@mevdragon/vidfarm-devcli 0.13.0 → 0.15.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (427) hide show
  1. package/.agents/skills/embedded-captions/CATALOG.md +93 -0
  2. package/.agents/skills/embedded-captions/SKILL.md +286 -0
  3. package/.agents/skills/embedded-captions/assets/brand/CDPR-fankit-terms.txt +35 -0
  4. package/.agents/skills/embedded-captions/assets/brand/cyberpunk-widths.json +115 -0
  5. package/.agents/skills/embedded-captions/assets/fonts/char-widths.json +2211 -0
  6. package/.agents/skills/embedded-captions/assets/strokefonts/HersheyScript1.svg +242 -0
  7. package/.agents/skills/embedded-captions/assets/strokefonts/HersheyScriptMed.svg +242 -0
  8. package/.agents/skills/embedded-captions/dna/README.md +148 -0
  9. package/.agents/skills/embedded-captions/dna/chrome.json +68 -0
  10. package/.agents/skills/embedded-captions/dna/cream.json +69 -0
  11. package/.agents/skills/embedded-captions/dna/documentary.json +62 -0
  12. package/.agents/skills/embedded-captions/dna/editorial.json +70 -0
  13. package/.agents/skills/embedded-captions/dna/glitch.json +82 -0
  14. package/.agents/skills/embedded-captions/dna/ink.json +65 -0
  15. package/.agents/skills/embedded-captions/dna/keynote.json +62 -0
  16. package/.agents/skills/embedded-captions/dna/loud.json +75 -0
  17. package/.agents/skills/embedded-captions/dna/neon.json +58 -0
  18. package/.agents/skills/embedded-captions/dna/velocity.json +89 -0
  19. package/.agents/skills/embedded-captions/modes/cinematic/README.md +48 -0
  20. package/.agents/skills/embedded-captions/modes/cinematic/_archive/champion/spec.md +98 -0
  21. package/.agents/skills/embedded-captions/modes/cinematic/_archive/champion/template.html +188 -0
  22. package/.agents/skills/embedded-captions/modes/cinematic/_archive/memory-wall/spec.md +134 -0
  23. package/.agents/skills/embedded-captions/modes/cinematic/_archive/memory-wall/template.html +179 -0
  24. package/.agents/skills/embedded-captions/modes/cinematic/_archive/portrait-header/spec.md +81 -0
  25. package/.agents/skills/embedded-captions/modes/cinematic/_archive/portrait-header/template.html +170 -0
  26. package/.agents/skills/embedded-captions/modes/cinematic/cinematic-cream/spec.md +16 -0
  27. package/.agents/skills/embedded-captions/modes/cinematic/cinematic-cream/template.html +226 -0
  28. package/.agents/skills/embedded-captions/modes/cinematic/engine.html +355 -0
  29. package/.agents/skills/embedded-captions/modes/standard/_anatomy.md +233 -0
  30. package/.agents/skills/embedded-captions/modes/standard/_motion.md +192 -0
  31. package/.agents/skills/embedded-captions/modes/standard/fonts/build-fonts-css.cjs +97 -0
  32. package/.agents/skills/embedded-captions/references/aesthetic-principles.md +168 -0
  33. package/.agents/skills/embedded-captions/references/anti-patterns.md +188 -0
  34. package/.agents/skills/embedded-captions/references/bespoke-vs-presets.md +178 -0
  35. package/.agents/skills/embedded-captions/references/caption-grouping.md +130 -0
  36. package/.agents/skills/embedded-captions/references/composition-craft.md +522 -0
  37. package/.agents/skills/embedded-captions/references/direction-catalog.md +138 -0
  38. package/.agents/skills/embedded-captions/references/example-renders/champion.html +371 -0
  39. package/.agents/skills/embedded-captions/references/example-renders/memory-wall.html +334 -0
  40. package/.agents/skills/embedded-captions/references/failure-modes.md +145 -0
  41. package/.agents/skills/embedded-captions/references/layout-heuristics.md +238 -0
  42. package/.agents/skills/embedded-captions/references/motion-vocabulary.md +148 -0
  43. package/.agents/skills/embedded-captions/references/rail.md +68 -0
  44. package/.agents/skills/embedded-captions/references/reference-bar.md +47 -0
  45. package/.agents/skills/embedded-captions/references/scene-types.md +94 -0
  46. package/.agents/skills/embedded-captions/references/test-set.md +66 -0
  47. package/.agents/skills/embedded-captions/references/typographic-moves.md +266 -0
  48. package/.agents/skills/embedded-captions/references/typography-presets.md +63 -0
  49. package/.agents/skills/embedded-captions/scripts/audio-envelope.cjs +95 -0
  50. package/.agents/skills/embedded-captions/scripts/check-occlusion.cjs +250 -0
  51. package/.agents/skills/embedded-captions/scripts/check-overflow.cjs +194 -0
  52. package/.agents/skills/embedded-captions/scripts/check-rail-climax.cjs +233 -0
  53. package/.agents/skills/embedded-captions/scripts/check-timing.cjs +173 -0
  54. package/.agents/skills/embedded-captions/scripts/fill-timings.cjs +124 -0
  55. package/.agents/skills/embedded-captions/scripts/fit-fonts.cjs +158 -0
  56. package/.agents/skills/embedded-captions/scripts/gen-stroke-path.py +46 -0
  57. package/.agents/skills/embedded-captions/scripts/inject-fonts.cjs +169 -0
  58. package/.agents/skills/embedded-captions/scripts/lib-dna.cjs +201 -0
  59. package/.agents/skills/embedded-captions/scripts/make-cinematic.cjs +1205 -0
  60. package/.agents/skills/embedded-captions/scripts/make-composition.cjs +404 -0
  61. package/.agents/skills/embedded-captions/scripts/make-theme.cjs +8781 -0
  62. package/.agents/skills/embedded-captions/scripts/matte.cjs +294 -0
  63. package/.agents/skills/embedded-captions/scripts/measure-layout.cjs +293 -0
  64. package/.agents/skills/embedded-captions/scripts/prepare.sh +39 -0
  65. package/.agents/skills/embedded-captions/scripts/preview-frames.cjs +268 -0
  66. package/.agents/skills/embedded-captions/scripts/render-and-composite.sh +509 -0
  67. package/.agents/skills/embedded-captions/scripts/render-theme.sh +34 -0
  68. package/.agents/skills/embedded-captions/scripts/safe-zones.cjs +813 -0
  69. package/.agents/skills/embedded-captions/scripts/transcribe.cjs +349 -0
  70. package/.agents/skills/embedded-captions/themes/PORTING.md +49 -0
  71. package/.agents/skills/embedded-captions/themes/README.md +244 -0
  72. package/.agents/skills/embedded-captions/themes/anchor.json +27 -0
  73. package/.agents/skills/embedded-captions/themes/arcade.json +51 -0
  74. package/.agents/skills/embedded-captions/themes/aurora.json +41 -0
  75. package/.agents/skills/embedded-captions/themes/biolume.json +35 -0
  76. package/.agents/skills/embedded-captions/themes/brush.json +74 -0
  77. package/.agents/skills/embedded-captions/themes/chalkboard.json +52 -0
  78. package/.agents/skills/embedded-captions/themes/dossier.json +56 -0
  79. package/.agents/skills/embedded-captions/themes/graffiti.json +62 -0
  80. package/.agents/skills/embedded-captions/themes/hologram.json +41 -0
  81. package/.agents/skills/embedded-captions/themes/inkwater.json +43 -0
  82. package/.agents/skills/embedded-captions/themes/laser.json +46 -0
  83. package/.agents/skills/embedded-captions/themes/lastpage.json +33 -0
  84. package/.agents/skills/embedded-captions/themes/neonsign.json +53 -0
  85. package/.agents/skills/embedded-captions/themes/nightcity.json +56 -0
  86. package/.agents/skills/embedded-captions/themes/ordnance.json +54 -0
  87. package/.agents/skills/embedded-captions/themes/papercut.json +37 -0
  88. package/.agents/skills/embedded-captions/themes/popup.json +46 -0
  89. package/.agents/skills/embedded-captions/themes/ransom.json +62 -0
  90. package/.agents/skills/embedded-captions/themes/scoreboard.json +54 -0
  91. package/.agents/skills/embedded-captions/themes/spectrum.json +46 -0
  92. package/.agents/skills/embedded-captions/themes/stardust.json +29 -0
  93. package/.agents/skills/embedded-captions/themes/stomp.json +43 -0
  94. package/.agents/skills/embedded-captions/themes/terminal.json +49 -0
  95. package/.agents/skills/embedded-captions/themes/thunder.json +44 -0
  96. package/.agents/skills/embedded-captions/themes/transit.json +44 -0
  97. package/.agents/skills/embedded-captions/themes/vhs.json +47 -0
  98. package/.agents/skills/faceless-explainer/SKILL.md +209 -0
  99. package/.agents/skills/faceless-explainer/references/cut-catalog.md +215 -0
  100. package/.agents/skills/faceless-explainer/references/motion-language.md +156 -0
  101. package/.agents/skills/faceless-explainer/references/story-design.md +248 -0
  102. package/.agents/skills/faceless-explainer/references/visual-design.md +146 -0
  103. package/.agents/skills/faceless-explainer/scripts/assemble-index.mjs +570 -0
  104. package/.agents/skills/faceless-explainer/scripts/audio.mjs +260 -0
  105. package/.agents/skills/faceless-explainer/scripts/build-frame.mjs +536 -0
  106. package/.agents/skills/faceless-explainer/scripts/captions.mjs +508 -0
  107. package/.agents/skills/faceless-explainer/scripts/lib/assets.mjs +55 -0
  108. package/.agents/skills/faceless-explainer/scripts/lib/dimensions.mjs +45 -0
  109. package/.agents/skills/faceless-explainer/scripts/lib/storyboard.mjs +249 -0
  110. package/.agents/skills/faceless-explainer/scripts/lib/tokens.mjs +204 -0
  111. package/.agents/skills/faceless-explainer/scripts/lib/transition-registry.mjs +38 -0
  112. package/.agents/skills/faceless-explainer/scripts/lib/transitions.json +71 -0
  113. package/.agents/skills/faceless-explainer/scripts/transitions.mjs +320 -0
  114. package/.agents/skills/faceless-explainer/sub-agents/frame-worker.md +75 -0
  115. package/.agents/skills/flockposter/LICENSE +17 -0
  116. package/.agents/skills/flockposter/README.md +72 -0
  117. package/.agents/skills/flockposter/SKILL.md +562 -0
  118. package/.agents/skills/flockposter/examples/cli-instagram-reel.sh +21 -0
  119. package/.agents/skills/flockposter/examples/cli-multi-platform.json +69 -0
  120. package/.agents/skills/flockposter/examples/cli-tiktok-upload-only.sh +22 -0
  121. package/.agents/skills/flockposter/examples/cli-x-thread.sh +17 -0
  122. package/.agents/skills/flockposter/examples/cli-youtube-short.sh +21 -0
  123. package/.agents/skills/flockposter/examples/public-api-instagram-reel.json +28 -0
  124. package/.agents/skills/general-video/SKILL.md +143 -0
  125. package/.agents/skills/hyperframes/SKILL.md +160 -0
  126. package/.agents/skills/hyperframes-animation/SKILL.md +84 -0
  127. package/.agents/skills/hyperframes-animation/adapters/animate-text.md +64 -0
  128. package/.agents/skills/hyperframes-animation/adapters/animejs.md +114 -0
  129. package/.agents/skills/hyperframes-animation/adapters/css-animations.md +143 -0
  130. package/.agents/skills/hyperframes-animation/adapters/gsap-easing-and-stagger.md +118 -0
  131. package/.agents/skills/hyperframes-animation/adapters/gsap-timeline-and-labels.md +96 -0
  132. package/.agents/skills/hyperframes-animation/adapters/gsap-transforms-and-perf.md +96 -0
  133. package/.agents/skills/hyperframes-animation/adapters/gsap.md +105 -0
  134. package/.agents/skills/hyperframes-animation/adapters/html-in-canvas-patterns.md +507 -0
  135. package/.agents/skills/hyperframes-animation/adapters/lottie.md +117 -0
  136. package/.agents/skills/hyperframes-animation/adapters/three.md +131 -0
  137. package/.agents/skills/hyperframes-animation/adapters/typegpu.md +178 -0
  138. package/.agents/skills/hyperframes-animation/adapters/waapi.md +101 -0
  139. package/.agents/skills/hyperframes-animation/blueprints/comparison-split.md +27 -0
  140. package/.agents/skills/hyperframes-animation/blueprints/constellation-hub.md +44 -0
  141. package/.agents/skills/hyperframes-animation/blueprints/cta-morph-press.md +28 -0
  142. package/.agents/skills/hyperframes-animation/blueprints/cursor-ui-demo.md +57 -0
  143. package/.agents/skills/hyperframes-animation/blueprints/dataviz-countup.md +46 -0
  144. package/.agents/skills/hyperframes-animation/blueprints/device-surface-showcase.md +53 -0
  145. package/.agents/skills/hyperframes-animation/blueprints/grid-card-assemble.md +66 -0
  146. package/.agents/skills/hyperframes-animation/blueprints/kinetic-type-beats.md +78 -0
  147. package/.agents/skills/hyperframes-animation/blueprints/logo-assemble-lockup.md +69 -0
  148. package/.agents/skills/hyperframes-animation/blueprints/overwhelm-surround.md +28 -0
  149. package/.agents/skills/hyperframes-animation/blueprints/spatial-pan-stations.md +37 -0
  150. package/.agents/skills/hyperframes-animation/blueprints/ticker-takeover.md +29 -0
  151. package/.agents/skills/hyperframes-animation/blueprints/titlecard-reveal.md +42 -0
  152. package/.agents/skills/hyperframes-animation/blueprints/typewriter-reveal.md +51 -0
  153. package/.agents/skills/hyperframes-animation/blueprints/video-text-pivot.md +30 -0
  154. package/.agents/skills/hyperframes-animation/blueprints-index.md +146 -0
  155. package/.agents/skills/hyperframes-animation/examples/assets/avatars/02.avif +0 -0
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  162. package/.agents/skills/hyperframes-animation/examples/concept-demo-decode-pan.html +520 -0
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  173. package/.agents/skills/hyperframes-animation/rules/3d-page-scroll.md +227 -0
  174. package/.agents/skills/hyperframes-animation/rules/3d-text-depth-layers.md +297 -0
  175. package/.agents/skills/hyperframes-animation/rules/ai-tracking-box.md +382 -0
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  177. package/.agents/skills/hyperframes-animation/rules/asr-keyword-glow.md +286 -0
  178. package/.agents/skills/hyperframes-animation/rules/avatar-cloud-network.md +371 -0
  179. package/.agents/skills/hyperframes-animation/rules/camera-cursor-tracking.md +246 -0
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@@ -0,0 +1,131 @@
1
+ ---
2
+ name: hyperframes-three
3
+ description: Three.js and WebGL adapter patterns for HyperFrames. Use when creating deterministic Three.js scenes, WebGL canvas layers, AnimationMixer timelines, camera motion, shader-driven visuals, or canvas renders that respond to HyperFrames hf-seek events.
4
+ ---
5
+
6
+ # Three.js for HyperFrames
7
+
8
+ HyperFrames supports Three.js through its `three` runtime adapter. The adapter does not own your scene. It publishes HyperFrames time and dispatches a seek event so your composition can render the exact frame.
9
+
10
+ ## Contract
11
+
12
+ - Create the scene, camera, renderer, materials, and assets synchronously when possible.
13
+ - Render from HyperFrames time, not wall-clock time.
14
+ - Listen for the `hf-seek` event and render exactly that time.
15
+ - Load models, textures, and HDRIs before render-critical seeking. Do not fetch them at seek time.
16
+ - Avoid `requestAnimationFrame` or `renderer.setAnimationLoop` as the source of truth for render-critical motion.
17
+ - **Always set `data-duration="<seconds>"` on the root `[data-composition-id]` element.** Unlike CSS/WAAPI/Lottie, the `three` adapter has no duration auto-inference — it only forwards time via `hf-seek`/`__hfThreeTime`, it doesn't inspect your scene for an `AnimationClip`/`AnimationMixer` length. Without `data-duration` (and no GSAP timeline), the render engine has no way to know how long to capture and fails with "Composition has zero duration". `npx hyperframes lint` errors on this (`root_composition_missing_duration_source`).
18
+
19
+ The adapter sets `window.__hfThreeTime` and dispatches `new CustomEvent("hf-seek", { detail: { time } })` on each seek.
20
+
21
+ ## Basic Pattern
22
+
23
+ ```html
24
+ <canvas id="three-layer"></canvas>
25
+ <script type="module">
26
+ import * as THREE from "https://cdn.jsdelivr.net/npm/three@0.181.2/+esm";
27
+
28
+ const canvas = document.getElementById("three-layer");
29
+ const renderer = new THREE.WebGLRenderer({ canvas, alpha: true, antialias: true });
30
+ // Match these to your composition's frame size.
31
+ renderer.setSize(1920, 1080, false);
32
+ renderer.setPixelRatio(1);
33
+
34
+ const scene = new THREE.Scene();
35
+ const camera = new THREE.PerspectiveCamera(35, 1920 / 1080, 0.1, 100);
36
+ camera.position.set(0, 0, 6);
37
+
38
+ const mesh = new THREE.Mesh(
39
+ new THREE.IcosahedronGeometry(1.4, 4),
40
+ new THREE.MeshStandardMaterial({ color: 0x64d2ff, roughness: 0.38 }),
41
+ );
42
+ scene.add(mesh);
43
+ scene.add(new THREE.HemisphereLight(0xffffff, 0x223344, 2));
44
+
45
+ function renderAt(time) {
46
+ mesh.rotation.y = time * 0.7;
47
+ mesh.rotation.x = Math.sin(time * 0.6) * 0.16;
48
+ renderer.render(scene, camera);
49
+ }
50
+
51
+ window.addEventListener("hf-seek", (event) => {
52
+ renderAt(event.detail.time);
53
+ });
54
+
55
+ renderAt(window.__hfThreeTime || 0);
56
+ </script>
57
+ ```
58
+
59
+ ```css
60
+ #three-layer {
61
+ width: 100%;
62
+ height: 100%;
63
+ display: block;
64
+ }
65
+ ```
66
+
67
+ ## Loading Addons (`GLTFLoader`, `OrbitControls`, etc.)
68
+
69
+ For anything under `three/addons/`, use an importmap so bare specifiers resolve. The HyperFrames lint recognizes both this form and the inline `+esm` import above — pick whichever your composition needs.
70
+
71
+ ```html
72
+ <script type="importmap">
73
+ {
74
+ "imports": {
75
+ "three": "https://cdn.jsdelivr.net/npm/three@0.181.2/build/three.module.js",
76
+ "three/addons/": "https://cdn.jsdelivr.net/npm/three@0.181.2/examples/jsm/"
77
+ }
78
+ }
79
+ </script>
80
+ <script type="module">
81
+ import * as THREE from "three";
82
+ import { GLTFLoader } from "three/addons/loaders/GLTFLoader.js";
83
+ import { OrbitControls } from "three/addons/controls/OrbitControls.js";
84
+ // ...
85
+ </script>
86
+ ```
87
+
88
+ Pin the `three` version in both entries to the same value. Mixing versions across the map and bare imports causes silent breakage.
89
+
90
+ ## AnimationMixer Pattern
91
+
92
+ For GLTF or authored clip animation, seek the mixer directly:
93
+
94
+ ```js
95
+ function renderAt(time) {
96
+ mixer.setTime(time);
97
+ renderer.render(scene, camera);
98
+ }
99
+ ```
100
+
101
+ If several mixers exist, seek all of them from the same `time`.
102
+
103
+ ## Good Uses
104
+
105
+ - Deterministic 3D objects, product spins, particles with seeded data, and shader plates.
106
+ - Camera moves derived from `time`.
107
+ - GLTF animation clips when assets are local and loaded before validation completes.
108
+
109
+ ## Avoid
110
+
111
+ - Using `Date.now()`, `performance.now()`, or clock deltas to update scene state.
112
+ - Leaving render-critical work inside a free-running animation loop.
113
+ - Loading remote models or textures at render time.
114
+ - Device-pixel-ratio dependent output. Pin renderer size and pixel ratio for video renders.
115
+ - Post-processing passes that depend on previous frame history unless you can reconstruct state from time.
116
+
117
+ ## Validation
118
+
119
+ After editing a Three.js composition:
120
+
121
+ ```bash
122
+ npx hyperframes lint
123
+ npx hyperframes validate
124
+ ```
125
+
126
+ ## Credits And References
127
+
128
+ - HyperFrames adapter source: `packages/core/src/runtime/adapters/three.ts`.
129
+ - Why `data-duration` is required here specifically (no auto-inference for this adapter): `packages/core/src/runtime/init.ts` (`resolveAdapterDurationFloorSeconds`) and the CSS/WAAPI/Lottie adapters' `getInferredDurationSeconds`, which the `three` adapter deliberately does not implement.
130
+ - Three.js `WebGLRenderer` docs: https://threejs.org/docs/pages/WebGLRenderer.html
131
+ - Three.js `AnimationMixer.setTime()` docs: https://threejs.org/docs/pages/AnimationMixer.html
@@ -0,0 +1,178 @@
1
+ ---
2
+ name: hyperframes-typegpu
3
+ description: TypeGPU and raw WebGPU adapter patterns for HyperFrames. Use when creating GPU-rendered compositions with TypeGPU, raw WebGPU, WGSL fragment shaders, compute pipelines, liquid glass effects, particle systems, or any canvas layer driven by navigator.gpu that responds to HyperFrames hf-seek events.
4
+ ---
5
+
6
+ # TypeGPU / WebGPU for HyperFrames
7
+
8
+ HyperFrames supports TypeGPU and raw WebGPU through its `typegpu` runtime adapter. The adapter does not own your pipeline. It publishes HyperFrames time and dispatches a seek event so your composition can render the exact GPU frame.
9
+
10
+ ## Render-environment prerequisite (WebGPU + html-in-canvas)
11
+
12
+ The render engine auto-passes `--enable-unsafe-webgpu` and `--enable-features=CanvasDrawElement` to its Chrome launch args. Stock Chromium and the bundled headless-shell **do not** support WebGPU + `drawElementImage` together — the combo that liquid-glass blocks need (`ios26-liquid-glass`, `macos-tahoe-liquid-glass`, `liquid-glass-*`, `vfx-liquid-glass`). For those blocks, point the engine at Brave (or Chrome canary) by setting `PRODUCER_HEADLESS_SHELL_PATH` to the browser binary before running `npx hyperframes render` / `preview`. Plain TypeGPU layers without HTML-as-texture work in headless-shell — only the html-in-canvas + WebGPU combination needs the override.
13
+
14
+ ## Contract
15
+
16
+ - Initialize WebGPU asynchronously (`await navigator.gpu.requestAdapter()`), but register all GSAP tweens **synchronously** — before any `await`. The HyperFrames player reads the timeline immediately at page load.
17
+ - Render from HyperFrames time, not `performance.now()`.
18
+ - Listen for the `hf-seek` event and re-render at exactly that time.
19
+ - Guard against environments where WebGPU is unavailable — the adapter does not check for you.
20
+ - For video renders, call `await device.queue.onSubmittedWorkDone()` after submitting GPU work to ensure the canvas is flushed before the frame is captured.
21
+
22
+ The adapter sets `window.__hfTypegpuTime` and dispatches `new CustomEvent("hf-seek", { detail: { time } })` on each seek.
23
+
24
+ ## Basic Pattern
25
+
26
+ ```html
27
+ <canvas id="gpu-layer"></canvas>
28
+ <script>
29
+ (async () => {
30
+ if (!navigator.gpu) return;
31
+ const adapter = await navigator.gpu.requestAdapter();
32
+ if (!adapter) return;
33
+ const device = await adapter.requestDevice();
34
+ const canvas = document.getElementById("gpu-layer");
35
+ canvas.width = 1920;
36
+ canvas.height = 1080;
37
+ const ctx = canvas.getContext("webgpu");
38
+ const fmt = navigator.gpu.getPreferredCanvasFormat();
39
+ ctx.configure({ device, format: fmt, alphaMode: "opaque" });
40
+
41
+ // Build your pipeline, buffers, bind groups...
42
+ const timeUniform = new Float32Array([0]);
43
+ const timeBuf = device.createBuffer({
44
+ size: 16,
45
+ usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST,
46
+ });
47
+
48
+ function render(t) {
49
+ timeUniform[0] = t;
50
+ device.queue.writeBuffer(timeBuf, 0, timeUniform);
51
+ const enc = device.createCommandEncoder();
52
+ const pass = enc.beginRenderPass({
53
+ colorAttachments: [
54
+ {
55
+ view: ctx.getCurrentTexture().createView(),
56
+ loadOp: "clear",
57
+ clearValue: { r: 0, g: 0, b: 0, a: 1 },
58
+ storeOp: "store",
59
+ },
60
+ ],
61
+ });
62
+ pass.setPipeline(pipeline);
63
+ pass.setBindGroup(0, bindGroup);
64
+ pass.draw(3);
65
+ pass.end();
66
+ device.queue.submit([enc.finish()]);
67
+ }
68
+
69
+ render(0);
70
+ window.addEventListener("hf-seek", (e) => render(e.detail.time));
71
+ })();
72
+ </script>
73
+ ```
74
+
75
+ ## Timeline Registration
76
+
77
+ GSAP tweens that drive text, captions, or HTML elements must be registered **synchronously** — before any `await`:
78
+
79
+ ```js
80
+ const tl = gsap.timeline({ paused: true });
81
+
82
+ // Caption tweens: synchronous, added before WebGPU init
83
+ gsap.set(".cap", { opacity: 0 });
84
+ tl.to("#cap-1", { opacity: 1, duration: 0.3 }, 1.0);
85
+ tl.to("#cap-1", { opacity: 0, duration: 0.2 }, 3.5);
86
+
87
+ window.__timelines["my-comp"] = tl;
88
+
89
+ // GPU-dependent tweens can go inside the async IIFE
90
+ (async () => {
91
+ // ... WebGPU init ...
92
+ const proxy = { value: 0 };
93
+ tl.to(proxy, { value: 1, duration: 2, onUpdate: render }, 0.5);
94
+ })();
95
+ ```
96
+
97
+ ## Video-Backed Effects (Liquid Glass, Distortion)
98
+
99
+ To use a `<video>` as the GPU input texture:
100
+
101
+ ```js
102
+ const videoEl = document.getElementById("aroll");
103
+
104
+ // Wait for video metadata before creating the texture
105
+ await new Promise((r) => {
106
+ if (videoEl.readyState >= 1) r();
107
+ else videoEl.addEventListener("loadedmetadata", r, { once: true });
108
+ });
109
+
110
+ // Create texture at the video's NATIVE resolution
111
+ const vw = videoEl.videoWidth,
112
+ vh = videoEl.videoHeight;
113
+ const bgTex = device.createTexture({
114
+ size: [vw, vh],
115
+ format: "rgba8unorm",
116
+ usage:
117
+ GPUTextureUsage.COPY_DST | GPUTextureUsage.TEXTURE_BINDING | GPUTextureUsage.RENDER_ATTACHMENT,
118
+ });
119
+
120
+ function render(t) {
121
+ try {
122
+ device.queue.copyExternalImageToTexture({ source: videoEl }, { texture: bgTex }, [vw, vh]);
123
+ } catch (_) {
124
+ /* frame not decoded yet */
125
+ }
126
+ // ... draw ...
127
+ }
128
+ ```
129
+
130
+ **Render-mode caveat:** headless Chrome may fail `copyExternalImageToTexture` for video elements. For production renders, pre-extract key frames via FFmpeg as PNGs and load them as image textures instead.
131
+
132
+ ## Frosted Blur via Downsample Pass
133
+
134
+ A single-pass Gaussian kernel is too weak for glass-like frosted blur. Use a two-pass approach:
135
+
136
+ 1. **Pass 1 — Downsample:** render the full-res texture to a small texture (1/6 resolution). Bilinear filtering during the downsample naturally averages pixels.
137
+ 2. **Pass 2 — Glass composite:** sample the small texture for the frosted interior (bilinear upscale = heavy smooth blur) and the full-res texture for sharp areas and chromatic refraction.
138
+
139
+ This matches TypeGPU's `textureSampleBias` mip-level approach without generating mipmaps.
140
+
141
+ ## Transparent vs Opaque Canvas
142
+
143
+ - **`alphaMode: 'opaque'`** — the GPU canvas renders the full frame (video + effect). Use when the GPU pipeline handles all visual content.
144
+ - **`alphaMode: 'premultiplied'`** — the GPU canvas is transparent where alpha = 0, letting HTML elements below show through. Use for overlays (particles, path animations) on top of a regular `<video>` element.
145
+
146
+ ## WGSL Full-Screen Triangle
147
+
148
+ The standard vertex shader for full-screen effects (no vertex buffer needed):
149
+
150
+ ```wgsl
151
+ struct Vo { @builtin(position) pos: vec4f, @location(0) uv: vec2f }
152
+
153
+ @vertex fn vs(@builtin(vertex_index) vi: u32) -> Vo {
154
+ let ps = array<vec2f, 3>(vec2f(-1., -1.), vec2f(3., -1.), vec2f(-1., 3.));
155
+ let ts = array<vec2f, 3>(vec2f(0., 1.), vec2f(2., 1.), vec2f(0., -1.));
156
+ return Vo(vec4f(ps[vi], 0., 1.), ts[vi]);
157
+ }
158
+ ```
159
+
160
+ Draw with `pass.draw(3)` — one triangle that covers the viewport.
161
+
162
+ ## Rounded-Rect SDF (Liquid Glass Pill)
163
+
164
+ ```wgsl
165
+ fn sdf_box(p: vec2f, half_size: vec2f, corner_radius: f32) -> f32 {
166
+ let d = abs(p) - half_size + vec2f(corner_radius);
167
+ return length(max(d, vec2f(0.))) + min(max(d.x, d.y), 0.) - corner_radius;
168
+ }
169
+ ```
170
+
171
+ Use this to define inside/ring/outside zones for glass effects. Negative values are inside the shape.
172
+
173
+ ## Deterministic Rendering
174
+
175
+ - No `Math.random()` — use a seeded PRNG.
176
+ - No `requestAnimationFrame` for the render loop — render only in response to `hf-seek`.
177
+ - No `performance.now()` for animation time — read `window.__hfTypegpuTime` or `e.detail.time`.
178
+ - After GPU submit, call `await device.queue.onSubmittedWorkDone()` for render-mode frame capture.
@@ -0,0 +1,101 @@
1
+ ---
2
+ name: hyperframes-waapi
3
+ description: Web Animations API adapter patterns for HyperFrames. Use when authoring element.animate() motion, Animation currentTime seeking, document.getAnimations(), KeyframeEffect timing, fill modes, or native browser animations that must render deterministically in HyperFrames.
4
+ ---
5
+
6
+ # Web Animations API for HyperFrames
7
+
8
+ HyperFrames can seek Web Animations API animations through its `waapi` runtime adapter. WAAPI is useful when you want native browser keyframes with JavaScript-created timing and no GSAP dependency.
9
+
10
+ ## Contract
11
+
12
+ - Create animations synchronously during composition initialization.
13
+ - Use `element.animate(...)` with finite `duration` and `iterations`.
14
+ - Use `fill: "both"` so seeked states persist.
15
+ - Pause animations after creation or let the adapter pause them on first seek.
16
+ - Avoid callbacks and promises for render-critical state.
17
+
18
+ The adapter calls `document.getAnimations()`, sets each animation's `currentTime` to HyperFrames time in milliseconds, then pauses it.
19
+
20
+ ## Basic Pattern
21
+
22
+ ```html
23
+ <div id="orb" class="clip orb" data-start="2" data-duration="3" data-track-index="2"></div>
24
+
25
+ <script>
26
+ const orb = document.getElementById("orb");
27
+ const animation = orb.animate(
28
+ [
29
+ { transform: "translate3d(-160px, 0, 0) scale(0.8)", opacity: 0 },
30
+ { transform: "translate3d(0, 0, 0) scale(1)", opacity: 1, offset: 0.35 },
31
+ { transform: "translate3d(120px, 0, 0) scale(1.08)", opacity: 1 },
32
+ ],
33
+ {
34
+ duration: 3000,
35
+ delay: 2000,
36
+ easing: "cubic-bezier(0.2, 0, 0, 1)",
37
+ fill: "both",
38
+ iterations: 1,
39
+ },
40
+ );
41
+
42
+ animation.pause();
43
+ </script>
44
+ ```
45
+
46
+ ## Stagger Pattern
47
+
48
+ ```js
49
+ document.querySelectorAll(".token").forEach((token, index) => {
50
+ const animation = token.animate(
51
+ [
52
+ { transform: "translateY(24px)", opacity: 0 },
53
+ { transform: "translateY(0)", opacity: 1 },
54
+ ],
55
+ {
56
+ duration: 620,
57
+ delay: index * 80,
58
+ easing: "cubic-bezier(0.2, 0, 0, 1)",
59
+ fill: "both",
60
+ iterations: 1,
61
+ },
62
+ );
63
+ animation.pause();
64
+ });
65
+ ```
66
+
67
+ ## Good Uses
68
+
69
+ - Lightweight DOM motion where CSS keyframes are too rigid and GSAP is unnecessary.
70
+ - Generated animations from structured data.
71
+ - Simple timelines that can be represented as keyframes, delays, and offsets.
72
+
73
+ ## Composition Duration
74
+
75
+ The render engine needs the composition's total length to know how many frames to capture. GSAP timelines report duration automatically; a WAAPI-only composition has no timeline object, so the runtime infers duration from every animation's `effect.getComputedTiming().endTime` (offset by when the animation was created relative to composition start). `data-duration` on the root element is optional as long as every `element.animate()` call uses finite `duration` and `iterations` — which the contract above already requires.
76
+
77
+ Infinite `iterations` has no finite `endTime`, so it can't be auto-inferred — that's one more reason to avoid it (see Avoid below). If you must use it, add `data-duration="<seconds>"` to the root `[data-composition-id]` element or `npx hyperframes lint` will error (`root_composition_missing_duration_source`).
78
+
79
+ ## Avoid
80
+
81
+ - Infinite `iterations`.
82
+ - Depending on `animation.finished` to mutate render-critical DOM.
83
+ - Running separate clocks with `requestAnimationFrame`, timers, or `performance.now()`.
84
+ - Animating layout properties when transforms and opacity can express the motion.
85
+ - Assuming clip-local start time is automatic. WAAPI adapter seeks document-level animation time; model clip offsets with `delay` or create the animation on an element whose visibility is controlled by HyperFrames timing.
86
+
87
+ ## Validation
88
+
89
+ After editing a WAAPI composition:
90
+
91
+ ```bash
92
+ npx hyperframes lint
93
+ npx hyperframes validate
94
+ ```
95
+
96
+ ## Credits And References
97
+
98
+ - HyperFrames adapter source: `packages/core/src/runtime/adapters/waapi.ts`.
99
+ - Duration auto-inference: `packages/core/src/runtime/init.ts` (`resolveAdapterDurationFloorSeconds`), `getInferredDurationSeconds` in the adapter above.
100
+ - MDN Web Animations API guide: https://developer.mozilla.org/docs/Web/API/Web_Animations_API/Using_the_Web_Animations_API
101
+ - MDN `Animation.currentTime`: https://developer.mozilla.org/en-US/docs/Web/API/Animation/currentTime
@@ -0,0 +1,27 @@
1
+ # comparison-split — Comparison Split-Cards
2
+
3
+ **intent**: Two paired items of equal weight shown side-by-side with mirrored 3D "book-open" tilts — the eye reads them as a balanced comparison, then a pill badge lands at each card's inner edge to punctuate. The motion IS the symmetry: two cards arriving from opposite wings into a held spread.
4
+
5
+ **roles served**
6
+
7
+ - Key_Feature (from `comparison-split-cards`): when two complementary features / capabilities of equal weight should be presented **simultaneously, not sequentially** — an A/B, a "X + Y together," paired concepts the viewer must weigh side-by-side. Not for >2 items (use `grid-card-assemble`) or sequential steps.
8
+
9
+ **duration**: 4–6s
10
+
11
+ **shot structure** (a `[bg]` canvas carrying two faint ambient glow blooms — `[accent A]` near 30%, `[accent B]` near 70% — so each side owns a color identity across a 50% symmetry axis; equal-width cards under one shared perspective parent)
12
+
13
+ - **Scene 1 (0.0–~0.8s) — title sets the concept.** A centered `[title line]` with an `[accent keyword]` slides DOWN into place from just above (a short smooth settle). The downward arrival is deliberate: it forms a non-conflicting T-shape against the cards, which arrive from the sides next.
14
+ - **Scene 2 (~0.4–1.9s) — the split-tilt entry (signature move).** Two equal-width feature cards arrive from opposite wings — `[left card]` from the left, `[right card]` from the right ~0.2s behind — each carrying a **mirrored 3D `rotateY` tilt** (left faces right, right faces left, opening like a book) and scaling ~0.85→1 as it lands. The entry overlaps the title's tail so the whole thing reads as ONE arrival, not two beats. Each card holds `[image / label / subtitle]`; box-shadows fall **outward** from the tilt (left shadow right, right shadow left).
15
+ - **Scene 3 (~1.9–end) — badges punctuate, then hold.** A pill `[badge]` lands at each card's **inner edge** (left then right, ~0.3s apart), overlapping its card ~15% so it reads as attached, not orbiting. This is the lone overshoot in the shot — it earns the punctuation. Settles and holds.
16
+
17
+ **motion vocabulary**: title slide-down from above; mirrored opposite-wing card entry; static book-open `rotateY` tilt (`+tilt` left, `−tilt` right); tilt-matched outward box-shadow; inner-edge badge spring-pop; gentle phase-opposed idle float (left vs right, never synchronized) registered as subtle jitter; dual side-glow ambient.
18
+
19
+ **rule mapping**
20
+
21
+ - two cards entering from opposite wings with mirrored `rotateY` tilts + tilt-matched shadow → `split-tilt-cards` (the signature; keep the two-layer split so the entry `x`/`scale` and the idle never collide on one alias)
22
+ - title slide-down settle → `gsap-effects` (translate + opacity on a long-tail `power3`)
23
+ - inner-edge pill badge pop (the one overshoot) → `spring-pop-entrance` (overshoot register — earns the punctuation)
24
+ - phase-opposed idle float on the pair → `sine-wave-loop` (low-amplitude register — subtle jitter, NOT lazy breathing; left `sin(t)`, right `sin(t+π)` so they never conveyor-belt)
25
+ - the two faint side glows behind the cards → `ambient-glow-bloom` (un-triggered soft bloom, one per accent)
26
+
27
+ **camera modifier**: camera-static by default — the symmetry is the subject and a move would break the balance.
@@ -0,0 +1,44 @@
1
+ # constellation-hub — Constellation / Hub + Satellites
2
+
3
+ **intent**: Labeled/iconned nodes spring into a ring/cluster around a center, then the shot resolves on the core — either by pushing the camera INTO the center (depth-of-field collapsing onto it) or by holding a hub mark while the satellites ORBIT it; the "everything connects to / sits around one center" beat.
4
+
5
+ **roles served**
6
+
7
+ - Hook (from `hook-cluster-push-in`): a constellation of tool/app nodes springs into a wide ring, then a sustained camera push-in with depth-of-field resolves on the inner core — "it connects everything / one hub for all your tools."
8
+ - Social_Proof (from `social-proof-orbit-ecosystem`): the product brand mark lands as the center hub and partner logos spring onto a ring and revolve around it — "plugs into / sits at the center of your stack."
9
+ - CTA (from `cta-orbit-collapse`): the ring resolves by COLLAPSE rather than a push-in — category icons drift around an empty central CTA, a cursor click implodes the orbit toward the click point, and the product demo springs OUT of that collapse as the answer (scope → choice → consequence → product).
10
+ - Social_Proof (from `proof-logo-chain`): a persistent center logo accrues proofs — its wordmark decodes, a claim ticker swaps, the logo glides to center, then avatars cascade into orbit with drawn connectors while partner logos scroll the bottom strip; four claims read as one statement.
11
+
12
+ **duration**: 5–8s (Hook 5–6s · Social_Proof 5–8s · CTA orbit-collapse ~6s)
13
+
14
+ **shot structure**
15
+
16
+ Consolidated template — nodes ring a center, then one of two finishers resolves on the core.
17
+
18
+ - Scene 1 (0.0–~1.5s): `[bg]` (dark/space field, optionally slow-drifting diffused gradient blobs). `[primary nodes]` (circles carrying `[icon]` + label) SPRING-POP in (scale 0→1, ~1.15 elastic overshoot, staggered) arranged in a wide ring/cluster around an empty or marked center `[hub]`.
19
+ - Scene 2 (~0.7–2.5s, overlapping): smaller `[secondary nodes]` (platform / partner-logo chips) pop in staggered with the same elastic spring, filling the gaps; optional thin `[accent]` connector lines / orbit ring draw from hub→nodes. Camera holds.
20
+ - Scene 3 (~2.5–Xs, the resolve): see finisher variant below; lands and HOLDS on the magnified / orbited center to the end.
21
+
22
+ - Variant — Hook (push-in finisher): from Scene 3, a continuous smooth CAMERA PUSH-IN toward the center inner cluster — inner nodes scale up and stay sharp while outer nodes are pushed toward the edges and progressively BLUR (depth-of-field), background scales up smoothly; holds magnified on the core.
23
+ - Variant — Social_Proof (orbit finisher): the center `[brand mark]` snaps in via a quick 3D rotate that decelerates and settles; a thin `[accent]` orbit ring draws around it; `[N partner badges]` spring onto the ring (staggered overshoot) and revolve CLOCKWISE while staying upright, under a continuous slow camera ZOOM-OUT (ecosystem reveal).
24
+ - Variant — Social_Proof (optional type-push-through opener, prepended before Scene 1): centered `[headline]` types/slides in with a huge transparent-fill OUTLINE copy of the same words behind it; the outline text scales up exponentially toward camera (high-speed dolly / push-through), breaches the frame, then HARD-CUTS to the hub bg of Scene 1.
25
+
26
+ **motion vocabulary**: staggered elastic spring-pop node entrances (~1.15 overshoot); slow gradient-blob drift; connector-line / orbit-ring draw-on; 3D snap-rotate-settle on the hub mark; continuous camera push-in (inner sharp, outer depth-of-field blur, bg scale-up); clockwise orbital revolve of upright badges; continuous slow camera zoom-out (ecosystem reveal); optional outline-text push-through dolly entry.
27
+
28
+ **rule mapping** (motion verb → `rules/<id>.md`)
29
+
30
+ - staggered spring-pop node entrances → `spring-pop-entrance` (elastic overshoot) + `gsap-effects` (stagger recipe); 3D-flip-in flavor → `orbit-3d-entry`
31
+ - ring / cluster layout of nodes around a center → `avatar-cloud-network` (nodes on an elliptical ring + SVG lines to a center)
32
+ - icons on the nodes → `svg-icon-enrichment`
33
+ - connector lines hub→node → `svg-path-draw`
34
+ - orbit-ring draw-on → `svg-path-draw`
35
+ - slow gradient-blob drift → `sine-wave-loop` (idle looped drift)
36
+ - 3D snap-rotate-settle on hub mark → `orbit-3d-entry` (3D-flip entry); technique CSS-3D
37
+ - clockwise orbital revolve of upright badges → `orbit-3d-entry` (continuous elliptical orbit); technique MotionPath
38
+ - camera push-in toward center → `multi-phase-camera` (PUSH-in) + `coordinate-target-zoom` (target the core)
39
+ - background scale-up during push-in → `multi-phase-camera`
40
+ - continuous slow zoom-out (ecosystem reveal) → `multi-phase-camera` (pull-back) / `coordinate-target-zoom`
41
+ - outline-text push-through dolly opener (Social_Proof) → `3d-text-depth-layers` (outline copy behind) + `multi-phase-camera` (push-through)
42
+ - depth-of-field blur on outer nodes during push-in → `depth-of-field-blur` (progressive DOF/focus-falloff blur on the off-center outer nodes while the inner core stays sharp)
43
+
44
+ **camera modifier**: push-in-with-DOF (Hook) — `multi-phase-camera` PUSH-in targeted via `coordinate-target-zoom` onto the core; the focus-falloff blur half of it is backed by `depth-of-field-blur`. Orbit finisher (Social_Proof) — slow continuous zoom-out via `multi-phase-camera` (pull-back) while satellites revolve.
@@ -0,0 +1,28 @@
1
+ # cta-morph-press — CTA Morph & Press
2
+
3
+ **intent**: A resting brand mark condenses at the same screen center into a smaller, brighter CTA, then a cursor arrives from off-stage and lands a human-aimed click on it. The viewer's eye is walked from "this is who we are" to "and this is what you do." The morph and the click are the two headline beats.
4
+
5
+ **roles served**
6
+
7
+ - CTA (from `cta-morph-press`): when the close moves from brand identity to a single user action, two elements share the same center sequentially (a morph, not a cut), and the payoff is a simulated click with physical feedback. Reach for it for a focused "click here" sign-off — no spatial set, no multi-step UI (that's `cursor-ui-demo`).
8
+
9
+ **duration**: 4–6s
10
+
11
+ **shot structure** (a `[bg]` canvas; hero and CTA are flex-centered siblings sharing one `transform-origin`)
12
+
13
+ - **Scene 1 (0.0–~1.4s) — presence.** The `[hero mark / brand lockup]` holds dead-center, alive but resting — only a faint rotational breath on the mark; any title text under it stays rock-stable. Camera static.
14
+ - **Scene 2 (~1.4–2.4s) — the morph (signature move).** The hero CONDENSES at the same screen center into a smaller, brighter `[CTA]` (button / card): the outgoing mark shrink-fades exactly as the CTA scales up in its place. Because they share one `transform-origin`, the eye reads it as one element transforming, not a swap.
15
+ - **Scene 3 (~2.4–3.4s) — approach.** A `[cursor]` arrives from off-stage on a **decelerating** path (it "arrives," it does not pass through) and lands a few px **off** the CTA's geometric center, so the aim reads human, not scripted.
16
+ - **Scene 4 (~3.4–end) — press.** The cursor lands a physical CLICK — cursor and CTA compress together in lockstep, then release with feedback (an optional ripple / glow bloom). Holds on the clicked state.
17
+
18
+ **motion vocabulary**: faint rotation-only resting breath (logo scope only); same-center morph-swap (shrink-fade ↔ scale-up sharing `transform-origin`); cursor decel-arrival from off-stage; off-center human aim; lockstep press compression; release feedback ripple / glow.
19
+
20
+ **rule mapping**
21
+
22
+ - hero → CTA condense at one center → `scale-swap-transition` (shared `transform-origin: 50% 50%` is what sells the morph; CTA `position: absolute` so it doesn't shove the hero during the brief overlap)
23
+ - resting-hero aliveness (rotation only, scoped to the mark so the Phase-2 scale doesn't fight it) → `sine-wave-loop` (low-amplitude rotation register — subtle jitter, not a scale breath)
24
+ - cursor press + release in lockstep (single-target-array so both compress together) → `physics-press-reaction` (PRESS_DOWN + RELEASE portion)
25
+ - cursor approach (decel from off-stage, off-center landing, hard-cut opacity in) → `gsap-effects` (translate on `power2.out`)
26
+ - click ripple / release glow → `cursor-click-ripple` (attack-decay ring) and/or `ambient-glow-bloom` (release bloom)
27
+
28
+ **camera modifier**: camera-static — the morph and click happen in element space; a camera move would compete with the click as the climax.
@@ -0,0 +1,57 @@
1
+ # cursor-ui-demo — Cursor-Driven UI Demo
2
+
3
+ **intent**: A visible custom cursor drives a real (reconstructed) app UI through clicks / hovers / drags so the screen changes state shot-to-shot, while the camera chases each interaction — the product surface is the subject and the cursor is the actor.
4
+
5
+ **roles served**
6
+
7
+ - Product*Intro (from `product-intro-cursor-ui-demo` / #14 Product_Intro_02, #15 Product_Intro_2, #17 Product_Intro_04): first look at the product surface — the cursor sweeps/hovers to \_introduce* the app and reveal what it is, landing on a hovered hero element or freshly-popped result. Light, exploratory; backdrop steps colors as it goes.
8
+ - Key*Feature (from `key-feature-cursor-ui-demo` / #23 Key_Feature_2, #24 Key_Feature_03, #27 Key_Feature_06): one specific multi-step workflow demonstrated \_end-to-end* (edit / configure / select across 2–4 discrete beats), each beat a real edit the UI responds to live, landing locked on the primary action button or the produced result.
9
+ - Key_Feature (from `workflow-approve-press`): an agency / confirmation workflow framed by a cockpit of 3D-tilted flanks — a step list ticks pending → active → complete (a snap state machine, CSS responding to `[data-state]`), and a flank button takes the PRESS as the payoff (its color flips to success, a checkmark stamps). The click is the climax, not a passing gesture.
10
+
11
+ **duration**: 4.0–9.3s (union of Key_Feature 4.0–7.3s and Product_Intro 6.1–9.3s)
12
+
13
+ **shot structure** (a `[product UI surface]` — fixed app window, dashboard/editor, parallax `[content card]` stack, or a `[container object/icon]` — centered over `[bg color/gradient]`, shown `[flat]` or `[3D-isometric]`; a custom `[brand-colored cursor with icon]` is the protagonist and the camera servos to whatever it touches; UI responds _live_ and in sync with each cursor action. Two role-tuned tempos fold in — Product_Intro **sweeps to introduce**, Key_Feature **performs a workflow**.)
14
+
15
+ - **Scene 1 (0.0–~Xs) — surface establishes + first touch.** The `[product UI surface]` arrives centered over `[bg color/gradient]` — either it is simply present (fixed window / dashboard / editor), a 3D-parallax stack of `[content cards]`, or a `[container object/icon]` that FLIES IN with a 3D tumble and settles. The custom `[cursor]` enters. The cursor performs the FIRST action on `[cursor target 1]` and the UI responds live in the same beat. Camera holds or begins a slow push-in toward the acted-on region.
16
+ - _Variant — Product_Intro_: low-commitment first touch — cursor HOVERS/sweeps a control or SWEEP-HIGHLIGHTS a field to `[accent color]`, OR the `[container]` fans open. An optional label/title fades/morphs onto the surface. The point is to _show the surface exists_ and is touchable.
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+ - _Variant — Key_Feature_: a concrete edit — cursor DRAGS a scrollbar / TYPES into a field / DRAGS a handle, and the UI responds materially (`[scroll]` / value climbs / region resizes). If the surface opened in `[3D-isometric]`, it may snap perspective-FLAT here to read the workflow.
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+
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+ - **Scene 2 (~Xs–~Ys) — camera chases to the next interaction (the engine).** The camera MOVES to the next target — push-in + pan / whip-pan / pan-down to `[cursor target k]` — and the cursor performs action k as the UI updates live. Each beat is a discrete interaction connected by a fast camera move; the surface's inner content SWAPS per interaction.
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+ - _Variant — Product_Intro_: navigation is exploratory — a slow camera pan + depth-of-field FOCUS-PULL across a parallax `[content card]` stack, or the `[container]` fanning into `[N option/content cards]` that SPRING to position. As content swaps, the supporting backdrop STEPS its color (`[bg step 1]` → step 2 → …). Typically one or two such moves.
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+ - _Variant — Key_Feature_: repeat for `[2–4 beats total]`, each a distinct operation the UI answers — counter COUNTS UP, `[pill/swatch]` SELECTS, a modal SLIDES UP and TYPES — connected by whip-pans / progressive zoom. The workflow visibly advances toward a result.
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+
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+ - **Scene 3 (~Ys–end) — payoff state, camera settles, HOLD.** The cursor lands on its final target and the screen reaches the payoff state; the camera comes to rest (static) and holds.
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+ - _Variant — Product_Intro_: the cursor HOVERS the hero element — a `[content card]` SCALES UP on hover, a node gets an `[Available]`-style pill, or a `[result card]` POPS/springs in — the "here's the product" payoff. Settles static, holds.
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+ - _Variant — Key_Feature_: locked close-up on the OUTCOME — cursor lands on the `[primary action button: Export / Save / Reimburse]` and a `[hover backdrop / highlight]` SPRING-pops in (the climax is the action button / produced result). Holds.
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+
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+ **motion vocabulary**: cursor-driven click / hover / sweep-highlight / drag / type; per-interaction live UI response (scroll, value climb, region resize, content swap); camera push-in + pan / whip-pan / pan-down servoing to each target; coordinate zoom onto the acted region; press-and-ripple on a clicked control; button press-compress; screen-state swap shot-to-shot; card fan-out to corners (spring); 3D container fly-in & tumble-settle; perspective-flatten (3D→2D snap); paginated/stepped backdrop color advance; depth-of-field focus-pull across a parallax card stack; counter count-up; pill/swatch select; modal slide-up + typing; label/title morph between states; UI-keyword highlight glow; terminal hover-scale or result-card pop-in; spring hover-backdrop on the final action button.
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+
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+ **rule mapping**
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+
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+ - viewport follows the cursor / camera servos to whatever it touches (primary) → `camera-cursor-tracking`
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+ - cursor moves to a target, presses, emits a ripple (the click itself — primary interaction primitive) → `cursor-click-ripple`
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+ - screen-state swap shot-to-shot (surface inner content changes between beats) → `scale-swap-transition`
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+ - camera push-in + pan / whip-pan / pan-down to the next target → `viewport-change` (pan/zoom across the UI)
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+ - sequencing the chase into discrete interaction beats → `multi-phase-camera`
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+ - zoom onto the specific acted-on UI region → `coordinate-target-zoom`
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+ - cursor icon/state changing with context (e.g. pointer↔grab over a draggable handle) → `context-sensitive-cursor`
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+ - which content appears per beat / step-by-step UI state progression / per-interaction swaps → `dynamic-content-sequencing`
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+ - sweep-highlight a field, highlight a UI keyword to `[accent color]` → `asr-keyword-glow` (keyword glow on the touched element)
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+ - clicked button compresses on press, springs back on release → `press-release-spring`
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+ - cursor + button compress together on a heavier press → `physics-press-reaction`
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+ - panel/card morphs between two states (e.g. card → expanded card, surface state A → B) → `card-morph-anchor`
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+ - terminal hover-scale, `[result card]` pop-in, spring hover-backdrop on the final action button → `spring-pop-entrance`
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+ - card fan-out to corners / option cards springing to position → `split-tilt-cards` (fan/spread into tilted positions) + `spring-pop-entrance` (the spring settle)
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+ - 3D-parallax content-card stack as the surface; UI shown 3D-isometric → `3d-page-scroll` (UI as a tilted scrolling/parallax card)
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+ - node gets an `[Available]`-style pill / tracked badge appears on an element → `ai-tracking-box`
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+ - counter / value count-up as the UI responds → `counting-dynamic-scale`
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+ - a result bar / number FILLS as the workflow's outcome → `stat-bars-and-fills`
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+ - a live `[video]` screen-capture clip used as the surface → technique: video compositing
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+ - perspective-flatten (3D-isometric → flat 2D snap) and the 3D-isometric tilt itself → technique: CSS-3D (no dedicated rule; the tilt/flatten transform is a CSS-3D primitive)
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+ - camera settles static on the payoff and HOLDS → (settle phase of `spring-pop-entrance` on the payoff element; the static hold itself needs no rule)
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+ - 3D container/object fly-in & tumble-settle → `depth-scatter-assemble` (free-tumbling 3D object/container entrance that flies in and tumble-settles; `orbit-3d-entry` only orbits a flat element into place)
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+ - depth-of-field focus-pull across the parallax card stack → `depth-of-field-blur` (rack-focus / DoF blur transition between near and far cards; `3d-page-scroll` supplies the tilted parallax stack and `viewport-change` the pan)
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+ - paginated/stepped backdrop color advance synced to interactions (`[bg step 1]`→step 2→…) → `discrete-text-sequence` (discrete state stepping, here applied to a background-color state rather than text)
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+ - modal slide-up + in-modal typing as one combined beat → `card-morph-anchor` / `scale-swap-transition` (the panel slide-in) + `discrete-text-sequence` (the in-modal typed text)
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+
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+ **camera modifier**: The defining motion is the camera CHASE — the viewport follows the cursor from target to target via `camera-cursor-tracking` (primary), realized as concrete push-in + pan / whip-pan / pan-down moves under `viewport-change`, sequenced into discrete interaction beats by `multi-phase-camera`, with each beat's destination targeted via `coordinate-target-zoom` (zoom to the acted-on region). Product_Intro biases toward a slow, exploratory pan + focus-pull that sweeps the surface; Key_Feature biases toward snappier whip-pans / progressive zoom that march through the workflow and lock static on the action button. This camera-servo-to-cursor is what separates the blueprint from hands-off camera scrolls (dataviz-scroll-reveal) and static device/window tours.
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+ # dataviz-countup — Data-Viz / Count-Up
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+
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+ **intent**: Make numbers and charts the hero — a count-up ring/number, a trend chart, a tilted stat/card grid — and traverse the data instruments with a camera that pushes THROUGH them (or scrolls across them) to land on one hero metric, so the data itself carries the argument.
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+
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+ **roles served**
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+
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+ - Problem (from `problem-dataviz-pushthrough` / #9 Problem_1): quantifies the pain with real-looking instruments — a count-up ring → a trend chart → a stat grid — the camera pushing THROUGH each object into the next to dramatize a worsening / large-scale problem ("X% of people struggle with…").
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+ - Product_Intro (from `product-intro-dataviz-scroll-reveal` / #19 Product_Intro_06): a confident "look at the result / the data" open — hard-cut from a hook word into a perspective-tilted grid of data-viz cards, then a hands-off camera scroll lands one glowing hero metric while a kinetic tagline assembles word-by-word.
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+ - Hook (from `hook-counter-burst`): a cold-open hook on ONE dramatic statistic — the frame opens dark and empty, 3–5 thematic icons puncture in clustered at center, then the headline number EXPLODES upward in size as the icons fling outward to their marks (the count-up and the spread are one beat), closed by a slow camera lean-in. Kinetic from frame 1.
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+
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+ **duration**: ~4–12s (Hook ~4s · Product_Intro ~6s · Problem ~11–12s)
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+
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+ **shot structure**
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+ Data-viz field on `[bg color]` (dark or light, soft corner glows); `[gradient A→B]` brand stroke on charts/rings; clean sans-serif white/dark text; a continuous camera move runs underneath that traverses 2–3 data instruments and resolves on a hero metric. One instrument per beat; the camera carries the cut.
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+
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+ - Scene 1 (0.0–Xs): the first data instrument establishes centered — a `[stat]` reads as the hero. A bold center number COUNTS UP `[start]`→`[end]` (font-size growing with the value), with `[stat label]` below; its paired graphic (a circular progress RING sweeping to `[pct]` with a `[gradient]` stroke, or a bar/fill) animates in on the SAME ease so number + graphic land as one beat. Supporting `[avatar/object]` elements pop in with spring overshoot into a scattered glowing orbit; a `[headline]` fades up. A very slow continuous camera zoom-in runs throughout.
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+ - Scene 2 (Xs–Ys): the camera traverses to the next instrument and that instrument animates — a `[gradient]` trend line / area chart DRAWS left→right on grid lines (Problem), or off-center cards SCROLL away as the layout glides (Product_Intro). The arriving `[stat-2]` number counts up / the chart resolves.
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+ - Scene 3 / Scene N (…–end): the camera lands the `[hero metric card]` (big number + label + delta + rising chart) in dead-center; a soft `[accent]` glow blooms behind it; the move reaches its peak then eases to a settled, slightly wider composition with the hero centered and supporting cards flanking it. HOLD on the final frame.
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+
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+ - Variant — Problem (push-THROUGH, count-up → trend → grid): Scene 1 is a centered circular progress ring + count-up center number with scattered glowing `[avatar/object]` orbit. Scene 2 is a fast camera PUSH-IN straight through the center of the ring (ring, number, orbiting elements scale up and fly out of frame) into a rounded `[card]` holding `[stat-2 header]` over a `[gradient]` line chart with grid lines + translucent area fill that draws left→right; camera pushes through then settles. Scene 3: camera PANS to a second `[card]` whose number counts up, holding a grid of the `[avatar/object]` elements — a subset dim/blur while the rest receive `[accent]` circular checkmark badges that SPRING-POP; camera settles to the end. The traversal is z-depth push-through between instruments.
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+ - Variant — Product_Intro (scroll-to-hero + word-by-word tagline): a brief opener — Scene 0 (~0.0–0.85s): a full-frame `[hero-color orb]` with a bold white `[hook phrase]` over it; static shimmer, then HARD CUT. Scene 1 cuts to a slightly perspective-TILTED grid of `[data-viz / product cards]` (charts, heatmaps, stat cards with deltas + source footers) with `[tagline word 1]` centered; the grid begins SCROLLING (e.g. toward upper-left) with its tilt held. Scene 2: the grid keeps scrolling so the `[hero metric card]` glides into dead-center as off-center cards slide away; `[tagline word 1]` translates out and `[word 2]` rises in from a frame edge. Scene 3: hero card settles centered, `[accent]` glow blooms behind it, camera PUSHES IN slightly; `[word 2]` holds near it. Scene 4: `[word 2]` slides out, the final `[tagline word]` drops in from the opposite edge above the still-glowing hero, push-in peaks. Scene 5: overlay type clears, camera eases BACK OUT to a settled wider tilted composition — hero centered with glow, supporting cards flanking. The traversal is a hands-off camera SCROLL across a tilted card plane (no cursor, no clicks) + a one-word-at-a-time kinetic headline + push-in-then-out bookend.
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+
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+ **motion vocabulary**
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+ count-up number with font-size growing on the value; circular progress-ring sweep; growth bar / progress fill; gradient trend-line + area-fill left→right draw; spring-overshoot pop-in of scattered glowing avatar/object elements; perspective-tilted card grid; directional grid scroll (cards glide in/out of center); hero-card centering; soft accent glow bloom behind the hero; slow continuous zoom-in; fast camera push-IN / push-THROUGH the center of an instrument; lateral/vertical camera pan between cards; gentle push-in that peaks then eases back out to a wider settle; selective dim/blur of a subset + spring-pop checkmark badges; full-frame hook orb → hard cut; kinetic tagline assembled word-by-word (each word drops/rises from a frame edge, prior word slides out).
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+
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+ **rule mapping** (motion verb → `rules/<id>.md`)
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+
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+ - count-up number whose font-size grows with the value → `counting-dynamic-scale` (primary text rule)
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+ - circular progress-ring sweep (the ring fill) → `stat-bars-and-fills` (ring form) — its draw mechanics delegate to → `svg-path-draw`
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+ - growth bars / progress fill paired beside a number → `stat-bars-and-fills` (primary data rule)
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+ - gradient trend-line / area-chart left→right draw → `svg-path-draw` (a path/line draws itself)
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+ - spring-overshoot pop-in of the avatar/object elements → `spring-pop-entrance` (elastic overshoot); the scattered-ring layout of glowing avatars/objects → `avatar-cloud-network`; if they keep drifting/orbiting → `orbit-3d-entry`
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+ - spring-pop `[accent]` checkmark badges → `spring-pop-entrance`
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+ - perspective-tilted card grid (tilt held static while content moves) → `3d-page-scroll`
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+ - directional scroll across the tilted card plane (cards glide in/out of center) → `3d-page-scroll` (scroll) + `viewport-change` (lateral/vertical pan form)
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+ - hero metric card centering (scroll/pan lands the target dead-center) → `coordinate-target-zoom` (target lands at viewport center) / `viewport-change`
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+ - hard-cut from the hook orb into the grid → `scale-swap-transition`
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+ - kinetic tagline assembled word-by-word → `kinetic-beat-slam` (one onset grid, distinct per-word entrances)
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+ - slow continuous zoom-in + push-THROUGH the instruments + lateral/vertical pan between cards + push-in-then-out bookend → `multi-phase-camera` (see camera modifier)
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+ - soft accent glow BLOOM behind the hero card → `ambient-glow-bloom` (un-triggered soft glow/bloom behind the static hero element — distinct from `press-release-spring`'s press-triggered glow and `asr-keyword-glow`'s word-timed envelope)
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+ - selective dim/blur of a SUBSET of grid items (focus-falloff on the non-highlighted cards) → `depth-of-field-blur` (selective per-element blur/dim to spotlight the highlighted cards — the same focus-falloff rule used in `constellation-hub`)
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+
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+ **camera modifier**: The camera is the through-line that traverses the data instruments — one camera wrapper sequenced by `multi-phase-camera`, with each stop targeted via `coordinate-target-zoom` onto the focal instrument/card.
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+
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+ - Problem — push-THROUGH: a slow continuous zoom-in (drift overlay) plus a fast PUSH-IN straight through the center of one instrument into the next (`multi-phase-camera`, Steady-push pattern), then a lateral/vertical PAN to the final card. Z-depth push-through is the signature (distinguishes it from a flat pan-tour).
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+ - Product_Intro — scroll-to-hero + bookend push: a hands-off directional SCROLL across the tilted card plane (`3d-page-scroll` scroll / `viewport-change` pan) that lands the hero card center, then a gentle push-in that PEAKS and eases BACK OUT to a wider settle (`multi-phase-camera`, Bookend-pull pattern). No cursor, no clicks — the camera does the navigating.