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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@@ -0,0 +1,123 @@
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+ ---
2
+ name: split-tilt-cards
3
+ description: Two cards side-by-side with opposing Y-rotation creating a symmetric 3D split-screen layout for comparisons or feature pairs.
4
+ metadata:
5
+ tags: 3d, cards, split, tilt, comparison, symmetric, layout
6
+ ---
7
+
8
+ # Split Tilt Cards
9
+
10
+ Two cards side-by-side with opposing `rotateY` (left `+TILT`, right `−TILT`) — a symmetric "book-open" 3D split for comparisons, before/after, feature pairs. Each card slides in from its own side (reinforcing "they came from their own worlds and met here"), then the pair idles in counter-phase.
11
+
12
+ ## How It Works
13
+
14
+ `perspective` on the scene root (REQUIRED — without it `rotateY` flattens to a 2D layout) and `transform-style: preserve-3d` on the stage and both cards. Entry starts each card off-axis with `TILT + TILT_OVERSHOOT`, settling to `TILT` — a pivot-into-place. Idle is a gentle counter-phase y-bob (the two yoyo tweens run in opposite directions); copy fades up during the cards' settle, not after.
15
+
16
+ ## Recipe
17
+
18
+ ```html
19
+ <!-- inside a standard scene clip (hyperframes-core) -->
20
+ <div class="split-stage">
21
+ <div class="card card-left">
22
+ <div class="card-eyebrow">{leftEyebrow}</div>
23
+ <div class="card-headline">{leftHeadline}</div>
24
+ <div class="card-body">{leftBody}</div>
25
+ </div>
26
+ <div class="card card-right">…</div>
27
+ </div>
28
+ ```
29
+
30
+ ```css
31
+ .scene-root {
32
+ display: grid;
33
+ place-items: center;
34
+ perspective: SCENE_PERSPECTIVE; /* REQUIRED */
35
+ }
36
+ .split-stage {
37
+ display: flex;
38
+ gap: STAGE_GAP;
39
+ transform-style: preserve-3d;
40
+ }
41
+ .card {
42
+ width: CARD_WIDTH;
43
+ transform-style: preserve-3d;
44
+ will-change: transform;
45
+ }
46
+ /* Shadow falls WITH the facing direction: left card faces right → shadow right. */
47
+ .card-left {
48
+ box-shadow: -CARD_SHADOW_OFFSET CARD_SHADOW_DROP CARD_SHADOW_BLUR {shadowColor};
49
+ }
50
+ .card-right {
51
+ box-shadow: CARD_SHADOW_OFFSET CARD_SHADOW_DROP CARD_SHADOW_BLUR {shadowColor};
52
+ }
53
+ ```
54
+
55
+ ```js
56
+ // Entry — from outside, opposing tilts settle with a small pivot
57
+ tl.fromTo(
58
+ ".card-left",
59
+ { x: -ENTRY_SLIDE_DIST, rotateY: TILT + TILT_OVERSHOOT, opacity: 0 },
60
+ { x: 0, rotateY: TILT, opacity: 1, duration: ENTRY_DUR, ease: "power3.out" },
61
+ LEFT_AT,
62
+ );
63
+ tl.fromTo(
64
+ ".card-right",
65
+ { x: ENTRY_SLIDE_DIST, rotateY: -TILT - TILT_OVERSHOOT, opacity: 0 },
66
+ { x: 0, rotateY: -TILT, opacity: 1, duration: ENTRY_DUR, ease: "power3.out" },
67
+ RIGHT_AT,
68
+ );
69
+
70
+ // Counter-phase idle bob — opposite signs = alive; synchronized = conveyor belt
71
+ tl.to(
72
+ ".card-left",
73
+ { y: -FLOAT_AMP, duration: FLOAT_DURATION / 2, ease: "sine.inOut", yoyo: true, repeat: 1 },
74
+ IDLE_START,
75
+ );
76
+ tl.to(
77
+ ".card-right",
78
+ { y: FLOAT_AMP, duration: FLOAT_DURATION / 2, ease: "sine.inOut", yoyo: true, repeat: 1 },
79
+ IDLE_START,
80
+ );
81
+
82
+ // Copy fades up during the settle
83
+ tl.from(
84
+ ".card-eyebrow, .card-headline, .card-body",
85
+ { opacity: 0, y: COPY_RISE, stagger: COPY_STAGGER, duration: COPY_DUR, ease: "power2.out" },
86
+ COPY_REVEAL_AT,
87
+ );
88
+ ```
89
+
90
+ ## Variations
91
+
92
+ - **Badges / floating labels**: position them on the PARENT, never inside a card — inside they inherit the `rotateY` and tilt off-axis.
93
+ - **3+ cards**: center card stays flat (`rotateY: 0`), outer two tilt inward — "old way / nothing / our way."
94
+ - **Zoom-through**: a separate camera tween scaling `.split-stage` reads as the viewer crossing the gap between the tilted pair.
95
+
96
+ ## Values
97
+
98
+ | token | range | notes |
99
+ | ----------------- | -------------------------------- | ------------------------------------------------------- |
100
+ | SCENE_PERSPECTIVE | 1000–2400px | lower exaggerates the tilt; higher reads near-isometric |
101
+ | TILT | 10–18° | < 10 reads almost flat; > 18 folds shut and copy blurs |
102
+ | TILT_OVERSHOOT | 4–12° | the pivot-into-place feel |
103
+ | STAGE_GAP | 40–120px (~0.06–0.15×CARD_WIDTH) | small = fused pair; large = compared-but-separate |
104
+ | CARD_WIDTH | 480–820px @1920 | `2×CARD_WIDTH + STAGE_GAP ≤ 0.95×stage` at full tilt |
105
+ | ENTRY_SLIDE_DIST | 200–500px (~0.3–0.6×CARD_WIDTH) | |
106
+ | ENTRY_DUR | 0.6–1.2s | |
107
+ | RIGHT_AT | LEFT_AT + 0–0.3s | zero feels mechanical; large fragments the pair |
108
+ | FLOAT_AMP | 3–8px | subtle is the point |
109
+ | FLOAT_DURATION | 1.6–3.2s round trip | breathing cadence; IDLE_START ≥ entry end |
110
+ | COPY_REVEAL_AT | during the entry tail | copy popping in after cards are idle reads disconnected |
111
+
112
+ ## Critical Constraints
113
+
114
+ - **`perspective` on the scene root is REQUIRED**; `preserve-3d` on the stage AND each card.
115
+ - **Shadow direction matches tilt** — left card faces right → shadow falls right (and mirrored). Wrong sign reads as broken 3D.
116
+ - **Counter-phase idle** — the two bobs run with opposite signs at the same position.
117
+ - **Badges outside the card divs** (they'd inherit the rotation).
118
+ - **Body copy ≤ 2 lines per card** — tilted long paragraphs collapse into perspective blur.
119
+ - **Symmetric weight** — same width, same vertical center, similar line counts; asymmetry breaks the comparison metaphor.
120
+
121
+ ## See also
122
+
123
+ `card-morph-anchor` (the pair can morph into one unified shape afterward) · `counting-dynamic-scale` (numbers as each side's headline) · `sine-wave-loop` (the idle form).
@@ -0,0 +1,107 @@
1
+ ---
2
+ name: spring-pop-entrance
3
+ description: The canonical entrance pop — an element (or staggered group) arrives by scaling 0 → 1 on a smooth long-tail settle (power3 default); bouncy overshoot is a rare, explicitly-playful exception. fromTo so it's correct at t=0 under seek.
4
+ metadata:
5
+ tags: spring, entrance, pop, scale, power3, settle, stagger, reveal, arrival
6
+ ---
7
+
8
+ # Spring-Pop Entrance
9
+
10
+ > **Smooth beats bouncy.** This entrance defaults to a smooth long-tail settle — `power3.out` (or `expo.out` for a faster front) — that decelerates cleanly into the resting size with **no overshoot**. Bouncy `back.out` is the **#1 instant turn-off** in agent-made videos and is almost never executed well; it is a rare, explicitly-playful exception (consumer / fun brand), never the default. When unsure, settle smoothly.
11
+
12
+ THE entrance primitive: an element (or staggered group) arrives by springing from nothing — `scale: 0 → 1`, optional small `y` rise — and settles without bouncing. This is **arrival**, not reaction: distinct from [press-release-spring.md](press-release-spring.md) (a click/press → release feedback chain on an element that already rests on screen). Many blueprints used to borrow that rule to fake an entrance; reach for this instead.
13
+
14
+ ## How It Works
15
+
16
+ One `fromTo` carries the whole arrival: from `{ scale: 0, opacity: 0 }` (explicit, so t=0 is correct under seek) to `{ scale: 1, opacity: 1, ease: "power3.out" }`. For a **group**, the same `fromTo` runs per element at `i * STAGGER`, capped so the group reads as one arriving beat. The `scale` grow is load-bearing; the `y` rise is garnish — drop everything else and it must still read as a clean entrance. Let the ease produce the settle: never hand-key a `scale: 1.1` mid-state (it double-bounces against the curve).
17
+
18
+ ## Recipe
19
+
20
+ ```html
21
+ <!-- inside a standard scene clip (hyperframes-core) -->
22
+ <div class="pop-hero" id="hero">{heroLabel}</div>
23
+
24
+ <div class="pop-grid">
25
+ <div class="pop-item">{itemA}</div>
26
+ <div class="pop-item">{itemB}</div>
27
+ <div class="pop-item">{itemC}</div>
28
+ </div>
29
+ ```
30
+
31
+ ```css
32
+ .pop-hero,
33
+ .pop-item {
34
+ transform-origin: 50% 50%; /* in-place pop; move to the source point for the anchored variation */
35
+ will-change: transform;
36
+ }
37
+ .pop-grid {
38
+ display: grid;
39
+ grid-template-columns: repeat(3, 1fr);
40
+ gap: GRID_GAP;
41
+ place-items: center;
42
+ }
43
+ ```
44
+
45
+ ```js
46
+ // Single hero pop — smooth long-tail settle, no overshoot.
47
+ tl.fromTo(
48
+ "#hero",
49
+ { scale: 0, opacity: 0 },
50
+ { scale: 1, opacity: 1, duration: POP_DUR, ease: "power3.out" },
51
+ ENTRY_AT,
52
+ );
53
+
54
+ // Staggered group pop — one arriving beat.
55
+ gsap.utils.toArray(".pop-item").forEach((el, i) => {
56
+ tl.fromTo(
57
+ el,
58
+ { scale: 0, opacity: 0, y: Y_RISE },
59
+ { scale: 1, opacity: 1, y: 0, duration: POP_DUR, ease: "power3.out" },
60
+ GROUP_ENTRY_AT + i * STAGGER,
61
+ );
62
+ });
63
+ ```
64
+
65
+ ## Variations
66
+
67
+ - **Calm settle** (premium / enterprise): `power3.out`, no rotation, `Y_RISE` 0–12px — a weighted, confident landing for a hero wordmark or product shot.
68
+ - **Firm settle** (everyday default): `power3.out` or `expo.out` for a punchier front, `Y_RISE` ~24px — cards, icons, callouts.
69
+ - **Exact-physics settle**: when the settle IS the shot, swap the ease for `springEase({ response: 0.4 })` (critically damped) from `../adapters/gsap-easing-and-stagger.md` → Spring Eases; take `duration` from the helper.
70
+ - **Origin-anchored pop**: a callout growing out of a specific point (marker, pointer tip) sets `transform-origin` to that point (e.g. `0% 100%`) so `scale: 0 → 1` reads as "emerging from the source", not "inflating in place".
71
+ - **Pop into a held slot**: land the pop and hold still — no idle loop baked into the entrance. If the held frame genuinely needs life, hand off to [sine-wave-loop.md](sine-wave-loop.md) for subtle jitter on a separate later tween; prefer revealing the next element on its VO cue.
72
+ - **Bouncy pop (RARE — explicitly-playful only)**: swap the ease for `back.out(OVERSHOOT)` and optionally settle a small `rotation: ROT_FROM → 0` so elements look hand-placed. Only for a deliberately playful register — never product / enterprise / serious tone:
73
+
74
+ ```js
75
+ tl.fromTo(
76
+ el,
77
+ { scale: 0, opacity: 0, rotation: ROT_FROM },
78
+ { scale: 1, opacity: 1, rotation: 0, duration: POP_DUR, ease: `back.out(${OVERSHOOT})` },
79
+ GROUP_ENTRY_AT + i * STAGGER,
80
+ );
81
+ ```
82
+
83
+ Even here keep `OVERSHOOT ≤ ~2` — past that it reads as cartoon wobble. Better still: the baked spring at `dampingFraction: 0.6–0.7` (same adapters doc) gives ~5–10% overshoot that reads physical where `back.out` reads cartoon.
84
+
85
+ ## Values
86
+
87
+ | token | range | notes |
88
+ | ---------- | ----------------------------------------- | ---------------------------------------------------------------- |
89
+ | EASE | `power3.out` default; `expo.out` punchier | `back.out(OVERSHOOT)` only in the playful variant |
90
+ | POP_DUR | 0.4–0.7s | shorter = tight snap; hero must be visible by **t ≤ 0.5s** |
91
+ | STAGGER | 0.04–0.08s | `min(0.06, 0.5 / ITEM_COUNT)` — self-caps the window |
92
+ | ITEM_COUNT | 3–9 | >9 makes the stagger vanish — switch to a wipe/sweep reveal |
93
+ | Y_RISE | 0–32px | small; never large enough to read as a slide-up |
94
+ | ROT_FROM | −10°–+10° | playful variant only; alternate sign by index (`i % 2 ? 6 : -6`) |
95
+ | ENTRY_AT | 0–0.4s | a beat of quiet, but keep the subject landing by t ≤ 0.5s |
96
+
97
+ ## Critical Constraints
98
+
99
+ - Default ease `power3.out` (no overshoot); `back.out` only in the explicitly-playful variant, and there `OVERSHOOT ≤ ~2`.
100
+ - `ITEM_COUNT × STAGGER ≤ ~0.5s` — the group must land inside one beat.
101
+ - Entrances state the collapsed from-state in `fromTo` — never rely on a CSS-hidden start (it renders visible before the tween claims it under seek).
102
+ - `transform-origin: 50% 50%` for an in-place pop; the source point only for the anchored variation.
103
+ - This is a finite arrival — idle motion on a held element is a separate, later `sine-wave-loop` tween.
104
+
105
+ ## See also
106
+
107
+ `center-outward-expansion` (pop while radiating to slots) · `press-release-spring` (the click-feedback counterpart) · `sine-wave-loop` (post-arrival jitter, sparingly).
@@ -0,0 +1,145 @@
1
+ ---
2
+ name: stat-bars-and-fills
3
+ description: Data-viz primitives that pair a number with a graphic — growth bars (CSS scaleY stagger), a progress fill (bar or ring), and a partial star-rating wipe. Seek-safe, deterministic.
4
+ metadata:
5
+ tags: data, stats, chart, bars, progress, ring, stars, rating, infographic, number
6
+ ---
7
+
8
+ # Stat Bars & Fills
9
+
10
+ The graphics that give a stat **visual weight** beside its number: a small bar chart, a progress bar/ring filling to a percentage, or a star row filling to a fractional rating. Pair these with [counting-dynamic-scale.md](counting-dynamic-scale.md) (the number) for a complete stat scene.
11
+
12
+ **Layout blueprint — pick ONE and hold it across all stats:**
13
+
14
+ - **Single-focus** — one centered frame, the number is the hero, a ring or bar sits under/around it. Cleanest for a sequential reveal (stat 1 → stat 2 → stat 3 in the same frame).
15
+ - **Split-frame** — big number on the left, paired graphic on the right. Better when stats are shown together or each needs a distinct visual.
16
+
17
+ Don't mix blueprints between stats in one piece — that reads as inconsistent.
18
+
19
+ ## Recipe
20
+
21
+ ### 1 — Growth Bars (CSS `scaleY` stagger)
22
+
23
+ Bars grow from the baseline with a stagger; the last bar is the accent. Heights are authored in CSS (inline height per bar); GSAP only reveals `scaleY: 0 → 1` — never animate `height`.
24
+
25
+ ```css
26
+ .bars {
27
+ display: flex;
28
+ align-items: flex-end;
29
+ gap: 14px;
30
+ height: 280px;
31
+ }
32
+ .bar {
33
+ width: 48px;
34
+ background: #3a4a64;
35
+ transform: scaleY(0);
36
+ transform-origin: bottom center; /* grow UP from the baseline, not from center */
37
+ }
38
+ .bar:last-child {
39
+ background: #ffc300; /* accent the final/current bar */
40
+ }
41
+ ```
42
+
43
+ ```js
44
+ tl.to(".bar", { scaleY: 1, duration: 0.7, ease: "power3.out", stagger: 0.08 }, 0.3);
45
+ ```
46
+
47
+ ### 2 — Progress Fill
48
+
49
+ **Bar form** — `scaleX` from a left origin:
50
+
51
+ ```css
52
+ .track {
53
+ width: 520px;
54
+ height: 16px;
55
+ background: #1b263b;
56
+ border-radius: 8px;
57
+ overflow: hidden;
58
+ }
59
+ /* width:100% is REQUIRED — an absolutely-positioned fill with no width is 0px, and scaleX of 0 is
60
+ still 0 → the bar renders invisible (automated gates may miss a zero-width scaled element). */
61
+ .fill {
62
+ width: 100%;
63
+ height: 100%;
64
+ background: #ffc300;
65
+ transform: scaleX(0);
66
+ transform-origin: left center;
67
+ }
68
+ ```
69
+
70
+ ```js
71
+ const PCT = 0.92; // 92%
72
+ tl.to(".fill", { scaleX: PCT, duration: 1.0, ease: "power2.out" }, 0.3);
73
+ ```
74
+
75
+ **Ring form** — measured stroke draw (mechanics in [svg-path-draw.md](svg-path-draw.md)):
76
+
77
+ ```js
78
+ const ring = document.querySelector("#ring");
79
+ const LEN = ring.getTotalLength(); // measure, don't hard-code the circumference
80
+ ring.style.strokeDasharray = LEN;
81
+ ring.style.strokeDashoffset = LEN; // empty
82
+ // rotate the <circle> -90deg in CSS so the fill starts at 12 o'clock
83
+ tl.to(ring, { strokeDashoffset: LEN * (1 - 0.92), duration: 1.1, ease: "power2.out" }, 0.3);
84
+ ```
85
+
86
+ ### 3 — Star-Rating Fill (fractional)
87
+
88
+ A gold star row revealed left-to-right to a fractional value (e.g. 4.6 / 5) via a clip wipe over a gold layer sitting on a gray layer.
89
+
90
+ ```html
91
+ <div class="stars">
92
+ <div class="stars-gray">★★★★★</div>
93
+ <div class="stars-gold" id="goldStars">★★★★★</div>
94
+ </div>
95
+ ```
96
+
97
+ ```css
98
+ .stars {
99
+ position: relative;
100
+ font-size: 64px;
101
+ letter-spacing: 8px;
102
+ }
103
+ .stars-gray {
104
+ color: #2b3548;
105
+ }
106
+ .stars-gold {
107
+ position: absolute;
108
+ inset: 0;
109
+ color: #ffc300;
110
+ width: 100%;
111
+ clip-path: inset(0 100% 0 0);
112
+ }
113
+ ```
114
+
115
+ ```js
116
+ const RATING = 4.6,
117
+ MAX = 5;
118
+ tl.to(
119
+ "#goldStars",
120
+ { clipPath: `inset(0 ${100 - (RATING / MAX) * 100}% 0 0)`, duration: 1.0, ease: "power2.out" },
121
+ 0.3,
122
+ );
123
+ ```
124
+
125
+ ## Values
126
+
127
+ | token | range | notes |
128
+ | ------------- | ----------- | ----------------------------------------------------------------------------------- |
129
+ | bar count | 4–6 | reads as "a trend" without clutter; the last bar is the current/accent value |
130
+ | fill duration | 0.8–1.2s | matched to the paired count-up so number and graphic land together (share the ease) |
131
+ | stagger | 0.06–0.1s | larger feels sluggish, 0 loses the build |
132
+ | accent hue | exactly one | bars/fill/stars all use the same accent, the rest is muted |
133
+
134
+ ## Critical Constraints
135
+
136
+ - **`scaleY` / `scaleX` / `clipPath`, never `height`/`width` tweens** — author each bar's final height in CSS and scale from 0.
137
+ - **`transform-origin`** must be `bottom` (bars grow up) / `left` (fills grow right) — the default center origin scales from the middle and looks wrong.
138
+ - **`.fill` needs `width: 100%`** — a zero-width fill scaled by any factor is still invisible, and automated gates may miss it.
139
+ - **Measure, don't hard-code** — ring length via `getTotalLength()`; a hard-coded circumference breaks if the radius changes.
140
+ - **Match the number's timing** — the fill and the count-up peak together (same start + ease) so the stat resolves as one beat, not two; a paired counter's `onUpdate` must be O(1) (see [counting-dynamic-scale.md](counting-dynamic-scale.md)).
141
+ - **One accent hue, consistent blueprint** — see `hyperframes-creative/references/data-in-motion.md`.
142
+
143
+ ## See also
144
+
145
+ `counting-dynamic-scale` (the number beside the graphic — same ease/duration) · `svg-path-draw` (progress-ring draw mechanics) · `hyperframes-creative/references/data-in-motion.md` (stat layout + visual weight).
@@ -0,0 +1,141 @@
1
+ ---
2
+ name: svg-icon-enrichment
3
+ description: Animate internal SVG elements (rotating hands, opening blades, pulsing dots, dash flows) to make icons feel alive without replacing them.
4
+ metadata:
5
+ tags: svg, icon, animation, internal, micro-animation, pulse, rotation
6
+ ---
7
+
8
+ # SVG Icon Enrichment
9
+
10
+ Treats an SVG icon as a composition of animated PARTS, not an opaque image. Each meaningful internal element (a clock hand, scissor blade, recording dot, data line) gets its own micro-animation, targeted by id. Distinct from [svg-path-draw](svg-path-draw.md) (which animates the OUTLINE drawing) — enrichment animates INTERNAL PARTS, ideally after the outline has drawn.
11
+
12
+ Four signature patterns:
13
+
14
+ | Pattern | Use For | Math | Tip |
15
+ | ----------- | ---------------------------------- | ------------------------------------- | ---------------------------------- |
16
+ | Rotation | Clock, gear, loader, dial | `rotate(deg cx cy)` attribute, linear | see the transform-center gotcha |
17
+ | Oscillation | Scissors, wings, toggle | `rotate(±sin·amp)` on opposing groups | opposite signs on the two parts |
18
+ | Pulse | Recording dot, heart, notification | `scale(1 + sin·amp)` + opacity | ring lags dot by π/2 for ripple |
19
+ | Dash flow | Cutting line, data stream | `strokeDashoffset` linear via time | negative for L→R, positive for R→L |
20
+
21
+ ## The transform-center gotcha
22
+
23
+ **For rotation around an explicit point inside an SVG, use the SVG `transform` ATTRIBUTE, not CSS transform**: `el.setAttribute("transform", `rotate(${deg} ${cx} ${cy})`)`. The CSS combination `transform: rotate(...)` + `transform-origin: 60px 60px` + `transform-box: fill-box` interprets the origin in the element's OWN **bbox-local** coordinates, NOT viewBox coordinates. For a thin `<line>` (whose bbox is the line's narrow envelope), `60 60` bbox-local is a point OUTSIDE the line — the hand flies along an off-center arc instead of rotating in place. Same trap for small inner shapes (a dot circle whose bbox is the small circle, not the full viewBox).
24
+
25
+ **Scaling around a center point**: same attribute route — `el.setAttribute("transform", `translate(${cx} ${cy}) scale(${s}) translate(-${cx} -${cy})`)`.
26
+
27
+ ## Recipe
28
+
29
+ ```html
30
+ <!-- inside a standard scene clip — named children are the animation targets -->
31
+ <svg class="icon-svg" viewBox="0 0 120 120" xmlns="http://www.w3.org/2000/svg">
32
+ <circle cx="60" cy="60" r="50" fill="none" stroke="{accentColor}" stroke-width="6" />
33
+ <line
34
+ id="hand-min"
35
+ x1="60"
36
+ y1="60"
37
+ x2="60"
38
+ y2="22"
39
+ stroke="{textColor}"
40
+ stroke-width="6"
41
+ stroke-linecap="round"
42
+ />
43
+ <line
44
+ id="hand-sec"
45
+ x1="60"
46
+ y1="60"
47
+ x2="60"
48
+ y2="30"
49
+ stroke="{recordColor}"
50
+ stroke-width="3"
51
+ stroke-linecap="round"
52
+ />
53
+ <circle cx="60" cy="60" r="6" fill="{textColor}" />
54
+ </svg>
55
+ <!-- pulse icon: #rec-ring + #rec-dot circles; dash-flow: a <line> with stroke-dasharray="14 12" -->
56
+ ```
57
+
58
+ ```js
59
+ // Pattern 1 — Rotation. Proxy tween → SVG transform attribute (explicit center, see gotcha).
60
+ const hand = document.getElementById("hand-min");
61
+ const minState = { deg: 0 };
62
+ tl.to(
63
+ minState,
64
+ {
65
+ deg: 360 * MIN_REVOLUTIONS,
66
+ duration: TOTAL_DURATION,
67
+ ease: "none", // linear motion is the point
68
+ onUpdate: () => hand.setAttribute("transform", `rotate(${minState.deg} 60 60)`),
69
+ },
70
+ 0,
71
+ );
72
+ // second hand: same shape with SEC_REVOLUTIONS (visibly faster).
73
+
74
+ // Pattern 3 — Pulse. One phase proxy drives dot + ring, ring offset by π/2.
75
+ const dot = document.getElementById("rec-dot");
76
+ const ring = document.getElementById("rec-ring");
77
+ const pulse = { p: 0 };
78
+ tl.to(
79
+ pulse,
80
+ {
81
+ p: Math.PI * 2 * PULSE_CYCLES,
82
+ duration: TOTAL_DURATION,
83
+ ease: "none", // sine handles the curve
84
+ onUpdate: () => {
85
+ const sD = 1 + Math.sin(pulse.p) * PULSE_DOT_AMP;
86
+ const sR = 1 + Math.sin(pulse.p + Math.PI / 2) * PULSE_RING_AMP;
87
+ dot.setAttribute("transform", `translate(60 60) scale(${sD}) translate(-60 -60)`);
88
+ ring.setAttribute("transform", `translate(60 60) scale(${sR}) translate(-60 -60)`);
89
+ ring.style.opacity = String(
90
+ PULSE_RING_OPACITY_BASE + Math.sin(pulse.p) * PULSE_RING_OPACITY_AMP,
91
+ );
92
+ },
93
+ },
94
+ 0,
95
+ );
96
+
97
+ // Pattern 4 — Dash flow. Linear offset tween on a dashed stroke.
98
+ const flowState = { offset: 0 };
99
+ tl.to(
100
+ flowState,
101
+ {
102
+ offset: DASH_FLOW_TOTAL_OFFSET, // negative = L→R
103
+ duration: TOTAL_DURATION,
104
+ ease: "none",
105
+ onUpdate: () => {
106
+ document.getElementById("data-flow").style.strokeDashoffset = String(flowState.offset);
107
+ },
108
+ },
109
+ 0,
110
+ );
111
+ ```
112
+
113
+ ## Variations
114
+
115
+ - **Stroke draw → enrichment chain** — draw the outline first via [svg-path-draw](svg-path-draw.md) (phase 1, `0 → OUTLINE_DUR`), then start enrichment at `OUTLINE_DUR`: the icon "wakes up" after assembly.
116
+ - **Per-icon entry stagger** — for a row of icons, each icon's enrichment starts as it fades in, not synchronized.
117
+
118
+ ## Values
119
+
120
+ | token | range | notes |
121
+ | ------------------------------- | -------------------- | ----------------------------------------------------------------------------------------------- |
122
+ | MIN_REVOLUTIONS | 0.5–2.0 | avoid integer revolutions if the end frame is visible (lands back at start) |
123
+ | SEC_REVOLUTIONS | 4–10 | > MIN × 3 or the speed difference doesn't read |
124
+ | PULSE_CYCLES | 2–4 over a 3–5s comp | ≥5 reads as anxious flicker; ≤1 reads as forgotten |
125
+ | PULSE_DOT_AMP | 0.05–0.20 | 0.05 = breathing; 0.20 = throbbing |
126
+ | PULSE_RING_AMP | 0.04–0.12 | must be < PULSE_DOT_AMP or the ring overshadows the dot |
127
+ | PULSE_RING_OPACITY_BASE / \_AMP | 0.4–0.6 / 0.3–0.5 | BASE − AMP ≥ 0 and BASE + AMP ≤ 1 |
128
+ | DASH_FLOW_TOTAL_OFFSET | ±100–400 | must be an integer multiple of the dash period (dash + gap) or the end frame shows a phase jump |
129
+
130
+ ## Critical Constraints
131
+
132
+ - **The transform-center gotcha above** — SVG `transform` attribute for any rotation/scale around an explicit interior point; never CSS `transform-origin` + `transform-box: fill-box` on thin lines or small inner shapes.
133
+ - **No `requestAnimationFrame`** — like CSS animation, it desyncs from HF's frame-by-frame seek; continuous motion lives inside the timeline as linear proxy tweens.
134
+ - **Amplitudes subtle** — icons are decorative, not headlines; calibrate rotation speed against composition length, not absolute time.
135
+ - **Phase-offset the parts** — minute vs second hand at different speeds, ring lagging dot by π/2. Pure sync looks mechanical.
136
+ - **`stroke-linecap: round`** on flowing/dashed lines for clean dash edges.
137
+ - **Climax dwell ≥1s** — if the enrichment is the headline beat, the composition continues ≥1s after the most dramatic moment.
138
+
139
+ ## See also
140
+
141
+ `svg-path-draw` (outline draws first, enrichment second) · `orbit-3d-entry` (orbiting items are enriched icons) · `sine-wave-loop` (the whole icon floats while internal parts animate).
@@ -0,0 +1,122 @@
1
+ ---
2
+ name: svg-path-draw
3
+ description: Animate SVG paths drawing progressively using stroke-dasharray and stroke-dashoffset.
4
+ metadata:
5
+ tags: svg, stroke, draw, path, reveal, icon, vector
6
+ ---
7
+
8
+ # SVG Path Draw
9
+
10
+ Reveals an SVG shape by animating its stroke as if a pen were tracing it. Two stroke properties together: **`stroke-dasharray = <pathLength>`** makes the entire path one dash; **`stroke-dashoffset`** starts at the path length (dash shifted fully out of view → invisible) and tweens to `0` (fully drawn). The length comes from the DOM API `path.getTotalLength()` — measured, never guessed.
11
+
12
+ Works on anything with a stroke: `<path>`, `<circle>`, `<rect>`, `<line>`, `<polyline>`, `<polygon>`, `<ellipse>`.
13
+
14
+ ## Recipe
15
+
16
+ ```html
17
+ <!-- inside a standard scene clip -->
18
+ <svg class="logo-mark" viewBox="0 0 200 200" xmlns="http://www.w3.org/2000/svg">
19
+ <path id="bar-left" d="M 60 40 L 60 160" />
20
+ <path id="bar-right" d="M 140 40 L 140 160" />
21
+ <path id="bar-mid" d="M 60 100 L 140 100" />
22
+ </svg>
23
+ ```
24
+
25
+ ```css
26
+ .logo-mark path {
27
+ fill: none; /* outline-only draw — a fill would appear immediately and ruin the reveal */
28
+ stroke: {accentColor};
29
+ stroke-width: 12;
30
+ stroke-linecap: round; /* softer endpoints */
31
+ stroke-linejoin: round;
32
+ }
33
+ ```
34
+
35
+ ```js
36
+ // Setup: measure each path and set its dash pattern. Real measured geometry, not a magic number.
37
+ document.querySelectorAll(".logo-mark path").forEach((p) => {
38
+ const len = p.getTotalLength();
39
+ p.style.strokeDasharray = `${len}`;
40
+ p.style.strokeDashoffset = `${len}`;
41
+ });
42
+
43
+ // Stagger draws so the eye reads continuous motion — each segment starts at
44
+ // ~70-80% of the previous segment's duration, before it finishes.
45
+ tl.to(
46
+ "#bar-left",
47
+ { strokeDashoffset: 0, duration: SEGMENT_DRAW_DUR, ease: "power2.out" },
48
+ SEG_1_START,
49
+ );
50
+ tl.to(
51
+ "#bar-right",
52
+ { strokeDashoffset: 0, duration: SEGMENT_DRAW_DUR, ease: "power2.out" },
53
+ SEG_2_START,
54
+ );
55
+ tl.to(
56
+ "#bar-mid",
57
+ { strokeDashoffset: 0, duration: FINAL_SEGMENT_DUR, ease: "power2.out" },
58
+ SEG_3_START,
59
+ );
60
+
61
+ // Companion wordmark fades in only after the last stroke settles.
62
+ tl.to(
63
+ ".brand-line",
64
+ { opacity: 1, duration: BRAND_FADE_DUR, ease: "power1.out" },
65
+ BRAND_FADE_START,
66
+ );
67
+ ```
68
+
69
+ ## Variations
70
+
71
+ - **Ring starting at 12 o'clock** — `<circle>` / `<rect>` strokes start at 3 o'clock by default; rotate the element `-90deg` so a progress ring draws from the top:
72
+
73
+ ```html
74
+ <circle
75
+ cx="100"
76
+ cy="100"
77
+ r="60"
78
+ id="ring"
79
+ style="transform-origin: 100px 100px; transform: rotate(-90deg)"
80
+ />
81
+ ```
82
+
83
+ - **Linear (constant-speed) draw** — `ease: "none"` for a steady-rate "real pen" trace.
84
+ - **Draw then fill** — for filled shapes, tween `fillOpacity: 0 → 1` AFTER the stroke completes (requires `fill-opacity: 0` initially and a real `fill` in CSS):
85
+
86
+ ```js
87
+ tl.to(
88
+ "#path",
89
+ { strokeDashoffset: 0, duration: SEGMENT_DRAW_DUR, ease: "power2.out" },
90
+ SEG_1_START,
91
+ );
92
+ tl.to(
93
+ "#path",
94
+ { fillOpacity: 1, duration: FILL_FADE_DUR, ease: "power1.out" },
95
+ SEG_1_START + SEGMENT_DRAW_DUR,
96
+ );
97
+ ```
98
+
99
+ ## Values
100
+
101
+ | token | range | notes |
102
+ | ----------------- | --------------------------------------- | -------------------------------------------------------------------------------------------------- |
103
+ | SEGMENT_DRAW_DUR | 0.3–0.8s | fast snap vs deliberate pen trace; >~1s feels sluggish for a logo reveal |
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+ | FINAL_SEGMENT_DUR | 60–80% of SEGMENT_DRAW_DUR | proportional to segment length — a short connector at full duration reads slower than its siblings |
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+ | SEG_N_START | previous start + 70–80% of its duration | reads as continuous motion, not N isolated animations |
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+ | SEG_1_START | 0–0.4s | a small ~0.2s lead-in lets the viewer settle before motion |
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+ | BRAND_FADE_START | ≥ last stroke end (+ ~0.2s beat) | earlier and the wordmark competes with the draw |
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+ | BRAND_FADE_DUR | 0.3–0.8s | snap (urgent) vs glide (premium) |
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+
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+ Ease families are discrete choices: **stroke draws** use `power2.out` (a hand lifting at end of stroke) or `none` for constant speed — never `back.out` / `elastic.out` (pens don't bounce). **Fades** use `power1.out`.
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+
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+ ## Critical Constraints
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+
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+ - **`fill: none`** for outline-only draws — otherwise the fill appears immediately.
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+ - **Dasharray/dashoffset = the measured `getTotalLength()`**, set at setup; requires the SVG in the DOM (inline SVG is fine; a loaded `<image>` SVG is not).
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+ - **Complex paths**: if `getTotalLength()` looks wrong, overestimate slightly (`len * 1.05`) — too large is invisible at animation start; too small clips the end.
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+ - **Stagger multi-path draws at ~70–80%** of the previous segment's duration.
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+ - **A drawn line must land on something.** When the path is a connector (rail, beam, underline, callout) rather than a shape, both endpoints must sit on real elements and the draw must do a job — reveal, route, validate, or emphasize. A stroke that only decorates empty space reads as filler; attach it or cut it.
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+
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+ ## See also
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+
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+ `svg-icon-enrichment` (internal parts animate after the outline draws) · `counting-dynamic-scale` (stroke draws an icon while a number counts up) · `hacker-flip-3d` (logo draws, wordmark decodes beneath).