freecodego 0.1.7-alpha.2.2 → 0.1.7-rc.2.2

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.
Files changed (593) hide show
  1. package/README.i18n.yaml +45 -5
  2. package/README.md +4 -4
  3. package/README.zh.md +4 -4
  4. package/cordis.patch.yml +230 -126
  5. package/dist/assets/design/craft/FUTURE_SECTIONS.md +9 -0
  6. package/dist/assets/design/craft/LICENSE +201 -0
  7. package/dist/assets/design/craft/PROVENANCE.md +77 -0
  8. package/dist/assets/design/craft/README.md +106 -0
  9. package/dist/assets/design/craft/accessibility-baseline.md +201 -0
  10. package/dist/assets/design/craft/animation-discipline.md +154 -0
  11. package/dist/assets/design/craft/anti-ai-slop.md +84 -0
  12. package/dist/assets/design/craft/color.md +88 -0
  13. package/dist/assets/design/craft/form-validation.md +221 -0
  14. package/dist/assets/design/craft/laws-of-ux.md +296 -0
  15. package/dist/assets/design/craft/rtl-and-bidi.md +186 -0
  16. package/dist/assets/design/craft/state-coverage.md +134 -0
  17. package/dist/assets/design/craft/typography-hierarchy-editorial.md +182 -0
  18. package/dist/assets/design/craft/typography-hierarchy.md +165 -0
  19. package/dist/assets/design/craft/typography.md +122 -0
  20. package/dist/assets/design/react-bits/SKILL.md +130 -0
  21. package/dist/assets/design/skills/embedded-captions/CATALOG.md +91 -0
  22. package/dist/assets/design/skills/embedded-captions/SKILL.md +260 -0
  23. package/dist/assets/design/skills/embedded-captions/assets/fonts/char-widths.json +2211 -0
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  26. package/dist/assets/design/skills/embedded-captions/dna/README.md +148 -0
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  37. package/dist/assets/design/skills/embedded-captions/modes/cinematic/README.md +48 -0
  38. package/dist/assets/design/skills/embedded-captions/modes/cinematic/_archive/champion/spec.md +98 -0
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  48. package/dist/assets/design/skills/embedded-captions/modes/standard/_motion.md +192 -0
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  89. package/dist/assets/design/skills/embedded-captions/themes/terminal.json +49 -0
  90. package/dist/assets/design/skills/embedded-captions/themes/thunder.json +44 -0
  91. package/dist/assets/design/skills/embedded-captions/themes/transit.json +44 -0
  92. package/dist/assets/design/skills/embedded-captions/themes/vhs.json +47 -0
  93. package/dist/assets/design/skills/faceless-explainer/SKILL.md +235 -0
  94. package/dist/assets/design/skills/faceless-explainer/references/cut-catalog.md +215 -0
  95. package/dist/assets/design/skills/faceless-explainer/references/motion-language.md +156 -0
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  98. package/dist/assets/design/skills/faceless-explainer/sub-agents/frame-worker.md +12 -0
  99. package/dist/assets/design/skills/general-video/SKILL.md +164 -0
  100. package/dist/assets/design/skills/general-video/sub-agents/frame-worker.md +34 -0
  101. package/dist/assets/design/skills/hyperframes/SKILL.md +134 -0
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  117. package/dist/assets/design/skills/hyperframes/references/routes/product-launch-video.md +13 -0
  118. package/dist/assets/design/skills/hyperframes/references/routes/remotion-to-hyperframes.md +9 -0
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  126. package/dist/assets/design/skills/hyperframes-animation/SKILL.md +86 -0
  127. package/dist/assets/design/skills/hyperframes-animation/adapters/animate-text.md +64 -0
  128. package/dist/assets/design/skills/hyperframes-animation/adapters/animejs.md +130 -0
  129. package/dist/assets/design/skills/hyperframes-animation/adapters/css-animations.md +143 -0
  130. package/dist/assets/design/skills/hyperframes-animation/adapters/gsap-easing-and-stagger.md +199 -0
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  139. package/dist/assets/design/skills/hyperframes-animation/blueprints/agent-progress-theater.md +76 -0
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+ ---
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+ name: motion-blur-streak
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+ description: Fake directional velocity blur on a fast entrance or camera push-through — blur peaks at max speed and resolves to 0 at the settle, so the element streaks in then snaps sharp. Two paths — SVG feGaussianBlur on the motion axis, or an echo/ghost trail that collapses into the lead.
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+ metadata:
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+ tags: motion-blur, velocity, streak, entrance, fly-in, ghost, echo, svg-filter, kinetic, camera, snap
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+ ---
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+
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+ # Motion-Blur Streak
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+
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+ Real motion blur isn't available to a seeked renderer (it integrates over shutter time), so this rule **fakes** it for a fast fly-in or hard camera push-through. The whole point is the _coupling_: the blur envelope rides the **same ease and window** as the position tween, so peak blur lands exactly on peak speed and the element is razor-sharp the instant it stops. Two paths:
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+
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+ - **(A) Directional SVG blur** — inline `<feGaussianBlur stdDeviation="X 0">` (X on the motion axis, 0 across it), tweened via a proxy. Cleanest; a true directional smear.
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+ - **(B) Echo / ghost trail** — 2–4 duplicates at decreasing opacity, offset backward along the motion vector, collapsing into the lead as it settles. No filter cost; a stylized "speed-line" trail.
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+
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+ **Entrances and mid-shot moves only — never a mid-composition exit.** A blurred element fleeing off-frame mid-composition reads as a glitch; a hard exit between scenes is the transition's job (`../transitions/overview.md`). One sanctioned scope extension: the envelope may ride the **camera wrapper** during a travel leg — see the Camera-Travel Carve-Out.
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+
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+ ## How It Works
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+
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+ A fast `out`-eased move front-loads velocity — fastest off the start, bleeding to zero at the settle. Map the blur/echo envelope onto that same curve: position travels from an off-frame / pushed-back start to rest over `MOVE_DUR`; in lockstep on the same window and ease the smear goes `PEAK_BLUR → 0` (A) or the ghosts collapse onto the lead (B). By the settle the element is fully crisp and dwells ≥1 s — the contrast between violent streak and still, sharp settle IS the effect. GSAP can't tween an SVG attribute directly: tween a plain `{ v }` proxy and write `setAttribute("stdDeviation", …)` in `onUpdate`, seeding it once at setup so a seek to t=0 shows the streaked start.
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+
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+ ## Recipe
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+
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+ ```html
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+ <!-- inside a standard scene clip; overflow: hidden on the scene (the smear extends past rest) -->
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+ <svg width="0" height="0" aria-hidden="true" style="position: absolute">
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+ <filter id="streak" x="-50%" y="-50%" width="200%" height="200%">
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+ <feGaussianBlur id="streak-blur" in="SourceGraphic" stdDeviation="0 0" />
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+ </filter>
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+ </svg>
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+ <div class="streak-el" id="streak-el" style="filter: url(#streak)">{phrase}</div>
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+ <!-- Path B instead: N-1 aria-hidden .streak-ghost duplicates BEHIND the lead, no filter -->
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+ ```
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+
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+ ```js
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+ // Path A — proxy-tweened directional blur.
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+ const blurNode = document.getElementById("streak-blur");
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+ const blurProxy = { v: PEAK_BLUR };
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+ const writeBlur = () => blurNode.setAttribute("stdDeviation", `${blurProxy.v} 0`); // X axis only
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+ writeBlur(); // seed frame 0 — a seek to t=0 must show the streaked start, not a sharp pre-frame
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+
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+ tl.fromTo(
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+ "#streak-el",
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+ { x: ENTER_FROM_X, opacity: 0 },
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+ { x: 0, opacity: 1, duration: MOVE_DUR, ease: MOVE_EASE },
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+ MOVE_START,
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+ );
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+ tl.to(blurProxy, { v: 0, duration: MOVE_DUR, ease: MOVE_EASE, onUpdate: writeBlur }, MOVE_START);
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+
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+ // Path B — ghosts on the SAME window/ease; per-ghost variation by index.
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+ gsap.utils.toArray(".streak-ghost").forEach((g) => {
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+ const i = Number(g.dataset.i); // 1..N-1, set in HTML
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+ tl.fromTo(
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+ g,
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+ { x: ENTER_FROM_X - i * ECHO_STEP_PX, opacity: GHOST_BASE_OPACITY / i },
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+ { x: 0, opacity: 0, duration: MOVE_DUR, ease: MOVE_EASE },
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+ MOVE_START,
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+ );
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+ });
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+ ```
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+
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+ ## Variations
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+
63
+ - **Vertical streak** — swap axes: `y`, `stdDeviation="0 Y"`, vertical echo offsets.
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+ - **Camera push-through** — `scale: SCALE_FROM → 1` with a symmetric `"B B"` envelope (depth-wise smear, not directional): the wordmark punches out of soft focus and snaps crisp at the lock.
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+ - **Staggered grid streak-in** — each card streaks into its slot at `MOVE_START + i * CARD_STAGGER` with its own blur proxy / ghosts; sharp the instant it lands.
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+ - **Hold-the-streak** — blur on a marginally slower curve than position (position `expo.out`, blur `power3.out`) so the last wisp resolves just after arrival. Sparingly; default is locked envelopes.
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+
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+ ## Camera-Travel Carve-Out
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+
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+ The envelope is also sanctioned at **wrapper level**: on the `.world` / camera wrapper of a virtual-camera scene ([viewport-change.md](viewport-change.md), [multi-phase-camera.md](multi-phase-camera.md), [3d-camera-flight.md](3d-camera-flight.md)) during a **travel leg** — a dive, a whip sweep, a violent final push. This does **not** violate "never a mid-composition exit": the world never leaves frame — the camera travels _through_ it, and every leg ends with the world at rest, sharp, inside the frame. Each leg is an **arrival** at the next pose, so the entrance doctrine applies leg by leg. Three deltas from the element-level recipe:
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+
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+ - **Envelope follows the leg's ease.** An `out` leg (dive, final push) uses the base recipe unchanged. An `inOut` repositioning leg peaks mid-leg: split the envelope at the velocity peak — `0 → PEAK` on the in-half ease over the first half, `PEAK → 0` on the out-half over the second. Seed the proxy at **0** for these (the streaked state lives mid-leg, not at t=0; seed-at-`PEAK_BLUR` belongs to the entrance shape, where the first frame IS the fastest).
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+ - **Filter placement.** 2D camera: `filter: url(#streak)` on the `.world` wrapper. 3D flight: on the **perspective stage** above the 3D context — a `filter` on a `preserve-3d` element flattens it and collapses every `translateZ`. Never per-element inside the world: one frame-wide envelope, not N desynced ones.
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+ - **Full-frame blur is heavy** — cap `PEAK_BLUR` ~18–20 at wrapper level (vs 30 for one element); a brief whip may touch ~24. Axis rule as usual: `"X 0"` for a lateral whip/pan, `"B B"` for a dive/push.
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+
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+ ### Whip sweep (named composition)
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+
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+ The heavily-blurred lateral whip that resolves into the next region — two rules on one window:
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+
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+ 1. **Position** — [nudge-curve.md](nudge-curve.md)'s three-phase chain on the camera state, tuned burst-dominant (tail still ≥3× ramp-in in time).
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+ 2. **Blur** — `0 → PEAK` across the ramp-in, held at `PEAK` through the linear burst (constant velocity = constant smear), `PEAK → 0` across the tail.
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+
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+ Swap or reveal the next region's content DURING the burst — the smear masks the change; the `power4.out` tail lands it sharp. Reveal during the burst, read after the tail.
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+
85
+ ```js
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+ tl.to(cam, { x: WHIP_X * 0.1, duration: 0.12, ease: "power3.in", onUpdate: applyCamera }, WHIP_AT);
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+ tl.to(
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+ cam,
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+ { x: WHIP_X * 0.75, duration: 0.1, ease: "none", onUpdate: applyCamera },
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+ WHIP_AT + 0.12,
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+ );
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+ tl.to(
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+ cam,
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+ { x: WHIP_X, duration: 0.35, ease: "power4.out", onUpdate: applyCamera },
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+ WHIP_AT + 0.22,
96
+ );
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+
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+ tl.to(blurProxy, { v: PEAK_BLUR, duration: 0.12, ease: "power3.in", onUpdate: writeBlur }, WHIP_AT);
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+ // blur holds at PEAK through the linear burst (no tween needed — value rests at PEAK)
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+ tl.to(blurProxy, { v: 0, duration: 0.35, ease: "power4.out", onUpdate: writeBlur }, WHIP_AT + 0.22);
101
+ ```
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+
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+ ## Values
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+
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+ | token | range | notes |
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+ | ------------------ | -------------------------------------------------- | ----------------------------------------------------------------------------------------------- |
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+ | MOVE_EASE | `expo.out` / `power4.out` (default) / `power3.out` | `out`-family ONLY — `in`/`inOut` puts peak speed in the wrong place; position and blur share it |
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+ | MOVE_DUR | 0.25–0.6s | over ~0.7s reads as a focus pull, not velocity |
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+ | ENTER_FROM_X/Y | 40–120% of the element's own dimension | enough runway for the streak to read |
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+ | PEAK_BLUR | 8–30 (default 18) | >30 erases the glyph at the start; ~18–20 cap at wrapper level |
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+ | SCALE_FROM | 1.3–2.5 | push-through variation |
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+ | N (ghosts) | 2–4 | >4 reads as strobe, not streak |
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+ | ECHO_STEP_PX | 12–40px | `N × step ≲ ENTER_FROM` so the furthest ghost starts inside the runway |
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+ | GHOST_BASE_OPACITY | 0.3–0.6 | opaque ghosts read as duplicate elements |
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+ | CARD_STAGGER | 0.05–0.12s | one assembling wave, not separate arrivals |
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+
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+ ## Critical Constraints
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+
119
+ - Blur peaks at peak speed and resolves to 0 at the settle — share the ease and window between position and envelope. A blur that lingers after the stop reads as a focus pull.
120
+ - Entrances / mid-shot arrivals only — never a mid-composition exit; wrapper-level use only per the carve-out.
121
+ - Seed `stdDeviation` at setup: at `PEAK_BLUR` for the entrance shape, at 0 for a whip / `inOut` leg.
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+ - Generous filter region (`x="-50%" y="-50%" width="200%" height="200%"`) or the smear clips at the element's box edge.
123
+ - Directional axis: `"X 0"` horizontal, `"0 Y"` vertical, `"B B"` only for a depth/scale move — symmetric blur on a sideways move looks like defocus.
124
+ - Dwell ≥1 s sharp after the snap; a streak landing at the last beat reads as "flashed and gone".
125
+ - Heavy element on a solid field — thin type (< ~120px / 800 weight) or a busy backdrop swallows the smear.
126
+ - `overflow: hidden` on the scene — the smear / furthest ghost extends past the resting position during travel.
127
+
128
+ ## See also
129
+
130
+ `kinetic-beat-slam` (streak as one beat's entrance) · `center-outward-expansion` (grid streak-in) · `scale-swap-transition` (same-footprint morph — not an arrival) · `nudge-curve` (the whip sweep's position half) · `3d-camera-flight` / `viewport-change` (the carve-out's wrappers).
@@ -0,0 +1,133 @@
1
+ ---
2
+ name: multi-cursor-choreography
3
+ description: N labeled independent cursor actors work one canvas simultaneously (collaborative-canvas ambience) — per-cursor deterministic waypoint schedules, name-tag pills in distinct colors, grab/drop actions on an interleaved beat grid so paths and actions never collide; the camera stays locked, the liveness itself is the message.
4
+ metadata:
5
+ tags: cursor, multi-cursor, collaboration, ensemble, canvas, name-tag, choreography, ambient, teamwork
6
+ ---
7
+
8
+ # Multi-Cursor Choreography
9
+
10
+ > **The camera never chases anyone.** No real camera — any "pan" is the canvas group translating inside a static frame. And per the motion doctrine's idle-motion ban, every cursor must **perform**: travel to a target, act, then rest still. Scheduled rest is stillness; aimless wander loops are wobble.
11
+
12
+ THE ensemble primitive: **two to four labeled cursor actors** — each an arrow plus a name-tag pill in its own color — work one shared canvas at the same time. No single interaction is the subject; the **simultaneous liveness is** ("a team is in here, working"), usually as ambience under a headline building over the top. Distinct from [cursor-click-ripple.md](cursor-click-ripple.md) and [cursor-drag.md](cursor-drag.md): those are **one protagonist** the viewer follows click-by-click; here the actors are chorus, not lead — each action smaller and quieter than a solo cursor's, the value in the interleaving. Also distinct from [camera-cursor-tracking.md](camera-cursor-tracking.md): that locks the _viewport_ to one focal cursor; this rule forbids exactly that — the frame is static and the eye roams freely.
13
+
14
+ ## How It Works
15
+
16
+ Everything hangs off one data table:
17
+
18
+ 1. **The actor table** — a literal `ACTORS` array: per actor a name, a color, and a **waypoint schedule** (`{ x, y, at, dur }` legs plus action beats). All coordinates and times are hand-authored constants — the choreography is data: deterministic, seekable, and auditable for collisions before a single frame renders.
19
+ 2. **Legs as explicit `fromTo`s** — each leg tweens the actor wrapper from the previous waypoint to the next at an absolute position. Gaps between legs are **rests**: the cursor sits still exactly where it landed.
20
+ 3. **Actions** — a leg can end in a grab (press dip; the payload rides the next leg in lockstep — [cursor-drag.md](cursor-drag.md) mechanics at chorus intensity), a drop (`tl.set` identity swap + tiny settle pop), or a hover (a highlight fades in under the tip, once, then holds).
21
+ 4. **The interleaved beat grid** — actions land on **alternating beats** (~1.2 / 2.6 / 4.0 s): at any moment at most one action lands while the others glide or rest. Each actor owns a home **zone** of the canvas; only one actor at a time leaves its zone, so paths never cross near-simultaneously. (Short specimens under ~5s can compress beat spacing to ~0.3–0.9s — zones still prevent collisions; the ≥1s spacing is for ambience-length shots.)
22
+ 5. **Ambience staging** — cursors may already be mid-canvas at t=0 (the team was working before we arrived — the collaborative-canvas idiom), or enter off-frame on staggered starts. The canvas group may slowly translate-pan under the ensemble (element translate, not a camera).
23
+
24
+ ## Recipe
25
+
26
+ ```html
27
+ <!-- Canvas group (mockups + payload chips) may translate for an ambient pan.
28
+ One wrapper per actor: arrow + name tag move as ONE object. -->
29
+ <div class="canvas-group" id="canvas-group">
30
+ <div class="mockup" id="mockup-a">{mockupA}</div>
31
+ <div class="canvas-chip" id="chip-1">{chipLabel}</div>
32
+ </div>
33
+ <div class="actor" id="actor-1">
34
+ <svg class="actor-arrow"><!-- arrow path, fill: ACTOR_1_COLOR --></svg>
35
+ <span class="actor-tag" style="background: ACTOR_1_COLOR">{actorName1}</span>
36
+ </div>
37
+ ```
38
+
39
+ ```js
40
+ // The choreography IS this table — all literals; read the `at` columns to
41
+ // verify beats interleave. Each actor owns a zone.
42
+ const ACTORS = [
43
+ {
44
+ id: "#actor-1", // zone: left mockup
45
+ legs: [
46
+ { from: { x: 180, y: 420 }, to: { x: 320, y: 300 }, at: 0.2, dur: 0.9 },
47
+ { to: { x: 340, y: 480 }, at: 2.0, dur: 0.8 }, // rest 0.9s between legs
48
+ ],
49
+ },
50
+ {
51
+ id: "#actor-2", // zone: center mockup
52
+ legs: [
53
+ { from: { x: 900, y: 200 }, to: { x: 820, y: 360 }, at: 0.6, dur: 1.0 },
54
+ { to: { x: 980, y: 380 }, at: 3.4, dur: 0.7 },
55
+ ],
56
+ },
57
+ {
58
+ id: "#actor-3", // zone: right panel — enters from off-frame
59
+ legs: [{ from: { x: 1980, y: 520 }, to: { x: 1560, y: 460 }, at: 1.4, dur: 1.1 }],
60
+ },
61
+ ];
62
+
63
+ ACTORS.forEach((actor) => {
64
+ let prev = actor.legs[0].from;
65
+ tl.set(actor.id, { x: prev.x, y: prev.y }, 0); // on stage (or off) from t=0
66
+ actor.legs.forEach((leg) => {
67
+ tl.fromTo(
68
+ actor.id,
69
+ { x: prev.x, y: prev.y },
70
+ { x: leg.to.x, y: leg.to.y, duration: leg.dur, ease: "power2.inOut", immediateRender: false },
71
+ leg.at,
72
+ );
73
+ prev = leg.to;
74
+ });
75
+ });
76
+
77
+ // Actions at chorus intensity — actor 1 grabs the chip: press dip, then the
78
+ // chip rides leg 2 in lockstep (matched tween: same position, duration, ease).
79
+ tl.to("#actor-1", { scale: 0.88, duration: 0.07, ease: "power2.in", yoyo: true, repeat: 1 }, 1.1);
80
+ tl.fromTo(
81
+ "#chip-1",
82
+ { x: 0, y: 0 },
83
+ { x: CHIP_DX, y: CHIP_DY, duration: 0.8, ease: "power2.inOut", immediateRender: false },
84
+ 2.0, // = actor-1 leg 2 `at` and `dur`, exactly
85
+ );
86
+ // Drop: identity swap + tiny settle — quieter than a solo cursor's snap
87
+ tl.set("#chip-1", { backgroundColor: "{chipSwapColor}" }, 2.8);
88
+ tl.fromTo(
89
+ "#chip-1",
90
+ { scale: 1.06 },
91
+ { scale: 1, duration: 0.2, ease: "power3.out", immediateRender: false },
92
+ 2.8,
93
+ );
94
+
95
+ // Optional ambient canvas pan (element translate, NOT a camera)
96
+ tl.fromTo("#canvas-group", { x: 0 }, { x: PAN_DX, duration: 6.0, ease: "none" }, 0.3);
97
+ ```
98
+
99
+ ## Variations
100
+
101
+ - **Ambient collaborative canvas (the Hook register)** — the default: actors mid-canvas at t=0, canvas slowly panning, a headline building over the top ([waterfall-entry.md](waterfall-entry.md)). The demo is set-dressing for the words; keep every action small and the beat grid loose.
102
+ - **One labeled editor (N = 1, still ensemble-styled)** — a single labeled teammate cursor performs one visible edit (deletes and retypes a headline word via [discrete-text-sequence.md](discrete-text-sequence.md), or drops one component). The name tag is the point: _a person_ did this.
103
+ - **Featured beat inside the ensemble** — one actor briefly becomes the lead: full [cursor-drag.md](cursor-drag.md) grab-carry-drop with chrome while the others explicitly REST for that window. Freeze the chorus; two things moving with intent at once splits the eye.
104
+ - **Staggered entrances** — cursors enter from off-frame at `ENTER_AT + i * ENTER_STAGGER`, each gliding to its zone ("the team assembles"); entry vectors from different edges, per the house cursor entry law.
105
+
106
+ ## Values
107
+
108
+ | token | range | notes |
109
+ | ------------------- | ------------------------- | ---------------------------------------------------------------------------------------------------------------------------- |
110
+ | ACTOR_COUNT | 2–4 | one is a solo rule's job; five+ reads as noise — no viewer tracks five pointers |
111
+ | leg `dur` | 0.6–1.2 s, `power2.inOut` | human, considered mouse movement; sub-0.5 s across long distances reads as a teleport |
112
+ | rest gaps | 0.5–1.5 s | rests make the ensemble read as people; zero-rest actors read as screensavers |
113
+ | action beat spacing | ≥ 1.0 s | while one acts, others may glide but must not act — audit by sorting all `at` values |
114
+ | zones | one per actor | only the acting actor crosses zones; two cursors within ~80 px reads as a glitch — check waypoint pairs at overlapping times |
115
+ | PAN_DX | ~40–80 px, linear | parallax life, not a camera move; omit for busier ensembles |
116
+ | tag / arrow size | smaller than a solo lead | the oversized-cursor treatment is for protagonists; tags must stay legible at render resolution |
117
+ | colors | one saturated hue each | from the palette's accent range; tag pill and arrow fill share the hue |
118
+
119
+ ## Critical Constraints
120
+
121
+ - **The table is the choreography** — all waypoints, times, and actions are literal data. If you can't verify non-collision by reading the `at` columns, the schedule is too clever.
122
+ - **Every leg is an explicit `fromTo`** with the previous waypoint as the from-state, `immediateRender: false` on all but each actor's initial placement — chained `.to()`s on shared properties capture stale starts under seek.
123
+ - **Interleave, never chord** — at most one action landing at any moment; simultaneous travel is fine (that's the liveness), simultaneous _payoffs_ compete.
124
+ - **Chorus intensity** — every action is a quieter version of its solo rule: smaller dips, subtler snaps, no ripple bursts; save full treatment for a featured beat.
125
+ - **Rest is stillness** — between legs a cursor holds exactly where it landed: no idle drift, no yoyo wander on any actor.
126
+ - **Payload lockstep** — a carried chip's tween matches its actor's leg exactly (position, duration, ease), per the cursor-drag law.
127
+ - **The wrapper moves, never the parts** — arrow + name tag are one element; tweening them separately shears the actor apart under seek.
128
+ - **Camera locked** — no viewport zoom/pan tweens; the only large-scale motion is the linear canvas-group translate. Never zoom to an actor (that's a solo-cursor shot).
129
+ - **Actors are people** — human-speed glides, pauses, one thing at a time; `pointer-events: none` on all actors. Check `tl.duration()` — ensembles accumulate long tails from late rests.
130
+
131
+ ## See also
132
+
133
+ `cursor-drag` (full-treatment featured beat) · `cursor-click-ripple` (chorus click — press only, skip the ripple) · `discrete-text-sequence` (a labeled actor's retype edit) · `viewport-change` (the canvas-group translate math) · `spring-pop-entrance` (components popping in as drop results).
@@ -0,0 +1,129 @@
1
+ ---
2
+ name: multi-phase-camera
3
+ description: Sequential camera zoom with 2-3 distinct phases (pull-back / focus / push) plus continuous micro-drift for organic cinematic feel.
4
+ metadata:
5
+ tags: camera, zoom, phase, drift, scale, cinematic
6
+ ---
7
+
8
+ # Multi-Phase Camera
9
+
10
+ A camera wrapper around the ENTIRE scene that progresses through discrete zoom phases at scripted triggers, with continuous sine-driven micro-drift overlaid so the camera never feels static between phases. Distinct from a single linear zoom — multi-phase creates cinematic pacing (anticipation → reveal → settle).
11
+
12
+ ## How It Works
13
+
14
+ The camera is one wrapping `<div>` whose `transform: scale() translate(x, y)` is composed from two channels inside a single `onUpdate` writer:
15
+
16
+ 1. **Phase scale** — a proxy object `{ scale }` stepped through phases at trigger times (`PHASE_1_SCALE` at t=0 → `PHASE_2_SCALE` at `PHASE_2_AT` → `PHASE_3_SCALE` at `PHASE_3_AT`).
17
+ 2. **Drift offset** — a continuous sine-based `translateX` / `translateY` (small amplitude, slow frequency) ADDED to the phase transform. X and Y run at slightly different frequencies (`DRIFT_FREQ_RATIO ≈ 1.3`) — equal frequencies produce a perfect diagonal that reads mechanical; ~1.3 gives an organic Lissajous.
18
+
19
+ ## Recipe
20
+
21
+ ```html
22
+ <div class="camera" id="camera">
23
+ <div class="content">
24
+ <div class="hero">{Brand}</div>
25
+ <div class="tagline">{tagline}</div>
26
+ <div class="cta">{ctaText}</div>
27
+ </div>
28
+ </div>
29
+ ```
30
+
31
+ ```css
32
+ .scene {
33
+ overflow: hidden; /* REQUIRED — any phase scale < 1 exposes the content's edges */
34
+ background: {sceneBgColor}; /* background on .scene, NOT .camera — a camera-borne
35
+ background warps/translates with the transform and reveals the outer void */
36
+ }
37
+ .camera {
38
+ position: absolute;
39
+ inset: 0;
40
+ display: grid;
41
+ place-items: center;
42
+ transform-origin: 50% 50%; /* off-center origin creates phase-to-phase drift */
43
+ will-change: transform;
44
+ }
45
+ ```
46
+
47
+ ```js
48
+ const camera = document.getElementById("camera");
49
+
50
+ // Three-phase scale plan: pullback → focus → push.
51
+ const phase = { scale: PHASE_1_SCALE }; // Phase 1 is the initial value — no tween
52
+
53
+ // Phase 2 — settle to neutral focus
54
+ tl.to(phase, { scale: PHASE_2_SCALE, duration: PHASE_2_DUR, ease: PHASE_2_EASE }, PHASE_2_AT);
55
+
56
+ // Phase 3 — slow push-in for the climax
57
+ tl.to(phase, { scale: PHASE_3_SCALE, duration: PHASE_3_DUR, ease: PHASE_3_EASE }, PHASE_3_AT);
58
+
59
+ // Drift driver — continuous sine motion overlaid on the phase scale.
60
+ // The ONE writer of camera.style.transform.
61
+ const drift = { p: 0 };
62
+ tl.to(
63
+ drift,
64
+ {
65
+ p: Math.PI * 2 * DRIFT_CYCLES,
66
+ duration: TOTAL_DURATION, // spans the whole composition
67
+ ease: "none",
68
+ onUpdate: () => {
69
+ const dx = Math.sin(drift.p) * DRIFT_AMP_X;
70
+ const dy = Math.sin(drift.p * DRIFT_FREQ_RATIO) * DRIFT_AMP_Y;
71
+ camera.style.transform = `scale(${phase.scale}) translate(${dx}px, ${dy}px)`;
72
+ },
73
+ },
74
+ 0,
75
+ );
76
+
77
+ // Content reveals happen INSIDE the camera frame (hero/tagline/cta beats).
78
+ ```
79
+
80
+ ## Phase Patterns
81
+
82
+ | Pattern | Scale sequence (1 → 2 → 3) | Feel | When to use |
83
+ | ------------------- | --------------------------------- | ------------------------------- | ----------------------------- |
84
+ | **Focus-in** | back → neutral → slight push | Approach → settle → slight push | Default product reveal |
85
+ | **Dramatic reveal** | push → neutral → pull | Wide → focus → settle back | Hero shot with breathing room |
86
+ | **Steady push** | neutral → slight push → more push | Gradual forward momentum | Continuous narrative push |
87
+ | **Bookend pull** | neutral → strong push → neutral | Settle → push → release | CTA emphasis then release |
88
+
89
+ ## Variations
90
+
91
+ - **Phase trigger by content beat**: align a camera tween's start with a content tween's end (entry completes → push begins) rather than a fixed clock value.
92
+ - **Camera shake (panic / impact)**: a brief higher-amplitude, higher-frequency drift tween over a short window — same `drift` mechanism with `SHAKE_AMP` / `SHAKE_CYCLES` / `SHAKE_DUR` at `SHAKE_AT`.
93
+ - **Targeted zoom into an off-center element**: combine scale with counter-translation so the target lands at viewport center — divide the measured offset by the current scale before feeding it into the writer:
94
+
95
+ ```js
96
+ const tRect = document.querySelector(".cta").getBoundingClientRect();
97
+ const offsetX = (STAGE_W / 2 - (tRect.left + tRect.width / 2)) / phase.scale;
98
+ const offsetY = (STAGE_H / 2 - (tRect.top + tRect.height / 2)) / phase.scale;
99
+ // then in onUpdate: translate(offsetX + dx, offsetY + dy)
100
+ ```
101
+
102
+ (Full counter-translate doctrine: [coordinate-target-zoom.md](coordinate-target-zoom.md).)
103
+
104
+ ## Values
105
+
106
+ | token | range | notes |
107
+ | --------------------------- | ---------------------------------------- | ----------------------------------------------------------------------------------- |
108
+ | PHASE_1 / 2 / 3_SCALE | 0.88–0.96 / 0.98–1.02 / 1.04–1.15 | tighter spread = subtler camera; scale < 1 REQUIRES `overflow: hidden` on `.scene` |
109
+ | PHASE_2_AT / PHASE_2_DUR | 0.3–1.0s / 1.0–1.8s | longer DUR = slower settle, more cinematic |
110
+ | PHASE_3_AT / PHASE_3_DUR | 2.0–4.0s / 1.0–2.0s | PHASE_3_AT ≥ PHASE_2_AT + PHASE_2_DUR or focus is preempted |
111
+ | PHASE_2_EASE / PHASE_3_EASE | `power2.out` `power3.out` `power2.inOut` | spring/back easing on a camera feels uncomfortable; each later phase settles deeper |
112
+ | TOTAL_DURATION | = `data-duration` | the drift tween must span the whole composition |
113
+ | DRIFT_CYCLES | 1–3 | 1 = one slow breath; high values read as mechanical wobble |
114
+ | DRIFT_AMP_X / DRIFT_AMP_Y | 2–8 px / 1–4 px | imperceptible per-frame, visible over time — if it reads as a shake, it's too much |
115
+ | DRIFT_FREQ_RATIO | 1.2–1.5 | 1.0 = perfect diagonal (mechanical); ~1.3 = organic Lissajous |
116
+ | HERO_AT (etc.) | after Phase-2 settle lands | a hero fading in mid-pull-back feels like it's flying away |
117
+
118
+ ## Critical Constraints
119
+
120
+ - **Camera wraps EVERYTHING in the scene** — a per-element camera creates parallax bugs and breaks the "one viewpoint" read.
121
+ - **One writer**: phase scale and drift compose inside the single drift `onUpdate`; nothing else touches `camera.style.transform`.
122
+ - **`overflow: hidden` on `.scene`** — required whenever any phase scale < 1.
123
+ - **`transform-origin: 50% 50%` on `.camera`** — off-center origin creates unpredictable phase-to-phase drift.
124
+ - **Scene background on `.scene`, not `.camera`** — otherwise scaling/translating reveals the outer void.
125
+ - **Hero reveal starts AFTER the initial pull-back ease lands** — otherwise the headline feels like it's flying away.
126
+
127
+ ## See also
128
+
129
+ [coordinate-target-zoom.md](coordinate-target-zoom.md) (counter-translate math for the targeted variation) · [orbit-3d-entry.md](orbit-3d-entry.md) (orbit inside a drifting camera) · [counting-dynamic-scale.md](counting-dynamic-scale.md) (climax push synced to counter peak) · [3d-text-depth-layers.md](3d-text-depth-layers.md) (depth-stacked hero under camera moves) · [sine-wave-loop.md](sine-wave-loop.md) (element idle inside the camera).
@@ -0,0 +1,47 @@
1
+ ---
2
+ name: nudge-curve
3
+ description: Slow-fast-slow three-phase group slide — reposition a composed group (word rows, card stacks, lists) to reveal content or make room. No single built-in ease produces it; chain power3.in ramp → linear burst → power4.out tail (10/65/25 distance, tail ≥3× ramp-in in time).
4
+ metadata:
5
+ tags: slide, reposition, group-motion, easing, nudge, slow-fast-slow, reveal, layout
6
+ ---
7
+
8
+ # Nudge Curve
9
+
10
+ Slow-fast-slow repositioning of a composed group (word rows, card stacks, lists) to
11
+ reveal content or make room. **In-scene group slide — not a seam.** No single built-in
12
+ ease produces it — `power4.inOut` smacks to a stop. Chain three tweens on one property:
13
+
14
+ | Phase | Ease | Distance | Time | Feel |
15
+ | --------- | --------------- | -------- | ---- | ---------------------------------------- |
16
+ | 1 ramp-in | `power3.in` | ~10% | ~20% | barely moves — motion registers, no jolt |
17
+ | 2 burst | `none` (linear) | ~65% | ~18% | ~2× average px/frame — purposeful |
18
+ | 3 tail | `power4.out` | ~25% | ~62% | decaying creep to rest — kills the smack |
19
+
20
+ ## Rules
21
+
22
+ - The tail is ≥3× the ramp-in in TIME. If it still smacks: extend the tail's time (not
23
+ distance) or use `power5.out`.
24
+ - Phase 2 stays linear — easing it loses the burst contrast.
25
+ - Reveal new content DURING phase 2 — the burst masks its appearance.
26
+ - Same ratios vertical; scale distances proportionally, keep the time ratios.
27
+ - A cascade arrival usually precedes this slide — see [waterfall-entry.md](waterfall-entry.md).
28
+
29
+ ## JS
30
+
31
+ Reference values for a 270px leftward slide (0.57s total). Scale distances
32
+ proportionally for other travels; preserve the TIME ratios; tail ≥3× ramp-in.
33
+
34
+ ```js
35
+ var t = /* start after content settles */;
36
+ tl.to(".text-row", { x: -30, duration: 0.12, ease: "power3.in" }, t); // ramp-in: 11% dist / 21% time
37
+ tl.to(".text-row", { x: -210, duration: 0.10, ease: "none" }, t + 0.12); // burst: 67% dist / 18% time
38
+ tl.to(".text-row", { x: -270, duration: 0.35, ease: "power4.out" }, t + 0.22); // tail: 22% dist / 61% time
39
+ // vertical: same ratios on y. 150px variant: -15 / -115 / -150 at the same times.
40
+ ```
41
+
42
+ ## Anti-patterns
43
+
44
+ | Don't | Instead |
45
+ | -------------------------------------------------------- | ---------------------------------------- |
46
+ | Single ease for a group slide (`power4.inOut`, `slow()`) | The three-phase chain above |
47
+ | Nudge tail shorter than 3× the ramp-in | Extend the tail's TIME, not its distance |
@@ -0,0 +1,148 @@
1
+ ---
2
+ name: orbit-3d-entry
3
+ description: Elements flip in from 3D space then settle into continuous elliptical orbit around a focal point.
4
+ metadata:
5
+ tags: orbit, 3d, flip, ellipse, circular, icon, entry, continuous
6
+ ---
7
+
8
+ # Orbit with 3D Entry
9
+
10
+ Elements flip in from 3D space (`rotateX` + `rotateY` + negative `z`) then settle into a continuous elliptical orbit around a center label. Distinct from one-shot reveals — the orbit keeps running, driven by a 0→1 progress tween INSIDE the timeline (never rAF).
11
+
12
+ ## How It Works
13
+
14
+ Per element, two phases: (1) a `back.out` flip from a hidden 3D orientation to flat — **in place at its orbital starting position** (see Critical Constraints); (2) a continuous orbit where `onUpdate` computes `x/y` from `cos/sin(initialAngle + p·2π)` on the ellipse. The stage needs `perspective` on the scene root and `preserve-3d` on stage + items, or the flip flattens to a 2D scale.
15
+
16
+ ## Recipe
17
+
18
+ ```html
19
+ <!-- inside a standard scene clip (hyperframes-core) -->
20
+ <div class="orbit-stage">
21
+ <div class="orbit-item" data-angle="0">{glyph1}</div>
22
+ <div class="orbit-item" data-angle="60">{glyph2}</div>
23
+ <!-- … evenly-spaced angles … -->
24
+ <div class="orbit-center">{centerLabel}</div>
25
+ </div>
26
+ ```
27
+
28
+ ```css
29
+ .scene-root {
30
+ display: grid;
31
+ place-items: center;
32
+ perspective: 1800px; /* REQUIRED */
33
+ }
34
+ .orbit-stage {
35
+ position: relative;
36
+ display: grid;
37
+ place-items: center;
38
+ transform-style: preserve-3d;
39
+ }
40
+ .orbit-item {
41
+ position: absolute;
42
+ top: 50%;
43
+ left: 50%;
44
+ transform-style: preserve-3d;
45
+ will-change: transform;
46
+ }
47
+ .orbit-center {
48
+ position: relative;
49
+ transform: translateZ(220px); /* wins paint order inside preserve-3d */
50
+ z-index: 9999;
51
+ }
52
+ ```
53
+
54
+ ```js
55
+ const items = document.querySelectorAll(".orbit-item");
56
+ const RADIUS_Y = RADIUS_X * Y_TO_X_RATIO; // perspective-flattened ellipse
57
+
58
+ items.forEach((el, i) => {
59
+ const a0 = (Number(el.dataset.angle) / 360) * Math.PI * 2;
60
+ const startX = Math.cos(a0) * RADIUS_X;
61
+ const startY = Math.sin(a0) * RADIUS_Y;
62
+
63
+ // 1) Park at the orbital position, hidden — BEFORE any tween fires
64
+ gsap.set(el, {
65
+ xPercent: -50,
66
+ yPercent: -50,
67
+ x: startX,
68
+ y: startY,
69
+ rotateX: ROTATE_X_FROM,
70
+ rotateY: ROTATE_Y_FROM,
71
+ z: Z_FROM,
72
+ opacity: 0,
73
+ scale: SCALE_FROM,
74
+ });
75
+
76
+ // 2) Flip in IN PLACE — rotation/opacity/scale only, never translate
77
+ tl.to(
78
+ el,
79
+ {
80
+ rotateX: 0,
81
+ rotateY: 0,
82
+ z: 0,
83
+ opacity: 1,
84
+ scale: 1,
85
+ duration: ENTRY_DUR,
86
+ ease: `back.out(${FLIP_BACK})`,
87
+ },
88
+ i * STAGGER,
89
+ );
90
+
91
+ // 3) Continuous orbit — each item gets its OWN progress tween (own initialAngle)
92
+ const orbit = { p: 0 };
93
+ tl.to(
94
+ orbit,
95
+ {
96
+ p: 1,
97
+ duration: ORBIT_DURATION,
98
+ ease: "none",
99
+ onUpdate: () => {
100
+ const a = a0 + orbit.p * Math.PI * 2;
101
+ const x = Math.cos(a) * RADIUS_X;
102
+ const y = Math.sin(a) * RADIUS_Y;
103
+ // capped z-index band [1, 50] — see center-label clearance below
104
+ el.style.zIndex = String(1 + Math.round(((y + RADIUS_Y) / (2 * RADIUS_Y)) * 49));
105
+ el.style.transform = `translate(-50%, -50%) translate(${x}px, ${y}px)`;
106
+ },
107
+ },
108
+ i * STAGGER + ENTRY_DUR,
109
+ );
110
+ });
111
+
112
+ tl.from(
113
+ ".orbit-center",
114
+ { opacity: 0, scale: 0.6, duration: ENTRY_DUR, ease: `back.out(${CENTER_BACK})` },
115
+ CENTER_FADE_AT,
116
+ );
117
+ ```
118
+
119
+ ## Variations
120
+
121
+ - **Collapse to center**: a final 1→0 driver multiplies both radii (and item scale) in `onUpdate` — the ring condenses into the center element; pairs with a CTA "click" igniting the collapse.
122
+ - **Tilted orbit plane**: `rotateX(25deg)` on `.orbit-stage` — items visibly arc through the plane.
123
+
124
+ ## Values
125
+
126
+ | token | range | notes |
127
+ | ----------------------- | ----------------------------- | ------------------------------------------------------------------- |
128
+ | RADIUS_X | 300–900px | must also clear the center label horizontally (see below) |
129
+ | Y_TO_X_RATIO | 0.4–0.7 | keep < 1 — a tilted ring, not a frontal halo |
130
+ | ORBIT_DURATION | 4–25s per revolution | ≥ time on screen, or the tween ends and items freeze |
131
+ | ENTRY_DUR | 0.4–0.8s | |
132
+ | STAGGER | 0.06–0.12s | below reads "popcorn", above reads plodding |
133
+ | FLIP_BACK / CENTER_BACK | 1.2–2.0 / 1.2–1.8 | calm the center pop if both fire close together |
134
+ | CENTER_FADE_AT | after 2–4 items land | too early competes; too late leaves a hole |
135
+ | ROTATE_X/Y_FROM, Z_FROM | ±60–120°, ±45–120°, −200…−400 | one consistent rotation direction across items; mixed signs = noise |
136
+ | SCALE_FROM | 0.2–0.6 | |
137
+ | item count | 4–12 | fewer feels empty, more crowds the center |
138
+
139
+ ## Critical Constraints
140
+
141
+ - ** Entry must flip IN PLACE at the orbital position, NOT at center** — `gsap.set` each item at `(cos(a0)·RADIUS_X, sin(a0)·RADIUS_Y)` with `opacity: 0` BEFORE adding tweens, then phase 1 animates only rotation/opacity/scale. A fromTo that keeps `x/y: 0` flips at the stage center, collides with the center label, then teleports to the orbit when phase 2 starts.
142
+ - ** Center-label clearance** — `z-index` alone is unreliable inside `preserve-3d` (paint order follows actual Z): push the label forward with `translateZ(220px)` + `z-index: 9999`, cap item z-index to `[1, 50]`, AND size the ring so items clear the label horizontally at every angle: `RADIUS_X × min|cos(θ)| ≥ L_w + I_w + breathing_room` (label/item half-widths; for 6 items the worst case is `cos(30°) ≈ 0.866`). A heavier wordmark needs a wider ring.
143
+ - **Each item gets its OWN orbit tween** — a shared `targets: ".orbit-item"` tween can't carry per-item `initialAngle`.
144
+ - **The center element is the headline** — the orbit is ornament; if it dominates, grow the center or fade the items down.
145
+
146
+ ## See also
147
+
148
+ `center-outward-expansion` (burst entry; reversed driver = the collapse finish) · `cursor-click-ripple` (the click that triggers a collapse) · `depth-scatter-assemble` (3D entrance that resolves flat instead of orbiting).