@mevdragon/vidfarm-devcli 0.14.0 → 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 (418) 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 +1,220 @@
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+ # Cut catalog — within-frame seams (worker-built)
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+
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+ > **A worker build-recipe (Step 5) — the sibling of `../hyperframes-animation/rules/`, not a second motion doc.** These are within-frame cuts the **frame worker builds INSIDE its own composition** (Z-scale + blur + opacity tweens, or per-word x-staggers, all on the frame's own paused GSAP timeline). They are **not** the between-frame transition: story owns that via `transition_in`, which the harness's injector stamps from a **separate registry vocabulary** (`crossfade` / `blur-crossfade` / `push-slide` / `zoom-through` / `squeeze`) — the catalog names here (**cut-the-curve / inverse-zoom / waterfall**) are **not** valid `transition_in` values. Use this catalog when a frame's shot sequence has an internal seam — a within-scene text/element swap, a **Scene-to-Scene** cut (a `Scene` is a time window WITHIN one frame, **not** a frame-to-frame boundary), or a text-to-text line change — and you want it to read as one continuous move instead of a hard slideshow cut. (`zoom-through` lives in both worlds: a whole-frame wrapper transition in the registry, an element-level Z-cut here — same idea, different scope.)
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+
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+ Four techniques that create depth and continuity:
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+
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+ 1. **Zoom-Through** — within-scene text swaps, Z-axis, moving TOWARD the viewer
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+ 2. **Inverse Zoom-Through** — Z-axis swaps moving AWAY from the viewer
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+ 3. **Cut the Curve** — between-scene transitions on x/y
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+ 4. **Waterfall Cut** — word-by-word cut-the-curve with staggered exits and entries
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+
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+ All four are the same underlying principle: **cut at peak velocity, match direction and
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+ speed on both sides of the cut.** The differences are axis, scope, and granularity.
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+
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+ **Choosing which at a seam:** for an UNFINISHED phrase (building one larger idea across
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+ several visually distinct scenes that still approach the same point — multi-line text, a
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+ run of consecutive cards) use **cut-the-curve** / **waterfall**. For a STATE CHANGE (turning
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+ to a NEW part of the video — most often hook → context, between two distinct chapters) use
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+ **zoom-through**, and **inverse zoom-through** for an arrival / payoff beat. Chain these so
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+ the frame's internal seams feel like one camera moving through the content.
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+
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+ ---
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+
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+ ## Blur Logic (applies to all Z-axis variants)
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+
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+ Blur sells the speed at the cut, but it must scale with the SUBJECT SIZE:
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+
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+ | Subject | Peak blur | Why |
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+ | ------------------------------------------------------ | ----------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
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+ | Text-scale (headline, line, word group) | **10px** | At 20px text smears into illegibility — the eye loses the word it was tracking and the cut reads as a glitch, not speed. (Learned 2026-06-10: the until-now inverse zooms shipped at 20px and read mushy; 10px keeps letterforms readable mid-cut.) |
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+ | Full-frame surface (terminal window, card, screenshot) | **18–20px** | Big surfaces have edges and texture that survive heavy blur; lighter blur on a full-frame move reads as a rendering hiccup instead of motion. |
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+
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+ Both sides of a cut use the SAME peak blur — the value must match at the swap frame.
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+ Apply blur to the WRAPPER, never to individual children.
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+
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+ ---
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+
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+ ## 1. Zoom-Through (forward)
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+
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+ ### The Problem
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+
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+ Text enters, holds, exits. Then next text enters, holds, exits. Each text block is
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+ independent — no depth, no continuity. The video feels like a slideshow.
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+
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+ ### The Principle
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+
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+ A velocity-matched cut on the Z-axis. You **never see both texts at the same time.** The
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+ outgoing text scales toward the viewer (accelerating), blur and opacity peak at the cut
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+ point hiding a hard swap, and the incoming text continues scaling up from behind
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+ (decelerating into the focal plane). One continuous forward motion, two different texts.
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+
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+ ### The Three Phases
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+
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+ **Phase 1: Exit** — text accelerates forward (toward viewer)
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+
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+ - Scale: `1.0 -> 1.2`, Blur: `0px -> 10px` (text-scale; see Blur Logic), Opacity: `1.0 -> 0.15`
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+ - Scale/blur easing: `power3.in` (steep acceleration)
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+ - Opacity easing: `none` (linear — even dimming, separated from scale)
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+ - Duration: 0.2s
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+
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+ **Phase 2: Hard cut** at peak velocity + peak blur
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+
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+ - Outgoing: `opacity: 0` (instant via `tl.set`)
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+ - Incoming: `opacity: 0.15, scale: 0.75, blur: 10px` (instant via `tl.set`)
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+ - All properties match at the cut: blur, opacity, and scale DIRECTION (both scaling up)
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+
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+ **Phase 3: Entry** — text continues forward (growing into focal plane)
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+
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+ - Scale: `0.75 -> 1.0`, Blur: `10px -> 0px`, Opacity: `0.15 -> 1.0`
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+ - Easing: `expo.out` (steep initial burst matching exit velocity, long settle)
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+ - Duration: 0.5s
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+
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+ ### Why Opacity Must Be Separate on Exit
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+
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+ Scale uses `power3.in` but that keeps opacity near 1.0 for most of the tween. Splitting
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+ opacity to its own tween with linear ease makes the dimming even. On entry, all properties
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+ can share `expo.out`.
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+
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+ ---
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+
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+ ## 2. Inverse Zoom-Through (backward)
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+
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+ The mirror: the camera "pulls back" instead of pushing through. The outgoing element
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+ RECEDES away from the viewer; the incoming element arrives OVERSIZED (as if it had been
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+ just behind the camera) and retracts into the focal plane. Both move in the shrinking
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+ direction — same-direction rule preserved, just reversed.
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+
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+ **When to use over the forward variant:** arrival beats. The incoming element lands with
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+ presence because it comes from larger-than-frame — right for a payoff line ("That changes
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+ today."), a giant reply, or a held end-state. Forward zoom-through reads as _progressing
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+ through_ content; inverse reads as _arriving at_ content.
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+
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+ ### The Three Phases
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+
95
+ **Phase 1: Exit** — element recedes (away from viewer)
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+
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+ - Scale: `1.0 -> 0.8`, Blur: `0px -> 10px` (text-scale)
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+ - Scale/blur easing: `power3.in`; Opacity: `1.0 -> 0.15` on `none` (separate tween)
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+ - Duration: 0.2s
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+
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+ **Phase 2: Hard cut**
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+
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+ - Outgoing: `opacity: 0` via `tl.set`
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+ - Incoming: `opacity: 0.15, scale: 1.25, blur: 10px` via `tl.set`
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+
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+ **Phase 3: Entry** — incoming retracts into place
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+
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+ - Scale: `1.25 -> 1.0`, Blur: `10px -> 0px`, Opacity: `0.15 -> 1.0`
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+ - Easing: `expo.out`, Duration: 0.5s
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+
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+ Shipped examples: `boring → until-now` and `B3 → "That changes today."` (sfx-music-launch);
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+ seams 3/4 in claude-paper (`follow-up → thinking`, `thinking → compose UI`).
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+
114
+ ---
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+
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+ ## 3. Cut the Curve (Scene Transitions)
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+
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+ ### The Principle
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+
120
+ Use cut-the-curve for **all scene-to-scene transitions** on x and y axes. The outgoing
121
+ scene's hero element accelerates in one direction, the cut lands mid-motion, and the
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+ incoming scene's hero element continues moving in the **same direction** and decelerates.
123
+ Nothing exits fully off-screen and nothing enters from fully off-screen — **speed plus
124
+ opacity fading trick the eye**; the partial moves are enough.
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+
126
+ ### Same Path, Same Direction
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+
128
+ If Scene A's hero slides left, Scene B's hero enters from the right and continues sliding
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+ left. Both move leftward. One continuous motion.
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+
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+ | Direction | Scene A exit | Scene B entry start | Scene B entry end |
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+ | --------- | -------------- | ------------------- | ----------------- |
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+ | Leftward | `x: 0 -> -230` | `x: +230` | `x: 0` |
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+ | Rightward | `x: 0 -> +230` | `x: -230` | `x: 0` |
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+ | Upward | `y: 0 -> -230` | `y: +230` | `y: 0` |
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+ | Downward | `y: 0 -> +230` | `y: -230` | `y: 0` |
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+
138
+ ### Velocity matching via mirrored eases
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+
140
+ The cleanest match: exit `power4.in` and entry `power4.out` with the SAME distance and
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+ duration — mathematically the two halves of one `power4.inOut` composite, so the entering
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+ element picks up at exactly the 50% point of the notional path at identical velocity
143
+ (e.g. 230px / 0.3s ≈ 3,070 px/s at the cut on both sides).
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+
145
+ The fade trick: the exit's opacity completes at ~25–30% of its travel (fade duration
146
+ ≈ 0.18–0.3s vs motion 0.3–0.34s) — the element vanishes while still visibly accelerating,
147
+ and nothing has to reach the frame edge. Entry fades IN fast from ~0.35 under its
148
+ deceleration. Time the LAST fading element to die right at the hard cut — gaps where
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+ nothing is moving read as awkward dead air.
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+
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+ ### Rules
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+
153
+ - Use cut-the-curve for all scene transitions — it's the default, not an accent
154
+ - Same direction on both sides; mirrored `.in`/`.out` eases, same distance + duration
155
+ - Exit duration short (0.2–0.4s), entry duration >= exit duration
156
+ - Partial travel + fade, never full off-screen moves
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+
158
+ ---
159
+
160
+ ## 4. Waterfall Cut (word-by-word cut-the-curve)
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+
162
+ Cut-the-curve at WORD granularity — the strongest version of the leftward cut for
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+ text-to-text seams. Each word of the outgoing line ramps out on its own pronounced curve;
164
+ each word of the incoming line cascades in mid-flight. The stagger turns the cut into a
165
+ wave the eye rides across the seam.
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+
167
+ ### Exit (per word)
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+
169
+ - Motion: `x: 0 -> -230` over 0.34s on **power4.in** — a much more pronounced ramp than
170
+ the usual power2: the word barely creeps, then RIPS
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+ - Fade: `opacity -> 0` over 0.18s (separate tween, `power1.in`) — completes when the word
172
+ is only ~25–30% into its travel
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+ - Stagger: reading order, ~0.022s per word, timed so the LAST word finishes fading right
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+ at the hard cut
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+
176
+ ### Entry (per word)
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+
178
+ - `fromTo x: +230 -> 0, opacity: 0.35 -> 1` over 0.3s on **power4.out** — the mirrored
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+ back half of the composite; every word ignites already moving at matched velocity
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+ - Waterfall stagger with SHRINKING gaps (start 0.05s, multiply by ~0.84 per word) so the
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+ cascade accelerates across the line — the cascade should speed up word over word, not run
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+ at a flat per-word delay
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+ - Pre-set all words to `x: +230, opacity: 0` at build time — `immediateRender: false`
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+ alone leaves un-started words sitting visible at rest during the stagger window
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+
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+ ### Whole-line variant
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+
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+ A single-line beat (e.g. a big intro line) exits as one group with the same pronounced
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+ ramp, but stretch its fade to ~0.3s ending ~0.02s before the cut — a lone element that
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+ fades early leaves dead air that a word cascade would have covered.
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+
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+ Shipped example: `until-now.html` B1→B2→B3 (sfx-music-launch).
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+
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+ ---
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+
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+ ## Choosing a Variant
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+
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+ | | Zoom-Through | Inverse Zoom | Cut the Curve | Waterfall Cut |
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+ | -------------- | --------------------------- | --------------------------- | ----------------- | ------------------------- |
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+ | Scope | Within-scene text swap | Arrival/payoff beat | Between scenes | Text-to-text seam |
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+ | Axis | Z, toward viewer | Z, away from viewer | X / Y | X, per-word |
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+ | Peak blur | 10px text / 20px full-frame | 10px text / 20px full-frame | none required | none (fade does the work) |
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+ | Opacity at cut | 0.15 | 0.15 | exit faded by cut | last word dies at cut |
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+ | Feel | progressing through | arriving at | carried sideways | a wave across the seam |
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+
206
+ ---
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+
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+ ## Anti-Patterns
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+
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+ | Don't | Why | Instead |
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+ | ---------------------------------------- | ------------------------------------------- | ------------------------------------------------------ |
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+ | Two texts visible during a zoom-through | Overlapping text breaks the Z-axis illusion | Hard cut at blur peak, one text at a time |
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+ | 20px blur on text-scale subjects | Letterforms smear; reads as a glitch | 10px for text, 18–20px only full-frame |
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+ | Elements on different paths across a cut | Eye tracks one direction, cut goes another | Same property, same direction |
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+ | Mismatched blur/opacity at the swap | Visible flash or brightness jump | Identical values at the cut frame |
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+ | Gentle easing on entry (`power2.out`) | Entry velocity feels slower than exit | Mirror the exit: `power4.out` / `expo.out` |
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+ | Full off-screen exits / entries | Wastes time and breaks the speed illusion | Partial travel + early fade |
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+ | Lone element fading long before its cut | Dead air at the seam | Fade ends ~0.02s before the cut, or use a word cascade |
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+ | Zoom-through on body text | Small text at 0.75 scale is unreadable | Only headlines and short phrases |
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+ | Scene cuts without cut-the-curve | Static cuts feel like a slideshow | Cut-the-curve is the default |
@@ -0,0 +1,156 @@
1
+ # Motion language — the move vocabulary + the motion doctrine + the seek-safe core
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+
3
+ > The motion layer for **Step 4 (Visual design)**. When you write a frame's **time-coded shot sequence**, you name each scene's move **inline from the vocabulary below** — a named palette of the moves the golden corpus actually uses. Each move carries the **backing rule id** in this skill's local `../hyperframes-animation/rules/`; cite that id so the move resolves to a real recipe when a **frame worker** implements it in Step 5 (the worker reads the rule body in `../hyperframes-animation/rules/<id>.md` — it reproduces the move, it does not guess from the name). You name motion by **role / move name**, never by raw GSAP curve, ms, or stagger formula — the worker maps the curve. Between-frame **transitions are not yours**: story names `transition_in`, the harness injects it; that injected transition **is** the frame's exit. For cuts a worker builds INSIDE a frame (within-scene swaps, scene-to-scene seams), see the catalog in `cut-catalog.md`.
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+
5
+ A good promo feels like one continuous film — one camera, one motion feel, **smooth and timed to the voiceover** — not a pile of slides that animate once and freeze. The doctrine in Part 2 is load-bearing: when in doubt, do what it says.
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+
7
+ ---
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+
9
+ # Part 1 — the move vocabulary
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+
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+ Reach into this palette when naming a scene's motion. Pick the move that matches the beat, name it in the shot sequence, and cite the rule id after `→`. The blueprints (`../hyperframes-animation/blueprints/`) name these same moves in their `rule mapping`; you're drawing from one shared palette. Compose 2–4 across a shot's scenes (entrance → sequential reveal → settle), not all at once.
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+
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+ ## Kinetic type
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+
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+ - **hard-cut / flash word-swap** — a word or line replaces the previous one on an instant cut (no fade/roll); the swap itself is the beat. → `discrete-text-sequence`
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+ - **in-place token cycle** — a fixed line holds and only its variable slot changes, token → token → token. → `discrete-text-sequence`
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+ - **per-word staggered reveal** — a phrase assembles word-by-word (or chunk-by-chunk), each landing on its own beat. → `dynamic-content-sequencing`
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+ - **kinetic beat-slam** — short phrases slam in on a shared percussive beat array, each with a distinct entrance, resolving on a locked finale; the recipe for "punchy / rhythmic" taglines. → `kinetic-beat-slam`
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+
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+ ## Typewriter
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+
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+ - **type-on with caret** — text types in character-by-character behind a blinking caret. → `discrete-text-sequence` (+ `context-sensitive-cursor` for the caret blink / color)
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+ - **backspace-and-retype** — the line types, deletes the last word(s), and retypes a new one (typo-correction, reframe). → `discrete-text-sequence` (+ `context-sensitive-cursor`)
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+
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+ ## Count-up / data
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+
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+ - **value-scaled counter** — a number counts up and its font size grows with the value, so the climb itself escalates. → `counting-dynamic-scale`
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+ - **bars / progress / star wipe** — a number paired with a graphic that fills: bar-height stagger, a progress bar / ring filling, a fractional star-rating wipe. → `stat-bars-and-fills`
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+
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+ ## Reveal / decode
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+
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+ - **3D char flip-decode** — characters flip in 3D and resolve from scrambled glyphs to the real text (decryption feel). → `hacker-flip-3d`
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+ - **SVG self-draw** — an outline / icon / ring draws itself stroke-by-stroke. → `svg-path-draw`
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+
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+ ## Camera
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+
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+ - **push / focus / drift** — a sequential camera move on the frame root (pull-back → focus → push) plus continuous micro-drift; the cinematic baseline. → `multi-phase-camera`
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+ - **zoom-to-target** — zoom into a non-centered element (scale + counter-translate to keep it framed). → `coordinate-target-zoom`
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+ - **pan / focus-lock** — a virtual camera transforming one `.world` wrapper to pan / zoom / lock onto a region. → `viewport-change`
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+ - **camera-cursor-tracking** — the viewport locks to a moving focal point (a typing cursor), static framing then focal-locked tracking. → `camera-cursor-tracking`
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+
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+ ## Layout motion
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+
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+ - **cluster→outward expansion** — elements start clustered at center and expand outward to their final positions in lockstep. → `center-outward-expansion`
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+ - **orbit** — elements flip in from 3D space and settle into a continuous elliptical orbit (entry flips in-place at the orbital position). → `orbit-3d-entry`
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+ - **split-tilt cards** — two cards side-by-side with opposing rotationY tilts, entering from their respective sides (comparison / before-after). → `split-tilt-cards`
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+ - **logo/avatar ring + connectors** — avatars or logos on an elliptical ring with SVG connection lines to a center point, staggered entry. → `avatar-cloud-network`
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+
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+ ## Surface / UI
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+
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+ - **3D page-scroll reveal** — a full webpage as a tilted 3D card whose internal content scrolls to reveal specific sections. → `3d-page-scroll`
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+ - **cursor click + ripple** — a cursor moves to a target, depresses with it on click, and emits an expanding ripple. → `cursor-click-ripple`
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+ - **button press** — a tactile press: compression then spring recovery, optional release burst / glow. → `press-release-spring` (or `physics-press-reaction` for a click that compresses cursor + target together)
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+ - **keyword glow** — keywords light up with glow + scale + color on an attack-decay-rest envelope, synced to a word rail. → `asr-keyword-glow`
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+
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+ ## Morph / handoff
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+
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+ - **scale-swap** — two elements at the same screen center hand off: the outgoing cluster shrinks + fades as the incoming one arrives. → `scale-swap-transition`
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+ - **card morph-anchor** — a container morphs apparent size + corner radius + surface between two shots, then fades to reveal the real target beneath (HyperFrames uses uniform `scale`, not `width`/`height`). → `card-morph-anchor`
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+
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+ ## Seam cuts (worker-built, inside a frame)
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+
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+ The velocity-matched cuts a worker authors between a frame's own Scenes. Name the seam in the shot sequence; the recipe is in the catalog, not a single `../hyperframes-animation/rules/` id.
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+
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+ - **zoom-through / inverse zoom-through** — a within-scene swap on the Z-axis; forward reads "progressing through", inverse reads "arriving at" (payoff). → `cut-catalog.md`
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+ - **cut-the-curve** — a scene-to-scene cut where both sides move the same direction at matched velocity. → `cut-catalog.md`
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+ - **waterfall cut** — cut-the-curve at word granularity, a wave across a text-to-text seam. → `cut-catalog.md`
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+
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+ ## Emphasis / marker
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+
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+ - **highlight / circle / burst / scribble** — a marker-drawn emphasis on a word or element: yellow highlight sweep, hand-drawn circle, radiating burst, scribble, or rough sketch-outline. → `css-marker-patterns`
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+
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+ ## Aliveness during a hold (use sparingly — see Part 2)
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+
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+ - **subtle jitter** — the sanctioned way to keep a settled frame alive: a small, low-amplitude positional/scale jitter on the held element. The motion-graphics trick that reads "alive" without reading "weak." → `sine-wave-loop` (low-amplitude register)
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+ - **live SVG internals** — internal SVG parts move so an icon feels alive (rotating hands, oscillating blades, pulsing dots, dash-flow); fine because it's the subject doing something, not a card breathing. → `svg-icon-enrichment`
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+ - **finite bounded ambient** — a single bounded breathe/drift on ONE held hero, only when genuinely needed; de-emphasized — prefer sequential reveal or jitter first. → `sine-wave-loop`
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+
79
+ ## The added moves — now backed by local rules
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+
81
+ Five moves the golden corpus needs were added to this skill's `../hyperframes-animation/rules/`, rounding out the vocabulary above:
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+
83
+ - **depth-of-field / selective-blur** — blur the off-focus subset to spotlight the focal element → `depth-of-field-blur`
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+ - **motion-blur streak** — directional velocity blur on a fast fly-in / camera push-through → `motion-blur-streak`
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+ - **3D depth scatter-assemble** — glyphs/elements scatter into a tumbling 3D cloud, then reassemble → `depth-scatter-assemble`
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+ - **spring-pop entrance** — the canonical entrance pop; default to a smooth long-tail settle, overshoot only when explicitly playful → `spring-pop-entrance`
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+ - **ambient glow / bloom** — un-triggered soft glow blooming behind a static hero → `ambient-glow-bloom`
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+
89
+ ---
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+
91
+ # Part 2 — the motion doctrine (load-bearing)
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+
93
+ These four rules are the difference between a clip that reads as a serious launch video and one that reads as an agent-made PowerPoint. Follow them as written.
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+
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+ ## 1. Smooth beats bouncy — `power3` is the default
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+
97
+ Elements should use **long-tail decel curves that let them settle smoothly. `power3` is enough in most cases.** No bouncy, no overshoot, no `back.out` / `bounce.out` / `elastic.out` as a default.
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+
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+ Bouncy is the **#1 instant turn-off** in user-made Remotion / HyperFrames videos, and the agent almost never gets it right — it thinks bouncy adds emphasis, but it buys that emphasis at the cost of cleanliness. The serious launch-video shops feel the same. **Smooth always wins.** Overshoot is demoted to a **rare, explicitly-playful exception** (a consumer/fun logo slam, a deliberate bell-hit) — never the house style. Name the intent as a long-tail settle; the worker maps `power3` (or `expo.out` on a fast arrival). See `../hyperframes-animation/rules/spring-pop-entrance.md` — it now leads with the smooth settle.
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+
101
+ ## 2. Sequential reveal in the back ~50%, timed to the voiceover
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+
103
+ This is the anti-PowerPoint mechanism — sharper than "put development in the middle."
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+
105
+ - **Don't dump everything on screen in the first ~25%** of the scene. Rushing all content in up front is exactly what forces the slideshow feel.
106
+ - **Reveal each piece — a line, a card, even an h1 — when the voiceover mentions it**, sequencing reveals across the **later ~50%** of the scene. Same amount of agent work, but the cut becomes coherent and gains rhythm.
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+ - **Less is more.** Fewer things on screen, each arriving on its VO beat, beats a full canvas that animated once and froze.
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+
109
+ Practically: a frame's shot sequence front-loads almost nothing — the entrance carries only what the VO is saying at t=0, and the rest of the elements wait in the timeline for their spoken cue. A reveal maps onto a development-class move from Part 1 (`per-word staggered reveal`, `cluster→outward expansion`, a `count-up`, an `asr-keyword-glow` synced to the word rail).
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+
111
+ ## 3. No lazy breathing, no bad pan/push — "no motion over bad motion"
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+
113
+ The agent's two reflexive ways to fake "aliveness" both read cheap:
114
+
115
+ - **No lazy breathing.** Scaling cards/text up and down in a circular loop to look "alive" is the cheap tell. Don't reach for it.
116
+ - **No bad slow pan / push in the back half.** A slow pan or push on elements in the later ~50% of a scene **disrupts the viewer's sightline and causes eye discomfort** — it actively makes the frame worse, not better.
117
+
118
+ The fix for both is the same: **stagger element reveals in time with the script** (rule 2). And the governing principle: **"I'd rather have NO motion than BAD motion."** A held, still frame is better than a frame kept "alive" by breathing or a drifting camera. The **only sanctioned aliveness** during a hold is **subtle jitter** — a small low-amplitude jitter that keeps a frame from feeling dead without looking weak (it's in Claude videos now). Everything else holds.
119
+
120
+ ## 4. Internal seams are velocity-matched cuts
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+
122
+ When a frame has an internal seam — a within-scene swap, a Scene-to-Scene cut, a text-to-text line change — make it a **velocity-matched cut**, not a hard slideshow cut: cut at peak velocity, match direction and speed on both sides. The catalog (the four techniques, the blur logic, and which to use when) is `cut-catalog.md`; the moves are listed under **Seam cuts** in Part 1.
123
+
124
+ ## One-line summary
125
+
126
+ Smooth long-tail (`power3`) over bouncy; reveal sequentially in the back ~50% timed to the VO (not dumped in the first 25%); no lazy breathing and no bad slow pan/push — prefer stillness, with subtle jitter as the only aliveness; cut at peak velocity with matched direction/speed (→ `cut-catalog.md`).
127
+
128
+ ---
129
+
130
+ # Part 3 — the seek-safe core (hard rules)
131
+
132
+ The frame is a **paused GSAP timeline seeked frame-by-frame**, so some "continuous" intents from a real-time engine can't render — don't name them. These are non-negotiable regardless of doctrine.
133
+
134
+ - **No infinite / forever motion** — "particles loop endlessly," "logo rotates forever," "marquee on repeat." Any aliveness (the subtle jitter, a live SVG internal, a needed bounded ambient) is a **finite tween over the hold**, never `repeat` / `yoyo`.
135
+ - **No randomness or wall-clock** — no `Math.random` particle fields, no `Date.now` drift. Every render must be identical; name deterministic motion only (stagger and any variation derive from the element index).
136
+ - **Entrances use `fromTo`** — state the from-state explicitly so a seek to `t=0` lands the element correctly; never rely on a CSS-hidden start (it renders visible before the tween claims it, and flickers under seek).
137
+ - **No CSS `transition` / `@keyframes` for motion** — CSS animation runs on the browser clock, independent of the HF seek clock; it desyncs and flickers. Drive all motion inside the paused GSAP timeline.
138
+ - **Entrance + sequential reveal only — no mid-video exit.** The frame unmounts via the harness transition; that injected `transition_in` **is** the exit. Exit motion belongs only to the final frame. (Worker-built seam cuts in `cut-catalog.md` are within-frame, not the frame's exit.)
139
+
140
+ ## Forbidden — the failure modes
141
+
142
+ **Slideshow (the primary failure):** everything dumped on screen in the first ~25%; content enters then freezes; nothing revealed on its VO cue. Fix with rule 2 (sequential reveal timed to the VO).
143
+
144
+ **Cheap aliveness:** circular breathing as "life"; a slow pan/push in the back half disrupting the eye; many elements floating independently as "motion." Fix with rule 3 (stillness + subtle jitter only).
145
+
146
+ **Bouncy:** `back.out` / `bounce.out` / `elastic.out` as the default entrance; hand-keyed overshoot. Fix with rule 1 (`power3` long-tail; overshoot only when explicitly playful).
147
+
148
+ **Always:** no `repeat` / `yoyo`; no `Math.random` / `Date.now`; no all-elements-entering-simultaneously (sequence or stagger).
149
+
150
+ ## Naming motion in a shot — example
151
+
152
+ > Scene 1 (0.0–1.0s): solid field; hero headline enters via **per-word staggered reveal** (`dynamic-content-sequencing`) on a smooth long-tail settle (`power3`); slow **push** on the root (`multi-phase-camera`) holds steady — no back-half re-push.
153
+ > Scene 2 (1.0–3.0s): as the VO names each capability, five feature icons reveal **sequentially** via **cluster→outward expansion** (`center-outward-expansion`), then a **value-scaled counter** (`counting-dynamic-scale`) ticks up beneath them — the back-half reveal, timed to the script, not dumped at t=0.
154
+ > Scene 3 (3.0–4.2s): hold on the result; **keyword glow** (`asr-keyword-glow`) lands on the payoff word as the VO says it; settles and holds still — at most **subtle jitter** (`sine-wave-loop`, low amplitude) keeps it alive; no breathing, no drift.
155
+
156
+ Name the move + its rule id (or `cut-catalog.md` for a seam cut) per scene; let the worker pick curves, ms, and stagger — defaulting to `power3`.