dreative 0.5.2 → 0.5.3
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/dist/cli/docsCheck.js +1 -1
- package/dist/shared/artifacts.js +58 -0
- package/dist/shared/design.js +3 -2
- package/dist/shared/ruleSystem.js +100 -10
- package/dist/shared/ruleSystem.test.js +94 -19
- package/package.json +1 -1
- package/skill/dreative/DESIGN.md +34 -26
- package/skill/dreative/PLAN.md +84 -52
- package/skill/dreative/SKILL.md +21 -9
- package/skill/dreative/recipes/motion-recipes.md +24 -0
- package/skill/dreative/references/ARTIFACTS.md +27 -11
- package/skill/dreative/references/RULES.json +9 -9
- package/skill/dreative/references/TIERS.md +7 -5
- package/skill/dreative/schemas/plan.schema.json +74 -6
- package/skill/dreative/schemas/verify.schema.json +14 -0
- package/skill/dreative/skills/media.md +28 -14
- package/skill/dreative/skills/mobile.md +13 -12
- package/skill/dreative/skills/motion.md +45 -8
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@@ -47,6 +47,11 @@ zoom treatments is the recurring failure this skill exists to prevent.
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- Edit assets before placement: crop to the blueprint, grade to the palette,
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compress, cut clean loops, create posters, and prepare masks/depth/plates.
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For every key image, record whether it stays flat or needs a transparent
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subject, foreground/middle/background planes, isolated objects, separate
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shadow/glow, clean plate, SVG/CSS mask, tile/fragment map, depth/displacement
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map, alternate crop/pose, generated keyframe, frame sequence, Canvas/WebGL
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texture, or mobile-specific composition.
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- A treatment claiming to transform an image must consume that image's pixels
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and align to its bounds. A separate shader/noise rectangle floating over a
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static image is decoration, not treatment.
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At expressive/award ambition, the proven default is one memorable point where
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the visitor moves from observing media to affecting, entering, transforming, or
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controlling its visual logic. For image-led
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immersive peak.
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controlling its visual logic. For image-led concepts with depth-capable assets,
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a depth dive is one strong candidate—not an automatic default.
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Valid registered alternatives include decomposition/reassembly, temporal
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scrubbing, physical drag/inertia, refractive exploration, scene-responsive
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media, or a brand-specific transformation of equal perceptual impact. A curtain,
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fade, plain parallax, or rectangle movement alone is not equivalent.
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###
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### Key-asset treatment (`media.keyAssetTreatment`)
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The proven award default is
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exists because dogfood builds
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stayed
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The proven expressive/award default is a deliberate preparation and motion role
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for every key image, with transformation concentrated where it shapes the story
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and quiet-class rests elsewhere. This exists because dogfood builds treated one
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hero while the remaining imagery stayed inert or repeated fade-and-zoom.
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There is no target percentage, minimum image count, or required effect family.
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One coherent media system may visibly develop through different roles—for
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example archive sheets becoming a draggable surface, then a tunnel, then a
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final mark
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final mark—or distinct images may receive different concept-led treatments.
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Evidence must make the important state changes obvious.
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### Perceivability
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section; verified sourced media; clearly labeled placeholders. Generation is
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the start of production, not the finished asset.
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When video or separated source material is absent, first attempt the strongest
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feasible stylized treatment: depth separation, camera movement through layers,
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related generated keyframes, a bounded frame sequence, masks between crops or
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states, tiles/fragments, Canvas pixels/particles, shader displacement, blending,
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or use as a texture in a larger composition. Do not imply this is real video.
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Ask for missing source material only when the requested result cannot be
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approximated convincingly; never leave a placeholder for future advanced motion.
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For isolated props:
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- reserve a compositional berth that never covers text or controls;
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## 6. Planning and verification
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The blueprint records asset path/source,
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page's `creativeStrategy`
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The blueprint records asset path/source, importance, preparation decision and
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derivatives, purpose, treatment class, driver, mobile behavior, fallback, and
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success criteria. At expressive/award, record the page's `creativeStrategy` and
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contextual `motionComplexityBudget`.
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Verification records:
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rows), contact/socials in the footer of the overlay. Wired per ux.md §1
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(focus trap, scroll lock, Esc/back closes).
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## 2. Motion on mobile (
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## 2. Motion on mobile (shorter, lighter, still authored)
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The motion inventory scaled to touch (extends motion.md §5):
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- **Keep**:
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- **Keep**: the experience's defining transformation in a shorter form when it
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remains readable, plus line-mask headline reveals, selected in-view moments,
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and press states on
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EVERYTHING tappable (`active:scale-[0.98]` — on mobile this is the main
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interaction feedback, since hover doesn't exist), marquees (pause
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off-screen), counters, accordion springs.
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- **Translate**: parallax halves or dies (§13); pinned sequences → short
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sticky sections
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measured sticky sections, clip-path/layer handoffs, or plain stacked beats; hover-woken media
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→ in-view-woken (loop plays while ≥ 60% visible, pauses off-screen) or
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tap-to-play; magnetic/cursor effects → gone entirely, replaced by press
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feedback; drag-to-explore → swipe carousel or index list as PRIMARY
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(DESIGN.md §13).
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- **
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or `syncTouch` carefully — fighting native momentum feels broken),
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- **Avoid on mobile**: smooth-scroll libraries at full strength (Lenis: disable
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or `syncTouch` carefully — fighting native momentum feels broken), competing
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scrubbed sequences, dense simultaneous animation, and any effect that misses
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the measured frame-time target on a mid-range phone.
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- Scroll reveals trigger earlier (`margin: "-10% 0px"` not -20%) — mobile
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viewports are short and users scroll fast; late reveals = users see blank.
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## 3. 3D and heavy media on mobile
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- Choose from a simplified live scene, a pre-rendered loop, layered DOM/SVG, or
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an intentional poster composition according to concept and measured device
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cost (3d.md §5, media.md). Do not simply erase the defining moment.
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- If live 3D ships: dpr capped at 2, sim/particle counts halved, post-FX off,
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`frameloop="demand"` where possible, pause on scroll-out and
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`document.hidden`. Test the thermal story: 30s of idling must not heat the
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3. Scroll the full page fast: reveals keep up, nothing janks, sticky elements
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behave through the URL-bar resize.
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4. Confirm the motion translation shipped (§2): press states everywhere, hero
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timing stays readable and responsive, heavy effects use their mobile strategy — name what runs
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on mobile vs desktop in the final report.
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5. If media/3D shipped: posters load, loops play inline (not fullscreen),
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pause off-screen.
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## 2. Motion architecture
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Classify motion before selecting a library:
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- **Decorative:** reveals, hover response, ambient loops, and slight parallax.
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- **Structural:** motion controls hierarchy, pacing, pinning, section state, or
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the handoff between compositions.
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- **Transformational:** imagery, type, or objects fragment, combine,
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reconstruct, change form, or become the next scene.
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At expressive/award, actively test key moments for structural or
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transformational value. Do not call opacity/translate/scale choreography
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structural merely because it is scroll-driven.
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Choose by job:
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- CSS transitions/animations for local states and simple decorative loops.
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## 3. Evidence-backed creative structure
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At expressive/award, satisfy `motion.expressive.
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At expressive/award, satisfy `motion.expressive.architecture` through one plan
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path without mechanism quotas:
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- **Diversity:**
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- **Development:** one coherent signature mechanism
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mechanisms and at least two drivers.
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- **Diversity:** use the concept-related mechanisms and drivers needed to shape
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the journey, joined by one motion language.
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- **Development:** evolve one coherent signature mechanism through materially
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different roles/states, with quieter supporting motion.
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Development is not the same reveal with different distances. A line becoming
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navigation, data plot, and scene boundary qualifies; fade-up repeated across
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- Build a timeline for the whole journey: setup, anticipation, peak, rest,
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transformation, resolution.
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- Concentrate technical and visual complexity in a small number of hero moments;
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keep reading sections calm so those moments land.
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- Prefer composition handoffs: let a mask, object, layer, grid, or typographic
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structure from one scene become material for the next.
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- Entrances orient; they are not the design. Key media and signatures respond to
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input or develop state.
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- Scroll links progress to meaning. Clamp/damp velocity and avoid raw scroll
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## 5. Planning and verification
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Before implementation, complete the section-level motion treatment in the plan:
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static composition, start/end state, changes, pinned elements, handoff, purpose,
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mechanism, mobile translation, and reduced-motion state. Choose the simplest
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mechanism that produces the intended transformation convincingly; CSS is valid,
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and WebGL/3D is never required as a creativity badge.
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Run the anti-default review before approval: identify whether imagery only
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fades/scales/slides, sections reveal independently, the page lacks a composition
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handoff, motion merely introduces rather than changes state, the system could fit
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an unrelated brand, or nothing is memorable. Revise expressive/award plans that
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remain generic.
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Weak treatment: “hero scales in, heading fades up, cards stagger, sections
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reveal.” Strong treatment: “the isolated subject stays pinned while its depth
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layers separate; the headline compresses into a mask; that mask tiles the scene
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into the next section; mobile uses a short clip-path handoff.” Copy neither
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literally—match that level of state change and continuity to the brief.
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For each moment record element, trigger/driver, purpose, state range, duration or
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spring, mobile translation, reduced-motion behavior, fallback, and evidence.
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Runtime proof includes changing transforms/uniforms/state at two timestamps,
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trigger positions, tested scroll-back, hidden-tab recovery, cleanup after route
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changes, mobile viewport, reduced motion, console count, and frame-time sampling
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for heavy work.
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for heavy work. Visually inspect initial, early, mid-transition, final, handoff,
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mobile, and reduced-motion states; add pinned midpoint/exit when relevant. Check
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readability, continuity, collisions, empty frames, timing, concept expression,
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and usability. Expressive/award work requires at least one refinement after this
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inspection. A static screenshot cannot prove choreography.
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Recipe reference: `../recipes/motion-recipes.md`, after concept exploration only.
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