takomi 2.1.45 → 2.5.4

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 (679) hide show
  1. package/.pi/README.md +5 -5
  2. package/.pi/agents/architect.md +2 -2
  3. package/.pi/agents/designer.md +2 -2
  4. package/.pi/agents/worker.md +32 -0
  5. package/.pi/extensions/oauth-router/README.md +3 -3
  6. package/.pi/extensions/oauth-router/config.ts +34 -34
  7. package/.pi/extensions/oauth-router/report-ui.ts +205 -205
  8. package/.pi/extensions/oauth-router/scripts/vibe-verify.py +5 -5
  9. package/.pi/extensions/takomi-context-manager/diagnostics.ts +560 -560
  10. package/.pi/extensions/takomi-context-manager/model-policy-gate.ts +15 -103
  11. package/.pi/extensions/takomi-context-manager/policy-tools.ts +93 -93
  12. package/.pi/extensions/takomi-context-manager/skill-categories.d.ts +11 -11
  13. package/.pi/extensions/takomi-context-manager/skill-tools.ts +208 -208
  14. package/.pi/extensions/takomi-context-manager/tool-renderers.ts +112 -112
  15. package/.pi/extensions/takomi-runtime/command-text.ts +5 -4
  16. package/.pi/extensions/takomi-runtime/commands.ts +17 -17
  17. package/.pi/extensions/takomi-runtime/gate-provenance.ts +24 -24
  18. package/.pi/extensions/takomi-runtime/index.ts +278 -86
  19. package/.pi/extensions/takomi-runtime/model-routing-defaults.ts +168 -232
  20. package/.pi/extensions/takomi-runtime/profile.ts +9 -8
  21. package/.pi/extensions/takomi-runtime/routing-policy.ts +84 -65
  22. package/.pi/extensions/takomi-runtime/shared.ts +7 -30
  23. package/.pi/extensions/takomi-runtime/tool-renderers.ts +234 -234
  24. package/.pi/extensions/takomi-runtime/workflow-catalog.ts +54 -54
  25. package/.pi/extensions/takomi-subagents/agents.ts +5 -0
  26. package/.pi/extensions/takomi-subagents/async-lifecycle.ts +401 -401
  27. package/.pi/extensions/takomi-subagents/detached-results.ts +940 -940
  28. package/.pi/extensions/takomi-subagents/index.ts +4 -0
  29. package/.pi/extensions/takomi-subagents/native-render.ts +253 -250
  30. package/.pi/extensions/takomi-subagents/pi-subagents-engine.ts +7 -1
  31. package/.pi/extensions/takomi-subagents/result-heartbeat.ts +55 -55
  32. package/.pi/extensions/takomi-subagents/subagent-ux.ts +162 -162
  33. package/.pi/extensions/takomi-subagents/tool-runner.ts +65 -1
  34. package/.pi/settings.json +39 -36
  35. package/.pi/takomi/model-routing.md +6 -0
  36. package/.pi/takomi-profile.json +8 -4
  37. package/README.md +1 -1
  38. package/assets/.agent/skills/embedded-captions/CATALOG.md +93 -93
  39. package/assets/.agent/skills/embedded-captions/SKILL.md +286 -286
  40. package/assets/.agent/skills/embedded-captions/assets/brand/CDPR-fankit-terms.txt +35 -35
  41. package/assets/.agent/skills/embedded-captions/assets/brand/cyberpunk-widths.json +115 -115
  42. package/assets/.agent/skills/embedded-captions/assets/fonts/char-widths.json +2211 -2211
  43. package/assets/.agent/skills/embedded-captions/assets/strokefonts/HersheyScript1.svg +241 -241
  44. package/assets/.agent/skills/embedded-captions/assets/strokefonts/HersheyScriptMed.svg +241 -241
  45. package/assets/.agent/skills/embedded-captions/dna/README.md +148 -148
  46. package/assets/.agent/skills/embedded-captions/dna/chrome.json +68 -68
  47. package/assets/.agent/skills/embedded-captions/dna/cream.json +69 -69
  48. package/assets/.agent/skills/embedded-captions/dna/documentary.json +62 -62
  49. package/assets/.agent/skills/embedded-captions/dna/editorial.json +70 -70
  50. package/assets/.agent/skills/embedded-captions/dna/glitch.json +82 -82
  51. package/assets/.agent/skills/embedded-captions/dna/ink.json +65 -65
  52. package/assets/.agent/skills/embedded-captions/dna/keynote.json +62 -62
  53. package/assets/.agent/skills/embedded-captions/dna/loud.json +75 -75
  54. package/assets/.agent/skills/embedded-captions/dna/neon.json +58 -58
  55. package/assets/.agent/skills/embedded-captions/dna/velocity.json +89 -89
  56. package/assets/.agent/skills/embedded-captions/modes/cinematic/README.md +48 -48
  57. package/assets/.agent/skills/embedded-captions/modes/cinematic/_archive/champion/spec.md +98 -98
  58. package/assets/.agent/skills/embedded-captions/modes/cinematic/_archive/champion/template.html +188 -188
  59. package/assets/.agent/skills/embedded-captions/modes/cinematic/_archive/memory-wall/spec.md +134 -134
  60. package/assets/.agent/skills/embedded-captions/modes/cinematic/_archive/memory-wall/template.html +179 -179
  61. package/assets/.agent/skills/embedded-captions/modes/cinematic/_archive/portrait-header/spec.md +81 -81
  62. package/assets/.agent/skills/embedded-captions/modes/cinematic/_archive/portrait-header/template.html +170 -170
  63. package/assets/.agent/skills/embedded-captions/modes/cinematic/cinematic-cream/spec.md +16 -16
  64. package/assets/.agent/skills/embedded-captions/modes/cinematic/cinematic-cream/template.html +226 -226
  65. package/assets/.agent/skills/embedded-captions/modes/cinematic/engine.html +355 -355
  66. package/assets/.agent/skills/embedded-captions/modes/standard/_anatomy.md +233 -233
  67. package/assets/.agent/skills/embedded-captions/modes/standard/_motion.md +192 -192
  68. package/assets/.agent/skills/embedded-captions/modes/standard/fonts/build-fonts-css.cjs +97 -97
  69. package/assets/.agent/skills/embedded-captions/references/aesthetic-principles.md +168 -168
  70. package/assets/.agent/skills/embedded-captions/references/anti-patterns.md +188 -188
  71. package/assets/.agent/skills/embedded-captions/references/bespoke-vs-presets.md +178 -178
  72. package/assets/.agent/skills/embedded-captions/references/caption-grouping.md +130 -130
  73. package/assets/.agent/skills/embedded-captions/references/composition-craft.md +522 -522
  74. package/assets/.agent/skills/embedded-captions/references/direction-catalog.md +138 -138
  75. package/assets/.agent/skills/embedded-captions/references/example-renders/champion.html +371 -371
  76. package/assets/.agent/skills/embedded-captions/references/example-renders/memory-wall.html +334 -334
  77. package/assets/.agent/skills/embedded-captions/references/failure-modes.md +145 -145
  78. package/assets/.agent/skills/embedded-captions/references/layout-heuristics.md +238 -238
  79. package/assets/.agent/skills/embedded-captions/references/motion-vocabulary.md +148 -148
  80. package/assets/.agent/skills/embedded-captions/references/rail.md +68 -68
  81. package/assets/.agent/skills/embedded-captions/references/reference-bar.md +47 -47
  82. package/assets/.agent/skills/embedded-captions/references/scene-types.md +94 -94
  83. package/assets/.agent/skills/embedded-captions/references/test-set.md +66 -66
  84. package/assets/.agent/skills/embedded-captions/references/typographic-moves.md +266 -266
  85. package/assets/.agent/skills/embedded-captions/references/typography-presets.md +63 -63
  86. package/assets/.agent/skills/embedded-captions/scripts/audio-envelope.cjs +95 -95
  87. package/assets/.agent/skills/embedded-captions/scripts/check-occlusion.cjs +250 -250
  88. package/assets/.agent/skills/embedded-captions/scripts/check-overflow.cjs +194 -194
  89. package/assets/.agent/skills/embedded-captions/scripts/check-rail-climax.cjs +233 -233
  90. package/assets/.agent/skills/embedded-captions/scripts/check-timing.cjs +173 -173
  91. package/assets/.agent/skills/embedded-captions/scripts/fill-timings.cjs +124 -124
  92. package/assets/.agent/skills/embedded-captions/scripts/fit-fonts.cjs +158 -158
  93. package/assets/.agent/skills/embedded-captions/scripts/gen-stroke-path.py +46 -46
  94. package/assets/.agent/skills/embedded-captions/scripts/inject-fonts.cjs +169 -169
  95. package/assets/.agent/skills/embedded-captions/scripts/lib-dna.cjs +201 -201
  96. package/assets/.agent/skills/embedded-captions/scripts/make-cinematic.cjs +1205 -1205
  97. package/assets/.agent/skills/embedded-captions/scripts/make-composition.cjs +404 -404
  98. package/assets/.agent/skills/embedded-captions/scripts/make-theme.cjs +8781 -8781
  99. package/assets/.agent/skills/embedded-captions/scripts/matte.cjs +279 -279
  100. package/assets/.agent/skills/embedded-captions/scripts/measure-layout.cjs +293 -293
  101. package/assets/.agent/skills/embedded-captions/scripts/prepare.sh +39 -39
  102. package/assets/.agent/skills/embedded-captions/scripts/preview-frames.cjs +268 -268
  103. package/assets/.agent/skills/embedded-captions/scripts/render-and-composite.sh +469 -469
  104. package/assets/.agent/skills/embedded-captions/scripts/render-theme.sh +34 -34
  105. package/assets/.agent/skills/embedded-captions/scripts/safe-zones.cjs +813 -813
  106. package/assets/.agent/skills/embedded-captions/scripts/transcribe.cjs +332 -332
  107. package/assets/.agent/skills/embedded-captions/themes/PORTING.md +49 -49
  108. package/assets/.agent/skills/embedded-captions/themes/README.md +244 -244
  109. package/assets/.agent/skills/embedded-captions/themes/anchor.json +27 -27
  110. package/assets/.agent/skills/embedded-captions/themes/arcade.json +51 -51
  111. package/assets/.agent/skills/embedded-captions/themes/aurora.json +41 -41
  112. package/assets/.agent/skills/embedded-captions/themes/biolume.json +35 -35
  113. package/assets/.agent/skills/embedded-captions/themes/brush.json +74 -74
  114. package/assets/.agent/skills/embedded-captions/themes/chalkboard.json +52 -52
  115. package/assets/.agent/skills/embedded-captions/themes/dossier.json +56 -56
  116. package/assets/.agent/skills/embedded-captions/themes/graffiti.json +62 -62
  117. package/assets/.agent/skills/embedded-captions/themes/hologram.json +41 -41
  118. package/assets/.agent/skills/embedded-captions/themes/inkwater.json +43 -43
  119. package/assets/.agent/skills/embedded-captions/themes/laser.json +46 -46
  120. package/assets/.agent/skills/embedded-captions/themes/lastpage.json +33 -33
  121. package/assets/.agent/skills/embedded-captions/themes/neonsign.json +53 -53
  122. package/assets/.agent/skills/embedded-captions/themes/nightcity.json +56 -56
  123. package/assets/.agent/skills/embedded-captions/themes/ordnance.json +54 -54
  124. package/assets/.agent/skills/embedded-captions/themes/papercut.json +37 -37
  125. package/assets/.agent/skills/embedded-captions/themes/popup.json +46 -46
  126. package/assets/.agent/skills/embedded-captions/themes/ransom.json +62 -62
  127. package/assets/.agent/skills/embedded-captions/themes/scoreboard.json +54 -54
  128. package/assets/.agent/skills/embedded-captions/themes/spectrum.json +46 -46
  129. package/assets/.agent/skills/embedded-captions/themes/stardust.json +29 -29
  130. package/assets/.agent/skills/embedded-captions/themes/stomp.json +43 -43
  131. package/assets/.agent/skills/embedded-captions/themes/terminal.json +49 -49
  132. package/assets/.agent/skills/embedded-captions/themes/thunder.json +44 -44
  133. package/assets/.agent/skills/embedded-captions/themes/transit.json +44 -44
  134. package/assets/.agent/skills/embedded-captions/themes/vhs.json +47 -47
  135. package/assets/.agent/skills/faceless-explainer/SKILL.md +209 -209
  136. package/assets/.agent/skills/faceless-explainer/references/cut-catalog.md +215 -215
  137. package/assets/.agent/skills/faceless-explainer/references/motion-language.md +156 -156
  138. package/assets/.agent/skills/faceless-explainer/references/story-design.md +248 -248
  139. package/assets/.agent/skills/faceless-explainer/references/visual-design.md +146 -146
  140. package/assets/.agent/skills/faceless-explainer/scripts/assemble-index.mjs +570 -570
  141. package/assets/.agent/skills/faceless-explainer/scripts/audio.mjs +253 -253
  142. package/assets/.agent/skills/faceless-explainer/scripts/build-frame.mjs +536 -536
  143. package/assets/.agent/skills/faceless-explainer/scripts/captions.mjs +508 -508
  144. package/assets/.agent/skills/faceless-explainer/scripts/lib/assets.mjs +55 -55
  145. package/assets/.agent/skills/faceless-explainer/scripts/lib/dimensions.mjs +45 -45
  146. package/assets/.agent/skills/faceless-explainer/scripts/lib/storyboard.mjs +249 -249
  147. package/assets/.agent/skills/faceless-explainer/scripts/lib/tokens.mjs +204 -204
  148. package/assets/.agent/skills/faceless-explainer/scripts/lib/transition-registry.mjs +38 -38
  149. package/assets/.agent/skills/faceless-explainer/scripts/lib/transitions.json +71 -71
  150. package/assets/.agent/skills/faceless-explainer/scripts/transitions.mjs +320 -320
  151. package/assets/.agent/skills/faceless-explainer/sub-agents/frame-worker.md +75 -75
  152. package/assets/.agent/skills/figma/SKILL.md +121 -121
  153. package/assets/.agent/skills/general-video/SKILL.md +143 -143
  154. package/assets/.agent/skills/hyperframes/SKILL.md +164 -164
  155. package/assets/.agent/skills/hyperframes-animation/SKILL.md +84 -84
  156. package/assets/.agent/skills/hyperframes-animation/adapters/animate-text.md +64 -64
  157. package/assets/.agent/skills/hyperframes-animation/adapters/animejs.md +114 -114
  158. package/assets/.agent/skills/hyperframes-animation/adapters/css-animations.md +143 -143
  159. package/assets/.agent/skills/hyperframes-animation/adapters/gsap-easing-and-stagger.md +118 -118
  160. package/assets/.agent/skills/hyperframes-animation/adapters/gsap-timeline-and-labels.md +96 -96
  161. package/assets/.agent/skills/hyperframes-animation/adapters/gsap-transforms-and-perf.md +96 -96
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  163. package/assets/.agent/skills/hyperframes-animation/adapters/html-in-canvas-patterns.md +507 -507
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  167. package/assets/.agent/skills/hyperframes-animation/adapters/waapi.md +101 -101
  168. package/assets/.agent/skills/hyperframes-animation/blueprints/comparison-split.md +27 -27
  169. package/assets/.agent/skills/hyperframes-animation/blueprints/constellation-hub.md +44 -44
  170. package/assets/.agent/skills/hyperframes-animation/blueprints/cta-morph-press.md +28 -28
  171. package/assets/.agent/skills/hyperframes-animation/blueprints/cursor-ui-demo.md +57 -57
  172. package/assets/.agent/skills/hyperframes-animation/blueprints/dataviz-countup.md +46 -46
  173. package/assets/.agent/skills/hyperframes-animation/blueprints/device-surface-showcase.md +53 -53
  174. package/assets/.agent/skills/hyperframes-animation/blueprints/grid-card-assemble.md +66 -66
  175. package/assets/.agent/skills/hyperframes-animation/blueprints/kinetic-type-beats.md +78 -78
  176. package/assets/.agent/skills/hyperframes-animation/blueprints/logo-assemble-lockup.md +69 -69
  177. package/assets/.agent/skills/hyperframes-animation/blueprints/overwhelm-surround.md +28 -28
  178. package/assets/.agent/skills/hyperframes-animation/blueprints/spatial-pan-stations.md +37 -37
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  184. package/assets/.agent/skills/hyperframes-animation/examples/brand-reveal-assemble-zoom.html +382 -382
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@@ -1,305 +1,305 @@
1
- ---
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- name: ambient-glow-bloom
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- description: Un-triggered soft radial glow that blooms in behind a hero element and holds with a bounded idle breathe, or a single-pass traveling sweep across a surface. No click, no word-sync — it just blooms. Finite, deterministic, seek-safe.
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- metadata:
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- tags: glow, bloom, ambient, radial, sweep, hero, presence, finite, un-triggered
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- ---
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-
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- # Ambient Glow Bloom
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-
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- A soft radial glow that **blooms in behind a hero element** (card, logo, metric) and holds, giving it presence. Unlike `press-release-spring`'s click-triggered burst or `asr-keyword-glow`'s word-timed envelope, this glow is **un-triggered** — it simply blooms on the hero's settle and stays lit. Two forms: a **hero bloom** that swells behind a settling element and then breathes, and a **traveling glow sweep** that translates a soft highlight across a surface exactly once. Both are finite, deterministic, and seek-safe.
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-
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- ## How It Works
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-
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- A radial-gradient layer sits **behind** the hero (`z-index` below it), starting at `opacity: 0`. Over the bloom-in window it ramps `opacity: 0 → peak` with a gentle `scale` swell (the halo "inflates" into place), timed to land on the hero's settle so the two read as one beat.
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-
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- Two forms diverge after bloom-in:
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-
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- 1. **Hero bloom** — once lit, the glow does a **bounded idle breathe** during the hold. Drive it with an `onUpdate` reading `tl.time()` (NOT a `repeat: -1` yoyo): a `Math.sin` of elapsed time nudges `opacity` and `scale` a hair around their peak. At `sin(0) = 0` the breathe starts exactly at the bloom's resting state — no jump.
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- 2. **Traveling sweep** — a narrow highlight gradient at one edge of the surface translates **once** across to the other edge (`x` from off-surface to off-surface), a single finite pass. No loop, no return. The sweep layer is clipped to the surface so the highlight only reads where it overlaps.
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-
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- Peak opacity stays restrained (≤ ~0.45) so the glow gives presence without washing the frame; the glow color is darker / more saturated than the element it backs.
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-
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- ## HTML
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-
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- ```html
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- <div
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- class="scene"
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- id="bloom-scene"
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- data-composition-id="bloom-scene"
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- data-start="0"
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- data-duration="DURATION"
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- data-track-index="0"
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- >
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- <div class="bloom-stage">
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- <!-- Glow layer sits BEHIND the hero -->
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- <div class="bloom-glow" id="bloom-glow"></div>
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- <div class="hero-card" id="hero-card">{HeroLabel}</div>
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- </div>
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- </div>
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- ```
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-
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- For the traveling-sweep form, the sweep layer is clipped to the surface it crosses:
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-
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- ```html
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- <div class="surface" id="surface">
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- <!-- grid / wordmark / card content here -->
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- <div class="sweep" id="sweep"></div>
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- </div>
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- ```
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-
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- ## CSS
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-
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- ```css
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- .scene {
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- position: relative;
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- width: 100%;
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- height: 100%;
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- display: grid;
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- place-items: center;
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- background: {bgColor};
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- }
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- .bloom-stage {
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- position: relative;
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- display: grid;
65
- place-items: center;
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- }
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- .hero-card {
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- position: relative;
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- z-index: 2;
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- width: HERO_WIDTH;
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- height: HERO_HEIGHT;
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- display: grid;
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- place-items: center;
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- background: {heroBg};
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- border-radius: HERO_RADIUS;
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- font-family: {font};
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- font-weight: 900;
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- font-size: HERO_FONT_SIZE;
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- color: {heroTextColor};
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- }
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- .bloom-glow {
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- /* Radial halo behind the hero — extends past it via negative inset */
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- position: absolute;
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- z-index: 1;
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- inset: GLOW_INSET;
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- background: {glowGradient};
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- opacity: 0;
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- transform: scale(GLOW_START_SCALE);
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- transform-origin: 50% 50%;
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- pointer-events: none;
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- /* will-change because opacity + scale both animate during bloom AND breathe */
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- will-change: transform, opacity;
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- }
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-
95
- /* Traveling-sweep form */
96
- .surface {
97
- position: relative;
98
- overflow: hidden; /* clips the sweep to the surface footprint */
99
- border-radius: SURFACE_RADIUS;
100
- }
101
- .sweep {
102
- position: absolute;
103
- top: 0;
104
- bottom: 0;
105
- /* A narrow soft band, wider than it needs to be so the falloff is gentle */
106
- width: SWEEP_WIDTH;
107
- /* Diagonal highlight: angle the gradient so the sweep reads as raked light */
108
- background: {sweepGradient};
109
- opacity: 0;
110
- pointer-events: none;
111
- will-change: transform, opacity;
112
- }
113
- ```
114
-
115
- ## GSAP Timeline
116
-
117
- ```html
118
- <script src="https://cdn.jsdelivr.net/npm/gsap@3.14.2/dist/gsap.min.js"></script>
119
- <script>
120
- window.__timelines = window.__timelines || {};
121
- const tl = gsap.timeline({ paused: true });
122
-
123
- const glow = document.getElementById("bloom-glow");
124
-
125
- // ── Form A: HERO BLOOM ──────────────────────────────────────────────
126
- // Phase 1 — bloom in. opacity 0 → peak + gentle scale swell, landing on
127
- // the hero's settle. ease "power2.out" so it arrives soft, not snappy.
128
- tl.fromTo(
129
- glow,
130
- { opacity: 0, scale: GLOW_START_SCALE },
131
- {
132
- opacity: GLOW_PEAK_OPACITY,
133
- scale: 1,
134
- duration: BLOOM_DUR,
135
- ease: "power2.out",
136
- },
137
- BLOOM_START,
138
- );
139
-
140
- // Phase 2 — bounded idle breathe during the hold. NOT a yoyo loop:
141
- // a single finite tween advances `phase` 0 → 2π·CYCLES; onUpdate reads it
142
- // and nudges opacity + scale a hair around their peak.
143
- // sin(0) = 0 → breathe starts exactly at the bloom's resting state.
144
- const phase = { p: 0 };
145
- tl.to(
146
- phase,
147
- {
148
- p: Math.PI * 2 * BREATHE_CYCLES,
149
- duration: BREATHE_DUR,
150
- ease: "none",
151
- onUpdate: () => {
152
- const s = Math.sin(phase.p);
153
- glow.style.opacity = String(GLOW_PEAK_OPACITY + s * OPACITY_AMP);
154
- glow.style.transform = `scale(${1 + s * SCALE_AMP})`;
155
- },
156
- },
157
- BLOOM_START + BLOOM_DUR, // breathe begins right as the bloom settles
158
- );
159
-
160
- // ── Form B: TRAVELING SWEEP ─────────────────────────────────────────
161
- // A single finite pass. opacity fades in, x travels from off one edge to
162
- // off the other, opacity fades out as it exits. One pass — no repeat.
163
- const sweep = document.getElementById("sweep");
164
- tl.fromTo(
165
- sweep,
166
- { x: SWEEP_START_X, opacity: 0 },
167
- {
168
- x: SWEEP_END_X,
169
- opacity: SWEEP_PEAK_OPACITY,
170
- duration: SWEEP_DUR,
171
- ease: "none", // constant glide reads as a raking light, not an ease-in object
172
- },
173
- SWEEP_START,
174
- );
175
- // Fade the trailing edge out so it doesn't pop off at the surface edge.
176
- tl.to(sweep, { opacity: 0, duration: SWEEP_FADE_DUR, ease: "power1.in" }, SWEEP_FADE_START);
177
-
178
- window.__timelines["bloom-scene"] = tl;
179
- </script>
180
- ```
181
-
182
- ## Variations
183
-
184
- ### Bloom-and-hold (no breathe)
185
-
186
- For very short scenes (< 3s) or when the hero already has its own idle, skip Phase 2 entirely — bloom to peak and hold flat. The single `fromTo` is the whole recipe; the glow is just lit presence.
187
-
188
- ### Pulse-on-arrival (one swell, then settle to a lower hold)
189
-
190
- Bloom slightly **past** peak, then ease back down to a steady hold level — a single breath that punctuates the hero's landing without an ongoing loop. Two adjacent tweens (state continuity, same as `press-release-spring`):
191
-
192
- ```js
193
- tl.fromTo(
194
- glow,
195
- { opacity: 0, scale: GLOW_START_SCALE },
196
- { opacity: GLOW_OVERSHOOT_OPACITY, scale: 1.06, duration: BLOOM_DUR, ease: "power2.out" },
197
- BLOOM_START,
198
- );
199
- tl.to(
200
- glow,
201
- { opacity: GLOW_HOLD_OPACITY, scale: 1, duration: SETTLE_DUR, ease: "power2.inOut" },
202
- BLOOM_START + BLOOM_DUR,
203
- );
204
- ```
205
-
206
- ### Multi-hero relay (staggered blooms behind a row of cards)
207
-
208
- Bloom each card's glow on a stagger so presence sweeps across the row. Per-glow `BLOOM_START` offset by `STAGGER` (~0.15-0.3s); shrink `OPACITY_AMP` / `SCALE_AMP` per the concurrent-elements rule below so N breathing halos don't compound into a shimmer.
209
-
210
- ### Diagonal raked sweep (wordmark sheen)
211
-
212
- Angle `{sweepGradient}` (e.g. a 105° linear gradient) and let the band travel left→right across a wordmark or logo lockup. Reads as light raking across a surface — the classic one-pass logo sheen. Same single-pass timeline; just a narrower `SWEEP_WIDTH` and a higher `SWEEP_PEAK_OPACITY` since it's a tight highlight on a small target.
213
-
214
- ## How to Choose Values
215
-
216
- ### Glow geometry
217
-
218
- - **GLOW_INSET** — negative inset so the radial halo extends past the hero edges.
219
- - Range: `-200` to `-450` px on a 1920×1080 canvas; larger halo for a bigger hero
220
- - Effects: too small and the glow is a tight rim, not ambient presence
221
- - **GLOW_START_SCALE** — scale at the start of bloom-in (the halo "inflates" to 1).
222
- - Range: 0.80 (clear inflation) → 0.92 (subtle) → 1.0 (no swell, opacity-only bloom)
223
- - Constraints: keep ≤ 1.0 — the swell should grow into place, not shrink
224
-
225
- ### Bloom-in dynamics
226
-
227
- - **BLOOM_DUR** — bloom-in duration.
228
- - Range: 0.6-1.4s; longer for a hero that's still settling so they land together
229
- - Effects: shorter → the glow "snaps on"; longer → it suffuses in (the ambient feel)
230
- - **BLOOM_START** — when the bloom begins.
231
- - Constraints: align so `BLOOM_START + BLOOM_DUR` ≈ the hero's settle frame, so glow and hero resolve as one beat — not glow-then-card or card-then-glow
232
- - **GLOW_PEAK_OPACITY** — peak halo opacity.
233
- - Range: 0.15 (subtle) → 0.30 (default) → 0.45 (dramatic)
234
- - **Constraints: ≤ 0.45** — higher washes the whole frame and the hero loses contrast against its own glow
235
-
236
- ### Idle breathe (hero-bloom form)
237
-
238
- - **BREATHE_DUR** — breathe tween length.
239
- - Constraints: equals `TOTAL_DURATION − (BLOOM_START + BLOOM_DUR)` to fill the hold with motion
240
- - **BREATHE_CYCLES** — number of full breaths across `BREATHE_DUR`.
241
- - Range: `BREATHE_DUR / 4s ≤ CYCLES ≤ BREATHE_DUR / 2.5s` (a 2.5-4s breath period reads as a slow ambient pulse — glow breathing wants to be slower than element breathing)
242
- - **OPACITY_AMP** — sine amplitude on opacity around the peak.
243
- - **Default: 0.02-0.05** (barely-perceptible pulse — the right answer for most scenes)
244
- - Constraints: `GLOW_PEAK_OPACITY + OPACITY_AMP` must stay ≤ 0.45
245
- - **SCALE_AMP** — sine amplitude on the halo scale.
246
- - **Default: 0.01-0.03** (the halo "breathes" without visibly resizing)
247
- - Push higher only when the glow is the sole motion in a short isolated scene
248
-
249
- ### Traveling sweep
250
-
251
- - **SWEEP_WIDTH** — width of the soft highlight band.
252
- - Range: 15-35% of the surface width (a wide soft band) for a grid sheen; 8-15% for a tight wordmark sheen
253
- - **SWEEP_START_X / SWEEP_END_X** — travel endpoints, both fully off-surface.
254
- - Constraints: start ≈ `-(SWEEP_WIDTH + edge)`, end ≈ `surfaceWidth + edge` — the band must enter from fully off one edge and exit fully off the other, so there's no visible spawn/despawn mid-surface
255
- - **SWEEP_DUR** — single-pass travel duration.
256
- - Range: 0.8-1.6s; one deliberate pass, slow enough to read as light, fast enough not to dominate
257
- - **SWEEP_PEAK_OPACITY** — highlight opacity.
258
- - Range: 0.10 (whisper sheen) → 0.25 (default) → 0.40 (bright rake)
259
- - Constraints: ≤ ~0.45 (same wash limit); tighter sweeps tolerate the high end
260
- - **SWEEP_START / SWEEP_FADE_START / SWEEP_FADE_DUR** — when the pass runs and tails out.
261
- - Constraints: `SWEEP_FADE_START + SWEEP_FADE_DUR ≈ SWEEP_START + SWEEP_DUR` so opacity reaches 0 exactly as the band clears the far edge
262
-
263
- ### Tokens
264
-
265
- - **{glowGradient}** — radial-gradient, saturated near center fading to transparent. Color should be **darker + more saturated** than `{heroBg}` — a same-color glow looks washed out (same rule as `press-release-spring`'s burst).
266
- - **{sweepGradient}** — a soft band: `transparent → highlight → transparent`. For a sheen, a near-white or brand-tint highlight at low alpha; angle it (e.g. `linear-gradient(105deg, …)`) for a raked look.
267
- - **{heroBg} / {heroTextColor}** — the hero surface the glow backs; high contrast so the lit hero still reads against its halo.
268
-
269
- ## Key Principles
270
-
271
- - **Un-triggered by design** — this glow does NOT wait on a click (`press-release-spring`) or a word timestamp (`asr-keyword-glow`). It blooms on the hero's settle as ambient presence. If you need a triggered burst, reach for one of those rules instead.
272
- - **Glow behind, hero in front** — glow `z-index: 1`, hero `z-index: 2`. A glow in front occludes the hero at peak opacity.
273
- - **Glow color darker + more saturated than the element** — bright hero → dark, saturated halo. A same-hue, same-lightness glow disappears into the surface.
274
- - **Land glow and hero as ONE beat** — time `BLOOM_START + BLOOM_DUR` to the hero's settle. A glow that arrives before or after the card reads as two separate events; arriving together reads as the card "powering on."
275
- - **Restrained peak — default to the LOW end.** `GLOW_PEAK_OPACITY` 0.15-0.30 for most scenes; 0.45 is a hard ceiling. A glow you consciously notice is too strong — it should register as the hero having weight, not as a visible light source.
276
- - **Breathe is BOUNDED, never a loop** — the idle pulse is a finite `onUpdate` tween reading `tl.time()` (via the `phase` proxy), not `repeat: -1` / `yoyo`. `sin(0) = 0` means it starts at the bloom's resting state with no jump. (Same reason as `sine-wave-loop`: an infinite/CSS loop desyncs from the HF seek clock.)
277
- - **Sweep is ONE pass** — the traveling highlight enters off one edge and exits off the other a single time. No return trip, no loop. A repeating sweep reads as a loading shimmer, not a one-time reveal accent.
278
- - **Concurrent halos compound** — N breathing glows in a row add up. Per-glow `OPACITY_AMP` and `SCALE_AMP` ≤ default `/ √N`, and stagger the breathe period (2.6s / 2.9s / 3.3s) so they don't pulse in lockstep. (Same `/√N` discipline as `sine-wave-loop`'s concurrent-elements rule.)
279
- - **Don't combine `boxShadow` glow on the hero with this halo layer** — they compete in the layout pipeline and the result reads muddy. Put the glow on the dedicated `.bloom-glow` layer, not as a shadow on the hero.
280
-
281
- ## Critical Constraints
282
-
283
- - **Timeline must be paused**: `gsap.timeline({ paused: true })`
284
- - **Registry key = `data-composition-id`**
285
- - **No CSS `transition`** on the glow / sweep — interpolates independently of HF seek and flickers
286
- - **No `repeat` / `yoyo` / `repeat: -1`** — the breathe is a bounded finite tween; the sweep is one pass
287
- - **No `Math.random` / `Date.now`** — the breathe phase is deterministic (`phase.p` over a fixed duration)
288
- - **GSAP transform aliases only**: `x`, `y`, `scale`, `rotation` — plus `opacity` / `filter`. Never tween `width` / `height` / `left` / `top` (the halo swell is `scale`, the sweep travel is `x`).
289
- - **`will-change: transform, opacity`** on the glow — it animates both during bloom-in and the breathe
290
- - **Glow peak `opacity ≤ 0.45`** — higher washes the composition
291
- - **Sweep endpoints fully off-surface** — band must enter and exit beyond the clipped edges so it never spawns/despawns mid-frame
292
-
293
- ## Combinations
294
-
295
- - [sine-wave-loop.md](sine-wave-loop.md) — pair the hero-bloom form with a sine breathe on the hero element itself; the glow breathes on opacity, the hero breathes on scale/y, slightly out of phase for a layered "alive" hold
296
- - [press-release-spring.md](press-release-spring.md) — distinct sibling: that rule's `bg-glow` is **click-triggered**, this one is un-triggered. Don't run both behind the same element
297
- - [counting-dynamic-scale.md](counting-dynamic-scale.md) — bloom the accent halo behind the hero stat card on the count-up's settle (the `dataviz-countup` blueprint's "soft accent glow blooms behind the hero metric" beat)
298
- - [stat-bars-and-fills.md](stat-bars-and-fills.md) — glow blooms behind the hero metric + its paired graphic as they land together
299
- - [center-outward-expansion.md](center-outward-expansion.md) — run the traveling-sweep across the assembled layout once it resolves (the `grid-card-assemble` blueprint's "traveling-glow sweep across the assembled grid")
300
-
301
- ## Pairs with HF skills
302
-
303
- - `/hyperframes-animation` — `onUpdate` writing opacity/transform + bounded sine breathe
304
- - `/hyperframes-core` — composition wiring
305
- - `/hyperframes-cli` — `hyperframes lint`
1
+ ---
2
+ name: ambient-glow-bloom
3
+ description: Un-triggered soft radial glow that blooms in behind a hero element and holds with a bounded idle breathe, or a single-pass traveling sweep across a surface. No click, no word-sync — it just blooms. Finite, deterministic, seek-safe.
4
+ metadata:
5
+ tags: glow, bloom, ambient, radial, sweep, hero, presence, finite, un-triggered
6
+ ---
7
+
8
+ # Ambient Glow Bloom
9
+
10
+ A soft radial glow that **blooms in behind a hero element** (card, logo, metric) and holds, giving it presence. Unlike `press-release-spring`'s click-triggered burst or `asr-keyword-glow`'s word-timed envelope, this glow is **un-triggered** — it simply blooms on the hero's settle and stays lit. Two forms: a **hero bloom** that swells behind a settling element and then breathes, and a **traveling glow sweep** that translates a soft highlight across a surface exactly once. Both are finite, deterministic, and seek-safe.
11
+
12
+ ## How It Works
13
+
14
+ A radial-gradient layer sits **behind** the hero (`z-index` below it), starting at `opacity: 0`. Over the bloom-in window it ramps `opacity: 0 → peak` with a gentle `scale` swell (the halo "inflates" into place), timed to land on the hero's settle so the two read as one beat.
15
+
16
+ Two forms diverge after bloom-in:
17
+
18
+ 1. **Hero bloom** — once lit, the glow does a **bounded idle breathe** during the hold. Drive it with an `onUpdate` reading `tl.time()` (NOT a `repeat: -1` yoyo): a `Math.sin` of elapsed time nudges `opacity` and `scale` a hair around their peak. At `sin(0) = 0` the breathe starts exactly at the bloom's resting state — no jump.
19
+ 2. **Traveling sweep** — a narrow highlight gradient at one edge of the surface translates **once** across to the other edge (`x` from off-surface to off-surface), a single finite pass. No loop, no return. The sweep layer is clipped to the surface so the highlight only reads where it overlaps.
20
+
21
+ Peak opacity stays restrained (≤ ~0.45) so the glow gives presence without washing the frame; the glow color is darker / more saturated than the element it backs.
22
+
23
+ ## HTML
24
+
25
+ ```html
26
+ <div
27
+ class="scene"
28
+ id="bloom-scene"
29
+ data-composition-id="bloom-scene"
30
+ data-start="0"
31
+ data-duration="DURATION"
32
+ data-track-index="0"
33
+ >
34
+ <div class="bloom-stage">
35
+ <!-- Glow layer sits BEHIND the hero -->
36
+ <div class="bloom-glow" id="bloom-glow"></div>
37
+ <div class="hero-card" id="hero-card">{HeroLabel}</div>
38
+ </div>
39
+ </div>
40
+ ```
41
+
42
+ For the traveling-sweep form, the sweep layer is clipped to the surface it crosses:
43
+
44
+ ```html
45
+ <div class="surface" id="surface">
46
+ <!-- grid / wordmark / card content here -->
47
+ <div class="sweep" id="sweep"></div>
48
+ </div>
49
+ ```
50
+
51
+ ## CSS
52
+
53
+ ```css
54
+ .scene {
55
+ position: relative;
56
+ width: 100%;
57
+ height: 100%;
58
+ display: grid;
59
+ place-items: center;
60
+ background: {bgColor};
61
+ }
62
+ .bloom-stage {
63
+ position: relative;
64
+ display: grid;
65
+ place-items: center;
66
+ }
67
+ .hero-card {
68
+ position: relative;
69
+ z-index: 2;
70
+ width: HERO_WIDTH;
71
+ height: HERO_HEIGHT;
72
+ display: grid;
73
+ place-items: center;
74
+ background: {heroBg};
75
+ border-radius: HERO_RADIUS;
76
+ font-family: {font};
77
+ font-weight: 900;
78
+ font-size: HERO_FONT_SIZE;
79
+ color: {heroTextColor};
80
+ }
81
+ .bloom-glow {
82
+ /* Radial halo behind the hero — extends past it via negative inset */
83
+ position: absolute;
84
+ z-index: 1;
85
+ inset: GLOW_INSET;
86
+ background: {glowGradient};
87
+ opacity: 0;
88
+ transform: scale(GLOW_START_SCALE);
89
+ transform-origin: 50% 50%;
90
+ pointer-events: none;
91
+ /* will-change because opacity + scale both animate during bloom AND breathe */
92
+ will-change: transform, opacity;
93
+ }
94
+
95
+ /* Traveling-sweep form */
96
+ .surface {
97
+ position: relative;
98
+ overflow: hidden; /* clips the sweep to the surface footprint */
99
+ border-radius: SURFACE_RADIUS;
100
+ }
101
+ .sweep {
102
+ position: absolute;
103
+ top: 0;
104
+ bottom: 0;
105
+ /* A narrow soft band, wider than it needs to be so the falloff is gentle */
106
+ width: SWEEP_WIDTH;
107
+ /* Diagonal highlight: angle the gradient so the sweep reads as raked light */
108
+ background: {sweepGradient};
109
+ opacity: 0;
110
+ pointer-events: none;
111
+ will-change: transform, opacity;
112
+ }
113
+ ```
114
+
115
+ ## GSAP Timeline
116
+
117
+ ```html
118
+ <script src="https://cdn.jsdelivr.net/npm/gsap@3.14.2/dist/gsap.min.js"></script>
119
+ <script>
120
+ window.__timelines = window.__timelines || {};
121
+ const tl = gsap.timeline({ paused: true });
122
+
123
+ const glow = document.getElementById("bloom-glow");
124
+
125
+ // ── Form A: HERO BLOOM ──────────────────────────────────────────────
126
+ // Phase 1 — bloom in. opacity 0 → peak + gentle scale swell, landing on
127
+ // the hero's settle. ease "power2.out" so it arrives soft, not snappy.
128
+ tl.fromTo(
129
+ glow,
130
+ { opacity: 0, scale: GLOW_START_SCALE },
131
+ {
132
+ opacity: GLOW_PEAK_OPACITY,
133
+ scale: 1,
134
+ duration: BLOOM_DUR,
135
+ ease: "power2.out",
136
+ },
137
+ BLOOM_START,
138
+ );
139
+
140
+ // Phase 2 — bounded idle breathe during the hold. NOT a yoyo loop:
141
+ // a single finite tween advances `phase` 0 → 2π·CYCLES; onUpdate reads it
142
+ // and nudges opacity + scale a hair around their peak.
143
+ // sin(0) = 0 → breathe starts exactly at the bloom's resting state.
144
+ const phase = { p: 0 };
145
+ tl.to(
146
+ phase,
147
+ {
148
+ p: Math.PI * 2 * BREATHE_CYCLES,
149
+ duration: BREATHE_DUR,
150
+ ease: "none",
151
+ onUpdate: () => {
152
+ const s = Math.sin(phase.p);
153
+ glow.style.opacity = String(GLOW_PEAK_OPACITY + s * OPACITY_AMP);
154
+ glow.style.transform = `scale(${1 + s * SCALE_AMP})`;
155
+ },
156
+ },
157
+ BLOOM_START + BLOOM_DUR, // breathe begins right as the bloom settles
158
+ );
159
+
160
+ // ── Form B: TRAVELING SWEEP ─────────────────────────────────────────
161
+ // A single finite pass. opacity fades in, x travels from off one edge to
162
+ // off the other, opacity fades out as it exits. One pass — no repeat.
163
+ const sweep = document.getElementById("sweep");
164
+ tl.fromTo(
165
+ sweep,
166
+ { x: SWEEP_START_X, opacity: 0 },
167
+ {
168
+ x: SWEEP_END_X,
169
+ opacity: SWEEP_PEAK_OPACITY,
170
+ duration: SWEEP_DUR,
171
+ ease: "none", // constant glide reads as a raking light, not an ease-in object
172
+ },
173
+ SWEEP_START,
174
+ );
175
+ // Fade the trailing edge out so it doesn't pop off at the surface edge.
176
+ tl.to(sweep, { opacity: 0, duration: SWEEP_FADE_DUR, ease: "power1.in" }, SWEEP_FADE_START);
177
+
178
+ window.__timelines["bloom-scene"] = tl;
179
+ </script>
180
+ ```
181
+
182
+ ## Variations
183
+
184
+ ### Bloom-and-hold (no breathe)
185
+
186
+ For very short scenes (< 3s) or when the hero already has its own idle, skip Phase 2 entirely — bloom to peak and hold flat. The single `fromTo` is the whole recipe; the glow is just lit presence.
187
+
188
+ ### Pulse-on-arrival (one swell, then settle to a lower hold)
189
+
190
+ Bloom slightly **past** peak, then ease back down to a steady hold level — a single breath that punctuates the hero's landing without an ongoing loop. Two adjacent tweens (state continuity, same as `press-release-spring`):
191
+
192
+ ```js
193
+ tl.fromTo(
194
+ glow,
195
+ { opacity: 0, scale: GLOW_START_SCALE },
196
+ { opacity: GLOW_OVERSHOOT_OPACITY, scale: 1.06, duration: BLOOM_DUR, ease: "power2.out" },
197
+ BLOOM_START,
198
+ );
199
+ tl.to(
200
+ glow,
201
+ { opacity: GLOW_HOLD_OPACITY, scale: 1, duration: SETTLE_DUR, ease: "power2.inOut" },
202
+ BLOOM_START + BLOOM_DUR,
203
+ );
204
+ ```
205
+
206
+ ### Multi-hero relay (staggered blooms behind a row of cards)
207
+
208
+ Bloom each card's glow on a stagger so presence sweeps across the row. Per-glow `BLOOM_START` offset by `STAGGER` (~0.15-0.3s); shrink `OPACITY_AMP` / `SCALE_AMP` per the concurrent-elements rule below so N breathing halos don't compound into a shimmer.
209
+
210
+ ### Diagonal raked sweep (wordmark sheen)
211
+
212
+ Angle `{sweepGradient}` (e.g. a 105° linear gradient) and let the band travel left→right across a wordmark or logo lockup. Reads as light raking across a surface — the classic one-pass logo sheen. Same single-pass timeline; just a narrower `SWEEP_WIDTH` and a higher `SWEEP_PEAK_OPACITY` since it's a tight highlight on a small target.
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+
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+ ## How to Choose Values
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+
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+ ### Glow geometry
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+
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+ - **GLOW_INSET** — negative inset so the radial halo extends past the hero edges.
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+ - Range: `-200` to `-450` px on a 1920×1080 canvas; larger halo for a bigger hero
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+ - Effects: too small and the glow is a tight rim, not ambient presence
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+ - **GLOW_START_SCALE** — scale at the start of bloom-in (the halo "inflates" to 1).
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+ - Range: 0.80 (clear inflation) → 0.92 (subtle) → 1.0 (no swell, opacity-only bloom)
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+ - Constraints: keep ≤ 1.0 — the swell should grow into place, not shrink
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+
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+ ### Bloom-in dynamics
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+
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+ - **BLOOM_DUR** — bloom-in duration.
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+ - Range: 0.6-1.4s; longer for a hero that's still settling so they land together
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+ - Effects: shorter → the glow "snaps on"; longer → it suffuses in (the ambient feel)
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+ - **BLOOM_START** — when the bloom begins.
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+ - Constraints: align so `BLOOM_START + BLOOM_DUR` ≈ the hero's settle frame, so glow and hero resolve as one beat — not glow-then-card or card-then-glow
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+ - **GLOW_PEAK_OPACITY** — peak halo opacity.
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+ - Range: 0.15 (subtle) → 0.30 (default) → 0.45 (dramatic)
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+ - **Constraints: ≤ 0.45** — higher washes the whole frame and the hero loses contrast against its own glow
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+
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+ ### Idle breathe (hero-bloom form)
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+
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+ - **BREATHE_DUR** — breathe tween length.
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+ - Constraints: equals `TOTAL_DURATION − (BLOOM_START + BLOOM_DUR)` to fill the hold with motion
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+ - **BREATHE_CYCLES** — number of full breaths across `BREATHE_DUR`.
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+ - Range: `BREATHE_DUR / 4s ≤ CYCLES ≤ BREATHE_DUR / 2.5s` (a 2.5-4s breath period reads as a slow ambient pulse — glow breathing wants to be slower than element breathing)
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+ - **OPACITY_AMP** — sine amplitude on opacity around the peak.
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+ - **Default: 0.02-0.05** (barely-perceptible pulse — the right answer for most scenes)
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+ - Constraints: `GLOW_PEAK_OPACITY + OPACITY_AMP` must stay ≤ 0.45
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+ - **SCALE_AMP** — sine amplitude on the halo scale.
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+ - **Default: 0.01-0.03** (the halo "breathes" without visibly resizing)
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+ - Push higher only when the glow is the sole motion in a short isolated scene
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+
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+ ### Traveling sweep
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+
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+ - **SWEEP_WIDTH** — width of the soft highlight band.
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+ - Range: 15-35% of the surface width (a wide soft band) for a grid sheen; 8-15% for a tight wordmark sheen
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+ - **SWEEP_START_X / SWEEP_END_X** — travel endpoints, both fully off-surface.
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+ - Constraints: start ≈ `-(SWEEP_WIDTH + edge)`, end ≈ `surfaceWidth + edge` — the band must enter from fully off one edge and exit fully off the other, so there's no visible spawn/despawn mid-surface
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+ - **SWEEP_DUR** — single-pass travel duration.
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+ - Range: 0.8-1.6s; one deliberate pass, slow enough to read as light, fast enough not to dominate
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+ - **SWEEP_PEAK_OPACITY** — highlight opacity.
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+ - Range: 0.10 (whisper sheen) → 0.25 (default) → 0.40 (bright rake)
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+ - Constraints: ≤ ~0.45 (same wash limit); tighter sweeps tolerate the high end
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+ - **SWEEP_START / SWEEP_FADE_START / SWEEP_FADE_DUR** — when the pass runs and tails out.
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+ - Constraints: `SWEEP_FADE_START + SWEEP_FADE_DUR ≈ SWEEP_START + SWEEP_DUR` so opacity reaches 0 exactly as the band clears the far edge
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+
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+ ### Tokens
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+
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+ - **{glowGradient}** — radial-gradient, saturated near center fading to transparent. Color should be **darker + more saturated** than `{heroBg}` — a same-color glow looks washed out (same rule as `press-release-spring`'s burst).
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+ - **{sweepGradient}** — a soft band: `transparent → highlight → transparent`. For a sheen, a near-white or brand-tint highlight at low alpha; angle it (e.g. `linear-gradient(105deg, …)`) for a raked look.
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+ - **{heroBg} / {heroTextColor}** — the hero surface the glow backs; high contrast so the lit hero still reads against its halo.
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+
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+ ## Key Principles
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+
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+ - **Un-triggered by design** — this glow does NOT wait on a click (`press-release-spring`) or a word timestamp (`asr-keyword-glow`). It blooms on the hero's settle as ambient presence. If you need a triggered burst, reach for one of those rules instead.
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+ - **Glow behind, hero in front** — glow `z-index: 1`, hero `z-index: 2`. A glow in front occludes the hero at peak opacity.
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+ - **Glow color darker + more saturated than the element** — bright hero → dark, saturated halo. A same-hue, same-lightness glow disappears into the surface.
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+ - **Land glow and hero as ONE beat** — time `BLOOM_START + BLOOM_DUR` to the hero's settle. A glow that arrives before or after the card reads as two separate events; arriving together reads as the card "powering on."
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+ - **Restrained peak — default to the LOW end.** `GLOW_PEAK_OPACITY` 0.15-0.30 for most scenes; 0.45 is a hard ceiling. A glow you consciously notice is too strong — it should register as the hero having weight, not as a visible light source.
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+ - **Breathe is BOUNDED, never a loop** — the idle pulse is a finite `onUpdate` tween reading `tl.time()` (via the `phase` proxy), not `repeat: -1` / `yoyo`. `sin(0) = 0` means it starts at the bloom's resting state with no jump. (Same reason as `sine-wave-loop`: an infinite/CSS loop desyncs from the HF seek clock.)
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+ - **Sweep is ONE pass** — the traveling highlight enters off one edge and exits off the other a single time. No return trip, no loop. A repeating sweep reads as a loading shimmer, not a one-time reveal accent.
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+ - **Concurrent halos compound** — N breathing glows in a row add up. Per-glow `OPACITY_AMP` and `SCALE_AMP` ≤ default `/ √N`, and stagger the breathe period (2.6s / 2.9s / 3.3s) so they don't pulse in lockstep. (Same `/√N` discipline as `sine-wave-loop`'s concurrent-elements rule.)
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+ - **Don't combine `boxShadow` glow on the hero with this halo layer** — they compete in the layout pipeline and the result reads muddy. Put the glow on the dedicated `.bloom-glow` layer, not as a shadow on the hero.
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+
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+ ## Critical Constraints
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+
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+ - **Timeline must be paused**: `gsap.timeline({ paused: true })`
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+ - **Registry key = `data-composition-id`**
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+ - **No CSS `transition`** on the glow / sweep — interpolates independently of HF seek and flickers
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+ - **No `repeat` / `yoyo` / `repeat: -1`** — the breathe is a bounded finite tween; the sweep is one pass
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+ - **No `Math.random` / `Date.now`** — the breathe phase is deterministic (`phase.p` over a fixed duration)
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+ - **GSAP transform aliases only**: `x`, `y`, `scale`, `rotation` — plus `opacity` / `filter`. Never tween `width` / `height` / `left` / `top` (the halo swell is `scale`, the sweep travel is `x`).
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+ - **`will-change: transform, opacity`** on the glow — it animates both during bloom-in and the breathe
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+ - **Glow peak `opacity ≤ 0.45`** — higher washes the composition
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+ - **Sweep endpoints fully off-surface** — band must enter and exit beyond the clipped edges so it never spawns/despawns mid-frame
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+
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+ ## Combinations
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+
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+ - [sine-wave-loop.md](sine-wave-loop.md) — pair the hero-bloom form with a sine breathe on the hero element itself; the glow breathes on opacity, the hero breathes on scale/y, slightly out of phase for a layered "alive" hold
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+ - [press-release-spring.md](press-release-spring.md) — distinct sibling: that rule's `bg-glow` is **click-triggered**, this one is un-triggered. Don't run both behind the same element
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+ - [counting-dynamic-scale.md](counting-dynamic-scale.md) — bloom the accent halo behind the hero stat card on the count-up's settle (the `dataviz-countup` blueprint's "soft accent glow blooms behind the hero metric" beat)
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+ - [stat-bars-and-fills.md](stat-bars-and-fills.md) — glow blooms behind the hero metric + its paired graphic as they land together
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+ - [center-outward-expansion.md](center-outward-expansion.md) — run the traveling-sweep across the assembled layout once it resolves (the `grid-card-assemble` blueprint's "traveling-glow sweep across the assembled grid")
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+
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+ ## Pairs with HF skills
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+
303
+ - `/hyperframes-animation` — `onUpdate` writing opacity/transform + bounded sine breathe
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+ - `/hyperframes-core` — composition wiring
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+ - `/hyperframes-cli` — `hyperframes lint`