dreative 0.5.2 → 0.5.3

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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.
@@ -64,26 +69,26 @@ measurable success criteria, and runtime evidence.
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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 award concepts with depth-capable
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- assets, a depth dive is the default because it repeatedly produced a legible
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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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- ### Pixel coverage (`media.award.pixelCoverage`)
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+ ### Key-asset treatment (`media.keyAssetTreatment`)
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- The proven award default is pixel-class treatment on at least half of hero/key
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- images, minimum three, using distinct mechanisms with quiet-class rests. This
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- exists because dogfood builds shipped one strong hero while the remaining page
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- stayed static.
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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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- A registered substitution is valid when one coherent media system visibly
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- develops through at least three materially different roles or states—for
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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. Evidence must make each state obvious.
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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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@@ -98,6 +103,14 @@ Prefer, in order: supplied/client assets; generated assets suited to the exact
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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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+
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  For isolated props:
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  - reserve a compositional berth that never covers text or controls;
@@ -119,9 +132,10 @@ are invalid implementations.
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  ## 6. Planning and verification
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- The blueprint records asset path/source, purpose, treatment class, driver,
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- mobile behavior, fallback, and success criteria. At expressive/award, record the
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- page's `creativeStrategy` as diversity or development.
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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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@@ -61,33 +61,34 @@ choreography.
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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 (still premium, never crazy)
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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**: one composed hero entrance (≤ 600ms total), line-mask headline
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- reveals, in-view section reveals (2-3, `once: true`), press states on
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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 (≤ 1.5 viewports) or plain stacked beats; hover-woken media
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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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- - **Ban on mobile**: smooth-scroll libraries at full strength (Lenis: disable
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- or `syncTouch` carefully — fighting native momentum feels broken), more than
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- one scrubbed sequence, simultaneous animation of > 4 elements, any effect
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- that drops the scroll below 60fps on a mid-range phone.
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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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- - Default: replace live 3D with the poster or a pre-rendered loop (3d.md §5,
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- media.md). A generated video loop IS the mobile 3D strategy in most cases —
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- visually near-identical, thermally free.
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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
@@ -122,7 +123,7 @@ At 390×844 (plus one small check at 320px):
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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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- 600ms, heavy effects swapped for their mobile strategy — name what runs
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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.
@@ -35,6 +35,18 @@ the page; independent default animations do not.
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  ## 2. Motion architecture
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+ Classify motion before selecting a library:
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+
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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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+
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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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+
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  Choose by job:
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  - CSS transitions/animations for local states and simple decorative loops.
@@ -49,14 +61,13 @@ or velocity-aware settling; narrative motion uses deliberate timelines.
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  ## 3. Evidence-backed creative structure
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- At expressive/award, satisfy `motion.expressive.diversityOrDevelopment` through
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- one plan path:
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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:** at least four distinct mechanisms across three input drivers.
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- Reusing one mechanism more than twice is a warning that the system is shallow.
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- - **Development:** one coherent signature mechanism develops through at least
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- three materially different roles/states, supported by two quieter secondary
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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
@@ -66,6 +77,10 @@ three sections does not.
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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
@@ -78,12 +93,34 @@ three sections does not.
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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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+
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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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+
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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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+
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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. A static screenshot cannot prove choreography.
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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.