@pinepaper.studio/mcp-server 1.6.36 → 1.6.37
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.
- package/README.md +95 -1
- package/dist/agent/types.d.ts +12 -12
- package/dist/browser/puppeteer-controller.d.ts.map +1 -1
- package/dist/browser/puppeteer-controller.js +3 -1
- package/dist/browser/puppeteer-controller.js.map +1 -1
- package/dist/build-info.json +2 -2
- package/dist/ontology/upstream-vocabulary.d.ts +2 -2
- package/dist/ontology/upstream-vocabulary.js +2 -2
- package/dist/tools/definitions.d.ts.map +1 -1
- package/dist/tools/definitions.js +70 -61
- package/dist/tools/definitions.js.map +1 -1
- package/dist/tools/engine-lists.d.ts +30 -3
- package/dist/tools/engine-lists.d.ts.map +1 -1
- package/dist/tools/engine-lists.js +346 -4
- package/dist/tools/engine-lists.js.map +1 -1
- package/dist/tools/engine-methods.d.ts.map +1 -1
- package/dist/tools/engine-methods.js +1 -0
- package/dist/tools/engine-methods.js.map +1 -1
- package/dist/tools/engine-surface.d.ts +1 -1
- package/dist/tools/engine-surface.d.ts.map +1 -1
- package/dist/tools/engine-surface.js +19 -6
- package/dist/tools/engine-surface.js.map +1 -1
- package/dist/tools/export-file-receipt.d.ts +33 -0
- package/dist/tools/export-file-receipt.d.ts.map +1 -1
- package/dist/tools/export-file-receipt.js +49 -0
- package/dist/tools/export-file-receipt.js.map +1 -1
- package/dist/tools/frozen-output.d.ts +33 -0
- package/dist/tools/frozen-output.d.ts.map +1 -0
- package/dist/tools/frozen-output.js +73 -0
- package/dist/tools/frozen-output.js.map +1 -0
- package/dist/tools/handlers.d.ts +8 -0
- package/dist/tools/handlers.d.ts.map +1 -1
- package/dist/tools/handlers.js +107 -14
- package/dist/tools/handlers.js.map +1 -1
- package/dist/tools/shape-params.d.ts +2 -2
- package/dist/tools/shape-params.js +2 -2
- package/dist/tools/stick-vocabulary.d.ts +1 -1
- package/dist/tools/stick-vocabulary.js +1 -1
- package/dist/types/code-generator.d.ts +11 -1
- package/dist/types/code-generator.d.ts.map +1 -1
- package/dist/types/code-generator.js +365 -188
- package/dist/types/code-generator.js.map +1 -1
- package/dist/types/schemas.d.ts +77 -267
- package/dist/types/schemas.d.ts.map +1 -1
- package/dist/types/schemas.js +15 -136
- package/dist/types/schemas.js.map +1 -1
- package/manifest.json +1 -1
- package/package.json +1 -1
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@@ -14,7 +14,7 @@ import { TOOL_TAGS } from './toolkits.js';
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import { STICK_GAITS, STICK_POSES, STICK_SEQUENCES, STICK_EXPRESSIONS, STICK_PROPS } from './stick-vocabulary.js';
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import { AgentBatchOperationTypeSchema, GeneratorNameSchema, ItemTypeSchema } from '../types/schemas.js';
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import { expressionGrammarText } from './expression-grammar.js';
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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';
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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, ENGINE_EFFECT_TYPES } from './engine-lists.js';
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import { EffectTypeSchema, AgentExportFormatSchema, RelationTypeSchema, SimpleAnimationTypeSchema, EasingSchema, KEYFRAME_EASINGS, EASING_DESCRIPTIONS, KEYFRAME_EASING_JSON_SCHEMA, GEOMETRY_OPERATIONS, THREAD_STITCHES, } from '../types/schemas.js';
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/**
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* Vocabulary lists derived from Zod schemas so tool descriptions stay in
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@@ -2488,12 +2488,13 @@ EXAMPLE: { itemId: "circle_3", action: "front" }`,
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"\n- absent — no vertex-level expression; the tool REFUSES with the reason instead of producing flat shapes in its colours (encaustic)\n\nCall resolve before telling a user you will render in a medium. \"yes, but as an impression\" is the true answer for half of them, and a flat approximation misrepresents a medium rather than approximating it.\n\nACTIONS:\n- apply: { itemId, medium, options? } — on a PHOTO (an image item), watercolor and oil run as the watercolor / painterly image filters and report fidelity 'stylised' (an image filter, not paint simulated over geometry); other media are refused for photos, with the reason. On shapes — render an item in ANY medium the engine can make: " +
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String(Object.keys(DESIGN_MEDIA_APPLY).join(', ')) +
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". One engine entry point; a medium this studio cannot apply is refused with the reason: pass it on. ink / charcoal (where the studio applies them) restyle a path, text, or group of them IN PLACE — same itemId, keyframes and relations kept — with a boiling hand-drawn line; raster and video exports boil, SVG/Lottie get the colour and width only. Their options: color, amplitude (px), wavelength (px), fps (boil rate, 12), seed, boil (default true), width (px, paths), keepColor. watercolor options: color, brush, water 0..1, opacity, edge 0..1 (the dark rim), angle, bleed, seed. oil (stylised): color, brush, length, density, toneRange, relief, angle, seed. cutPaper (vector: survives SVG/PDF/vide" +
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"o): color, facet, jitter, shadow, shadowColor, shadowOpacity, shadowOffset [dx, dy], seed. The result replaces the source in the stacking order and hides it; applying again replaces; one undo step.\n-
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"the fix. A studio without the SDF brush refuses with the reason.\n\nTHE DIRECTION FIELD IS THE WHOLE THING. Stitches that all lie the same way are hatching; stitches that follow the form are needlepainting. Use { kind: 'radial', cx, cy } for anything that radiates (a flower, an eye), { kind: 'spine', spine: [...] } to run them along a midrib or feather shaft, { kind: 'constant', angle } when you actually
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"o): color, facet, jitter, shadow, shadowColor, shadowOpacity, shadowOffset [dx, dy], seed. The result replaces the source in the stacking order and hides it; applying again replaces; one undo step.\n- ink colour: unless options.color or options.keepColor is given, ink marks are drawn in the brush default, a near-black (#16141c), whatever the item's own colour. On a dark background they disappear: pass options.color (a light ink) or options.keepColor: true (the item's own colour).\n- list_media: every medium with fidelity, definition and limitation. Read it rather than assuming a fixed set — the catalogue grows (hatch and watercolor are recent additions).\n- resolve: { medium } → { ok, fide" +
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"lity, reason, markMaker }. ok:false with a reason is a real answer — pass it on rather than trying anyway.\n- list_stitches: the thread stitches with their params.\n- apply_thread: render an item in thread. Its own silhouette is the region and its own fill is the thread colour, so an existing drawing becomes stitched rather than needing to be redrawn. The source is HIDDEN, not destroyed.\n- apply_hatch: rule an item with hatching. Same deal — silhouette is the region, source is hidden, re-hatching replaces.\n- list_flow_fields: the 7 fields that bend a hatch line.\n- list_hatch_options: the hatch defaults.\n- sdf_stroke: { points, width? (8), softness? (0.2), color?, opacity?, resolution? " +
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"(2), name? } → itemId — a smooth, anti-aliased brush stroke along points ({x, y, pressure?} or [x, y, pressure?], canvas px; pressure 0..1 thins the line there), made as an image item (registered, one undo step). Runs on the CPU; a stroke too large for its bitmap budget is refused with the fix. A studio without the SDF brush refuses with the reason.\n\nTHE DIRECTION FIELD IS THE WHOLE THING. Stitches that all lie the same way are hatching; stitches that follow the form are needlepainting. Use { kind: 'radial', cx, cy } for anything that radiates (a flower, an eye), { kind: 'spine', spine: [...] } to run them along a midrib or feather shaft, { kind: 'constant', angle } when you actually wan" +
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"t flat hatch.\n\nSTITCH CHOICE: longAndShort (default) is the shading fill — the length variance IS the blend. satin spans the shape edge to edge in one sheet, which is right for a petal or a letter stroke and wrong for a round shape. seed is texture, not direction. stem is an OUTLINE mark and leaves the interior bare — that is the stitch, not a bug.\n\nAn unknown stitch is refused rather than defaulted, and re-stitching an item REPLACES its previous stitching instead of stacking.\n\nHATCHING STATES VALUE THROUGH LINE DENSITY, not colour. The same shape at distance 6 and at distance 3 reads as light and dark with nothing else changed — that is the whole medium, and it is why distance is th" +
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"e parameter to reach for rather than a lighter ink. gradient makes the density fall off across the shape, which is a shaded ramp rather than a flat tone.\n\nThe straight ruling is what a printer makes; flowField is what makes it read as DRAWN. hand is the small correlated wander of a hand-drawn line, waves for water/hair/contours, spiral for wood grain around a knot, columns for rake marks. continuous joins the whole set into one serpentine path — a pen that never leaves the paper, and one item instead of many.\n\nHatching needs a CLOSED outline. Text has none: convert it to glyph paths (pinepaper_text_style) and hatch the result. A group is hatched child by child, up to 40 paths; past tha" +
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"t the result says so rather than quietly stopping.\n\nNote that a thread field and a hatch flowField are different things and are named differently for it: 'field' steers stitches around a form, 'flowField' bends a ruling line the way a hand drifts.\n\nEXAMPLE — a hatched shadow side, drawn rather than printed:\n{ \"action\": \"apply_hatch\", \"itemId\": \"item_3\", \"distance\": 3, \"angle\": 30, \"flowField\": \"hand\", \"rand\": 0.2 }\n\nEXAMPLE — a stitched leaf:\n{ \"action\": \"apply_thread\", \"itemId\": \"item_3\", \"stitch\": \"longAndShort\",\n \"field\": { \"kind\": \"spine\", \"spine\": [{\"x\":400,\"y\":200},{\"x\":400,\"y\":520}] },\n \"stitchLen\": 26, \"variance\": 0.45 }"
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title: { type: 'string', description: 'compose: the headline most styles build around.' },
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subtitle: { type: 'string', description: 'compose: the supporting line.' },
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body: { type: 'string', description: 'compose: body copy, where the style has room for it.' },
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width: { type: 'number', description: 'compose: canvas width. compose
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width: { type: 'number', description: 'compose: canvas width. Without width and height, compose lays out at the CURRENT canvas size, so your canvas is kept. compose sets the canvas to the size it laid out for: most styles honour the size; a few lay out at their own fixed size, and the result warns when the size was not used. canvasResized says when the canvas changed. With draw: false and no size, the scene comes back at the style\'s own default size.' },
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height: { type: 'number', description: 'compose: canvas height.' },
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variant: { type: 'string', description: "compose: a style-specific variant, e.g. art deco's 'emerald'." },
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draw: { type: 'boolean', description: 'compose: draw it (default true). false returns the scene and ops as data and draws nothing.' },
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idempotentHint: false,
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openWorldHint: false,
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description: ("Synthesis — and the drawing that is the same object.\n\nThe engine carries a full audio graph, and none of it was reachable. pinepaper_audio_beats ANALYSES audio that already exists; this MAKES audio.\n\n- Catalogues: list_instruments, list_percussion, list_sfx. Call one before naming a drum or effect — the names are the engine's.\n- Play: play_tone ('A4'), play_chord (root + kind: major, minor, maj7, dim…), play_percussion, play_sfx (beep, pop,
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"Rhodes' and the response returns canonicalName 'rhodes' — play THAT.\n\nARGUMENTS BY ACTION. A sound spec is { note? ('A4') | hz? | chord? + root?, instrument? (a catalogue name), waveform? ('sine' | 'square' | 'sawtooth' | 'triangle'), partials? ([{ h, amp }]), envelope? ({ attack, decay, sustain, release }), gain? (0..1), pan? (-1..1), duration? (seconds) }.\n\nCATALOGUES:\n- list_instruments / list_percussion / list_sfx: {} → the engine's names, built-in and defined.\n\nPLAY — each returns { played }. When the studio returns no voice (it may have no audio output) the call fails and says so; placed sounds and render_soundtrack need no audio output:\n- play_tone: { note ('A4
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"options? } — options is merged into the spec, so { duration, gain, pan, instrument, envelope, waveform } all work, and options.hz overrides the note. A top-level hz is NOT play_tone's: it belongs to define_percussion / define_sfx, and play_tone without note is refused.\n- play_chord: { root ('C4'), chord? ('major' default; 'minor', 'maj7', 'dim' …), options? }\n- play_percussion / play_sfx: { name (from the catalogue), options? }\n- play_spec: { spec, options? } — options is merged into the spec.\n- play_from_text: { text, options? } — options is merged into the resolved spec.\n\nREAD WITHOUT PLAYING:\n- chord_frequencies: { root, chord?, options? } → { frequencies } (Hz)\n-
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"}.\n- set_placement: { itemId, placement: { startTime?, duration? } } (seconds; no other keys are read) → { placed }\n- remove: { itemId } → { removed } · stop_all: {} → { stopped } — stops everything sounding now; placed sounds stay placed.\n\nDEFINE (name is normalised to [a-z][a-z0-9_-]; play the returned canonicalName):\n- define_instrument: { name, partials (required, ≥1), envelope?, gain? (0.8), aliases? } → { canonicalName, requestedName, normalised, listed }\n- define_percussion / define_sfx: { name, partials? or noise? (0..1; one of the two is required), noiseFreq? (Hz), hz? (base Hz), pitch? ({ from (Hz), tau (s, ≤5) }), envelope?, gain?, aliases? }\n\nRENDER:\n-
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description: ("Synthesis — and the drawing that is the same object.\n\nThe engine carries a full audio graph, and none of it was reachable. pinepaper_audio_beats ANALYSES audio that already exists; this MAKES audio.\n\n- Catalogues: list_instruments, list_percussion, list_sfx. Call one before naming a drum or effect — the names are the engine's.\n- Play: play_tone ('A4'), play_chord (root + kind: major, minor, maj7, dim…), play_percussion, play_sfx (beep, pop, whoosh, zap, and more: list_sfx), play_spec, play_from_text.\n- Read without playing: chord_frequencies (the Hz a chord resolves to), from_text (a plain-language description — \"a soft warm bell on A4\" — resolved to a spec you can inspect or edit " +
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"before committing), timbre_from_path.\n\nTHE PART WORTH KNOWING: sound and drawing are the same object here, both ways.\n- create draws a sound AS a waveform path on the canvas. Edit the path and the timbre changes with it — it is not a picture of the sound, it is the sound.\n- timbre_from_path reads ANY drawn path back as harmonic content. A curve someone drew by hand becomes the partials of a note.\n\nA path with no length cannot be a timbre, and the engine answers a flat single-partial timbre for anything that is not one — a real answer and a refusal look identical — so the item is checked before the call and a non-path is refused by name.\n\nTHE CATALOGUE IS A STARTING SET, NOT THE LIM" +
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"IT. Six instruments, five drums and six effects are what the engine ships with; that is not a claim about how many instruments exist. define_instrument, define_percussion and define_sfx register a new one at runtime — a rhodes, a koto, a taiko, a specific synth patch — and it is first-class from then on: it appears in the list_* catalogues and plays by name like any built-in.\n- A melodic instrument needs a partial table, because one with no partials renders silence. Percussion and SFX may be pure noise instead, because a hat and a whoosh are.\n- For a drum, pass pitch: { from, tau }. The glide is what makes a kick a kick; without it you get a beep.\n- Names are normalised to [a-z][a-z0-9_" +
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"-]. Register 'Rhodes' and the response returns canonicalName 'rhodes' — play THAT.\n\nARGUMENTS BY ACTION. A sound spec is { note? ('A4') | hz? | chord? + root?, instrument? (a catalogue name), waveform? ('sine' | 'square' | 'sawtooth' | 'triangle'), partials? ([{ h, amp }]), envelope? ({ attack, decay, sustain, release }), gain? (0..1), pan? (-1..1), duration? (seconds) }.\n\nCATALOGUES:\n- list_instruments / list_percussion / list_sfx: {} → the engine's names, built-in and defined.\n\nPLAY — each returns { played }. When the studio returns no voice (it may have no audio output) the call fails and says so; placed sounds and render_soundtrack need no audio output:\n- play_tone: { note ('A4" +
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"', required), options? } — options is merged into the spec, so { duration, gain, pan, instrument, envelope, waveform } all work, and options.hz overrides the note. A top-level hz is NOT play_tone's: it belongs to define_percussion / define_sfx, and play_tone without note is refused.\n- play_chord: { root ('C4'), chord? ('major' default; 'minor', 'maj7', 'dim' …), options? }\n- play_percussion / play_sfx: { name (from the catalogue), options? }\n- play_spec: { spec, options? } — options is merged into the spec.\n- play_from_text: { text, options? } — options is merged into the resolved spec.\n\nREAD WITHOUT PLAYING:\n- chord_frequencies: { root, chord?, options? } → { frequencies } (Hz)\n- " +
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"from_text: { text ('a soft warm bell on A4') } → { spec } to inspect or edit, then play_spec or create\n- timbre_from_path: { itemId (a path with length), samples? (256) } → { timbre: { partials } }\n\nON THE CANVAS — a placed sound is a timeline item:\n- create: { spec?, visual?: { width? (220), height? (64), position? ({ x, y }), color?, startTime? (s), duration? (s) } } → { itemId, placement? } — startTime / duration place it in the same call.\n- sequence: { cues: [{ t (s, required), spec? | preset? (an instrument name) + note?, duration?, visual? }] } → { placed, itemIds, cues, failed? } — a whole bed in ONE call; failures come back by index. preset is shorthand for spec: { instrument:" +
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" preset, note }.\n- set_placement: { itemId, placement: { startTime?, duration? } } (seconds; no other keys are read) → { placed }\n- remove: { itemId } → { removed } · stop_all: {} → { stopped } — stops everything sounding now; placed sounds stay placed.\n\nDEFINE (name is normalised to [a-z][a-z0-9_-]; play the returned canonicalName):\n- define_instrument: { name, partials (required, ≥1), envelope?, gain? (0.8), aliases? } → { canonicalName, requestedName, normalised, listed }\n- define_percussion / define_sfx: { name, partials? or noise? (0..1; one of the two is required), noiseFreq? (Hz), hz? (base Hz), pitch? ({ from (Hz), tau (s, ≤5) }), envelope?, gain?, aliases? }\n\nRENDER:\n- re" +
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"nder_soundtrack: { duration? (s, ≤600), sampleRate? (48000), bitDepth? (16 | 32) } → a WAV FILE; the result names filePath, fileSize, placed and any dropped. Refused by name when no sound is placed.\n\nrender_soundtrack mixes every placed sound to a WAV and writes it to a file. It runs offline, with no Web Audio and no playback, so it works in a headless studio. An empty scene is refused by name rather than producing a silent file, and any sound that could not be mixed is reported as dropped — a soundtrack missing a track otherwise looks exactly like a complete one."
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description: ("Place a CHARACTER from the design graph and DIRECT it — no geometry, no bones, no poses.\n\nThe knowledge of how a figure is built and how it moves lives in the graph; this asks for it by name and states WHAT happens. The alternative is thirty-odd exactly-right calls — create the skeleton, add each bone with the right parent and angle, create each shape, attach each to the right bone, then author poses — where one mistake anywhere leaves a broken figure.\n\n { concept: \"pp:Character\", at: { x: 470, y: 250 }, height: 300,\n beats: [ { at: 1.0, channel: \"blink\" },\n { at: 1.8, channel: \"say\", until: 4.2 },\n { at: 5.0, channel: \"headTurn\", value: -0.8 } ] " +
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"}\n\nCHANNELS ARE DECLARED BY THE CONCEPT, not by you. Ask pinepaper_query_ontology for a concept to see the ones it has. Four kinds exist:\n- transform: one part deformed with an attack, a hold and a release — a blink is the eyes flattening in scaleY and easing back. This is what gives a gesture a MIDDLE; a swap between two drawings has only two ends and reads as flashing.\n- cycle: a repeating throw that runs for as long as you ask — a pigeon's head bob, a tail flick. Amplitude is a fraction of the part, so it means the same at any size.\n- shift: every part moved together, for a turn a flat drawing cannot rotate into.\n- alternate / speak: swaps between drawn states, for shapes that gen" +
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"uinely differ rather than deform.\n\nBEATS ARE INSTANTS OR SPANS. `at` is when it happens; `until` is how long for a channel that occupies time. `value` is how far, for channels that take a magnitude.\n\nWHAT YOU GET BACK: the items and keyframe tracks the beats compile to. They are ordinary scene items afterwards — modify, animate and relate them like anything else.\n\
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"uinely differ rather than deform.\n\nBEATS ARE INSTANTS OR SPANS. `at` is when it happens; `until` is how long for a channel that occupies time. `value` is how far, for channels that take a magnitude.\n\nWHAT YOU GET BACK: the items and keyframe tracks the beats compile to. They are ordinary scene items afterwards — modify, animate and relate them like anything else.\n\nWALKING, POSES, ACTIONS: a concept character moves through its channels and has no skeleton, so a walk, a pose or a rigging call acts on nothing (and the reply says so). For a figure that walks, poses and acts, make it with pinepaper_original_character, which is rigged.\n\nNOT LIP SYNC. `say` opens and closes a mouth for th" +
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"e length of a line. Matching phonemes needs the word timings a voice track carries; pass `timings` if you have them and each entry drives one mouth opening."
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"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 " +
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"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" +
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"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" +
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"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).
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"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). The reveal is only for a target that STARTS hidden: one that starts shown is never theirs to show, so a later hide stands, including " +
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"one from a reaction to their own pulse. 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 else.\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 p" +
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"arams 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, gain). WHEN IT FIRES: with no anchor it is on beat 1 at 120 bpm, 0.5 s after the source starts, and offset is ADDED to that (offset 0.5 fires at 1.0 s). For a set time use anchor: 'at' with at: seconds on the source's track clock (plus offset); anchor: 'start' or 'complete' fire at the source's start or end (plus offset). 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 track" +
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"ed 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 \"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 \"auto\"), axis (x|y) and distributeEase. Plain i" +
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3556
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"ndex 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 in both directions — { key: 'Enter' } does NOT " +
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"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 item.data, so the text can quote live state (\"S" +
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"core: {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 } · { op:'cmp', cmp: eq|neq|gt|gte|lt|lte, a, " +
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"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 (button → event) + on_event_play_sound (event → nul" +
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"l). 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 the on_event_* reactions above (set_color, set_pr" +
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"operty, 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 starts the group with its first member entered (rela" +
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"tionOptions.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 WITHOUT the mutex.\n\nThere are 80 relation types a" +
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"nd 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 cross-dissolve. params.mode: 'auto' (default), 'g" +
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+
"lyphs' (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. Opacity keyed on the source is carried through the settle like position, and is written every frame while the relation exists, so a manual opacity change on the target is overridden until the relation is removed.\n- group_morphs_to: pair-by-in" +
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"dex morph between two paper.Groups (any two — graph vertices+edges, letter collages, dashboard clusters). Path.Line children deform via endpoints; other children translate; excess children fade. Params: duration, hold, loop, easing (linear|easeIn|easeOut|easeInOut), deformLines.\n- moves_along_path: self-relation (targetId=null); item is driven along a path. Source the path EITHER from params.path (array of {x,y} or [x,y]) OR from params.equation (S10 B5) — a math curve the item TRAVERSES, sampled deterministically on the Expression IR: params.equation = { kind: function|parametric|fourier|preset, expr | xExpr/yExpr | harmonics | preset, min, max, samples, scale, cx, cy, flipY, warp } (sam" +
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"e equation contract as pinepaper_equation_path, but origin is cx/cy, default 0). y is MATH-UP by default (flipY: true): on screen the curve is mirrored about cy, so a curve written in screen coordinates (y down) needs flipY: false. Params: path OR equation, speed, closed, phase, easing (linear|easeIn|easeOut|easeInOut|sine|bounce|pingpong).\n\nGEOMETRIC CONSTRUCTION CONSTRAINTS (Layer 2) — the source item is RE-DERIVED every frame from its anchor item(s), so dragging an anchor updates the dependent live (GeoGebra-style), and the construction persists as relation graph data (edit it by editing relations, not by re-running code). Anchor A is the relation target; extra anchors ride in params:" +
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"\n- is_midpoint_of: source = midpoint(target, params.other). params.other = id of the second endpoint (B).\n- lies_on_line: source held on the line target→params.other at fraction params.t (0=A, 1=B; default 0.5). params.other (B), params.t.\n- is_centroid_of: source = centroid(target, ...params.others). params.others = array of the remaining point ids.\n- is_circumcenter_of: source = circumcenter(target, params.other1, params.other2); holds position when the three anchors are collinear. params.other1 (B), params.other2 (C).\n- concentric_with: source stays centered on the target (shared center).\n- construction_reveal: self-relation (targetId=null); opacity 0→1 starting at params.revealAt" +
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" (timeline seconds) over params.fadeIn seconds — loop- and scrub-correct. Pair with pinepaper_construction_sequence to reveal a figure one step at a time.\n\nPROCEDURAL / DETERMINISTIC BINDING (Expression IR — S10 G1) — bind a property to another property or to a math function of time. Pass params.signal:true to route through the pure, seed/frame-deterministic signal interpreter (replay-stable — same time → identical output); omit it for the per-frame compute fallback.\n- driven_by: source's sourceProperty = target's targetProperty * multiplier + offset (optionally clamped). sourceProperty ∈ x|y|rotation|opacity|scale|strokeWidth|fillColor|strokeColor; targetProperty ∈ x|y|rotation|opacity" +
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"|scale. For fillColor/strokeColor the (clamped 0..1) driven value interpolates colorFrom→colorTo — so a relation drives COLOR. NEEDS a target (the property source). params: sourceProperty, targetProperty, multiplier, offset, clamp {min,max}, colorFrom, colorTo, signal. e.g. tint a dot by a planet's x: sourceProperty 'fillColor', targetProperty 'x', colorFrom '#0055ff', colorTo '#ff3300', signal true.\n- time_expression: self-relation (targetId=null); the source's params.property (x, y, rotation, opacity or scale) is driven by a formula of t (scene time) and v (params.baseValue). params: property (default 'y'), expression (e.g. 'sin(t*2)*50 + v'), baseValue, signal (true also evaluates it a" +
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"s a pure f(t) via the Expression IR). The formula grammar: " +
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". 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" +
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"_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" +
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@@ -7609,15 +7612,16 @@ EXAMPLES:
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"iberately, because the enum is what makes the built-ins discoverable and typo-proof. The two routes above are how you run your own.\n\nGenerator output is only PARTLY registered — drawSunsetScene registers 6 of its 27 objects, drawPattern none of 15 — so pinepaper_get_items and ontology queries see a partial view or nothing. The engine records the invocation instead: re-invoke with new params to \"edit\".\n\nWHEN YOU WRITE THE GENERATOR, THAT IS YOUR CHOICE TO MAKE, and it is the important one. app.registerItem(item, type, properties) returns an id and makes the item selectable by the USER and addressable by you — colour changes, modify_item, keyframes, relations, ontology. Unregistered ou" +
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"tput is pixels: identical on screen and in the export, and untouchable afterwards without redrawing. Register the handful anyone might want to edit; leave the dense decorative bulk out, which is the memory reason the built-ins do the same.\n\nUSE WHEN:\n- \"add a sunburst background\", \"bokeh effect\", \"gradient mesh\"\n- \"create wave pattern\", \"wind field\", \"fluid flow\"\n- \"grid background\", \"geometric abstract\", \"noise texture\"\n- Creating dynamic procedural backgrounds\n\nGENERATORS (highlights; all " +
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" are in the generatorName enum):\n
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" are in the generatorName enum):\n- FOREGROUND (product and story content, drawn as editable items rather than a backdrop): drawChatThread, drawPhoneFrame, drawBrowserMockup, drawTerminalTyping, drawMetricCard, drawFunnel, drawRoadmapTimeline, drawComparisonSplit, drawBeatCaptions. The output is editable by default: a foreground generator (the studio's ui, infographics and captions categories) runs with params.interactive: true unless you pass false, so each text and card is an item, and pinepaper_group ungroup on the composition (pinepaper_get_items lists it, with the generator name as its type) releases it into separate items. The reply says interactive: true when the default was applied" +
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". params.interactive: false gives one flat drawing.\n\nClassic:\n- drawSunburst: Radial rays from center (rayCount, colors, bgColor, opacity, rayGap, gradientRays)\n- drawSunsetScene: Animated sunset with clouds (sunColor, skyColors, cloudCount, skyOpacity, starCount, starColor, reflectionEnabled, reflectionOpacity)\n- drawGrid: Lines/dots/squares (gridType, spacing, lineColor, opacity, gap, randomRotation, colorMode: checkerboard|gradient|random|rows|columns, strokeColor, strokeWidth)\n- drawStackedCircles: Overlapping circles (count, colors, distribution: random|poisson|golden, opacityMin, opacityMax, blendMode, strokeWidth, strokeColor, sizeGradient, animationType: pulse|float|none)\n- " +
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"drawCircuit: Tech circuit board (lineColor, nodeColor, density, traceOpacity, nodeOpacity, diagonalPaths, chipDensity: auto|none|low|medium|high)\n- drawWaves: Layered wave pattern (waveCount, colors, amplitude, frequency, opacity, fill, fillOpacity, amplitudeVariation, blendMode)\n- drawPattern: Geometric shapes in orbit (patternType, size, color, opacity, blendMode, layers: 1-5, layerScaleDecay)\n\nNew — Effects:\n- drawBokeh: Soft-focus circles (count, colors, minRadius, maxRadius, shadowBlur, distribution: random|poisson, driftAnimation)\n\nNew — Organic:\n- drawGradientMesh: Radial gradient blobs with screen blending (colors, blobCount, blendMode, drift)\n- drawFluidFlow: Sinusoidal s" +
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"tream paths with depth (streamCount, colors, depthLayers, speed)\n- drawOrganicFlow: Aurora/silk layers with fill-to-bottom (layerCount, colors, blendMode, fillToBottom)\n\nNew — Geometric:\n- drawGeometricAbstract: Mixed translucent shapes (colors, shapeCount, blendMode, rotation)\n\nNew — Particles:\n- drawWindField: Directional wind particles with noise turbulence (particleCount, colors, windDirection (degrees), windSpeed, turbulence, trailLength, trailWidth, opacity, bgColor; direction / speed are accepted for windDirection / windSpeed)\n\nNew — Textures:\n- drawNoiseTexture: Perlin/grain/stipple noise (noiseType: perlin|grain|stipple, colors, scale, density, animated)\n\nNew — Tech:\n" +
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"- drawGlobeWireframe: Vercel-style wireframe globe (bgColor, wireColor, glowColor, highlightColor, meridianCount, latitudeCount, globeRadius, nodeCount, nodeSize, animationEnabled, animationSpeed, strokeWidth, gridOpacity)\n\nPineMath — Math/Science:\n- drawFunctionPlot: Plot y=f(x) (expression, xMin, xMax, yMin, yMax, color, lineWidth, showAxes, showGrid, steps, animate: none|scroll-right|scroll-left|oscillate|bounce|wipe|custom)\n- drawParametricCurve: Plot (x(t),y(t)) Lissajous/spirals/roses (xExpression, yExpression, tMin, tMax, color, steps, scale, animate: none|linear|slow|fast|wave|bounce, trailFade)\n- drawSimulation: Dynamic systems with ODE solvers (preset: pendulum|springMass|lo" +
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"renz|doublePendulum|vanderpol, solver: euler|rk4|rk45, timeScale, showTrail, trailLength, trailColor, objectColor)\n- drawSpectrumAnalyzer: FFT signal visualization (waveform: sine|square|sawtooth|triangle|noise|composite, frequency, amplitude, sampleRate, window: none|hann|hamming|blackman, waveColor, spectrumColor)\n- draw3DSurface: 3D surfaces from equations (preset: torus|sphere|wave|klein|mobius|custom, xExpr, yExpr, zExpr, uSteps, vSteps, scale, rotateSpeed)\n\nS6 Procedural (seeded, OKLCH palettes, curated presets, optional Motion). All take: palette (ocean|neon|ember|slate|dusk|pastel|mint|lagoon…), colorMode (gradient|random|mono), bgColor, seed (same seed → identical output), ani" +
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"mation (none|driftX|driftY|rotate|pulse), animationSpeed:\n- drawTruchet: Truchet tiles — interlocking arcs/diagonals (tileSize, lineWidth, variant: arcs|diagonals, lineColor). Presets: Ocean Maze, Neon Circuit, Ember Weave, Slate Diagonals.\n- drawHalftone: halftone dot field (toneMode: radial|noise|linear, dotSpacing, maxDotRadius, contrast, dotColor, opacity). Presets: Sunburst Dots, Noise Field, Pop Ramp, Soft Mono.\n- drawRibbons: flowing Bézier ribbons (ribbonCount, ribbonWidth, amplitude, waviness, opacity). Presets: Deep Current, Aurora, Silk, Mint Flow.\n\nGPU / GLSL math-art (transpiled to a fragment shader, 60fps; all take renderScale 0.25–1, transparentBg, speed):\n- drawFormul" +
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"aArt: type a math expression in x,y,t → scalar mapped through a 3-stop palette (formula, domain, color1/color2/color3). Try sin(x*5+t)*cos(y*3).\n- drawParametricCollection: N circles or line segments indexed by k, expressions in k,N,t — Yeganeh-style (mode: circles|lines, count, xExpression/yExpression/radiusExpression or x1..y2Expression, scale, palette, bgColor).\n- drawShaderArt: a GLSL fragment shader. PASSING fragmentSource ALONE DOES NOTHING — preset defaults to 'wavefield' and wins, so your shader is ignored and a preset renders instead, reporting success. Pass preset: 'custom' to use fragmentSource verbatim. The shader is GLSL ES 3.00: inputs 'in vec2 v_uv', output 'out vec4 outCo" +
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"lor' — NOT gl_FragColor, and there is no u_uv. Uniforms: u_time, u_resolution (vec2), u_color1/2/3 (vec3). Other presets: wavefield, gradient_glow, noise_clouds, voronoi, simplex_noise, perlin, pulsing_border. renderScale 0.25-1 (default 0.5) trades resolution for speed.\n- drawYeganehMountains: GLSL port of Hamid Naderi Yeganeh's \"Mountains\" (mountainCount, timeOffset, skyTop, skyBottom, ridgeColor, valleyColor).\n\nOKLCH seeded backgrounds (palette + seed → reproducible):\n- drawBlobs: soft organic blobs (smoothed jittered circles). Dreamy/soft backgrounds.\n- drawLowPoly: triangulated low-poly facets (gradient-filled). Modern/geometric.\n- drawPeaks: stacked zig-zag mountain ridgeline" +
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" bands.\n- drawStackedWaves: layered cubic-bézier wave bands — hero/section-divider background.\n- drawScatter: scattered field of small shapes (circles/triangles/squares), palette-colored.\n- draw3DParametricCurve: plot a 3D curve (x(t),y(t),z(t)) projected to canvas. Try Helix: sin(t),cos(t),t/4.\n\nCOMMON PARAMS (all generators):\n- bgColor: Background color (\"none\"/\"transparent\" for no background)\n- interactive: Make generated items selectable/draggable (default false)\n- clipToCanvas: Clip output to canvas bounds (default true, set false for overflow)"
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@@ -7754,9 +7758,13 @@ USE WHEN:
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": particles, then the shader auras from heatmap on):\n- sparkle: Glitter/sparkle particles (color, speed, size)\n- blast: Explosion burst effect (color, radius, count)\n- smoke: Rising smoke plumes (color, speed, size, drift, height, growthRate)\n- fire: Animated fire/flames (color, colors, speed, size, height, turbulence)\n- rain: Falling rain drops (color, count, speed, angle, spread)\n- snow: Falling snowflakes (color, count, speed, spread, particleLife)\n- confetti: Celebration confetti (colors, count, radius, gravity, size, spread, interval, repeat)\n- ripple: Expanding ring ripples (color, speed, maxRadius, ringCount, strokeWidth)\n- glow: Pulsing glow aura (color drives the shadow h" +
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"alo; speed, intensity, size; optional fill — interior tint decoupled from color; fillOpacity 0..1 multiplies intensity opacity)\n- electric: Lightning bolts (color, speed, boltCount, length, flickerRate)\n- bubbles: Rising transparent bubbles (color drives the rim; count, speed, size, spread; optional fill — interior tint, default null = outlined-only; fillOpacity 0..1, default 0.25 when fill is set)\n- dust: Ambient drifting motes (color, count, speed, size, spread)\n- fireflies: Glowing wandering dots (color, count, speed, size, spread)\n- shockwave: Expanding concentric rings — burst type (speed, maxRadius, count, thickness)\n- trail: Fading afterimages following movement (speed, count," +
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" size, fadeRate)\n
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"\n-
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" size, fadeRate)\n- aurora: Shimmering northern-lights curtain ribbons undulating around the item (color, speed, count, size, spread)\n- orbit_swirl: Small glowing orbs circling the item on spiralling elliptical orbits (color, speed, count, size, maxRadius). The particle swirl; vortex is the shader aura\n- glitch: RGB chromatic-aberration slices jittering across the item bounds (color, speed, count, size)\n- petals: Blossom petals tumbling and swaying across the item (color, speed, count, size, spread)\n\nSHADER AURAS (WebGL2, silhouette-clipped — same tool, routed to the aura system):\n- heatmap: Thermal shimmer aura (palette 0=Hot 1=Cool 2=Violet)\n- liquid_metal: Flowing metallic sheen " +
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"(palette 0=Chrome 1=Gold 2=Copper)\n- gem_smoke: Crystalline smoke wisps\n- electric_arc: Branching discharge filaments with a hot core and inverse-square bloom. Stepped flicker, not a sine — a stroke is a train of return strokes, which reads far more electric than a smooth pulse.\n- vortex: The bright band is a RING, not a disc — condensation tracks the steepest pressure gradient, so the core is hollow, and differential rotation shears the field rather than spinning one picture round.\n- rain_veil: Drifting sheets of falling rain across the silhouette.\n- caustics: Refracted light patterns, as through moving water.\n- ink_bleed: Ink wicking outward into the surface, as on absorbent paper." +
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" Routable since the engine began publishing every aura name and warming the subsystem before routing; it was defined-but-unreachable before that, which is why it arrived last.\nAura params: { intensity, radius, palette, mode ('inside'|'outside'|'overlay'), tint, tintStrength, offsetX, offsetY, channels: { a: {speed, curve}, b: {speed, curve} } } — curves: linear, sawtooth, sine, triangle, pulse, ease, bounce, noise.\n\nEXAMPLE — bubbles with magenta interior over a blue rim:\n{ effectType: \"bubbles\", params: { color: \"#93c5fd\", fill: \"#ff00aa\", fillOpacity: 0.4 } }\nEXAMPLE — gold liquid-metal aura outside a logo:\n{ effectType: \"liquid_metal\", params: { palette: 1, mode: \"outside" +
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"\", intensity: 0.8 } }"
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@@ -7807,7 +7815,7 @@ String(EffectTypeSchema.options.length) +
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itemId: { type: 'string', description: 'Registry ID of the item' },
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effectType: {
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type: 'string',
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enum: [
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enum: [...ENGINE_EFFECT_TYPES],
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description: 'Type of effect',
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},
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params: {
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@@ -8160,12 +8168,13 @@ String(STYLED_SCENE_STYLES.map((k) => `${k} (${STYLED_SCENE_STYLE_INFO[k]})`).jo
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{
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name: 'pinepaper_emitter',
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annotations: { title: 'Particle Emitter', readOnlyHint: false, destructiveHint: false, idempotentHint: false, openWorldHint: false },
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description: ("Particles as an ITEM whose every frame is a pure function of its spec and the scene time — so the preview, capture_frames, every export, a saved project, a template and the cloud render all draw the same particles, scrubbing backwards included. The serialisable, cloud-safe choice; pinepaper_apply_effect is a live look on an item.\n\nACTIONS:\n- create: { spec } → itemId\n- set: { itemId, spec } —
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"t1] (when the WHOLE trail shows: it switches on and off at those times, with what was shed before t0 already there), offset ([dx, dy] or {x, y}): particles shed from a moving item. rate, start and end are trail settings: a burst emitter does not read them.\n- look and physics (per emitter or per burst): shape ('circle' | 'rect' | 'dash' | 'star' | 'confetti', or an array; size is a circle's diameter, a rect's or confetti's width (height is half of it), and a star's extent is 0.8 of it; a dash is
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-
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"mode or bad range is refused with the engine's reason — never defaulted.\n\nEXAMPLE — confetti at 2 s:\n{ action: 'create', spec: { bursts: [{ t: 2, x: 960, y: 400, count: 80 }], shape: 'confetti', palette: ['#
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+
description: ("Particles as an ITEM whose every frame is a pure function of its spec and the scene time — so the preview, capture_frames, every export, a saved project, a template and the cloud render all draw the same particles, scrubbing backwards included. The serialisable, cloud-safe choice; pinepaper_apply_effect is a live look on an item.\n\nACTIONS:\n- create: { spec } → itemId\n- set: { itemId, spec } — merges the spec's top-level keys onto the emitter's. An array it names replaces the old array whole: set with bursts: [one] leaves one burst. To add a burst, pass all of them; the reply's burstsReplaced gives the counts before and after.\n\nSPEC:\n- mode: 'burst' (default) — bursts: [{ t, x, y, co" +
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"unt, …per-burst overrides }]: a pop of particles at scene time t.\n- mode: 'trail' (or give target) — target (an item id), rate (per second), emitWindows [[t0, t1], …] (when it sheds), window [t0, t1] (when the WHOLE trail shows: it switches on and off at those times, with what was shed before t0 already there), offset ([dx, dy] or {x, y}): particles shed from a moving item. rate, start and end are trail settings: a burst emitter does not read them.\n- look and physics (per emitter or per burst): shape ('circle' | 'rect' | 'dash' | 'star' | 'confetti', or an array; size is a circle's diameter, a rect's or confetti's width (height is half of it), and a star's extent is 0.8 of it; a dash is " +
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"a thin line drawn forward from the particle along its velocity; confetti tumbles, with a seeded tilt and a darker back, and a rect does not), palette [colours], size / sizes / sizeEnd, speed + angle ranges or velocities ([[vx, vy], …] px/s, or [{x, y}, …]; particle i takes velocities[i % length], so give one per particle — the reply warns when count and the list differ), gravity (px/s², +down), drag (slows the launch velocity only: what gravity adds is not damped, so a falling particle has no terminal velocity), friction, lifetime, fadeIn / fadeOut, spin, opacity, jitter, jitterGrow, seed.\nUNITS (a number, or a [min, max] range picked per particle where it says range):\n- spawn: where par" +
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+
"ticles start, as a box [width, height] in px on the canvas axes, centred on the burst point (one number is a square). It is not a range and does not turn with angle: spawn [0, 200] is a vertical line of start points whatever the angle. Default [0, 0], a single point.\n- count: particles per burst, at most 10000 on the current studio (2000 on older studios) — a larger count is drawn at the cap and the reply warns with the number drawn. For more, add a second burst at the same t.\n- speed: px/s (range). angle: degrees, 0 = right, 90 = down (range). gravity: px/s². lifetime: seconds (range, > 0). size: px (range).\n- gravity, drag, friction, opacity, sizeEnd and jitter also take a range on th" +
|
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+
"e current studio, sampled per particle; an older studio draws the midpoint and warns emitter-range-not-read.\n- fadeIn / fadeOut: SECONDS at the start / end of each particle's life. fadeOut is capped at that particle's lifetime (a 0.5 s life cannot fade for 2 s; it fades over its whole life instead), and the current studio warns when it caps one. Omitted (or fade: 'linear'), the particle fades linearly over its WHOLE life; fade: 'none' turns both off.\n- spin: DEGREES PER SECOND, positive = clockwise on screen (range; spinAlternate flips every other particle). It turns rect, confetti, star and dash particles; a circle has no orientation, so spin on circles shows nothing (the current studio" +
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" warns when every particle is a circle).\n- jitter: PIXELS — on the current studio each particle is displaced up to ±jitter px on each axis from its path, at full size from birth; jitterGrow: true keeps the older ramp (zero at birth, the full ±jitter at the end of life). Older studios (before jitterGrow) displace up to ±jitter/2, growing from 0 at birth. jitterHz: how many times a second that offset is re-rolled (0, the default, keeps one offset per particle).\nAn unknown shape, mode or bad range is refused with the engine's reason — never defaulted.\n\nEXAMPLE — confetti at 2 s:\n{ action: 'create', spec: { bursts: [{ t: 2, x: 960, y: 400, count: 80 }], shape: 'confetti', palette: ['#f43f" +
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"5e', '#facc15', '#22d3ee'], speed: [300, 700], angle: [-150, -30], gravity: 900, lifetime: 2.5, seed: 7 } }"
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@@ -8201,8 +8210,8 @@ String(STYLED_SCENE_STYLES.map((k) => `${k} (${STYLED_SCENE_STYLE_INFO[k]})`).jo
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openWorldHint: false,
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},
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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 } " +
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"} → { 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
|
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-
"
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+
"} → { 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 every mark is in the same place at the same time on any machine, so two exports give the same frames (compare their frameDigest). Whether the encoded file is byte-identical is the encoder's business," +
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+
" not the swarm's: see the export's bitExact. 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 list."
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@@ -8268,8 +8277,8 @@ String(STYLED_SCENE_STYLES.map((k) => `${k} (${STYLED_SCENE_STYLE_INFO[k]})`).jo
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description: ("Make any item ACT: a list of beats compiled to one keyframe track with anticipation, squash and stretch, contact and settle — the timing a hand animator would key, from one call.\n\nBEATS run one after another: [{ at, verb, ...params }]. Positions are the actor's CENTRE in canvas px; a squash keeps its BOTTOM on the ground.\n- pop: scales up from nothing with an overshoot (an entrance in place).\n- drop { to? }: falls and lands with a squash. Already in the air (after a fly), it falls from where it is; on the ground or below the landing point, it comes in from above the frame.\n- hop { to?, height? }: crouch, launch stretched, arc, land squashed, settle. Without to it hops in place.\n- bou" +
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"nce { times? (3), height?, decay? (0.6), to? }: bounces that lose height; with to it travels while bouncing.\n- roll { to }: rolls without slipping — it turns by the distance over its radius (right = clockwise).\n- fly { to, arc? }: an arc through the air, nose up on the rise and down on the fall.\n- peek { edge (left|right|top|bottom), amount? (0.5), hold? (1) }: slides partly in from a frame edge, waits, ducks back out.\n- shake { intensity? }: a startled shiver. squash { amount? }: an in-place squash and recover (a reaction, a landing hit).\n- enter { from (edge), to? }: slides in from an edge with an overshoot. exit { edge }: a small anticipation, then away off that edge.\nEach ver" +
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"b has a default duration; pass duration to change it.\n\nWHAT IT RETURNS: keyframes written, the duration, and where the actor ends (and whether that is on screen). Beats that overlap, an unknown verb, or roll / fly without a destination are refused by name.\n\nACTORS: a shape, a group, an imported SVG character, a photo cut-out — anything with one transform. Its own scale and rotation are kept (a beat squashes relative to them). A figure placed by pinepaper_character is several parts with their own tracks and no single transform, so choreograph its parts' group only if you grouped a STATIC figure; otherwise direct it with character beats.\n\nSOUND: sound: true puts a sound on every moment" +
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8271
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-
" the motion makes — the pop, each launch, every landing (a bounce's landings get quieter as the bounces shrink), a shake — placed on the timeline and baked into the video. sound: { contact: 'kick', whoosh: false, gain: 0.6 } picks or silences them by catalogue name (SFX beep, pop,
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8272
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-
"
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8280
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+
" the motion makes — the pop, each launch, every landing (a bounce's landings get quieter as the bounces shrink), a shake — placed on the timeline and baked into the video. sound: { contact: 'kick', whoosh: false, gain: 0.6 } picks or silences them by catalogue name (SFX such as beep, pop, whoosh, zap; drums such as kick, snare, clap, tabla-na, djembe-tone; or your own from define_sfx; pinepaper_sound list_percussion and list_sfx name them all). The reply lists the sounds placed. A sound due before 0.06 s is placed at 0.06 s (movedFrom says so): an MP4 encoder swallows the first ~50 ms of audio.\n\nMIX WITH: pinepaper_character / text expressions on top; pinepaper_apply_effect (confetti, sh" +
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8281
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+
"ockwave) at a landing; pinepaper_sound at the same times. Call choreograph BEFORE keyframing the actor's other properties (colour, fill): the beat keys carry position, scale, rotation and opacity only, and the result warns if the actor already animates something else.\n\nEXAMPLE — a ball comes to life and crosses the frame:\n{ itemId: \"item_1\", beats: [ { at: 0, verb: \"pop\" }, { at: 0.6, verb: \"bounce\", times: 3, to: [700, 820] }, { at: 2.4, verb: \"roll\", to: [1200, 820] }, { at: 3.5, verb: \"fly\", to: [1600, 300] } ] }"
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@@ -9235,11 +9244,11 @@ String(AgentExportFormatSchema.options.join(', ')) +
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shutter: { type: 'number', minimum: 0, maximum: 1, description: 'Fraction of the frame interval the shutter is open (default 0.5).' },
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},
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},
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broadcastHeadroom: { type: 'integer', minimum: 0, maximum: 40, description: 'mp4 with broadcast only, default 12: luma codes kept clear at both ends,
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+
broadcastHeadroom: { type: 'integer', minimum: 0, maximum: 40, description: 'mp4 with broadcast only, default 12: luma codes kept clear at both ends, which cuts encoder ringing outside 16-235 (4 = ~100x fewer out-of-range samples, 12 = ~1000x; not zero on every picture, and more headroom narrows the luma range of the picture). Fidelity raises luma_out_of_range with the legaliser command when any remain.' },
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bitrate: { type: 'integer', minimum: 100000, maximum: 200000000, description: 'mp4 / webm: target bits/s, replacing the quality-derived one. The browser encoder treats it as a CEILING; result.video.achievedBitrate is what it produced.' },
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minBitrate: { type: 'integer', minimum: 100000, maximum: 200000000, description: 'mp4 / webm: a floor; a miss is a fidelity warning naming the re-encode a delivery spec needs.' },
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bitrateMode: { type: 'string', enum: ['constant', 'variable'], description: "mp4 / webm: 'constant' (the default with broadcast) or 'variable'." },
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9242
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-
audioCodec: { type: 'string', enum: ['any', 'aac'], description: "mp4 only: 'aac' refuses the export (code audio_codec_unavailable, no file) where the soundtrack could only be Opus — Chromium on Linux has no AAC encoder; macOS and Windows do. 'any' (default) muxes Opus there with the audio_codec_opus warning (whatsappSafe: false). Silent MP4s are AAC everywhere." },
|
|
9251
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+
audioCodec: { type: 'string', enum: ['any', 'aac'], description: "mp4 only: 'aac' refuses the export (code audio_codec_unavailable, no file) where the soundtrack could only be Opus — Chromium on Linux has no AAC encoder; macOS and Windows do. 'any' (default) muxes Opus there with the audio_codec_opus warning (whatsappSafe: false). Silent MP4s are AAC everywhere. Without it: where the browser could only make Opus (Chromium on Linux), the Claude Desktop extension re-encodes the audio to AAC (video copied; result.audioDelivered, and file.sha256 is the delivered file); without ffmpeg, a social platform (instagram, tiktok, twitter, linkedin) is refused by name and anything else keeps the Opus file with a note." },
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maxBytes: { type: 'integer', minimum: 1, description: 'gif only: size budget in bytes (email: 1000000). Over it, the GIF is re-encoded at a smaller frame size, at most twice; result.budget reports each attempt.' },
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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.' },
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pdf: {
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