@pixerate/editor 0.69.0 → 0.70.0
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/animation-editor/index.cjs +136 -58
- package/dist/animation-editor/index.cjs.map +1 -1
- package/dist/animation-editor/index.d.cts +54 -5
- package/dist/animation-editor/index.d.ts +54 -5
- package/dist/animation-editor/index.js +91 -13
- package/dist/animation-editor/index.js.map +1 -1
- package/package.json +1 -1
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@@ -174,7 +174,7 @@ type MotionSplitOrientation = 'horizontal' | 'vertical';
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* Brings hidden targets in. Targets entered in a shot are hidden before it. Each style is a
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* Flair motion primitive (`entrance.<style>`) with the same defaults.
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*/
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interface MotionEnterCommand extends MotionCommandBase {
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interface MotionEnterCommand extends MotionCommandBase, MotionDrawOrder {
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type: 'enter';
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/**
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* Default `fade`. `draw` draws the outline on, then fades the fill in. `pop` scales up past
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@@ -198,7 +198,7 @@ interface MotionEnterCommand extends MotionCommandBase {
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orientation?: MotionSplitOrientation;
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}
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/** Takes targets out. */
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interface MotionExitCommand extends MotionCommandBase {
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interface MotionExitCommand extends MotionCommandBase, MotionDrawOrder {
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type: 'exit';
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/** Default `fade`. `wipe` hides the target behind an edge travelling `direction` (a wipe in, reversed). */
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style?: MotionExitStyle;
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@@ -206,9 +206,33 @@ interface MotionExitCommand extends MotionCommandBase {
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direction?: MotionDirection;
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distance?: number;
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}
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/**
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* How the strokes of a group (or several paths) draw on or off together. Default: all at once,
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* each over the whole time.
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*/
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interface MotionDrawOrder {
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/** `together` (default) or `sequence`: one stroke after another, each for a time in proportion to its length. */
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order?: 'together' | 'sequence';
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/** With `together`: `time` (default) gives every stroke the whole time; `speed` draws them all at one speed, so short ones take less. */
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pace?: 'time' | 'speed';
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/** With `pace: "speed"`: `start` (default) starts them together, `end` finishes them together. */
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align?: 'start' | 'end';
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/** With `sequence`: `document` (default, stacking order) or `distance` from `origin` (a radial reveal). */
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sortBy?: 'document' | 'distance';
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/** With `sortBy: "distance"`: the point (document units) strokes are drawn out from (default the target's centre). */
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origin?: {
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x: number;
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y: number;
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};
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}
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/** Draws a stroke on (or off) between two fractions of its length. */
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interface MotionDrawCommand extends MotionCommandBase {
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interface MotionDrawCommand extends MotionCommandBase, MotionDrawOrder {
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type: 'draw';
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/**
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* A travelling stroke this fraction of the length long (0–1): it runs along the path and off
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* the end, instead of drawing it on and leaving it.
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*/
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comet?: number;
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/** Fraction drawn at the end (default 1). */
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to?: number;
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/** Fraction drawn at the start (default: what is drawn now). */
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@@ -1674,6 +1698,14 @@ declare function describeMotionShots(scene: MotionScene): {
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repeat?: number;
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repeatMode?: "loop" | "mirror" | "offset";
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steps?: number;
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order?: "together" | "sequence";
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pace?: "time" | "speed";
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align?: "start" | "end";
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sortBy?: "document" | "distance";
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origin?: {
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x: number;
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y: number;
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};
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index: number;
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} | {
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flairPrimitive?: string | undefined;
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@@ -1693,12 +1725,21 @@ declare function describeMotionShots(scene: MotionScene): {
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repeat?: number;
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repeatMode?: "loop" | "mirror" | "offset";
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steps?: number;
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order?: "together" | "sequence";
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pace?: "time" | "speed";
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align?: "start" | "end";
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sortBy?: "document" | "distance";
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origin?: {
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x: number;
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y: number;
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};
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index: number;
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} | {
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flairPrimitive?: string | undefined;
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start: number;
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end: number;
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type: "draw";
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comet?: number;
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to?: number;
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from?: number;
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targets: string[];
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repeat?: number;
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repeatMode?: "loop" | "mirror" | "offset";
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steps?: number;
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order?: "together" | "sequence";
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pace?: "time" | "speed";
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align?: "start" | "end";
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sortBy?: "document" | "distance";
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origin?: {
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x: number;
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y: number;
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};
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index: number;
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} | {
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flairPrimitive?: string | undefined;
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@@ -2060,7 +2109,7 @@ 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- Reuse motion: set_animation_clip defines a clip (commands targeting \"$\"), and { \"type\": \"play\", \"clip\": name, \"targets\": [...] } plays it on any nodes (with stagger and speed). copy_animation gives other nodes one node's motion.\n- move takes \"via\" waypoints for a curved, smooth path that passes exactly through each point (steady speed by default); use it instead of chaining moves, which stop at each point.\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 (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).\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; add onion_skin or motion_paths to see the motion in one picture, or get_motion_path for the numbers.\n- 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.\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- Drawing a group of strokes: \"order\": \"sequence\" draws them one after another (a signature, a diagram), \"sortBy\": \"distance\" from \"origin\" reveals outward, \"pace\": \"speed\" keeps one speed; draw with \"comet\": 0.2 sends a short stroke along a path and off the end.\n- Reuse motion: set_animation_clip defines a clip (commands targeting \"$\"), and { \"type\": \"play\", \"clip\": name, \"targets\": [...] } plays it on any nodes (with stagger and speed). copy_animation gives other nodes one node's motion.\n- move takes \"via\" waypoints for a curved, smooth path that passes exactly through each point (steady speed by default); use it instead of chaining moves, which stop at each point.\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 (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).\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; add onion_skin or motion_paths to see the motion in one picture, or get_motion_path for the numbers.\n- 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.\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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/**
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* Helpers for hand-editing UIs (React's and Svelte's command inspector, ease picker, cue picker,
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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_CLIP_TARGET, 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_CHOICES, 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, MOTION_TRIGGERS, type MotionBeatGrid, type MotionCamera, type MotionClip, type MotionClipItem, type MotionClipShape, type MotionColorPulseCommand, type MotionCommand, type MotionCommandBase, type MotionCommandTiming, type MotionCommandType, type MotionControl, type MotionCue, type MotionDirection, type MotionDrawCommand, type MotionEasingCurve, type MotionEdit, type MotionEditOp, type MotionEditResult, type MotionEffectCommand, type MotionEnterCommand, type MotionEnterStyle, type MotionExitCommand, type MotionExitStyle, type MotionFadeCommand, type MotionFieldInput, type MotionFieldKind, type MotionFieldSpec, type MotionFit, type MotionFitOptions, type MotionFollowCommand, type MotionFrame, type MotionFrameOptions, type MotionGhost, type MotionIrisShape, type MotionIssue, type MotionIssueCode, type MotionIssueSeverity, type MotionMatch, type MotionMatchCommand, type MotionMorphCommand, type MotionMoveCommand, type MotionNarration, type MotionNodeEntry, type MotionOnionSkin, type MotionOverlayOptions, type MotionPath, type MotionPathOptions, type MotionPlayCommand, 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 MotionSmoothLeg, type MotionSplitOrientation, type MotionStyleCommand, type MotionSvgOptions, type MotionTeeterCommand, type MotionTimeline, type MotionTrigger, type MotionValue, type MotionWaitCommand, type MotionWaveCommand, type MotionWiggleCommand, activeSegment, applyMotionControlValues, applyMotionEdits, checkMotionScene, clipsShapeProblems, commandShapeProblems, compileMotionScene, createAnimationEditorToolProvider, createMotionScene, defaultMotionCommand, describeMotionElements, describeMotionShots, duplicateMotionCommandEdit, fitMotionRect, fitMotionScene, fitMotionSceneEdits, flairAtLeast, flairCurveFor, flairEaseFor, formatMotionNarration, freshShotId, fromFlairSvgMotion, fromFlairVectorEffect, highlightMotionSvg, indexMotionNodes, interpolateMotionValue, isMotionCommand, isMotionShot, matchMotionNodes, motionAddTrackKey, motionBeatAt, motionBeatTime, motionClipAttrs, motionClipLayout, motionCommandDuration, motionCommandFields, motionCommandRepeat, motionCommandRows, motionCommandSummary, motionCueChoices, motionCueFromKey, motionCueKey, motionCueTime, motionCycleDuration, motionEaseKey, motionEasingCurve, motionEasingGuides, motionEasingPath, motionFieldEdit, motionFieldLabel, motionFlairPrimitive, motionFollowRoute, motionFrameAt, motionFrameToSvg, motionGhosts, motionIssue, motionIssueKey, motionIssueLine, motionMovingIds, motionNodeAtElement, motionNodeClips, motionNodeOffset, motionPath, motionPathLength, motionPathsSvg, motionRestValue, motionRevealClip, motionRevealPadding, motionRulerTicks, motionSceneShapeProblems, motionSceneToJson, motionShotAt, motionShotCueTime, motionShotTimeScale, motionStageSvg, motionTrackKey, namedWithSuggestion, parseMotionFieldInput, parseMotionNarration, parseMotionScene, resolveMotionCamera, segmentProgress, segmentValue, shotShapeProblems, smoothMotionLegs, smoothMotionTimes, suggestName, toFlairEffectDocument, toFlairSvgMotion, toFlairVectorEffect, toLottie, 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_CLIP_TARGET, 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_CHOICES, 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, MOTION_TRIGGERS, type MotionBeatGrid, type MotionCamera, type MotionClip, type MotionClipItem, type MotionClipShape, type MotionColorPulseCommand, type MotionCommand, type MotionCommandBase, type MotionCommandTiming, type MotionCommandType, type MotionControl, type MotionCue, type MotionDirection, type MotionDrawCommand, type MotionDrawOrder, type MotionEasingCurve, type MotionEdit, type MotionEditOp, type MotionEditResult, type MotionEffectCommand, type MotionEnterCommand, type MotionEnterStyle, type MotionExitCommand, type MotionExitStyle, type MotionFadeCommand, type MotionFieldInput, type MotionFieldKind, type MotionFieldSpec, type MotionFit, type MotionFitOptions, type MotionFollowCommand, type MotionFrame, type MotionFrameOptions, type MotionGhost, type MotionIrisShape, type MotionIssue, type MotionIssueCode, type MotionIssueSeverity, type MotionMatch, type MotionMatchCommand, type MotionMorphCommand, type MotionMoveCommand, type MotionNarration, type MotionNodeEntry, type MotionOnionSkin, type MotionOverlayOptions, type MotionPath, type MotionPathOptions, type MotionPlayCommand, 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 MotionSmoothLeg, type MotionSplitOrientation, type MotionStyleCommand, type MotionSvgOptions, type MotionTeeterCommand, type MotionTimeline, type MotionTrigger, type MotionValue, type MotionWaitCommand, type MotionWaveCommand, type MotionWiggleCommand, activeSegment, applyMotionControlValues, applyMotionEdits, checkMotionScene, clipsShapeProblems, commandShapeProblems, compileMotionScene, createAnimationEditorToolProvider, createMotionScene, defaultMotionCommand, describeMotionElements, describeMotionShots, duplicateMotionCommandEdit, fitMotionRect, fitMotionScene, fitMotionSceneEdits, flairAtLeast, flairCurveFor, flairEaseFor, formatMotionNarration, freshShotId, fromFlairSvgMotion, fromFlairVectorEffect, highlightMotionSvg, indexMotionNodes, interpolateMotionValue, isMotionCommand, isMotionShot, matchMotionNodes, motionAddTrackKey, motionBeatAt, motionBeatTime, motionClipAttrs, motionClipLayout, motionCommandDuration, motionCommandFields, motionCommandRepeat, motionCommandRows, motionCommandSummary, motionCueChoices, motionCueFromKey, motionCueKey, motionCueTime, motionCycleDuration, motionEaseKey, motionEasingCurve, motionEasingGuides, motionEasingPath, motionFieldEdit, motionFieldLabel, motionFlairPrimitive, motionFollowRoute, motionFrameAt, motionFrameToSvg, motionGhosts, motionIssue, motionIssueKey, motionIssueLine, motionMovingIds, motionNodeAtElement, motionNodeClips, motionNodeOffset, motionPath, motionPathLength, motionPathsSvg, motionRestValue, motionRevealClip, motionRevealPadding, motionRulerTicks, motionSceneShapeProblems, motionSceneToJson, motionShotAt, motionShotCueTime, motionShotTimeScale, motionStageSvg, motionTrackKey, namedWithSuggestion, parseMotionFieldInput, parseMotionNarration, parseMotionScene, resolveMotionCamera, segmentProgress, segmentValue, shotShapeProblems, smoothMotionLegs, smoothMotionTimes, suggestName, toFlairEffectDocument, toFlairSvgMotion, toFlairVectorEffect, toLottie, trackValue, withMotionLayers, withViewBox };
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@@ -174,7 +174,7 @@ type MotionSplitOrientation = 'horizontal' | 'vertical';
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* Brings hidden targets in. Targets entered in a shot are hidden before it. Each style is a
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* Flair motion primitive (`entrance.<style>`) with the same defaults.
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interface MotionEnterCommand extends MotionCommandBase {
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interface MotionEnterCommand extends MotionCommandBase, MotionDrawOrder {
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type: 'enter';
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/**
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* Default `fade`. `draw` draws the outline on, then fades the fill in. `pop` scales up past
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orientation?: MotionSplitOrientation;
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}
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/** Takes targets out. */
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interface MotionExitCommand extends MotionCommandBase {
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interface MotionExitCommand extends MotionCommandBase, MotionDrawOrder {
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type: 'exit';
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/** Default `fade`. `wipe` hides the target behind an edge travelling `direction` (a wipe in, reversed). */
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style?: MotionExitStyle;
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direction?: MotionDirection;
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distance?: number;
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}
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/**
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* How the strokes of a group (or several paths) draw on or off together. Default: all at once,
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* each over the whole time.
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*/
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interface MotionDrawOrder {
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/** `together` (default) or `sequence`: one stroke after another, each for a time in proportion to its length. */
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order?: 'together' | 'sequence';
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/** With `together`: `time` (default) gives every stroke the whole time; `speed` draws them all at one speed, so short ones take less. */
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pace?: 'time' | 'speed';
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/** With `pace: "speed"`: `start` (default) starts them together, `end` finishes them together. */
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align?: 'start' | 'end';
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/** With `sequence`: `document` (default, stacking order) or `distance` from `origin` (a radial reveal). */
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sortBy?: 'document' | 'distance';
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/** With `sortBy: "distance"`: the point (document units) strokes are drawn out from (default the target's centre). */
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origin?: {
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x: number;
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};
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}
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/** Draws a stroke on (or off) between two fractions of its length. */
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interface MotionDrawCommand extends MotionCommandBase {
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interface MotionDrawCommand extends MotionCommandBase, MotionDrawOrder {
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type: 'draw';
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/**
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* A travelling stroke this fraction of the length long (0–1): it runs along the path and off
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* the end, instead of drawing it on and leaving it.
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*/
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comet?: number;
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/** Fraction drawn at the end (default 1). */
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to?: number;
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/** Fraction drawn at the start (default: what is drawn now). */
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repeatMode?: "loop" | "mirror" | "offset";
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steps?: number;
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order?: "together" | "sequence";
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pace?: "time" | "speed";
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align?: "start" | "end";
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sortBy?: "document" | "distance";
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origin?: {
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flairPrimitive?: string | undefined;
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steps?: number;
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order?: "together" | "sequence";
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type: "draw";
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to?: number;
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targets: string[];
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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- Reuse motion: set_animation_clip defines a clip (commands targeting \"$\"), and { \"type\": \"play\", \"clip\": name, \"targets\": [...] } plays it on any nodes (with stagger and speed). copy_animation gives other nodes one node's motion.\n- move takes \"via\" waypoints for a curved, smooth path that passes exactly through each point (steady speed by default); use it instead of chaining moves, which stop at each point.\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 (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).\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; add onion_skin or motion_paths to see the motion in one picture, or get_motion_path for the numbers.\n- 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.\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- Drawing a group of strokes: \"order\": \"sequence\" draws them one after another (a signature, a diagram), \"sortBy\": \"distance\" from \"origin\" reveals outward, \"pace\": \"speed\" keeps one speed; draw with \"comet\": 0.2 sends a short stroke along a path and off the end.\n- Reuse motion: set_animation_clip defines a clip (commands targeting \"$\"), and { \"type\": \"play\", \"clip\": name, \"targets\": [...] } plays it on any nodes (with stagger and speed). copy_animation gives other nodes one node's motion.\n- move takes \"via\" waypoints for a curved, smooth path that passes exactly through each point (steady speed by default); use it instead of chaining moves, which stop at each point.\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 (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).\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; add onion_skin or motion_paths to see the motion in one picture, or get_motion_path for the numbers.\n- 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.\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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/**
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* Helpers for hand-editing UIs (React's and Svelte's command inspector, ease picker, cue picker,
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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_CLIP_TARGET, 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_CHOICES, 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, MOTION_TRIGGERS, type MotionBeatGrid, type MotionCamera, type MotionClip, type MotionClipItem, type MotionClipShape, type MotionColorPulseCommand, type MotionCommand, type MotionCommandBase, type MotionCommandTiming, type MotionCommandType, type MotionControl, type MotionCue, type MotionDirection, type MotionDrawCommand, type MotionEasingCurve, type MotionEdit, type MotionEditOp, type MotionEditResult, type MotionEffectCommand, type MotionEnterCommand, type MotionEnterStyle, type MotionExitCommand, type MotionExitStyle, type MotionFadeCommand, type MotionFieldInput, type MotionFieldKind, type MotionFieldSpec, type MotionFit, type MotionFitOptions, type MotionFollowCommand, type MotionFrame, type MotionFrameOptions, type MotionGhost, type MotionIrisShape, type MotionIssue, type MotionIssueCode, type MotionIssueSeverity, type MotionMatch, type MotionMatchCommand, type MotionMorphCommand, type MotionMoveCommand, type MotionNarration, type MotionNodeEntry, type MotionOnionSkin, type MotionOverlayOptions, type MotionPath, type MotionPathOptions, type MotionPlayCommand, 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 MotionSmoothLeg, type MotionSplitOrientation, type MotionStyleCommand, type MotionSvgOptions, type MotionTeeterCommand, type MotionTimeline, type MotionTrigger, type MotionValue, type MotionWaitCommand, type MotionWaveCommand, type MotionWiggleCommand, activeSegment, applyMotionControlValues, applyMotionEdits, checkMotionScene, clipsShapeProblems, commandShapeProblems, compileMotionScene, createAnimationEditorToolProvider, createMotionScene, defaultMotionCommand, describeMotionElements, describeMotionShots, duplicateMotionCommandEdit, fitMotionRect, fitMotionScene, fitMotionSceneEdits, flairAtLeast, flairCurveFor, flairEaseFor, formatMotionNarration, freshShotId, fromFlairSvgMotion, fromFlairVectorEffect, highlightMotionSvg, indexMotionNodes, interpolateMotionValue, isMotionCommand, isMotionShot, matchMotionNodes, motionAddTrackKey, motionBeatAt, motionBeatTime, motionClipAttrs, motionClipLayout, motionCommandDuration, motionCommandFields, motionCommandRepeat, motionCommandRows, motionCommandSummary, motionCueChoices, motionCueFromKey, motionCueKey, motionCueTime, motionCycleDuration, motionEaseKey, motionEasingCurve, motionEasingGuides, motionEasingPath, motionFieldEdit, motionFieldLabel, motionFlairPrimitive, motionFollowRoute, motionFrameAt, motionFrameToSvg, motionGhosts, motionIssue, motionIssueKey, motionIssueLine, motionMovingIds, motionNodeAtElement, motionNodeClips, motionNodeOffset, motionPath, motionPathLength, motionPathsSvg, motionRestValue, motionRevealClip, motionRevealPadding, motionRulerTicks, motionSceneShapeProblems, motionSceneToJson, motionShotAt, motionShotCueTime, motionShotTimeScale, motionStageSvg, motionTrackKey, namedWithSuggestion, parseMotionFieldInput, parseMotionNarration, parseMotionScene, resolveMotionCamera, segmentProgress, segmentValue, shotShapeProblems, smoothMotionLegs, smoothMotionTimes, suggestName, toFlairEffectDocument, toFlairSvgMotion, toFlairVectorEffect, toLottie, trackValue, withMotionLayers, withViewBox };
|
|
2259
|
+
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_CLIP_TARGET, 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_CHOICES, 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, MOTION_TRIGGERS, type MotionBeatGrid, type MotionCamera, type MotionClip, type MotionClipItem, type MotionClipShape, type MotionColorPulseCommand, type MotionCommand, type MotionCommandBase, type MotionCommandTiming, type MotionCommandType, type MotionControl, type MotionCue, type MotionDirection, type MotionDrawCommand, type MotionDrawOrder, type MotionEasingCurve, type MotionEdit, type MotionEditOp, type MotionEditResult, type MotionEffectCommand, type MotionEnterCommand, type MotionEnterStyle, type MotionExitCommand, type MotionExitStyle, type MotionFadeCommand, type MotionFieldInput, type MotionFieldKind, type MotionFieldSpec, type MotionFit, type MotionFitOptions, type MotionFollowCommand, type MotionFrame, type MotionFrameOptions, type MotionGhost, type MotionIrisShape, type MotionIssue, type MotionIssueCode, type MotionIssueSeverity, type MotionMatch, type MotionMatchCommand, type MotionMorphCommand, type MotionMoveCommand, type MotionNarration, type MotionNodeEntry, type MotionOnionSkin, type MotionOverlayOptions, type MotionPath, type MotionPathOptions, type MotionPlayCommand, 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 MotionSmoothLeg, type MotionSplitOrientation, type MotionStyleCommand, type MotionSvgOptions, type MotionTeeterCommand, type MotionTimeline, type MotionTrigger, type MotionValue, type MotionWaitCommand, type MotionWaveCommand, type MotionWiggleCommand, activeSegment, applyMotionControlValues, applyMotionEdits, checkMotionScene, clipsShapeProblems, commandShapeProblems, compileMotionScene, createAnimationEditorToolProvider, createMotionScene, defaultMotionCommand, describeMotionElements, describeMotionShots, duplicateMotionCommandEdit, fitMotionRect, fitMotionScene, fitMotionSceneEdits, flairAtLeast, flairCurveFor, flairEaseFor, formatMotionNarration, freshShotId, fromFlairSvgMotion, fromFlairVectorEffect, highlightMotionSvg, indexMotionNodes, interpolateMotionValue, isMotionCommand, isMotionShot, matchMotionNodes, motionAddTrackKey, motionBeatAt, motionBeatTime, motionClipAttrs, motionClipLayout, motionCommandDuration, motionCommandFields, motionCommandRepeat, motionCommandRows, motionCommandSummary, motionCueChoices, motionCueFromKey, motionCueKey, motionCueTime, motionCycleDuration, motionEaseKey, motionEasingCurve, motionEasingGuides, motionEasingPath, motionFieldEdit, motionFieldLabel, motionFlairPrimitive, motionFollowRoute, motionFrameAt, motionFrameToSvg, motionGhosts, motionIssue, motionIssueKey, motionIssueLine, motionMovingIds, motionNodeAtElement, motionNodeClips, motionNodeOffset, motionPath, motionPathLength, motionPathsSvg, motionRestValue, motionRevealClip, motionRevealPadding, motionRulerTicks, motionSceneShapeProblems, motionSceneToJson, motionShotAt, motionShotCueTime, motionShotTimeScale, motionStageSvg, motionTrackKey, namedWithSuggestion, parseMotionFieldInput, parseMotionNarration, parseMotionScene, resolveMotionCamera, segmentProgress, segmentValue, shotShapeProblems, smoothMotionLegs, smoothMotionTimes, suggestName, toFlairEffectDocument, toFlairSvgMotion, toFlairVectorEffect, toLottie, trackValue, withMotionLayers, withViewBox };
|
|
@@ -223,10 +223,11 @@ var SCENE_KEYS = ["version", "name", "description", "artwork", "shots", "clips",
|
|
|
223
223
|
var SHOT_KEYS = ["id", "label", "camera", "at", "run", "hold", "speed"];
|
|
224
224
|
var CAMERA_KEYS = ["x", "y", "width", "height", "frame", "padding", "ease", "ms", "geometric"];
|
|
225
225
|
var BASE_KEYS = ["type", "targets", "duration", "delay", "stagger", "with", "ease", "note", "repeat", "repeatMode", "steps"];
|
|
226
|
+
var DRAW_ORDER_KEYS = ["order", "pace", "align", "sortBy", "origin"];
|
|
226
227
|
var COMMAND_KEYS = {
|
|
227
|
-
enter: [...BASE_KEYS, "style", "direction", "distance", "scale", "shape", "orientation"],
|
|
228
|
-
exit: [...BASE_KEYS, "style", "direction", "distance"],
|
|
229
|
-
draw: [...BASE_KEYS, "from", "to"],
|
|
228
|
+
enter: [...BASE_KEYS, ...DRAW_ORDER_KEYS, "style", "direction", "distance", "scale", "shape", "orientation"],
|
|
229
|
+
exit: [...BASE_KEYS, ...DRAW_ORDER_KEYS, "style", "direction", "distance"],
|
|
230
|
+
draw: [...BASE_KEYS, ...DRAW_ORDER_KEYS, "from", "to", "comet"],
|
|
230
231
|
move: [...BASE_KEYS, "by", "to", "via", "pacing", "blend"],
|
|
231
232
|
rotate: [...BASE_KEYS, "by", "to", "blend"],
|
|
232
233
|
scale: [...BASE_KEYS, "to", "geometric", "blend"],
|
|
@@ -270,6 +271,14 @@ function commandShapeProblems(command2, where) {
|
|
|
270
271
|
if (command2[key] !== void 0 && !isNum(command2[key])) p(`"${key}" must be a number.`);
|
|
271
272
|
};
|
|
272
273
|
if (command2.with !== void 0 && command2.with !== "after" && command2.with !== "previous") p(`"with" must be "after" or "previous".`);
|
|
274
|
+
if (DRAW_ORDER_KEYS.some((k) => command2[k] !== void 0)) {
|
|
275
|
+
if (type === "enter" && command2.style !== "draw" || type === "exit" && command2.style !== "undraw") p(`"order", "pace", "align", "sortBy" and "origin" go with drawing: style "${type === "enter" ? "draw" : "undraw"}".`);
|
|
276
|
+
if (command2.order !== void 0 && command2.order !== "together" && command2.order !== "sequence") p(`"order" must be "together" or "sequence" (one stroke after another).`);
|
|
277
|
+
if (command2.pace !== void 0 && command2.pace !== "time" && command2.pace !== "speed") p(`"pace" must be "time" (each stroke takes the whole time) or "speed" (all at one speed).`);
|
|
278
|
+
if (command2.align !== void 0 && command2.align !== "start" && command2.align !== "end") p(`"align" must be "start" or "end".`);
|
|
279
|
+
if (command2.sortBy !== void 0 && command2.sortBy !== "document" && command2.sortBy !== "distance") p(`"sortBy" must be "document" or "distance".`);
|
|
280
|
+
if (command2.origin !== void 0 && !isPoint(command2.origin)) p(`"origin" must be { "x": number, "y": number } (document units).`);
|
|
281
|
+
}
|
|
273
282
|
if (command2.note !== void 0 && typeof command2.note !== "string") p(`"note" must be a string.`);
|
|
274
283
|
if (type === "wait") {
|
|
275
284
|
if (!isNum(command2.duration) || command2.duration < 0) p(`"duration" must be a number of milliseconds \u2265 0.`);
|
|
@@ -303,6 +312,8 @@ function commandShapeProblems(command2, where) {
|
|
|
303
312
|
case "draw":
|
|
304
313
|
fraction("from");
|
|
305
314
|
fraction("to");
|
|
315
|
+
fraction("comet");
|
|
316
|
+
if (command2.comet !== void 0 && (command2.from !== void 0 || command2.to !== void 0)) p(`"comet" runs the whole path; leave out "from" and "to".`);
|
|
306
317
|
break;
|
|
307
318
|
case "move":
|
|
308
319
|
if (command2.by === void 0 && command2.to === void 0) p(`give "by" (an offset) or "to" (a point).`);
|
|
@@ -1003,6 +1014,43 @@ function compileMotionScene(scene) {
|
|
|
1003
1014
|
return typeof v === "number" ? v : 0;
|
|
1004
1015
|
};
|
|
1005
1016
|
const ease = command2.ease;
|
|
1017
|
+
const drawWindows = (s, e, o) => {
|
|
1018
|
+
const order2 = o.order ?? "together";
|
|
1019
|
+
const pace = o.pace ?? "time";
|
|
1020
|
+
if (order2 === "together" && pace === "time") return null;
|
|
1021
|
+
const paths = entry.node.type === "path" ? [entry.node] : collectPathNodes(entry.node);
|
|
1022
|
+
let list = paths.map((p) => {
|
|
1023
|
+
const at = nodes.get(p.id);
|
|
1024
|
+
let first = { x: 0, y: 0 };
|
|
1025
|
+
try {
|
|
1026
|
+
const m = vectorPathWorldBezier(p, at?.parentWorld ?? IDENTITY_MATRIX, { effects: false })[0];
|
|
1027
|
+
if (m && m.type === "M") first = { x: m.x, y: m.y };
|
|
1028
|
+
} catch {
|
|
1029
|
+
}
|
|
1030
|
+
return { id: p.id, len: Math.max(1e-6, motionPathLength(p, at?.parentWorld)), first };
|
|
1031
|
+
});
|
|
1032
|
+
if (!list.length) return null;
|
|
1033
|
+
const span = Math.max(0, e - s);
|
|
1034
|
+
if (order2 === "sequence") {
|
|
1035
|
+
if (o.sortBy === "distance") {
|
|
1036
|
+
const b = entry.bounds;
|
|
1037
|
+
const origin = o.origin ?? (b ? { x: b.x + b.width / 2, y: b.y + b.height / 2 } : { x: 0, y: 0 });
|
|
1038
|
+
list = [...list].sort((a, c) => Math.hypot(a.first.x - origin.x, a.first.y - origin.y) - Math.hypot(c.first.x - origin.x, c.first.y - origin.y));
|
|
1039
|
+
}
|
|
1040
|
+
const total = list.reduce((sum, p) => sum + p.len, 0);
|
|
1041
|
+
let at = s;
|
|
1042
|
+
return list.map((p) => {
|
|
1043
|
+
const w = { id: p.id, start: at, end: at + span * p.len / total };
|
|
1044
|
+
at = w.end;
|
|
1045
|
+
return w;
|
|
1046
|
+
});
|
|
1047
|
+
}
|
|
1048
|
+
const longest = Math.max(...list.map((p) => p.len));
|
|
1049
|
+
return list.map((p) => {
|
|
1050
|
+
const d = span * p.len / longest;
|
|
1051
|
+
return o.align === "end" ? { id: p.id, start: e - d, end: e } : { id: p.id, start: s, end: s + d };
|
|
1052
|
+
});
|
|
1053
|
+
};
|
|
1006
1054
|
switch (command2.type) {
|
|
1007
1055
|
case "enter": {
|
|
1008
1056
|
const style = command2.style ?? "fade";
|
|
@@ -1015,7 +1063,9 @@ function compileMotionScene(scene) {
|
|
|
1015
1063
|
break;
|
|
1016
1064
|
}
|
|
1017
1065
|
if (style === "draw") {
|
|
1018
|
-
|
|
1066
|
+
const windows = drawWindows(start, start + duration2 * 0.75, command2);
|
|
1067
|
+
if (windows) for (const w of windows) push({ node: w.id, property: "drawEnd", start: w.start, end: w.end, from: 0, to: 1, ease: ease ?? MOTION_EASE_IN_OUT, ...where });
|
|
1068
|
+
else seg("drawEnd", 1, ease ?? MOTION_EASE_IN_OUT, start, start + duration2 * 0.75, { from: 0 });
|
|
1019
1069
|
seg("fillOpacity", 1, MOTION_EASE_OUT, start + duration2 * 0.6, end, { from: 0 });
|
|
1020
1070
|
break;
|
|
1021
1071
|
}
|
|
@@ -1049,7 +1099,9 @@ function compileMotionScene(scene) {
|
|
|
1049
1099
|
if (wipe) seg(wipe.property, wipe.to, ease ?? "ease-in", start, end, { from: wipe.from });
|
|
1050
1100
|
else if (style === "undraw") {
|
|
1051
1101
|
seg("fillOpacity", 0, "ease-in", start, start + duration2 * 0.4);
|
|
1052
|
-
|
|
1102
|
+
const windows = drawWindows(start, end, command2);
|
|
1103
|
+
if (windows) for (const w of windows) push({ node: w.id, property: "drawEnd", start: w.start, end: w.end, from: valueAt(w.id, "drawEnd", w.start), to: 0, ease: ease ?? MOTION_EASE_IN_OUT, ...where });
|
|
1104
|
+
else seg("drawEnd", 0, ease ?? MOTION_EASE_IN_OUT);
|
|
1053
1105
|
} else if (style === "shrink") {
|
|
1054
1106
|
seg("scaleX", 0, ease ?? "ease-in");
|
|
1055
1107
|
seg("scaleY", 0, ease ?? "ease-in");
|
|
@@ -1064,8 +1116,18 @@ function compileMotionScene(scene) {
|
|
|
1064
1116
|
break;
|
|
1065
1117
|
}
|
|
1066
1118
|
case "draw": {
|
|
1067
|
-
const
|
|
1068
|
-
|
|
1119
|
+
const e = ease ?? MOTION_EASE_IN_OUT;
|
|
1120
|
+
const comet = command2.comet !== void 0 ? Math.min(1, Math.max(0, command2.comet)) : void 0;
|
|
1121
|
+
const windows = drawWindows(start, end, command2) ?? [{ id: node, start, end }];
|
|
1122
|
+
for (const w of windows) {
|
|
1123
|
+
if (comet !== void 0) {
|
|
1124
|
+
push({ node: w.id, property: "drawEnd", start: w.start, end: w.end, from: 0, to: 1 + comet, ease: e, ...where });
|
|
1125
|
+
push({ node: w.id, property: "drawStart", start: w.start, end: w.end, from: -comet, to: 1, ease: e, ...where });
|
|
1126
|
+
continue;
|
|
1127
|
+
}
|
|
1128
|
+
const drawn = tracks.has(motionTrackKey(w.id, "drawEnd"));
|
|
1129
|
+
push({ node: w.id, property: "drawEnd", start: w.start, end: w.end, from: command2.from ?? (drawn ? valueAt(w.id, "drawEnd", w.start) : 0), to: command2.to ?? 1, ease: e, ...where });
|
|
1130
|
+
}
|
|
1069
1131
|
break;
|
|
1070
1132
|
}
|
|
1071
1133
|
case "move": {
|
|
@@ -1510,7 +1572,11 @@ function visibleAt(timeline, id, time, node) {
|
|
|
1510
1572
|
const circle = clip("clipCircle");
|
|
1511
1573
|
if (Array.isArray(circle) && circle[2] <= 1e-4) return false;
|
|
1512
1574
|
const hasFill = node.type === "path" ? !!node.fill && node.fill !== "none" : collectPathNodes(node).some((p) => p.fill && p.fill !== "none");
|
|
1513
|
-
|
|
1575
|
+
const drawn = num("drawEnd", 1) > 0.01 && (node.type === "path" || collectPathNodes(node).length === 0 || collectPathNodes(node).some((p) => {
|
|
1576
|
+
const v = trackValue(timeline.tracks.get(motionTrackKey(p.id, "drawEnd")), time);
|
|
1577
|
+
return typeof v !== "number" || v > 0.01;
|
|
1578
|
+
}));
|
|
1579
|
+
return drawn || hasFill && num("fillOpacity", 1) > 0.01;
|
|
1514
1580
|
}
|
|
1515
1581
|
function checkMotionScene(scene) {
|
|
1516
1582
|
const issues = [];
|
|
@@ -2681,11 +2747,13 @@ function toLottie(scene, options = {}) {
|
|
|
2681
2747
|
const widthFrom = owner(path, "strokeWidth");
|
|
2682
2748
|
const fadeFrom = owner(path, "fillOpacity");
|
|
2683
2749
|
const drawFrom = owner(path, "drawEnd");
|
|
2684
|
-
|
|
2685
|
-
|
|
2686
|
-
|
|
2750
|
+
const tailFrom = owner(path, "drawStart");
|
|
2751
|
+
if (drawFrom || tailFrom) {
|
|
2752
|
+
const pct = (track2, fallback) => (t) => [Math.min(1, Math.max(0, Number(trackValue(track2, t) ?? fallback))) * 100];
|
|
2753
|
+
const head = drawFrom ? track(drawFrom, "drawEnd") : [];
|
|
2754
|
+
const tail = tailFrom ? track(tailFrom, "drawStart") : [];
|
|
2755
|
+
items.push({ ty: "tm", nm: "Draw on", s: tail.length ? animate(tail, pct(tail, 0)) : { a: 0, k: 0 }, e: head.length ? animate(head, pct(head, 1)) : { a: 0, k: 100 }, o: { a: 0, k: 0 }, m: 1 });
|
|
2687
2756
|
}
|
|
2688
|
-
if (owner(path, "drawStart")) notes.push(`"${path.id}": drawing from a start other than 0 is not exported.`);
|
|
2689
2757
|
const stroke = paintOf(path.stroke, "stroke", path.id);
|
|
2690
2758
|
if (stroke || strokeFrom) {
|
|
2691
2759
|
const colour = strokeFrom ? track(strokeFrom, "stroke") : [];
|
|
@@ -3071,11 +3139,19 @@ var BLEND = (fallback) => ({
|
|
|
3071
3139
|
enum: [...MOTION_BLENDS],
|
|
3072
3140
|
description: `"add" makes it a layer over the pose that stacks with other changes (a shake on a slide); "replace" makes it a change the next one takes over from (default ${fallback}).`
|
|
3073
3141
|
});
|
|
3142
|
+
var DRAW_ORDER = {
|
|
3143
|
+
order: { type: "string", enum: ["together", "sequence"], description: "For drawing a group or several paths: together (default) or sequence (one stroke after another, each for a time in proportion to its length)." },
|
|
3144
|
+
pace: { type: "string", enum: ["time", "speed"], description: "With together: time (default, every stroke takes the whole time) or speed (all at one speed, so short strokes take less)." },
|
|
3145
|
+
align: { type: "string", enum: ["start", "end"], description: "With pace speed: start them together (default) or finish them together." },
|
|
3146
|
+
sortBy: { type: "string", enum: ["document", "distance"], description: "With sequence: stacking order (default) or distance from origin (a radial reveal)." },
|
|
3147
|
+
origin: object({ x: { type: "number", description: "Document units." }, y: { type: "number", description: "Document units." } }, ["x", "y"], "With sortBy distance: where strokes are drawn out from (default the target's centre).")
|
|
3148
|
+
};
|
|
3074
3149
|
var command = (type, description, extra = {}, required = []) => object({ type: { const: type, description }, ...BASE, ...extra }, ["type", "targets", ...required], description);
|
|
3075
3150
|
var MOTION_COMMAND_SCHEMA = {
|
|
3076
3151
|
description: `A command (one of ${MOTION_COMMAND_TYPES.join(", ")}). Commands in a shot play one after another unless "with": "previous".`,
|
|
3077
3152
|
oneOf: [
|
|
3078
3153
|
command("enter", "Brings hidden targets in; they are hidden before this shot.", {
|
|
3154
|
+
...DRAW_ORDER,
|
|
3079
3155
|
style: {
|
|
3080
3156
|
type: "string",
|
|
3081
3157
|
enum: [...MOTION_ENTER_STYLES],
|
|
@@ -3088,11 +3164,12 @@ var MOTION_COMMAND_SCHEMA = {
|
|
|
3088
3164
|
orientation: { type: "string", enum: [...MOTION_SPLIT_ORIENTATIONS], description: "For split: horizontal (default) opens up and down from a horizontal line through the middle; vertical opens left and right." }
|
|
3089
3165
|
}),
|
|
3090
3166
|
command("exit", "Takes targets out.", {
|
|
3167
|
+
...DRAW_ORDER,
|
|
3091
3168
|
style: { type: "string", enum: [...MOTION_EXIT_STYLES], description: "fade (default), shrink, slide, undraw, or wipe (hides behind a travelling edge through a clip over the target's box: a wipe in, reversed)." },
|
|
3092
3169
|
direction: { type: "string", enum: [...MOTION_DIRECTIONS], description: "For slide: direction of travel (default down). For wipe: the way the edge travels (default right, hiding from the left)." },
|
|
3093
3170
|
distance: { type: "number", description: "For slide: document units (default 40)." }
|
|
3094
3171
|
}),
|
|
3095
|
-
command("draw", "Draws strokes on (or off) to a fraction of their length.", { to: FRACTION("Fraction drawn at the end (default 1)."), from: FRACTION("Fraction drawn at the start (default: what is drawn now).") }),
|
|
3172
|
+
command("draw", "Draws strokes on (or off) to a fraction of their length.", { ...DRAW_ORDER, comet: FRACTION("A travelling stroke this fraction of the length long: it runs along the path and off the end (leave out from and to)."), to: FRACTION("Fraction drawn at the end (default 1)."), from: FRACTION("Fraction drawn at the start (default: what is drawn now).") }),
|
|
3096
3173
|
command("move", "Moves targets by an offset or so their centre lands on a point.", { via: { type: "array", items: POINT("A point the centre passes through."), minItems: 1, maxItems: 64, description: 'Waypoints (document units) the centre passes through on the way to "to" or "by", smoothly (velocity carries through each) and without overshooting any. Default length 700 ms + 400 per waypoint.' }, pacing: { type: "string", enum: ["even", "equal"], description: "With via: even (default) keeps the speed steady along the path; equal gives each stretch the same time." }, blend: BLEND("replace"), by: POINT("Offset in document units."), to: POINT("Point (document coordinates) for the centre.") }),
|
|
3097
3174
|
command("rotate", "Turns targets about their centre (degrees, clockwise).", { blend: BLEND("replace"), by: { type: "number", description: "Degrees to turn by." }, to: { type: "number", description: "Angle to turn to, in degrees from rest." } }),
|
|
3098
3175
|
command("scale", "Scales targets about their centre (1 = rest size).", { blend: BLEND("replace"), to: { description: "A factor, or { x, y } factors.", anyOf: [{ type: "number" }, POINT("Factors per axis.")] }, geometric: { type: "boolean", description: "Grow by a steady factor, which reads as an even zoom (default false)." } }, ["to"]),
|
|
@@ -3840,6 +3917,7 @@ Commands
|
|
|
3840
3917
|
- enter (fade, pop, grow, slide, draw) and exit (fade, shrink, slide, undraw) bring things in and out.
|
|
3841
3918
|
- 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.
|
|
3842
3919
|
- 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.
|
|
3920
|
+
- Drawing a group of strokes: "order": "sequence" draws them one after another (a signature, a diagram), "sortBy": "distance" from "origin" reveals outward, "pace": "speed" keeps one speed; draw with "comet": 0.2 sends a short stroke along a path and off the end.
|
|
3843
3921
|
- Reuse motion: set_animation_clip defines a clip (commands targeting "$"), and { "type": "play", "clip": name, "targets": [...] } plays it on any nodes (with stagger and speed). copy_animation gives other nodes one node's motion.
|
|
3844
3922
|
- move takes "via" waypoints for a curved, smooth path that passes exactly through each point (steady speed by default); use it instead of chaining moves, which stop at each point.
|
|
3845
3923
|
- enter also has zoom (settles from larger) and rise (rises a short way, overshooting a touch); pop and zoom take a starting "scale".
|