dreative 0.5.1 → 0.5.2

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Files changed (48) hide show
  1. package/README.md +49 -27
  2. package/dist/cli/audit.js +206 -0
  3. package/dist/cli/audit.test.js +79 -0
  4. package/dist/cli/docsCheck.js +163 -0
  5. package/dist/cli/docsCheck.test.js +8 -0
  6. package/dist/cli/index.js +45 -9
  7. package/dist/server/preview.js +73 -73
  8. package/dist/server/store.js +11 -0
  9. package/dist/shared/artifacts.js +162 -0
  10. package/dist/shared/design.js +42 -22
  11. package/dist/shared/ruleSystem.js +130 -0
  12. package/dist/shared/ruleSystem.test.js +187 -0
  13. package/dist/shared/skillSystem.js +173 -0
  14. package/dist/shared/skillSystem.test.js +110 -0
  15. package/dist/ui/assets/{index--vztc_MR.js → index-CKwmbx2j.js} +13 -13
  16. package/dist/ui/index.html +12 -12
  17. package/package.json +5 -3
  18. package/skill/dreative/DESIGN.md +121 -93
  19. package/skill/dreative/PLAN.md +229 -92
  20. package/skill/dreative/SKILL.md +218 -137
  21. package/skill/dreative/frameworks/nextjs.md +13 -0
  22. package/skill/dreative/frameworks/react-vite.md +12 -0
  23. package/skill/dreative/frameworks/styling.md +14 -0
  24. package/skill/dreative/frameworks/sveltekit.md +10 -0
  25. package/skill/dreative/frameworks/vue-nuxt.md +12 -0
  26. package/skill/dreative/recipes/3d-recipes.md +44 -0
  27. package/skill/dreative/recipes/cinematic-recipes.md +19 -0
  28. package/skill/dreative/recipes/immersive-recipes.md +18 -0
  29. package/skill/dreative/recipes/media-recipes.md +60 -0
  30. package/skill/dreative/recipes/motion-recipes.md +44 -0
  31. package/skill/dreative/references/ARTIFACTS.md +180 -0
  32. package/skill/dreative/references/REFLEX_FONTS.json +44 -0
  33. package/skill/dreative/references/RULES.json +186 -0
  34. package/skill/dreative/references/SKILL_CONTRACT.md +30 -0
  35. package/skill/dreative/references/TIERS.md +42 -0
  36. package/skill/dreative/schemas/plan.schema.json +241 -0
  37. package/skill/dreative/schemas/verify.schema.json +61 -0
  38. package/skill/dreative/skills/3d.md +94 -267
  39. package/skill/dreative/skills/cinematic.md +56 -232
  40. package/skill/dreative/skills/experimental.md +108 -95
  41. package/skill/dreative/skills/immersive.md +61 -223
  42. package/skill/dreative/skills/interaction.md +9 -1
  43. package/skill/dreative/skills/media.md +135 -564
  44. package/skill/dreative/skills/mobile.md +128 -117
  45. package/skill/dreative/skills/motion.md +89 -256
  46. package/skill/dreative/skills/refined.md +116 -102
  47. package/skill/dreative/skills/ux.md +155 -144
  48. package/dist/server/ai.js +0 -177
@@ -1,564 +1,135 @@
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- # Dreative Specialist Skill — Media as Motion Material
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-
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- Load this file when `plan.skills` includes `media`, when the plan's blueprint
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- contains any `generate-*` media cell, or when the brief involves imagery/video
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- on a page with motion dial ≥ 6. It EXTENDS DESIGN.md §7 (sourcing priority and
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- bans still apply) and STACKS with motion.md (timing), 3d.md (shader craft), and
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- cinematic.md (the living surface). This file exists because agents know how to
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- *embed* media but not how to *use* it: award-grade sites (unseen.co family)
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- treat images and video as the raw material the motion system acts on — media is
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- choreographed, distorted, revealed, and lit, never just placed.
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-
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- ## 0. The doctrine
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-
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- - **The static-placement ban (any dial, whenever this file is loaded).** A
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- generated or supplied image dropped in as `background-image`, a full-bleed
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- `<img>` behind text, or a card thumbnail with zero behavior is a FAILURE of
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- this skill, not a baseline. Every media element ships with at least one
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- living quality an entrance from §2/§2.5 (curtain, strip-slice, pixel/dither
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- develop, print develop, fade-sweep…), an idle (loop, drift, ken-burns), or a
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- response (hover wake, directional wipe, cursor torch, distortion). "Static on
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- purpose" is allowed only when written into the plan blueprint with a reason
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- (e.g. evidence screenshots in a refined register). At dial 8 with a canvas,
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- media belongs on media planes (§3) moving in depth parallax layers, curved
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- sheets, velocity distortion — not pasted flat behind the DOM.
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- - **Sourced media is media.** Everything in this file applies equally to
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- images/video that were generated, supplied by the user, or sourced from
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- stock/CDN when no generation tool exists — "we had no image-gen" changes the
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- PRODUCTION path (§1), never the treatment obligations. A picsum/stock photo
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- dropped in flat is the same failure as a generated one.
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- - **The zoom/fade floor is a floor, not a treatment plan.** Fade-in entrances
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- plus ken-burns idles on every image = the minimum-compliance page, and at
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- motion dial ≥ 6 it FAILS this skill: at that dial, hero + key section
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- imagery each need at least one treatment that is scroll- or cursor-DRIVEN
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- (curtain synced to type, strip-slice, inner-zoom parallax, directional hover
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- wipe, cursor torch, velocity distortion, media plane — §2/§2.5/§3), where
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- the visitor's input visibly pushes the media. Ken-burns-everywhere is the
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- refined register's budget (refined.md), nobody else's.
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- - **One media SET-PIECE per page (dial ≥ 7 / expressive+).** Beyond the
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- per-image floors, the page needs one moment where imagery itself IS the
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- spectacle — a composed §2.5 exotic (or an invention in its spirit) that a
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- visitor would describe to someone else: an image tornado/vortex the scroll
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- spins through, a hero that disintegrates into particles as you scroll past,
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- a gallery that shatters and reassembles, a melt/liquid exit between
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- chapters. Quiet treatments (curtain, parallax, ken-burns) on every image
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- with no set-piece = the page failed this skill even though each image
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- technically "moves". The set-piece is named in the plan blueprint like a
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- signature element, ONE per page as the default (refined register
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- may skip with a stated reason). At award-site ambition a SECOND
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- set-piece is permitted never required when the plan states what the
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- page needs it FOR (e.g. an entrance spectacle and a mid-page dive
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- serving different chapters), it uses a different mechanism family than
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- the first, and the intensity curve places a genuine rest between them;
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- two set-pieces back-to-back, or two of the same family, still compete
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- and still fail. **At dial 8 / award tier the set-piece
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- must transform the media at PIXEL level** the image's own content visibly
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- changes under scroll/input, not just its placement. Qualifying classes:
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- particle/point-grid decomposition, shader displacement/dissolve/melt,
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- scroll-scrubbed frame sequences, slice/shatter of the bitmap, live texture
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- feedback or refraction, and the §3.5 immersion recipes (portal dive,
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- depth-map dive, diorama, particle fly-through, scrub-dive). **At award-site
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- ambition the default set-piece IS a §3.5 dive** — one moment where the
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- visitor goes INTO an image or video rather than watching it move; choose a
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- different pixel-transforming class only when a stated ASSET impossibility is
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- recorded in the plan (no depth-capable asset exists AND none can be
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- generated with image-gen available this reason is almost never true, since
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- a depth-capable composition can be prompted). Brand fit, taste, or "this
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- concept links better" is NOT a valid skip reason: a masked reveal or curtain
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- chosen over the dive on preference grounds fails the award-tier check. Choreographing whole rectangles (orbit, collapse,
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- card fly-ins, grid reflow) is composition, not a set-piece at this tier —
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- it may accompany one, never substitute for it. Evidence at verify: the
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- sampled shader uniform / particle count / frame index changing with scroll.
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- - **Treatment classes, and a coverage floor at award tier.** Treatments split
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- into two classes. QUIET class moves the rectangle or its window: curtain,
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- inner-zoom parallax, ken-burns, hover wipe, strip entrance, floating drift.
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- PIXEL class changes the image's own content: slice/shatter, particle
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- disintegration or assembly, UV distortion/melt/ripple, RGB split, mosaic/
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- pixel-assembly, living overlay, cursor torch, depth-map parallax, terrain
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- displacement, tornado/vortex, frame scrub, print develop. **At dial 8 /
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- award-site, ONE set-piece is not the whole show: at least half of the
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- hero + key section images (minimum 3, set-piece included) carry a
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- PIXEL-class treatment, each a DIFFERENT mechanism** — and the HERO image
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- is always one of them: the hero is the page's first impression and is
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- never the designated rest. Quiet class is
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- reserved for the intensity curve's designated rest sections, chosen as
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- rests on purpose. "Key image" is MECHANICAL, not discretionary: every
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- image that occupies 25% of the viewport at any scroll position, plus
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- the largest image of every blueprint section whose intensity is ≥ 5,
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- counts — the denominator is fixed by the blueprint, and reclassifying
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- images as "not key" to shrink it is the same self-grading this floor
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- exists to stop (a repeated card-grid pattern counts as ONE image for the
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- tally, treated uniformly). EXEMPT from the tally: prop/item cutouts —
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- transparent-background object images seeded as scene props or product
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- shots (§1.5) which follow §1.5's behavior rules instead; the floor
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- governs scenic/editorial imagery, not the objects living in the layout. A page that is one set-piece plus curtains everywhere
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- else reads exactly as static as no set-piece at all, and fails this floor.
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- (Below dial 8 the §0 zoom/fade-floor and set-piece rules stand unchanged —
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- this floor is what "award" buys.)
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- - **The perceivability bar: a treatment that reads as zoom/pan doesn't
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- count.** Uniforms changing is machine evidence, not human evidence — a
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- depth shader at ±2px displacement, an RGB split a hair wide, an exposure
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- sweep too slow to catch: all "run" and all read to a visitor as a static
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- image or a plain zoom. Every pixel-class treatment must be obvious to a
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- stranger watching for 3 seconds: tune amplitude UP until a before/after
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- screenshot pair (same element, two scroll/input states) shows an
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- unmistakable difference in the image's CONTENT pieces visibly apart,
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- pixels visibly displaced or sorted, particles visibly detached — not
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- just framing. If the honest description of what's visible is "it zooms/
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- slides a bit," raise the amplitude or swap to a bolder mechanism.
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- Subtlety is the refined register's virtue; at award tier it is a bug.
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- Mechanism CHOICE is free — dive/depth, fragment (particles, tiles,
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- slices, shards, pixel-assembly), distortion (melt, ripple, sort/smear),
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- optical (RGB split, torch, develop), scrub — pick what the brand's world
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- calls for. Two disciplines on the choice: (a) the page's tally must not
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- be all ONE family (a depth-displacement page and a particles-everywhere
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- page are equally monotone); (b) across BUILDS, don't reach for the same
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- family every time the choice ledger records each build's set-piece
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- family, and repeating the last build's is the reflex the entropy draw
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- exists to break. The same bar applies to prop/item cutouts' §1.5 behaviors: a
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- prop whose rotation/settle can be mistaken for a static product image
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- has failed its dimensional kit — its motion must be readable at a
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- glance.
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- - **Edit the asset, don't just place it.** Generation is step one; the pipeline
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- (§1) continues with real editing grade/duotone to the palette, crop to the
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- blueprint's aspect, cut video to the loop point, extract posters and frame
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- sequences, composite masks/mattes (ffmpeg/sharp or your image tools). An
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- asset that arrives on the page exactly as the generator emitted it usually
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- reads as wallpaper.
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- - **No bare media at dial ≥ 7.** Every meaningful image/video gets three
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- decisions: an **entrance** (how it arrives — reveal, wipe, materialize), an
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- **idle** (what it does at rest — loop, drift, ken-burns, nothing-on-purpose),
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- and a **response** (what interaction does to it — hover wake, distortion,
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- parallax). "None" is a valid answer per axis, but it must be chosen, not
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- defaulted.
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- - **Media and type arrive as one beat.** Time the media entrance with the
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- section's line-mask type reveal (motion.md §4) image and headline landing
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- together reads as choreography; landing separately reads as two plugins.
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- - **One treatment vocabulary per page.** Pick 1-2 media treatments and stamp
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- them consistently (all work cards hover-wake; all section images curtain-
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- reveal). Five different reveal styles = assembled, not designed.
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- - **Invent, don't pick.** §2/§3 are springboards, not a menu — the signature
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- media treatment should be COMPOSED for this brand and this prompt using the
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- grammar in §2.5 (a torn-paper archive scrolls differently than a liquid
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- fashion film). Stock-vocabulary media reads as template exactly like stock
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- layouts do; if the user's prompt describes an effect ("images tear apart on
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- scroll"), build THAT effect for real, at the tier it needs.
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- - **Real assets outrank generated ones** (DESIGN.md §7). Generated media fills
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- gaps and creates atmosphere; it never replaces the client's product shots.
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-
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- ## 1. Production pipeline (generate → grade → compress)
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-
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- When the plan calls for generated media, produce it BEFORE section code
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- (PLAN.md §4) and produce it correctly:
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-
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- - **Prompt for the world, grade for the page.** Prompt the brand's physical
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- subject (DESIGN.md §7) PLUS the page's light: temperature ("warm tungsten
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- side-light", "cool overcast daylight"), palette anchors ("deep green shadows,
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- bone highlights"), and grain/mood. Every asset on a page shares ONE lighting
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- logic — mismatched light is the #1 generated-media tell.
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- - **Exact aspect ratios** from the blueprint (16:9 hero, 4:5 cards, 1:1
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- thumbnails, 21:9 banners). Never generate square and crop-hope.
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- - **Video loops**: 5-10s, prompt explicitly for seamlessness ("seamless loop,
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- continuous motion, no scene change") and slow motion content (drift, steam,
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- fabric, water — fast action never loops cleanly). Generate or extract a
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- **poster frame** for every video (first frame, same grade).
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- - **Image sequences** for scroll scrubs: 40-80 frames of one continuous
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- transformation (assemble/rotate/morph). Image-to-video tools can produce
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- these from a single generated still; export frames with ffmpeg
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- (`ffmpeg -i loop.mp4 -vf fps=12,scale=1280:-1 frames/f_%03d.webp`).
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- - **Compress before committing**: images → WebP/AVIF at the largest displayed
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- size ×2 max; video → H.264 + AV1 sources, CRF ~28-32, no audio track, ≤ 2-4MB
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- per loop (`ffmpeg -i in.mp4 -an -c:v libx264 -crf 30 -movflags +faststart`).
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- A 40MB hero loop fails the plan even if it's beautiful.
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- - Textures too: grain tiles, masks, mattes, displacement maps — generate them
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- instead of hand-rolling SVG (which is banned, DESIGN.md §7).
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- - **Asset manifest (`.dreative/assets.json`) — generation is expensive; never
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- pay twice.** Before generating anything, read the manifest; an entry whose
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- prompt/aspect/grade matches the need means REUSE the file, don't regenerate.
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- After each generation+edit, append one entry:
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- `{ "file": "assets/hero-loop.mp4", "kind": "video-loop", "prompt": "<the
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- exact generation prompt>", "aspect": "16:9", "grade": "warm tungsten, deep
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- green shadows", "poster": "assets/hero-poster.webp", "bytes": 2400000 }`.
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- A re-run, a mockup→build transition, or a resumed session regenerates only
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- what the manifest doesn't already have.
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-
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- ## 1.5 Custom props (isolated compositional elements)
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-
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- Distinct from hero/gallery media (§1-2, which fill a frame): a **prop** is a
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- small, isolated object — a single coffee bean, a steam wisp, a leaf, a bottle,
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- an icon-scale object — used as scattered COMPOSITION around content, not as
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- the content itself. Props are what make a page feel art-directed rather than
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- stocked with rectangles; they're cheap to generate/build and reused as a
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- recurring motif across sections (the visual equivalent of a signature element,
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- motion.md's terms).
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-
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- Two flavors — pick per section from the blueprint, they can mix on one page:
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-
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- - **Cutout image props**: with no image-gen tool, source instead of generate —
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- a verified real photo of the subject, matted to transparency (rembg / sharp /
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- ImageMagick if available); if no photo source and no matting path exists, the
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- prop is cut, never approximated with coded organic geometry (3d.md §3 rung 4).
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- When generating: generate on a transparent background — prompt
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- explicitly ("isolated on pure transparent background, studio product
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- lighting, no backdrop, no shadow baked in") and REQUEST alpha-channel PNG
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- output. **Verify the alpha is real**, not a white/checkerboard fill the
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- model painted in: sample a corner pixel programmatically or view at 100%
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- over a colored backdrop — a prop with a faint white halo is a failed
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- generation, regenerate or matte it out (rembg/similar if available). Add a
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- drop shadow / contact shadow yourself in CSS (`filter: drop-shadow(...)`),
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- never bake it into the generation — a baked shadow breaks when the prop
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- moves or the section behind it changes color.
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- - **3D props**: when a prop lives inside a WebGL scene, the DEFAULT is still a
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- cutout image — on a billboard plane per 3d.md §3 rung 2 (alpha-tested plane,
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- parallax + damped rotation + contact shadow), which is photoreal by
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- construction. Coded geometry is reserved for ABSTRACT prop shapes (shards,
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- ribbons, orbs-as-design-objects) and must carry a real textured material per
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- `experimental.md` §1 (generated albedo + bump/roughness map, rim light,
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- environment reflection) — never model an organic real object (bean, leaf,
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- bottle…) from primitives; 3d.md §3 bans it. Either flavor is reusable: the
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- SAME prop instanced multiple times (different scale/rotation) reads as a
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- coherent motif, not repetition.
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-
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- Placement and behavior:
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-
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- - Compose as a **floating layer** (§2's floating-media technique) around
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- content: corners, margins, trailing a section's edge — never covering the
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- content's readable area. 3-6 instances per page is a motif; more reads as
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- clutter.
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- - Give props real behavior, same floors as any media (§0): idle drift/rotate,
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- parallax depth differential, and at least one response (cursor-follow with
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- lag, scroll-linked rotation, hover nudge, scatter-and-reform on scroll
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- velocity). A prop that just sits pinned in a corner is decoration nobody
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- asked for; a prop that visibly reacts is what sells the "crafted" feel.
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- - One prop VOCABULARY per page — pick one subject family (all beans/leaves/
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- steam, not a random mix of unrelated objects) and one behavior language, the
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- same discipline as §0's "one treatment vocabulary" rule.
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- - Record each in the asset manifest (§1) with `"kind": "prop-image"` or
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- `"kind": "prop-3d"` — props get reused across sections, never regenerated
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- per-section.
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-
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- ## 2. DOM-tier treatments (no WebGL — the budget vocabulary)
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-
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- 80% of the effect at 5% of the cost; the right tier below dial 8 or without a
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- canvas already on the page. All honor the floors in §5.
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-
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- - **Curtain / inset reveal**: media enters behind a wipe —
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- `clip-path: inset(100% 0 0 0) → inset(0)` (or 2-4 panel slides), 900ms
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- expo-out, triggered in-view once, synced to the headline's line-mask.
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- - **Hover-woken loop**: still poster crossfades to its video loop on
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- hover/focus (240ms), `video.play()` on enter, pause + reset to poster on
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- leave. The "living thumbnail" for work/product cards. Preload `metadata`
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- only; play() only after the crossfade starts.
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- - **Mask-shaped video**: the loop plays inside display type
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- (`background-clip: text` on 10vw+ headlines), an arch/circle `clip-path`, or
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- the brand mark (SVG mask). Video becomes identity, not a rectangle. One per
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- page.
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- - **Floating media**: 3-5 images hovering in depth — slow damped drift
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- (±6-10px, 4-8s loops, each phase-offset), parallax differential by depth
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- layer, soft tinted contact shadow. The "paper sheets in space" look, pure CSS
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- + one IntersectionObserver.
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- - **Ken-burns**: slow scale 1.0→1.06 over 12-20s inside a fixed frame,
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- alternate direction per instance. The refined register's entire motion budget
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- for imagery (refined.md).
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- - **Pixel/dither swap**: stepped `image-rendering: pixelated` downscale swap
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- (24px mosaic → full res in 4-6 steps) on scroll progress or hover. Digital-
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- craft registers.
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- - **Inner-zoom parallax**: image at 115% height inside `overflow-hidden` frame,
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- `object-position` or translateY driven by scroll (-8%→8%). Media moves, frame
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- doesn't — never parallax the frame itself past text.
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- - **Scroll-scrubbed `<canvas>` sequence**: preload frames (§1), draw the frame
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- for the current damped scroll progress; sticky wrapper ≤ 2.5 viewports
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- (motion.md §7's scrub showcase). No WebGL needed.
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-
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- ## 2.5 The invention grammar (compose the signature treatment)
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-
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- Every media effect — including any the user describes in their own words — is
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- three choices multiplied together. Compose deliberately:
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-
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- - **PROPERTY** (what changes): position/scale · opacity · clip/mask SHAPE
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- (inset, circle, arch, brand mark, jagged polygon) · slices/fragments (the
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- media cut into strips, tiles, or shards that move independently) · UV
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- distortion (WebGL: ripple, stretch, melt, swirl) · resolution (mosaic →
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- sharp) · color channels (RGB split, duotone → full color) · blend/exposure
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- (media develops like a photo print).
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- - **DRIVER** (what pushes it): scroll progress (scrubbed) · scroll VELOCITY
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- (agitation that decays) · in-view trigger (one-shot) · hover/focus ·
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- cursor position within the element (directional!) · drag · hold · time.
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- - **SHAPE OF PROGRESSION** (how it travels across the media): uniform ·
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- directional sweep (left→right, top→bottom) · radial from a point (often the
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- cursor's entry point) · per-slice stagger · noise-mask (organic, torn) ·
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- along the brand mark's silhouette.
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-
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- The user's prompt usually fixes one or two axes; you compose the rest from the
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- brand's world. "Tearing" = slices + jagged noise-mask edges, driven by scroll.
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- "Video fades from left to right on hover" = opacity/mask, hover-driven,
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- directional sweep — a gradient `mask-image` whose position animates, 400ms,
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- from the edge the cursor entered. Name the composed treatment in the plan
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- blueprint like a signature element, and stamp it consistently (§0).
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-
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- **Worked exotics (copy the construction, not the skin):**
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-
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- - **Paper tear on scroll**: image duplicated into 2-3 layers, each clipped by
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- a jagged `clip-path` polygon sharing torn edges; scroll progress translates/
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- rotates the pieces apart (±2-6°) with a hairline of background showing
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- through; WebGL version displaces UV along a noise seam. Archive/editorial/
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- punk registers.
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- - **Strip-slice reveal**: media as 5-9 vertical strips (repeated
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- `background-image` with offset `background-position`, or plane-per-strip);
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- strips slide in staggered from alternating directions, or shear on scroll
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- velocity. The classic award-site gallery entrance.
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- - **Directional hover wipe**: detect the pointer's entry edge (compare
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- enter coordinates to bounds); the reveal (opacity mask, color→duotone,
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- still→video crossfade) sweeps FROM that edge. Feels alive because it
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- answers the gesture's direction.
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- - **Cursor-torch reveal**: media sits dimmed/blurred/halftoned; a radial mask
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- tracking the (damped) cursor reveals it sharp and graded — the flashlight
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- over an archive. Pair with a "drag to explore" label.
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- - **Melt/liquid exit**: on section leave or route change, UV y-displacement
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- grows by a noise column pattern — the image drips out of frame (WebGL), or
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- budget version: per-strip translateY with eased random offsets.
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- - **Shatter/scatter**: media as an instanced tile grid (WebGL) that explodes
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- along scroll velocity and reassembles at rest — the §3 plane system with a
322
- per-instance offset uniform; cap tiles ≤ 400.
323
- - **Image tornado / vortex**: 8-20 image cards on a helical path (WebGL
324
- planes, or DOM: `rotateY` + translate on a cylinder via per-card
325
- `--angle`), scroll progress spins and tightens/loosens the helix; cards
326
- face the camera (billboard) or shear with velocity. Entry/exit: cards fly
327
- in from scatter, settle into the vortex, then one card breaks out and
328
- expands into the next section's hero. Gallery/archive/portfolio registers;
329
- damp the spin (never raw-set), cap DPR, poster fallback.
330
- - **Disintegration on scroll/click**: the image dissolves into particles that
331
- drift away along scroll direction — WebGL: draw the texture as a point grid
332
- (one point per NxN texel block, ≤ 10k), scroll/click drives `uProgress`
333
- which displaces points along noise + directional velocity while alpha
334
- fades; reverse the uniform to reassemble. Budget DOM version: the image
335
- sliced into a coarse tile grid, tiles translate/rotate/fade with staggered
336
- randomized offsets. Click-to-destroy variants pair with a rebuild on
337
- scroll-back — destruction must be reversible, content is never lost.
338
- - **Pixel assembly on scroll**: the reverse of disintegration as an ENTRANCE —
339
- the image begins as scattered pixel blocks/particles (WebGL point grid ≤10k,
340
- or DOM: a coarse tile grid at randomized scatter positions/rotations) and
341
- scroll progress converges them into the finished picture; `uProgress` lerps
342
- each point from its noise-scattered origin to its texel home, alpha ramping
343
- up, optionally staggered radially or along a directional sweep. Pair with
344
- the headline resolving in the same beat. Scroll-back re-scatters
345
- (reversible). Variants: assemble from RGB-split ghosts converging, from
346
- mosaic chunks sharpening (§2 pixel swap driven per-tile), or from another
347
- image's dispersed particles (image A dissolves → its particles re-form as
348
- image B: a particle CROSSFADE between chapters).
349
- - **Pixel sort / smear on velocity**: scroll velocity smears the image's
350
- pixels along one axis (shader: offset UV lookup by per-column noise ×
351
- velocity, or stretch bright bands glitch-style), decaying to sharp at rest
352
- — agitation that answers the visitor's speed. Digital/editorial registers.
353
- - **Halftone/ASCII materialize**: media enters as its own halftone dots,
354
- scanlines, or character grid and resolves to the photograph on scroll or
355
- in-view — resolution as narrative. Budget: CSS `mask` with a dot pattern
356
- scaling down; full: a LUT/threshold shader ramping cell size to zero.
357
- - **Living overlay**: a shader/canvas layer ON TOP of the media that reacts
358
- while the image stays legible beneath — flowfield streaks along the
359
- subject's edges, scanline/glitch bursts on scroll velocity, a displacement
360
- ripple radiating from the cursor, halftone dots that swell near the
361
- pointer. The overlay is the same §3 plane sampling the same texture —
362
- never a second copy of the asset.
363
- - **Print develop**: media enters as paper-white → exposure/contrast/duotone
364
- ramps to full grade (CSS `filter` keyframes or a LUT shader), timed with
365
- the headline reveal. Photography/portfolio registers.
366
-
367
- ### The exploration protocol (run it before choosing anything)
368
-
369
- The catalogs in this file are calibration, not a menu — the failure mode they
370
- create is pattern-matching to the nearest listed effect. At dial ≥ 7, before
371
- committing the media column of the blueprint, generate **three candidate
372
- treatments that do not appear verbatim in this file**, each derived from the
373
- brand's world (what does this subject physically DO? beans pour and tumble;
374
- fabric folds and drapes; ink bleeds; glass refracts; records spin; steam
375
- rises). Write the three candidates + the pick into the plan file with one
376
- line each on construction cost. Pick the boldest one that clears §5's floors
377
- and the register — if all three are weaker than a §2.5 exotic, use the
378
- exotic, but the exploration must have happened. A media plan assembled purely
379
- from listed effects, with no rejected invention on record, is minimum-effort
380
- compliance.
381
-
382
- ### Exploration catalog (further constructions — steal the mechanics, reskin the idea)
383
-
384
- Images beyond the frame:
385
-
386
- - **Physics gallery**: images as draggable/throwable bodies (Rapier 2D or
387
- a spring sim) that collide, settle, and stack; scroll shakes the pile.
388
- - **Infinite drag canvas**: a 2D plane of scattered media the visitor pans
389
- through (drag + inertia), items waking (scale/unblur/play) near the
390
- viewport center — the exploration-museum pattern.
391
- - **Image as terrain**: the photo's luminance drives vertex displacement on
392
- a plane — the image becomes a relief the camera glides over on scroll.
393
- - **Fake-3D depth parallax**: one still + a (generated or estimated) depth
394
- map; UV offset by depth × cursor/gyro = a photo with real parallax inside.
395
- - **Cursor echo trail**: moving the cursor across a gallery leaves a decaying
396
- trail of image fragments/duplicates that fade behind it.
397
- - **Collage assembly**: a section's imagery enters as scattered scraps
398
- (rotated, layered, torn edges) that scroll pulls into a composed collage —
399
- the reverse of disintegration.
400
- - **Lens/magnifier**: a draggable optic over a large image or dense contact
401
- sheet, refracting (WebGL) or scaling (CSS) what's beneath.
402
-
403
- Video beyond autoplay:
404
-
405
- - **Scrub-as-transition**: a 1-2s generated clip scrubbed by route/section
406
- transition progress — the page change IS the video (door opens, liquid
407
- pours, light sweeps).
408
- - **Video-lit scene**: sample the playing video's average/dominant color per
409
- frame (offscreen canvas) and drive ambient page tint/glow from it — the
410
- video becomes the room's light source.
411
- - **Timeline flipbook**: N generated stills of one subject across time/states
412
- flipped by scroll — a bean roasting darker, a garment assembling — the
413
- narrative version of a scrub sequence.
414
-
415
- Props beyond floating (§1.5 behaviors, upgraded):
416
-
417
- - **Flocking swarms**: 20-80 instanced prop cutouts with boids/noise motion
418
- that scatter from the cursor and reform into a loose formation (or the
419
- brand mark's silhouette) at rest.
420
- - **Pour/emit systems**: props emitted from a source object (beans from a
421
- bag, petals from a stem) on scroll or click, falling with gravity + drag,
422
- settling into a pile that persists per session.
423
- - **Props as UI**: the prop IS the control — a bean that drags along a
424
- roast-level slider, a bottle that tilts to pour the page to the next
425
- section. One per page; must keep an obvious conventional equivalent.
426
-
427
- Same law as §2.5: every construction here still clears §5's floors, earns one
428
- sentence of communication value, and the §0 set-piece count (one by default;
429
- a justified second at award) — an exploration catalog is not permission to
430
- ship five spectacles.
431
-
432
- Discipline stays the law: the composed treatment must still clear §5's floors,
433
- DESIGN.md §6's "one sentence of communication value", and one-signature-
434
- per-page — an inventive effect stamped on every image is as loud as a marquee
435
- on every section.
436
-
437
- ## 3. WebGL tier — the media plane (the unseen.co mechanic)
438
-
439
- When dial ≥ 8 or cinematic/immersive is active, media renders THROUGH the
440
- canvas so shaders can touch it. **At award-site ambition this section is a
441
- REQUIREMENT, not an option**: the hero image and at least one gallery/section
442
- image set must be live media planes whose shader visibly responds to scroll
443
- (velocity distortion, dissolve, RGB split, curvature — pick from §2.5) — a
444
- page whose images all sit in flat DOM rectangles has not met the tier, no
445
- matter how much 3D floats around them. Verification must prove it: sample a
446
- plane's driven uniform (e.g. `uVelocity`, `uProgress`) or its rect-synced
447
- transform during a scripted scroll and record two differing values in
448
- verify.md. The core pattern, in order:
449
-
450
- 1. **Sync planes to DOM rects.** Real `<img>`/`<video>` elements stay in the
451
- document (a11y, SEO, layout, fallback) but render invisible
452
- (`opacity: 0`, NOT `display:none` — layout must persist). For each, a
453
- textured plane in an orthographic/fitted scene copies its
454
- `getBoundingClientRect()` every scroll/resize (rAF-batched; lerp the
455
- position for the floaty feel). Texture from `TextureLoader` or
456
- `new THREE.VideoTexture(videoEl)` (video must be `muted playsinline` and
457
- playing; `texture.colorSpace = SRGBColorSpace`).
458
- 2. **Distortion in the fragment/vertex shader**, uniforms driven by input:
459
- - *Hover ripple/lens*: damped `uMouse` + `uHoverStrength` 0→1 spring; UV
460
- displacement by radial falloff or noise.
461
- - *Velocity stretch / RGB split*: scroll or drag velocity (from Lenis /
462
- `useScroll`) → vertex bend + per-channel UV offset, hard-clamped, damped
463
- decay to zero (cinematic.md §2). Peak effect at a fast flick stays legible.
464
- - *Transition dissolve*: two textures + noise mask `mix()` for gallery/
465
- route image swaps (3d.md §4).
466
- 3. **Curved/warped planes**: subtle vertex bend (unseen's floating paper
467
- sheets) — displace z by a small curve of UV.x + scroll velocity.
468
-
469
- Rules: ONE media-plane system per page owning all planes (one scene, one rAF —
470
- never a canvas per image); planes pause syncing when off-screen; the DOM
471
- element remains the interaction target (click/focus/hover listeners on the DOM,
472
- effects on the plane); reduced-motion and WebGL-failure both fall back to
473
- simply un-hiding the DOM media (set `opacity: 1`) — this fallback must be
474
- wired, not theoretical, and it's the first thing runtime verification checks.
475
-
476
- ## 3.5 Going INSIDE the media (immersion recipes)
477
-
478
- The strongest media moment on the modern web is not looking AT an image —
479
- it's the camera going INTO it: the photo stops being a rectangle on a page
480
- and becomes, briefly, the space the visitor is in. These are the recipes,
481
- cheapest first; at dial ≥ 8 with a canvas, prefer one of these as (or inside)
482
- the set-piece over any flat treatment:
483
-
484
- 1. **The portal dive (DOM tier — no WebGL needed).** Pin the section; scroll
485
- scales the image from framed rectangle past 100% of the viewport while a
486
- `clip-path` aperture opens, until its interior IS the background — and the
487
- next section's content fades in already "inside" it (its palette sampled
488
- from the image's deep tones so the world feels continuous). Reverse on
489
- scroll-back. Layer 2-3 depth children (see recipe 3) inside the frame and
490
- the dive reads as truly spatial, not as a zoom.
491
- 2. **The depth-map dive (WebGL, the real thing).** Get a depth map for the
492
- image: generate one (prompt the image tool for "depth map of this scene,
493
- white near black far" alongside the still), or approximate from luminance/
494
- a vertical gradient for scenes with obvious near-ground/far-sky structure.
495
- Subdivided plane (~128×128), vertex shader displaces z by depth × uDolly;
496
- scroll drives the camera INTO the displaced relief (dolly + slight fov
497
- ease) while pointer shifts a ±3-5° parallax. Near pixels slide past the
498
- camera edges as you enter — that edge-slide is what sells "inside".
499
- Occlusion artifacts at the silhouette are hidden with fog/vignette matched
500
- to the image's palette.
501
- 3. **The diorama (matted layers).** Cut the image into 2-4 real layers
502
- (subject / midground / backdrop — matte with the §1.5 cutout pipeline, or
503
- generate the layers separately in the same prompt world). Place them at
504
- real z-depths (WebGL planes or CSS `translateZ` with perspective on the
505
- parent) and move the camera between them on scroll: passing a foreground
506
- layer's edge as it exits the frame is the moment the brain accepts depth.
507
- The generated-layers path beats matting: ask the image tool for the same
508
- scene as "foreground elements only, transparent background" + "empty
509
- background plate".
510
- 4. **The particle fly-through.** Build the image as a point cloud (§2.5
511
- disintegration budget: ≤ 10k points sampled from the texture, point size
512
- by luminance). Scroll doesn't just dissolve it — it drives the camera
513
- THROUGH the cloud: points ahead grow, pass the camera plane, and exit
514
- behind (kill/respawn them past z=camera). Halfway through, the cloud
515
- re-forms into the NEXT image — one continuous flight from picture to
516
- picture is a set-piece by itself.
517
- 5. **The scrub-dive (video/frames).** A scroll-scrubbed frame sequence
518
- (generate-sequence, or frames extracted from video via ffmpeg) whose
519
- camera already moves INTO the scene (prompt the generation that way:
520
- "dolly forward into…"); pin the section, map scroll → frame index
521
- (preload + draw to a canvas, never seek a `<video>` per frame), and the
522
- visitor's scroll finger literally walks the camera in. Exit the pin at
523
- the deepest frame into a section graded to that frame's palette.
524
-
525
- Wiring rules: these are still media planes — DOM element stays for a11y and
526
- the fallback is the graded flat image (§3's rules apply unchanged). ONE dive
527
- per page (it's a set-piece-class moment; two dives cheapen both). The dive
528
- target must be an image whose composition has actual depth to enter (a
529
- corridor, a room, a landscape, machinery receding) — prompt/choose the asset
530
- for that; diving into a flat-lit product shot reads as a zoom, which is the
531
- failure this section replaces.
532
-
533
- ## 4. Choosing the treatment (the reasoning frame)
534
-
535
- Per media element, walk this in one line each — it's the media ledger the plan
536
- blueprint (PLAN.md §2) captures:
537
-
538
- 1. **Role**: hero atmosphere / product evidence / work-card / texture / story
539
- beat? Evidence media (screenshots, product photos) gets QUIET treatments —
540
- curtain reveal, ken-burns; atmosphere media can take the loud/invented ones.
541
- 2. **Tier**: does the page already pay for WebGL? If yes, media planes (§3);
542
- if no, a DOM treatment (§2) or the DOM construction of a §2.5 invention —
543
- never add a canvas only to distort one image.
544
- 3. **Entrance / idle / response** per §0, matched to register and dial.
545
- 4. **Failure path**: poster/static version named (reduced-motion, load
546
- failure, mobile tier).
547
-
548
- ## 5. Floors (every treatment, non-negotiable)
549
-
550
- - `prefers-reduced-motion`: poster frame / static image, no autoplaying loops,
551
- no scrub (static end-state). Test by toggling it.
552
- - Videos: `muted autoplay loop playsinline preload="metadata"` + `poster`;
553
- pause when off-screen (IntersectionObserver) and on `document.hidden`; no
554
- audio tracks ever on ambient loops.
555
- - Loading: explicit `width/height` or `aspect-ratio` on every media box (zero
556
- CLS); LCP image/poster preloaded, everything below the fold lazy; a media box
557
- is never blank — poster, dominant-color fill, or blur-up while loading.
558
- - Hover treatments have focus equivalents; touch gets the tap/visible-default
559
- story (DESIGN.md §13); media planes and canvases are `pointer-events-none`
560
- unless they ARE the control.
561
- - Budgets: one video loop playing per view, ≤ 2-4MB per loop, sequences ≤
562
- ~6MB total, `dpr` capped on media-plane canvases (3d.md §7).
563
- - Alt text carries voice on images; videos that convey content (not
564
- atmosphere) get a text alternative nearby.
1
+ # Dreative Specialist Skill — Media as Motion Material
2
+
3
+ ## Contract
4
+
5
+ Follow `../references/SKILL_CONTRACT.md`. Dependencies: `ux`, `mobile`; add
6
+ `motion` for animated treatments and `3d` for media planes. Deliver an asset
7
+ manifest, rights/source note, crop/grade/compression work, dimensions/posters,
8
+ responsive treatment, fallback, and runtime evidence. Hard gates remain absolute.
9
+
10
+ Load when `plan.skills` includes `media`, the blueprint generates media, or a
11
+ motion-led page depends on imagery/video. DESIGN.md still governs sourcing,
12
+ semantics, layout, and preservation.
13
+
14
+ ## 0. Explore before recipes
15
+
16
+ Read the brief, assets, brand world, doctrine, and this file first. Generate and
17
+ record three original brand-native media concepts in `conceptExploration` before
18
+ opening `../recipes/media-recipes.md`. Recipe access is only for feasibility,
19
+ implementation, performance, fallback selection, or repairing a weak concept;
20
+ record it in `recipeAccess`.
21
+
22
+ Effect names are examples, not a menu. The concept begins with what the media
23
+ means, how the visitor changes its logic, and how that behavior develops through
24
+ the page.
25
+
26
+ ## 1. Hard gates
27
+
28
+ - Planned shipped assets exist, are distinct where promised, and visibly render
29
+ (`assets.plannedExist`). Track source/rights, aspect, grade, poster, and use.
30
+ - Media never hides content, intercepts controls, or breaks layout. DOM media
31
+ remains semantic and available when enhancement fails (`content.visible`,
32
+ `spatial.noOcclusion`).
33
+ - Every video/WebGL/sequence treatment has loading, reduced-motion, low-power,
34
+ mobile, and runtime fallbacks (`motion.reducedMotion`,
35
+ `effects.runtimeFallback`).
36
+ - A real organic subject is never approximated with crude coded primitives
37
+ (`3d.noCodedOrganic`). Use a real GLB, photoreal cutout, sourced image, or cut
38
+ the claimed object.
39
+ - Verification uses real artifacts and measurements, not textual claims
40
+ (`verification.realEvidence`).
41
+
42
+ ## 2. Baseline media quality
43
+
44
+ Every meaningful asset gets an intentional role: entrance, idle life, visitor
45
+ response, or a documented static/rest purpose. A page of identical fade-plus-
46
+ zoom treatments is the recurring failure this skill exists to prevent.
47
+
48
+ - Edit assets before placement: crop to the blueprint, grade to the palette,
49
+ compress, cut clean loops, create posters, and prepare masks/depth/plates.
50
+ - A treatment claiming to transform an image must consume that image's pixels
51
+ and align to its bounds. A separate shader/noise rectangle floating over a
52
+ static image is decoration, not treatment.
53
+ - Human perception matters: before/after states must visibly change content,
54
+ not merely produce tiny uniform deltas a sampler can detect.
55
+ - Quiet sections are valid and necessary when they create pacing. “Restraint”
56
+ is not permission for an underdesigned whole page.
57
+
58
+ ## 3. Evidence-backed defaults
59
+
60
+ Follow the proven default, or outperform it with a named alternative,
61
+ measurable success criteria, and runtime evidence.
62
+
63
+ ### Participatory moment (`media.award.participatoryMoment`)
64
+
65
+ At expressive/award ambition, the proven default is one memorable point where
66
+ the visitor moves from observing media to affecting, entering, transforming, or
67
+ controlling its visual logic. For image-led award concepts with depth-capable
68
+ assets, a depth dive is the default because it repeatedly produced a legible
69
+ immersive peak.
70
+
71
+ Valid registered alternatives include decomposition/reassembly, temporal
72
+ scrubbing, physical drag/inertia, refractive exploration, scene-responsive
73
+ media, or a brand-specific transformation of equal perceptual impact. A curtain,
74
+ fade, plain parallax, or rectangle movement alone is not equivalent.
75
+
76
+ ### Pixel coverage (`media.award.pixelCoverage`)
77
+
78
+ The proven award default is pixel-class treatment on at least half of hero/key
79
+ images, minimum three, using distinct mechanisms with quiet-class rests. This
80
+ exists because dogfood builds shipped one strong hero while the remaining page
81
+ stayed static.
82
+
83
+ A registered substitution is valid when one coherent media system visibly
84
+ develops through at least three materially different roles or states—for
85
+ example archive sheets becoming a draggable surface, then a tunnel, then a
86
+ final mark. Evidence must make each state obvious.
87
+
88
+ ### Perceivability
89
+
90
+ Pixel-class behavior changes the image content: displacement, decomposition,
91
+ reassembly, scrubbed time, refractive feedback, or another brand-native logic.
92
+ Tune it until screenshot/trace pairs are unmistakably different. Zoom, pan,
93
+ opacity, or moving the rectangle are quiet-class behaviors, not pixel-class.
94
+
95
+ ## 4. Production and props
96
+
97
+ Prefer, in order: supplied/client assets; generated assets suited to the exact
98
+ section; verified sourced media; clearly labeled placeholders. Generation is
99
+ the start of production, not the finished asset.
100
+
101
+ For isolated props:
102
+
103
+ - reserve a compositional berth that never covers text or controls;
104
+ - use real transparency and verify the matte;
105
+ - grade light direction and contact shadow into the page system;
106
+ - sell dimension with restrained parallax/rotation/scale and readable fallback;
107
+ - reuse the same asset for the same need, never one seed for distinct subjects.
108
+
109
+ For video: muted/autoplay/loop/playsinline when appropriate, real poster, no
110
+ layout shift, pause off-screen/hidden, reduced motion uses the poster.
111
+
112
+ ## 5. Media planes
113
+
114
+ Use one scene for multiple DOM-synced media planes. Keep the real DOM image/video
115
+ for semantics and fallback; synchronize its bounding rect and use the same asset
116
+ as the plane texture. Cap DPR, pause off-screen, handle context loss, and reveal
117
+ the DOM source when WebGL fails. A canvas per image and misaligned overlay planes
118
+ are invalid implementations.
119
+
120
+ ## 6. Planning and verification
121
+
122
+ The blueprint records asset path/source, purpose, treatment class, driver,
123
+ mobile behavior, fallback, and success criteria. At expressive/award, record the
124
+ page's `creativeStrategy` as diversity or development.
125
+
126
+ Verification records:
127
+
128
+ - asset existence and rendered identity;
129
+ - viewport-aligned effect/image rects;
130
+ - before/after artifacts for perceptual change;
131
+ - sampled shader/particle/frame/drag state where applicable;
132
+ - tested URL, console count, mobile viewport, reduced-motion result;
133
+ - frame time/FPS and transferred asset weight for heavy treatments.
134
+
135
+ Recipe reference: `../recipes/media-recipes.md`, after concept exploration only.