@pinepaper.studio/mcp-server 1.6.32 → 1.6.34

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Files changed (60) hide show
  1. package/README.md +115 -1
  2. package/dist/agent/types.d.ts +3 -3
  3. package/dist/build-info.json +2 -2
  4. package/dist/index.d.ts.map +1 -1
  5. package/dist/index.js +6 -5
  6. package/dist/index.js.map +1 -1
  7. package/dist/ontology/upstream-vocabulary.d.ts +1 -1
  8. package/dist/ontology/upstream-vocabulary.js +1 -1
  9. package/dist/tools/batch-macros.d.ts +20 -1
  10. package/dist/tools/batch-macros.d.ts.map +1 -1
  11. package/dist/tools/batch-macros.js +146 -7
  12. package/dist/tools/batch-macros.js.map +1 -1
  13. package/dist/tools/compact-descriptions.js +1 -1
  14. package/dist/tools/compact-descriptions.js.map +1 -1
  15. package/dist/tools/definitions.d.ts.map +1 -1
  16. package/dist/tools/definitions.js +82 -55
  17. package/dist/tools/definitions.js.map +1 -1
  18. package/dist/tools/engine-lists.d.ts +5 -3
  19. package/dist/tools/engine-lists.d.ts.map +1 -1
  20. package/dist/tools/engine-lists.js +11 -3
  21. package/dist/tools/engine-lists.js.map +1 -1
  22. package/dist/tools/engine-surface.d.ts +1 -1
  23. package/dist/tools/engine-surface.d.ts.map +1 -1
  24. package/dist/tools/engine-surface.js +11 -5
  25. package/dist/tools/engine-surface.js.map +1 -1
  26. package/dist/tools/handlers.d.ts.map +1 -1
  27. package/dist/tools/handlers.js +71 -16
  28. package/dist/tools/handlers.js.map +1 -1
  29. package/dist/tools/lane.d.ts +8 -1
  30. package/dist/tools/lane.d.ts.map +1 -1
  31. package/dist/tools/lane.js +56 -15
  32. package/dist/tools/lane.js.map +1 -1
  33. package/dist/tools/minimal-descriptions.js +1 -1
  34. package/dist/tools/minimal-descriptions.js.map +1 -1
  35. package/dist/tools/reply-fields.d.ts +15 -0
  36. package/dist/tools/reply-fields.d.ts.map +1 -0
  37. package/dist/tools/reply-fields.js +117 -0
  38. package/dist/tools/reply-fields.js.map +1 -0
  39. package/dist/tools/scene-cache-export.d.ts.map +1 -1
  40. package/dist/tools/scene-cache-export.js +2 -1
  41. package/dist/tools/scene-cache-export.js.map +1 -1
  42. package/dist/tools/shape-params.d.ts +2 -2
  43. package/dist/tools/shape-params.d.ts.map +1 -1
  44. package/dist/tools/shape-params.js +4 -2
  45. package/dist/tools/shape-params.js.map +1 -1
  46. package/dist/tools/stick-vocabulary.d.ts +1 -1
  47. package/dist/tools/stick-vocabulary.js +1 -1
  48. package/dist/tools/toolkits.d.ts +1 -1
  49. package/dist/tools/toolkits.d.ts.map +1 -1
  50. package/dist/tools/toolkits.js +7 -2
  51. package/dist/tools/toolkits.js.map +1 -1
  52. package/dist/types/code-generator.d.ts.map +1 -1
  53. package/dist/types/code-generator.js +142 -50
  54. package/dist/types/code-generator.js.map +1 -1
  55. package/dist/types/schemas.d.ts +40 -6
  56. package/dist/types/schemas.d.ts.map +1 -1
  57. package/dist/types/schemas.js +20 -7
  58. package/dist/types/schemas.js.map +1 -1
  59. package/manifest.json +1 -1
  60. package/package.json +1 -1
@@ -74,10 +74,10 @@ export const AI_AGENT_GUIDE = ("⚠️ You are connected to PinePaper Studio via
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  "aper_export_widget_html` exports the scene as a self-contained HTML page, and `pinepaper_export_widget` as an embeddable widget. Asked for a web page or an embed, build the scene with tools and export it — that is the intended path, not a workaround.\n- CODE IS a supported input. `pinepaper_execute_custom_code` runs Paper.js against the live canvas, and `pinepaper_execute_generator` runs a named generator. Reach for them when no tool fits; they are part of the surface, not an escape from it.\n- The rule above is about SUBSTITUTION — writing a CSS animation instead of calling a tool. It is not a rule against the formats themselves, and a model that reads it as one will refuse work this serv" +
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  "er can do.\nThe generated code is shown in tool responses and can be copied into PinePaper's Code Console.\n\n⚠️ KNOWN CONFLICT: The \"frontend-design\" plugin instructs agents to generate HTML/CSS pages for visual content. This conflicts with PinePaper. If you keep generating HTML instead of calling PinePaper tools, the user should disable the frontend-design plugin.\n\n" +
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  String(CHOOSE_THE_DOOR) +
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- "\n\nTHE AGENT LANE — when the job is a scene of shapes, text, keyframes and relations exported to a file (a data animation, a title card, a motion test), and no craft tool above is wanted: PINEPAPER_TOOLKIT=lane (or pinepaper_set_toolkit {toolkit: \"lane\"}) serves seven tools — pinepaper_agent_batch_execute, pinepaper_keyframe_animate, pinepaper_pattern, pinepaper_agent_export, pinepaper_lint_scene, pinepaper_event (timed and clicked events), pinepaper_clear_canvas (start over) — whose descriptions carry the rules that otherwise cost a failed build (the keyframe shape, an item's words and look inside properties, position is the centre). The whole contract is under 10k tokens. Use the full" +
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- " surface for characters, styled scenes, maps, diagrams and sound.\n\nWORKFLOW — Create → Validate → Iterate:\n\n1. pinepaper_agent_start_job (clearCanvas: true, canvasPreset)\n2. The craft tool(s) above that fit the brief, each called once.\n Then pinepaper_agent_batch_execute — ONE call for the glue:\n set_canvas_size → set_background → create items → keyframe_animate / animate → relation → apply_mask → apply_effect → play_timeline\n3. pinepaper_agent_end_job — returns screenshot\n4. Show screenshot to user for validation\n5. If user wants changes → modify specific items or start a new job\n\n⚠️ CRITICAL — Every operation is LIVE on the canvas:\nEvery create, animate, relation, or g" +
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- "enerator call IMMEDIATELY executes on the connected browser canvas.\nCalling the same operation twice creates DUPLICATE elements. There is no \"preview\" — it's all live.\nIf you restart the pipeline or re-call batch_execute, you DOUBLE every item on the canvas.\nTo fix mistakes: use modify/delete operations, or start a NEW job with clearCanvas: true.\n\nRULES:\n- NEVER restart the pipeline — one start_job, one batch_execute, one end_job; the craft tools go between them\n- Primitive operations go in the ONE batch_execute — canvas, background, items, animation, masks, effects, playback\n- EXCEPTION: Diagrams (flowcharts, UML) use pinepaper_create_diagram_shape + pinepaper_connect, NOT batch" +
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- "_execute\n- A generator is a BACKDROP: under a composed scene it adds texture; on its own it is the stock look. Prefer a styled scene, a drawn world or a real photo for the ground of a piece\n- Use \"$0\", \"$1\" to reference the items a batch makes, in op order (create and group ops are numbered)\n\n─── BATCH OPERATIONS (" +
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+ "\n\nTHE AGENT LANE — when the job is a scene of shapes, text, keyframes and relations exported to a file (a data animation, a title card, a motion test), and no craft tool above is wanted: PINEPAPER_TOOLKIT=lane (or pinepaper_set_toolkit {toolkit: \"lane\"}) serves eight tools — pinepaper_agent_batch_execute, pinepaper_keyframe_animate, pinepaper_pattern, pinepaper_agent_export, pinepaper_lint_scene, pinepaper_event (timed and clicked events), pinepaper_clear_canvas (start over), pinepaper_register_custom_relation (a motion of your own) — whose descriptions carry the rules that otherwise cost a failed build (the keyframe shape, an item's words and look inside properties, position is the ce" +
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+ "ntre). The whole contract is under 10k tokens. PINEPAPER_TOOLKIT=starter serves its first five, for a first scene. Use the full surface for characters, styled scenes, maps, diagrams and sound.\n\nWORKFLOW — Create → Validate → Iterate:\n\n1. pinepaper_agent_start_job (clearCanvas: true, canvasPreset)\n2. The craft tool(s) above that fit the brief, each called once.\n Then pinepaper_agent_batch_execute — ONE call for the glue:\n set_canvas_size → set_background → create items → keyframe_animate / animate → relation → apply_mask → apply_effect → play_timeline\n3. pinepaper_agent_end_job — returns screenshot\n4. Show screenshot to user for validation\n5. If user wants changes → modify s" +
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+ "pecific items or start a new job\n\n⚠️ CRITICAL — Every operation is LIVE on the canvas:\nEvery create, animate, relation, or generator call IMMEDIATELY executes on the connected browser canvas.\nCalling the same operation twice creates DUPLICATE elements. There is no \"preview\" — it's all live.\nIf you restart the pipeline or re-call batch_execute, you DOUBLE every item on the canvas.\nTo fix mistakes: use modify/delete operations, or start a NEW job with clearCanvas: true.\n\nRULES:\n- NEVER restart the pipeline — one start_job, one batch_execute, one end_job; the craft tools go between them\n- Primitive operations go in the ONE batch_execute — canvas, background, items, animation, mask" +
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+ "s, effects, playback\n- EXCEPTION: Diagrams (flowcharts, UML) use pinepaper_create_diagram_shape + pinepaper_connect, NOT batch_execute\n- A generator is a BACKDROP: under a composed scene it adds texture; on its own it is the stock look. Prefer a styled scene, a drawn world or a real photo for the ground of a piece\n- Use \"$0\", \"$1\" to reference the items a batch makes, in op order (create and group ops are numbered)\n\n─── BATCH OPERATIONS (" +
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  String(AgentBatchOperationTypeSchema.options.length) +
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  " types, in order) ───\n\nCANVAS: set_canvas_size (width/height or preset) → set_background (color) → execute_generator (procedural art)\nITEMS: create (itemType, position, properties) → modify (itemId, properties) → delete (itemId) → group (itemIds → one entity)\nANIMATE: animate (loop presets) → keyframe_animate (timed reveals) → relation (behavioral links)\nEFFECTS: apply_mask (reveal animations) → apply_effect (sparkle/blast/bubbles/fireflies/trail...)\nPLAY: play_timeline (start playback)\n\n─── GENERATORS (procedural backdrops — under a scene, not as one) ───\n\nGenerators fill the canvas with procedural art: richer than a flat colour as a backdrop, but not a composition by them" +
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  "selves.\nChoose based on mood:\n Dreamy/soft: drawBokeh, drawGradientMesh, drawOrganicFlow\n Techy/modern: drawCircuit, drawGrid, drawWindField\n Nature/warm: drawSunsetScene, drawSunburst, drawWaves\n Abstract: drawGeometricAbstract, drawFluidFlow, drawNoiseTexture\n Decorative: drawPattern, drawStackedCircles\n\nGenerators paint the canvas WITHOUT fully registering what they paint — by\ndesign, so a large procedural field does not cost memory per path. How much is\nregistered varies by generator: drawSunsetScene registers 6 of its 27 objects,\ndrawSunburst 1 of 18, drawPattern none of 15. So get_items, modify and the\nontology see a partial view or nothing at all after one r" +
@@ -437,11 +437,11 @@ IMPORTANT NOTES:
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  "the engine's own. Three further parameters are each\nread by six of these eight shapes, and THE THREE SIXES ARE NOT THE SAME SIX —\na shape missing from a list ignores that parameter silently, so check before\nyou pass it:\n cornerRadius — speech-bubble, speech-bubble-pointed, comment-box,\n callout-box, double-bubble, quote-bubble\n tailDirection (bottom-left | bottom-right | bottom | top-left | top-right |\n top | left | right) — speech-bubble, speech-bubble-square,\n speech-bubble-pointed, thought-bubble, comment-box, callout-box\n tailSize (0-1, default 0.35) — speech-bubble, speech-bubble-square,\n speech-bubble-pointed, comment-box, callout-box, double-bubble\n- speech" +
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  "-bubble: Classic round speech bubble with triangular tail.\n- speech-bubble-square: Rectangular speech bubble with sharp corners and\n pointed tail.\n- speech-bubble-pointed: Tooltip-style bubble with arrow pointer (tail defaults\n to \"bottom\").\n- thought-bubble: Cloud-like thought bubble with trailing dots.\n- comment-box: Modern chat message bubble with high corner radius.\n- callout-box: Annotation callout with narrow arrow (tail defaults to \"left\").\n- double-bubble: Two overlapping bubbles for conversation (properties:\n secondaryColor).\n- quote-bubble: Stylized bubble with quotation marks.\n\nPATH FOR CUSTOM SHAPES:\nUse itemType: \"path\" with either:\n- segments: Array of " +
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  "[x,y] points for polygons, e.g. [[100,100], [200,50], [300,100]]\n- pathData: SVG path string for curves, e.g. \"M 100 100 C 150 50, 250 50, 300 100 Z\"\n\nADVANCED STYLING (NEW):\nAll shapes support these additional properties:\n- No fill (stroke-only outlines, line art): fillColor: null, 'transparent' or 'none', with a strokeColor and strokeWidth.\n- fillOpacity (0..1): the solid fill's own alpha, apart from opacity (which fades the stroke too) — on text, fillOpacity: 0.3 with a strokeColor is a see-through letter with a solid outline. Not applied to a gradient fill. The result's fillOpacity says whether the studio applied it (an older studio ignores the key and says so).\n- Gradients: c" +
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- "olor can be an object: {type: \"linear\"|\"radial\", stops: [{color: \"#fff\", offset: 0}, {color: \"#000\", offset: 1}], origin: [x,y], destination: [x,y]}. Without origin / destination a radial gradient is centred on the item's own bounds and reaches its right edge, wherever anchor put it.\n- Shadows: shadowColor, shadowBlur (pixels), shadowOffset: [x, y]\n- Blend modes: blendMode: \"multiply\"|\"screen\"|\"overlay\"|\"darken\"|\"lighten\"|etc.\n- Opacity: opacity (0-1)\n\nEXAMPLES:\n- \"Create red text saying HELLO\" → itemType: \"text\", properties: {content: \"HELLO\", color: \"#ef4444\", fontSize: 48}\n- \"Add a blue circle\" → itemType: \"circle\", properties: {radius: 50, color: \"" +
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- "#3b82f6\"}\n- \"Create a 5-pointed gold star\" → itemType: \"star\", properties: {radius1: 60, radius2: 30, points: 5, color: \"#fbbf24\"}\n- \"Draw a heart\" → itemType: \"path\", properties: {pathData: \"M 300 350 C 300 300, 250 250, 200 250 C 150 250, 100 300, 100 350 C 100 450, 300 550, 300 550 C 300 550, 500 450, 500 350 C 500 300, 450 250, 400 250 C 350 250, 300 300, 300 350 Z\", fillColor: \"#ef4444\"}\n- \"Circle with radial gradient\" → itemType: \"circle\", properties: {radius: 50, color: {type: \"radial\", stops: [{color: \"#ff6b6b\", offset: 0}, {color: \"#c0392b\", offset: 1}]}}\n- \"Rectangle with shadow\" → itemType: \"rectangle\", properties: {width: 100, height: 50, color:" +
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- " \"#3b82f6\", shadowColor: \"rgba(0,0,0,0.5)\", shadowBlur: 10, shadowOffset: [5, 5]}\n\nITEM PROVENANCE:\nItems on the canvas can originate from multiple sources — all become first-class items with itemIds:\n- pinepaper_create_item: Direct shape creation (this tool)\n- pinepaper_import_svg: SVG file import → becomes a full item\n- pinepaper_import_image: Raster image import → becomes a full item\n- pinepaper_import_asset: Pre-made asset import → becomes a full item\nAll imported items participate in the relation and animation systems just like natively created items.\n\nRENDER-TIME SURFACES — 'shader' and 'field':\nThese are not shapes. A shape is built as an item and drawn from its geome" +
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- "try; a\nsurface has no geometry — it is evaluated, per pixel or per sample, as each frame\nis drawn. Use them for things a vector cannot be: an open sea, a drifting field\nof marks, a lit material.\n- shader: pick one of water | liquid_metal | heatmap | gem_smoke, give it width\n and height, and set behind:true to place it UNDER the vector art — which is\n what scenery wants, a sea the boats float ON rather than a sheen over them.\n- field: xExpr/yExpr/count draw many marks from one expression, re-evaluated\n every frame against t. rExpr and aExpr vary size and alpha per mark.\nBoth draw fully in a cloud render; on a local canvas they stand in as a flat\nplate of their own colour so the" +
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- " layout still reads.\n\nLIFETIMES — bornAt and ttl, on any item:\nThe only way to build a piece that CUTS between shots. Without them every item\nis on screen for the whole render, which is what makes a long piece read as one\ncrowded frame instead of a sequence.\n\nWORKFLOW TIP:\nAfter creating items, use pinepaper_add_relation to animate them (e.g., orbits, follows, attached_to).\nFor glossy 3D spheres, use pinepaper_create_glossy_sphere instead. For diagonal stripes, use pinepaper_create_diagonal_stripes."
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+ "olor can be an object: {type: \"linear\"|\"radial\", stops: [{color: \"#fff\", offset: 0}, {color: \"#000\", offset: 1}], origin: [x,y], destination: [x,y]}. Without origin / destination a radial gradient is centred on the item's own bounds and reaches its right edge, wherever anchor put it; a linear one runs top to bottom across the item's bounds. Pass origin and destination (canvas px) for any other direction.\n- Shadows: shadowColor, shadowBlur (pixels), shadowOffset: [x, y]\n- Blend modes: blendMode: \"multiply\"|\"screen\"|\"overlay\"|\"darken\"|\"lighten\"|etc.\n- Opacity: opacity (0-1)\n\nEXAMPLES:\n- \"Create red text saying HELLO\" → itemType: \"text\", properties: {content: \"HEL" +
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+ "LO\", color: \"#ef4444\", fontSize: 48}\n- \"Add a blue circle\" → itemType: \"circle\", properties: {radius: 50, color: \"#3b82f6\"}\n- \"Create a 5-pointed gold star\" → itemType: \"star\", properties: {radius1: 60, radius2: 30, points: 5, color: \"#fbbf24\"}\n- \"Draw a heart\" → itemType: \"path\", properties: {pathData: \"M 300 350 C 300 300, 250 250, 200 250 C 150 250, 100 300, 100 350 C 100 450, 300 550, 300 550 C 300 550, 500 450, 500 350 C 500 300, 450 250, 400 250 C 350 250, 300 300, 300 350 Z\", fillColor: \"#ef4444\"}\n- \"Circle with radial gradient\" → itemType: \"circle\", properties: {radius: 50, color: {type: \"radial\", stops: [{color: \"#ff6b6b\", offset: 0}, {color: \"#" +
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+ "c0392b\", offset: 1}]}}\n- \"Rectangle with shadow\" → itemType: \"rectangle\", properties: {width: 100, height: 50, color: \"#3b82f6\", shadowColor: \"rgba(0,0,0,0.5)\", shadowBlur: 10, shadowOffset: [5, 5]}\n\nITEM PROVENANCE:\nItems on the canvas can originate from multiple sources — all become first-class items with itemIds:\n- pinepaper_create_item: Direct shape creation (this tool)\n- pinepaper_import_svg: SVG file import → becomes a full item\n- pinepaper_import_image: Raster image import → becomes a full item\n- pinepaper_import_asset: Pre-made asset import → becomes a full item\nAll imported items participate in the relation and animation systems just like natively created items." +
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+ "\n\nRENDER-TIME SURFACES — 'shader' and 'field':\nThese are not shapes. A shape is built as an item and drawn from its geometry; a\nsurface has no geometry — it is evaluated, per pixel or per sample, as each frame\nis drawn. Use them for things a vector cannot be: an open sea, a drifting field\nof marks, a lit material.\n- shader: pick one of water | liquid_metal | heatmap | gem_smoke, give it width\n and height, and set behind:true to place it UNDER the vector art — which is\n what scenery wants, a sea the boats float ON rather than a sheen over them.\n- field: xExpr/yExpr/count draw many marks from one expression, re-evaluated\n every frame against t. rExpr and aExpr vary size and alp" +
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+ "ha per mark.\nBoth draw fully in a cloud render; on a local canvas they stand in as a flat\nplate of their own colour so the layout still reads.\n\nLIFETIMES — bornAt and ttl, on any item:\nThe only way to build a piece that CUTS between shots. Without them every item\nis on screen for the whole render, which is what makes a long piece read as one\ncrowded frame instead of a sequence.\n\nWORKFLOW TIP:\nAfter creating items, use pinepaper_add_relation to animate them (e.g., orbits, follows, attached_to).\nFor glossy 3D spheres, use pinepaper_create_glossy_sphere instead. For diagonal stripes, use pinepaper_create_diagonal_stripes."
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@@ -1197,6 +1197,10 @@ Use pinepaper_clear_canvas instead of deleting items one by one.`,
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  inputSchema: {
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  type: 'object',
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  properties: {
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+ opacity: { type: 'number', minimum: 0, maximum: 1, description: 'Opacity, 0 to 1. The same as pinepaper_modify_item after the import.' },
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+ blendMode: { type: 'string', description: "How it composites over what is below: 'multiply', 'screen' and the other pinepaper_modify_item blend modes." },
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+ scale: { type: 'number', exclusiveMinimum: 0, description: 'Multiplies the size maxWidth / maxHeight / maxEdge gave it.' },
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+ loop: { anyOf: [{ type: 'boolean' }, { type: 'integer', minimum: 1 }, { type: 'string', enum: ['forever'] }], description: "An animated GIF, WebP or APNG: true or 'forever' loops, false plays once and holds, n plays n times. Left out, the file's own loop count. Change it later with pinepaper_modify_item's loop, and its start time with imageStart. An APNG plays too, except a remote file named .png, which stays a still." },
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  description: 'URL of the image to import',
@@ -1685,8 +1689,11 @@ EXAMPLE:
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  },
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  description: ("Manage the pp:event channel — the backbone of EVENT-DRIVEN SCENE CHAINS (FxTool S11). An event is a fireable channel; relations with an event as their source run when it fires. This is how you author a LONG scene as a graph of timed beats instead of a keyframe track.\n\nACTIONS:\n- create: make an event. { name (required), payloadType?, x?, y? } → returns { eventId }. Use the eventId as the sourceId of on_event_* relations (pinepaper_add_relation).\n- pulse: fire an event now. { eventId (required), payload? }. Kicks off a chain.\n\nTYPICAL SCENE CHAIN:\n1. pinepaper_event create → e0, e1, e2 (one per beat).\n2. Chain them: add_relation on_event_fire_after from e0→e1 (params.delay, timeline" +
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  ":'canvas'), e1→e2, …\n3. Give each beat reactions: on_event_add_relation (spawn an orbit/path), on_event_set_color, on_event_set_property, on_event_set_visibility (all via pinepaper_add_relation, sourceId=the event).\n4. pinepaper_event pulse e0 to start. Canvas-timed fires are scrub/loop/replay-stable.\n\nRULES (contraptions): a rule runs when an event fires: { action: 'add_contraption', sourceEvent, actions, condition?, thenTrigger?, elseTrigger?, contraptionId? }. sourceEvent is an eventId, any name you pulse, or 'state:<key>' when that variable changes. actions: setVariable { key, value? }, incrementVariable { key, by? }, toggleVariable { key }, modifyItem { targetId, properties: { vis" +
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- "ible, opacity, fillColor, strokeColor, content, position } }. list_contraptions shows each rule's fireCount, which is how to tell it ran; remove_contraption takes contraptionId.\n- For a video, use on_event_* relations (above): a rule's changes to an item stay, nothing rewinds them, so another export starts from the changed scene. Rules suit interactive state.\n- pinepaper_clear_canvas removes rules. They are not saved with the scene.\n\nVARIABLES: set_variable { key, value }, get_variable { key, fallback? }, increment_variable { key, by? }, each with an optional scope. They live in the page's storage, so they survive pinepaper_clear_canvas: set the ones a scene reads when it starts. Nothi" +
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- "ng private belongs in them.\n\nBOUND TEXT: bind_text { itemId, template: \"Score: {score}\" } keeps a text item showing the variables it names.\n\nA studio without the contraption engine refuses these actions, naming the method it lacks.\n\nRETURNS: create → { success, action, eventId }; pulse → { success, action, eventId }; add_contraption → { success, action, contraptionId, warning? }."
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+ "ible, opacity, fillColor, strokeColor, content, position } }, toggleItemVisible { targetId }, animateItem { targetId, animation?, speed? }, playSound { preset?, note?, gain?, duration? }, playTimeline { duration?, loop? }. list_contraptions shows each rule's fireCount, which is how to tell it ran (a pulse runs its rules on the next frame); remove_contraption takes contraptionId.\n- In an export, what a rule changes is put back afterwards, so the next export starts from the same scene. animateItem cannot be put back, and the export warns. A change from a pulse outside an export stays.\n- An export is silent to playSound and refuses playTimeline, since it already steps the timeline. For soun" +
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+ "d in a video, use on_event_play_sound (above).\n- pinepaper_clear_canvas removes rules, and so does clear_contraptions. They are saved with the scene.\n\nVARIABLES: set_variable { key, value }, get_variable { key, fallback? }, increment_variable { key, by? }, each with an optional scope. They live in the page's storage, so they survive pinepaper_clear_canvas: set the ones a scene reads when it starts. Nothing private belongs in them.\n\nclear_variables { scope? } removes every variable in a scope, and no rule fires for it.\n\nBOUND TEXT: bind_text { itemId, template: \"Score: {score}\" } keeps a text item showing the variables it names.\n\nA studio without the contraption engine refuses th" +
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+ "ese actions, naming the method it lacks.\n\nRETURNS: create → { success, action, eventId }; pulse → { success, action, eventId }; add_contraption → { success, action, contraptionId, warning? }."
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@@ -1710,7 +1717,7 @@ EXAMPLE:
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  at: { description: 'create: fire this event at these scene times (seconds) — a timed trigger that runs on the timeline and in video exports. The widget player does not run timed triggers.', oneOf: [{ type: 'number' }, { type: 'array', items: { type: 'number' } }] },
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- action: { type: 'string', enum: ['create', 'pulse', 'add_contraption', 'remove_contraption', 'list_contraptions', 'set_variable', 'get_variable', 'increment_variable', 'bind_text'], description: "'create' a pp:event · 'pulse' it to fire · 'add_contraption' / 'remove_contraption' / 'list_contraptions' a rule · 'set_variable' / 'get_variable' / 'increment_variable' a variable · 'bind_text' a text item to variables" },
1720
+ action: { type: 'string', enum: ['create', 'pulse', 'add_contraption', 'remove_contraption', 'list_contraptions', 'set_variable', 'get_variable', 'increment_variable', 'bind_text', 'clear_contraptions', 'clear_variables'], description: "'create' a pp:event · 'pulse' it to fire · 'add_contraption' / 'remove_contraption' / 'list_contraptions' a rule · 'set_variable' / 'get_variable' / 'increment_variable' a variable · 'bind_text' a text item to variables" },
1714
1721
  name: { type: 'string', description: "Event name — required for action 'create'" },
1715
1722
  payloadType: { type: 'string', description: "Payload type label (default 'Pulse') — action 'create'" },
1716
1723
  x: { type: 'number', description: 'Canvas x for the event marker — action create' },
@@ -1739,12 +1746,19 @@ EXAMPLE:
1739
1746
  items: {
1740
1747
  type: 'object',
1741
1748
  properties: {
1742
- type: { type: 'string', enum: ['setVariable', 'incrementVariable', 'toggleVariable', 'modifyItem'] },
1749
+ type: { type: 'string', enum: ['setVariable', 'incrementVariable', 'toggleVariable', 'modifyItem', 'toggleItemVisible', 'animateItem', 'playSound', 'playTimeline'] },
1743
1750
  key: { type: 'string', description: 'The variable' },
1744
1751
  value: { description: 'setVariable: left out, the event payload' },
1745
1752
  by: { type: 'number', description: 'incrementVariable: default 1' },
1746
1753
  scope: { type: 'string' },
1747
- targetId: { type: 'string', description: 'modifyItem: the item' },
1754
+ targetId: { type: 'string', description: 'modifyItem, toggleItemVisible, animateItem: the item' },
1755
+ animation: { type: 'string', description: "animateItem: an animationType. Default 'pulse'" },
1756
+ speed: { type: 'number', description: 'animateItem: default 1' },
1757
+ preset: { type: 'string', description: "playSound: default 'pop'" },
1758
+ note: { type: 'string', description: 'playSound' },
1759
+ gain: { type: 'number', description: 'playSound' },
1760
+ duration: { type: 'number', description: 'playSound; playTimeline: seconds, default 5' },
1761
+ loop: { type: 'boolean', description: 'playTimeline' },
1748
1762
  properties: {
1749
1763
  type: 'object',
1750
1764
  description: 'modifyItem: only these',
@@ -2929,8 +2943,8 @@ EXAMPLE: { itemId: 'item_7', color: '#00b140', threshold: 60, smoothing: 12 }`,
2929
2943
  },
2930
2944
  description: ("The formats other tools read and write — Lottie, dotLottie, GLB, BVH, PNG sequence.\n\npinepaper_agent_export covers the PLATFORM formats: png, svg, mp4, webm, gif, pdf, sized for Instagram or YouTube. These are the interchange ones — a Lottie an app plays, a GLB a 3D tool opens, a BVH a rig imports, a PNG sequence an editor ingests. Import is here too, because a format you can only write is half a bridge.\n\nThree of these refuse quietly in the engine: exportGLB with no perspective objects and exportBVH with no rigging system both warn to the console and return nothing, and the production build strips the console. Over MCP there is no console to read, so the precondition is checked BEFORE" +
2931
2945
  " the call and named — \"no perspective objects to export — create one with createObject3D first\" rather than an empty result and a guess.\n\nEXPORTS ARE FILES. Each export is written to a file in the export directory and the result returns { format, filePath, bytes } instead of the data — the bytes are not inlined. An export that produced nothing is refused by name.\n\nEXPORT:\n- export_lottie: { options?: { fps?, duration? (s), includeRelations? } } → a .json Lottie file\n- export_dotlottie: { options?: { fps?, duration? (s), id?, loop?, autoplay? } } → a .lottie file (the zipped Lottie plus manifest)\n- export_glb: { } → a .glb file of the PERSPECTIVE 3D objects (createObject3D). Refuse" +
2932
- "d when there are none. It does not export world3d meshes, which are a separate renderer.\n- export_bvh: { skeletonId (required), options?: { fps? } } → a .bvh file of that skeleton's motion. Refused when nothing is rigged.\n- export_png_sequence: { options?: { duration (s), fps, width?, height?, transparent? } } → a .zip of one PNG per frame. PASS duration and fps: the studio does not size the sequence to the scene, and the result's defaultsUsed says when its own default length was used.\n\nIMPORT:\n- import_lottie: { data (the Lottie JSON — an object or a JSON string), options?: { fitToCanvas?, autoPlay?, centerOnCanvas?, scale? } } → { itemId, itemIds, items, duration, bounds }; a failed" +
2933
- " import fails with the importer's errors. data is parsed as JSON, so a URL or a file path does not work; read the file and pass its contents. There is no .lottie, GLB or BVH import here: a glTF goes into a 3D world with the world3d tool's import_gltf, a BVH onto a rig with the rigging tool's import_bvh / retarget_bvh."
2946
+ "d when there are none. It does not export world3d meshes, which are a separate renderer.\n- export_bvh: { skeletonId (required), options?: { fps? } } → a .bvh file of that skeleton's motion. Refused when nothing is rigged.\n- export_png_sequence: { options?: { duration (s), fps, width?, height?, transparent? } } → a .zip of one PNG per frame. PASS duration and fps: the studio does not size the sequence to the scene, and the result's defaultsUsed says when its own default length was used. To encode the frames into an MP4 that repeats, use your own FFmpeg (the server does not provide it): ffmpeg -framerate <fps> -i frame_%05d.png -c:v libx264 -pix_fmt yuv420p -crf 18 -threads 1 out.mp4\n\nIM" +
2947
+ "PORT:\n- import_lottie: { data (the Lottie JSON — an object or a JSON string), options?: { fitToCanvas?, autoPlay?, centerOnCanvas?, scale? } } → { itemId, itemIds, items, duration, bounds }; a failed import fails with the importer's errors. data is parsed as JSON, so a URL or a file path does not work; read the file and pass its contents. There is no .lottie, GLB or BVH import here: a glTF goes into a 3D world with the world3d tool's import_gltf, a BVH onto a rig with the rigging tool's import_bvh / retarget_bvh."
2934
2948
 
2935
2949
 
2936
2950
 
@@ -3538,13 +3552,13 @@ EXAMPLE: { itemId: 'item_7', color: '#00b140', threshold: 60, smoothing: 12 }`,
3538
3552
  "ton → event) + on_event_play_sound (event → null). For a sound at a TIME, pinepaper_event create { at: seconds | [seconds] } fires the event on the timeline (and in video exports); a scene chain's cutSound puts one on every cut. LIMITS: the exported widget player does not run timed triggers, and a browser may block sound until the viewer's first click or key.\n · on_event_store_set / on_event_store_increment / restores_from — persistent state. The target is a store node whose id is the storage SCOPE, so two stores in a scene and two widgets on a page do not collide. restores_from is the read half and fires ONCE at load.\n- Proximity (pointer over an item): on_enter_* / on_exit_* mirror th" +
3539
3553
  "e on_event_* reactions above (set_color, set_property, set_property_from_template, set_visibility, set_data, increment, toggle) — hover states without a single line of script.\n- Exclusive state: exclusive_group makes at most one member active — tabs, steppers, quiz cards. MEMBERSHIP is pairwise: bind exclusive_group from one member to each other member with the same relationOptions.groupName (default '_default'); nothing else adds an item to the group. Being active has NO LOOK OF ITS OWN: give each member on_enter_set_property / on_exit_set_property (say opacity 1 / 0.3), with the member as both source and target, and those reactions draw the change, in exports too. A current studio start" +
3540
3554
  "s the group with its first member entered (relationOptions.initial: '<itemId>' picks another, 'none' starts with none), firing its on_enter reactions at t=0; an older studio starts with none entered, so every member shows its un-entered look until the first step. on_event_set_active activates its target. on_event_step_active moves the active member by relationOptions.delta (default +1) for next / previous arrows, wrapping unless wrap: false; a current studio runs it with no target, an older one needs a targetId (any item, e.g. one member) and is refused without one, and its relationOptions.items only sets the step order of items already in the group. menubar_group is the same grouping WITH" +
3541
- "OUT the mutex.\n\nThere are 80 relation types and this list names the families rather than every member. For the live catalogue — what exists in THIS build, with definitions — call pinepaper_query_capabilities { kind: 'relation' }, which reads the engine's registry rather than a list written down here.\n\nRELATION COMPATIBILITY:\n- Universal relations (position-based) work with ALL item types including imported SVGs/images:\n orbits, follows, attached_to, maintains_distance, points_at, mirrors, parallax, bounds_to\n- morphs_to has type-specific behavior:\n Path→Path: point interpolation\n Circle→Circle: radius interpolation\n Text→Text: font blend\n Cross-type: particle denoising tran" +
3542
- "sition\n- group_morphs_to: pair-by-index morph between two paper.Groups (any two — graph vertices+edges, letter collages, dashboard clusters). Path.Line children deform via endpoints; other children translate; excess children fade. Params: duration, hold, loop, easing (linear|easeIn|easeOut|easeInOut), deformLines.\n- moves_along_path: self-relation (targetId=null); item is driven along a path. Source the path EITHER from params.path (array of {x,y} or [x,y]) OR from params.equation (S10 B5) — a math curve the item TRAVERSES, sampled deterministically on the Expression IR: params.equation = { kind: function|parametric|fourier|preset, expr | xExpr/yExpr | harmonics | preset, min, max, sampl" +
3543
- "es, scale, cx, cy, flipY, warp } (same equation contract as pinepaper_equation_path, but origin is cx/cy, default 0). y is MATH-UP by default (flipY: true): on screen the curve is mirrored about cy, so a curve written in screen coordinates (y down) needs flipY: false. Params: path OR equation, speed, closed, phase, easing (linear|easeIn|easeOut|easeInOut|sine|bounce|pingpong).\n\nGEOMETRIC CONSTRUCTION CONSTRAINTS (Layer 2) — the source item is RE-DERIVED every frame from its anchor item(s), so dragging an anchor updates the dependent live (GeoGebra-style), and the construction persists as relation graph data (edit it by editing relations, not by re-running code). Anchor A is the relation " +
3544
- "target; extra anchors ride in params:\n- is_midpoint_of: source = midpoint(target, params.other). params.other = id of the second endpoint (B).\n- lies_on_line: source held on the line target→params.other at fraction params.t (0=A, 1=B; default 0.5). params.other (B), params.t.\n- is_centroid_of: source = centroid(target, ...params.others). params.others = array of the remaining point ids.\n- is_circumcenter_of: source = circumcenter(target, params.other1, params.other2); holds position when the three anchors are collinear. params.other1 (B), params.other2 (C).\n- concentric_with: source stays centered on the target (shared center).\n- construction_reveal: self-relation (targetId=null); op" +
3545
- "acity 0→1 starting at params.revealAt (timeline seconds) over params.fadeIn seconds — loop- and scrub-correct. Pair with pinepaper_construction_sequence to reveal a figure one step at a time.\n\nPROCEDURAL / DETERMINISTIC BINDING (Expression IR — S10 G1) — bind a property to another property or to a math function of time. Pass params.signal:true to route through the pure, seed/frame-deterministic signal interpreter (replay-stable — same time → identical output); omit it for the per-frame compute fallback.\n- driven_by: source's sourceProperty = target's targetProperty * multiplier + offset (optionally clamped). sourceProperty ∈ x|y|rotation|opacity|scale|strokeWidth|fillColor|strokeColor; " +
3546
- "targetProperty ∈ x|y|rotation|opacity|scale. For fillColor/strokeColor the (clamped 0..1) driven value interpolates colorFrom→colorTo — so a relation drives COLOR. NEEDS a target (the property source). params: sourceProperty, targetProperty, multiplier, offset, clamp {min,max}, colorFrom, colorTo, signal. e.g. tint a dot by a planet's x: sourceProperty 'fillColor', targetProperty 'x', colorFrom '#0055ff', colorTo '#ff3300', signal true.\n- time_expression: self-relation (targetId=null); the source's params.property (x, y, rotation, opacity or scale) is driven by a formula of t (scene time) and v (params.baseValue). params: property (default 'y'), expression (e.g. 'sin(t*2)*50 + v'), baseVa" +
3547
- "lue, signal (true also evaluates it as a pure f(t) via the Expression IR). The formula grammar: " +
3555
+ "OUT the mutex.\n\nThere are 80 relation types and this list names the families rather than every member. For the live catalogue — what exists in THIS build, with definitions — call pinepaper_query_capabilities { kind: 'relation' }, which reads the engine's registry rather than a list written down here.\n\nRELATION COMPATIBILITY:\n- Universal relations (position-based) work with ALL item types including imported SVGs/images:\n orbits, follows, attached_to, maintains_distance, points_at, mirrors, parallax, bounds_to\n- morphs_to has type-specific behavior:\n Path→Path: point interpolation\n Circle→Circle: radius interpolation\n Text→Text: glyph by glyph; shared glyphs travel, the rest cr" +
3556
+ "oss-dissolve. params.mode: 'auto' (default), 'glyphs' (the same), 'dissolve' or 'particles' (the whole item cross-fades). Any other mode is refused.\n Cross-type: particle denoising transition\n A source with its own keyframes: on a channel its track keys, the target takes over at the keyed pose and the morph follows the track; an axis the track does not key travels to the target and stays there. A target that keys a channel keeps its own. A track that ended before the morph began sets no pose.\n- group_morphs_to: pair-by-index morph between two paper.Groups (any two — graph vertices+edges, letter collages, dashboard clusters). Path.Line children deform via endpoints; other children tran" +
3557
+ "slate; excess children fade. Params: duration, hold, loop, easing (linear|easeIn|easeOut|easeInOut), deformLines.\n- moves_along_path: self-relation (targetId=null); item is driven along a path. Source the path EITHER from params.path (array of {x,y} or [x,y]) OR from params.equation (S10 B5) — a math curve the item TRAVERSES, sampled deterministically on the Expression IR: params.equation = { kind: function|parametric|fourier|preset, expr | xExpr/yExpr | harmonics | preset, min, max, samples, scale, cx, cy, flipY, warp } (same equation contract as pinepaper_equation_path, but origin is cx/cy, default 0). y is MATH-UP by default (flipY: true): on screen the curve is mirrored about cy, so a" +
3558
+ " curve written in screen coordinates (y down) needs flipY: false. Params: path OR equation, speed, closed, phase, easing (linear|easeIn|easeOut|easeInOut|sine|bounce|pingpong).\n\nGEOMETRIC CONSTRUCTION CONSTRAINTS (Layer 2) — the source item is RE-DERIVED every frame from its anchor item(s), so dragging an anchor updates the dependent live (GeoGebra-style), and the construction persists as relation graph data (edit it by editing relations, not by re-running code). Anchor A is the relation target; extra anchors ride in params:\n- is_midpoint_of: source = midpoint(target, params.other). params.other = id of the second endpoint (B).\n- lies_on_line: source held on the line target→params.othe" +
3559
+ "r at fraction params.t (0=A, 1=B; default 0.5). params.other (B), params.t.\n- is_centroid_of: source = centroid(target, ...params.others). params.others = array of the remaining point ids.\n- is_circumcenter_of: source = circumcenter(target, params.other1, params.other2); holds position when the three anchors are collinear. params.other1 (B), params.other2 (C).\n- concentric_with: source stays centered on the target (shared center).\n- construction_reveal: self-relation (targetId=null); opacity 0→1 starting at params.revealAt (timeline seconds) over params.fadeIn seconds — loop- and scrub-correct. Pair with pinepaper_construction_sequence to reveal a figure one step at a time.\n\nPROCEDUR" +
3560
+ "AL / DETERMINISTIC BINDING (Expression IR — S10 G1) — bind a property to another property or to a math function of time. Pass params.signal:true to route through the pure, seed/frame-deterministic signal interpreter (replay-stable — same time → identical output); omit it for the per-frame compute fallback.\n- driven_by: source's sourceProperty = target's targetProperty * multiplier + offset (optionally clamped). sourceProperty ∈ x|y|rotation|opacity|scale|strokeWidth|fillColor|strokeColor; targetProperty ∈ x|y|rotation|opacity|scale. For fillColor/strokeColor the (clamped 0..1) driven value interpolates colorFrom→colorTo — so a relation drives COLOR. NEEDS a target (the property source). p" +
3561
+ "arams: sourceProperty, targetProperty, multiplier, offset, clamp {min,max}, colorFrom, colorTo, signal. e.g. tint a dot by a planet's x: sourceProperty 'fillColor', targetProperty 'x', colorFrom '#0055ff', colorTo '#ff3300', signal true.\n- time_expression: self-relation (targetId=null); the source's params.property (x, y, rotation, opacity or scale) is driven by a formula of t (scene time) and v (params.baseValue). params: property (default 'y'), expression (e.g. 'sin(t*2)*50 + v'), baseValue, signal (true also evaluates it as a pure f(t) via the Expression IR). The formula grammar: " +
3548
3562
  String(expressionGrammarText()) +
3549
3563
  ". A name outside it, or a wrong argument count, is refused by name: it would parse to nothing and the item would not move.\n\nEVENT-DRIVEN SCENE CHAINS (S11) — build a LONG scene as a graph of timed events, not a keyframe track. First make events with pinepaper_event (action:'create' → eventId). The relations below have an EVENT as their sourceId; firing the event runs the reaction. Chain beats over animation time with on_event_fire_after (timeline:'canvas'), have beats mutate the scene with on_event_add_relation, then kick it off with pinepaper_event action:'pulse'. Because canvas-timed fires are on the animation clock, the whole chain is scrub-, loop-, and replay-stable.\n- on_event_fire" +
3550
3564
  "_after: sourceId=event, targetId=the NEXT event. When source fires, pulse target after params.delay ms. params.timeline: 'canvas' (animation clock — use for scene chains) | 'wall' (real setTimeout). This is the chaining primitive.\n- on_event_fire_if: sourceId=event, targetId=any item (it is not fired). params.event = the event to pulse when params.predicate holds, params.else = the one when it does not. A branch is two relations: A —on_event_fire_if { predicate, event: B }→ any item; B —on_event_set_color→ lamp. Example predicate, \"score is at least 3\": { op:'cmp', cmp:'gte', a:{ op:'graph', read:'data', item:'item_3', property:'score' }, b:{ op:'const', value:3 } }.\n- on_event_add_rel" +
@@ -3552,8 +3566,9 @@ String(expressionGrammarText()) +
3552
3566
  "ourceId=event, targetId=item. params { visible } (default true; false hides). params.value is not read: it is refused.\n\nSTRUCTURAL LAYOUT (S12) — express STATIC COMPOSITION as relations instead of hardcoded x/y. Placement is computed from the TARGET'S BOUNDS and re-derived every frame, so moving or resizing the target moves the dependent with it, and the layout survives as editable graph data. Reach for these whenever the intent is \"on\", \"under\", \"next to\", \"inside\", or \"lined up with\" — a create_item with literal coordinates cannot express that intent and silently breaks when the target moves. All six need a target; all accept params.signal (deterministic IR port) and params.w" +
3553
3567
  "indow.\n- on_top_of: source's BOTTOM edge rests on the target's TOP edge — stacking (a cocktail on a bar). params { gap (px between edges, default 0), align: 'left'|'center'(default)|'right', overhang (extra signed x-offset) }.\n- below: mirror of on_top_of — source's TOP edge rests on the target's BOTTOM edge. params { gap, align, overhang }.\n- beside: source flanks the target horizontally. params { side: 'left'|'right' (default 'right'), gap, align: 'top'|'center'(default)|'bottom' }.\n- inside: source is placed within the target's bounds at a 9-way anchor. params { anchor: 'center'(default)|'top-left'|'top'|'top-right'|'left'|'right'|'bottom-left'|'bottom'|'bottom-right', padding (inse" +
3554
3568
  "t from the target edge) }. Contrast bounds_to, which CLAMPS a moving item; inside PLACES it.\n- centered_on: source center = target center + offset. params { offsetX, offsetY } — concentric rings at zero offset.\n- aligned_with: matches the target's center on ONE axis, leaving the other free (a partial write — use it to column-align a label while it still moves vertically). params { axis: 'x'|'y' — REQUIRED, the relation is inert without it, offset }.\n\nCURSOR / MOUSE AS TARGET — a relation can target the live pointer instead of an item by passing the reserved targetId 'cursor' (aliases 'mouse' / 'pointer'); collaborator cursors are 'cursor:<peerId>'. e.g. make an item flee the mouse: rel" +
3555
- "ationType 'repels', targetId 'cursor', params { returnSpeed: 0.08 }. The cursor is a virtual target (no canvas item) and its interactions are inspectable in FxTool's \"Mouse / Cursor\" registry section.\n\nTEMPORAL VALIDITY WINDOWS (temporal-model v1) — ANY relation may carry params.window = { start, end?, repeat? } (scene seconds) to gate WHEN it is active. The engine only applies the relation within [start, end) and feeds it window-relative local time (so an orbit/wave starts its phase at the window open, not at scene 0). repeat ∈ once (default) | loop | pingpong. Omit end for open-ended. Windowless relations are always active. e.g. params: { ...relationParams, window: { start: 2, end: 5" +
3556
- " } } makes the relation live only from 2s to 5s.\n\nVERIFYING ANIMATION WORKS:\nAfter adding a relation, verify the animation is running:\n1. Use pinepaper_browser_screenshot to see the canvas\n2. Wait 1-2 seconds and take another screenshot - items should have moved\n3. Use pinepaper_query_relations to confirm the relation was added\n\nRelations are COMPOSITIONAL - an item can have multiple relations that work together!"
3569
+ "ationType 'repels', targetId 'cursor', params { returnSpeed: 0.08 }. The cursor is a virtual target (no canvas item) and its interactions are inspectable in FxTool's \"Mouse / Cursor\" registry section.\n\nTEMPORAL VALIDITY WINDOWS (temporal-model v1) — ANY relation may carry params.window = { start, end?, repeat? } (scene seconds) to gate WHEN it is active. The engine only applies the relation within [start, end) and feeds it window-relative local time (so an orbit/wave starts its phase at the window open, not at scene 0). repeat ∈ once (default) | loop | pingpong. Omit end for open-ended. Windowless relations are always active. A window gates on_event_* reactions too: outside it the even" +
3570
+ "t does not trigger the reaction. e.g. params: { ...relationParams, window: { start: 2, end: 5 } } makes the relation live only from 2s to 5s.\n\nVERIFYING ANIMATION WORKS:\nAfter adding a relation, verify the animation is running:\n1. Use pinepaper_browser_screenshot to see the canvas\n2. Wait 1-2 seconds and take another screenshot - items should have moved\n3. Use pinepaper_query_relations to confirm the relation was added\n\nRelations are COMPOSITIONAL - an item can have multiple relations that work together!"
3571
+
3557
3572
 
3558
3573
 
3559
3574
 
@@ -3964,10 +3979,11 @@ USE WHEN:
3964
3979
  description: ("Apply keyframe-based animation with precise timing and property control.\n\nUSE WHEN:\n- \"fade in over 3 seconds\"\n- \"move from left to right in 2 seconds\"\n- \"change color from red to blue\"\n- \"first fade in, then rotate, then fade out\"\n- Any animation with specific timing or sequential stages\n\nBEFORE AUTHORING DENSE TRACKS — three routes are cheaper, and two of them keep the scene describable. Measured on the same 63-item, 32-keyframes-each scene:\n- Motion that is a FUNCTION OF TIME (bob, pulse, sweep, phase-offset wave) → pinepaper_add_relation with relationType 'time_expression'. One call per property instead of one keyframe per sample: 26k characters against 147k. It also " +
3965
3980
  "survives into the design graph, save/reload and widget export, which keyframes generated from a formula do not describe.\n- PER-ITEM VARIATION across many items → staggered_with or wave_through express the whole group in ONE call. That collapses the 63-fold repetition a per-item time_expression still pays for.\n- GENUINELY PROCEDURAL scenes → pinepaper_execute_custom_code with app.create + app.addAnimation (which attaches keyframe tracks programmatically, so the keyframes are generated rather than typed), at 4k characters for the same scene — cheapest by an order of magnitude, because a loop collapses the repetition entirely. The trade is real and worth making deliberately: raw JS leaves N" +
3966
3981
  "O behavioral record — no graph edge, nothing SMIL or widget export can lift, nothing the ontology can read. Scene building fits the governor's 4s synchronous deadline easily (it is the injected loop guards, not the 10s async-tail budget, that bites a build loop).\n\n- TEXT THAT CHANGES OVER TIME -> 'content' IS keyframeable, and it is DISCRETE: it holds the current word until the next keyframe and does not tween. One thing worth knowing before you build a cascade out of it. A cascade of N words is N keyframes you have to write out, which is the reason to prefer the call below rather than any limitation. For the common case prefer pinepaper_execute_custom_code with app.textSequence(itemOrId" +
3967
- ", words, { interval }): ONE item cycling its words in one call, against one item per word with opacity tracks faking the cut. It returns { ok: false, reason } on an id it cannot resolve.\n\nKeyframes are for motion that is AUTHORED, not computed. A track of hundreds of entries produced from a formula is the signal that one of the three above is the right route.\n\nANIMATABLE PROPERTIES:\n- position: [x, y] array (a { x, y } object is also accepted and normalized)\n- x, y: Individual coordinates\n- scale: Uniform scale\n- scaleX, scaleY: Axis scaling\n- rotation: Degrees\n- opacity: 0-1\n- fillColor: Color string\n- strokeColor: Color string\n- strokeWidth, width, height, radius, shadowBlur" +
3968
- ", shadowColor: Numbers / colours\n- fontSize: Number\n- skewX, skewY (current studio): degrees, clamped to ±89; they combine with rotation and scale. An older studio stores them without drawing and the result names them in ignoredProperties; there, a shear is a transform matrix track.\n- TEXT (current studio): fontStyle ('normal' / 'italic' / 'oblique', discrete — switches at the next key), textAlign ('left' / 'center' / 'right', discrete; the anchor stays put), lineHeight (px, or a multiple of fontSize up to 5), letterSpacing (px, or a CSS length such as '0.1em'), wordSpacing (px or a CSS length), textTransform and textDecoration (discrete). An older studio stores these keys without drawi" +
3969
- "ng them; the result names any it did not animate (ignoredProperties). fontWeight keys STEP: a font with fixed weights switches from one weight to the next once, partway through the move, and does not ramp. Key fontSize or scale for a smooth change.\n- STROKE DRAW-ON (paths): trimStart, trimEnd (0-1 of the path's length), trimOffset (shifts the visible window along it), dashArray. A draw-on is trimEnd 0 -> 1.\nThe authoritative list for a given item is pinepaper_get_animatable_properties — ask it rather than guessing.\n\nEASING — BY DEFAULT IT SHAPES THE SEGMENT ARRIVING AT THE KEYFRAME IT IS ON.\nThe move from keyframe A to keyframe B is eased by B's easing, not A's. So by default the FIRS" +
3970
- "T keyframe's easing has no effect (no segment arrives at it) — a Ken Burns with easing only on its first key plays linear. Put the easing on the key you are moving TO, or pass easingAt: 'departure' for the other reading: each key's easing shapes the move LEAVING it, so the first key's easing eases the first move (current studio; an older one reads arrival and the result says so). 'hold' / 'step' stay on the key they mark either way.\n" +
3982
+ ", words, { interval }): ONE item cycling its words in one call, against one item per word with opacity tracks faking the cut. It returns { ok: false, reason } on an id it cannot resolve.\n\nKeyframes are for motion that is AUTHORED, not computed. A track of hundreds of entries produced from a formula is the signal that one of the three above is the right route.\n\nANIMATABLE PROPERTIES:\n- position: [x, y] array (a { x, y } object is also accepted and normalized)\n- x, y: Individual coordinates\n- scale: Uniform scale\n- scaleX, scaleY: Axis scaling\n- rotation: Degrees. Keys interpolate as plain numbers, with no short way round: 350 to 10 sweeps back through 180. Key 350 to 370 to cross z" +
3983
+ "ero.\n- opacity: 0-1\n- fillColor: Color string\n- strokeColor: Color string\n- strokeWidth, width, height, radius, shadowBlur, shadowColor: Numbers / colours\n- fontSize: Number\n- skewX, skewY (current studio): degrees, clamped to ±89; they combine with rotation and scale. An older studio stores them without drawing and the result names them in ignoredProperties; there, a shear is a transform matrix track.\n- TEXT (current studio): fontStyle ('normal' / 'italic' / 'oblique', discrete — switches at the next key), textAlign ('left' / 'center' / 'right', discrete; the anchor stays put), lineHeight (px, or a multiple of fontSize up to 5), letterSpacing (px, or a CSS length such as '0.1em'), " +
3984
+ "wordSpacing (px or a CSS length), textTransform and textDecoration (discrete). An older studio stores these keys without drawing them; the result names any it did not animate (ignoredProperties). fontWeight keys STEP: a font with fixed weights switches from one weight to the next once, partway through the move, and does not ramp. Key fontSize or scale for a smooth change.\n- STROKE DRAW-ON (paths): trimStart, trimEnd (0-1 of the path's length), trimOffset (shifts the visible window along it), dashArray. A draw-on is trimEnd 0 -> 1.\nThe authoritative list for a given item is pinepaper_get_animatable_properties — ask it rather than guessing.\n\nEASING — BY DEFAULT IT SHAPES THE SEGMENT ARRI" +
3985
+ "VING AT THE KEYFRAME IT IS ON. It belongs to the key, not to one property: 'step' on a key holds every property in that key, so keep a stepped property in its own call from one that moves.\nThe move from keyframe A to keyframe B is eased by B's easing, not A's. So by default the FIRST keyframe's easing has no effect (no segment arrives at it) — a Ken Burns with easing only on its first key plays linear. Put the easing on the key you are moving TO, or pass easingAt: 'departure' for the other reading: each key's easing shapes the move LEAVING it, so the first key's easing eases the first move (current studio; an older one reads arrival and the result says so). 'hold' / 'step' stay on the key" +
3986
+ " they mark either way.\n" +
3971
3987
  String(EASING_LINES) +
3972
3988
  "\n- or a custom cubic-bezier [x1, y1, x2, y2] — x in 0..1, y may exceed 0..1 for overshoot. keyframe_animate and camera_animate only.\nCOUNTERS: a text item with a counter (create_item / modify_item counter) also animates the numeric property counterValue, drawn through the counter's format — keyframe it to shape a count by hand (hold on a number, then race). Its keys override the counter's own from / to.\n\nHOLD KEYS (where the studio has them): interpolation: 'hold' on a key holds ITS value until the next key, then cuts — no in-between. Easing 'hold' / 'step' on the ARRIVING key does the same. A studio without hold keys refuses rather than interpolate; there, two keys a frame apart make " +
3973
3989
  "the cut. For a whole layer 'on twos', set stepTiming on the item (create_item / modify_item). A DISCRETE change (a bar turning red at 2 s, a label switching colour) needs this too: without hold / step every key ramps from the one before it, so the colour fades across the whole gap instead of switching. This applies to batch keyframe ops the same way.\n\nEvery easing renders exactly in video, GIF and APNG. Lottie and CSS get the closest single Bézier: springPlayful loses its wobble, and the in-out quart/quint/expo/circ curves are within 2–4 %. SMIL is exact for springs and those four.\n\nCLIP WINDOW (optional — Premiere/Canva-style clip behavior):\n- timeOffset: Shift the whole clip in canv" +
@@ -4010,7 +4026,6 @@ String(EASING_LINES) +
4010
4026
 
4011
4027
 
4012
4028
 
4013
-
4014
4029
 
4015
4030
 
4016
4031
  ),
@@ -4068,13 +4083,17 @@ String(EASING_LINES) +
4068
4083
  enum: ['replace', 'merge'],
4069
4084
  description: "The studio's spelling of append, accepted so its keyframe_track_replaced warning (\"Pass { mode: 'merge' }\") can be followed as written: 'merge' is append: true; 'replace' is the default. append and mode that disagree are refused as a contradiction.",
4070
4085
  },
4086
+ keys: {
4087
+ type: 'object',
4088
+ description: 'The keyframes by column, instead of keyframes, and far cheaper to send for a track of many keys: {"time":[0,1,2],"x":[100,400,700],"y":[300,null,500],"easing":"easeOut"}. One list per property, each as long as time; a null means that key does not set that property; easing is one name, or a list with one per key. Evenly spaced keys take "time":{"step":0.033333,"count":180} (from defaults to 0). Passing both keys and keyframes is refused.',
4089
+ },
4071
4090
  easingAt: {
4072
4091
  type: 'string',
4073
4092
  enum: ['arrival', 'departure'],
4074
4093
  description: "Which segment a key's easing shapes. 'arrival' (default): the move ARRIVING at the key, so the first key's easing has no effect. 'departure': the move LEAVING the key, so an ease placed where a motion starts applies there. Current studio; an older one reads arrival and the result says so.",
4075
4094
  },
4076
4095
  },
4077
- required: ['itemId', 'keyframes'],
4096
+ required: ['itemId'],
4078
4097
  },
4079
4098
  },
4080
4099
  {
@@ -6320,7 +6339,7 @@ ACTIONS:
6320
6339
  },
6321
6340
  description: `Export current scene as a PineWidget (pp:PinePaper ontology JSON v0.4.3).
6322
6341
 
6323
- Returns portable scene data with items, relations, animations, masks, and interactions serialized in the pp:PinePaper semantic format. Includes embed code snippet for external sites.
6342
+ Returns portable scene data with items, relations, animations, masks, and interactions serialized in the pp:PinePaper semantic format. Includes embed code snippet for external sites. Contraption rules, bound text, layout constraints and relation windows run in the widget; a rule with a custom action function is left out, with a warning (widget-contraption-custom).
6324
6343
 
6325
6344
  Params: download (bool), filename, includeInteractions (bool, default true), minify (bool)`,
6326
6345
  inputSchema: {
@@ -8135,12 +8154,12 @@ String(STYLED_SCENE_STYLES.map((k) => `${k} (${STYLED_SCENE_STYLE_INFO[k]})`).jo
8135
8154
  {
8136
8155
  name: 'pinepaper_emitter',
8137
8156
  annotations: { title: 'Particle Emitter', readOnlyHint: false, destructiveHint: false, idempotentHint: false, openWorldHint: false },
8138
- description: ("Particles as an ITEM whose every frame is a pure function of its spec and the scene time — so the preview, capture_frames, every export, a saved project, a template and the cloud render all draw the same particles, scrubbing backwards included. The serialisable, cloud-safe choice; pinepaper_apply_effect is a live look on an item.\n\nACTIONS:\n- create: { spec } → itemId\n- set: { itemId, spec } — merge a partial spec onto the emitter's.\n\nSPEC:\n- mode: 'burst' (default) — bursts: [{ t, x, y, count, …per-burst overrides }]: a pop of particles at scene time t.\n- mode: 'trail' (or give target) — target (an item id), rate (per second), emitWindows [[t0, t1], …], window, offset: particles sh" +
8139
- "ed from a moving item.\n- look and physics (per emitter or per burst): shape ('circle' | 'rect' | 'dash' | 'star' | 'confetti', or an array), palette [colours], size / sizes / sizeEnd, speed + angle ranges or velocities ([[vx, vy], …] px/s, or [{x, y}, …]; particle i takes velocities[i % length], so give one per particle — the reply warns when count and the list differ), gravity (px/s², +down), drag, friction, lifetime, fadeIn / fadeOut, spin, opacity, jitter, jitterGrow, seed.\nUNITS (a number, or a [min, max] range picked per particle where it says range):\n- count: particles per burst, at most 10000 on the current studio (2000 on older studios) — a larger count is drawn at the cap and t" +
8140
- "he reply warns with the number drawn. For more, add a second burst at the same t.\n- speed: px/s (range). angle: degrees, 0 = right, 90 = down (range). gravity: px/s². lifetime: seconds (range, > 0). size: px (range).\n- gravity, drag, friction, opacity, sizeEnd and jitter also take a range on the current studio, sampled per particle; an older studio draws the midpoint and warns emitter-range-not-read.\n- fadeIn / fadeOut: SECONDS at the start / end of each particle's life. fadeOut is capped at that particle's lifetime (a 0.5 s life cannot fade for 2 s; it fades over its whole life instead), and the current studio warns when it caps one. Omitted (or fade: 'linear'), the particle fades line" +
8141
- "arly over its WHOLE life; fade: 'none' turns both off.\n- spin: DEGREES PER SECOND, positive = clockwise on screen (range; spinAlternate flips every other particle). It turns rect, confetti, star and dash particles; a circle has no orientation, so spin on circles shows nothing (the current studio warns when every particle is a circle).\n- jitter: PIXELS — on the current studio each particle is displaced up to ±jitter px on each axis from its path, at full size from birth; jitterGrow: true keeps the older ramp (zero at birth, the full ±jitter at the end of life). Older studios (before jitterGrow) displace up to ±jitter/2, growing from 0 at birth. jitterHz: how many times a second that offse" +
8142
- "t is re-rolled (0, the default, keeps one offset per particle).\nAn unknown shape, mode or bad range is refused with the engine's reason — never defaulted.\n\nEXAMPLE — confetti at 2 s:\n{ action: 'create', spec: { bursts: [{ t: 2, x: 960, y: 400, count: 80 }], shape: 'confetti', palette: ['#f43f5e', '#facc15', '#22d3ee'], speed: [300, 700], angle: [-150, -30], gravity: 900, lifetime: 2.5, seed: 7 } }"
8143
-
8157
+ description: ("Particles as an ITEM whose every frame is a pure function of its spec and the scene time — so the preview, capture_frames, every export, a saved project, a template and the cloud render all draw the same particles, scrubbing backwards included. The serialisable, cloud-safe choice; pinepaper_apply_effect is a live look on an item.\n\nACTIONS:\n- create: { spec } → itemId\n- set: { itemId, spec } — merge a partial spec onto the emitter's.\n\nSPEC:\n- mode: 'burst' (default) — bursts: [{ t, x, y, count, …per-burst overrides }]: a pop of particles at scene time t.\n- mode: 'trail' (or give target) — target (an item id), rate (per second), emitWindows [[t0, t1], …] (when it sheds), window [t0, " +
8158
+ "t1] (when the WHOLE trail shows: it switches on and off at those times, with what was shed before t0 already there), offset ([dx, dy] or {x, y}): particles shed from a moving item. rate, start and end are trail settings: a burst emitter does not read them.\n- look and physics (per emitter or per burst): shape ('circle' | 'rect' | 'dash' | 'star' | 'confetti', or an array; size is a circle's diameter, a rect's or confetti's width (height is half of it), and a star's extent is 0.8 of it; a dash is a thin line drawn forward from the particle along its velocity; confetti tumbles, with a seeded tilt and a darker back, and a rect does not), palette [colours], size / sizes / sizeEnd, speed + angl" +
8159
+ "e ranges or velocities ([[vx, vy], …] px/s, or [{x, y}, …]; particle i takes velocities[i % length], so give one per particle — the reply warns when count and the list differ), gravity (px/s², +down), drag (slows the launch velocity only: what gravity adds is not damped, so a falling particle has no terminal velocity), friction, lifetime, fadeIn / fadeOut, spin, opacity, jitter, jitterGrow, seed.\nUNITS (a number, or a [min, max] range picked per particle where it says range):\n- count: particles per burst, at most 10000 on the current studio (2000 on older studios) — a larger count is drawn at the cap and the reply warns with the number drawn. For more, add a second burst at the same t.\n" +
8160
+ "- speed: px/s (range). angle: degrees, 0 = right, 90 = down (range). gravity: px/s². lifetime: seconds (range, > 0). size: px (range).\n- gravity, drag, friction, opacity, sizeEnd and jitter also take a range on the current studio, sampled per particle; an older studio draws the midpoint and warns emitter-range-not-read.\n- fadeIn / fadeOut: SECONDS at the start / end of each particle's life. fadeOut is capped at that particle's lifetime (a 0.5 s life cannot fade for 2 s; it fades over its whole life instead), and the current studio warns when it caps one. Omitted (or fade: 'linear'), the particle fades linearly over its WHOLE life; fade: 'none' turns both off.\n- spin: DEGREES PER SECOND," +
8161
+ " positive = clockwise on screen (range; spinAlternate flips every other particle). It turns rect, confetti, star and dash particles; a circle has no orientation, so spin on circles shows nothing (the current studio warns when every particle is a circle).\n- jitter: PIXELS — on the current studio each particle is displaced up to ±jitter px on each axis from its path, at full size from birth; jitterGrow: true keeps the older ramp (zero at birth, the full ±jitter at the end of life). Older studios (before jitterGrow) displace up to ±jitter/2, growing from 0 at birth. jitterHz: how many times a second that offset is re-rolled (0, the default, keeps one offset per particle).\nAn unknown shape, " +
8162
+ "mode or bad range is refused with the engine's reason — never defaulted.\n\nEXAMPLE — confetti at 2 s:\n{ action: 'create', spec: { bursts: [{ t: 2, x: 960, y: 400, count: 80 }], shape: 'confetti', palette: ['#f43f5e', '#facc15', '#22d3ee'], speed: [300, 700], angle: [-150, -30], gravity: 900, lifetime: 2.5, seed: 7 } }"
8144
8163
 
8145
8164
 
8146
8165
 
@@ -8815,10 +8834,14 @@ String(KEYFRAME_EASINGS_LIST) +
8815
8834
  " by name; the result has a receipt per tween.\n {type: \"timeline\", defaults: {ease: \"power2.out\"}, tweens: [{to: \"bar-*\", from: {scaleY: 0}, vars: {scaleY: 1}, duration: 0.8, at: 0.5, stagger: 0.15}, {to: \"ring\", vars: {rotation: 480}, duration: 8, ease: \"none\", at: 0}]}\n relation — Behavioral link: {sourceId, targetId, relationType, relationOptions}\n relationType: orbits, follows, attached_to, points_at, mirrors, parallax, wave_through, morphs_to, group_morphs_to, moves_along_path (+ 9 more in schema)\n\n MOVE vs ANIMATE vs PATH (pick by intent): instant reposition → modify {x,y}. Animated A→B move → keyframe_animate two keyframes [{time:0,{x,y}},{time:T,{x',y'}}]. Fol" +
8816
8835
  "low a multi-point path the user lists → relation moves_along_path {params:{path:[{x,y},…]}}.\n\nEFFECTS:\n apply_mask — Reveal effect: {itemId, maskPreset, maskOptions}\n maskPreset: wipeLeft, wipeRight, wipeUp, wipeDown, iris, irisOut, star, heart, curtainHorizontal, curtainVertical, cinematic, diagonalWipe, revealUp, revealDown\n apply_effect — Visual effect: {itemId, effectType, effectParams}\n effectType: " +
8817
8836
  String(EFFECT_TYPES_LIST) +
8818
- "\n\nPLAYBACK:\n play_timeline — {action: \"play\"|\"stop\"|\"seek\", duration, loop}\n\nVARIABLE REFERENCES: \"$0\", \"$1\" etc. reference the items this batch makes, in op order: create and group ops each take the next number (a ring / grid / orbit that makes items takes one per item); no other op does. [create, create, group, …] makes the group \"$2\". Place the ops that make an item before any op that references it.\n\nANIMATION NOTES:\n- keyframe_animate position accepts [x, y] or { x, y } (normalized). fillColor/strokeColor accept rgba() for alpha. The create \"opacity\" and \"blendMode\" props are applied to the item.\n- For MP4/GIF export the keyframe timeline is rendered once acro" +
8819
- "ss the duration; author motion to fill the clip and use loop:false. Looping item-animations (loop:true) are not advanced by the exporter and render frozen.\n\nEXAMPLE — Animated sky scene with timed reveals:\n{operations: [\n {type: \"set_canvas_size\", preset: \"full-hd-1080p\"},\n {type: \"execute_generator\", generatorName: \"drawGradientMesh\", generatorParams: {colors: [\"#1e3a5f\", \"#87CEEB\", \"#fbbf24\"], bgColor: \"#0c1445\", blobCount: 4}},\n {type: \"create\", itemType: \"circle\", position: {x: 1600, y: 150}, properties: {radius: 80, color: \"#fbbf24\", shadowColor: \"#fbbf24\", shadowBlur: 40}},\n {type: \"create\", itemType: \"ellipse\", position: {x: 400, y: 180}, prope" +
8820
- "rties: {radiusX: 100, radiusY: 35, color: \"#ffffff\", opacity: 0.8}},\n {type: \"create\", itemType: \"ellipse\", position: {x: 900, y: 120}, properties: {radiusX: 120, radiusY: 40, color: \"#ffffff\", opacity: 0.7}},\n {type: \"create\", itemType: \"text\", position: {x: 960, y: 500}, properties: {content: \"Dream Big\", fontSize: 96, color: \"#ffffff\", fontWeight: \"bold\"}},\n {type: \"animate\", itemId: \"$0\", animationType: \"pulse\", animationOptions: {speed: 0.3}},\n {type: \"animate\", itemId: \"$1\", animationType: \"slideLeftRight\", animationOptions: {speed: 0.2}},\n {type: \"animate\", itemId: \"$2\", animationType: \"slide\", animationOptions: {speed: 0.15, direction: " +
8821
- "\"left\"}},\n {type: \"keyframe_animate\", itemId: \"$3\", keyframes: [{time: 0, properties: {opacity: 0, scale: 0.8}}, {time: 2, properties: {opacity: 1, scale: 1}, easing: \"easeOutBack\"}], duration: 3},\n {type: \"apply_mask\", itemId: \"$3\", maskPreset: \"wipeLeft\"},\n {type: \"play_timeline\", action: \"play\", duration: 5, loop: true}\n]}"
8837
+ "\n\nPLAYBACK:\n play_timeline — {action: \"play\"|\"stop\"|\"seek\", duration, loop}\n\nCOMPACT FORMS (they run as the long forms do, and cost a third as much to send on a dense scene):\n create_many — {itemType, name, properties, items}: one create per item. properties is what they share; an item is [x, y] or {x, y, …what differs}. name is a prefix (name-0, name-1 …) unless an item names itself. Slow past a few hundred (2000 took about a minute).\n keys on keyframe_animate — {\"time\":[0,1,2],\"x\":[100,400,700],\"y\":[300,null,500],\"easing\":\"easeOut\"} in place of keyframes: one list per property, each as long as time; a null means that key does not set that property; easing is a n" +
8838
+ "ame or a list with one per key. Evenly spaced keys: \"time\":{\"step\":0.033333,\"count\":180}.\n\nVARIABLE REFERENCES: \"$0\", \"$1\" etc. reference the items this batch makes, in op order: create and group ops each take the next number (a ring / grid / orbit / create_many that makes items takes one per item); no other op does. [create, create, group, …] makes the group \"$2\". Place the ops that make an item before any op that references it.\n\nANIMATION NOTES:\n- keyframe_animate position accepts [x, y] or { x, y } (normalized). fillColor/strokeColor accept rgba() for alpha. The create \"opacity\" and \"blendMode\" props are applied to the item.\n- For MP4/GIF export the keyframe timeli" +
8839
+ "ne is rendered once across the duration; author motion to fill the clip and use loop:false. \n\nEXAMPLE — Animated sky scene with timed reveals:\n{operations: [\n {type: \"set_canvas_size\", preset: \"full-hd-1080p\"},\n {type: \"execute_generator\", generatorName: \"drawGradientMesh\", generatorParams: {colors: [\"#1e3a5f\", \"#87CEEB\", \"#fbbf24\"], bgColor: \"#0c1445\", blobCount: 4}},\n {type: \"create\", itemType: \"circle\", position: {x: 1600, y: 150}, properties: {radius: 80, color: \"#fbbf24\", shadowColor: \"#fbbf24\", shadowBlur: 40}},\n {type: \"create\", itemType: \"ellipse\", position: {x: 400, y: 180}, properties: {radiusX: 100, radiusY: 35, color: \"#ffffff\", opacity:" +
8840
+ " 0.8}},\n {type: \"create\", itemType: \"ellipse\", position: {x: 900, y: 120}, properties: {radiusX: 120, radiusY: 40, color: \"#ffffff\", opacity: 0.7}},\n {type: \"create\", itemType: \"text\", position: {x: 960, y: 500}, properties: {content: \"Dream Big\", fontSize: 96, color: \"#ffffff\", fontWeight: \"bold\"}},\n {type: \"animate\", itemId: \"$0\", animationType: \"pulse\", animationOptions: {speed: 0.3}},\n {type: \"animate\", itemId: \"$1\", animationType: \"slideLeftRight\", animationOptions: {speed: 0.2}},\n {type: \"animate\", itemId: \"$2\", animationType: \"slide\", animationOptions: {speed: 0.15, direction: \"left\"}},\n {type: \"keyframe_animate\", itemId: \"$3\", key" +
8841
+ "frames: [{time: 0, properties: {opacity: 0, scale: 0.8}}, {time: 2, properties: {opacity: 1, scale: 1}, easing: \"easeOutBack\"}], duration: 3},\n {type: \"apply_mask\", itemId: \"$3\", maskPreset: \"wipeLeft\"},\n {type: \"play_timeline\", action: \"play\", duration: 5, loop: true}\n]}"
8842
+
8843
+
8844
+
8822
8845
 
8823
8846
 
8824
8847
 
@@ -8892,7 +8915,7 @@ String(EFFECT_TYPES_LIST) +
8892
8915
  properties: {
8893
8916
  type: {
8894
8917
  type: 'string',
8895
- enum: ['set_canvas_size', 'set_background', 'execute_generator', 'create', 'modify', 'delete', 'group', 'animate', 'keyframe_animate', 'relation', 'apply_mask', 'apply_effect', 'play_timeline', 'ring', 'grid', 'orbit', 'stagger', 'patch', 'timeline'],
8918
+ enum: ['set_canvas_size', 'set_background', 'execute_generator', 'create', 'modify', 'delete', 'group', 'animate', 'keyframe_animate', 'relation', 'apply_mask', 'apply_effect', 'play_timeline', 'ring', 'grid', 'orbit', 'stagger', 'patch', 'create_many', 'timeline'],
8896
8919
  description: 'Operation type. timeline compiles a GSAP-shaped timeline onto keyframe tracks. ring / grid make many items in one op (each a create, so each fills a $N slot in order), orbit binds an orbits relation (making the orbiting item when itemType is given), stagger plays the same keyframes on itemIds one after another, patch changes the item with that name (refused when several items hold it).',
8897
8920
  },
8898
8921
  // Canvas setup
@@ -8943,8 +8966,10 @@ String(EFFECT_TYPES_LIST) +
8943
8966
  easing: { type: 'string' },
8944
8967
  },
8945
8968
  },
8946
- description: 'For keyframe_animate: [{time, properties, easing}]',
8969
+ description: 'For keyframe_animate: [{time, properties, easing}], or send keys instead',
8947
8970
  },
8971
+ keys: { type: 'object', description: 'For keyframe_animate, ring, grid and stagger: the keyframes by column instead of keyframes: {"time":[0,1],"x":[100,400],"easing":"easeOut"}. One list per property, each as long as time; a null means that key does not set that property. time may be {step, count, from?} for evenly spaced keys.' },
8972
+ items: { type: 'array', description: 'For create_many: each item, as [x, y] or {x, y, …what differs from properties}' },
8948
8973
  duration: { type: 'number', description: 'Duration in seconds for keyframe_animate or play_timeline' },
8949
8974
  loop: { type: 'boolean', description: 'Loop for keyframe_animate or play_timeline' },
8950
8975
  append: { type: 'boolean', description: "For keyframe_animate: add these keys to the item's existing track instead of replacing it (a key at the same time merges, the new values win). Without it the op replaces the track; the op's result says which happened." },
@@ -9081,9 +9106,9 @@ String(EFFECT_TYPES_LIST) +
9081
9106
  },
9082
9107
  description: ("Smart export with automatic format detection and platform optimization.\n\nWHAT quality ACTUALLY SETS, because it bundles three things and only one of them is \"quality\": draft = 15fps / 72dpi / compression 0.6, standard = 30fps / 150dpi / 0.85, high = 60fps / 300dpi / 0.95. So asking for high DOUBLES the frame count and the render time against standard. Override either half directly - fps for frame rate, scale for resolution.\nThe compression half is weaker than its name for VIDEO: on mp4 / webm it scales the encoder's resolution-derived target bitrate, and the browser encoder treats that target as a CEILING. A simple scene encodes well under either ceiling, so draft and high at the same" +
9083
9108
  " fps can come out within bytes of each other; a scene with grain is encoded at a fixed quantizer and ignores it. To change a video's size or quality, use scale, or bitrate (with bitrateMode 'constant' to hold it); result.video.achievedBitrate says what the encoder produced. On jpg / webp stills compression IS the encoder quality, and lower means a smaller file.\n\nDOES THIS SURVIVE EXPORT? It is a PATH fact, not a per-feature one, so the rule is short and does not go stale as capabilities land: IF IT TICKS INSIDE THE ENGINE'S UPDATE LOOP, IT EXPORTS. Loop presets (pinepaper_animate), relations, keyframes, generators and camera moves all do - measured frame-by-frame, not assumed. What does " +
9084
- "NOT survive is anything driven by the wall clock outside that loop, or anything on the realtime recorder path.\nONE MEASURED EXCEPTION TO CHECK: keyframe_animate's loop:true has been measured playing ONCE in an export and then holding the last keyframe. Before exporting past one cycle, sample a frame in the second cycle; if it holds, write the keyframes out for each cycle, or use a loop preset.\n\nSEAMLESS LOOPS: there is no loop switch on export. Key the animation to the SAME state at t = 0 and at t = duration, and export exactly that duration — the export renders t = 0 up to one frame before duration, so no frame is doubled at the wrap. A GIF's play count is the loop parameter.\n\nIf exp" +
9085
- "orted frames look frozen, check the SAMPLING before believing it: a loop animation at animationSpeed 1 has a one-second period, so two frames a whole second apart are identical by design. Compare frames that are not a whole number of periods apart.\n\nPLATFORMS & OPTIMAL FORMATS:\n| Platform | Dimensions | Static | Animated |\n|-----------------|------------|--------|----------|\n| instagram | 1080x1080 | PNG | MP4 |\n| instagram-story | 1080x1920 | PNG | MP4 |\n| tiktok | 1080x1920 | PNG | MP4@60fps|\n| youtube | 1920x1080 | PNG | MP4 |\n| twitter | 1200x675 | PNG | GIF |\n| web | flexible | SVG " +
9086
- " | SVG |\n\nA preset's dimensions assume the canvas has the same aspect. When it does not, the canvas aspect is KEPT (never stretched) and its short edge takes the preset's short edge — a 4:5 canvas on instagram exports 1080x1350 — and the result carries platformFit saying so.\n\nFORMATS: " +
9109
+ "NOT survive is anything driven by the wall clock outside that loop, or anything on the realtime recorder path.\n\nSEAMLESS LOOPS: there is no loop switch on export. Key the animation to the SAME state at t = 0 and at t = duration, and export exactly that duration — the export renders t = 0 up to one frame before duration, so no frame is doubled at the wrap. A GIF's play count is the loop parameter.\n\nIf exported frames look frozen, check the SAMPLING before believing it: a loop animation at animationSpeed 1 has a one-second period, so two frames a whole second apart are identical by design. Compare frames that are not a whole number of periods apart.\n\nPLATFORMS & OPTIMAL FORMATS:\n| Pla" +
9110
+ "tform | Dimensions | Static | Animated |\n|-----------------|------------|--------|----------|\n| instagram | 1080x1080 | PNG | MP4 |\n| instagram-story | 1080x1920 | PNG | MP4 |\n| tiktok | 1080x1920 | PNG | MP4@60fps|\n| youtube | 1920x1080 | PNG | MP4 |\n| twitter | 1200x675 | PNG | GIF |\n| web | flexible | SVG | SVG |\n\nA preset's dimensions assume the canvas has the same aspect. When it does not, the canvas aspect is KEPT (never stretched) and its short edge takes the preset's short edge — a 4:5 canvas on instagram exports 1080x1350 — and the result carries platformFit saying so.\n\n" +
9111
+ "FORMATS: " +
9087
9112
  String(AgentExportFormatSchema.options.join(', ')) +
9088
9113
  ".\nQUALITY: draft, standard, high.\nFRAMING: canvas (default, full canvas) | camera (camera_animates first-keyframe viewport — video formats only, requires a keyframe-mode walkthrough on the canvas; camera animation still drives motion within the fixed output frame).\n\n⚠️ If export fails, do NOT retry with different formats — report the error to the user.\n⚠️ When user asks for \"video\", always use format: \"mp4\".\n\nEXAMPLES:\n- {platform: \"instagram\"} — auto-selects best format\n- {platform: \"instagram\", format: \"mp4\"} — force MP4\n- {platform: \"web\", format: \"svg\"} — animated SVG\n- {platform: \"youtube\", format: \"mp4\", framing: \"camera\"} — render only what the camera " +
9089
9114
  "frames during the walkthrough\n- {platform: \"youtube\", format: \"mp4\", duration: 30, estimateOnly: true} — how big would that be, and what would it lose? (renders nothing)\n\nEvery export answers the second question too: the result carries \"fidelity\", which says whether the check could run at all (available), what this scene loses to the format you chose (warnings), and what that verdict was derived from (checked). An empty warnings list with a note means this SCENE loses nothing to this format — not that the format is lossless.\n\nVERIFY MOTION BEFORE YOU RENDER. An export takes seconds to minutes and shows you the result only at the end, by which time a frozen animation has cost you" +
@@ -9116,7 +9141,6 @@ String(AgentExportFormatSchema.options.join(', ')) +
9116
9141
 
9117
9142
 
9118
9143
 
9119
-
9120
9144
 
9121
9145
 
9122
9146
  ),
@@ -9156,7 +9180,7 @@ String(AgentExportFormatSchema.options.join(', ')) +
9156
9180
  loop: { anyOf: [{ type: 'boolean' }, { type: 'integer', minimum: 0, maximum: 1000 }], description: 'gif / apng: true = loop forever, false / 0 / 1 = play once, n = play n times (email clients often want a few plays, not forever). Refused on video formats — see SEAMLESS LOOPS.' },
9157
9181
  broadcast: { type: 'boolean', description: 'mp4 only: broadcast-safe — BT.709, limited range (16-235), tagged bt709, constant bitrate with an 8 Mbps floor at 720p+ (4 below). result.video reports what the encoder did.' },
9158
9182
  frames: { type: 'integer', minimum: 1, maximum: 36000, description: 'Animated formats: exactly this many frames instead of duration. A duration makes ceil(duration x fps) frames (7.91667 s at 24 fps is 191, not 190), so use frames for frame-exact segments.' },
9159
- deterministic: { type: 'boolean', description: 'mp4 / webm: identical encoder input for the same scene, seed and settings (the receipt\'s frameHashes / frameDigest), and a container identical apart from the encoded samples. WebM is byte-identical. An MP4 is byte-identical only when result.video reports bitExact: true (same machine and browser build); a software H.264 MP4 at 640x480 and above is not, and warns determinism_not_pinned. Compare MP4s by frameDigest, not sha256.' },
9183
+ deterministic: { type: 'boolean', description: 'mp4 / webm, on by default (false opts out): identical encoder input for the same scene, seed and settings (the receipt\'s frameHashes / frameDigest), and a container identical apart from the encoded samples. WebM is byte-identical. An MP4 is byte-identical only when result.video reports bitExact: true (same machine and browser build); a software H.264 MP4 at 640x480 and above is not, and warns determinism_not_pinned. Compare MP4s by frameDigest, not sha256.' },
9160
9184
  motionBlur: {
9161
9185
  type: 'object',
9162
9186
  description: 'mp4 / webm: real motion blur. Each frame is rendered `subframes` times across the shutter and averaged, so fast movement smears instead of strobing. Costs subframes× the render time: run estimateOnly first (it reports renders and renderCost). The result carries motionBlur (what the exporter applied).',
@@ -9203,7 +9227,7 @@ String(AgentExportFormatSchema.options.join(', ')) +
9203
9227
  },
9204
9228
  fps: {
9205
9229
  anyOf: [{ type: 'number', minimum: 1, maximum: 120 }, { type: 'string', pattern: '^[0-9]+/[0-9]+$' }],
9206
- description: 'Video only: frames per second, overriding whatever `quality` implies. Integers, NTSC rates (23.976, 29.97, 59.94 — snapped to the exact 24000/1001, 30000/1001, 60000/1001, which CTV / OTT specs require) or a rational string "30000/1001". At an NTSC rate a duration of N seconds is round(N x fps) frames, so 6 s at 29.97 is 180 frames = 6.006 s — the result says when that overruns the duration you asked for. File size is bitrate x duration and does not move with fps.',
9230
+ description: 'Video only: frames per second, overriding whatever `quality` implies. Integers, NTSC rates (23.976, 29.97, 59.94 — snapped to the exact 24000/1001, 30000/1001, 60000/1001, which CTV / OTT specs require) or a rational string "30000/1001". At an NTSC rate a duration of N seconds is round(N x fps) frames, so 6 s at 29.97 is 180 frames = 6.006 s — the result says when that overruns the duration you asked for. The bitrate is a ceiling. A picture that needs it gets fewer bits per frame at a higher fps, at about the same size; one under it costs what its frames need, so its file grows with fps.',
9207
9231
  },
9208
9232
  scale: {
9209
9233
  type: 'number',
@@ -9695,8 +9719,10 @@ USE WHEN:
9695
9719
  openWorldHint: false,
9696
9720
  },
9697
9721
  description: ("Get detailed guidance for PinePaper tools on demand.\n\nUSE WHEN: You need full parameter docs, examples, or workflow guidance — especially in minimal verbosity mode where tool descriptions are short summaries.\n\nPREFER RESOURCES WHERE POSSIBLE: The full AI Agent Guide is also available via the MCP resources API at pinepaper://docs/agent-guide — clients that support resources should pull it that way rather than calling this tool. Per-domain references live at pinepaper://docs/{generators,relations,masks,diagrams,maps,effects-and-filters,fonts,custom-paths,paperjs-in-pinepaper,templates,customization,getting-started}. Use this tool when the client doesn't support resources or when you want" +
9698
- " a specific tool's verbose description.\n\nTHE AGENT LANE: for a scene built from shapes, text, keyframes and relations and exported to a file, a seven-tool lane carries the whole contract in its descriptions (no guide, no lessons file): start the server with PINEPAPER_TOOLKIT=lane, or pinepaper_set_toolkit {toolkit: \"lane\"}.\n\nMODES:\n- No args → returns the full AI Agent Guide (same content as pinepaper://docs/agent-guide)\n- tool: \"pinepaper_agent_batch_execute\" → returns that tool's full verbose description\n- category: \"animation\" → returns all tools in that category with full descriptions\n\nCATEGORIES: agent, browser, canvas, core, import, assets, batch, relations, animation," +
9699
- " masks, camera, generators, effects, filters, scene, template, query, export, diagram, map, font, letter_collage, triggers, quiz, performance, custom_code, p5, register, guide"
9722
+ " a specific tool's verbose description.\n\nTHE AGENT LANE: for a scene built from shapes, text, keyframes and relations and exported to a file, an eight-tool lane carries the whole contract in its descriptions (no guide, no lessons file): start the server with PINEPAPER_TOOLKIT=lane, or pinepaper_set_toolkit {toolkit: \"lane\"}.\n\nTHE STARTER: toolkit \"starter\" is the lane's first five tools, the fewest that make a first scene: the batch (create, with relations as ops), keyframes, patterns, export and lint. Events, starting over and custom relations need the lane.\n\nMODES:\n- No args → returns the full AI Agent Guide (same content as pinepaper://docs/agent-guide)\n- tool: \"pinepaper_a" +
9723
+ "gent_batch_execute\" → returns that tool's full verbose description\n- category: \"animation\" → returns all tools in that category with full descriptions\n\nCATEGORIES: agent, browser, canvas, core, import, assets, batch, relations, animation, masks, camera, generators, effects, filters, scene, template, query, export, diagram, map, font, letter_collage, triggers, quiz, performance, custom_code, p5, register, guide"
9724
+
9725
+
9700
9726
 
9701
9727
 
9702
9728
 
@@ -9736,8 +9762,9 @@ USE WHEN:
9736
9762
  },
9737
9763
  description: ("Load more tools, or switch the toolkit profile and/or verbosity, at runtime. The tools/list updates immediately.\n\nThe list starts with the CORE tools (the craft tools, the agent workflow, canvas and query). Everything else loads on demand:\n- load: [\"map\"] adds a group; load: [\"<a tool's name>\"] adds one tool. Loaded tools stay for the session, and the tools they name come with them.\n- Groups: " +
9738
9764
  String(Object.keys(TOOL_TAGS).join(', ')) +
9739
- ".\n\nUSE WHEN:\n- You need a tool that is not listed (maps, diagrams, fonts, physics, ontology…) → load its group or its name\n- You want everything at once → toolkit: 'full' (or 'agent', which leaves out three diagnostics)\n- You want more/less detail in tool descriptions → switch verbosity\n\nPROFILES:\n- core: the craft tools and what they name, the agent workflow, canvas and query — default\n- full: Every tool, no filtering\n- agent: Every tool except the diagnostics (get_performance_metrics, diagnostic_report) and register_item\n- diagram: Diagram/flowchart tools\n- map: Map/choropleth tools\n- font: Font creation tools\n- minimal: Bare essentials\n- lane: the agent lane — seven tools" +
9740
- " (batch_execute, keyframe_animate, pattern, agent_export, lint_scene, event, clear_canvas) whose descriptions carry everything needed to build and export a shape/text/keyframe scene; set it for a scripted build that needs nothing else. It lists no way back: set it last.\n\nVERBOSITY:\n- verbose: Full descriptions\n- compact: Shorter descriptions for 13 largest tools — default\n- minimal: 1-line summaries (use pinepaper_tool_guide for details)"
9765
+ ".\n\nUSE WHEN:\n- You need a tool that is not listed (maps, diagrams, fonts, physics, ontology…) → load its group or its name\n- You want everything at once → toolkit: 'full' (or 'agent', which leaves out three diagnostics)\n- You want more/less detail in tool descriptions → switch verbosity\n\nPROFILES:\n- core: the craft tools and what they name, the agent workflow, canvas and query — default\n- full: Every tool, no filtering\n- agent: Every tool except the diagnostics (get_performance_metrics, diagnostic_report) and register_item\n- diagram: Diagram/flowchart tools\n- map: Map/choropleth tools\n- font: Font creation tools\n- minimal: Bare essentials\n- starter: the lane's first five too" +
9766
+ "ls (batch_execute, keyframe_animate, pattern, agent_export, lint_scene), for a first scene\n- lane: the agent lane — eight tools (batch_execute, keyframe_animate, pattern, agent_export, lint_scene, event, clear_canvas, register_custom_relation) whose descriptions carry everything needed to build and export a shape/text/keyframe scene; set it for a scripted build that needs nothing else. It lists no way back: set it last.\n\nVERBOSITY:\n- verbose: Full descriptions\n- compact: Shorter descriptions for 13 largest tools — default\n- minimal: 1-line summaries (use pinepaper_tool_guide for details)"
9767
+
9741
9768
 
9742
9769
 
9743
9770
 
@@ -9765,7 +9792,7 @@ String(Object.keys(TOOL_TAGS).join(', ')) +
9765
9792
  toolkit: {
9766
9793
  type: 'string',
9767
9794
  description: 'Toolkit profile: core (default), full, agent, diagram, map, font, minimal, lane',
9768
- enum: ['core', 'full', 'agent', 'diagram', 'map', 'font', 'minimal', 'lane', 'edit'],
9795
+ enum: ['core', 'full', 'agent', 'diagram', 'map', 'font', 'minimal', 'lane', 'edit', 'starter'],
9769
9796
  },
9770
9797
  load: {
9771
9798
  type: 'array',