@pixerate/editor 0.62.0 → 0.64.0

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.
@@ -36,6 +36,10 @@ interface MotionScene {
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  * per second ("on twos" at 12), for a hand-drawn look. Default: smooth.
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  */
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  steps?: number;
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+ /** A beat grid to cue shots to (`MotionShot.at.beat`): music or a voiceover's rhythm. */
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+ beat?: MotionBeatGrid;
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+ /** A voiceover's words with their times, to cue shots to (`MotionShot.at.word`). */
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+ narration?: MotionNarration;
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  /** Wanted length in seconds `[min, max]`; `check` warns outside it. */
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  target?: [number, number];
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  /** Parameters a Flair effect made from this scene exposes (see `toFlairVectorEffect`). */
@@ -63,6 +67,31 @@ type MotionCamera = (MotionRect | {
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  /** Zoom at a steady rate (the size changes by the same factor each moment) instead of linearly. */
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  geometric?: boolean;
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  };
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+ /** A steady beat: `bpm` beats a minute, the first at `offset` ms, `meter` beats a bar. */
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+ interface MotionBeatGrid {
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+ bpm: number;
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+ /** When beat 0 falls, ms (default 0). */
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+ offset?: number;
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+ /** Beats in a bar (default 4), for reading beats as bar and beat. */
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+ meter?: number;
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+ }
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+ /** A voiceover: its words in order, each with when it is said (ms), from a TTS or speech-to-text word timing. */
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+ interface MotionNarration {
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+ words: {
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+ text: string;
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+ start: number;
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+ end?: number;
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+ }[];
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+ }
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+ /** When a shot is cued to start: on a beat, on a narration word, or at a time. */
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+ interface MotionCue {
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+ /** Beat number on the scene's beat grid, from 0 (fractions for off-beats: 2.5 is the "and" of beat 3). */
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+ beat?: number;
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+ /** Index of a word in the scene's narration, from 0. */
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+ word?: number;
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+ /** A time in ms. */
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+ ms?: number;
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+ }
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  /** One beat of the animation. */
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  interface MotionShot {
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  /** Stable id (unique in the scene), e.g. `intro`. */
@@ -71,6 +100,12 @@ interface MotionShot {
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  label?: string;
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  /** Omit to keep the current framing. */
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  camera?: MotionCamera;
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+ /**
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+ * Start on a cue: a beat, a narration word or a time. The shot before holds until then; a
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+ * cue that comes before the shot before has ended is missed (`check` says by how much).
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+ * Give one of `beat`, `word` or `ms`.
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+ */
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+ at?: MotionCue;
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  /** Commands, played one after another (unless a command says `with: "previous"`). */
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  run: MotionCommand[];
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  /** Milliseconds to hold after the commands finish (default 600). */
@@ -497,6 +532,14 @@ declare const MOTION_ISSUE_CODES: {
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  readonly severity: "warning";
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  readonly wording: "A spring is given a duration shorter than it takes to settle, so it jumps to its end.";
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  };
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+ readonly 'unknown-cue': {
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+ readonly severity: "error";
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+ readonly wording: "A shot is cued to a beat with no beat grid, or to a word the narration does not have.";
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+ };
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+ readonly 'cue-missed': {
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+ readonly severity: "warning";
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+ readonly wording: "A shot starts after its cue, because the shot before runs past it.";
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+ };
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  readonly 'scene-too-long': {
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  readonly severity: "warning";
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  readonly wording: "The scene runs past its target length.";
@@ -631,6 +674,10 @@ interface MotionShotTiming {
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  /** When the last command ends (the hold follows). */
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  commandsEnd: number;
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  end: number;
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+ /** The time the shot is cued to start (`at`), when it has a cue that resolves. */
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+ cue?: number;
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+ /** How late the shot starts after its cue (ms), when the shot before ran past it. */
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+ missedBy?: number;
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  }
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  interface MotionCommandTiming {
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  shot: string;
@@ -737,6 +784,16 @@ declare function resolveMotionCamera(camera: MotionCamera, scene: MotionScene):
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  declare function motionPathLength(node: VectorNode, parentWorld?: AffineMatrix): number;
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  /** How much a shot's `speed` stretches its time (1 / speed; 1 when unset or not above 0). */
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  declare function motionShotTimeScale(shot: MotionShot): number;
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+ /** When beat `beat` falls on a grid, ms: `offset + beat · 60000 / bpm`. */
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+ declare function motionBeatTime(grid: MotionBeatGrid, beat: number): number;
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+ /** The beat (fractional) at `ms` on a grid, and its bar and beat in the bar (both from 1). */
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+ declare function motionBeatAt(grid: MotionBeatGrid, ms: number): {
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+ beat: number;
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+ bar: number;
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+ beatInBar: number;
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+ };
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+ /** The time a cue names, ms, or undefined when it names a beat with no grid or a word the narration lacks. */
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+ declare function motionCueTime(scene: Pick<MotionScene, 'beat' | 'narration'>, cue: MotionCue): number | undefined;
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  /** How many times a command plays (1 for `enter`, `exit` and `wait`, which do not repeat). */
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  declare function motionCommandRepeat(command: MotionCommand): number;
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  /** How long one target of a command takes (ms), every repeat included. */
@@ -875,6 +932,8 @@ type MotionEdit = {
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  loop?: MotionScene['loop'];
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  fps?: number;
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  steps?: number | null;
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+ beat?: MotionScene['beat'] | null;
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+ narration?: MotionScene['narration'] | null;
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  target?: [number, number] | null;
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  } | {
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  op: 'insert_shots';
@@ -884,7 +943,7 @@ type MotionEdit = {
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  op: 'update_shot';
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  shot: string;
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  set?: Partial<MotionShot>;
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- remove?: ('label' | 'camera' | 'hold' | 'speed')[];
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+ remove?: ('label' | 'camera' | 'hold' | 'speed' | 'at')[];
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  } | {
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  op: 'delete_shots';
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  shots: string[];
@@ -1156,6 +1215,90 @@ declare function fromFlairSvgMotion(input: FlairSvgMotion, options?: FlairImport
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  /** A Flair catalog `VectorEffect` as a scene: its motion, name, description, colour controls and presets. */
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  declare function fromFlairVectorEffect(effect: FlairVectorEffect, options?: FlairImportOptions): FlairImportResult;
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+ /**
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+ * Export to Lottie (Bodymovin JSON, v5): the scene as one shape layer whose groups mirror the
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+ * artwork. Lottie players (lottie-web, rlottie, the iOS and Android libraries) then play it.
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+ *
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+ * - Each node is an outer group carrying its animated pose (anchor at its centre, position,
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+ * scale, rotation, opacity) around an inner group carrying its own transform. Paths keep their
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+ * own transform in their points.
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+ * - Paths become `sh` shapes with solid fills (`fl`) and strokes (`st`). Drawing on becomes trim
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+ * paths (`tm`), and colours, stroke width and fill opacity animate on the fill and stroke.
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+ * - The camera becomes the transform of a root group.
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+ * - A change is written as keyframes with Lottie's bezier easing when a cubic-bezier ease (run
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+ * backwards for a mirrored repeat) is all that drives that property over that stretch.
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+ * Everything else is sampled at `fps` into linear keyframes: springs, elastic, behaviours,
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+ * stepped time, geometric zooms, additive layers, follows and camera moves.
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+ *
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+ * Gradients, dashes, reveal clips and skews of groups are not carried over; `notes` says so.
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+ */
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+ /** A Lottie property: static (`a: 0`) or keyframed (`a: 1`). */
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+ type LottieValue = {
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+ a: 0;
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+ k: number | number[];
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+ } | {
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+ a: 1;
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+ k: LottieKeyframe[];
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+ };
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+ interface LottieKeyframe {
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+ /** Frame. */
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+ t: number;
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+ /** Value from this key on. */
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+ s: number[];
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+ /** Out tangent of the ease to the next key (`x1`, `y1`). */
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+ o?: {
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+ x: number[];
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+ y: number[];
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+ };
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+ /** In tangent of the ease to the next key (`x2`, `y2`). */
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+ i?: {
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+ x: number[];
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+ y: number[];
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+ };
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+ /** Hold until the next key. */
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+ h?: 1;
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+ }
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+ /** A Lottie shape item (group, path, fill, stroke, trim, transform): plain JSON. */
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+ type LottieShape = {
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+ ty: string;
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+ nm?: string;
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+ [key: string]: unknown;
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+ };
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+ /** A Lottie animation: plain Bodymovin JSON. */
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+ interface LottieAnimation {
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+ v: string;
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+ fr: number;
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+ ip: number;
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+ op: number;
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+ w: number;
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+ h: number;
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+ nm: string;
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+ ddd: 0;
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+ assets: [];
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+ layers: Record<string, unknown>[];
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+ /** One marker per shot (`cm` its label, else its id). */
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+ markers: {
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+ tm: number;
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+ cm: string;
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+ dr: number;
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+ }[];
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+ }
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+ interface LottieExportOptions {
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+ /** Frame rate and sampling rate (default: the scene's `fps`, else 30). */
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+ fps?: number;
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+ /** Decimal places (default 3). */
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+ precision?: number;
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+ }
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+ interface LottieExport {
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+ lottie: LottieAnimation;
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+ /** Keyframes that sample changes Lottie cannot ease the same way. */
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+ sampled: number;
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+ /** What could not be carried over, in sentences. */
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+ notes: string[];
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+ }
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+ /** A scene as a Lottie animation. */
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+ declare function toLottie(scene: MotionScene, options?: LottieExportOptions): LottieExport;
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+
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  interface AnimationEditorOptions {
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  /** The scene to open (default: an empty one over a blank 800 × 450 artwork). */
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  scene?: MotionScene;
@@ -1683,6 +1826,8 @@ declare function describeMotionShots(scene: MotionScene): {
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  note?: string;
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  index: number;
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  })[];
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+ missedBy?: number | undefined;
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+ cue?: number | undefined;
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  hold?: number | undefined;
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  camera?: MotionCamera | undefined;
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  start: number;
@@ -1703,6 +1848,6 @@ declare function createAnimationEditorToolProvider(controller: AnimationEditorCo
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  * A short authoring guide for a model writing vector animations with the animation editor's
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  * tools. Static, so it caches well as part of a system prompt.
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  */
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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); match does the same for a whole group, part by part (Smart Animate: draw the end state as a second, hidden group whose parts share names with the first); 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. To hit a length, fit_animation (keep the shots whose pace matters). 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); match does the same for a whole group, part by part (Smart Animate: draw the end state as a second, hidden group whose parts share names with the first); 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- To time shots to music or a voiceover: set a \"beat\" grid or \"narration\" word timings with set_animation_settings, read them with get_timing_grid, and give a shot \"at\": { \"beat\": n } or { \"word\": i }. The shot before holds until the cue; check_animation warns when a cue is missed.\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. To hit a length, fit_animation (keep the shots whose pace matters). 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_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_SPEED_RANGE, 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 MotionFit, type MotionFitOptions, type MotionFollowCommand, type MotionFrame, type MotionFrameOptions, type MotionIrisShape, type MotionIssue, type MotionIssueCode, type MotionIssueSeverity, type MotionMatch, type MotionMatchCommand, 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, fitMotionScene, flairAtLeast, flairCurveFor, flairEaseFor, freshShotId, fromFlairSvgMotion, fromFlairVectorEffect, indexMotionNodes, interpolateMotionValue, isMotionCommand, isMotionShot, matchMotionNodes, motionAddTrackKey, motionClipAttrs, motionCommandDuration, motionCommandRepeat, motionCycleDuration, motionFlairPrimitive, motionFollowRoute, motionFrameAt, motionFrameToSvg, motionIssue, motionIssueKey, motionIssueLine, motionNodeClips, motionNodeOffset, motionPathLength, motionRestValue, motionRevealClip, motionRevealPadding, motionSceneShapeProblems, motionSceneToJson, motionShotAt, motionShotTimeScale, motionTrackKey, namedWithSuggestion, parseMotionScene, resolveMotionCamera, segmentProgress, segmentValue, shotShapeProblems, suggestName, toFlairEffectDocument, toFlairSvgMotion, toFlairVectorEffect, trackValue, withMotionLayers, 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, type LottieAnimation, type LottieExport, type LottieExportOptions, type LottieKeyframe, type LottieShape, type LottieValue, 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_SPEED_RANGE, MOTION_SPLIT_ORIENTATIONS, type MotionBeatGrid, type MotionCamera, type MotionClipShape, type MotionColorPulseCommand, type MotionCommand, type MotionCommandBase, type MotionCommandTiming, type MotionCommandType, type MotionControl, type MotionCue, type MotionDirection, type MotionDrawCommand, type MotionEdit, type MotionEditOp, type MotionEditResult, type MotionEffectCommand, type MotionEnterCommand, type MotionEnterStyle, type MotionExitCommand, type MotionExitStyle, type MotionFadeCommand, type MotionFit, type MotionFitOptions, type MotionFollowCommand, type MotionFrame, type MotionFrameOptions, type MotionIrisShape, type MotionIssue, type MotionIssueCode, type MotionIssueSeverity, type MotionMatch, type MotionMatchCommand, type MotionMorphCommand, type MotionMoveCommand, type MotionNarration, 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, fitMotionScene, flairAtLeast, flairCurveFor, flairEaseFor, freshShotId, fromFlairSvgMotion, fromFlairVectorEffect, indexMotionNodes, interpolateMotionValue, isMotionCommand, isMotionShot, matchMotionNodes, motionAddTrackKey, motionBeatAt, motionBeatTime, motionClipAttrs, motionCommandDuration, motionCommandRepeat, motionCueTime, motionCycleDuration, motionFlairPrimitive, motionFollowRoute, motionFrameAt, motionFrameToSvg, motionIssue, motionIssueKey, motionIssueLine, motionNodeClips, motionNodeOffset, motionPathLength, motionRestValue, motionRevealClip, motionRevealPadding, motionSceneShapeProblems, motionSceneToJson, motionShotAt, motionShotTimeScale, motionTrackKey, namedWithSuggestion, parseMotionScene, resolveMotionCamera, segmentProgress, segmentValue, shotShapeProblems, suggestName, toFlairEffectDocument, toFlairSvgMotion, toFlairVectorEffect, toLottie, trackValue, withMotionLayers, withViewBox };
@@ -36,6 +36,10 @@ interface MotionScene {
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  * per second ("on twos" at 12), for a hand-drawn look. Default: smooth.
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  */
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  steps?: number;
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+ /** A beat grid to cue shots to (`MotionShot.at.beat`): music or a voiceover's rhythm. */
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+ beat?: MotionBeatGrid;
41
+ /** A voiceover's words with their times, to cue shots to (`MotionShot.at.word`). */
42
+ narration?: MotionNarration;
39
43
  /** Wanted length in seconds `[min, max]`; `check` warns outside it. */
40
44
  target?: [number, number];
41
45
  /** Parameters a Flair effect made from this scene exposes (see `toFlairVectorEffect`). */
@@ -63,6 +67,31 @@ type MotionCamera = (MotionRect | {
63
67
  /** Zoom at a steady rate (the size changes by the same factor each moment) instead of linearly. */
64
68
  geometric?: boolean;
65
69
  };
70
+ /** A steady beat: `bpm` beats a minute, the first at `offset` ms, `meter` beats a bar. */
71
+ interface MotionBeatGrid {
72
+ bpm: number;
73
+ /** When beat 0 falls, ms (default 0). */
74
+ offset?: number;
75
+ /** Beats in a bar (default 4), for reading beats as bar and beat. */
76
+ meter?: number;
77
+ }
78
+ /** A voiceover: its words in order, each with when it is said (ms), from a TTS or speech-to-text word timing. */
79
+ interface MotionNarration {
80
+ words: {
81
+ text: string;
82
+ start: number;
83
+ end?: number;
84
+ }[];
85
+ }
86
+ /** When a shot is cued to start: on a beat, on a narration word, or at a time. */
87
+ interface MotionCue {
88
+ /** Beat number on the scene's beat grid, from 0 (fractions for off-beats: 2.5 is the "and" of beat 3). */
89
+ beat?: number;
90
+ /** Index of a word in the scene's narration, from 0. */
91
+ word?: number;
92
+ /** A time in ms. */
93
+ ms?: number;
94
+ }
66
95
  /** One beat of the animation. */
67
96
  interface MotionShot {
68
97
  /** Stable id (unique in the scene), e.g. `intro`. */
@@ -71,6 +100,12 @@ interface MotionShot {
71
100
  label?: string;
72
101
  /** Omit to keep the current framing. */
73
102
  camera?: MotionCamera;
103
+ /**
104
+ * Start on a cue: a beat, a narration word or a time. The shot before holds until then; a
105
+ * cue that comes before the shot before has ended is missed (`check` says by how much).
106
+ * Give one of `beat`, `word` or `ms`.
107
+ */
108
+ at?: MotionCue;
74
109
  /** Commands, played one after another (unless a command says `with: "previous"`). */
75
110
  run: MotionCommand[];
76
111
  /** Milliseconds to hold after the commands finish (default 600). */
@@ -497,6 +532,14 @@ declare const MOTION_ISSUE_CODES: {
497
532
  readonly severity: "warning";
498
533
  readonly wording: "A spring is given a duration shorter than it takes to settle, so it jumps to its end.";
499
534
  };
535
+ readonly 'unknown-cue': {
536
+ readonly severity: "error";
537
+ readonly wording: "A shot is cued to a beat with no beat grid, or to a word the narration does not have.";
538
+ };
539
+ readonly 'cue-missed': {
540
+ readonly severity: "warning";
541
+ readonly wording: "A shot starts after its cue, because the shot before runs past it.";
542
+ };
500
543
  readonly 'scene-too-long': {
501
544
  readonly severity: "warning";
502
545
  readonly wording: "The scene runs past its target length.";
@@ -631,6 +674,10 @@ interface MotionShotTiming {
631
674
  /** When the last command ends (the hold follows). */
632
675
  commandsEnd: number;
633
676
  end: number;
677
+ /** The time the shot is cued to start (`at`), when it has a cue that resolves. */
678
+ cue?: number;
679
+ /** How late the shot starts after its cue (ms), when the shot before ran past it. */
680
+ missedBy?: number;
634
681
  }
635
682
  interface MotionCommandTiming {
636
683
  shot: string;
@@ -737,6 +784,16 @@ declare function resolveMotionCamera(camera: MotionCamera, scene: MotionScene):
737
784
  declare function motionPathLength(node: VectorNode, parentWorld?: AffineMatrix): number;
738
785
  /** How much a shot's `speed` stretches its time (1 / speed; 1 when unset or not above 0). */
739
786
  declare function motionShotTimeScale(shot: MotionShot): number;
787
+ /** When beat `beat` falls on a grid, ms: `offset + beat · 60000 / bpm`. */
788
+ declare function motionBeatTime(grid: MotionBeatGrid, beat: number): number;
789
+ /** The beat (fractional) at `ms` on a grid, and its bar and beat in the bar (both from 1). */
790
+ declare function motionBeatAt(grid: MotionBeatGrid, ms: number): {
791
+ beat: number;
792
+ bar: number;
793
+ beatInBar: number;
794
+ };
795
+ /** The time a cue names, ms, or undefined when it names a beat with no grid or a word the narration lacks. */
796
+ declare function motionCueTime(scene: Pick<MotionScene, 'beat' | 'narration'>, cue: MotionCue): number | undefined;
740
797
  /** How many times a command plays (1 for `enter`, `exit` and `wait`, which do not repeat). */
741
798
  declare function motionCommandRepeat(command: MotionCommand): number;
742
799
  /** How long one target of a command takes (ms), every repeat included. */
@@ -875,6 +932,8 @@ type MotionEdit = {
875
932
  loop?: MotionScene['loop'];
876
933
  fps?: number;
877
934
  steps?: number | null;
935
+ beat?: MotionScene['beat'] | null;
936
+ narration?: MotionScene['narration'] | null;
878
937
  target?: [number, number] | null;
879
938
  } | {
880
939
  op: 'insert_shots';
@@ -884,7 +943,7 @@ type MotionEdit = {
884
943
  op: 'update_shot';
885
944
  shot: string;
886
945
  set?: Partial<MotionShot>;
887
- remove?: ('label' | 'camera' | 'hold' | 'speed')[];
946
+ remove?: ('label' | 'camera' | 'hold' | 'speed' | 'at')[];
888
947
  } | {
889
948
  op: 'delete_shots';
890
949
  shots: string[];
@@ -1156,6 +1215,90 @@ declare function fromFlairSvgMotion(input: FlairSvgMotion, options?: FlairImport
1156
1215
  /** A Flair catalog `VectorEffect` as a scene: its motion, name, description, colour controls and presets. */
1157
1216
  declare function fromFlairVectorEffect(effect: FlairVectorEffect, options?: FlairImportOptions): FlairImportResult;
1158
1217
 
1218
+ /**
1219
+ * Export to Lottie (Bodymovin JSON, v5): the scene as one shape layer whose groups mirror the
1220
+ * artwork. Lottie players (lottie-web, rlottie, the iOS and Android libraries) then play it.
1221
+ *
1222
+ * - Each node is an outer group carrying its animated pose (anchor at its centre, position,
1223
+ * scale, rotation, opacity) around an inner group carrying its own transform. Paths keep their
1224
+ * own transform in their points.
1225
+ * - Paths become `sh` shapes with solid fills (`fl`) and strokes (`st`). Drawing on becomes trim
1226
+ * paths (`tm`), and colours, stroke width and fill opacity animate on the fill and stroke.
1227
+ * - The camera becomes the transform of a root group.
1228
+ * - A change is written as keyframes with Lottie's bezier easing when a cubic-bezier ease (run
1229
+ * backwards for a mirrored repeat) is all that drives that property over that stretch.
1230
+ * Everything else is sampled at `fps` into linear keyframes: springs, elastic, behaviours,
1231
+ * stepped time, geometric zooms, additive layers, follows and camera moves.
1232
+ *
1233
+ * Gradients, dashes, reveal clips and skews of groups are not carried over; `notes` says so.
1234
+ */
1235
+ /** A Lottie property: static (`a: 0`) or keyframed (`a: 1`). */
1236
+ type LottieValue = {
1237
+ a: 0;
1238
+ k: number | number[];
1239
+ } | {
1240
+ a: 1;
1241
+ k: LottieKeyframe[];
1242
+ };
1243
+ interface LottieKeyframe {
1244
+ /** Frame. */
1245
+ t: number;
1246
+ /** Value from this key on. */
1247
+ s: number[];
1248
+ /** Out tangent of the ease to the next key (`x1`, `y1`). */
1249
+ o?: {
1250
+ x: number[];
1251
+ y: number[];
1252
+ };
1253
+ /** In tangent of the ease to the next key (`x2`, `y2`). */
1254
+ i?: {
1255
+ x: number[];
1256
+ y: number[];
1257
+ };
1258
+ /** Hold until the next key. */
1259
+ h?: 1;
1260
+ }
1261
+ /** A Lottie shape item (group, path, fill, stroke, trim, transform): plain JSON. */
1262
+ type LottieShape = {
1263
+ ty: string;
1264
+ nm?: string;
1265
+ [key: string]: unknown;
1266
+ };
1267
+ /** A Lottie animation: plain Bodymovin JSON. */
1268
+ interface LottieAnimation {
1269
+ v: string;
1270
+ fr: number;
1271
+ ip: number;
1272
+ op: number;
1273
+ w: number;
1274
+ h: number;
1275
+ nm: string;
1276
+ ddd: 0;
1277
+ assets: [];
1278
+ layers: Record<string, unknown>[];
1279
+ /** One marker per shot (`cm` its label, else its id). */
1280
+ markers: {
1281
+ tm: number;
1282
+ cm: string;
1283
+ dr: number;
1284
+ }[];
1285
+ }
1286
+ interface LottieExportOptions {
1287
+ /** Frame rate and sampling rate (default: the scene's `fps`, else 30). */
1288
+ fps?: number;
1289
+ /** Decimal places (default 3). */
1290
+ precision?: number;
1291
+ }
1292
+ interface LottieExport {
1293
+ lottie: LottieAnimation;
1294
+ /** Keyframes that sample changes Lottie cannot ease the same way. */
1295
+ sampled: number;
1296
+ /** What could not be carried over, in sentences. */
1297
+ notes: string[];
1298
+ }
1299
+ /** A scene as a Lottie animation. */
1300
+ declare function toLottie(scene: MotionScene, options?: LottieExportOptions): LottieExport;
1301
+
1159
1302
  interface AnimationEditorOptions {
1160
1303
  /** The scene to open (default: an empty one over a blank 800 × 450 artwork). */
1161
1304
  scene?: MotionScene;
@@ -1683,6 +1826,8 @@ declare function describeMotionShots(scene: MotionScene): {
1683
1826
  note?: string;
1684
1827
  index: number;
1685
1828
  })[];
1829
+ missedBy?: number | undefined;
1830
+ cue?: number | undefined;
1686
1831
  hold?: number | undefined;
1687
1832
  camera?: MotionCamera | undefined;
1688
1833
  start: number;
@@ -1703,6 +1848,6 @@ declare function createAnimationEditorToolProvider(controller: AnimationEditorCo
1703
1848
  * A short authoring guide for a model writing vector animations with the animation editor's
1704
1849
  * tools. Static, so it caches well as part of a system prompt.
1705
1850
  */
1706
- 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); match does the same for a whole group, part by part (Smart Animate: draw the end state as a second, hidden group whose parts share names with the first); 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. To hit a length, fit_animation (keep the shots whose pace matters). 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.";
1851
+ 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); match does the same for a whole group, part by part (Smart Animate: draw the end state as a second, hidden group whose parts share names with the first); 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- To time shots to music or a voiceover: set a \"beat\" grid or \"narration\" word timings with set_animation_settings, read them with get_timing_grid, and give a shot \"at\": { \"beat\": n } or { \"word\": i }. The shot before holds until the cue; check_animation warns when a cue is missed.\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. To hit a length, fit_animation (keep the shots whose pace matters). 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.";
1707
1852
 
1708
- 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_SPEED_RANGE, 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 MotionFit, type MotionFitOptions, type MotionFollowCommand, type MotionFrame, type MotionFrameOptions, type MotionIrisShape, type MotionIssue, type MotionIssueCode, type MotionIssueSeverity, type MotionMatch, type MotionMatchCommand, 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, fitMotionScene, flairAtLeast, flairCurveFor, flairEaseFor, freshShotId, fromFlairSvgMotion, fromFlairVectorEffect, indexMotionNodes, interpolateMotionValue, isMotionCommand, isMotionShot, matchMotionNodes, motionAddTrackKey, motionClipAttrs, motionCommandDuration, motionCommandRepeat, motionCycleDuration, motionFlairPrimitive, motionFollowRoute, motionFrameAt, motionFrameToSvg, motionIssue, motionIssueKey, motionIssueLine, motionNodeClips, motionNodeOffset, motionPathLength, motionRestValue, motionRevealClip, motionRevealPadding, motionSceneShapeProblems, motionSceneToJson, motionShotAt, motionShotTimeScale, motionTrackKey, namedWithSuggestion, parseMotionScene, resolveMotionCamera, segmentProgress, segmentValue, shotShapeProblems, suggestName, toFlairEffectDocument, toFlairSvgMotion, toFlairVectorEffect, trackValue, withMotionLayers, withViewBox };
1853
+ 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, type LottieAnimation, type LottieExport, type LottieExportOptions, type LottieKeyframe, type LottieShape, type LottieValue, 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_SPEED_RANGE, MOTION_SPLIT_ORIENTATIONS, type MotionBeatGrid, type MotionCamera, type MotionClipShape, type MotionColorPulseCommand, type MotionCommand, type MotionCommandBase, type MotionCommandTiming, type MotionCommandType, type MotionControl, type MotionCue, type MotionDirection, type MotionDrawCommand, type MotionEdit, type MotionEditOp, type MotionEditResult, type MotionEffectCommand, type MotionEnterCommand, type MotionEnterStyle, type MotionExitCommand, type MotionExitStyle, type MotionFadeCommand, type MotionFit, type MotionFitOptions, type MotionFollowCommand, type MotionFrame, type MotionFrameOptions, type MotionIrisShape, type MotionIssue, type MotionIssueCode, type MotionIssueSeverity, type MotionMatch, type MotionMatchCommand, type MotionMorphCommand, type MotionMoveCommand, type MotionNarration, 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, fitMotionScene, flairAtLeast, flairCurveFor, flairEaseFor, freshShotId, fromFlairSvgMotion, fromFlairVectorEffect, indexMotionNodes, interpolateMotionValue, isMotionCommand, isMotionShot, matchMotionNodes, motionAddTrackKey, motionBeatAt, motionBeatTime, motionClipAttrs, motionCommandDuration, motionCommandRepeat, motionCueTime, motionCycleDuration, motionFlairPrimitive, motionFollowRoute, motionFrameAt, motionFrameToSvg, motionIssue, motionIssueKey, motionIssueLine, motionNodeClips, motionNodeOffset, motionPathLength, motionRestValue, motionRevealClip, motionRevealPadding, motionSceneShapeProblems, motionSceneToJson, motionShotAt, motionShotTimeScale, motionTrackKey, namedWithSuggestion, parseMotionScene, resolveMotionCamera, segmentProgress, segmentValue, shotShapeProblems, suggestName, toFlairEffectDocument, toFlairSvgMotion, toFlairVectorEffect, toLottie, trackValue, withMotionLayers, withViewBox };