@pixerate/editor 0.59.0 → 0.60.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/dist/agent/index.cjs +111 -38
- package/dist/agent/index.cjs.map +1 -1
- package/dist/agent/index.d.cts +30 -2
- package/dist/agent/index.d.ts +30 -2
- package/dist/agent/index.js +96 -23
- package/dist/agent/index.js.map +1 -1
- package/dist/agent-caret-BmYhQF7L.d.cts +106 -0
- package/dist/agent-caret-BmYhQF7L.d.ts +106 -0
- package/dist/animation-editor/index.cjs +85 -47
- package/dist/animation-editor/index.cjs.map +1 -1
- package/dist/animation-editor/index.d.cts +82 -2
- package/dist/animation-editor/index.d.ts +82 -2
- package/dist/animation-editor/index.js +84 -46
- package/dist/animation-editor/index.js.map +1 -1
- package/dist/{chunk-LMUDHBWR.js → chunk-4YFMSPBU.js} +2 -2
- package/dist/{chunk-3I6V7PI4.cjs → chunk-7ZSU4MQZ.cjs} +45 -45
- package/dist/{chunk-3I6V7PI4.cjs.map → chunk-7ZSU4MQZ.cjs.map} +1 -1
- package/dist/{chunk-WLVZ235X.js → chunk-OK7T2LHK.js} +229 -2
- package/dist/chunk-OK7T2LHK.js.map +1 -0
- package/dist/{chunk-AHCENCU4.cjs → chunk-T4XWVPJK.cjs} +253 -26
- package/dist/chunk-T4XWVPJK.cjs.map +1 -0
- package/dist/extensions/index.cjs +27 -3
- package/dist/extensions/index.cjs.map +1 -1
- package/dist/extensions/index.d.cts +2 -1
- package/dist/extensions/index.d.ts +2 -1
- package/dist/extensions/index.js +26 -2
- package/dist/{index-CTCc3m3C.d.ts → index-B16wbOn_.d.ts} +1 -0
- package/dist/{index-BcHyG0Wq.d.cts → index-BAt14aIU.d.cts} +1 -0
- package/dist/index.cjs +32 -8
- package/dist/index.cjs.map +1 -1
- package/dist/index.d.cts +3 -2
- package/dist/index.d.ts +3 -2
- package/dist/index.js +26 -2
- package/dist/index.js.map +1 -1
- package/package.json +1 -1
- package/dist/chunk-AHCENCU4.cjs.map +0 -1
- package/dist/chunk-WLVZ235X.js.map +0 -1
- /package/dist/{chunk-LMUDHBWR.js.map → chunk-4YFMSPBU.js.map} +0 -0
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@@ -159,6 +159,13 @@ interface MotionDrawCommand extends MotionCommandBase {
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}
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/** Moves targets by an offset, or to a point (their centre lands there). */
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interface MotionMoveCommand extends MotionCommandBase {
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/**
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* `add` makes the change a layer over the pose instead of a change to it: it stacks on
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* whatever else moves the target (a shake on a slide), and what it adds stays once it ends.
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* Default `replace` for move, rotate and scale (the later change takes over), `add` for
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* pulse, shake, teeter, wave and wiggle.
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*/
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blend?: 'replace' | 'add';
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type: 'move';
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by?: {
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x: number;
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@@ -171,12 +178,26 @@ interface MotionMoveCommand extends MotionCommandBase {
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}
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/** Turns targets about their centre, by or to an angle in degrees (clockwise). */
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interface MotionRotateCommand extends MotionCommandBase {
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/**
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* `add` makes the change a layer over the pose instead of a change to it: it stacks on
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* whatever else moves the target (a shake on a slide), and what it adds stays once it ends.
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* Default `replace` for move, rotate and scale (the later change takes over), `add` for
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* pulse, shake, teeter, wave and wiggle.
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*/
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blend?: 'replace' | 'add';
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type: 'rotate';
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by?: number;
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to?: number;
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}
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/** Scales targets about their centre (1 = rest size). */
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interface MotionScaleCommand extends MotionCommandBase {
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/**
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* `add` makes the change a layer over the pose instead of a change to it: it stacks on
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* whatever else moves the target (a shake on a slide), and what it adds stays once it ends.
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* Default `replace` for move, rotate and scale (the later change takes over), `add` for
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* pulse, shake, teeter, wave and wiggle.
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*/
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blend?: 'replace' | 'add';
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type: 'scale';
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to: number | {
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x: number;
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@@ -218,6 +239,13 @@ interface MotionFollowCommand extends MotionCommandBase {
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}
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/** Scales up and back, `count` times (draws the eye). */
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interface MotionPulseCommand extends MotionCommandBase {
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/**
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* `add` makes the change a layer over the pose instead of a change to it: it stacks on
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* whatever else moves the target (a shake on a slide), and what it adds stays once it ends.
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* Default `replace` for move, rotate and scale (the later change takes over), `add` for
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* pulse, shake, teeter, wave and wiggle.
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*/
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blend?: 'replace' | 'add';
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type: 'pulse';
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/** Extra scale at the peak (default 0.15). */
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amount?: number;
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@@ -225,6 +253,13 @@ interface MotionPulseCommand extends MotionCommandBase {
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}
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/** Shakes side to side (or up and down), settling. */
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interface MotionShakeCommand extends MotionCommandBase {
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/**
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* `add` makes the change a layer over the pose instead of a change to it: it stacks on
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* whatever else moves the target (a shake on a slide), and what it adds stays once it ends.
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* Default `replace` for move, rotate and scale (the later change takes over), `add` for
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* pulse, shake, teeter, wave and wiggle.
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*/
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blend?: 'replace' | 'add';
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type: 'shake';
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/** Distance in document units (default 8). */
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amount?: number;
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@@ -234,6 +269,13 @@ interface MotionShakeCommand extends MotionCommandBase {
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}
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/** Rocks about the centre by `angle` either way, settling (Flair's `emphasis.teeter`). */
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interface MotionTeeterCommand extends MotionCommandBase {
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/**
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* `add` makes the change a layer over the pose instead of a change to it: it stacks on
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* whatever else moves the target (a shake on a slide), and what it adds stays once it ends.
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* Default `replace` for move, rotate and scale (the later change takes over), `add` for
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* pulse, shake, teeter, wave and wiggle.
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*/
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blend?: 'replace' | 'add';
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type: 'teeter';
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/** Degrees either way (default 8). */
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angle?: number;
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}
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/** Bobs up and down without settling, like something floating (Flair's `emphasis.wave`). */
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interface MotionWaveCommand extends MotionCommandBase {
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/**
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* whatever else moves the target (a shake on a slide), and what it adds stays once it ends.
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* Default `replace` for move, rotate and scale (the later change takes over), `add` for
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* pulse, shake, teeter, wave and wiggle.
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*/
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blend?: 'replace' | 'add';
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type: 'wave';
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/** Height in document units (default 6). */
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amount?: number;
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@@ -253,6 +302,13 @@ interface MotionWaveCommand extends MotionCommandBase {
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* `emphasis.wiggle`). The same seed always wanders the same way.
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*/
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interface MotionWiggleCommand extends MotionCommandBase {
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/**
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* `add` makes the change a layer over the pose instead of a change to it: it stacks on
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* whatever else moves the target (a shake on a slide), and what it adds stays once it ends.
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* Default `replace` for move, rotate and scale (the later change takes over), `add` for
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* pulse, shake, teeter, wave and wiggle.
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*/
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blend?: 'replace' | 'add';
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type: 'wiggle';
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/** Up to about this far, in document units (default 6). */
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amount?: number;
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@@ -294,6 +350,7 @@ type MotionCommand = MotionEnterCommand | MotionExitCommand | MotionDrawCommand
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type MotionCommandType = MotionCommand['type'];
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declare const MOTION_COMMAND_TYPES: readonly MotionCommandType[];
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declare const MOTION_ENTER_STYLES: readonly MotionEnterStyle[];
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declare const MOTION_BLENDS: readonly ["replace", "add"];
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declare const MOTION_REPEAT_MODES: readonly ["loop", "mirror", "offset"];
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declare const MOTION_EXIT_STYLES: readonly MotionExitStyle[];
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declare const MOTION_IRIS_SHAPES: readonly MotionIrisShape[];
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@@ -530,6 +587,12 @@ interface MotionSegment {
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steps?: number;
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/** Numbers change by a steady factor (`from·(to/from)^u`); a camera zooms at a steady rate. */
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geometric?: boolean;
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/**
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* `add`: the segment is a layer over the node's pose rather than a change to it. It lives on
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* its own track (`motionAddTrackKey`), runs from 0 (offsets, turns) or 1 (scales), and what
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* it adds stays once it ends, on top of whatever the pose does.
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*/
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blend?: 'add';
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/** For `follow`: the path node id, and whether to turn with it. */
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path?: string;
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rotate?: boolean;
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/** A track's value at `time`, or `undefined` when nothing animates it. `raw` ignores behaviours (see `segmentValue`). */
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declare function trackValue(track: readonly MotionSegment[] | undefined, time: number, raw?: boolean): MotionValue | undefined;
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declare const motionTrackKey: (node: string, property: MotionProperty) => string;
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/** The track of a node property's additive layers (segments with `blend: 'add'`). */
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declare const motionAddTrackKey: (node: string, property: MotionProperty) => string;
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/** Properties that take additive layers: offsets and turns add, scales multiply. */
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declare const MOTION_ADDITIVE_PROPERTIES: readonly MotionProperty[];
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/**
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* A property's value with its additive layers on top of `base` (its pose): every layer that has
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* started adds its value (offsets, turns) or multiplies by it (scales). `raw` ignores behaviours.
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*/
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declare function withMotionLayers(timeline: Pick<MotionTimeline, 'tracks'>, node: string, property: MotionProperty, base: number, time: number, raw?: boolean): number;
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/** Grows a rectangle to the artwork's aspect ratio (about its centre). */
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declare function fitMotionRect(rect: MotionRect, aspect: number): MotionRect;
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/** The rectangle a camera looks at, or `null` when it frames an unknown node. */
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@@ -1248,6 +1320,7 @@ declare function describeMotionShots(scene: MotionScene): {
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flairPrimitive?: string | undefined;
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type: "move";
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type: "shake";
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* A short authoring guide for a model writing vector animations with the animation editor's
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declare const ANIMATION_EDITOR_AGENT_INSTRUCTIONS = "You animate vector artwork. A scene is artwork (vector paths and groups, each with an id) plus shots.\n\nHow it plays\n- Shots play in order. A shot optionally moves the camera, plays its commands, then holds (default 600 ms).\n- Commands in a shot play one after another; give \"with\": \"previous\" to start one together with the command before, \"delay\" to wait, \"stagger\" to offset several targets.\n- Timing comes from the content: each command has a default length (enter 600 ms, move 700 ms, draw follows the path length). Only set \"duration\" to change the pace.\n- Anything that enters later is hidden until it enters. Things that never enter are visible from the start.\n- Every frame is a pure function of time: the same scene always plays the same frames.\n\nCommands\n- enter (fade, pop, grow, slide, draw) and exit (fade, shrink, slide, undraw) bring things in and out.\n- enter also reveals through a clip over the target's box: wipe (behind an edge travelling \"direction\", default right), iris (from the centre; \"shape\": circle or box) and split (from a line through the middle; \"orientation\": horizontal or vertical). exit wipe hides the same way. Reveals need a width and a height: use draw / undraw for a straight line.\n- draw draws strokes on to a fraction; move, rotate, scale and fade change the pose (about the centre); style blends solid colours and stroke width.\n- enter also has zoom (settles from larger) and rise (rises a short way, overshooting a touch); pop and zoom take a starting \"scale\".\n- morph turns a shape into another node's shape (keep the target hidden); follow moves along a path node (with \"rotate\", moves made meanwhile turn with the path).\n- Emphasis draws the eye and returns to rest: pulse (swell), shake (side to side, or \"axis\": \"vertical\"), teeter (rock), wave (bob, no settling), wiggle (seeded wander; the same seed wanders the same way) and color-pulse (tint and back).\n- Any command but enter and exit can \"repeat\" (loop, mirror back and forth, or offset to carry on: rotate by 90, repeat 4 is a full turn); \"duration\" is one cycle.\n- Springs (\"spring-gentle\", \"spring-quick\", \"spring-bouncy\", \"spring-slow\" or { \"type\": \"spring\", \u2026 }) feel physical; leave \"duration\" out and the spring sets it.\n- \"steps\": 12 (on a command, or for the whole scene with set_animation_settings) holds poses \"on twos\" for a hand-drawn look. \"geometric\": true on scale or a camera zooms at an even rate.\n- Commands share their names and defaults with Flair's motion primitives (get_animation shows each one's \"flairPrimitive\"), and emphasis, reveals and follows export to Flair exactly.\n- effect tweens a numeric parameter of a live path effect already on the node (twist angle, wiggle time, zig zag size).\n\nWorking method\n1. get_animation to learn the element ids (set_animation_artwork_svg first if there is no artwork: give every element you will animate an id; or import_flair_effect to start from a Flair effect and edit it).\n2. Plan a few shots, each one idea. Add them with insert_shots, or edit_animation to make several edits as one step (dry_run first when unsure).\n3. check_animation and fix every error and warning; render_animation_frame (shot + \"end\") to look at the result.\n4. To make a reusable Flair effect, set_animation_controls (colour controls stand for every use of their default colour) and export_flair_effect.\n\nKeep motion purposeful: one thing moving at a time reads best, ease-out for arrivals, ease-in for exits, and hold long enough to see each result.";
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declare const ANIMATION_EDITOR_AGENT_INSTRUCTIONS = "You animate vector artwork. A scene is artwork (vector paths and groups, each with an id) plus shots.\n\nHow it plays\n- Shots play in order. A shot optionally moves the camera, plays its commands, then holds (default 600 ms).\n- Commands in a shot play one after another; give \"with\": \"previous\" to start one together with the command before, \"delay\" to wait, \"stagger\" to offset several targets.\n- Timing comes from the content: each command has a default length (enter 600 ms, move 700 ms, draw follows the path length). Only set \"duration\" to change the pace.\n- Anything that enters later is hidden until it enters. Things that never enter are visible from the start.\n- Every frame is a pure function of time: the same scene always plays the same frames.\n\nCommands\n- enter (fade, pop, grow, slide, draw) and exit (fade, shrink, slide, undraw) bring things in and out.\n- enter also reveals through a clip over the target's box: wipe (behind an edge travelling \"direction\", default right), iris (from the centre; \"shape\": circle or box) and split (from a line through the middle; \"orientation\": horizontal or vertical). exit wipe hides the same way. Reveals need a width and a height: use draw / undraw for a straight line.\n- draw draws strokes on to a fraction; move, rotate, scale and fade change the pose (about the centre); style blends solid colours and stroke width.\n- enter also has zoom (settles from larger) and rise (rises a short way, overshooting a touch); pop and zoom take a starting \"scale\".\n- morph turns a shape into another node's shape (keep the target hidden); follow moves along a path node (with \"rotate\", moves made meanwhile turn with the path).\n- Emphasis draws the eye and returns to rest: pulse (swell), shake (side to side, or \"axis\": \"vertical\"), teeter (rock), wave (bob, no settling), wiggle (seeded wander; the same seed wanders the same way) and color-pulse (tint and back).\n- Emphasis stacks on other motion: a shake during a slide shakes as it slides. Give move, rotate or scale \"blend\": \"add\" to stack them too (what they add stays); \"blend\": \"replace\" makes a change take over instead.\n- Any command but enter and exit can \"repeat\" (loop, mirror back and forth, or offset to carry on: rotate by 90, repeat 4 is a full turn); \"duration\" is one cycle.\n- Springs (\"spring-gentle\", \"spring-quick\", \"spring-bouncy\", \"spring-slow\" or { \"type\": \"spring\", \u2026 }) feel physical; leave \"duration\" out and the spring sets it.\n- \"steps\": 12 (on a command, or for the whole scene with set_animation_settings) holds poses \"on twos\" for a hand-drawn look. \"geometric\": true on scale or a camera zooms at an even rate.\n- Commands share their names and defaults with Flair's motion primitives (get_animation shows each one's \"flairPrimitive\"), and emphasis, reveals and follows export to Flair exactly.\n- effect tweens a numeric parameter of a live path effect already on the node (twist angle, wiggle time, zig zag size).\n\nWorking method\n1. get_animation to learn the element ids (set_animation_artwork_svg first if there is no artwork: give every element you will animate an id; or import_flair_effect to start from a Flair effect and edit it).\n2. Plan a few shots, each one idea. Add them with insert_shots, or edit_animation to make several edits as one step (dry_run first when unsure).\n3. check_animation and fix every error and warning; render_animation_frame (shot + \"end\") to look at the result.\n4. To make a reusable Flair effect, set_animation_controls (colour controls stand for every use of their default colour) and export_flair_effect.\n\nKeep motion purposeful: one thing moving at a time reads best, ease-out for arrivals, ease-in for exits, and hold long enough to see each result.";
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export { ANIMATION_EDITOR_AGENT_INSTRUCTIONS, AnimationEditorController, type AnimationEditorOptions, type AnimationEditorSelection, type AnimationEditorState, type AnimationEditorToolProviderOptions, FLAIR_EASES, FLAIR_EXPORT_VERSION, type FlairEase, type FlairEaseName, type FlairEffectDocument, type FlairEffectOptions, type FlairExportOptions, type FlairImportOptions, type FlairImportResult, type FlairMotionExport, type FlairSpringEase, type FlairSvgAnimation, type FlairSvgMotion, type FlairVectorEffect, MOTION_CAMERA_MS, MOTION_COMMAND_SCHEMA, MOTION_COMMAND_TYPES, MOTION_DEFAULT_DURATIONS, MOTION_DEFAULT_HOLD, MOTION_DIRECTIONS, MOTION_DRAW_EFFECT_ID, MOTION_DRAW_MS_PER_UNIT, MOTION_DRAW_RANGE, MOTION_EASE_IN_OUT, MOTION_EASE_OUT, MOTION_EDIT_OPS, MOTION_ENTER_STYLES, MOTION_EXIT_STYLES, MOTION_IRIS_SHAPES, MOTION_ISSUE_CODES, MOTION_MIN_CHANGE_MS, MOTION_REPEAT_MODES, MOTION_SPLIT_ORIENTATIONS, type MotionCamera, type MotionClipShape, type MotionColorPulseCommand, type MotionCommand, type MotionCommandBase, type MotionCommandTiming, type MotionCommandType, type MotionControl, type MotionDirection, type MotionDrawCommand, type MotionEdit, type MotionEditOp, type MotionEditResult, type MotionEffectCommand, type MotionEnterCommand, type MotionEnterStyle, type MotionExitCommand, type MotionExitStyle, type MotionFadeCommand, type MotionFollowCommand, type MotionFrame, type MotionFrameOptions, type MotionIrisShape, type MotionIssue, type MotionIssueCode, type MotionIssueSeverity, type MotionMorphCommand, type MotionMoveCommand, type MotionNodeEntry, type MotionPreset, type MotionProperty, type MotionPulseCommand, type MotionRect, type MotionReveal, type MotionRotateCommand, type MotionScaleCommand, type MotionScene, MotionSceneFormatError, type MotionSegment, type MotionShakeCommand, type MotionShot, type MotionShotTiming, type MotionSplitOrientation, type MotionStyleCommand, type MotionSvgOptions, type MotionTeeterCommand, type MotionTimeline, type MotionValue, type MotionWaitCommand, type MotionWaveCommand, type MotionWiggleCommand, activeSegment, applyMotionControlValues, applyMotionEdits, checkMotionScene, commandShapeProblems, compileMotionScene, createAnimationEditorToolProvider, createMotionScene, describeMotionElements, describeMotionShots, fitMotionRect, flairAtLeast, flairCurveFor, flairEaseFor, freshShotId, fromFlairSvgMotion, fromFlairVectorEffect, indexMotionNodes, interpolateMotionValue, isMotionCommand, isMotionShot, motionClipAttrs, motionCommandDuration, motionCommandRepeat, motionCycleDuration, motionFlairPrimitive, motionFollowRoute, motionFrameAt, motionFrameToSvg, motionIssue, motionIssueKey, motionIssueLine, motionNodeClips, motionNodeOffset, motionPathLength, motionRestValue, motionRevealClip, motionRevealPadding, motionSceneShapeProblems, motionSceneToJson, motionShotAt, motionTrackKey, namedWithSuggestion, parseMotionScene, resolveMotionCamera, segmentProgress, segmentValue, shotShapeProblems, suggestName, toFlairEffectDocument, toFlairSvgMotion, toFlairVectorEffect, trackValue, withViewBox };
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export { ANIMATION_EDITOR_AGENT_INSTRUCTIONS, AnimationEditorController, type AnimationEditorOptions, type AnimationEditorSelection, type AnimationEditorState, type AnimationEditorToolProviderOptions, FLAIR_EASES, FLAIR_EXPORT_VERSION, type FlairEase, type FlairEaseName, type FlairEffectDocument, type FlairEffectOptions, type FlairExportOptions, type FlairImportOptions, type FlairImportResult, type FlairMotionExport, type FlairSpringEase, type FlairSvgAnimation, type FlairSvgMotion, type FlairVectorEffect, MOTION_ADDITIVE_PROPERTIES, MOTION_BLENDS, MOTION_CAMERA_MS, MOTION_COMMAND_SCHEMA, MOTION_COMMAND_TYPES, MOTION_DEFAULT_DURATIONS, MOTION_DEFAULT_HOLD, MOTION_DIRECTIONS, MOTION_DRAW_EFFECT_ID, MOTION_DRAW_MS_PER_UNIT, MOTION_DRAW_RANGE, MOTION_EASE_IN_OUT, MOTION_EASE_OUT, MOTION_EDIT_OPS, MOTION_ENTER_STYLES, MOTION_EXIT_STYLES, MOTION_IRIS_SHAPES, MOTION_ISSUE_CODES, MOTION_MIN_CHANGE_MS, MOTION_REPEAT_MODES, MOTION_SPLIT_ORIENTATIONS, type MotionCamera, type MotionClipShape, type MotionColorPulseCommand, type MotionCommand, type MotionCommandBase, type MotionCommandTiming, type MotionCommandType, type MotionControl, type MotionDirection, type MotionDrawCommand, type MotionEdit, type MotionEditOp, type MotionEditResult, type MotionEffectCommand, type MotionEnterCommand, type MotionEnterStyle, type MotionExitCommand, type MotionExitStyle, type MotionFadeCommand, type MotionFollowCommand, type MotionFrame, type MotionFrameOptions, type MotionIrisShape, type MotionIssue, type MotionIssueCode, type MotionIssueSeverity, type MotionMorphCommand, type MotionMoveCommand, type MotionNodeEntry, type MotionPreset, type MotionProperty, type MotionPulseCommand, type MotionRect, type MotionReveal, type MotionRotateCommand, type MotionScaleCommand, type MotionScene, MotionSceneFormatError, type MotionSegment, type MotionShakeCommand, type MotionShot, type MotionShotTiming, type MotionSplitOrientation, type MotionStyleCommand, type MotionSvgOptions, type MotionTeeterCommand, type MotionTimeline, type MotionValue, type MotionWaitCommand, type MotionWaveCommand, type MotionWiggleCommand, activeSegment, applyMotionControlValues, applyMotionEdits, checkMotionScene, commandShapeProblems, compileMotionScene, createAnimationEditorToolProvider, createMotionScene, describeMotionElements, describeMotionShots, fitMotionRect, flairAtLeast, flairCurveFor, flairEaseFor, freshShotId, fromFlairSvgMotion, fromFlairVectorEffect, indexMotionNodes, interpolateMotionValue, isMotionCommand, isMotionShot, motionAddTrackKey, motionClipAttrs, motionCommandDuration, motionCommandRepeat, motionCycleDuration, motionFlairPrimitive, motionFollowRoute, motionFrameAt, motionFrameToSvg, motionIssue, motionIssueKey, motionIssueLine, motionNodeClips, motionNodeOffset, motionPathLength, motionRestValue, motionRevealClip, motionRevealPadding, motionSceneShapeProblems, motionSceneToJson, motionShotAt, motionTrackKey, namedWithSuggestion, parseMotionScene, resolveMotionCamera, segmentProgress, segmentValue, shotShapeProblems, suggestName, toFlairEffectDocument, toFlairSvgMotion, toFlairVectorEffect, trackValue, withMotionLayers, withViewBox };
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/** Moves targets by an offset, or to a point (their centre lands there). */
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interface MotionMoveCommand extends MotionCommandBase {
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/**
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* `add` makes the change a layer over the pose instead of a change to it: it stacks on
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* whatever else moves the target (a shake on a slide), and what it adds stays once it ends.
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* Default `replace` for move, rotate and scale (the later change takes over), `add` for
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* pulse, shake, teeter, wave and wiggle.
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*/
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blend?: 'replace' | 'add';
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/** Turns targets about their centre, by or to an angle in degrees (clockwise). */
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/**
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* whatever else moves the target (a shake on a slide), and what it adds stays once it ends.
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* Default `replace` for move, rotate and scale (the later change takes over), `add` for
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* pulse, shake, teeter, wave and wiggle.
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/** Scales targets about their centre (1 = rest size). */
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interface MotionScaleCommand extends MotionCommandBase {
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* Default `replace` for move, rotate and scale (the later change takes over), `add` for
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* pulse, shake, teeter, wave and wiggle.
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/** Scales up and back, `count` times (draws the eye). */
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interface MotionPulseCommand extends MotionCommandBase {
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* Default `replace` for move, rotate and scale (the later change takes over), `add` for
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* pulse, shake, teeter, wave and wiggle.
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/** Shakes side to side (or up and down), settling. */
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* Default `replace` for move, rotate and scale (the later change takes over), `add` for
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/** Rocks about the centre by `angle` either way, settling (Flair's `emphasis.teeter`). */
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* whatever else moves the target (a shake on a slide), and what it adds stays once it ends.
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* Default `replace` for move, rotate and scale (the later change takes over), `add` for
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* pulse, shake, teeter, wave and wiggle.
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/** Bobs up and down without settling, like something floating (Flair's `emphasis.wave`). */
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* Default `replace` for move, rotate and scale (the later change takes over), `add` for
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* pulse, shake, teeter, wave and wiggle.
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*/
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* `emphasis.wiggle`). The same seed always wanders the same way.
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interface MotionWiggleCommand extends MotionCommandBase {
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/**
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* whatever else moves the target (a shake on a slide), and what it adds stays once it ends.
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* Default `replace` for move, rotate and scale (the later change takes over), `add` for
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* pulse, shake, teeter, wave and wiggle.
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type MotionCommandType = MotionCommand['type'];
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declare const MOTION_COMMAND_TYPES: readonly MotionCommandType[];
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declare const MOTION_ENTER_STYLES: readonly MotionEnterStyle[];
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declare const MOTION_BLENDS: readonly ["replace", "add"];
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declare const MOTION_REPEAT_MODES: readonly ["loop", "mirror", "offset"];
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declare const MOTION_EXIT_STYLES: readonly MotionExitStyle[];
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declare const MOTION_IRIS_SHAPES: readonly MotionIrisShape[];
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/** Numbers change by a steady factor (`from·(to/from)^u`); a camera zooms at a steady rate. */
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/**
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* its own track (`motionAddTrackKey`), runs from 0 (offsets, turns) or 1 (scales), and what
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* it adds stays once it ends, on top of whatever the pose does.
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/** A track's value at `time`, or `undefined` when nothing animates it. `raw` ignores behaviours (see `segmentValue`). */
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declare function trackValue(track: readonly MotionSegment[] | undefined, time: number, raw?: boolean): MotionValue | undefined;
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declare const motionTrackKey: (node: string, property: MotionProperty) => string;
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/** The track of a node property's additive layers (segments with `blend: 'add'`). */
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declare const motionAddTrackKey: (node: string, property: MotionProperty) => string;
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/** Properties that take additive layers: offsets and turns add, scales multiply. */
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declare const MOTION_ADDITIVE_PROPERTIES: readonly MotionProperty[];
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/**
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* started adds its value (offsets, turns) or multiplies by it (scales). `raw` ignores behaviours.
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declare function withMotionLayers(timeline: Pick<MotionTimeline, 'tracks'>, node: string, property: MotionProperty, base: number, time: number, raw?: boolean): number;
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/** Grows a rectangle to the artwork's aspect ratio (about its centre). */
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declare function fitMotionRect(rect: MotionRect, aspect: number): MotionRect;
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/** The rectangle a camera looks at, or `null` when it frames an unknown node. */
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* A short authoring guide for a model writing vector animations with the animation editor's
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declare const ANIMATION_EDITOR_AGENT_INSTRUCTIONS = "You animate vector artwork. A scene is artwork (vector paths and groups, each with an id) plus shots.\n\nHow it plays\n- Shots play in order. A shot optionally moves the camera, plays its commands, then holds (default 600 ms).\n- Commands in a shot play one after another; give \"with\": \"previous\" to start one together with the command before, \"delay\" to wait, \"stagger\" to offset several targets.\n- Timing comes from the content: each command has a default length (enter 600 ms, move 700 ms, draw follows the path length). Only set \"duration\" to change the pace.\n- Anything that enters later is hidden until it enters. Things that never enter are visible from the start.\n- Every frame is a pure function of time: the same scene always plays the same frames.\n\nCommands\n- enter (fade, pop, grow, slide, draw) and exit (fade, shrink, slide, undraw) bring things in and out.\n- enter also reveals through a clip over the target's box: wipe (behind an edge travelling \"direction\", default right), iris (from the centre; \"shape\": circle or box) and split (from a line through the middle; \"orientation\": horizontal or vertical). exit wipe hides the same way. Reveals need a width and a height: use draw / undraw for a straight line.\n- draw draws strokes on to a fraction; move, rotate, scale and fade change the pose (about the centre); style blends solid colours and stroke width.\n- enter also has zoom (settles from larger) and rise (rises a short way, overshooting a touch); pop and zoom take a starting \"scale\".\n- morph turns a shape into another node's shape (keep the target hidden); follow moves along a path node (with \"rotate\", moves made meanwhile turn with the path).\n- Emphasis draws the eye and returns to rest: pulse (swell), shake (side to side, or \"axis\": \"vertical\"), teeter (rock), wave (bob, no settling), wiggle (seeded wander; the same seed wanders the same way) and color-pulse (tint and back).\n- Any command but enter and exit can \"repeat\" (loop, mirror back and forth, or offset to carry on: rotate by 90, repeat 4 is a full turn); \"duration\" is one cycle.\n- Springs (\"spring-gentle\", \"spring-quick\", \"spring-bouncy\", \"spring-slow\" or { \"type\": \"spring\", \u2026 }) feel physical; leave \"duration\" out and the spring sets it.\n- \"steps\": 12 (on a command, or for the whole scene with set_animation_settings) holds poses \"on twos\" for a hand-drawn look. \"geometric\": true on scale or a camera zooms at an even rate.\n- Commands share their names and defaults with Flair's motion primitives (get_animation shows each one's \"flairPrimitive\"), and emphasis, reveals and follows export to Flair exactly.\n- effect tweens a numeric parameter of a live path effect already on the node (twist angle, wiggle time, zig zag size).\n\nWorking method\n1. get_animation to learn the element ids (set_animation_artwork_svg first if there is no artwork: give every element you will animate an id; or import_flair_effect to start from a Flair effect and edit it).\n2. Plan a few shots, each one idea. Add them with insert_shots, or edit_animation to make several edits as one step (dry_run first when unsure).\n3. check_animation and fix every error and warning; render_animation_frame (shot + \"end\") to look at the result.\n4. To make a reusable Flair effect, set_animation_controls (colour controls stand for every use of their default colour) and export_flair_effect.\n\nKeep motion purposeful: one thing moving at a time reads best, ease-out for arrivals, ease-in for exits, and hold long enough to see each result.";
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declare const ANIMATION_EDITOR_AGENT_INSTRUCTIONS = "You animate vector artwork. A scene is artwork (vector paths and groups, each with an id) plus shots.\n\nHow it plays\n- Shots play in order. A shot optionally moves the camera, plays its commands, then holds (default 600 ms).\n- Commands in a shot play one after another; give \"with\": \"previous\" to start one together with the command before, \"delay\" to wait, \"stagger\" to offset several targets.\n- Timing comes from the content: each command has a default length (enter 600 ms, move 700 ms, draw follows the path length). Only set \"duration\" to change the pace.\n- Anything that enters later is hidden until it enters. Things that never enter are visible from the start.\n- Every frame is a pure function of time: the same scene always plays the same frames.\n\nCommands\n- enter (fade, pop, grow, slide, draw) and exit (fade, shrink, slide, undraw) bring things in and out.\n- enter also reveals through a clip over the target's box: wipe (behind an edge travelling \"direction\", default right), iris (from the centre; \"shape\": circle or box) and split (from a line through the middle; \"orientation\": horizontal or vertical). exit wipe hides the same way. Reveals need a width and a height: use draw / undraw for a straight line.\n- draw draws strokes on to a fraction; move, rotate, scale and fade change the pose (about the centre); style blends solid colours and stroke width.\n- enter also has zoom (settles from larger) and rise (rises a short way, overshooting a touch); pop and zoom take a starting \"scale\".\n- morph turns a shape into another node's shape (keep the target hidden); follow moves along a path node (with \"rotate\", moves made meanwhile turn with the path).\n- Emphasis draws the eye and returns to rest: pulse (swell), shake (side to side, or \"axis\": \"vertical\"), teeter (rock), wave (bob, no settling), wiggle (seeded wander; the same seed wanders the same way) and color-pulse (tint and back).\n- Emphasis stacks on other motion: a shake during a slide shakes as it slides. Give move, rotate or scale \"blend\": \"add\" to stack them too (what they add stays); \"blend\": \"replace\" makes a change take over instead.\n- Any command but enter and exit can \"repeat\" (loop, mirror back and forth, or offset to carry on: rotate by 90, repeat 4 is a full turn); \"duration\" is one cycle.\n- Springs (\"spring-gentle\", \"spring-quick\", \"spring-bouncy\", \"spring-slow\" or { \"type\": \"spring\", \u2026 }) feel physical; leave \"duration\" out and the spring sets it.\n- \"steps\": 12 (on a command, or for the whole scene with set_animation_settings) holds poses \"on twos\" for a hand-drawn look. \"geometric\": true on scale or a camera zooms at an even rate.\n- Commands share their names and defaults with Flair's motion primitives (get_animation shows each one's \"flairPrimitive\"), and emphasis, reveals and follows export to Flair exactly.\n- effect tweens a numeric parameter of a live path effect already on the node (twist angle, wiggle time, zig zag size).\n\nWorking method\n1. get_animation to learn the element ids (set_animation_artwork_svg first if there is no artwork: give every element you will animate an id; or import_flair_effect to start from a Flair effect and edit it).\n2. Plan a few shots, each one idea. Add them with insert_shots, or edit_animation to make several edits as one step (dry_run first when unsure).\n3. check_animation and fix every error and warning; render_animation_frame (shot + \"end\") to look at the result.\n4. To make a reusable Flair effect, set_animation_controls (colour controls stand for every use of their default colour) and export_flair_effect.\n\nKeep motion purposeful: one thing moving at a time reads best, ease-out for arrivals, ease-in for exits, and hold long enough to see each result.";
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export { ANIMATION_EDITOR_AGENT_INSTRUCTIONS, AnimationEditorController, type AnimationEditorOptions, type AnimationEditorSelection, type AnimationEditorState, type AnimationEditorToolProviderOptions, FLAIR_EASES, FLAIR_EXPORT_VERSION, type FlairEase, type FlairEaseName, type FlairEffectDocument, type FlairEffectOptions, type FlairExportOptions, type FlairImportOptions, type FlairImportResult, type FlairMotionExport, type FlairSpringEase, type FlairSvgAnimation, type FlairSvgMotion, type FlairVectorEffect, MOTION_CAMERA_MS, MOTION_COMMAND_SCHEMA, MOTION_COMMAND_TYPES, MOTION_DEFAULT_DURATIONS, MOTION_DEFAULT_HOLD, MOTION_DIRECTIONS, MOTION_DRAW_EFFECT_ID, MOTION_DRAW_MS_PER_UNIT, MOTION_DRAW_RANGE, MOTION_EASE_IN_OUT, MOTION_EASE_OUT, MOTION_EDIT_OPS, MOTION_ENTER_STYLES, MOTION_EXIT_STYLES, MOTION_IRIS_SHAPES, MOTION_ISSUE_CODES, MOTION_MIN_CHANGE_MS, MOTION_REPEAT_MODES, MOTION_SPLIT_ORIENTATIONS, type MotionCamera, type MotionClipShape, type MotionColorPulseCommand, type MotionCommand, type MotionCommandBase, type MotionCommandTiming, type MotionCommandType, type MotionControl, type MotionDirection, type MotionDrawCommand, type MotionEdit, type MotionEditOp, type MotionEditResult, type MotionEffectCommand, type MotionEnterCommand, type MotionEnterStyle, type MotionExitCommand, type MotionExitStyle, type MotionFadeCommand, type MotionFollowCommand, type MotionFrame, type MotionFrameOptions, type MotionIrisShape, type MotionIssue, type MotionIssueCode, type MotionIssueSeverity, type MotionMorphCommand, type MotionMoveCommand, type MotionNodeEntry, type MotionPreset, type MotionProperty, type MotionPulseCommand, type MotionRect, type MotionReveal, type MotionRotateCommand, type MotionScaleCommand, type MotionScene, MotionSceneFormatError, type MotionSegment, type MotionShakeCommand, type MotionShot, type MotionShotTiming, type MotionSplitOrientation, type MotionStyleCommand, type MotionSvgOptions, type MotionTeeterCommand, type MotionTimeline, type MotionValue, type MotionWaitCommand, type MotionWaveCommand, type MotionWiggleCommand, activeSegment, applyMotionControlValues, applyMotionEdits, checkMotionScene, commandShapeProblems, compileMotionScene, createAnimationEditorToolProvider, createMotionScene, describeMotionElements, describeMotionShots, fitMotionRect, flairAtLeast, flairCurveFor, flairEaseFor, freshShotId, fromFlairSvgMotion, fromFlairVectorEffect, indexMotionNodes, interpolateMotionValue, isMotionCommand, isMotionShot, motionClipAttrs, motionCommandDuration, motionCommandRepeat, motionCycleDuration, motionFlairPrimitive, motionFollowRoute, motionFrameAt, motionFrameToSvg, motionIssue, motionIssueKey, motionIssueLine, motionNodeClips, motionNodeOffset, motionPathLength, motionRestValue, motionRevealClip, motionRevealPadding, motionSceneShapeProblems, motionSceneToJson, motionShotAt, motionTrackKey, namedWithSuggestion, parseMotionScene, resolveMotionCamera, segmentProgress, segmentValue, shotShapeProblems, suggestName, toFlairEffectDocument, toFlairSvgMotion, toFlairVectorEffect, trackValue, withViewBox };
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export { ANIMATION_EDITOR_AGENT_INSTRUCTIONS, AnimationEditorController, type AnimationEditorOptions, type AnimationEditorSelection, type AnimationEditorState, type AnimationEditorToolProviderOptions, FLAIR_EASES, FLAIR_EXPORT_VERSION, type FlairEase, type FlairEaseName, type FlairEffectDocument, type FlairEffectOptions, type FlairExportOptions, type FlairImportOptions, type FlairImportResult, type FlairMotionExport, type FlairSpringEase, type FlairSvgAnimation, type FlairSvgMotion, type FlairVectorEffect, MOTION_ADDITIVE_PROPERTIES, MOTION_BLENDS, MOTION_CAMERA_MS, MOTION_COMMAND_SCHEMA, MOTION_COMMAND_TYPES, MOTION_DEFAULT_DURATIONS, MOTION_DEFAULT_HOLD, MOTION_DIRECTIONS, MOTION_DRAW_EFFECT_ID, MOTION_DRAW_MS_PER_UNIT, MOTION_DRAW_RANGE, MOTION_EASE_IN_OUT, MOTION_EASE_OUT, MOTION_EDIT_OPS, MOTION_ENTER_STYLES, MOTION_EXIT_STYLES, MOTION_IRIS_SHAPES, MOTION_ISSUE_CODES, MOTION_MIN_CHANGE_MS, MOTION_REPEAT_MODES, MOTION_SPLIT_ORIENTATIONS, type MotionCamera, type MotionClipShape, type MotionColorPulseCommand, type MotionCommand, type MotionCommandBase, type MotionCommandTiming, type MotionCommandType, type MotionControl, type MotionDirection, type MotionDrawCommand, type MotionEdit, type MotionEditOp, type MotionEditResult, type MotionEffectCommand, type MotionEnterCommand, type MotionEnterStyle, type MotionExitCommand, type MotionExitStyle, type MotionFadeCommand, type MotionFollowCommand, type MotionFrame, type MotionFrameOptions, type MotionIrisShape, type MotionIssue, type MotionIssueCode, type MotionIssueSeverity, type MotionMorphCommand, type MotionMoveCommand, type MotionNodeEntry, type MotionPreset, type MotionProperty, type MotionPulseCommand, type MotionRect, type MotionReveal, type MotionRotateCommand, type MotionScaleCommand, type MotionScene, MotionSceneFormatError, type MotionSegment, type MotionShakeCommand, type MotionShot, type MotionShotTiming, type MotionSplitOrientation, type MotionStyleCommand, type MotionSvgOptions, type MotionTeeterCommand, type MotionTimeline, type MotionValue, type MotionWaitCommand, type MotionWaveCommand, type MotionWiggleCommand, activeSegment, applyMotionControlValues, applyMotionEdits, checkMotionScene, commandShapeProblems, compileMotionScene, createAnimationEditorToolProvider, createMotionScene, describeMotionElements, describeMotionShots, fitMotionRect, flairAtLeast, flairCurveFor, flairEaseFor, freshShotId, fromFlairSvgMotion, fromFlairVectorEffect, indexMotionNodes, interpolateMotionValue, isMotionCommand, isMotionShot, motionAddTrackKey, motionClipAttrs, motionCommandDuration, motionCommandRepeat, motionCycleDuration, motionFlairPrimitive, motionFollowRoute, motionFrameAt, motionFrameToSvg, motionIssue, motionIssueKey, motionIssueLine, motionNodeClips, motionNodeOffset, motionPathLength, motionRestValue, motionRevealClip, motionRevealPadding, motionSceneShapeProblems, motionSceneToJson, motionShotAt, motionTrackKey, namedWithSuggestion, parseMotionScene, resolveMotionCamera, segmentProgress, segmentValue, shotShapeProblems, suggestName, toFlairEffectDocument, toFlairSvgMotion, toFlairVectorEffect, trackValue, withMotionLayers, withViewBox };
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