@pixerate/editor 0.66.1 → 0.67.1
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/animation-editor/index.cjs +55 -11
- package/dist/animation-editor/index.cjs.map +1 -1
- package/dist/animation-editor/index.d.cts +39 -3
- package/dist/animation-editor/index.d.ts +39 -3
- package/dist/animation-editor/index.js +54 -10
- package/dist/animation-editor/index.js.map +1 -1
- package/package.json +1 -1
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@@ -55,6 +55,7 @@ var _chunkA6PHCAGXcjs = require('../chunk-A6PHCAGX.cjs');
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var _chunk2FHLHZALcjs = require('../chunk-2FHLHZAL.cjs');
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// src/animation-editor/types.ts
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var MOTION_TRIGGERS = ["click", "hover", "press", "scroll"];
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var MOTION_COMMAND_TYPES = [
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"enter",
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"exit",
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@@ -153,6 +154,9 @@ var MOTION_ISSUE_CODES = {
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"spring-cut-short": { severity: "warning", wording: "A spring is given a duration shorter than it takes to settle, so it jumps to its end." },
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"unknown-cue": { severity: "error", 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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"cue-missed": { severity: "warning", wording: "A shot starts after its cue, because the shot before runs past it." },
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"trigger-loop": { severity: "note", wording: "A scene that plays on a trigger ignores its loop." },
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"click-cue": { severity: "warning", wording: "A shot of a click-triggered scene is cued, but clicks decide when its shots start." },
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"click-one-shot": { severity: "note", wording: "A click-triggered scene has one shot, so every click replays it." },
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"scene-too-long": { severity: "warning", wording: "The scene runs past its target length." },
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"scene-too-short": { severity: "warning", wording: "The scene ends before its target length." },
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"unknown-control-color": { severity: "warning", wording: "A control stands for a colour the scene never uses." },
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@@ -210,7 +214,7 @@ ${problems.map((p) => `- ${p}`).join("\n")}`);
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this.problems = problems;
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}
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};
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var SCENE_KEYS = ["version", "name", "description", "artwork", "shots", "loop", "fps", "steps", "beat", "narration", "target", "controls", "presets"];
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var SCENE_KEYS = ["version", "name", "description", "artwork", "shots", "loop", "trigger", "fps", "steps", "beat", "narration", "target", "controls", "presets"];
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var SHOT_KEYS = ["id", "label", "camera", "at", "run", "hold", "speed"];
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var CAMERA_KEYS = ["x", "y", "width", "height", "frame", "padding", "ease", "ms", "geometric"];
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var BASE_KEYS = ["type", "targets", "duration", "delay", "stagger", "with", "ease", "note", "repeat", "repeatMode", "steps"];
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@@ -403,6 +407,7 @@ function motionSceneShapeProblems(input) {
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const art = input.artwork;
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if (!isObject(art) || !isNum(art.width) || !isNum(art.height) || !(art.width > 0) || !(art.height > 0) || !Array.isArray(art.nodes))
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problems.push('Scene: "artwork" must be a vector document { width, height, nodes }.');
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if (input.trigger !== void 0 && !MOTION_TRIGGERS.includes(input.trigger)) problems.push(`Scene: "trigger" must be one of ${MOTION_TRIGGERS.join(", ")}.`);
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if (input.loop !== void 0 && !["none", "loop", "ping-pong"].includes(input.loop)) problems.push('Scene: "loop" must be "none", "loop" or "ping-pong".');
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if (input.fps !== void 0 && !(isNum(input.fps) && input.fps > 0 && input.fps <= 120)) problems.push('Scene: "fps" must be a number from 1 to 120.');
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if (input.beat !== void 0) {
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@@ -1493,6 +1498,15 @@ function checkMotionScene(scene) {
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}
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});
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});
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if (scene.trigger) {
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if ((_nullishCoalesce(scene.loop, () => ( "none"))) !== "none") issues.push(motionIssue("trigger-loop", `The scene plays on ${scene.trigger}, so its "${scene.loop}" loop does not apply; set loop to "none" or remove the trigger.`, {}));
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if (scene.trigger === "click") {
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if (scene.shots.length === 1) issues.push(motionIssue("click-one-shot", "The scene plays on click but has one shot, so every click replays it from the start; split it into shots (each click plays the next one).", { shot: scene.shots[0].id }));
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scene.shots.forEach((shot, i) => {
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if (i > 0 && shot.at) issues.push(motionIssue("click-cue", `Shot "${shot.id}" is cued, but on click a shot starts when it is clicked to; remove its "at" or the trigger.`, { shot: shot.id }));
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});
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}
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}
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scene.shots.forEach((shot, i) => {
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if (!shot.at) return;
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const timing = timeline.shots[i];
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@@ -1600,6 +1614,11 @@ function applyOne(scene, edit) {
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if (edit.description === null) delete next.description;
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else if (edit.description !== void 0) next.description = edit.description;
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if (edit.loop !== void 0) next.loop = edit.loop;
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if (edit.trigger === null) delete next.trigger;
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else if (edit.trigger !== void 0) {
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if (!["click", "hover", "press", "scroll"].includes(edit.trigger)) fail('"trigger" must be click, hover, press or scroll, or null to play on its own.');
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next.trigger = edit.trigger;
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}
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if (edit.fps !== void 0) next.fps = edit.fps;
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if (edit.steps === null) delete next.steps;
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else if (edit.steps !== void 0) {
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@@ -2044,9 +2063,25 @@ function toFlairSvgMotion(scene, options = {}) {
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}
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}
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animate.sort((x, y) => (_nullishCoalesce(x.delay, () => ( 0))) - (_nullishCoalesce(y.delay, () => ( 0))));
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const lastChange = animate.reduce((m, a) => Math.max(m, (_nullishCoalesce(a.delay, () => ( 0))) + (_nullishCoalesce(a.ms, () => ( 0)))), 0);
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const trigger = options.trigger === null ? void 0 : _nullishCoalesce(options.trigger, () => ( scene.trigger));
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if (trigger === "click" && timeline.shots.length) {
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for (const a of animate) {
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const at = _nullishCoalesce(a.delay, () => ( 0));
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let step = 0;
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timeline.shots.forEach((shot, i) => {
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if (shot.start <= at + 1e-6) step = i;
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});
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const delay = round2(at - timeline.shots[step].start);
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delete a.delay;
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if (delay > 0) a.delay = delay;
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a.step = step + 1;
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}
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animate.sort((x, y) => (_nullishCoalesce(x.step, () => ( 0))) - (_nullishCoalesce(y.step, () => ( 0))) || (_nullishCoalesce(x.delay, () => ( 0))) - (_nullishCoalesce(y.delay, () => ( 0))));
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}
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if (trigger && (_nullishCoalesce(scene.loop, () => ( "none"))) !== "none") notes.push(`The scene plays on ${trigger}, so its loop does not apply in Flair.`);
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let svg = _chunkYJLCBA7Vcjs.vectorDocumentToSvg.call(void 0, { ...scene.artwork, nodes: _chunkYJLCBA7Vcjs.expandVectorAppearances.call(void 0, scene.artwork.nodes) }, { pretty: false, precision, wrap });
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if (routes.length) svg = svg.replace(/^(<svg[^>]*>)/, `$1<defs>${routes.join("")}</defs>`);
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const lastChange = animate.reduce((m, a) => Math.max(m, (_nullishCoalesce(a.delay, () => ( 0))) + (_nullishCoalesce(a.ms, () => ( 0)))), 0);
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let motion = { svg, animate };
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if (_optionalChain([scene, 'access', _57 => _57.controls, 'optionalAccess', _58 => _58.length])) {
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const declarations = scene.controls.map((c) => `{{${c.name}: color default=${c.default.toUpperCase()}${c.label ? ` label='${c.label.replace(/'/g, "\u2019")}'` : ""}}}`).join(" ");
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@@ -2056,7 +2091,7 @@ function toFlairSvgMotion(scene, options = {}) {
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svg = svg.slice(0, header) + swap(svg.slice(header));
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motion = { svg, animate: animate.map((a) => a.attrs ? { ...a, attrs: Object.fromEntries(Object.entries(a.attrs).map(([k, [x, y]]) => [k, [typeof x === "string" ? swap(x) : x, typeof y === "string" ? swap(y) : y]])) } : a) };
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}
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return { motion, duration: timeline.duration, hold: Math.max(0, round2(timeline.duration - lastChange)), sampled, notes: [...new Set(notes)] };
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return { motion, duration: timeline.duration, hold: Math.max(0, round2(timeline.duration - lastChange)), sampled, notes: [...new Set(notes)], ...trigger ? { trigger } : {} };
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}
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var kebab = (text) => text.trim().replace(/([a-z0-9])([A-Z])/g, "$1-$2").replace(/[^A-Za-z0-9]+/g, "-").replace(/^-+|-+$/g, "").toLowerCase() || "animation";
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function toFlairVectorEffect(scene, options = {}) {
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@@ -2071,7 +2106,7 @@ function toFlairVectorEffect(scene, options = {}) {
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motion: out.motion,
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hold: out.hold,
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..._optionalChain([scene, 'access', _59 => _59.presets, 'optionalAccess', _60 => _60.length]) ? { presets: scene.presets } : {},
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...
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...out.trigger ? { trigger: out.trigger } : {}
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};
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}
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function toFlairEffectDocument(scene, options = {}) {
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values: Object.fromEntries((_nullishCoalesce(scene.controls, () => ( []))).map((c) => [c.name, c.default])),
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tracks: {},
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duration: out.duration,
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// Flair's editor documents have no trigger: a click scene keeps its steps, and plays through there.
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loop: !out.trigger && (_nullishCoalesce(scene.loop, () => ( "none"))) !== "none",
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presets: _nullishCoalesce(scene.presets, () => ( []))
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};
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}
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const nodes = indexMotionNodes(artwork.nodes);
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const byStep = /* @__PURE__ */ new Map();
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for (const anim of _nullishCoalesce(motion.animate, () => ( []))) {
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const
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const raw = Math.max(0, Math.floor(_nullishCoalesce(anim.step, () => ( 0))));
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const step = options.clickSteps ? Math.max(1, raw) : raw;
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if (!byStep.has(step)) byStep.set(step, []);
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byStep.get(step).push(anim);
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}
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}
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function fromFlairVectorEffect(effect, options = {}) {
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if (!effect || effect.kind !== "vector" || !effect.motion) throw new Error('Give a Flair vector effect: { kind: "vector", id, name, motion: { svg, animate } }.');
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const result = fromFlairSvgMotion(effect.motion, { name: _nullishCoalesce(_nullishCoalesce(options.name, () => ( effect.id)), () => ( effect.name)), hold: _nullishCoalesce(options.hold, () => ( effect.hold)) });
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const result = fromFlairSvgMotion(effect.motion, { name: _nullishCoalesce(_nullishCoalesce(options.name, () => ( effect.id)), () => ( effect.name)), hold: _nullishCoalesce(options.hold, () => ( effect.hold)), ...effect.trigger === "click" ? { clickSteps: true } : {} });
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const names = new Set((_nullishCoalesce(result.scene.controls, () => ( []))).map((c) => c.name));
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const presets = (_nullishCoalesce(effect.presets, () => ( []))).map((p) => ({ name: p.name, values: Object.fromEntries(Object.entries(p.values).flatMap(([k, v]) => names.has(k) && presetColor(v) ? [[k, presetColor(v)]] : [])) })).filter((p) => Object.keys(p.values).length);
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const scene = { ...result.scene, ...effect.description ? { description: effect.description } : {}, ...presets.length ? { presets } : {} };
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const scene = { ...result.scene, ...effect.description ? { description: effect.description } : {}, ...presets.length ? { presets } : {}, ...effect.trigger ? { trigger: effect.trigger } : {} };
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const notes = [...result.notes];
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if (effect.trigger) notes.push(`The effect plays on ${effect.trigger}; scenes play through, so the trigger is not kept (pass it back to toFlairVectorEffect).`);
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return { scene, notes, issues: checkMotionScene(scene) };
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}
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const timeline = compileMotionScene(scene);
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const nodes = indexMotionNodes(scene.artwork.nodes);
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const notes = [];
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if (scene.trigger) notes.push(`The scene plays on ${scene.trigger}; Lottie has no trigger, so it plays through (markers show where each shot starts, for a player to stop at).`);
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let sampled = 0;
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const track = (id, p) => _nullishCoalesce(timeline.tracks.get(motionTrackKey(id, p)), () => ( []));
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const layers = (id, p) => _nullishCoalesce(timeline.tracks.get(`${motionTrackKey(id, p)}\0add`), () => ( []));
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name: { type: "string", minLength: 1, description: 'Short name, e.g. "logo-reveal".' },
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description: { type: ["string", "null"], description: "What it shows; null clears." },
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loop: { type: "string", enum: ["none", "loop", "ping-pong"], description: "Playback past the end (default none)." },
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trigger: {
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anyOf: [{ type: "string", enum: ["click", "hover", "press", "scroll"] }, { type: "null" }],
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description: "Play in answer to the viewer when exported to Flair: click (nothing plays until a click; each click plays the next shot, then the first again), hover or press (plays while the pointer is over or down, rewinds when it leaves), scroll (scrubs as it scrolls past). null plays on its own (default). The editor previews it played through."
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},
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fps: { type: "number", minimum: 1, maximum: 120, description: "Sampling rate for exports (default 30)." },
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steps: { anyOf: [{ type: "number", exclusiveMinimum: 0, maximum: 120 }, { type: "null" }], description: 'Stepped time for every command without its own: changes hold on a grid of this many frames per second (12 = "on twos" at 24 fps) for a hand-drawn look; null makes it smooth again (default).' },
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beat: {
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artwork: { width: s.artwork.width, height: s.artwork.height },
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duration: compileMotionScene(s).duration,
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loop: _nullishCoalesce(s.loop, () => ( "none")),
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...s.trigger ? { trigger: s.trigger } : {},
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...s.target ? { target: s.target } : {},
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...includeElements ? { elements: describeMotionElements(s) } : {},
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shots: describeMotionShots(s),
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const setSettings = {
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name: "set_animation_settings",
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title: "Change animation settings",
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description: "Sets the name, description, loop mode, export frame rate, stepped time, beat grid, narration word timings or target length. Returns the timing.",
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description: "Sets the name, description, loop mode, trigger (click, hover, press or scroll), export frame rate, stepped time, beat grid, narration word timings or target length. Returns the timing.",
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inputSchema: object(SETTINGS),
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annotations: { title: "Change animation settings", ...WRITE_IDEMPOTENT },
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handler: (args) => apply({ op: "set_settings", ...args }, "Change settings")
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1. 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).
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2. Plan a few shots, each one idea. Add them with insert_shots (add_commands, update_command, move_command and delete_commands refine a shot), or edit_animation to make several edits as one step (dry_run first when unsure).
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3. 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; add onion_skin or motion_paths to see the motion in one picture, or get_motion_path for the numbers.
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- For something the viewer plays (a button, a toggle, a step-by-step explainer), set "trigger" with set_animation_settings: click plays the next shot on each click and then starts over (make the last shot put things back for a toggle), hover or press plays and rewinds, scroll scrubs.
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4. To make a reusable Flair effect, set_animation_controls (colour controls stand for every use of their default colour) and export_flair_effect.
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Keep 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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@@ -3976,5 +4019,6 @@ function parseMotionNarration(text) {
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exports.ANIMATION_EDITOR_AGENT_INSTRUCTIONS = ANIMATION_EDITOR_AGENT_INSTRUCTIONS; exports.AnimationEditorController = AnimationEditorController; exports.FLAIR_EASES = FLAIR_EASES; exports.FLAIR_EXPORT_VERSION = FLAIR_EXPORT_VERSION; exports.MOTION_ADDITIVE_PROPERTIES = MOTION_ADDITIVE_PROPERTIES; exports.MOTION_BLENDS = MOTION_BLENDS; exports.MOTION_CAMERA_MS = MOTION_CAMERA_MS; exports.MOTION_COMMAND_SCHEMA = MOTION_COMMAND_SCHEMA; exports.MOTION_COMMAND_TYPES = MOTION_COMMAND_TYPES; exports.MOTION_DEFAULT_DURATIONS = MOTION_DEFAULT_DURATIONS; exports.MOTION_DEFAULT_HOLD = MOTION_DEFAULT_HOLD; exports.MOTION_DIRECTIONS = MOTION_DIRECTIONS; exports.MOTION_DRAW_EFFECT_ID = MOTION_DRAW_EFFECT_ID; exports.MOTION_DRAW_MS_PER_UNIT = MOTION_DRAW_MS_PER_UNIT; exports.MOTION_DRAW_RANGE = MOTION_DRAW_RANGE; exports.MOTION_EASE_CHOICES = MOTION_EASE_CHOICES; exports.MOTION_EASE_IN_OUT = MOTION_EASE_IN_OUT; exports.MOTION_EASE_OUT = MOTION_EASE_OUT; exports.MOTION_EDIT_OPS = MOTION_EDIT_OPS; exports.MOTION_ENTER_STYLES = MOTION_ENTER_STYLES; exports.MOTION_EXIT_STYLES = MOTION_EXIT_STYLES; exports.MOTION_IRIS_SHAPES = MOTION_IRIS_SHAPES; exports.MOTION_ISSUE_CODES = MOTION_ISSUE_CODES; exports.MOTION_MIN_CHANGE_MS = MOTION_MIN_CHANGE_MS; exports.MOTION_REPEAT_MODES = MOTION_REPEAT_MODES; exports.MOTION_SPEED_RANGE = MOTION_SPEED_RANGE; exports.MOTION_SPLIT_ORIENTATIONS = MOTION_SPLIT_ORIENTATIONS; exports.MOTION_TRIGGERS = MOTION_TRIGGERS; exports.MotionSceneFormatError = MotionSceneFormatError; exports.activeSegment = activeSegment; exports.applyMotionControlValues = applyMotionControlValues; exports.applyMotionEdits = applyMotionEdits; exports.checkMotionScene = checkMotionScene; exports.commandShapeProblems = commandShapeProblems; exports.compileMotionScene = compileMotionScene; exports.createAnimationEditorToolProvider = createAnimationEditorToolProvider; exports.createMotionScene = createMotionScene; exports.defaultMotionCommand = defaultMotionCommand; exports.describeMotionElements = describeMotionElements; exports.describeMotionShots = describeMotionShots; exports.duplicateMotionCommandEdit = duplicateMotionCommandEdit; exports.fitMotionRect = fitMotionRect; exports.fitMotionScene = fitMotionScene; exports.fitMotionSceneEdits = fitMotionSceneEdits; exports.flairAtLeast = flairAtLeast; exports.flairCurveFor = flairCurveFor; exports.flairEaseFor = flairEaseFor; exports.formatMotionNarration = formatMotionNarration; exports.freshShotId = freshShotId; exports.fromFlairSvgMotion = fromFlairSvgMotion; exports.fromFlairVectorEffect = fromFlairVectorEffect; exports.highlightMotionSvg = highlightMotionSvg; exports.indexMotionNodes = indexMotionNodes; exports.interpolateMotionValue = interpolateMotionValue; exports.isMotionCommand = isMotionCommand; exports.isMotionShot = isMotionShot; exports.matchMotionNodes = matchMotionNodes; exports.motionAddTrackKey = motionAddTrackKey; exports.motionBeatAt = motionBeatAt; exports.motionBeatTime = motionBeatTime; exports.motionClipAttrs = motionClipAttrs; exports.motionCommandDuration = motionCommandDuration; exports.motionCommandFields = motionCommandFields; exports.motionCommandRepeat = motionCommandRepeat; exports.motionCommandRows = motionCommandRows; exports.motionCommandSummary = motionCommandSummary; exports.motionCueChoices = motionCueChoices; exports.motionCueFromKey = motionCueFromKey; exports.motionCueKey = motionCueKey; exports.motionCueTime = motionCueTime; exports.motionCycleDuration = motionCycleDuration; exports.motionEaseKey = motionEaseKey; exports.motionEasingCurve = motionEasingCurve; exports.motionEasingGuides = motionEasingGuides; exports.motionEasingPath = motionEasingPath; exports.motionFieldEdit = motionFieldEdit; exports.motionFieldLabel = motionFieldLabel; exports.motionFlairPrimitive = motionFlairPrimitive; exports.motionFollowRoute = motionFollowRoute; exports.motionFrameAt = motionFrameAt; exports.motionFrameToSvg = motionFrameToSvg; exports.motionGhosts = motionGhosts; exports.motionIssue = motionIssue; exports.motionIssueKey = motionIssueKey; exports.motionIssueLine = motionIssueLine; exports.motionMovingIds = motionMovingIds; exports.motionNodeAtElement = motionNodeAtElement; exports.motionNodeClips = motionNodeClips; exports.motionNodeOffset = motionNodeOffset; exports.motionPath = motionPath; exports.motionPathLength = motionPathLength; exports.motionPathsSvg = motionPathsSvg; exports.motionRestValue = motionRestValue; exports.motionRevealClip = motionRevealClip; exports.motionRevealPadding = motionRevealPadding; exports.motionRulerTicks = motionRulerTicks; exports.motionSceneShapeProblems = motionSceneShapeProblems; exports.motionSceneToJson = motionSceneToJson; exports.motionShotAt = motionShotAt; exports.motionShotCueTime = motionShotCueTime; exports.motionShotTimeScale = motionShotTimeScale; exports.motionStageSvg = motionStageSvg; exports.motionTrackKey = motionTrackKey; exports.namedWithSuggestion = namedWithSuggestion; exports.parseMotionFieldInput = parseMotionFieldInput; exports.parseMotionNarration = parseMotionNarration; exports.parseMotionScene = parseMotionScene; exports.resolveMotionCamera = resolveMotionCamera; exports.segmentProgress = segmentProgress; exports.segmentValue = segmentValue; exports.shotShapeProblems = shotShapeProblems; exports.suggestName = suggestName; exports.toFlairEffectDocument = toFlairEffectDocument; exports.toFlairSvgMotion = toFlairSvgMotion; exports.toFlairVectorEffect = toFlairVectorEffect; exports.toLottie = toLottie; exports.trackValue = trackValue; exports.withMotionLayers = withMotionLayers; exports.withViewBox = withViewBox;
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