field followers, trailseffects.md § Particles
Shader moodRetro CRT, clean modern, glitch art, cinematic, dreamy, industrial, psychedelicshaders.md
Grid densityxs(8px) through xxl(40px), mixed per layerarchitecture.md § Grid System
Coordinate spaceCartesian, polar, tiled, rotated, fisheye, Möbius, domain-warpedeffects.md § Transforms
FeedbackZoom tunnel, rainbow trails, ghostly echo, rotating mandala, color evolutioncomposition.md § Feedback
MaskingCircle, ring, gradient, text stencil, animated iris/wipe/dissolvecomposition.md § Masking
TransitionsCrossfade, wipe, dissolve, glitch cut, iris, mask-based revealshaders.md § Transitions

Per-Section Variation

Never use the same config for the entire video. For each section/scene:

  • Different background effect (or compose 2-3)
  • Different character palette (match the mood)
  • Different color strategy (or at minimum a different hue)
  • Vary shader intensity (more bloom during peaks, more grain during quiet)
  • Different particle types if particles are active

Project-Specific Invention

For every project, invent at least one of:

  • A custom character palette matching the theme
  • A custom background effect (combine/modify existing building blocks)
  • A custom color palette (discrete RGB set matching the brand/mood)
  • A custom particle character set
  • A novel scene transition or visual moment

Don't just pick from the catalog. The catalog is vocabulary, you write the poem.

Workflow

Step 1: Creative Vision

Before any code, articulate the creative concept:

  • Mood/atmosphere: What should the viewer feel? Energetic, meditative, chaotic, elegant, ominous?
  • Visual story: What happens over the duration? Build tension? Transform? Dissolve?
  • Color world: Warm/cool? Monochrome? Neon? Earth tones? What's the dominant hue?
  • Character texture: Dense data? Sparse stars? Organic dots? Geometric blocks?
  • What makes THIS different: What's the one thing that makes this project unique?
  • Emotional arc: How do scenes progress? Open with energy, build to climax, resolve?

Map the user's prompt to aesthetic choices. A "chill lo-fi visualizer" demands different everything from a "glitch cyberpunk data stream."

Step 2: Technical Design

  • Mode, which of the 6 modes above
  • Resolution, landscape 1920x1080 (default), portrait 1080x1920, square 1080x1080 @ 24fps
  • Hardware detection, auto-detect cores/RAM, set quality profile. See references/optimization.md
  • Sections, map timestamps to scene functions, each with its own effect/palette/color/shader config
  • Output format, MP4 (default), GIF (640x360 @ 15fps), PNG sequence

Step 3: Build the Script

Single Python file. Components (with references):

  1. Hardware detection + quality profile, references/optimization.md
  2. Input loader, mode-dependent; references/inputs.md
  3. Feature analyzer, audio FFT, video luminance, or synthetic
  4. Grid + renderer, multi-density grids with bitmap cache; references/architecture.md
  5. Character palettes, multiple per project; references/architecture.md § Palettes
  6. Color system, HSV + discrete RGB + harmony generation; references/architecture.md § Color
  7. Scene functions, each returns canvas (uint8 H,W,3); references/scenes.md
  8. Tonemap, adaptive brightness normalization; references/composition.md
  9. Shader pipeline, ShaderChain + FeedbackBuffer; references/shaders.md
  10. Scene table + dispatcher, time → scene function + config; references/scenes.md
  11. Parallel encoder, N-worker clip rendering with ffmpeg pipes
  12. Main, orchestrate full pipeline

Step 4: Quality Verification

  • Test frames first: render single frames at key timestamps before full render
  • Brightness check: canvas.mean() > 8 for all ASCII content. If dark, lower gamma
  • Visual coherence: do all scenes feel like they belong to the same video?
  • Creative vision check: does the output match the concept from Step 1? If it looks generic, go back

Critical Implementation Notes

Brightness, Use tonemap(), Not Linear Multipliers

This is the #1 visual issue. ASCII on black is inherently dark. Never use canvas * N multipliers, they clip highlights. Use adaptive tonemap:

def tonemap(canvas, gamma=0.75):
    f = canvas.astype(np.float32)
    lo, hi = np.percentile(f[::4, ::4], [1, 99.5])
    if hi - lo < 10: hi = lo + 10
    f = np.clip((f - lo) / (hi - lo), 0, 1) ** gamma
    return (f * 255).astype(np.uint8)

Pipeline: scene_fn() → tonemap() → FeedbackBuffer → ShaderChain → ffmpeg

Per-scene gamma: default 0.75, solarize 0.55, posterize 0.50, bright scenes 0.85. Use screen blend (not overlay) for dark layers.

Font Cell Height

macOS Pillow: textbbox() returns wrong height. Use font.getmetrics(): cell_height = ascent + descent. See references/troubleshooting.md.

ffmpeg Pipe Deadlock

Never stderr=subprocess.PIPE with long-running ffmpeg, buffer fills at 64KB and deadlocks. Redirect to file. See references/troubleshooting.md.

Font Compatibility

Not all Unicode chars render in all fonts. Validate palettes at init, render each char, check for blank output. See references/troubleshooting.md.

Per-Clip Architecture

For segmented videos (quotes, scenes, chapters), render each as a separate clip file for parallel rendering and selective re-rendering. See references/scenes.md.

Performance Targets

ComponentBudget
Feature extraction1-5ms
Effect function2-15ms
Character render80-150ms (bottleneck)
Shader pipeline5-25ms
Total~100-200ms/frame

References

FileContents
references/architecture.mdGrid system, resolution presets, font selection, character palettes (20+), color system (HSV + OKLAB + discrete RGB + harmony generation), _render_vf() helper, GridLayer class
references/composition.mdPixel blend modes (20 modes), blend_canvas(), multi-grid composition, adaptive tonemap(), FeedbackBuffer, PixelBlendStack, masking/stencil system
references/effects.mdEffect building blocks: value field generators, hue fields, noise/fBM/domain warp, voronoi, reaction-diffusion, cellular automata, SDFs, strange attractors, particle systems, coordinate transforms, temporal coherence
references/shaders.mdShaderChain, _apply_shader_step() dispatch, 38 shader catalog, audio-reactive scaling, transitions, tint presets, output format encoding, terminal rendering
references/scenes.mdScene protocol, Renderer class, SCENES table, render_clip(), beat-synced cutting, parallel rendering, design patterns (layer hierarchy, directional arcs, visual metaphors, compositional techniques), complete scene examples at every complexity level, scene design checklist
references/inputs.mdAudio analysis (FFT, bands, beats), video sampling, image conversion, text/lyrics, TTS integration (ElevenLabs, voice assignment, audio mixing)
references/optimization.mdHardware detection, quality profiles, vectorized patterns, parallel rendering, memory management, performance budgets
references/troubleshooting.mdNumPy broadcasting traps, blend mode pitfalls, multiprocessing/pickling, brightness diagnostics, ffmpeg issues, font problems, common mistakes

Creative Divergence (use only when user requests experimental/creative/unique output)

If the user asks for creative, experimental, surprising, or unconventional output, select the strategy that best fits and reason through its steps BEFORE generating code.

  • Forced Connections, when the user wants cross-domain inspiration ("make it look organic," "industrial aesthetic")
  • Conceptual Blending, when the user names two things to combine ("ocean meets music," "space + calligraphy")
  • Oblique Strategies, when the user is maximally open ("surprise me," "something I've never seen")

Forced Connections

  1. Pick a domain unrelated to the visual goal (weather systems, microbiology, architecture, fluid dynamics, textile weaving)
  2. List its core visual/structural elements (erosion → gradual reveal; mitosis → splitting duplication; weaving → interlocking patterns)
  3. Map those elements onto ASCII characters and animation patterns
  4. Synthesize, what does "erosion" or "crystallization" look like in a character grid?

Conceptual Blending

  1. Name two distinct visual/conceptual spaces (e.g., ocean waves + sheet music)
  2. Map correspondences (crests = high notes, troughs = rests, foam = staccato)
  3. Blend selectively, keep the most interesting mappings, discard forced ones
  4. Develop emergent properties that exist only in the blend

Oblique Strategies

  1. Draw one: "Honor thy error as a hidden intention" / "Use an old idea" / "What would your closest friend do?" / "Emphasize the flaws" / "Turn it upside down" / "Only a part, not the whole" / "Reverse"
  2. Interpret the directive against the current ASCII animation challenge
  3. Apply the lateral insight to the visual design before writing code

When not to use it

This skill is for visual art where ASCII characters are the medium. If the user needs photorealistic video, standard video editing, or non-character-based animation, this is not the right tool. The source does not list alternatives, but the creative standard section makes clear that the output must be visually striking and conceptually driven, not a literal transcription of the input.

Limits and gotchas

  • The character render step is the bottleneck at 80-150ms per frame.
  • Brightness is the number one visual issue: ASCII on black is inherently dark. Always use the adaptive tonemap, never linear multipliers.
  • On macOS, Pillow's textbbox() returns incorrect font cell height; use font.getmetrics() instead.
  • ffmpeg pipe deadlock occurs if you use stderr=subprocess.PIPE with long-running ffmpeg because the buffer fills at 64KB. Redirect stderr to a file.
  • Not all Unicode characters render in all fonts. Validate palettes at initialization by rendering each character and checking for blank output.
  • For segmented videos, render each clip separately to allow parallel rendering and selective re-rendering.

What pairs with this

The skill references a set of companion files in the references/ directory that cover architecture, composition, effects, shaders, scenes, inputs, optimization, and troubleshooting. These are the primary resources for extending the skill's vocabulary and building custom effects.

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