freecodego 0.1.7-alpha.2.2 → 0.1.7-rc.2.3

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (593) hide show
  1. package/README.i18n.yaml +45 -5
  2. package/README.md +11 -11
  3. package/README.zh.md +11 -11
  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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  58. package/dist/assets/design/skills/embedded-captions/references/layout-heuristics.md +238 -0
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  63. package/dist/assets/design/skills/embedded-captions/references/typographic-moves.md +266 -0
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  66. package/dist/assets/design/skills/embedded-captions/scripts/fixtures/heroless/transcript.json +10 -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
  96. package/dist/assets/design/skills/faceless-explainer/references/story-design.md +255 -0
  97. package/dist/assets/design/skills/faceless-explainer/references/visual-design.md +146 -0
  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
  102. package/dist/assets/design/skills/hyperframes/references/brief-contract.md +108 -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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  120. package/dist/assets/design/skills/hyperframes/references/routes/talking-head-recut.md +11 -0
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  124. package/dist/assets/design/skills/hyperframes/references/subagent-dispatch.md +35 -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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+ # spatial-pan-stations — Spatial Pan / Stations
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+
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+ **intent**: Pre-place a sequence of labeled stations on one oversized canvas, then traverse it with a single virtual camera — repeated lateral/diagonal pans that center each station in turn and reveal a callout at every stop, landing held on a final station.
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+
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+ **roles served**
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+
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+ - Hook (from hook-pan-timeline): a horizontal timeline of evenly-spaced milestones, left-panned beat by beat, each marker getting a spring-popped callout, landing on the present moment ("evolution / milestone walk leading up to us").
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+ - Problem (from problem-camera-pan-stations): a connected web of pain "stations" linked by hand-drawn leading lines, diagonally panned station to station, ending on a tangled scribble knot ("too many disconnected steps — it's a mess").
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+ - Product_Intro (from concept-demo-decode-pan): a two-shot strip bridged by ONE lateral pan — shot 1 holds a static phrase whose accent word 3D-flap-DECODES (the concept lands), then the camera pans across the strip (with background parallax) into shot 2, where a cursor drives a live typing demo. Pairs this pan with `cursor-ui-demo`'s focal-locked tracked typing.
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+
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+ **duration**: 7–10s (union of Hook 8–10s, Problem ~7s, concept-demo ~7s)
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+
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+ **shot structure**
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+ One oversized flat canvas on a solid `[bg color]`; all stations/markers pre-placed in world space; `[accent color]` text + simple line-icons; one virtual `.world` camera pans ease-in-out between stops. Each station holds ~1.0s.
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+
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+ - Scene 1 (0.0–~1.0s): Camera opens on station 1 — `[label 1 / first step]` centered. A reveal lands on it (see variants). Camera then begins to PAN toward station 2, sliding station 1 out of frame.
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+ - Scene 2 → Scene N-1 (~1.0s each): Camera PANS (ease-in-out) to center the next station; on arrival its `[label k]` (+ optional `[secondary label]`) is REVEALED with the role reveal. Repeat per station.
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+ - Scene N (final, ~last beat): One last pan lands on the terminal station; the final `[callout / landing element]` reveals and HOLDS to the end. Camera goes static on the punchline.
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+
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+ - Variant — Hook: stations sit as evenly-spaced `[markers]` on a thin horizontal `[timeline]` (lower third); pans are LEFT-only along the single axis (timeline scrolls left). Each callout is a bordered `[callout box]` + downward triangle (offset drop-shadow) that SPRING-POPS up (scale 0→100%, bouncy overshoot, transform-origin at triangle tip) reading `[label k]`; a `[secondary label, e.g. year]` fades in and RISES above it. Some mid markers arrive as plain static text revealed by the pan alone (no box). Final scene lands on the `[present-day label]`, springs, holds.
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+ - Variant — Problem: stations are scattered across a 2D web; pans are DIAGONAL, STEERED by `[accent color]` hand-drawn lines — each station has a rough write-on line/arrow that draws toward the next and the camera follows it (Scene 1 also draws a loop/circle around the headline's key word). Each station = a white `[line-icon]` above its `[label]`, revealed plainly by the pan (no spring box). Final scene: the accent line spirals into a dense chaotic SCRIBBLE KNOT centered on the field; camera holds static on the tangle (visual punchline).
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+
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+ **motion vocabulary**
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+ repeated ease-in-out camera pans (horizontal-left for Hook, diagonal-steered for Problem) across one large static canvas; pre-placed stations sliding through frame via the pan; spring-overshoot callout pop with triangle-tip origin (Hook); rise-and-fade secondary label (Hook); plain labels/icons arriving via the pan alone; rough hand-drawn "write-on" leading lines/arrows + loop/circle key-word mark (Problem); terminal chaotic-scribble knot draw (Problem); static hold on the final station/punchline.
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+
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+ **rule mapping**
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+
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+ - camera pan / traverse across the canvas (primary) → `viewport-change` (single `.world` wrapper transform; PAN mode)
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+ - sequencing the repeated pan beats into stops → `multi-phase-camera`
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+ - centering each station as the pan target → `coordinate-target-zoom` (used as pan-to-target, no zoom)
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+ - spring-overshoot callout pop, triangle-tip origin (Hook) → `spring-pop-entrance`
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+ - rise-and-fade secondary label + plain per-station label/icon reveals via the pan → `discrete-text-sequence`
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+ - hand-drawn leading lines / arrows / loop-circle key-word mark / terminal scribble knot (Problem) → `svg-path-draw`
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+ - station line-icons (Problem) → `svg-icon-enrichment`
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+ - static hold on the final station / punchline → (no motion; sustained held frame, no rule needed)
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+
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+ **camera modifier**: The pan IS the camera. One `.world` virtual-camera transform in PAN mode — `viewport-change` — sequenced across stops by `multi-phase-camera`, each stop targeted via `coordinate-target-zoom` (pan-to-target). No depth push-in (that distinguishes this from the cluster-push-in / dataviz-pushthrough blueprints).
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+ # ticker-takeover — Ticker Displace / Takeover
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+
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+ **intent**: A context phrase types in, an accent word cycles through options like a slot-machine to suggest "this could be many things," then a hero CRASHES in from off-screen and physically shoves the text aside — "actually, this is what it is." A collision, not a fade.
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+
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+ **roles served**
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+
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+ - Hook (from `takeover-ticker-displace`): when a static lead-in phrase + a cycling accent word should be **physically replaced** (not cross-dissolved) by a hero arriving with momentum, and the final frame is the hero alone. Reach for it when the takeover should read as an impact.
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+ - Brand_Outro: the same collision used as a sign-off — options cycle, the brand mark crashes in and owns the frame.
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+
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+ **duration**: 5–7s
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+
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+ **shot structure** (a `[bg]` canvas; one text group on the left/center that gets ejected by an incoming hero)
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+
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+ - **Scene 1 (0.0–~1.4s) — context build.** A typewriter lays down a `[lead-in phrase]` character-by-character (smooth, no typos — selling confidence, not human chaos). Camera static.
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+ - **Scene 2 (~1.4–3.0s) — the cycling beat.** An `[accent word]` slot inside the line ticks through 2–3 `[options]` on a vertical spring-roll (each click a new word), suggesting breadth — "many things this could be." (More than ~3 reads as filler.)
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+ - **Scene 3 (~3.0–4.2s) — the collision (signature move).** A `[hero]` crashes in from off-screen with momentum and physically SHOVES the whole text group aside — the text reacts to the impact (gets displaced), it does not fade. The hero lands **heavy** — a longer settle, not a zip — so it reads as mass, not speed.
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+ - **Scene 4 (~4.2–end) — the hero alone.** The hero settles dead-center and reads still. Holds.
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+
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+ **motion vocabulary**: smooth character typewriter; vertical spring-ticker word roll (2–3 steps); off-screen hero crash-in with momentum; reactive displacement of the struck text group; heavy long-tail landing (not bouncy); dual-axis subtle jitter on the resting hero.
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+
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+ **rule mapping**
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+
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+ - smooth single-phrase typewriter lead-in → `discrete-text-sequence` (smooth-slice / continuous `floor(progress)` form — no typo machinery)
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+ - accent word slot-machine cycling through options → `vertical-spring-ticker` (`STEPS` = number of options the hero will replace; the rule's footer-reveal is unused — Scene 3 takes its place)
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+ - hero shoves the text group aside on impact → `reactive-displacement` (the text is the displaced mass; express the hero's "heavy land" as a longer `power2` settle, not the rule's default `back.out`)
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+ - hero's fast off-screen crash-in → `motion-blur-streak` (directional velocity blur resolving sharp as it lands)
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+ - resting-hero aliveness → `sine-wave-loop` (low-amplitude dual-frequency register — scale + rotation jitter composing onto the hero's final landed scale; never a yoyo around 1)
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+
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+ **camera modifier**: camera-static — the displacement happens in element space (the hero moves the text), so there is no real camera move; the impact is the only motion.
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+ # titlecard-reveal — Title-Card / Single-Card Reveal
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+
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+ **intent**: The calm breather/landing beat — one clean title or single brand/proof card revealed with exactly one restrained move (a slide-up crossfade, or a wipe-away-to-reveal), then a still hold. Low motion is the payload, not a deficiency.
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+
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+ **roles served**
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+
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+ - Benefits (from `benefits-titlecard-crossfade`, #34): a calm two-line value title card — headline value line, then one slide-up crossfade to a qualifier/elaboration line that holds center.
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+ - Social_Proof (from `social-proof-reveal-card`, #35): wipe a busy app-collage open away with one diagonal pill-sweep to reveal a clean brand lockup (icon + wordmark) plus a centered "loved by [N]+ [audience] teams" social-proof line that spring-settles and holds.
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+ - CTA (from `hard-cut-card-stack-to-logo`): a monochrome end-card
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+ CHAIN — statement → CTA / availability line → brand wordmark/logo — separated by instant hard
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+ cuts at full opacity; each card is its own allocated stillness, and the sequence terminates on
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+ the logo held to the final frame.
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+ - Product_Intro (from `title-card-prelude-chain`): a three-beat dark title
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+ PRELUDE before any product UI — `[logo]` pop → `[name]` (a `[version]` appends grey→bright) →
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+ `[tagline]` card — chained by clears and blur-snap handoffs rather than hard cuts.
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+
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+ **duration**: 3–5s (Benefits 3–4s; Social_Proof ~5s / observed 4.7s). Card chains run 2–3s per
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+ card, ~5.5–9.5s total.
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+
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+ **shot structure**
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+
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+ ```
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+ Scene 1 (0.0–~0.4s): static camera on [neutral / dark background]. Establish the opening state.
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+ Variant — Benefits: empty-to-text — [benefit line 1] is about to fade in centered (no busy open).
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+ Variant — Social_Proof: a busy intro frame holds briefly — an [app-screenshot / use-case collage] of overlapping cards under a [setup line].
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+
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+ Scene 2 (~0.4–~1.5s): the ONE move executes — a single restrained reveal that brings the calm card to center.
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+ Variant — Benefits: [benefit line 1] fades in centered while scaling slightly (~95%→100%, smooth ease-out) and holds.
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+ Variant — Social_Proof: a large [accent-color] rounded pill sweeps diagonally bottom-left → top-right and exits the corner, clip-path wiping the collage away to reveal the [brand logo lockup] beneath as the [logo icon] strokes draw on.
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+
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+ Scene 3 (~1.5s–end): the revealed/settled card holds to the end (the allocated stillness). At most one subtle live element (a slow breathing pulse on the card, or a very slow camera drift). No second development phase.
32
+ Variant — Benefits: [benefit line 1] translates up and fades out as [benefit line 2 — qualifier / elaboration] translates up from below center and fades in to take center; holds. (This single slide-up crossfade IS the one move — Benefits front-loads no Scene-2 wipe.)
33
+ Variant — Social_Proof: the lockup — [logo icon] centered, [wordmark] below, centered [social-proof tagline] "Loved by [N]+ [audience] teams" (the [N]+ may count up) — spring-settles small, then holds.
34
+
35
+ Variant — card chain (CTA end-card stack / Product_Intro title prelude): the single-card contract
36
+ repeats 2–3 times in sequence. Each card is a complete Scene 1–3 in miniature — arrive (or simply
37
+ BE there), at most one restrained move, hold — and the seams between cards are INSTANT hard cuts
38
+ at full opacity (no crossfade, no fade-through-black) or, in the prelude flavor, a blur-away →
39
+ snap-into-focus handoff.
40
+ Card moves stay on budget: a character-by-character type-on with visible partial states, a
41
+ right-to-left backspace that resolves the [wordmark] into the small [logo icon], a grey→bright
42
+ append ("[name]" gains "[version]"), a blur-snap into focus — or nothing beyond a
43
+ barely-perceptible continuous slow scale-up across the hold.
44
+ The final card is always the [brand logo / lockup], held static to the last frame.
45
+ ```
46
+
47
+ **motion vocabulary**: single restrained reveal (gentle fade-in + subtle scale-up settle | diagonal clip-path pill-wipe), one slide-up crossfade between two centered lines (Benefits), icon stroke draw-on (Social_Proof), optional "[N]+ teams" count-up, logo+tagline spring-settle-and-hold, subtle breathing on the held card, hold-to-end. Calm register — no spring chains, no tumble, no per-beat flips, no second phase. Camera static (optional very slow drift only). Card-chain register: instant hard cut at full opacity as the only seam, barely-perceptible
48
+ continuous slow scale-up across each hold, character-by-character type-on with visible partial
49
+ states, right-to-left backspace collapsing the wordmark into the logo icon, grey→bright text
50
+ append, blur-away → snap-into-focus card handoff, logo pop with overshoot + glow (prelude opener),
51
+ monochrome text-on-solid throughout.
52
+
53
+ **rule mapping**
54
+
55
+ - gentle fade-in + subtle scale-up settle (Benefits Scene 2) → `rules/scale-swap-transition.md` (restrained in/settle; cross-reference the fade ease in `techniques.md`)
56
+ - single slide-up crossfade between two centered lines (Benefits Scene 3) → `rules/discrete-text-sequence.md` (one line hands off to the next; translate-up + crossfade)
57
+ - diagonal pill-wipe reveal (Social_Proof Scene 2) → `../techniques.md` (clip-path reveal masks — the wipe)
58
+ - icon stroke draw-on (Social_Proof Scene 2) → `rules/svg-path-draw.md`
59
+ - "[N]+ teams" count-up (Social_Proof Scene 3, optional) → `rules/counting-dynamic-scale.md`
60
+ - logo + tagline spring-settle-and-hold (Social_Proof Scene 3) → `rules/spring-pop-entrance.md` (single soft settle; intentionally one beat, not a chain)
61
+ - subtle breathing on the held card (the one live element during the hold) → `rules/sine-wave-loop.md`
62
+ - type-on / backspace / grey→bright append (chain cards) → `rules/discrete-text-sequence.md`
63
+ (non-linear typing incl. backspace; drive the version append as a bulk addition)
64
+ - wordmark remainder resolves into the logo icon → `rules/scale-swap-transition.md` (same-center
65
+ swap fired as the last character deletes)
66
+ - barely-perceptible slow scale-up across a hold → the camera-modifier drift
67
+ (`rules/multi-phase-camera.md`, micro-drift register) applied per-card
68
+ - blur-away → snap-into-focus handoff (prelude flavor) → `rules/depth-of-field-blur.md` (single
69
+ pull on the outgoing / incoming card)
70
+ - logo pop with overshoot + glow (prelude card 1) → `rules/spring-pop-entrance.md` +
71
+ `rules/ambient-glow-bloom.md`
72
+ - instant hard cut at full opacity → not a rule: a timeline `tl.set` swap — deliberately NO
73
+ transition entry.
74
+
75
+ **camera modifier**: optional — a single very slow drift/push under the hold only → `rules/multi-phase-camera.md`. Default is fully static; do not add unless the held beat would otherwise read as a freeze-frame.
76
+
77
+ **stillness note**: This is a legitimate allocated-stillness beat. The hold in Scene 3 is the deliverable, not an unanimated gap — do NOT manufacture a development phase, extra swaps, or force-animation. One restrained move + a subtle hold (optionally one breathing element or one slow drift) is the correct and complete shape. The card-chain variant does not break this: each card individually obeys the one-move + hold
78
+ contract, and the hard cut is a seam, not a move. Boundary: if the cards flip at sub-second tempo
79
+ or each beat carries its own entrance/exit energy, you have left this blueprint — that is
80
+ `kinetic-type-beats` (its CTA variant owns the high-tempo value-line stack).
@@ -0,0 +1,45 @@
1
+ # transcript-scroll-artifact-reveal — Transcript-Scroll Artifact Reveal
2
+
3
+ **intent**: The frame travels vertically along ONE long content surface — an agent transcript, a running task feed, an analysis document, a story draft — rendered full-bleed on a flat canvas (no device frame, no held mockup), by camera pan or element scroll; the traversal itself is the story ("look how much work happened / how much is here"), until ONE focal interaction — a file-chip click, a quote highlight, a collapsible-row expand — pivots the shot into an artifact/detail reveal: the deliverable behind the work.
4
+
5
+ **roles served**
6
+
7
+ - Key_Feature (modes: `pan-to-workspace` · `feed-rush` · `document-to-artifact` · `selection-pivot`): the x-viral AI-product grammar for "the agent did a lot of work → here's the deliverable." The long surface is the EVIDENCE (tool pills, checked progress items, task rows, headings, comps tables, story paragraphs), read at traversal pace; the artifact is the PAYOFF (full workspace with live mockup, spreadsheet with highlighted cells, inline ask-panel, sub-task stack). Reach for it when the feature's proof is the volume/depth of generated work and the beat should cash that in on one interaction — not a held device tour (`device-surface-showcase`), not a cursor-chased workflow (`cursor-ui-demo`).
8
+
9
+ **duration**: 5–11.8s (feed-rush 5.4s · pan-to-workspace 5.0s · selection-pivot 9.3s · document-to-artifact 11.75s)
10
+
11
+ **shot structure** One `[long content surface: agent chat transcript / task feed / analysis document / story doc]` sits full-bleed on a `[flat light canvas]` (goldens: warm off-white / cream / beige / plain white — the surface's own background IS the scene background); dark text with small `[accent]` marks (green verb highlights, model-tag pills, check circles, yellow cells). Three acts: TRAVERSE → HINGE → ARTIFACT. Camera discipline is the signature: at most TWO real camera moves in the whole shot, bracketing the hinge; everything else is element motion on a static frame.
12
+
13
+ - **Scene 1 (0.0–~40–60% of runtime) — establish + vertical traversal (the evidence).** The surface establishes with one small opener — a `[title]` types on / a centered `[title]` shrinks ~50% and glides to the top-left to dock as a fixed header / the frame opens tight on the `[chat panel]` — then the traversal begins: the frame travels DOWN the content (or the content streams UP through the frame), revealing progressive work in reading order: `[prompt → tool pills → checked progress items → typed summary]`, `[tagged task rows → muted tasks → checklist block]`, `[heading → paragraph → comps table → bullets]`, `[title → story paragraphs → dialogue]`. New rows may cascade in (staggered arrival) before the scroll takes over; a typed line may finish under the moving frame. Traversal texture varies by member: one continuous slow pan, a fast continuous feed rush, stepped scrolls decelerating at each stop (speed-blur between stops, content fading at frame edges), or one smooth scroll easing to a stop.
14
+ - **Scene 2 (~1–2s) — the hinge: ONE focal interaction.** The traversal settles and a single interaction pivots the shot: a `[file-attachment chip]` spring-pops in below a typed handoff line and a cursor glides in and CLICKS it; a `[sentence/quote]` gets a selection-highlight sweep and a `[tooltip pill]` spring-pops above it for the click; a `[collapsible row]` reaches the frame center and EXPANDS; or the typed `[verifier summary]` completes as the implicit trigger. This is the only interaction in the shot — the cursor (if any) appears here for the first time.
15
+ - **Scene 3 (rest) — artifact reveal + hold.** The hinge cashes in, choosing ONE reveal mechanic: a fast smoothly-DECELERATING zoom-OUT re-frames the whole `[workspace]` (the panel just traversed becomes a sidebar beside a `[live mockup]` and `[tool panel]`); an `[artifact window: spreadsheet]` scales up from small toward full frame, then a slow push-in + lateral pan settles on its `[highlighted cells]`; an `[inline panel]` expands below the highlighted line and a `[follow-up question]` types into it; or the row unfolds into a `[sub-task stack]` and the scroll settles on `[narration text]`. Optional coda: one cursor click instantly swaps a `[screen]` inside the revealed artifact (e.g. a phone tab click). Frame locks; element motion only to the end.
16
+
17
+ - Variant — _pan-to-workspace_ (001_claudeai, 5.0s): traversal is a REAL camera pan — opens tight on the chat panel, one single uninterrupted downward glide (never cutting away) over pills → checked list → typing verifier summary; hinge is the summary completing; reveal is ONE rapid decelerating zoom-out to the three-part workspace (chat-as-sidebar / phone mockup / tweaks panel); coda cursor click swaps the phone screen instantly. Exactly two camera moves total.
18
+ - Variant — _feed-rush_ (010_perplexity A, 5.4s): NO camera at all — title docks to header, five tagged rows cascade in, then a fast continuous upward ELEMENT scroll races through muted tasks and a checklist to a collapsible row; hinge is the row itself; reveal is the row expanding into a six-item sub-task stack, settling on narration. Cursorless.
19
+ - Variant — _document-to-artifact_ (010_perplexity B, 11.75s): traversal is a stepped ELEMENT scroll (static frame) — the document climbs in fast steps, decelerating at each stop, blur/fade between stops, clearing to blank canvas; hinge is a typed handoff line + file-chip pop + cursor click; reveal is the spreadsheet window scaling up then one slow continuous push-in + rightward pan onto the yellow-highlighted forecast columns.
20
+ - Variant — _selection-pivot_ (014_OpenAI, 9.3s): typed headline → document builds (bubble prompt + typed title + populating paragraphs) → one smooth upward element scroll eases to a stop; hinge is the selection-highlight sweep + the shot's ONE push-in framing the sentence + tooltip-pill click; reveal is the inline panel expanding below the line with the referenced quote and a rapidly-typed follow-up question. Camera locked at the pushed-in zoom to the end.
21
+
22
+ **motion vocabulary** continuous slow downward camera pan; fast continuous upward feed scroll; stepped document scroll decelerating at each stop; smooth scroll easing to a stop; speed-blur between scroll stops; content fade at frame edges; centered title shrinks ~50% and glides to a top-left header dock; task rows cascade in staggered; typed line / typed title / typed follow-up question (caret); green leading-verb highlights and model-tag pills riding past; checked-item strikethroughs riding past; file-attachment chip spring pop-in; tooltip pill spring pop; chat-bubble arrival; cursor glide-in + click; selection-highlight sweep across a sentence; ONE camera push-in onto the selection; fast decelerating zoom-out to the full workspace; artifact window scales up from small; slow push-in + lateral pan settling on highlighted cells; collapsible row expands into a sub-task stack; inline panel expands below the line; phone-screen instant swap on a coda tab click; frame-lock hold.
23
+
24
+ **rule mapping**
25
+
26
+ - vertical traversal by ELEMENT scroll — fast feed rush / stepped document scroll / smooth scroll-to-stop → `3d-page-scroll` (flat variant: tilt ≈ 0 — the surface's content `translateY`-scrolls to sections; the multi-phase scroll variant covers stepped stops; keep ONE ease family across all steps — `power3.out`/`power4.out` for UI-scroll feel)
27
+ - vertical traversal by CAMERA pan (transcript glide) → `viewport-change` (pan mode — the world translates up under a static frame; one continuous tween, no cuts)
28
+ - speed-blur between stepped-scroll stops → `motion-blur-streak` (blur peaks at max scroll velocity, resolves to 0 at each settle)
29
+ - which content each traversal beat reveals (stop-by-stop sequencing) → `dynamic-content-sequencing`
30
+ - centered title shrinks and glides to dock as a fixed header → `gsap-effects` (one simultaneous scale + translate tween; plain two-property move, no named rule required)
31
+ - task rows cascade in staggered before the scroll takes over → `waterfall-entry` (arrival cascade; goldens use fade + slide-up — the house rule prescribes binary-opacity whip-in, adopt the house form) or `spring-pop-entrance` (staggered group) for card-like rows
32
+ - typed lines — verifier summary, handoff line, document title, follow-up question, opening headline → `discrete-text-sequence` (+ `context-sensitive-cursor` for the trailing caret)
33
+ - file-attachment chip pop-in / tooltip pill pop / chat-bubble arrival → `spring-pop-entrance`
34
+ - cursor glides in, lands, clicks (hinge and coda) → `cursor-click-ripple` (+ `physics-press-reaction` to compress cursor and target together on the press)
35
+ - selection-highlight sweep across the sentence → `css-marker-patterns` (highlight sweep)
36
+ - ONE push-in onto the highlighted selection / slow push-in + lateral pan settling on highlighted cells → `coordinate-target-zoom` (measured off-center target — the lateral pan IS the counter-translate component), sequenced under `multi-phase-camera` when it follows the window scale-up
37
+ - fast decelerating zoom-OUT to the full workspace → `coordinate-target-zoom` (zoom-out variation: open at the zoomed-in framing, pull to scale 1 with `power3.out`/`power4.out`) or `viewport-change` (single continuous pull on the `cam` object)
38
+ - artifact window scales up from small toward full frame on the click → `spring-pop-entrance` (hero arrival scale-up; tune overshoot to ~0 / `power3.out` so the window reads weighty, not bouncy)
39
+ - collapsible row expands into a sub-task stack / inline panel expands below the highlighted line → `anchored-layout-expand` (in-flow accordion growth pushing subsequent content DOWN — never tween width/height) + `waterfall-entry` (or `spring-pop-entrance` stagger) on the arriving children
40
+ - phone-screen instant swap on the coda tab click → `discrete-text-sequence` (discrete whole-state swap; instant, no in-artifact camera move)
41
+ - green verb highlights, model-tag pills, check-circle strikethroughs, yellow forecast cells, edge fade masks → static styling of the surface content — no motion rule needed
42
+
43
+ **camera modifier**: The blueprint's camera law: **at most TWO real camera moves, bracketing the hinge** — the goldens are emphatic (their briefs carry CRITICAL camera notes). Pick the traversal mechanic first: camera pan (`viewport-change` pan — pan-to-workspace only) OR element scroll (`3d-page-scroll` flat — all others); never both at once. The reveal then spends the second (or only) move: one zoom-OUT to the workspace or one push-IN to the detail (`coordinate-target-zoom`, phases sequenced by `multi-phase-camera`), after which the frame LOCKS — all remaining motion is element-level (typing, expand, screen swap). The feed-rush variant spends zero camera moves: the whole shot is element scroll + expand. This restraint is what separates the shape from `cursor-ui-demo` (camera servos to every interaction) and from `device-surface-showcase` (a showcase camera presenting a held hero).
44
+
45
+ **Overflow (scrolled/panned surfaces — required for a clean `check`):** the traversal deliberately moves content past the frame edges. Clip at the scene (`overflow: hidden`) AND mark the moving inner layer (the `.page-content` / `.world` wrapper carrying the transcript/feed/document) with `data-layout-allow-overflow` — otherwise `check` reports `text_box_overflow` / `container_overflow` for every row that has scrolled off. The clip handles it visually; the attribute tells the layout audit it's intentional.
@@ -0,0 +1,51 @@
1
+ # typewriter-reveal — Typewriter Reveal
2
+
3
+ **intent**: A live text caret types (and edits) a line as a human would, then either collapses it to a point and pops a brand payoff, or holds it under a persistent brand mark while a sub-line types/swaps into the final CTA — making "someone is typing this" the engine of the shot.
4
+
5
+ **roles served**
6
+
7
+ - Hook (from hook-typed-line-to-reveal): Type a relatable question/statement live, then COLLAPSE it and spring-pop the brand — a logo lockup OR a product-UI moment ("here's the everyday pain, now here's us").
8
+ - Brand_Outro (from brand-outro-persistent-mark-cta-rail): Hold the hero mark dead-center/top the whole shot while a sub-line beneath it swaps or types its way into the final CTA — landing the ask once the logo is already established.
9
+
10
+ **duration**: 3.6–7s (Brand_Outro 3.6–6.0s · Hook 5.5–7s)
11
+
12
+ **shot structure** (one consolidated template; `[slots]` are product-agnostic)
13
+
14
+ - Scene 1 (0.0–~2.0s): On a solid `[bg color]` field, a blinking text-input caret `|` sits at the line start, then `[primary line]` TYPES on character-by-character with the caret trailing.
15
+ - _Variant — Hook_: nothing else is on screen; the typed `[hook line]` owns the frame. (Sub-variant: the line types inside UI chrome — a rounded `[input/pill]` — and the whole assembly continuously TRANSLATES leftward + scales slightly so the active caret stays pinned near frame-center while earlier words scroll off and clip past the left edge — a ticker push.)
16
+ - _Variant — Brand_Outro_: a `[logo mark]` (+ optional `[wordmark]`) is already centered/upper and STAYS fully visible for the entire shot; an entry flourish plays on the mark itself (e.g. `[checkmark/icon]` strokes into the mark, or thin concentric rings ripple outward from it), and the typed `[tagline / product label]` is the SUB-LINE beneath the mark.
17
+
18
+ - Scene 2 (~2.0–4.5s): The typed line is MODIFIED in place — the active text is edited rather than re-shot.
19
+ - _Variant — Hook_: final word(s) BACKSPACE out and a new word RETYPES (`[word A]` → `[word B]`), or the fill/caret snaps to `[accent color]` on the final word. Holds briefly.
20
+ - _Variant — Brand_Outro_: the sub-line is REMOVED in place — a direct hard CUT/replace (NO backspace) or a moving mask-WIPE erases it — while the mark performs a small idle move (gentle rotate / sparkle reposition); the mark never leaves frame.
21
+
22
+ - Scene 3 — resolve:
23
+ - _Variant — Hook (collapse, ~0.3–0.7s)_: caret vanishes; the whole text/assembly COLLAPSES to a point at center (horizontal X-collapse or scale-to-0 zoom-out) and disappears, leaving a clean `[bg]`. Then (remainder) a centered `[brand element]` SPRING-POPS in:
24
+ - _logo-lockup sub-variant_: a `[mark/icon]` pops, then slides aside as a `[wordmark]` UNMASKS / slides out from behind it; both settle into a centered lockup.
25
+ - _product-UI sub-variant_: a `[UI control]` (e.g. button) pops; a `[cursor]` sweeps in from a corner and homes onto it; on contact a ~150ms state-FLIP — base cross-fades to `[accent color]`, icon inverts, and a soft radial GLOW blooms outward and persists.
26
+ - _Variant — Brand_Outro (~4.5s–end)_: the final `[CTA]` resolves in the sub-line slot — TYPED in with a caret and/or shown as a `[CTA in accent-color button]` beside plain text; an optional `[accent color]` GLOW ring / halo settles around the persistent mark. Holds to end. Final frame: `[logo mark]` + (glow ring) + `[CTA]`.
27
+
28
+ **motion vocabulary**: blinking text caret; character-by-character type-on; backspace-and-retype OR in-place hard-cut/mask-wipe text swap; optional leftward ticker push (assembly translates to keep caret centered); persistent centered hero mark (never vanishes) with entry flourish (icon stroke-draw, concentric ripple rings) and small idle move (rotate / sparkle); X-collapse / scale-to-0 zoom-out of the typed line; spring-pop brand reveal; wordmark unmask-slide into lockup; cursor sweep + UI state-flip + radial glow bloom; accent glow/halo ring settle; pill/button CTA reveal; hold.
29
+
30
+ **rule mapping** (per motion verb → `rules/<id>.md`)
31
+
32
+ - blinking text caret → `context-sensitive-cursor` (caret color-switch + blink)
33
+ - character-by-character type-on → `discrete-text-sequence` (typing/typos/holds/backspace); recipe `gsap-effects` (typewriter)
34
+ - backspace-and-retype → `discrete-text-sequence`
35
+ - in-place hard-cut / replace text swap → `discrete-text-sequence` (whole-text state swaps)
36
+ - mask-wipe erase of sub-line → `techniques.md` clip-path reveal (run in reverse)
37
+ - leftward ticker push (assembly translates to keep caret centered) → `camera-cursor-tracking` (viewport follows a moving caret)
38
+ - persistent hero mark hold → no motion rule needed (static anchor; intentional — it's the absence of motion)
39
+ - entry flourish: icon stroke-draw into mark → `svg-path-draw`
40
+ - entry flourish: concentric ripple rings from mark → `cursor-click-ripple` (ripple bloom)
41
+ - small idle mark move (rotate / sparkle reposition) → `sine-wave-loop` (idle)
42
+ - X-collapse / scale-to-0 zoom-out of typed line → `scale-swap-transition` (closest fit — it morphs/collapses elements at a shared center; approximation, since a standalone collapse-and-vanish without the paired same-center brand pop isn't its exact case)
43
+ - spring-pop brand reveal → `spring-pop-entrance` (alt `physics-press-reaction`)
44
+ - collapse-text → pop-brand as a same-center morph pair → `scale-swap-transition` (morph two elements at same center)
45
+ - wordmark unmask-slide into lockup → `techniques.md` clip-path reveal (unmask); slide via `spring-pop-entrance`
46
+ - cursor sweep onto UI control + press → `cursor-click-ripple` (cursor→target press + ripple)
47
+ - UI state-flip (base/icon invert on contact) → `hacker-flip-3d`
48
+ - radial glow bloom / accent glow-halo ring settle → `asr-keyword-glow` (accent glow); ring expansion via `center-outward-expansion`
49
+ - pill/button CTA reveal → `spring-pop-entrance` (alt `scale-swap-transition`)
50
+
51
+ **camera modifier**: none required — camera is static for both roles. The Hook ticker push is an ELEMENT translate (the typed assembly slides leftward to keep the caret centered), not a camera move → modeled by `camera-cursor-tracking` rather than a true camera rule.
@@ -0,0 +1,30 @@
1
+ # video-text-pivot — Video → Text Pivot
2
+
3
+ **intent**: A product video holds center and claims attention, then slides aside to hand its weight to a hero stat in the space it vacates, then both clear and kinetic text types into the center — accent words carrying the meaning the video used to carry — sealed by a gradient pill. The arc is "show → yield → pivot → stamp," and each handoff pairs an exit with a same-anchor entrance so two beats read, not four.
4
+
5
+ **roles served**
6
+
7
+ - Product_Intro (from `metric-video-text-pivot`): when the open is "see the feature" then "see the impact" and the `[product video]` must stay visible through the stat reveal — it slides, it doesn't cut.
8
+ - Key_Feature: a feature clip that yields to a frame-filling metric and a typographic impact line.
9
+
10
+ **duration**: 6–8s
11
+
12
+ **shot structure** (a `[bg]` canvas; one `[product video]` as a real muted `.mp4` clip, a hero stat, then kinetic text — each pair shares a screen anchor so the handoff reads as a weight-transfer)
13
+
14
+ - **Scene 1 (0.0–~1.6s) — the video shows.** The `[product video]` lands centered on a smooth scale-up and breathes (a small y-bob), claiming full attention. Camera static.
15
+ - **Scene 2 (~1.6–3.2s) — yield + stat (signature move).** The video SLIDES aside (x + scale down) **into the very space** the `[hero stat]` now fills as the stat pops in with 3D-depth type — one weight-transfer reading as a single event, not two. The stat breathes within this window.
16
+ - **Scene 3 (~3.2–5.0s) — pivot to text.** Both video and stat clear out and kinetic `[impact text]` TYPES into the vacated center, character by character; its `[accent words]` carry the meaning the video used to carry.
17
+ - **Scene 4 (~5.0–end) — stamp.** A gradient `[pill]` snaps shut around the closing line (`scaleX` 0→1), its glow halo resolving a beat behind so the silhouette reads before the bloom — sealing the statement as one graphic. Holds.
18
+
19
+ **motion vocabulary**: video scale-in + small breath; weight-transfer slide (video x + scale-down handing off to the stat at the same anchor); 3D-depth stat type; character-stream typing; gradient pill scaleX-snap; glow-halo bloom trailing the silhouette.
20
+
21
+ **rule mapping**
22
+
23
+ - video entrance (smooth) and the weight-transfer slide → `gsap-effects` (scale/opacity then x + scale on a long-tail `power3`); the video itself is a muted `<video class="clip">` direct child of the root
24
+ - hero stat's frame-filling 3D type → `3d-text-depth-layers` (static-depth variation — layers built at setup, no cascade fighting the entry)
25
+ - the same-anchor video-exit ↔ stat-entry handoff (if treated as a morph) → `scale-swap-transition` (shared center)
26
+ - character-by-character impact typing through segmented spans → `dynamic-content-sequencing` (clean character stream) or `discrete-text-sequence`
27
+ - pill `scaleX` snap + trailing glow halo → `gsap-effects` (scaleX) + `ambient-glow-bloom` (the halo, resolving a beat behind)
28
+ - video / stat breath within their windows → `sine-wave-loop` (low-amplitude register — subtle jitter, gated to each element's window, never a forever loop)
29
+
30
+ **camera modifier**: camera-static — all motion is element-space (the video translates), so the "pivot" is the elements moving, not a camera.
@@ -0,0 +1,68 @@
1
+ # zoom-out-workspace-reveal — Zoom-Out Workspace Reveal
2
+
3
+ **intent**: Open TIGHT on one full-bleed detail — a graphic macro or a small UI region — let micro-action play in close-up, then ONE continuous decelerating zoom-out reveals that everything seen so far lives inside a containing whole (a design-tool workspace / a multi-pane agent workspace); the frame locks at the wide and element-level payoff carries on. The zoom-out IS the narrative engine and the reveal-of-nesting is the payoff — distinct from `grid-card-assemble`, where a zoom-OUT is an optional camera modifier garnishing an element-stagger assemble; here nothing assembles, the world was whole all along, and the single outward move is what re-scopes its meaning. The structural inverse of every existing push-in shape (`constellation-hub`'s push-in, `device-surface-showcase`'s continuous push, `dataviz-countup`'s push-through).
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+
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+ **roles served**
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+ - Hook (from `continuous-zoomout-nesting-reveal`): when the open should be a full-bleed graphic mystery — a blob morphing, a macro blossom blooming — resolved by one unbroken exponentially-decelerating zoom-out that passes THROUGH an intermediate composition (oversized headline / card artwork / web page) before revealing the whole thing is an artboard inside a design tool (panels, layers, inspector, timeline); the frame locks and the canvas keeps animating, ending mid-action.
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+ - Benefits (from `close-up-open-single-zoom-out-reveal`): when the payoff is scale/breadth — micro-actions play in extreme close-up on one small UI region (file rows popping in, a highlight stepping, a guided glide down a list), then ONE fast smoothly-decelerating zoom-out (~0.5–1s) reveals the region was a corner of a huge multi-pane agent workspace (chat + artifact preview + sidebar); the wide holds static to the end while element-level payoff completes the story ("look how much the agent did — and here's the deliverable").
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+ **duration**: 6.8–11s (Hook continuous-pull both 6.8s; Benefits dwell-then-snap 10.7–11s — the dwell and the post-lock payoff stretch, the reveal itself does not)
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+
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+ **HARD RULE — no zoom-in anywhere; camera static outside the single reveal.** Carried verbatim from both Benefits goldens and structurally true of both Hook goldens: the camera's only scale motion is OUTWARD. One zoom-out per shot. Before the reveal the camera either holds, glides/pans along the close-up surface, or is already running the (only) pull-back; after the reveal decelerates to a full stop the frame is LOCKED — every later change (pane swap, pane expansion, cursor travel, playhead scrub, canvas animation) is element/layout motion, never camera. No push-in, no punch, no re-zoom, no second reveal. Violating this collapses the shape back into a generic camera tour.
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+
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+ **shot structure** (one oversized static world — the full `[whole: workspace]` authored at final layout from frame 0 — with the camera starting scaled far in on the `[detail]`; the reveal is one scale animation on the world; two folded sub-shapes — **(A) continuous nesting pull** (Hook) and **(B) close-up dwell → snap reveal** (Benefits))
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+
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+ - **Scene 1 (0.0–~2.5s) — full-bleed detail + micro-action.** Extreme close-up: the `[detail: graphic macro — blob / blossom stem / small UI region — file list / browser corner]` fills the frame edge-to-edge with NO containing chrome, canvas, or neighboring panes visible. The detail PERFORMS in close-up — this beat is never a static hold:
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+ - _Variant — Hook (A)_: the graphic itself moves/morphs/blooms — an organic `[accent]` blob flows across and morphs into an undulating wavy line, or blurred macro forms sharpen as circular petals pop and expand outward into a flat vector `[motif]` — while the pull-back is ALREADY running underneath (the camera never waits).
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+ - _Variant — Benefits (B)_: camera holds (or glides) while UI micro-action plays — `[rows: filenames / list items]` pop in top-to-bottom, a soft `[highlight]` steps down row-by-row, or the camera rides down a list while gently pulling back. Optional blur-to-sharp resolve on the opening frame.
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+
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+ - **Scene 2 (~2.5s–reveal start) — the middle beat.** Diverges by sub-shape:
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+ - _Variant — Hook (A) — intermediate nesting level_: the continuing zoom-out resolves a mid-level composition, still full-bleed, still no chrome — oversized `[headline]` glyphs descend into frame as partial letterforms and settle centered (the "descent" is pure world-scale: the letters are static in world space, the camera pull produces the motion), or the `[motif]` is revealed living inside a `[card]` in a row of cards on a `[web page]`. The viewer re-scopes once — and still doesn't know the real container.
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+ - _Variant — Benefits (B) — close-up beat advances_: the close-up story develops at the same tightness — the view shifts to an adjacent `[panel]`, a new `[row]` fades/slides in and grows its panel, a `[cursor]` enters and hovers it with a soft highlight. This is the pre-reveal dwell; tension is "we're deep inside something."
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+
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+ - **Scene 3 (the reveal) — ONE decelerating zoom-out completes; frame LOCKS.** The signature move. The camera pulls back to scale 1 and eases to a full stop, revealing the containing `[whole]`:
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+ - _Variant — Hook (A)_: the pull is the tail of the SAME continuous zoom running since frame 0 (total travel ~4.3–4.5s of a 6.8s shot), with strong exponential deceleration — the `[intermediate composition]` turns out to be `[an artboard / a phone-screen mock]` on a `[design-tool canvas]`: light chrome, left pages/layers panel, right properties inspector, blue selection box, bottom animation timeline with keyframe bars.
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+ - _Variant — Benefits (B)_: the pull is a discrete rapid burst (~0.5–1s) from the held close-up — smooth, heavily decelerating — landing the full `[multi-pane agent workspace]`: left `[chat pane]` with the prompt + status + response, center/right `[artifact pane: spreadsheet / deck preview]`, optional `[sidebar: progress checklist + artifacts + context]`.
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+ - Both: the zoom-out ends BEFORE the shot does — always leave a post-lock act. The deceleration-to-stop is what makes the lock legible.
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+ - **Scene 4 (lock–end) — element-level payoff on the locked wide.** The reveal is not the ending; the close-up's world keeps living inside the wide. All motion is element/layout:
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+ - _Variant — Hook (A)_: a `[cursor]` enters from off-frame and glides to hover/click the selected element, or a `[playhead]` scrubs left-to-right across the bottom timeline while the canvas artwork animates in sync (petals rotate about their hub, a starburst spins in place, a motif sweeps/shifts). Ends MID-ACTION — the tool is alive.
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+ - _Variant — Benefits (B)_: a `[file-attachment card]` fades in → the cursor clicks `[Open]` → the artifact pane swaps content via a quick white-out → the viewer pane expands full-width over its neighbor (LAYOUT motion, not camera) landing on the `[deliverable: full slide / dashboard]`; or the frame simply holds long and static while the cursor drifts to rest near the `[payoff stat]`. Struck-through checklist items in the sidebar read as completed work. Long hold to the end.
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+ **motion vocabulary**: one continuous scale-driven zoom-out with exponential/eased deceleration (no cuts) · single fast decelerating zoom-out burst (~0.5–1s) · workspace-lock at zoom end · full-bleed no-chrome opening · blur-to-sharp macro focus resolve · organic blob flow + morph into undulating wavy line · squiggle-underline settle with residual undulation · circular petals popping/expanding outward (bloom) · oversized letters descending into frame as partial glyphs (world-scale, not element motion) · text scaling down through the frame to a centered settle · rows pop in top-to-bottom · selection highlight steps down row-by-row · camera rides/pans down a list while pulling back · new row fades/slides in and grows its panel · cursor hover with soft row highlight · cursor entering from off-frame and gliding to hover/click · timeline playhead scrub left-to-right · in-canvas rotation about a hub / spin-in-place · motif shift/sweep-in · file-attachment card fade-in · cursor click · pane content swap via quick white-out · pane expands full-width over neighbor (layout motion) · checklist items shown struck-through · long static hold · cursor drift to rest · ends mid-action (Hook).
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+
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+ **rule mapping** (motion verb → `rule-id`)
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+ - the single decelerating zoom-out on the whole world → `viewport-change` (one `.world` wrapper; `cam` object as single source of truth via `onUpdate`; start `cam.scale` at the reveal ratio with `T = -offset × S` centering the detail, tween scale → 1 and translate → 0 with ONE shared ease — the detail drifts from frame-center to its home slot as the wide takes over, exactly the golden read)
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+ - off-center detail framed at open, zoom-out to wide → `coordinate-target-zoom` ("Zoom out (target → wide view)" variation — nested wrappers, reverse phases: start zoomed on the measured target, tween outer scale → 1 + inner translate → 0 with shared duration/ease; measure the detail's center after `fonts.ready`, never hand-derive)
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+ - pre-reveal glide/ride down a list while gently pulling back (Benefits B) → `viewport-change` (pan + scale composed on the one `cam` object) — sequencing the slow-glide → hold → fast-pull profile → `multi-phase-camera` (phase machinery; this shape runs the same scale-agnostic math at 4–12× outward — see `viewport-change`'s scale-guide range note)
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+ - exponential deceleration-to-stop → ease selection (`expo.out` / `power4.out` on the reveal tween) — parameter guidance, no rule needed; after the stop, NO camera tweens exist on the timeline (hard rule above)
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+ - blur-to-sharp macro resolve chorded to the early pull → `depth-of-field-blur` (refocus/settle variation: `--dof` ramps to 0 as the zoom recedes, same timeline position as the pull)
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+ - oversized partial glyphs descending / text scaling down through the frame → no element tween — authored static in world space; `viewport-change`'s pull produces the motion (author trap: animating the letters separately double-moves them)
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+ - organic blob flow + morph into wavy line → SVG path morph — see `hyperframes-keyframes` (morph); flagged special, like `device-surface-showcase`'s WebGL specials — substitute a non-morph accent when the capability isn't loaded
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+ - squiggle-underline residual undulation → `sine-wave-loop` (finite bounded undulation)
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+ - circular petals pop/expand outward (bloom) → `spring-pop-entrance` (staggered pops) + `center-outward-expansion` (petals expand from the hub to final positions)
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+ - rows pop in top-to-bottom → `spring-pop-entrance` (staggered group, ≤500ms stagger cap) or `gsap-effects` (low-drama fade + short slide stagger)
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+ - selection highlight steps down row-by-row → `gsap-effects` (stepped `tl.set` repositions at time thresholds — instant steps, no glide; trivial, no dedicated rule needed)
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+ - new row fades/slides in → `spring-pop-entrance` (soft variant); its panel growing to fit → `anchored-layout-expand` (one-axis layout expansion)
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+ - cursor enters off-frame → glides → hovers → clicks → `cursor-click-ripple` (move-to-target, co-depress, ripple); soft hover row-highlight → `gsap-effects` (background-color/opacity tween)
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+ - timeline playhead scrub left-to-right → `gsap-effects` (linear `ease:"none"` translateX); in-sync canvas animation = place the artwork tweens at the same timeline position as the scrub (sync is free on one paused timeline)
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+ - in-canvas rotation about a hub / spin-in-place (petal flower, starburst) → `svg-icon-enrichment` (SVG `setAttribute('transform','rotate(deg cx cy)')` for explicit centers)
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+ - motif shift/sweep-in on a card → `gsap-effects` (masked translate) or `techniques.md` clip-path reveal
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+ - file-attachment card fade-in → `spring-pop-entrance` (soft) / `gsap-effects` fade
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+ - pane content swap via quick white-out → `discrete-text-sequence` (whole-state swap at a threshold) + `gsap-effects` (white flash overlay with attack-decay opacity envelope)
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+ - pane expands full-width over neighbor (layout motion) → `anchored-layout-expand` (one-axis layout hand-off; width/height tweens stay forbidden)
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+ - checklist items struck-through / status states → static content, or `discrete-text-sequence` if they check off on screen
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+ - long static hold + cursor drift to rest → hold needs no rule; the drift is a single slow `gsap-effects` translate that ARRIVES somewhere meaningful (rests near the payoff stat) — it performs, it is not idle wobble
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+ - ends mid-action (Hook) → the playhead/canvas tweens simply run to the composition edge — no exit move, no rule
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+
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+ **camera law — staging the one move** (the camera is the engine here, not a modifier)
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+ - Build the ENTIRE `[whole]` workspace at final layout inside one `.world` wrapper; there is no second set. The open is `cam.scale = S0` (typically 4–12× — whatever makes the `[detail]` full-bleed) with counter-translate centering the detail; the reveal tweens to `scale 1, translate 0`. `overflow: hidden` on the scene; background on the scene, never the world.
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+ - Crispness constraint: everything visible at open must survive S0 magnification — author the detail as DOM/vector (text, SVG, CSS shapes); any raster inside the close-up needs `sourceResolution ≥ rendered × S0`.
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+ - Sub-shape A: the reveal tween spans ~0–4.5s with `expo.out`-class deceleration — one tween, no phases, no cuts; element beats (morph, bloom, glyph settle) are positioned along it.
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+ - Sub-shape B: optional gentle pre-reveal pan/pull (`viewport-change` pan, or a slow scale ease-out ≤ ~15% travel) during the dwell, then the reveal burst (~0.5–1s, heavy decel) as its own tween; camera fully static after.
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+ - Never: a zoom-in, a second zoom-out, camera motion after the lock, or replacing the reveal with a cut. One outward move is the whole grammar.
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+ **boundary vs `grid-card-assemble`**: it already carries an optional zoom-OUT reveal modifier (glass-card / logo-wall variants), so the two shapes border each other. The test: if elements ASSEMBLE and the pull-back merely shows the assembled array in context, it's `grid-card-assemble`; if the world is whole from frame 0 and the single decelerating pull-back is itself the story — close-up mystery → nesting reveal → locked-frame payoff — it's this blueprint. Related evidence: a mined profile-page golden runs the same single UI zoom-out/scroll-up reveal at small scale inside a kinetic-type shot, corroborating the move's currency without sharing the shape.