arkaos 5.5.0 → 5.7.0

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Files changed (65) hide show
  1. package/README.md +2 -2
  2. package/THE-ARKAOS-GUIDE.md +1 -1
  3. package/VERSION +1 -1
  4. package/arka/SKILL.md +1 -1
  5. package/config/skills-provenance.yaml +17 -0
  6. package/departments/brand/skills/design-system/SKILL.md +4 -2
  7. package/departments/brand/skills/motion-design/SKILL.md +362 -0
  8. package/departments/brand/skills/motion-design/references/director/choreography.md +93 -0
  9. package/departments/brand/skills/motion-design/references/director/context-adaptation.md +83 -0
  10. package/departments/brand/skills/motion-design/references/director/core-philosophy.md +53 -0
  11. package/departments/brand/skills/motion-design/references/director/decision-framework.md +91 -0
  12. package/departments/brand/skills/motion-design/references/director/disney-principles.md +102 -0
  13. package/departments/brand/skills/motion-design/references/director/emotion-mapping.md +71 -0
  14. package/departments/brand/skills/motion-design/references/director/motion-personality.md +89 -0
  15. package/departments/brand/skills/motion-design/references/director/narrative-structure.md +62 -0
  16. package/departments/brand/skills/motion-design/references/motion-design-skill.LICENSE +21 -0
  17. package/departments/brand/skills/motion-design/references/patterns/ambient-continuous.md +81 -0
  18. package/departments/brand/skills/motion-design/references/patterns/entrance-exit.md +82 -0
  19. package/departments/brand/skills/motion-design/references/patterns/multi-element.md +69 -0
  20. package/departments/brand/skills/motion-design/references/patterns/state-feedback.md +96 -0
  21. package/departments/brand/skills/motion-design/references/reference/property-selection.md +95 -0
  22. package/departments/brand/skills/motion-design/references/reference/quality-checklist.md +67 -0
  23. package/departments/brand/skills/motion-design/references/reference/timing-easing-tables.md +106 -0
  24. package/departments/brand/skills/motion-design/references/reference/troubleshooting.md +73 -0
  25. package/departments/dev/skills/canvas-generative/SKILL.md +3 -3
  26. package/departments/dev/skills/threejs/SKILL.md +173 -0
  27. package/departments/dev/skills/threejs/references/genjutsu.LICENSE +21 -0
  28. package/departments/dev/skills/threejs/references/r3f.md +249 -0
  29. package/departments/dev/skills/threejs/references/scene-setup.md +404 -0
  30. package/departments/dev/skills/threejs/references/shaders.md +452 -0
  31. package/harness/codex/AGENTS.md +1 -1
  32. package/harness/copilot/copilot-instructions.md +1 -1
  33. package/harness/cursor/rules/arkaos.mdc +2 -2
  34. package/harness/gemini/GEMINI.md +1 -1
  35. package/harness/opencode/AGENTS.md +1 -1
  36. package/harness/opencode/agents/arka-architect-gabriel.md +1 -1
  37. package/harness/opencode/agents/arka-brand-director-valentina.md +1 -1
  38. package/harness/opencode/agents/arka-cfo-helena.md +1 -1
  39. package/harness/opencode/agents/arka-chief-of-staff-afonso.md +1 -1
  40. package/harness/opencode/agents/arka-community-strategist-beatriz.md +1 -1
  41. package/harness/opencode/agents/arka-content-strategist-rafael.md +1 -1
  42. package/harness/opencode/agents/arka-conversion-strategist-ines.md +1 -1
  43. package/harness/opencode/agents/arka-coo-sofia.md +1 -1
  44. package/harness/opencode/agents/arka-copy-director-eduardo.md +1 -1
  45. package/harness/opencode/agents/arka-cqo-marta.md +1 -1
  46. package/harness/opencode/agents/arka-cto-marco.md +1 -1
  47. package/harness/opencode/agents/arka-design-ops-lead-iris.md +1 -1
  48. package/harness/opencode/agents/arka-ecom-director-ricardo.md +1 -1
  49. package/harness/opencode/agents/arka-knowledge-director-clara.md +1 -1
  50. package/harness/opencode/agents/arka-leadership-director-rodrigo.md +1 -1
  51. package/harness/opencode/agents/arka-marketing-director-luna.md +1 -1
  52. package/harness/opencode/agents/arka-ops-lead-daniel.md +1 -1
  53. package/harness/opencode/agents/arka-pm-director-carolina.md +1 -1
  54. package/harness/opencode/agents/arka-revops-lead-vicente.md +1 -1
  55. package/harness/opencode/agents/arka-saas-strategist-tiago.md +1 -1
  56. package/harness/opencode/agents/arka-sales-director-miguel.md +1 -1
  57. package/harness/opencode/agents/arka-strategy-director-tomas.md +1 -1
  58. package/harness/opencode/agents/arka-tech-director-francisca.md +1 -1
  59. package/harness/opencode/agents/arka-tech-lead-paulo.md +1 -1
  60. package/harness/opencode/agents/arka-video-producer-simao.md +1 -1
  61. package/harness/zed/.rules +1 -1
  62. package/knowledge/commands-registry.json +1 -1
  63. package/knowledge/skills-manifest.json +31 -1
  64. package/package.json +1 -1
  65. package/pyproject.toml +1 -1
package/README.md CHANGED
@@ -4,7 +4,7 @@
4
4
 
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  **The Operating System for AI Agent Teams.**
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- 89 agents. 17 departments. 337 skills. Enterprise frameworks. Multi-runtime. One install.
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+ 89 agents. 17 departments. 339 skills. Enterprise frameworks. Multi-runtime. One install.
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  ```bash
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  npx arkaos install
@@ -97,7 +97,7 @@ npx arkaos doctor # Health check
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  ### Skill packs, à la carte
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- The default install ships a curated core so your context window stays lean. Everything else lives in the ArkaOS plugin marketplace: 16 department packs with 263 skills, generated straight from the same sources the core uses. Inside Claude Code:
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+ The default install ships a curated core so your context window stays lean. Everything else lives in the ArkaOS plugin marketplace: 16 department packs with 265 skills, generated straight from the same sources the core uses. Inside Claude Code:
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  ```
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  /plugin marketplace add andreagroferreira/arka-os
@@ -1,6 +1,6 @@
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  # The ArkaOS Guide
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- > v5.5.0 — 89 agents, 17 departments, 337 skills, 299 commands, 20 ADRs.
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+ > v5.7.0 — 89 agents, 17 departments, 339 skills, 299 commands, 20 ADRs.
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  > One file, everything you need to start. Generated by `scripts/guide_gen.py` — never hand-edited.
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  ## What it is
package/VERSION CHANGED
@@ -1 +1 @@
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- 5.5.0
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+ 5.7.0
package/arka/SKILL.md CHANGED
@@ -63,7 +63,7 @@ complementary, not alternatives.
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  # ArkaOS — Main Orchestrator
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  > **The Operating System for AI Agent Teams**
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- > 89 agents. 17 departments. 337 skills. Multi-runtime. Dashboard. Knowledge RAG.
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+ > 89 agents. 17 departments. 339 skills. Multi-runtime. Dashboard. Knowledge RAG.
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  ## ⛔ Evidence flow — 4 gates (NON-NEGOTIABLE)
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@@ -139,6 +139,23 @@ derived:
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  origin: community
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  source: https://github.com/AThevon/genjutsu
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  license: MIT
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+ # Animation/design absorption campaign PR-4 — dev/threejs. Dual-source:
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+ # the SKILL.md core is ArkaOS-authored from the three.js project's own
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+ # LLM guidance (docs/llms.txt, MIT — recorded in THIRD-PARTY-NOTICES);
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+ # references/r3f.md, scene-setup.md and shaders.md derive from
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+ # AThevon/genjutsu's threejs-r3f skill (MIT, primary source here).
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+ departments/dev/skills/threejs:
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+ origin: community
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+ source: https://github.com/AThevon/genjutsu
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+ license: MIT
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+ # Animation/design absorption campaign PR-5 — motion doctrine derived
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+ # from lottiefiles/motion-design-skill (MIT): director/, patterns/ and
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+ # reference/ trees verbatim under references/, SKILL.md body upstream
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+ # near-verbatim with ArkaOS frontmatter, header and Output.
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+ departments/brand/skills/motion-design:
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+ origin: community
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+ source: https://github.com/lottiefiles/motion-design-skill
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+ license: MIT
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  # Marketing skills integration campaign — derived from
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  # coreyhaines31/marketingskills (MIT). Frontmatter metadata must match
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  # each entry field-for-field (test_registry_matches_frontmatter_field_for_field).
@@ -41,8 +41,10 @@ actually loaded:
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  `design-tokens.json`.
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  2. **`Skill(ui-ux-pro-max)`** — 161 palettes + 57 font pairings as
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  comparative evidence for the primitive layer; never a pick-list.
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- 3. **Motion tokens involved?** Load the GSAP skills (`gsap-core`,
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- `gsap-timeline`; `gsap-performance` as the review bar).
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+ 3. **Motion tokens involved?** Load `brand/motion-design` for the
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+ direction (what moves, durations, easing families) and the GSAP
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+ skills (`gsap-core`, `gsap-timeline`; `gsap-performance` as the
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+ review bar) for the implementation.
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  4. **Aesthetic seed (optional, no visual history only)** — a curated
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  TypeUI direction (`npx typeui.sh pull <slug>`, §10 of the squad
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  reference) may seed primitives; it is never the final system.
@@ -0,0 +1,362 @@
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+ ---
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+ name: brand/motion-design
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+ description: >
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+ Motion design direction — decides WHAT should move, how fast, and why,
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+ before any code: emotional intent, motion personality archetypes, Disney
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+ principles adapted for UI, choreography and stagger rules, timing/easing
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+ tables, and a quality checklist. Framework-agnostic: the output drives
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+ CSS, GSAP, Framer Motion, Lottie or springs equally.
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+ TRIGGER: "motion design", "como deve animar", "linguagem de movimento",
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+ "easing", "motion personality", "princípios Disney", "coreografia de
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+ animação", "motion system", "motion audit", "/brand motion-design".
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+ SKIP: writing the animation code once the direction exists ->
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+ dev/css-native (pure CSS), dev/framer-motion (React) or
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+ dev/canvas-generative (generative canvas); motion tokens inside a full
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+ design-system delivery -> brand/design-system (which loads this skill
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+ for its motion chapter); video production -> content/video-produce.
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+ allowed-tools: [Read, Write, Edit, Grep, Glob]
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+ metadata:
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+ origin: community
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+ source: https://github.com/lottiefiles/motion-design-skill
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+ license: MIT
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+ ---
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+
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+ <!-- arka:kb-first-prefix begin -->
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+ > **KB-first:** query `mcp__obsidian__search_notes` (and
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+ > `mcp__graphify__query_graph` when configured) and cite `[[wikilinks]]`
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+ > or graph nodes — or declare the gap — BEFORE any external research.
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+ > Full doctrine: `arka/SKILL.md` (KB-First Research).
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+ <!-- arka:kb-first-prefix end -->
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+
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+ # Motion Design — `/brand motion-design`
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+
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+ > **Agent:** Isabel (Visual Designer) with Sofia D. (UX) | **Framework:** LottieFiles motion doctrine (Disney principles, emotion mapping)
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+ > **Squad reference:** `departments/brand/references/uiux-knowledge-and-tools.md` (§3 tokens, **§4 Motion System**, §8 anti-default, §9 marker)
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+
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+ ## Precedence — the brand's Motion System outranks the imported doctrine
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+
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+ For ArkaOS-brand surfaces, §4 of the squad reference wins wherever the
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+ LottieFiles body below disagrees. Concretely, §4's **Forbidden list**
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+ reads: rotation/spin, bounce/elastic *on the logo*, 3D/perspective,
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+ particles, morphing, color-cycling. Applied to this doctrine: the
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+ rotation spinners, particle bursts, perspective transforms and the
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+ morphing taught in the linked pattern files are vetoed outright; bounce
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+ settles and elastic easings are vetoed **on the logo only** — elsewhere
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+ they remain available exactly as the body teaches them. Scale, shadow
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+ and parallax depth cues are NOT the forbidden `3D/perspective` and stay
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+ allowed. And durations map to the brand token scale —
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+ `motion-instant` 100ms · `motion-fast` 150ms (default) · `motion-normal`
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+ 300ms · `motion-slow` 500ms · `motion-deliberate` 800ms — with the
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+ imported ms tables read as *relative* guidance inside that scale, not as
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+ absolute values. For client-brand work, the client's own motion system
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+ plays the same trumping role; the doctrine below is the default only
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+ where no system exists.
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+
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+ ## When to Apply
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+
57
+ Use this skill when:
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+ - Creating UI animations (buttons, cards, modals, page transitions)
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+ - Designing micro-interactions and feedback animations
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+ - Building loading, success, or error states
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+ - Animating illustrations or decorative elements
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+ - Planning scroll-triggered or progress-based animations
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+ - Establishing brand motion identity
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+ - Choreographing multi-element sequences
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+
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+ **Decision tree:**
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+ 1. Does it serve a functional purpose (feedback, guidance)? → Timing rules for responsiveness
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+ 2. Does it express brand personality? → Motion Personality archetypes
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+ 3. Does it tell a story or guide attention? → Disney principles + choreography
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+ 4. Is this a complex multi-element scene? → 1/3 Rule + stagger patterns
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+
72
+ ---
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+
74
+ ## Quick Reference: 8-Step Checklist
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+
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+ Before creating any animation:
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+
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+ 1. **Emotional target?** — joy, calm, urgency, elegance
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+ 2. **Motion Personality?** — Playful, Premium, Corporate, Energetic
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+ 3. **Primary property?** — position, scale, rotation, opacity
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+ 4. **Duration?** — see duration table below
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+ 5. **Easing family?** — entrance=decelerate, exit=accelerate
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+ 6. **Hero element?** — apply staging principles
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+ 7. **Secondary + ambient layers?** — add richness
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+ 8. **1/3 rules?** — motion distance, simultaneous elements
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+
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+ ---
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+
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+ ## Three Pillars (CRITICAL)
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+
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+ Every animation must satisfy three pillars before any technical decisions:
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+
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+ | Pillar | Question | Drives |
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+ |--------|----------|--------|
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+ | **Emotional Intent** | What should the viewer FEEL? | Easing, timing, amplitude |
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+ | **Visual Narrative** | What's the micro-story? | Setup → Action → Resolution |
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+ | **Motion Craft** | How do we make it believable? | Physics, secondary motion, paths |
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+
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+ **Three motion layers** (flat animation = missing layers):
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+ - **Primary**: Main action the viewer follows
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+ - **Secondary**: Supporting richness (shadows, icons shifting)
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+ - **Ambient**: Background life (gradients, subtle pulses)
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+
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+ > Deep dive: [director/core-philosophy.md](references/director/core-philosophy.md)
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+
106
+ ---
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+
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+ ## Motion Personality
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+
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+ Select ONE archetype per project. Apply consistently.
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+
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+ | Archetype | Duration | Easing | Overshoot | Keywords |
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+ |-----------|----------|--------|-----------|----------|
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+ | **Playful** | 150-300ms | ease-out-back | 10-20% | fun, whimsical, bouncy, cute |
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+ | **Premium** | 350-600ms | cubic-bezier(0.4,0,0.2,1) | 0% | elegant, minimal, luxury, sophisticated |
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+ | **Corporate** | 200-400ms | cubic-bezier(0.2,0,0,1) | 0-3% | clean, professional, business, dashboard |
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+ | **Energetic** | 100-250ms | ease-out-expo | 15-30% | dynamic, energetic, bold, exciting |
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+
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+ **Default**: Corporate for UI, Playful for illustrations.
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+
121
+ **Brand Motion Identity** — define three constants:
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+ 1. **Signature easing**: One curve for 80% of animations
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+ 2. **Duration palette**: 3 durations (quick / standard / slow)
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+ 3. **Entrance pattern**: One consistent entry style
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+
126
+ > Deep dive: [director/motion-personality.md](references/director/motion-personality.md)
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+
128
+ ---
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+
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+ ## Property Selection
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+
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+ | Effect Goal | Primary Property | Secondary Properties |
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+ |-------------|------------------|---------------------|
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+ | Entrance/Exit | position | opacity, scale |
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+ | Emphasis/Attention | scale | rotation (subtle), opacity pulse |
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+ | State Change | opacity, color | scale (press feedback) |
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+ | Direction/Flow | position | rotation (follow path) |
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+ | Depth/3D Feel | scale + shadow | position (parallax) |
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+ | Loading/Progress | rotation (spinner) | scale, opacity pulse |
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+ | Success | scale (pop) | color, rotation (checkmark draw) |
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+ | Error/Alert | position (shake) | color, rotation (wobble) |
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+
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+ **Simplicity threshold**: Use the minimum properties needed. One = direct. Two = polished. Three+ = potentially overwhelming.
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+
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+ > Deep dive: [reference/property-selection.md](references/reference/property-selection.md)
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+
147
+ ---
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+
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+ ## Duration Table
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+
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+ | Element Type | Duration | Rationale |
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+ |-------------|----------|-----------|
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+ | Tooltip / micro-feedback | 80-120ms | Must feel instant |
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+ | Button press / toggle | 120-180ms | Responsive feedback |
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+ | Icon transition | 150-250ms | Clear state change |
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+ | Card enter / exit | 200-350ms | Spatial awareness |
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+ | Modal / dialog | 300-400ms | Focus shift |
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+ | Page transition | 400-600ms | Context switch |
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+ | Dramatic reveal | 600-1200ms | Theatrical build |
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+
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+ **Distance scales duration**: 100px = base. 200px = 1.3x. 400px = 1.6x.
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+
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+ **Enter > Exit**: Entrances 30-50% longer than exits. Users care about what appears.
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+
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+ **Interactive feedback**:
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+ - Hover: <100ms
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+ - Press: <150ms
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+ - Release/settle: 200-300ms
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+ - Error shake: 300-400ms (2-3 oscillations)
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+
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+ > Deep dive: [reference/timing-easing-tables.md](references/reference/timing-easing-tables.md)
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+
173
+ ---
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+
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+ ## Easing Selection
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+
177
+ **Directional rules**:
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+ - **Entrance** → decelerate (fast start, gentle landing): ease-out family
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+ - **Exit** → accelerate (gentle start, fast departure): ease-in family
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+ - **On-screen** → smooth both ends: ease-in-out family
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+ - **Looping ambient** → seamless: sine-based ease-in-out
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+
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+ **Industry standards**:
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+
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+ | Standard | Cubic Bezier | Use For |
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+ |----------|-------------|---------|
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+ | Material Design 3 | (0.2, 0, 0, 1) | Default on-screen |
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+ | MD3 Emphasized | (0.05, 0.7, 0.1, 1) | Entrances, attention |
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+ | MD3 Accelerate | (0.3, 0, 1, 1) | Exits, dismissals |
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+ | Apple HIG | (0.25, 0.1, 0.25, 1) | Standard iOS |
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+ | Snappy UI | (0.2, 0, 0, 1) | Fast, decisive |
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+ | Gentle float | (0.4, 0, 0.2, 1) | Ambient, background |
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+ | Bounce settle | (0.175, 0.885, 0.32, 1.275) | Overshoot, playful |
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+
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+ **Material-based easing**:
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+
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+ | Material | Duration Scale | Overshoot |
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+ |----------|---------------|-----------|
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+ | Rigid (metal, stone) | 1.2x | 0% |
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+ | Elastic (rubber, gel) | 0.8x | 15-25% |
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+ | Fluid (water, paint) | 1.5x | 5% |
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+ | Paper (cards, sheets) | 1.0x | 3-5% |
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+ | Gas (smoke, fog) | 2.0x | 0% |
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+ | Glass (brittle) | 0.9x | 0% |
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+
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+ > Deep dive: [reference/timing-easing-tables.md](references/reference/timing-easing-tables.md)
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+
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+ ---
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+
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+ ## Common Patterns
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+
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+ ### Button Press (Playful)
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+ 1. **Anticipation**: Scale to 0.97 (50ms, ease-out)
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+ 2. **Squash**: Scale to [1.04, 0.96] (100ms, ease-in)
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+ 3. **Follow through**: Overshoots to 1.02, settles to 1.0 (spring, 200ms)
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+ 4. **Secondary**: Shadow shrinks during press, icon shifts down 2px
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+ 5. **Total**: ~150ms press + 200ms settle
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+
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+ ### Card Entrance (Premium)
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+ 1. **Start**: 20px below target, opacity 0
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+ 2. **Path**: Slight curve (10px X offset at midpoint)
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+ 3. **Easing**: ease-out-cubic deceleration
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+ 4. **Follow through**: Shadow arrives 50ms after card
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+ 5. **Secondary**: Content fades in 100ms after card lands
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+ 6. **Staging**: Other cards dim to 80%
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+
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+ ### Success State (Playful)
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+ 1. **Primary**: Scale pop with ease-out-back
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+ 2. **Secondary**: Checkmark draws in
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+ 3. **Ambient**: Subtle particle burst
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+ 4. **Color**: Green fill
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+ 5. **Total**: 300-400ms
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+
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+ ### Error Shake (Corporate)
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+ 1. **Primary**: Position oscillates 2-3 times, ±10-15px horizontal
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+ 2. **Easing**: ease-in-out for sharp stops
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+ 3. **Color**: Red tint
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+ 4. **Total**: 300-400ms
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+ 5. **No overshoot**: Errors feel firm
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+
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+ > More patterns: [patterns/entrance-exit.md](references/patterns/entrance-exit.md) | [patterns/state-feedback.md](references/patterns/state-feedback.md)
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+
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+ ---
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+
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+ ## Choreography Essentials
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+
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+ **Coordinated entry**:
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+ - Lead with the hero — primary element enters first or most prominently
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+ - Spatial consistency — all elements enter from same direction
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+ - Counter-motion — hero moves right → ambient moves left at 20-30% speed
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+
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+ **1/3 Rule (distance)**: No motion travels more than 1/3 of screen without a keyframe change.
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+
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+ **1/3 Rule (elements)**: With 3+ elements, no more than 1/3 in active motion simultaneously.
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+
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+ **Stagger budgets**:
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+
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+ | Pattern | Delay | Total Budget | Use Case |
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+ |---------|-------|-------------|----------|
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+ | Micro cascade | 20-40ms | <200ms | List items, grid cells |
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+ | Standard | 50-100ms | <400ms | Cards, panels, nav |
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+ | Dramatic | 100-200ms | <600ms | Hero sections |
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+ | Wave | 30-60ms | <500ms | Data visualizations |
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+
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+ **Critical**: Total stagger must stay under 500ms.
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+
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+ > Deep dive: [director/choreography.md](references/director/choreography.md)
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+
269
+ ---
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+
271
+ ## Emotion-to-Motion Map
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+
273
+ | Emotion | Character | Path | Easing | Duration |
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+ |---------|-----------|------|--------|----------|
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+ | Joy | Bouncy, arcs | Curved, upward | ease-out-back | 200-400ms |
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+ | Calm | Smooth, flowing | Gentle curves | sine ease-in-out | 500-1000ms |
277
+ | Urgency | Sharp, fast | Straight lines | ease-out | 100-200ms |
278
+ | Sadness | Slow, downward | Drooping curves | cubic ease-in-out | 600-1200ms |
279
+ | Surprise | Sudden, expanding | Radial outward | ease-out-expo | 150-300ms |
280
+ | Elegance | Slow, controlled | Long arcs | (0.4,0,0.2,1) | 400-700ms |
281
+ | Playfulness | Bouncy, irregular | Arcs, squiggly | ease-out-back | 200-350ms |
282
+
283
+ **Path as language**: Angular = tense. Curved = friendly. Spiral = whimsical. Diagonal = purposeful. Vertical = growth/weight. Horizontal = progress.
284
+
285
+ > Deep dive: [director/emotion-mapping.md](references/director/emotion-mapping.md)
286
+
287
+ ---
288
+
289
+ ## Weight Classification
290
+
291
+ | Weight | Examples | Duration | Overshoot | Easing |
292
+ |--------|----------|----------|-----------|--------|
293
+ | Heavy | Modals, overlays | 300-500ms | 0% | Gentle, high damping |
294
+ | Medium | Cards, panels | 200-350ms | 3-5% | Moderate |
295
+ | Light | Tooltips, badges, icons | 80-200ms | 5-15% | Responsive |
296
+
297
+ ---
298
+
299
+ ## Quality Rules
300
+
301
+ ### CRITICAL — never break
302
+ 1. **Never linear for spatial movement** — always use easing curves (linear only for spinners, progress bars)
303
+ 2. **Never opacity-only** for important state changes — combine with position or scale
304
+ 3. **Never exceed 1/3 screen** without intermediate keyframe
305
+ 4. **Always three motion layers** — primary + secondary + ambient
306
+
307
+ ### HIGH — strongly follow
308
+ 1. Match duration to element type (see tables)
309
+ 2. Use directional easing (ease-out entrance, ease-in exit)
310
+ 3. Apply Disney principles (especially anticipation, follow-through)
311
+ 4. Maintain consistent personality across scene
312
+
313
+ > Full checklist: [reference/quality-checklist.md](references/reference/quality-checklist.md)
314
+
315
+ ---
316
+
317
+ ## Troubleshooting Quick Reference
318
+
319
+ | Problem | Likely Cause | Fix |
320
+ |---------|-------------|-----|
321
+ | Looks robotic | Linear easing or no arcs | Add easing curves + arc paths |
322
+ | Feels too slow | Duration too long for element type | Check duration table, use ease-out |
323
+ | Feels cheap/flat | Missing secondary + ambient | Add shadow motion + background life |
324
+ | Too distracting | Too many elements moving | Apply 1/3 rule, reduce amplitude |
325
+ | No personality | Generic easing everywhere | Apply personality archetype consistently |
326
+
327
+ > Deep dive: [reference/troubleshooting.md](references/reference/troubleshooting.md)
328
+
329
+ ---
330
+
331
+ ## File Reference
332
+
333
+ **Philosophy** (director/):
334
+ - [core-philosophy.md](references/director/core-philosophy.md) — Three Pillars deep dive
335
+ - [decision-framework.md](references/director/decision-framework.md) — Full decision pipeline
336
+ - [disney-principles.md](references/director/disney-principles.md) — 12 principles, UI-adapted
337
+ - [motion-personality.md](references/director/motion-personality.md) — 4 archetypes + brand identity
338
+ - [emotion-mapping.md](references/director/emotion-mapping.md) — Emotion → motion + color psychology
339
+ - [choreography.md](references/director/choreography.md) — Multi-element coordination
340
+ - [narrative-structure.md](references/director/narrative-structure.md) — Micro-story framework
341
+ - [context-adaptation.md](references/director/context-adaptation.md) — Platform, a11y, performance
342
+
343
+ **Reference** (reference/):
344
+ - [timing-easing-tables.md](references/reference/timing-easing-tables.md) — Duration + easing lookups
345
+ - [property-selection.md](references/reference/property-selection.md) — Property communication guide
346
+ - [troubleshooting.md](references/reference/troubleshooting.md) — Animation smells + fixes
347
+ - [quality-checklist.md](references/reference/quality-checklist.md) — Evaluation criteria
348
+
349
+ **Patterns** (patterns/):
350
+ - [entrance-exit.md](references/patterns/entrance-exit.md) — Entrance/exit recipes
351
+ - [state-feedback.md](references/patterns/state-feedback.md) — Success, error, loading, hover
352
+ - [ambient-continuous.md](references/patterns/ambient-continuous.md) — Looping, breathing, parallax
353
+ - [multi-element.md](references/patterns/multi-element.md) — Stagger + choreography recipes
354
+
355
+ ## Output
356
+
357
+ A motion direction the build squads execute without interpretation: the
358
+ emotional target and personality archetype, per-element property/duration/
359
+ easing choices from the tables, the choreography order with stagger
360
+ values, and the quality checklist run — plus which implementation skill
361
+ (dev/css-native, dev/framer-motion, dev/canvas-generative or dev/threejs)
362
+ each piece hands to.
@@ -0,0 +1,93 @@
1
+ # Choreography
2
+
3
+ ## Coordinated Entry Rules
4
+
5
+ ### 1. Lead with the Hero
6
+ - Hero gets largest displacement and most attention-grabbing easing
7
+ - Supporting elements are subtler in every dimension
8
+
9
+ ### 2. Spatial Origin Consistency
10
+ All elements enter from same direction or shared origin. Mixed directions = chaos.
11
+
12
+ ### 3. Counter-Motion
13
+
14
+ | Hero Motion | Counter-Motion | Speed Ratio |
15
+ |-------------|---------------|-------------|
16
+ | Enters left | Background shifts right | 20-30% |
17
+ | Scales up | Shadow scales down | 10-20% |
18
+ | Rotates CW | Ambient drifts CCW | 15-25% |
19
+ | Lifts (Y up) | Shadow spreads + softens | 20-30% |
20
+
21
+ ## Sequence Structure
22
+
23
+ | Phase | Duration Share | What Happens |
24
+ |-------|--------------|-------------|
25
+ | Setup | 20-30% | Elements enter, scene establishes |
26
+ | Action | 30-40% | Primary motion, hero moment |
27
+ | Resolution | 30-40% | Settle, secondary reactions, breathing |
28
+
29
+ Leave 100-200ms stillness after resolution before new motion.
30
+
31
+ ## The 1/3 Rules
32
+
33
+ **Distance**: No motion travels >1/3 screen without intermediate keyframe. Break with direction changes, speed variations, or arc adjustments.
34
+
35
+ **Elements**: With 3+ animated elements, max 1/3 active simultaneously. Stagger so element 1 settles as element 3 starts.
36
+
37
+ ## Stagger Patterns
38
+
39
+ | Pattern | Description | Best For |
40
+ |---------|------------|----------|
41
+ | Sequential | Reading order | Lists, grids |
42
+ | Center-out | Radiating from center | Hero content, ripples |
43
+ | Random | Varied timing | Organic, particle-like |
44
+ | Wave | Sine-based | Data bars, continuous |
45
+ | Reverse | Bottom-to-top | Exits, backward nav |
46
+
47
+ - All staggered elements use same easing family
48
+ - Vary only start time, not curve
49
+ - Optional: last element gets slight overshoot (punctuation)
50
+
51
+ ## Shared Motion Events
52
+
53
+ When multiple elements react to one trigger:
54
+ - All start within 50ms of each other
55
+ - Can arrive at different times (staggered landing)
56
+ - Same easing family; motion originates from trigger point
57
+
58
+ ## Attention Direction
59
+
60
+ | Technique | Implementation |
61
+ |-----------|---------------|
62
+ | Leading motion | Animate target before context |
63
+ | Following motion | Settle on focal point |
64
+ | Ambient motion | Subtle continuous in periphery |
65
+ | Pointing motion | Directional toward CTA |
66
+
67
+ ### Depth Through Speed
68
+
69
+ | Layer | Displacement | Speed |
70
+ |-------|-------------|-------|
71
+ | Foreground | 1.0x | Fastest |
72
+ | Midground | 0.5x | Medium |
73
+ | Background | 0.2x | Slowest |
74
+
75
+ ## Common Recipes
76
+
77
+ ### Dashboard Load
78
+ 1. Skeletons fade in (100ms)
79
+ 2. Hero metric (250ms, ease-out, 100ms delay)
80
+ 3. Supporting cards stagger (50ms between, 200ms each)
81
+ 4. Chart data draws in (300ms, starts with cards)
82
+ 5. Ambient pulse on primary metric
83
+
84
+ ### Modal Open
85
+ 1. Background dims (200ms)
86
+ 2. Modal scales 95%→100% + fades (300ms, 50ms delay)
87
+ 3. Content fades in (200ms, 100ms after modal)
88
+ 4. Close button last (150ms)
89
+
90
+ ### List Update (item added)
91
+ 1. Existing items shift down (200ms, ease-in-out)
92
+ 2. New item fades+slides from top (250ms, ease-out, 50ms delay)
93
+ 3. Subtle scale overshoot on land (3-5%)
@@ -0,0 +1,83 @@
1
+ # Context Adaptation
2
+
3
+ ## Platform Scaling
4
+
5
+ | Platform | Duration Modifier | Complexity | Physics |
6
+ |----------|------------------|------------|---------|
7
+ | Desktop | 1.0x (baseline) | Full | All types |
8
+ | Tablet | 0.9x | Standard | Most types |
9
+ | Mobile | 0.8x | Reduced (1-2 properties) | Snappy only |
10
+ | Watch | 0.6x | Minimal (1 property) | None |
11
+ | TV/Kiosk | 1.3x | Full | All types |
12
+
13
+ **Mobile rules**: prefer opacity + transform; touch feedback <100ms; reduce stagger budgets by 30%; avoid parallax
14
+ **Desktop opportunities**: hover states, cursor tracking, multi-column stagger, spatial choreography
15
+
16
+ ## Accessibility
17
+
18
+ ### prefers-reduced-motion
19
+
20
+ | Original Motion | Reduced Alternative |
21
+ |----------------|-------------------|
22
+ | Slide entrance | Opacity fade only |
23
+ | Bounce/spring | Instant or simple ease-out |
24
+ | Parallax | Static positioning |
25
+ | Auto-playing | Paused, user-initiated |
26
+ | Complex choreography | Single fade |
27
+ | Continuous ambient | Static or subtle opacity pulse |
28
+
29
+ Reduced motion means: remove spatial movement, keep opacity, remove spring easing, reduce duration 50%+, never auto-play loops.
30
+
31
+ ### Vestibular Triggers (avoid or provide alternatives)
32
+ - Large-scale zoom, full-screen position transitions
33
+ - Spinning elements >100px, parallax >2 layers, rapid direction changes
34
+
35
+ ### Cognitive Accessibility
36
+ - Same interaction = same animation every time
37
+ - Pause controls for animations >5 seconds
38
+ - Don't convey critical info through motion alone
39
+
40
+ ## Performance Budgets
41
+
42
+ | Tier | Properties | Max Elements |
43
+ |------|-----------|-------------|
44
+ | Optimal | transform, opacity | Unlimited (GPU) |
45
+ | Good | + color, clip-path | 10-15 |
46
+ | Acceptable | + width, height, margin | 5-8 |
47
+ | Avoid | box-shadow, border-radius, filter | 1-3 |
48
+
49
+ - Target 60fps (16.67ms/frame); animation logic <10ms/frame
50
+ - will-change sparingly; keep animated elements <20 per viewport
51
+ - Stagger reduces peak load vs simultaneous
52
+ - Fallback: 30fps acceptable for ambient
53
+
54
+ ## Content Type Adaptation
55
+
56
+ | Content Type | Personality | Duration | Motion Density |
57
+ |-------------|-------------|----------|---------------|
58
+ | Financial | Corporate/Premium | 250-500ms | Low |
59
+ | Social media | Playful | 150-300ms | Medium |
60
+ | Enterprise SaaS | Corporate | 200-400ms | Low |
61
+ | Gaming | Energetic | 100-250ms | High |
62
+ | Healthcare | Corporate/Calm | 300-600ms | Very low |
63
+ | E-commerce | Varies | 200-400ms | Medium |
64
+ | Editorial | Premium | 350-600ms | Low |
65
+ | Children's apps | Playful | 150-300ms | High |
66
+
67
+ ## Responsive Motion
68
+
69
+ | Container Width | Max Displacement | Duration |
70
+ |----------------|-----------------|----------|
71
+ | <400px | 20% of width | 0.8x |
72
+ | 400-800px | 25% of width | 1.0x |
73
+ | 800-1200px | 20% of width | 1.0x |
74
+ | >1200px | 15% of width | 1.1x |
75
+
76
+ - Small viewport: sequential, one element at a time
77
+ - Medium: standard stagger, 2-3 columns
78
+ - Large: full choreography, center-out stagger, parallax
79
+
80
+ ## Dark Mode
81
+ - Reduce motion intensity 10-20% (bright on dark = more impact)
82
+ - Subtler ambient motion; careful with opacity values
83
+ - Avoid pure white flashes
@@ -0,0 +1,53 @@
1
+ # Core Philosophy
2
+
3
+ ## Three Pillars
4
+
5
+ ### Pillar 1: Emotional Intent
6
+ Define target emotion before choosing any property.
7
+
8
+ | Emotion | Character | Timing | Easing |
9
+ |---------|----------|--------|--------|
10
+ | Trust | Smooth, predictable | 300-400ms | Gentle curves |
11
+ | Delight | Bouncy, surprising | 200-300ms | Overshoot |
12
+ | Urgency | Sharp, direct | 100-200ms | Snappy ease-out |
13
+ | Calm | Slow, flowing | 500-1000ms | Sine curves |
14
+ | Surprise | Sudden, explosive | 150-300ms | Exponential |
15
+ | Confidence | Direct, decisive | 200-400ms | Strong ease-out |
16
+
17
+ ### Pillar 2: Visual Narrative
18
+
19
+ | Phase | Duration Share | Purpose |
20
+ |-------|--------------|---------|
21
+ | Setup | 20-30% | Establish context, prepare viewer |
22
+ | Action | 30-40% | Primary motion, hero moment |
23
+ | Resolution | 30-40% | Settle, breathe, confirm |
24
+
25
+ Even a 200ms tooltip fade has implicit setup→action→resolution.
26
+
27
+ ### Pillar 3: Motion Craft
28
+ - Easing curves match emotional intent
29
+ - Duration proportional to element size and distance
30
+ - Arcs for organic, straight for mechanical
31
+ - Secondary motion (shadows, related elements)
32
+ - Nothing starts and stops all at once
33
+
34
+ ## Three Motion Layers
35
+
36
+ | Layer | Role | Amplitude |
37
+ |-------|------|-----------|
38
+ | Primary | Main action viewer follows | 100% |
39
+ | Secondary | Supporting richness | 30-50% |
40
+ | Ambient | Background life | 10-20% |
41
+
42
+ - Secondary offset 50-100ms from primary, different easing
43
+ - Ambient is continuous/slow, never demands attention
44
+ - Primary-only animation feels flat; always add secondary + ambient
45
+
46
+ ## The 1/3 Screen Rule
47
+ No motion travels >1/3 screen without intermediate keyframe. Break with direction changes, speed shifts, or arc adjustments.
48
+
49
+ ## The Attention Budget
50
+ - One hero motion per scene moment
51
+ - Max 2-3 elements in active motion simultaneously
52
+ - Ambient doesn't count against budget
53
+ - Stagger rather than synchronize