@pinepaper.studio/mcp-server 1.6.34 → 1.6.36

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (63) hide show
  1. package/README.de.md +1 -1
  2. package/README.es.md +1 -1
  3. package/README.fr.md +1 -1
  4. package/README.hi.md +1 -1
  5. package/README.ja.md +1 -1
  6. package/README.ko.md +1 -1
  7. package/README.md +84 -6
  8. package/README.pt-BR.md +1 -1
  9. package/README.zh-CN.md +1 -1
  10. package/dist/browser/puppeteer-controller.d.ts.map +1 -1
  11. package/dist/browser/puppeteer-controller.js +4 -0
  12. package/dist/browser/puppeteer-controller.js.map +1 -1
  13. package/dist/build-info.json +2 -2
  14. package/dist/character/perform.d.ts +14 -0
  15. package/dist/character/perform.d.ts.map +1 -1
  16. package/dist/character/perform.js +29 -3
  17. package/dist/character/perform.js.map +1 -1
  18. package/dist/ontology/upstream-vocabulary.d.ts +1 -1
  19. package/dist/ontology/upstream-vocabulary.js +1 -1
  20. package/dist/tools/definitions.d.ts.map +1 -1
  21. package/dist/tools/definitions.js +113 -67
  22. package/dist/tools/definitions.js.map +1 -1
  23. package/dist/tools/effect-class.d.ts.map +1 -1
  24. package/dist/tools/effect-class.js +4 -0
  25. package/dist/tools/effect-class.js.map +1 -1
  26. package/dist/tools/engine-lists.d.ts +4 -4
  27. package/dist/tools/engine-lists.d.ts.map +1 -1
  28. package/dist/tools/engine-lists.js +13 -4
  29. package/dist/tools/engine-lists.js.map +1 -1
  30. package/dist/tools/engine-methods.d.ts.map +1 -1
  31. package/dist/tools/engine-methods.js +4 -0
  32. package/dist/tools/engine-methods.js.map +1 -1
  33. package/dist/tools/engine-surface.d.ts +1 -1
  34. package/dist/tools/engine-surface.d.ts.map +1 -1
  35. package/dist/tools/engine-surface.js +19 -8
  36. package/dist/tools/engine-surface.js.map +1 -1
  37. package/dist/tools/handlers/beats.d.ts +1 -1
  38. package/dist/tools/handlers.d.ts +7 -0
  39. package/dist/tools/handlers.d.ts.map +1 -1
  40. package/dist/tools/handlers.js +43 -3
  41. package/dist/tools/handlers.js.map +1 -1
  42. package/dist/tools/minimal-descriptions.d.ts.map +1 -1
  43. package/dist/tools/minimal-descriptions.js +1 -0
  44. package/dist/tools/minimal-descriptions.js.map +1 -1
  45. package/dist/tools/shape-params.d.ts +2 -2
  46. package/dist/tools/shape-params.js +2 -2
  47. package/dist/tools/stick-vocabulary.d.ts +1 -1
  48. package/dist/tools/stick-vocabulary.js +1 -1
  49. package/dist/tools/toolkits.d.ts.map +1 -1
  50. package/dist/tools/toolkits.js +2 -1
  51. package/dist/tools/toolkits.js.map +1 -1
  52. package/dist/types/code-generator.d.ts +39 -1
  53. package/dist/types/code-generator.d.ts.map +1 -1
  54. package/dist/types/code-generator.js +366 -63
  55. package/dist/types/code-generator.js.map +1 -1
  56. package/dist/types/schemas.d.ts +100 -33
  57. package/dist/types/schemas.d.ts.map +1 -1
  58. package/dist/types/schemas.js +34 -12
  59. package/dist/types/schemas.js.map +1 -1
  60. package/dist/utils/asset-paths.js +1 -1
  61. package/dist/utils/asset-paths.js.map +1 -1
  62. package/manifest.json +5 -1
  63. package/package.json +1 -1
@@ -14,7 +14,7 @@ import { TOOL_TAGS } from './toolkits.js';
14
14
  import { STICK_GAITS, STICK_POSES, STICK_SEQUENCES, STICK_EXPRESSIONS, STICK_PROPS } from './stick-vocabulary.js';
15
15
  import { AgentBatchOperationTypeSchema, GeneratorNameSchema, ItemTypeSchema } from '../types/schemas.js';
16
16
  import { expressionGrammarText } from './expression-grammar.js';
17
- import { DESIGN_MEDIA, DESIGN_MEDIA_APPLY, FILTER_TYPES, FILTER_DOCS, LINEAGE_KINDS, STYLED_SCENE_STYLES, STYLED_SCENE_STYLE_INFO, PATTERN_KINDS, ANIMATION_TYPES, ANIMATION_WAVEFORMS, ANIMATION_ORIGINS } from './engine-lists.js';
17
+ import { ENGINE_EASING_NAMES, DESIGN_MEDIA, DESIGN_MEDIA_APPLY, FILTER_TYPES, FILTER_DOCS, LINEAGE_KINDS, STYLED_SCENE_STYLES, STYLED_SCENE_STYLE_INFO, PATTERN_KINDS, ANIMATION_TYPES, ANIMATION_WAVEFORMS, ANIMATION_ORIGINS } from './engine-lists.js';
18
18
  import { EffectTypeSchema, AgentExportFormatSchema, RelationTypeSchema, SimpleAnimationTypeSchema, EasingSchema, KEYFRAME_EASINGS, EASING_DESCRIPTIONS, KEYFRAME_EASING_JSON_SCHEMA, GEOMETRY_OPERATIONS, THREAD_STITCHES, } from '../types/schemas.js';
19
19
  /**
20
20
  * Vocabulary lists derived from Zod schemas so tool descriptions stay in
@@ -44,6 +44,7 @@ const DOORS = [
44
44
  { when: 'A painted, stitched, hatched, inked or cut-paper look on shapes or photos', doors: [{ tool: 'pinepaper_design_medium', text: 'pinepaper_design_medium' }, { tool: 'pinepaper_image_filter', text: 'photos also pinepaper_image_filter (watercolor, painterly)' }] },
45
45
  { when: 'A brand', doors: [{ tool: 'pinepaper_brand_kit', text: 'pinepaper_brand_kit set (first): every item made afterwards inherits it' }] },
46
46
  { when: 'Sound and music', doors: [{ tool: 'pinepaper_sound', text: 'pinepaper_sound' }, { tool: 'pinepaper_audio_beats', text: 'pinepaper_audio_beats' }, { tool: 'pinepaper_beat_cuts', text: 'pinepaper_beat_cuts' }] },
47
+ { when: 'Thousands to a million similar marks (a crowd, swarm, starfield, rain, sand, a confetti field)', doors: [{ tool: 'pinepaper_instances', text: 'pinepaper_instances (rules first): one item, not one per mark' }] },
47
48
  { when: 'Particles that must survive save, export and the cloud (confetti bursts, a trail), or custom per-frame drawing', doors: [{ tool: 'pinepaper_emitter', text: 'pinepaper_emitter' }, { tool: 'pinepaper_render_hook', text: 'custom drawing: pinepaper_render_hook' }] },
48
49
  { when: 'A camera move through the piece, or 3D', doors: [{ tool: 'pinepaper_camera_director', text: 'pinepaper_camera_director' }, { tool: 'pinepaper_world3d', text: '3D: pinepaper_world3d' }, { tool: 'pinepaper_relight', text: 'pinepaper_relight' }] },
49
50
  ];
@@ -424,25 +425,25 @@ IMPORTANT NOTES:
424
425
  "rking feature does nothing.\n- DO NOT take screenshots after every create operation. Trust the API response - if it returns success, the item was created. Take ONE screenshot at the end to verify the final result.\n\n⚠️ COMPLEX CHARACTERS/ILLUSTRATIONS:\nFor requests like \"draw a witch\", \"draw a cat face\", \"draw a person\", or any detailed characters:\n- These are VERY time-consuming to draw with paths (10-20+ operations per character)\n- Use pinepaper_import_svg instead - import pre-made SVG graphics\n- Or compose from simple shapes (circle for head, triangle for hat, etc.)\n- DO NOT attempt pixel-level character drawing with paths\n\nITEM TYPES:\n\nEVERY type below also takes an anc" +
425
426
  "hor, which says WHICH CORNER your x/y meant.\nPosition is the bounding-box CENTRE by default. Anything that computed a layout\nbox — a design system, or any CSS-shaped mental model — authored the TOP-LEFT\ninstead, and passing those coordinates straight in displaces every item by half\nits own size. anchor: 'top-left' (also top-right, bottom-left, bottom-right,\ncenter; origin is an alias for the parameter) fixes that without you computing\nbounds you cannot know until the item exists. It is applied after size and\nrotation, so it uses the item's real box.\nPIXEL-EXACT SLOTS (a spec'd 615x345 end-screen box, a UI frame): use anchor\n'top-left' with WHOLE-NUMBER x, y, width and height. A ce" +
426
427
  "ntred box with an odd\nwidth or height has its edges on half pixels, which renders 1 px short with a\nsoft anti-aliased edge (measured: 615x345 centred came out 614x344).\n\nEVERY type below also takes a label, which wraps the item in a labelled group —\nyou do not need a second create call and a hand-computed position to caption a\nshape. A string is the short form; the object form places and styles it:\nlabel: { content: 'Start', position: 'top', offset: [0, 10], fontSize: 14,\nfontFamily: 'Inter, sans-serif', color: '#ffffff', backgroundColor: null }.\nposition takes center (default), top, bottom, left, right or a corner. Use\nlabel.position for placement: it works here today, and where" +
427
- " the sibling\nlabelPosition spelling is also accepted, label.position wins.\nLabelling a text item gives you TWO text items in the group — the body and the\nlabel. That is what you want for a caption; it is a surprise if you expected\nthe label to replace the content.\n\n- text: Text content with font styling (properties: content, fontSize, color, fontFamily, justification, fontWeight, fontStyle, leading, lineHeight, letterSpacing, wordSpacing, textTransform, textDecoration)\n fontWeight: 400 / 700 / 'bold'. fontStyle: 'italic'. leading: line spacing in px; lineHeight: a multiple of fontSize (<= 4) or px. Multi-line content splits on \n.\n Current studio: wordSpacing (px, or a CSS length" +
428
- " in px / em; it animates), textTransform ('uppercase' / 'lowercase' / 'capitalize' / 'none'), textDecoration ('underline' / 'line-through' / 'overline', combinable as 'underline overline'; 'none' clears) and textAlign: 'justify' (every line but the last stretched at its spaces) are drawn, on create, modify and keyframes; the result's typography reads back what the item holds. An older studio does not draw them, and its result says so (typography.applied: false; keyframes name them in ignoredProperties).\n fit: {maxWidth, maxHeight?, minFontSize? (8), maxFontSize? (current), wrap? (true), hold? ('top' | 'center' | …)} — auto-size the text into a box, keeping its anchored edge. The box is r" +
429
- "emembered: changing content later refits (shrinks, or grows back to maxFontSize); modify_item {fit: {...}} sets a new box; {fit: null} stops fitting. The result's textFit says {fontSize, lines, fits}; fits:false means it overflows even at minFontSize. Studios without auto-fit say so in textFit. Every export's fidelity then lists text_overflow for any text past its box or off the frame — the check to run before a batch of variants.\n direction: 'auto' (default: the first strong letter decides, so Arabic and Hebrew need nothing) | 'ltr' | 'rtl' — the paragraph's base direction, which places neutrals like the final period (aliases textDirection, dir). The result's direction says whether the " +
430
- "studio applied it; a studio without RTL support lays text out left-to-right and says so. justification: 'right' is alignment, not direction.\n tabularFigures: true (or fontVariantNumeric: 'tabular-nums', or fontFeatures containing 'tnum') — fixed-width digits, so a counter, price or timer does not jitter as it changes. The result's tabularFigures.applied is measured on the current studio: true only when the layout moves a digit's advance; false with a reason (font-digits-already-equal: the font's digits are one width already, so nothing changes and steadyWidth is true; rtl; not-requested); 'unverified' on an older studio that records the request but cannot measure it.\n strokePosition: '" +
431
- "outside' — the stroke sits entirely outside the letters (drawn under the fill at twice strokeWidth), so a thick caption / meme outline keeps the letterform; 'center' (default) is the ordinary stroke. The result's strokePosition says whether the studio applied it.\n- circle: Circular shape (properties: radius, color, strokeColor, strokeWidth)\n- star: Star shape (properties: radius1, radius2, points, color)\n radius1 is the OUTER radius and is what sizes the star; radius or\n width/height size it equally well. radius2 is read ONLY as a ratio to\n radius1 (inner/outer, default 0.4), so radius2 passed WITHOUT radius1 is\n ignored completely and you get the default waist. innerRadiusRatio " +
432
- "sets that\n same waist directly and needs no radii at all. points defaults to 5.\n A star is always radially symmetric — given width and height it uses the\n smaller — and the size you give is the radius BOX, the circle the tips\n touch. The visible bounds are never larger than that box and usually\n smaller — they fill it only when points is a multiple of 4.\n- rectangle: Rectangle (properties: width, height, color, cornerRadius)\n- triangle: Triangular shape (properties: width, height, color, angles, kind)\n Defaults to a 100x86 isosceles. For any OTHER triangle, do not hand-build it\n from a path — name it: kind: 'right' | 'equilateral' | 'isosceles' |\n 'obtuse' | 'acute' | 'sc" +
433
- "alene', or give exact interior angles in degrees,\n angles: [30, 60] (the third is inferred) or [30, 60, 90]. Angles that nearly\n sum to 180 are normalized, so rounding is safe. With angles or kind the\n triangle scales UNIFORMLY into the width x height box — the angles are fixed\n and win, so one axis comes out smaller than requested. That is the only way\n to keep a 'right' triangle actually right.\n An angle set the engine cannot use — fewer than two entries, or any angle\n outside 0.5-179.5 degrees — falls back to the default isosceles SILENTLY,\n with no error. If you asked for a right triangle and got an isosceles one,\n the angles were rejected.\n- polygon: Regular polygon" +
434
- " with N sides (properties: sides, radius, color)\n points additionally accepts an explicit VERTEX LIST — [[x, y], ...] or\n [{x, y}, ...], three or more, in canvas coordinates — which builds that\n exact, possibly IRREGULAR polygon and ignores sides. Reach for this before\n path when the outline is straight-edged. A plain number in points is not a\n vertex list and falls through to sides (default 6).\n In the vertex-list form the coordinates are ABSOLUTE canvas coordinates and\n position is ignored — the polygon lands where its points say, not where you\n positioned it. Offset the points yourself, or use sides + radius + position.\n- ellipse: Oval shape (properties: width, height, " +
435
- "color) — defaults to 100x60\n- path: Custom path with segments or SVG data (properties: segments, pathData, strokeColor, fillColor, closed, smooth)\n color on a path: a CLOSED path (closed:true, or pathData ending in Z) is FILLED with it; an OPEN path is STROKED with it. Pass fillColor / strokeColor to say exactly which.\n- line: Line between two points (properties: from, to, strokeColor, strokeWidth)\n- arc: Curved arc through three points (properties: from, through, to, strokeColor)\n- pentagon: Regular 5-sided polygon (properties: radius, color)\n- hexagon: Regular 6-sided polygon (properties: radius, color)\n- diamond: 4-sided diamond/rhombus (properties: radius, color)\n- arrow: Righ" +
436
- "t-pointing block arrow (properties: width, height, color)\n- heart: Heart shape (properties: width, height, color) — defaults to 80x80\n- disk: Filled disk — the region inside a circle (properties: radius, color)\n- circle-outline: The circle CURVE — stroked, no interior (properties: radius,\n strokeColor, strokeWidth)\n- arrow-right: Alias for arrow — the same definition under the name the shape\n grids use. Identical output and the same width, height and color; both are\n listed because both are accepted.\n\nSPEECH AND ANNOTATION SHAPES — the engine draws these; use one instead of\nhand-building an outline from a path. All take width, height and color, and the\ndescriptions below are " +
437
- "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" +
438
- "-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 " +
439
- "[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" +
440
- "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" +
441
- "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: \"#" +
442
- "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." +
443
- "\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" +
444
- "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."
445
-
428
+ " the sibling\nlabelPosition spelling is also accepted, label.position wins.\nLabelling a text item gives you TWO text items in the group — the body and the\nlabel. That is what you want for a caption; it is a surprise if you expected\nthe label to replace the content.\n\n- text: Text content with font styling (properties: content, fontSize, color, fontFamily, justification, fontWeight, fontStyle, leading, lineHeight, letterSpacing, wordSpacing, textTransform, textDecoration)\n fontWeight: 400 / 700 / 'bold'. A weight the font has no face for draws as the nearest face (900 as 700 on most system fonts); where the studio measures it, governor.engineWarnings carries font_weight_no_face { weig" +
429
+ "ht, drawsAs }. fontStyle: 'italic'. leading: line spacing in px; lineHeight: a multiple of fontSize (<= 4) or px. Multi-line content splits on \n.\n Current studio: wordSpacing (px, or a CSS length in px / em; it animates), textTransform ('uppercase' / 'lowercase' / 'capitalize' / 'none'), textDecoration ('underline' / 'line-through' / 'overline', combinable as 'underline overline'; 'none' clears) and textAlign: 'justify' (every line but the last stretched at its spaces) are drawn, on create, modify and keyframes; the result's typography reads back what the item holds. An older studio does not draw them, and its result says so (typography.applied: false; keyframes name them in ignoredProp" +
430
+ "erties).\n fit: {maxWidth, maxHeight?, minFontSize? (8), maxFontSize? (current), wrap? (true), hold? ('top' | 'center' | …)} — auto-size the text into a box, keeping its anchored edge. The box is remembered: changing content later refits (shrinks, or grows back to maxFontSize); modify_item {fit: {...}} sets a new box; {fit: null} stops fitting. The result's textFit says {fontSize, lines, fits}; fits:false means it overflows even at minFontSize. Studios without auto-fit say so in textFit. Every export's fidelity then lists text_overflow for any text past its box or off the frame — the check to run before a batch of variants.\n direction: 'auto' (default: the first strong letter decides, s" +
431
+ "o Arabic and Hebrew need nothing) | 'ltr' | 'rtl' — the paragraph's base direction, which places neutrals like the final period (aliases textDirection, dir). The result's direction says whether the studio applied it; a studio without RTL support lays text out left-to-right and says so. justification: 'right' is alignment, not direction.\n tabularFigures: true (or fontVariantNumeric: 'tabular-nums', or fontFeatures containing 'tnum') — fixed-width digits, so a counter, price or timer does not jitter as it changes. The result's tabularFigures.applied is measured on the current studio: true only when the layout moves a digit's advance; false with a reason (font-digits-already-equal: the font" +
432
+ "'s digits are one width already, so nothing changes and steadyWidth is true; rtl; not-requested); 'unverified' on an older studio that records the request but cannot measure it.\n strokePosition: 'outside' — the stroke sits entirely outside the letters (drawn under the fill at twice strokeWidth), so a thick caption / meme outline keeps the letterform; 'center' (default) is the ordinary stroke. The result's strokePosition says whether the studio applied it.\n- circle: Circular shape (properties: radius, color, strokeColor, strokeWidth)\n- star: Star shape (properties: radius1, radius2, points, color)\n radius1 is the OUTER radius and is what sizes the star; radius or\n width/height size " +
433
+ "it equally well. radius2 is read ONLY as a ratio to\n radius1 (inner/outer, default 0.4), so radius2 passed WITHOUT radius1 is\n ignored completely and you get the default waist. innerRadiusRatio sets that\n same waist directly and needs no radii at all. points defaults to 5.\n A star is always radially symmetric — given width and height it uses the\n smaller — and the size you give is the radius BOX, the circle the tips\n touch. The visible bounds are never larger than that box and usually\n smaller — they fill it only when points is a multiple of 4.\n- rectangle: Rectangle (properties: width, height, color, cornerRadius)\n- triangle: Triangular shape (properties: width, height, co" +
434
+ "lor, angles, kind)\n Defaults to a 100x86 isosceles. For any OTHER triangle, do not hand-build it\n from a path — name it: kind: 'right' | 'equilateral' | 'isosceles' |\n 'obtuse' | 'acute' | 'scalene', or give exact interior angles in degrees,\n angles: [30, 60] (the third is inferred) or [30, 60, 90]. Angles that nearly\n sum to 180 are normalized, so rounding is safe. With angles or kind the\n triangle scales UNIFORMLY into the width x height box — the angles are fixed\n and win, so one axis comes out smaller than requested. That is the only way\n to keep a 'right' triangle actually right.\n An angle set the engine cannot use — fewer than two entries, or any angle\n outside 0." +
435
+ "5-179.5 degrees — falls back to the default isosceles SILENTLY,\n with no error. If you asked for a right triangle and got an isosceles one,\n the angles were rejected.\n- polygon: Regular polygon with N sides (properties: sides, radius, color)\n points additionally accepts an explicit VERTEX LIST — [[x, y], ...] or\n [{x, y}, ...], three or more, in canvas coordinates — which builds that\n exact, possibly IRREGULAR polygon and ignores sides. Reach for this before\n path when the outline is straight-edged. A plain number in points is not a\n vertex list and falls through to sides (default 6).\n In the vertex-list form the coordinates are ABSOLUTE canvas coordinates and\n position " +
436
+ "is ignored — the polygon lands where its points say, not where you\n positioned it. Offset the points yourself, or use sides + radius + position.\n- ellipse: Oval shape (properties: width, height, color) — defaults to 100x60\n- path: Custom path with segments or SVG data (properties: segments, pathData, strokeColor, fillColor, closed, smooth)\n color on a path: a CLOSED path (closed:true, or pathData ending in Z) is FILLED with it; an OPEN path is STROKED with it. Pass fillColor / strokeColor to say exactly which.\n- line: Line between two points (properties: from, to, strokeColor, strokeWidth)\n- arc: Curved arc through three points (properties: from, through, to, strokeColor)\n- pentag" +
437
+ "on: Regular 5-sided polygon (properties: radius, color)\n- hexagon: Regular 6-sided polygon (properties: radius, color)\n- diamond: 4-sided diamond/rhombus (properties: radius, color)\n- arrow: Right-pointing block arrow (properties: width, height, color)\n- heart: Heart shape (properties: width, height, color) — defaults to 80x80\n- disk: Filled disk — the region inside a circle (properties: radius, color)\n- circle-outline: The circle CURVE — stroked, no interior (properties: radius,\n strokeColor, strokeWidth)\n- arrow-right: Alias for arrow — the same definition under the name the shape\n grids use. Identical output and the same width, height and color; both are\n listed because bot" +
438
+ "h are accepted.\n\nSPEECH AND ANNOTATION SHAPES — the engine draws these; use one instead of\nhand-building an outline from a path. All take width, height and color, and the\ndescriptions below are 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-" +
439
+ "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-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 b" +
440
+ "ubbles 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 [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" +
441
+ " 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: color 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: b" +
442
+ "lendMode: \"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: \"#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, 3" +
443
+ "00 350 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: \"#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" +
444
+ " → 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 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 wan" +
445
+ "ts, 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 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, attach" +
446
+ "ed_to).\nFor glossy 3D spheres, use pinepaper_create_glossy_sphere instead. For diagonal stripes, use pinepaper_create_diagonal_stripes."
446
447
 
447
448
 
448
449
 
@@ -1163,8 +1164,8 @@ Use pinepaper_clear_canvas instead of deleting items one by one.`,
1163
1164
  openWorldHint: true,
1164
1165
  },
1165
1166
  description: ("Import a raster image onto the canvas from an http(s) URL, a data: URL, or a LOCAL FILE PATH (the server reads the file). Returns an itemId for the imported image.\n\nUSE WHEN:\n- User wants to add a photo, PNG, JPG, or other raster image\n- Importing images from URLs\n- Adding backgrounds or reference images\n- User provides an image URL\n\nIMPORTANT - IMPORTED IMAGES ARE FULL ITEMS:\nThe imported image becomes a first-class item in PinePaper's registry. It gets an itemId and\ncan participate in the full relation and animation system — you can orbit it, attach things to it,\napply masks, animate it with keyframes, etc., just like any natively created shape.\n\nOPTIONAL MASK:\nApply a mask" +
1166
- " shape during import to clip the image:\n- circle: Circular crop\n- rounded: Rounded rectangle crop\n- hexagon: Hexagonal crop\n- star: Star-shaped crop\n\nSIZE CONSTRAINTS:\nUse maxWidth/maxHeight to constrain the image dimensions while preserving aspect ratio.\n- maxEdge: the longest edge the studio STORES the image at (px), or 'native' to keep every pixel. The result says when it was stored smaller.\n- nativeSize: true places the image at its source footprint even if it was stored smaller.\n- smoothing: 'off' (nearest-neighbour, for pixel art) | 'low' (default) | 'medium' | 'high'. Chromium draws 'low', 'medium' and 'high' the same; the visible choice is 'off' or not.\n- shadowColor / s" +
1167
- "hadowBlur / shadowOffset: a drop shadow on the placed image, the same keys pinepaper_modify_item takes.\n- name: a name for the image, so a batch patch or any tool that takes an item can address it by name instead of its id.\n\nEXAMPLES:\n- Import photo: url: \"https://example.com/photo.jpg\"\n- Import with mask: url: \"https://example.com/avatar.png\", mask: \"circle\"\n- Import at position: url: \"https://example.com/bg.jpg\", position: {x: 400, y: 300}, maxWidth: 800"
1167
+ " shape during import to clip the image:\n- circle: Circular crop\n- rounded: Rounded rectangle crop\n- hexagon: Hexagonal crop\n- star: Star-shaped crop\n\nSIZE CONSTRAINTS:\nUse maxWidth/maxHeight to constrain the image dimensions while preserving aspect ratio.\n- maxEdge: the longest edge the studio STORES the image at (px), or 'native' to keep every pixel. The result says when it was stored smaller.\n- nativeSize: true places the image at its source footprint even if it was stored smaller.\n- smoothing: 'off' (nearest-neighbour, for pixel art) | 'low' (default) | 'medium' | 'high'. Chromium draws 'low', 'medium' and 'high' the same; the visible choice is 'off' or not. Asking for 'medium" +
1168
+ "' or 'high' is applied, and the reply says so in smoothingNote.\n- shadowColor / shadowBlur / shadowOffset: a drop shadow on the placed image, the same keys pinepaper_modify_item takes.\n- name: a name for the image, so a batch patch or any tool that takes an item can address it by name instead of its id.\n\nEXAMPLES:\n- Import photo: url: \"https://example.com/photo.jpg\"\n- Import with mask: url: \"https://example.com/avatar.png\", mask: \"circle\"\n- Import at position: url: \"https://example.com/bg.jpg\", position: {x: 400, y: 300}, maxWidth: 800"
1168
1169
 
1169
1170
 
1170
1171
 
@@ -1688,10 +1689,10 @@ EXAMPLE:
1688
1689
  openWorldHint: false,
1689
1690
  },
1690
1691
  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" +
1691
- ":'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" +
1692
- "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" +
1693
- "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" +
1694
- "ese actions, naming the method it lacks.\n\nRETURNS: create → { success, action, eventId }; pulse → { success, action, eventId }; add_contraption → { success, action, contraptionId, warning? }."
1692
+ ":'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 the eventId that create returned (e.g. item_3; its timer and pulse fire that id, NOT the event's name), any other channel name you pulse yourself, or 'state:<key>' when that variable changes. actions: setVariabl" +
1693
+ "e { key, value? }, incrementVariable { key, by? }, toggleVariable { key }, modifyItem { targetId, properties: { visible, 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 a LIVE pulse ran it (a pulse runs its rules on the next frame); an export puts fireCount back with everything else, so after an export check the frames, not the count. An event's NAME given as sourceEvent is resolved to its id on studios that do so (the reply's sourceEventResolvedTo); elsewh" +
1694
+ "ere the reply warns. 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 sound 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," +
1695
+ " 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 these actions, naming the method it lacks.\n\nRETURNS: create → { success, action, eventId }; pulse → { success, action, eventId }; add_contraption → { success, action, contraptionId, warning? }."
1695
1696
 
1696
1697
 
1697
1698
 
@@ -1728,7 +1729,7 @@ EXAMPLE:
1728
1729
  description: "Optional value forwarded to listeners — action 'pulse'",
1729
1730
  },
1730
1731
  contraptionId: { type: 'string', description: "The rule's id: optional for add_contraption, required for remove_contraption" },
1731
- sourceEvent: { type: 'string', description: "add_contraption: what runs the rule: an eventId, any name you pulse, or 'state:<key>' when that variable changes" },
1732
+ sourceEvent: { type: 'string', description: "add_contraption: what runs the rule: the eventId create returned (its timer and pulse fire the id, not the event's name), any other channel you pulse yourself, or 'state:<key>' when that variable changes" },
1732
1733
  condition: {
1733
1734
  type: 'object',
1734
1735
  description: 'add_contraption: the rule runs its actions only when this holds',
@@ -2854,7 +2855,7 @@ EXAMPLE: { itemId: 'item_7', color: '#00b140', threshold: 60, smoothing: 12 }`,
2854
2855
  action: { type: 'string', enum: ['figure', 'set'], description: "'figure' or 'set'." },
2855
2856
  id: { type: 'string', description: 'Prefix for the created items.' },
2856
2857
  kind: { type: 'string', description: 'figure: which figure. set: room | tabletop | chair | table | counter | door | shelf | window (an unknown one is refused with the current list).' },
2857
- at: { type: 'object', description: '{ x?, y? } — where it goes.' },
2858
+ at: { type: 'object', description: "{ x?, y? } — where it goes. For a figure, y is where its FEET stand, so at.y = a room's groundY stands it on the floor (travel points' y likewise); a figure in pose 'sit' is placed by its seat, so at = a chair's anchor seats it. The reply's anchor says which rule this studio used: 'feet', or 'hip' on an older studio that put the hip at y." },
2858
2859
  scale: { type: 'number', description: 'Size multiplier.' },
2859
2860
  facing: { type: 'string', enum: ['left', 'right'], description: "set: which way a CHAIR faces. A figure has none and passing it here is refused — a figure faces the way it travels." },
2860
2861
  pose: { type: 'string', enum: [...STICK_POSES], description: 'figure: ONE pose, held.' },
@@ -3054,7 +3055,7 @@ EXAMPLE: { itemId: 'item_7', color: '#00b140', threshold: 60, smoothing: 12 }`,
3054
3055
  itemId: { type: 'string', description: 'timbre_from_path: the path whose shape becomes the timbre. set_placement / remove: the sound item.' },
3055
3056
  samples: { type: 'number', description: 'timbre_from_path: points sampled along the path (default 256).' },
3056
3057
  placement: { type: 'object', description: 'set_placement: where and when the sound sits on the timeline.' },
3057
- visual: { type: 'object', description: 'create: { width?, height?, position?, color? } for the waveform path.' },
3058
+ visual: { anyOf: [{ type: 'object' }, { type: 'boolean', const: false }], description: 'create: { width?, height?, position?, color?, startTime?, duration? } for the waveform path. false = no drawing options: the waveform chip is an editor affordance that no export draws, so there is nothing to turn off.' },
3058
3059
  },
3059
3060
  required: ['action'],
3060
3061
  },
@@ -3539,26 +3540,30 @@ EXAMPLE: { itemId: 'item_7', color: '#00b140', threshold: 60, smoothing: 12 }`,
3539
3540
  "o (centre - pen tip) so a hand image's TIP, not its centre, rides the stroke. closed (loop back to the start; default from the path item), phase (0–1 start point), easing (linear | easeIn | easeOut | easeInOut | sine | bounce | pingpong), signal (deterministic, frame-rate-invariant — prefer it for export).\n- The item travels at CONSTANT SPEED along the route: the fraction of the duration elapsed is the fraction of the route's LENGTH covered, not of the equation's parameter or of the point count. Where the curve is long it moves the same speed as where it is short; easing reshapes that progress. For a route timed by the parameter instead, key the position with pinepaper_keyframe_animate.\n" +
3540
3541
  "- params.equation is in math coordinates with y UP (flipY: true by default), placed at cx, cy: on screen the curve is mirrored about cy. Write flipY: false to author it in screen coordinates (y down).\n- With no path from any of those it is refused, not accepted as a still item.\n\nUSE WHEN:\n- \"moon orbits earth\" → relationType: orbits\n- \"label follows player\" → relationType: follows\n- \"hat attached to character\" → relationType: attached_to\n- \"keep satellite 200px from station\" → relationType: maintains_distance\n- \"arrow points at target\" → relationType: points_at\n- \"reflection mirrors original\" → relationType: mirrors\n- \"background moves with parallax\" → relationType:" +
3541
3542
  " parallax\n- \"player stays in arena\" → relationType: bounds_to\n- \"M is the midpoint of A and B\" → relationType: is_midpoint_of (params.other: B)\n- \"O is the circumcenter of the triangle\" → relationType: is_circumcenter_of\n- \"reveal each step in turn\" → relationType: construction_reveal (params.revealAt, fadeIn)\n- \"bar height driven by the slider's x\" / \"tint the dot by the planet's position\" → relationType: driven_by\n- \"make it bob with sin(t)\" / \"property follows a math expression of time\" → relationType: time_expression\n- Creating physics-based or behavioral animations\n- Building live geometric constructions (GeoGebra-style — dragging an anchor updates the dependen" +
3542
- "t)\n\nRELATION TYPES:\n- orbits: Circular motion around target (params: radius, speed, direction, phaseDegrees). speed is REVOLUTIONS PER SECOND: 0.5 is one turn every 2 s, 0.1 one turn every 10 s (not radians, not a period). Use phaseDegrees. 'phase' is the one parameter in the whole relation vocabulary measured in RADIANS — the documented exception to \"angles are DEGREES\", kept only for scenes that already set it. phaseDegrees wins when both are given.\n- follows: Move toward target with smoothing (params: offset, smoothing, delay)\n- attached_to: Fixed offset from target (params: offset, inherit_rotation)\n- maintains_distance: Stay fixed distance from target (params: distance, streng" +
3543
- "th)\n- points_at: Rotate to face target (params: offset_angle, smoothing)\n- mirrors: Mirror position across axis (params: axis, center)\n- parallax: Move relative by depth (params: depth, origin)\n- bounds_to: Stay within bounds (params: padding, bounce)\n- anchored_in_world: Pin the item to a 3D world position so it tracks the world camera.\n- spring_follow: Follow with spring dynamics rather than smoothing — it overshoots and settles.\n- repels: Move away from the target inside a radius and ease back when it leaves (params: force, maxDistance, minDistance, returnSpeed). Crowd avoidance, and reacting to a cursor without being dragged by it.\n- wiggle: Continuous procedural noise on the i" +
3544
- "tem. Richer than a sine: it does not repeat visibly.\n- syncs_with: Run the source's animation on the TARGET's timeline (params: offset, speedRatio) — they share a clock and stay in step even when the target's timing changes, which merely starting together does not give you.\n- triggers_animation: Start the target's animation on a condition (params: trigger, delay, atTime). The declarative \"and then\": sequencing in the graph instead of in a callback nobody can query.\n- tours / synced_to_audio: Move through a sequence of targets; bind playback to an audio track.\n- localizes_sound: a sound pans with an item. sourceId is the sound item (pinepaper_sound create's itemId), targetId the item " +
3545
- "it follows; the sound's stereo position follows the item across the frame, in the preview and in exported audio. params: axis (x | y, default x), spread (0..1: pan at the frame edge, default 0.85), reference (camera | canvas, default camera), distanceGain (true also quietens it away from the centre), smoothing (ms, default 80).\n- connects_to: Diagram edge from source to target (params: via = the connector's item id, sourcePort / targetPort = auto | top | bottom | left | right, label). A RECORD of the connection: it draws nothing itself.\n- attached_to_tail / head_points_to: source = the connector, target = the item; params: port (auto | top | bottom | left | right). They record which port" +
3546
- " each end belongs to; the diagram system is what moves a connector's ends when an item moves, and it does so only for connectors made with pinepaper_connect. On a plain line (create itemType 'line') they record the structure and move nothing: for a connector that follows the items, make it with pinepaper_connect.\n- expresses: Play a facial expression over a root's part_of children (params: expression — blink|smile|surprise…, interval, duration, easing). No interval means sustained. It walks part_of from the ROOT, so parts with roles but no parent are INERT: the relation applies to nothing and reports success, which is what makes an unparented pair of eyes look finished while being unable " +
3547
- "to blink.\n- part_of: Semantic membership with a named role (params: role, offset, structural). structural: true records the part WITHOUT driving its position — the right choice when the parent is a group that already transforms its children, since driving it too would fight the group.\n- staggered_with: Delay an item's animation by its place in a sequence (params: index, stagger, effect). For a SHAPED stagger — outward from the centre, converging from the edges, across a grid — also pass count (required: without it there is no \"end\" to measure distance from), plus from (start|end|center|edges|random), amount (total seconds for the whole run, overrides stagger), grid (\"rows,cols\" or \"" +
3548
- "auto\"), axis (x|y) and distributeEase. Plain index x stagger still works and is taken first. To stagger items directly rather than through a relation, use pinepaper_stagger.\n\nINTERACTIVE RELATIONS — the state machine lives in the graph.\nAn event channel (pinepaper_event) is the hub: something FIRES it, and reactions bound to it run. Nothing here is a callback; it is all queryable graph, so it scrubs, exports and survives a reload.\n\n- Input triggers (item → event): on_click_fire, on_pointer_enter_fire, on_pointer_exit_fire, on_key_fire (params: key, modifiers, global, preventDefault). { key: 'Enter' } makes Enter activate a button exactly as a click does. The chord is matched EXACTLY " +
3549
- "in both directions — { key: 'Enter' } does NOT fire on Ctrl+Enter, and { key: 's' } does not steal the browser's Ctrl+S; ask for a modifier with modifiers: { ctrl: true }. Listens only while the source item has focus unless global: true, so it will not take keys from the rest of the page.\n- Event reactions (event → item). Each reads its own params:\n · on_event_set_property { property, value } / _set_color { color, which } / _set_data { property, value } (into item.data) — write a value.\n · on_event_set_visibility { visible } — true shows, false hides (value is not read, and is refused).\n · on_event_set_property_from_template — write a value built from a '{token}' TEMPLATE read off i" +
3550
- "tem.data, so the text can quote live state (\"Score: {score}\") instead of a literal fixed when you authored it.\n · on_event_increment (params: property, by) / on_event_toggle — counters and flip-flops.\n · on_event_fire_after (params: delay, timeline) — chain one beat to the next.\n · on_event_fire_if (params: predicate, event, else?) — the only reaction that TESTS graph state rather than mutating it. When the source fires it evaluates params.predicate and pulses the EVENT params.event if it holds (params.else if not); its target is not fired, so the visible change comes from a reaction on that second event. params.predicate is an ExpressionIR object, not a string: { op:'const', value" +
3551
- " } · { op:'cmp', cmp: eq|neq|gt|gte|lt|lte, a, b } · { op:'logic', logic: and|or|not, args:[…] } · { op:'graph', read: data|active|visible, item, property } (data reads item.data[property]). A string predicate, or no event, is refused.\n · on_event_add_relation / on_event_remove_relation — the scene rewires itself.\n · on_event_play_sound (source = the EVENT, target null; params: sound, gain?, note?) — play a sound when the event fires: a catalogue name (effect, drum or instrument; aliases accepted) or a define_sfx spec; gain is a multiplier capped at full scale; note is for instruments (default C5). An unknown sound is refused with the catalogue. Wire a click sound as on_click_fire (but" +
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" +
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" +
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" +
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: " +
3543
+ "t)\n\nRELATION TYPES:\n- orbits: Circular motion around target (params: radius, speed, direction, phaseDegrees). speed is REVOLUTIONS PER SECOND: 0.5 is one turn every 2 s, 0.1 one turn every 10 s (not radians, not a period). Use phaseDegrees. 'phase' is the one parameter in the whole relation vocabulary measured in RADIANS — the documented exception to \"angles are DEGREES\", kept only for scenes that already set it. phaseDegrees wins when both are given.\n- follows: Move toward target with smoothing (params: offset, smoothing, delay, startOnTarget). It starts where the follower was made and closes in; startOnTarget: true puts it on the target at t=0.\n- attached_to: Fixed offset from tar" +
3544
+ "get (params: offset, inherit_rotation)\n- maintains_distance: Stay fixed distance from target (params: distance, strength)\n- points_at: Rotate to face target (params: offset_angle, smoothing)\n- mirrors: Mirror position across axis (params: axis, center)\n- parallax: Move relative by depth (params: depth, origin)\n- bounds_to: Stay within bounds (params: padding, bounce)\n- anchored_in_world: Pin the item to a 3D world position so it tracks the world camera.\n- spring_follow: Follow with spring dynamics rather than smoothing — it overshoots and settles. stiffness and damping shape it, and a heavier mass is slower and overshoots more. Some studio builds ignore mass when stiffness and dampi" +
3545
+ "ng are both at or below 1: check the motion if mass matters.\n- repels: Move away from the target inside a radius and ease back when it leaves (params: force, maxDistance, minDistance, returnSpeed). Crowd avoidance, and reacting to a cursor without being dragged by it.\n- wiggle: Continuous procedural noise on the item. Richer than a sine: it does not repeat visibly.\n- syncs_with: Run the source's animation on the TARGET's timeline (params: offset, speedRatio) — they share a clock and stay in step even when the target's timing changes, which merely starting together does not give you.\n- triggers_animation: On a condition (params: trigger, delay, atTime) reveal a hidden target and pulse a" +
3546
+ "n event. It does not re-time the target's keyframes: to start B's track when A ends, use then / after.\n- tours / synced_to_audio: Move through a sequence of targets; bind playback to an audio track.\n- localizes_sound: a sound pans with an item. sourceId is the sound item (pinepaper_sound create's itemId), targetId the item it follows; the sound's stereo position follows the item across the frame, in the preview and in exported audio. params: axis (x | y, default x), spread (0..1: pan at the frame edge, default 0.85), reference (camera | canvas, default camera), distanceGain (true also quietens it away from the centre), smoothing (ms, default 80).\n- connects_to: Diagram edge from source " +
3547
+ "to target (params: via = the connector's item id, sourcePort / targetPort = auto | top | bottom | left | right, label). A RECORD of the connection: it draws nothing itself.\n- attached_to_tail / head_points_to: source = the connector, target = the item; params: port (auto | top | bottom | left | right). They record which port each end belongs to; the diagram system is what moves a connector's ends when an item moves, and it does so only for connectors made with pinepaper_connect. On a plain line (create itemType 'line') they record the structure and move nothing: for a connector that follows the items, make it with pinepaper_connect.\n- expresses: Play a facial expression over a root's par" +
3548
+ "t_of children (params: expression — blink|smile|surprise…, interval, duration, easing). No interval means sustained. It walks part_of from the ROOT, so parts with roles but no parent are INERT: the relation applies to nothing and reports success, which is what makes an unparented pair of eyes look finished while being unable to blink.\n- part_of: Semantic membership with a named role (params: role, offset, structural). structural: true records the part WITHOUT driving its position — the right choice when the parent is a group that already transforms its children, since driving it too would fight the group.\n- then / after: re-time a follower's whole track to start when the source's ends (t" +
3549
+ "hen: target after source; after: source after target), params delay, offset. Extending the source re-times the follower. A loop (a → b → a) is refused.\n- on_complete / at_beat: when the source's track ends (on_complete) or at a beat (at_beat: beat, bpm, or at in seconds, from the source's start) they pulse params.event (default: the target's id). A reaction hears an event by its id, so params.event is an event id; a name exactly one event holds is bound as that event's id (eventResolvedTo in the reply) and reveal the target if it is hidden (visible: false). They do NOT re-time the target's keyframes: for \"B starts when A ends\" use then. Bind reactions to the pulsed event for anything el" +
3550
+ "se.\n- phase_wave / ring_forming / flock: declared ONCE over a set: params.members { ids | names | tag } or a group as the source. Each member's phase, ring slot or boid comes from its rank in that set, so one relation per item gives every member slot 0. A batch relation op with a name pattern (sourceId \"disc-*\") binds them once over the matches. ring_forming centres on params.center or the target. To limit flock in time, params.window { start, end } works on every studio; a studio that names delay / duration in its params takes those too (an unread one is named in the reply).\n- soundtrack_cue: a sound at a beat or at the source's start / end (params sound, anchor, beat, bpm, offset, ga" +
3551
+ "in). What an export plays depends on the studio build: check the exported audio, and use on_event_play_sound on a timed event for a sound you need exactly.\n- camera_tracks / camera_follows: bind on the tracked item with a null target ('camera' as the source is refused). Whether they move the EXPORTED frame depends on the studio build: check the frames, and for a camera move you need in a video use camera_animates or pinepaper_camera_director.\n- staggered_with: Delay an item's animation by its place in a sequence (params: index, stagger, effect). For a SHAPED stagger — outward from the centre, converging from the edges, across a grid — also pass count (required: without it there is no \"e" +
3552
+ "nd\" to measure distance from), plus from (start|end|center|edges|random), amount (total seconds for the whole run, overrides stagger), grid (\"rows,cols\" or \"auto\"), axis (x|y) and distributeEase. Plain index x stagger still works and is taken first. To stagger items directly rather than through a relation, use pinepaper_stagger.\n\nINTERACTIVE RELATIONS — the state machine lives in the graph.\nAn event channel (pinepaper_event) is the hub: something FIRES it, and reactions bound to it run. Nothing here is a callback; it is all queryable graph, so it scrubs, exports and survives a reload.\n\n- Input triggers (item → event): on_click_fire, on_pointer_enter_fire, on_pointer_exit_fire, on" +
3553
+ "_key_fire (params: key, modifiers, global, preventDefault). { key: 'Enter' } makes Enter activate a button exactly as a click does. The chord is matched EXACTLY in both directions — { key: 'Enter' } does NOT fire on Ctrl+Enter, and { key: 's' } does not steal the browser's Ctrl+S; ask for a modifier with modifiers: { ctrl: true }. Listens only while the source item has focus unless global: true, so it will not take keys from the rest of the page.\n- Event reactions (event → item). Each reads its own params:\n · on_event_set_property { property, value } / _set_color { color, which } / _set_data { property, value } (into item.data) — write a value.\n · on_event_set_visibility { visible } —" +
3554
+ " true shows, false hides (value is not read, and is refused).\n · on_event_set_property_from_template — write a value built from a '{token}' TEMPLATE read off item.data, so the text can quote live state (\"Score: {score}\") instead of a literal fixed when you authored it.\n · on_event_increment (params: property, by) / on_event_toggle — counters and flip-flops.\n · on_event_fire_after (params: delay, timeline) — chain one beat to the next.\n · on_event_fire_if (params: predicate, event, else?) — the only reaction that TESTS graph state rather than mutating it. When the source fires it evaluates params.predicate and pulses the EVENT params.event if it holds (params.else if not); its tar" +
3555
+ "get is not fired, so the visible change comes from a reaction on that second event. params.predicate is an ExpressionIR object, not a string: { op:'const', value } · { op:'cmp', cmp: eq|neq|gt|gte|lt|lte, a, b } · { op:'logic', logic: and|or|not, args:[…] } · { op:'graph', read: data|active|visible, item, property } (data reads item.data[property]). A string predicate, or no event, is refused.\n · on_event_add_relation / on_event_remove_relation — the scene rewires itself.\n · on_event_play_sound (source = the EVENT, target null; params: sound, gain?, note?) — play a sound when the event fires: a catalogue name (effect, drum or instrument; aliases accepted) or a define_sfx spec; gain is " +
3556
+ "a multiplier capped at full scale; note is for instruments (default C5). An unknown sound is refused with the catalogue. Wire a click sound as on_click_fire (button → 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 t" +
3557
+ "wo 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 the 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 / o" +
3558
+ "n_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 starts 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 " +
3559
+ "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 WITHOUT 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" +
3560
+ " type-specific behavior:\n Path→Path: point interpolation\n Circle→Circle: radius interpolation\n Text→Text: glyph by glyph; shared glyphs travel, the rest cross-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 m" +
3561
+ "orph 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, samples, scale, cx, cy, flipY, warp } (same equ" +
3562
+ "ation 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 target; extra anchors ride in params:\n- i" +
3563
+ "s_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); opacity 0→1 starting at params.revealAt (tim" +
3564
+ "eline 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; targetProperty ∈ x|y|rotation|opacity|scal" +
3565
+ "e. 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'), baseValue, signal (true also evaluates it as a p" +
3566
+ "ure f(t) via the Expression IR). The formula grammar: " +
3562
3567
  String(expressionGrammarText()) +
3563
3568
  ". 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" +
3564
3569
  "_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" +
@@ -3652,6 +3657,7 @@ String(expressionGrammarText()) +
3652
3657
 
3653
3658
 
3654
3659
 
3660
+
3655
3661
 
3656
3662
 
3657
3663
  ),
@@ -3835,12 +3841,12 @@ USE WHEN:
3835
3841
  },
3836
3842
  description: ("SECURITY SWITCH: needs a server started with PINEPAPER_ALLOW_CODE=1 (off by default; only the person running the server can turn it on). Otherwise it is refused and nothing runs.\n\nExecute arbitrary JavaScript code in the PinePaper context.\n\nUSE WHEN:\n- Advanced Paper.js operations not covered by other tools\n- Complex mathematical calculations\n- Custom item registration\n- Accessing PinePaper APIs directly\n- Prototyping new features\n- A scene whose repetition is the point: dozens of items built in a loop. This is the cheapest route by an order of magnitude — a 63-item animated scene is ~4k characters here against ~147k as keyframe tool calls — because the loop collapses the repetit" +
3837
3843
  "ion instead of restating it per item. Synchronous build work is bounded by the governor's 4s deadline, which such a scene fits easily.\n\nENGINE SEMANTICS THAT BITE RAW-JS AUTHORS. The tool schemas protect tool callers from these; writing JS opts out of that protection, and each of these fails SILENTLY:\n- app.create() returns a Paper.js item whose .id is a NUMBER. The id every tool and relation wants is the STRING at item.data.registryId ('item_1'). Passing the number to addAnimation throws \"Cannot create property 'data' on number\".\n- app.create() with an unknown type returns undefined and creates nothing — 'rect' is not 'rectangle'. The schema catches that for tool callers; a loop doe" +
3838
- "s not.\n- app.addAnimation(id, keyframeArray, options) takes a real ARRAY. A JSON string installs nothing, silently, and the scene exports frozen. It also returns without error on an id that does not resolve.\n- Keyframes live at item.data.keyframes. app.keyframeItems is not the live store, so probing it reports false negatives.\n- transformOrigin is IGNORED by the keyframe engine: rotation always pivots on the item centre. For true joint pivots use pinepaper_rigging bones, or keyframe computed x/y per joint.\n- Bone angles are RADIANS in the engine and relative to the parent, though pinepaper_rigging converts degrees for you — that conversion is the tool's, not the engine's.\n\nWHAT THE C" +
3839
- "HEAP ROUTE COSTS, so the choice is deliberate: items built and animated in raw JS carry NO behavioral record. No graph edge, nothing SMIL or widget export can lift, nothing the ontology can read — the scene renders and cannot describe itself. Relations are the canonical behavior surface here, so for motion that is a function of time prefer pinepaper_add_relation with 'time_expression' (still ~5.7x cheaper than keyframes), and for a whole group moving together staggered_with or wave_through. Reach for a loop when the geometry is procedural, not merely to avoid the typing.\n\nAVAILABLE GLOBALS:\n- app: PinePaper application instance\n - app.create(type, params): Create items\n - app.execut" +
3840
- "eGenerator(name, params): Run a generator — including a CUSTOM one you defined as app.<name> = function(params, options) { ...draw with paper... }. That is the whole draw contract: no registration step is required\n - app.registerItem(item, type, properties): THE DECISION THAT MATTERS when you draw your own. It returns a registry id and makes that item a first-class object: the USER can click it, select it and change its colour, and you can address it afterwards with modify_item, animate it, keyframe it, point a relation at it, or read it back through get_items and the ontology. An UNregistered path is pixels — it renders and exports identically, and nothing can ever touch it again withou" +
3841
- "t redrawing the scene. So register what someone might want to change (the kettle, the title, the sun) and leave the bulk unregistered (a thousand snow specks, a hatch field), which is exactly why generator output is only partly registered: it is a memory decision, and when you write the generator it is YOUR decision\n - app.addAnimation(itemId, keyframes, options): Attach keyframe TRACKS programmatically — the other half of a procedural scene, and what makes the loop route cheap: the keyframes are generated, not typed. Accepts an id or the item itself; options.timeUnits ('seconds'|'ms') overrides the ms auto-detect, which long-form timelines need\n - app.animate(item, params): Attach a L" +
3842
- "OOP animation (pulse, bounce, wobble, …) — the other kind of motion, and not what addAnimation does\n - app.addRelation(sourceId, targetId, type, params): Add relations\n - app.registerRelationRule(name, definition): Register custom relations\n - app.itemRegistry: Access all registered items\n - app.relationRegistry: Access relation definitions\n- paper: Full Paper.js library\n - paper.Path, paper.Shape, paper.PointText, etc.\n - paper.view: Current view/canvas\n - paper.project: Active project\n\nEXAMPLE - Boolean operation:\ncode: `\nconst outer = new paper.Path.Circle({ center: [400, 300], radius: 80 });\nconst inner = new paper.Path.Circle({ center: [400, 300], radius: 40 });\nc" +
3843
- "onst ring = outer.subtract(inner);\nring.fillColor = '#8b5cf6';\nconst id = app.registerItem(ring, 'ring', { source: 'mcp' });\nouter.remove();\ninner.remove();\nreturn { success: true, itemId: id };\n`"
3844
+ "s not.\n- app.addAnimation(id, keyframeArray, options) takes a real ARRAY. A JSON string installs nothing, silently, and the scene exports frozen. It also returns without error on an id that does not resolve.\n- Keyframes live at item.data.keyframes. app.keyframeItems is not the live store, so probing it reports false negatives.\n- transformOrigin is IGNORED by the keyframe engine: rotation always pivots on the item's bounding-box centre (the same point as its position). On an asymmetric shape (triangle, star, text) that is not the shape's centroid, so it swings slightly off the visual middle; a full turn returns it home. For true joint pivots use pinepaper_rigging bones, or keyframe compu" +
3845
+ "ted x/y per joint.\n- Bone angles are RADIANS in the engine and relative to the parent, though pinepaper_rigging converts degrees for you — that conversion is the tool's, not the engine's.\n\nWHAT THE CHEAP ROUTE COSTS, so the choice is deliberate: items built and animated in raw JS carry NO behavioral record. No graph edge, nothing SMIL or widget export can lift, nothing the ontology can read — the scene renders and cannot describe itself. Relations are the canonical behavior surface here, so for motion that is a function of time prefer pinepaper_add_relation with 'time_expression' (still ~5.7x cheaper than keyframes), and for a whole group moving together staggered_with or wave_through. " +
3846
+ "Reach for a loop when the geometry is procedural, not merely to avoid the typing.\n\nAVAILABLE GLOBALS:\n- app: PinePaper application instance\n - app.create(type, params): Create items\n - app.executeGenerator(name, params): Run a generator — including a CUSTOM one you defined as app.<name> = function(params, options) { ...draw with paper... }. That is the whole draw contract: no registration step is required\n - app.registerItem(item, type, properties): THE DECISION THAT MATTERS when you draw your own. It returns a registry id and makes that item a first-class object: the USER can click it, select it and change its colour, and you can address it afterwards with modify_item, animate it" +
3847
+ ", keyframe it, point a relation at it, or read it back through get_items and the ontology. An UNregistered path is pixels — it renders and exports identically, and nothing can ever touch it again without redrawing the scene. So register what someone might want to change (the kettle, the title, the sun) and leave the bulk unregistered (a thousand snow specks, a hatch field), which is exactly why generator output is only partly registered: it is a memory decision, and when you write the generator it is YOUR decision\n - app.addAnimation(itemId, keyframes, options): Attach keyframe TRACKS programmatically — the other half of a procedural scene, and what makes the loop route cheap: the keyfra" +
3848
+ "mes are generated, not typed. Accepts an id or the item itself; options.timeUnits ('seconds'|'ms') overrides the ms auto-detect, which long-form timelines need\n - app.animate(item, params): Attach a LOOP animation (pulse, bounce, wobble, …) — the other kind of motion, and not what addAnimation does\n - app.addRelation(sourceId, targetId, type, params): Add relations\n - app.registerRelationRule(name, definition): Register custom relations\n - app.itemRegistry: Access all registered items\n - app.relationRegistry: Access relation definitions\n- paper: Full Paper.js library\n - paper.Path, paper.Shape, paper.PointText, etc.\n - paper.view: Current view/canvas\n - paper.project: Acti" +
3849
+ "ve project\n\nEXAMPLE - Boolean operation:\ncode: `\nconst outer = new paper.Path.Circle({ center: [400, 300], radius: 80 });\nconst inner = new paper.Path.Circle({ center: [400, 300], radius: 40 });\nconst ring = outer.subtract(inner);\nring.fillColor = '#8b5cf6';\nconst id = app.registerItem(ring, 'ring', { source: 'mcp' });\nouter.remove();\ninner.remove();\nreturn { success: true, itemId: id };\n`"
3844
3850
 
3845
3851
 
3846
3852
 
@@ -3981,9 +3987,9 @@ USE WHEN:
3981
3987
  "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" +
3982
3988
  ", 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
3989
  "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" +
3990
+ "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 (a variable font ramps). Key fontSize or scale for a smooth change. Where the studio measures it, the reply's governor.engineWarnings says so: font_weight_snap { from, to, at, atTime } (at: the weight where the face changes; null when both ends draw one face).\n- STROKE DRAW-ON (paths): trimStart, trimEnd (0-1 of the path's length), trimOffset (shifts the visible w" +
3991
+ "indow 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. 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'" +
3992
+ " 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" +
3987
3993
  String(EASING_LINES) +
3988
3994
  "\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 " +
3989
3995
  "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" +
@@ -5714,7 +5720,7 @@ this tool, so a control cannot exist that an agent cannot set.`,
5714
5720
  description: `Undo/redo and history state inspection.
5715
5721
 
5716
5722
  ACTIONS:
5717
- - undo: Undo last canvas action
5723
+ - undo: Undo last canvas action. Creates and animations made in quick succession can share one step, so one undo may take back more than one item or track; check pinepaper_get_items after an undo, or delete_item / remove the single thing instead. On a very large scene the studio may stop taking undo steps (and stop saving the session) rather than run out of memory; the reply's receipts say so (history_snapshot_skipped, session_not_saved), and undo then cannot go back past that point.
5718
5724
  - redo: Redo last undone action
5719
5725
  - get_state: Get history stack state (canUndo, canRedo, count)`,
5720
5726
  inputSchema: {
@@ -8144,7 +8150,7 @@ String(STYLED_SCENE_STYLES.map((k) => `${k} (${STYLED_SCENE_STYLE_INFO[k]})`).jo
8144
8150
  itemId: { type: 'string' },
8145
8151
  states: { type: 'array', items: { type: 'object', properties: { at: { type: 'number' }, duration: { type: 'number' }, to: { type: 'string' }, shape: { type: 'object', additionalProperties: true }, hideTarget: { type: 'boolean' } }, required: ['at'] } },
8146
8152
  hideTarget: { type: 'boolean', description: 'Default for every state; false keeps the reference items visible (default true).' },
8147
- easing: { type: 'string', enum: ['linear', 'easeIn', 'easeOut', 'easeInOut'] },
8153
+ easing: { type: 'string', enum: [...ENGINE_EASING_NAMES], description: 'Default easeInOut; back and elastic easings work too.' },
8148
8154
  camera: { description: 'true, or {fill, easing}', oneOf: [{ type: 'boolean' }, { type: 'object', additionalProperties: true }] },
8149
8155
  sound: { description: 'true, or a catalogue sound name', oneOf: [{ type: 'boolean' }, { type: 'string' }] },
8150
8156
  },
@@ -8185,6 +8191,46 @@ String(STYLED_SCENE_STYLES.map((k) => `${k} (${STYLED_SCENE_STYLE_INFO[k]})`).jo
8185
8191
  required: ['action', 'spec'],
8186
8192
  },
8187
8193
  },
8194
+ {
8195
+ name: 'pinepaper_instances',
8196
+ annotations: {
8197
+ title: 'Instances (swarms)',
8198
+ readOnlyHint: false,
8199
+ destructiveHint: false,
8200
+ idempotentHint: false,
8201
+ openWorldHint: false,
8202
+ },
8203
+ description: ("Thousands to a million similar marks as ONE item: a crowd, a swarm, a starfield, rain, sand, a confetti field. Reach for it past about 5,000 similar marks; ordinary items cost memory and time per item, and this costs one item. For bursts that are born and die, use pinepaper_emitter.\n\nACTIONS:\n- rules: the motion rules (with their params and determinism), layouts and shapes this studio has. Read it before create; the lists are the studio's, not a copy.\n- create: { count, seed?, palette? (up to 16), size? (px or [min, max]), shape?, colorMode? ('random' | 'gradient'), opacity?, x?, y?, init?: { layout, width?, height?, radius?, thickness?, length?, angle? }, motion?: { rule, ...params } " +
8204
+ "} → { itemId, count, drawn, subsampled, path, rule, determinism }.\n- modify: { itemId, ...the fields to change } — motion and init merge field by field.\n- describe: { itemId } → its spec, count, drawn, path and determinism.\n\nWHAT THE REPLY TELLS YOU: drawn is how many marks are actually drawn. When the studio draws a subset (a cap for its drawing path), drawn is less than count and subsampled is true: the same marks every frame, and the receipt says so. determinism.scope 'everywhere' means two exports anywhere give the same file; a rule whose scope is narrower says so in rules and in the export receipt.\n\nA rule, layout or shape the studio does not have is refused by name with its lis" +
8205
+ "t."
8206
+
8207
+
8208
+
8209
+
8210
+
8211
+
8212
+
8213
+ ),
8214
+ inputSchema: {
8215
+ type: 'object',
8216
+ properties: {
8217
+ action: { type: 'string', enum: ['create', 'modify', 'describe', 'rules'], description: "'create' a swarm · 'modify' its spec · 'describe' it · 'rules' what this studio offers" },
8218
+ itemId: { type: 'string', description: 'modify / describe: the swarm item.' },
8219
+ x: { type: 'number' }, y: { type: 'number' },
8220
+ count: { type: 'integer', minimum: 1, maximum: 1000000, description: 'How many marks (up to 1,000,000).' },
8221
+ seed: { type: 'integer', description: 'The same seed is the same swarm.' },
8222
+ palette: { type: 'array', items: { type: 'string' }, maxItems: 16, description: 'Up to 16 colours.' },
8223
+ size: { anyOf: [{ type: 'number' }, { type: 'array', items: { type: 'number' }, minItems: 2, maxItems: 2 }], description: 'Mark size in px (0.25-64), or [min, max].' },
8224
+ shape: { type: 'string', description: "e.g. 'dot' or 'square'; rules lists them." },
8225
+ colorMode: { type: 'string', enum: ['random', 'gradient'] },
8226
+ opacity: { type: 'number', minimum: 0, maximum: 1 },
8227
+ init: { type: 'object', additionalProperties: true, description: 'Where the marks start: { layout, width, height, radius, thickness, length, angle }. Layouts come from rules.' },
8228
+ motion: { type: 'object', additionalProperties: true, description: 'How they move: { rule, ...params }. Rules and their params come from rules.' },
8229
+ name: { type: 'string' },
8230
+ },
8231
+ required: ['action'],
8232
+ },
8233
+ },
8188
8234
  {
8189
8235
  name: 'pinepaper_render_hook',
8190
8236
  annotations: { title: 'Render Hook (register needs PINEPAPER_ALLOW_CODE)', readOnlyHint: false, destructiveHint: false, idempotentHint: false, openWorldHint: false },
@@ -8834,11 +8880,11 @@ String(KEYFRAME_EASINGS_LIST) +
8834
8880
  " 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" +
8835
8881
  "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: " +
8836
8882
  String(EFFECT_TYPES_LIST) +
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]}"
8883
+ "\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. A batch saves and draws once, so thousands are fast (2,000 in under a second).\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 t" +
8884
+ "hat property; easing is a name 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" +
8885
+ " export the keyframe timeline 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, c" +
8886
+ "olor: \"#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: \"left\"}},\n {type: \"keyframe_ani" +
8887
+ "mate\", 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]}"
8842
8888
 
8843
8889
 
8844
8890
 
@@ -9198,7 +9244,7 @@ String(AgentExportFormatSchema.options.join(', ')) +
9198
9244
  time: { type: 'number', minimum: 0, description: 'Stills only (png / jpg / webp / svg / pdf): render at this time in seconds; the playhead is put back afterwards. Without it a still is whatever frame the playhead is on, so repeated runs can differ.' },
9199
9245
  pdf: {
9200
9246
  type: 'object',
9201
- description: "pdf only: print options. paperFormat 'a4' | 'a3' | 'letter' | … | 'custom' (canvas size, default); orientation; bleed in mm (> 0 includes the bleed area); trimMarks adds crop marks; dpi 72–600. Bleed and trim marks take effect with paperFormat 'custom' (the page is the canvas plus bleed) — on a named size the page stays that size and they are dropped, which the result's warnings say. The canvas's physical size comes from its preset's DPI: start the job with canvasPreset 'print-a4' / 'print-letter' / 'print-a4-landscape' / 'print-letter-landscape' (300 dpi) for print; a hand-sized canvas is read at 96 dpi.",
9247
+ description: "pdf only: print options. paperFormat 'a4' | 'a3' | 'letter' | … | 'custom' (canvas size, default); orientation; bleed in mm (> 0 includes the bleed area); trimMarks adds crop marks; dpi 72–600. With paperFormat 'custom' the page is the canvas plus bleed; on a named size the trim is that sheet and the page is the sheet plus 2 x bleed. trimMarks adds an 8 mm margin per side for the marks where the studio draws them; a studio that draws none on a named size says so in the result's warnings, and the result's print record (where present) says what the page carries. The canvas's physical size comes from its preset's DPI: start the job with canvasPreset 'print-a4' / 'print-letter' / 'print-a4-landscape' / 'print-letter-landscape' (300 dpi) for print; a hand-sized canvas is read at 96 dpi.",
9202
9248
  properties: {
9203
9249
  paperFormat: { type: 'string' },
9204
9250
  orientation: { type: 'string', enum: ['portrait', 'landscape'] },
@@ -9211,7 +9257,7 @@ String(AgentExportFormatSchema.options.join(', ')) +
9211
9257
  },
9212
9258
  region: {
9213
9259
  type: 'object',
9214
- description: 'png / jpg / webp only: export just this part of the canvas (canvas coordinates, x/y = TOP-LEFT) — carousel slices, crops. Output is the region\'s own size unless outputWidth/outputHeight say otherwise; a different aspect is covered, not stretched. SMALL ASSETS (emotes, badges, favicons): design at 2-4x on a canvas of at least 100 px, then export the whole board as a region with the small outputWidth/outputHeight — e.g. a 112x112 canvas, region {x:0, y:0, width:112, height:112, outputWidth:28, outputHeight:28}.',
9260
+ description: 'png / jpg / webp only: export just this part of the canvas (canvas coordinates, x/y = TOP-LEFT) — carousel slices, crops. Output is the region\'s own size unless outputWidth/outputHeight say otherwise; a different aspect is cropped about the region\'s centre (the reply\'s croppedTo says to what), never stretched and never filled from outside the region. SMALL ASSETS (emotes, badges, favicons): design at 2-4x on a canvas of at least 100 px, then export the whole board as a region with the small outputWidth/outputHeight — e.g. a 112x112 canvas, region {x:0, y:0, width:112, height:112, outputWidth:28, outputHeight:28}.',
9215
9261
  properties: {
9216
9262
  x: { type: 'number' }, y: { type: 'number' },
9217
9263
  width: { type: 'number', exclusiveMinimum: 0 }, height: { type: 'number', exclusiveMinimum: 0 },