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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@@ -1,303 +1,303 @@
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- ---
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- name: depth-scatter-assemble
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- description: N elements scatter into / reassemble from a rotating 3D depth-cloud, each starting at a deterministic index-derived 3D offset and settling to a clean flat layout.
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- metadata:
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- tags: 3d, scatter, assemble, depth, cloud, tumble, kinetic, letter, fragment, logo, reassemble
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- ---
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-
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- # Depth Scatter ↔ Assemble
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-
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- N elements (glyphs, cards, icons, logo fragments) fly in from a rotating 3D depth-cloud and lock into a clean on-screen layout — or the reverse. Each element starts at a **deterministic** 3D offset (translateZ depth + rotateX/rotateY + an x/y scatter derived from its index), then tweens to its assembled flat position (`z: 0, rotation: 0`). Because every scattered position is computed by trig on the element's index — never `Math.random` — it renders identically every frame.
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-
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- Distinct from `orbit-3d-entry` (flip-in then a continuous orbit) and `center-outward-expansion` (a flat 2D burst from one shared center): here each element has its **own** point in a 3D cloud, and the resolve is a flat assembled layout, not an orbit or a radial spray.
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-
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- ## How It Works
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-
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- Each element resolves to a flat layout position (`targetX/Y`, set once in CSS or via `data-*`). Its **scattered** state is derived from its index `i`:
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-
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- ```js
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- const GOLDEN = Math.PI * (3 - Math.sqrt(5)); // ~2.39943 rad — even angular spread, no clumping
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- const a = i * GOLDEN; // this element's angle in the cloud
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- const scatterX = Math.cos(a) * RADIUS; // index-derived, deterministic
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- const scatterY = Math.sin(a) * RADIUS;
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- const scatterZ = Z_NEAR - (i / (n - 1)) * (Z_NEAR - Z_FAR); // stepped depth across the cloud
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- const rotX = Math.sin(a) * TUMBLE; // tumble orientation, also from the angle
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- const rotY = Math.cos(a) * TUMBLE;
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- ```
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-
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- A single 0→1 `progress` proxy interpolates each element between scattered and assembled (lerp every channel). At `progress = 0` the elements form the depth-cloud; at `progress = 1` they sit flat in the layout. Run it forward and it's **assemble**; the cloud itself slowly rotates (a stage `rotateY` tween) so the scatter has life before it locks.
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-
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- Requires `perspective` on the stage and `transform-style: preserve-3d` on the stage AND each element, or the z-depth and tumble flatten to a 2D scale.
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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="assemble-scene"
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- data-composition-id="assemble-scene"
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- data-start="0"
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- data-duration="4"
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- data-track-index="0"
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- >
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- <!-- The cloud rotates; the layout lives inside it. targetX/Y = each
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- element's FLAT assembled offset from stage center (px). -->
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- <div class="cloud-stage">
46
- <div class="frag" data-target-x="-260" data-target-y="0">{glyph1}</div>
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- <div class="frag" data-target-x="-130" data-target-y="0">{glyph2}</div>
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- <div class="frag" data-target-x="0" data-target-y="0">{glyph3}</div>
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- <div class="frag" data-target-x="130" data-target-y="0">{glyph4}</div>
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- <div class="frag" data-target-x="260" data-target-y="0">{glyph5}</div>
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- </div>
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- </div>
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- ```
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-
55
- For a logo lockup, `targetX/Y` describe the parts' resting layout; for kinetic type, one `.frag` per glyph (inject spans from the phrase string at setup so width is exact — see Variations).
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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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- perspective: 1400px; /* REQUIRED — without it, z-depth + tumble read as flat 2D scale */
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- }
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- .cloud-stage {
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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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- transform-style: preserve-3d; /* REQUIRED — preserves child 3D context */
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- will-change: transform;
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- }
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- .frag {
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- position: absolute;
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- /* Live at stage center; GSAP translates each one to its layout / cloud point. */
81
- top: 50%;
82
- left: 50%;
83
- display: grid;
84
- place-items: center;
85
- font-family: {font};
86
- font-weight: 900;
87
- font-size: 120px;
88
- color: {textColor};
89
- transform-style: preserve-3d; /* each fragment keeps its own 3D context */
90
- backface-visibility: hidden; /* hides the mirrored face mid-tumble */
91
- will-change: transform, opacity;
92
- }
93
- ```
94
-
95
- ## GSAP Timeline
96
-
97
- ```html
98
- <script src="https://cdn.jsdelivr.net/npm/gsap@3.14.2/dist/gsap.min.js"></script>
99
- <script>
100
- window.__timelines = window.__timelines || {};
101
- const tl = gsap.timeline({ paused: true });
102
-
103
- const frags = Array.from(document.querySelectorAll(".frag"));
104
- const n = frags.length;
105
- const GOLDEN = Math.PI * (3 - Math.sqrt(5)); // ~2.39943 — even spread, no clumps
106
-
107
- // RADIUS, Z_NEAR, Z_FAR, TUMBLE, ASSEMBLE_DUR, ASSEMBLE_EASE, STAGGER,
108
- // CLOUD_SPIN_DEG, CLOUD_SPIN_DUR — named constants per "How to Choose Values".
109
-
110
- // Precompute each fragment's deterministic scattered state from its index.
111
- const scatter = frags.map((el, i) => {
112
- const a = i * GOLDEN;
113
- const depthT = n > 1 ? i / (n - 1) : 0;
114
- return {
115
- x: Math.cos(a) * RADIUS,
116
- y: Math.sin(a) * RADIUS,
117
- z: Z_NEAR - depthT * (Z_NEAR - Z_FAR),
118
- rotationX: Math.sin(a) * TUMBLE,
119
- rotationY: Math.cos(a) * TUMBLE,
120
- };
121
- });
122
-
123
- // 1) Park every fragment in the cloud BEFORE any tween fires.
124
- frags.forEach((el, i) => {
125
- const s = scatter[i];
126
- gsap.set(el, {
127
- xPercent: -50,
128
- yPercent: -50, // bake self-centering so x/y are offsets from stage center
129
- x: s.x,
130
- y: s.y,
131
- z: s.z,
132
- rotationX: s.rotationX,
133
- rotationY: s.rotationY,
134
- opacity: 0,
135
- });
136
- });
137
-
138
- // 2) The cloud rotates so the scatter has life before / during assembly.
139
- tl.to(
140
- ".cloud-stage",
141
- { rotationY: CLOUD_SPIN_DEG, duration: CLOUD_SPIN_DUR, ease: "power1.out" },
142
- 0,
143
- );
144
-
145
- // 3) ASSEMBLE — each fragment tweens from its cloud point to its flat target.
146
- frags.forEach((el, i) => {
147
- tl.to(
148
- el,
149
- {
150
- x: Number(el.dataset.targetX),
151
- y: Number(el.dataset.targetY),
152
- z: 0,
153
- rotationX: 0,
154
- rotationY: 0,
155
- opacity: 1,
156
- duration: ASSEMBLE_DUR,
157
- ease: ASSEMBLE_EASE, // out-ease — fragments fly in then settle
158
- },
159
- i * STAGGER, // index stagger reads as "cloud collapsing inward"
160
- );
161
- });
162
-
163
- window.__timelines["assemble-scene"] = tl;
164
- </script>
165
- ```
166
-
167
- ## Variations
168
-
169
- ### Tumble-swap (mid-shot hand-off between two phrases)
170
-
171
- The signature for `kinetic-type-beats` beat changes: one phrase's glyphs scatter **into** the cloud at the same moment the next phrase's glyphs assemble **out** of it — a 3D hand-off between two states, never an empty frame. Two glyph sets share the cloud; drive both with one shared 0→1 `progress` so they cross deterministically.
172
-
173
- ```js
174
- // outgoing[] and incoming[] are two glyph arrays, each with precomputed scatter[] (above).
175
- const swap = { p: 0 };
176
- tl.to(
177
- swap,
178
- {
179
- p: 1,
180
- duration: SWAP_DUR,
181
- ease: "power2.inOut",
182
- onUpdate: () => {
183
- const p = swap.p;
184
- outgoing.forEach((el, i) => {
185
- // 1 → 0: layout → cloud (scatters AWAY)
186
- const s = outScatter[i];
187
- const tx = Number(el.dataset.targetX);
188
- const ty = Number(el.dataset.targetY);
189
- el.style.opacity = String(1 - p);
190
- el.style.transform =
191
- `translate(-50%,-50%) translate3d(${tx + (s.x - tx) * p}px,${ty + (s.y - ty) * p}px,${s.z * p}px)` +
192
- ` rotateX(${s.rotationX * p}deg) rotateY(${s.rotationY * p}deg)`;
193
- });
194
- incoming.forEach((el, i) => {
195
- // 0 → 1: cloud → layout (assembles IN)
196
- const s = inScatter[i];
197
- const tx = Number(el.dataset.targetX);
198
- const ty = Number(el.dataset.targetY);
199
- el.style.opacity = String(p);
200
- el.style.transform =
201
- `translate(-50%,-50%) translate3d(${s.x + (tx - s.x) * p}px,${s.y + (ty - s.y) * p}px,${s.z * (1 - p)}px)` +
202
- ` rotateX(${s.rotationX * (1 - p)}deg) rotateY(${s.rotationY * (1 - p)}deg)`;
203
- });
204
- },
205
- },
206
- SWAP_AT,
207
- );
208
- ```
209
-
210
- Inject a per-glyph span set for each phrase at setup (so `targetX` per glyph is the exact laid-out advance width — measure after `document.fonts.ready`), and hide each set's opacity to 0 until its window.
211
-
212
- ### Radial letter-explode → resolve
213
-
214
- A flat-plane special case (the `kinetic-type-beats` "letters explode radially then resolve" GAP): set `Z_NEAR = Z_FAR = 0` and `TUMBLE` small so the cloud is a 2D ring, then reverse the assemble for the explode — fragments fling out to `scatter[i]` then snap back to layout. Pure in-plane, no depth.
215
-
216
- ### Scatter-OUT (final-frame exit only)
217
-
218
- Reverse the assemble (layout → cloud, opacity 1→0) ONLY as the composition's last beat. A scatter-out mid-shot reads as an exit and breaks the shot — keep entrances and hand-offs as assemble or tumble-swap.
219
-
220
- ### Parallax depth slide-in (logo lockup)
221
-
222
- For `logo-assemble-lockup`, give back layers a larger `|Z_FAR|` and a longer `ASSEMBLE_DUR`, foreground parts a shallower depth and shorter duration — parts at different depths slide in at different apparent speeds (parallax) and lock into the lockup.
223
-
224
- ## How to Choose Values
225
-
226
- - **n (ELEMENT_COUNT)** — fragments / glyphs in the cloud
227
- - Range: 4–14 (glyph sets follow the word length; for fragments/cards stay 4–9)
228
- - Effects: few reads as deliberate assembly; many reads as a dense swarm condensing
229
- - Constraints: above ~14 the cloud crowds the center and individual paths stop reading
230
-
231
- - **RADIUS** — cloud spread in the x/y plane, px
232
- - Range: 250–700 px
233
- - Effects: small = a tight knot that barely separates; large = fragments arrive from the frame edges
234
- - Constraints: keep the farthest scatter inside frame at the chosen `perspective`, or fragments pop in from off-screen with no travel read
235
-
236
- - **Z_NEAR / Z_FAR** — depth band of the cloud, px (front / back)
237
- - Range: Z_NEAR +150 to +450; Z_FAR −150 to −500
238
- - Effects: a wide band (e.g. +400 / −400) gives strong fly-toward / recede-from camera depth; a narrow band keeps it nearly flat
239
- - Constraints: very large `|z|` against a short `perspective` over-distorts (fragments smear huge then tiny) — widen `perspective` to match
240
-
241
- - **TUMBLE** — peak rotateX/rotateY of scattered fragments, deg
242
- - Range: 40–110°
243
- - Effects: low = fragments drift in nearly upright; high = they tumble through space and rotate upright on arrival
244
- - Constraints: with `backface-visibility: hidden`, glyphs past 90° show blank mid-tween (intended for the tumble); for cards with content on one face, cap near 80°
245
-
246
- - **ASSEMBLE_DUR** — per-fragment cloud → layout tween, s
247
- - Range: 0.7–1.4 s
248
- - Effects: short = snappy lock-in; long = a floating condense
249
- - Constraints: `(n − 1) × STAGGER + ASSEMBLE_DUR` must fit the scene's assembly window
250
-
251
- - **ASSEMBLE_EASE** — shared ease across fragments
252
- - Discrete choice: `power3.out`, `expo.out`, `back.out(1.4)`
253
- - Selection: `power3.out` default (fly in, settle). `expo.out` snaps hard at the end. `back.out` adds a small overshoot as parts seat. Avoid `in` easings — fragments look sucked backward into the cloud mid-air.
254
-
255
- - **STAGGER** — gap between successive fragments' assembly starts, s
256
- - Range: 0.03–0.09 s
257
- - Effects: < 0.03 = a single chord (whole cloud collapses at once); > 0.09 = a slow drip that loses the "swarm" read
258
- - Constraints: `n × STAGGER` should stay below `ASSEMBLE_DUR` so the cloud is collapsing as one motion, not a queue
259
-
260
- - **CLOUD_SPIN_DEG / CLOUD_SPIN_DUR** — stage rotateY over the assembly, deg / s
261
- - Range: 15–60° over a duration ≥ `ASSEMBLE_DUR`
262
- - Effects: a gentle spin gives the scatter life so it doesn't read as a frozen explosion diagram; too fast competes with the assembly
263
- - Constraints: keep finite and ending by settle — no `repeat`
264
-
265
- - **SWAP_DUR / SWAP_AT** (tumble-swap) — hand-off length / when it fires, s
266
- - Range: SWAP_DUR 0.5–1.0 s; SWAP_AT on the beat boundary
267
- - Effects: shorter = a hard cross; longer = a visible dissolve-through-cloud
268
- - Constraints: outgoing and incoming MUST share one `progress` (one tween) so they cross at the same instant
269
-
270
- ## Key Principles
271
-
272
- - **`perspective` on the scene root + `preserve-3d` on stage AND each fragment** — without all three, z-depth and tumble collapse to a flat scale
273
- - **Every scattered value is index-derived** — `cos/sin(i × GOLDEN)`, stepped `z` by `i/(n−1)`. The golden angle spreads points evenly with no clumps and (critically) **no `Math.random`**, so the cloud is byte-identical every render
274
- - **`gsap.set` the cloud BEFORE adding tweens** — park each fragment at its scatter point with `opacity: 0` first; the assemble tweens FROM there. Skipping the set leaves frame 0 showing the assembled layout, then a teleport when the first tween starts
275
- - **Resolve flat** — the settled state is `z: 0, rotationX: 0, rotationY: 0` in the layout. A cloud that resolves still-tilted reads as unfinished
276
- - **Assemble / hand-off only; scatter-OUT is an exit** — fragments leaving for the cloud mid-shot reads as the shot ending. Use forward assemble for entrances, tumble-swap for beat changes; reserve scatter-out for the final frame
277
- - **Depth ordering is automatic** — inside `preserve-3d`, paint order follows actual Z, so nearer fragments correctly occlude farther ones with no manual z-index (unlike the orbit case, where the orbit is faked in 2D and needs capped z-index)
278
-
279
- ## Critical Constraints
280
-
281
- - **No `Math.random` / `Date.now`** — derive every scatter coordinate from the index (golden-angle trig + stepped depth). This is the whole point of the rule: a randomized cloud renders differently each frame and the seek breaks
282
- - **No CSS `transition`** — all motion is GSAP tweens on the paused timeline
283
- - **No `repeat` / `yoyo` / infinite** — the cloud spin and every assemble are finite, one-shot tweens that end before settle
284
- - **Timeline must be paused**: `gsap.timeline({ paused: true })`
285
- - **Registry key = `data-composition-id`**
286
- - **Transform aliases only** — `x`, `y`, `z`, `scale`, `rotation`/`rotationX`/`rotationY`. Never `width`/`height`/`left`/`top`; `x`/`y` compose with the `xPercent/yPercent -50` self-centering
287
- - **`will-change: transform`** on stage + fragments — many simultaneous 3D transforms benefit from compositor hints
288
- - **In tumble-swap, one shared `progress` for both glyph sets** — two separate tweens can drift out of phase under seek and the cross stops looking like a single hand-off
289
-
290
- ## Combinations
291
-
292
- - [orbit-3d-entry.md](orbit-3d-entry.md) — alternative 3D entrance (settles into a continuous orbit instead of a flat lockup); shares the `perspective` + `preserve-3d` stage setup
293
- - [hacker-flip-3d.md](hacker-flip-3d.md) — per-glyph 3D flip/decode as the fragments seat; layer for a "letters tumble in AND decode on arrival" read
294
- - [3d-text-depth-layers.md](3d-text-depth-layers.md) — give the assembled wordmark a stacked extrusion once it locks
295
- - [center-outward-expansion.md](center-outward-expansion.md) — flat 2D cousin (single shared center, no depth) when perspective isn't wanted
296
- - [press-release-spring.md](press-release-spring.md) — a spring settle on the assembled lockup once the cloud resolves
297
- - [sine-wave-loop.md](sine-wave-loop.md) — idle breathe on the resolved layout instead of a frozen hold
298
-
299
- ## Pairs with HF skills
300
-
301
- - `/hyperframes-animation` — timeline + `onUpdate` API (the shared-progress tumble-swap)
302
- - `/hyperframes-core` — composition wiring
303
- - `/hyperframes-cli` — `hyperframes lint`
1
+ ---
2
+ name: depth-scatter-assemble
3
+ description: N elements scatter into / reassemble from a rotating 3D depth-cloud, each starting at a deterministic index-derived 3D offset and settling to a clean flat layout.
4
+ metadata:
5
+ tags: 3d, scatter, assemble, depth, cloud, tumble, kinetic, letter, fragment, logo, reassemble
6
+ ---
7
+
8
+ # Depth Scatter ↔ Assemble
9
+
10
+ N elements (glyphs, cards, icons, logo fragments) fly in from a rotating 3D depth-cloud and lock into a clean on-screen layout — or the reverse. Each element starts at a **deterministic** 3D offset (translateZ depth + rotateX/rotateY + an x/y scatter derived from its index), then tweens to its assembled flat position (`z: 0, rotation: 0`). Because every scattered position is computed by trig on the element's index — never `Math.random` — it renders identically every frame.
11
+
12
+ Distinct from `orbit-3d-entry` (flip-in then a continuous orbit) and `center-outward-expansion` (a flat 2D burst from one shared center): here each element has its **own** point in a 3D cloud, and the resolve is a flat assembled layout, not an orbit or a radial spray.
13
+
14
+ ## How It Works
15
+
16
+ Each element resolves to a flat layout position (`targetX/Y`, set once in CSS or via `data-*`). Its **scattered** state is derived from its index `i`:
17
+
18
+ ```js
19
+ const GOLDEN = Math.PI * (3 - Math.sqrt(5)); // ~2.39943 rad — even angular spread, no clumping
20
+ const a = i * GOLDEN; // this element's angle in the cloud
21
+ const scatterX = Math.cos(a) * RADIUS; // index-derived, deterministic
22
+ const scatterY = Math.sin(a) * RADIUS;
23
+ const scatterZ = Z_NEAR - (i / (n - 1)) * (Z_NEAR - Z_FAR); // stepped depth across the cloud
24
+ const rotX = Math.sin(a) * TUMBLE; // tumble orientation, also from the angle
25
+ const rotY = Math.cos(a) * TUMBLE;
26
+ ```
27
+
28
+ A single 0→1 `progress` proxy interpolates each element between scattered and assembled (lerp every channel). At `progress = 0` the elements form the depth-cloud; at `progress = 1` they sit flat in the layout. Run it forward and it's **assemble**; the cloud itself slowly rotates (a stage `rotateY` tween) so the scatter has life before it locks.
29
+
30
+ Requires `perspective` on the stage and `transform-style: preserve-3d` on the stage AND each element, or the z-depth and tumble flatten to a 2D scale.
31
+
32
+ ## HTML
33
+
34
+ ```html
35
+ <div
36
+ class="scene"
37
+ id="assemble-scene"
38
+ data-composition-id="assemble-scene"
39
+ data-start="0"
40
+ data-duration="4"
41
+ data-track-index="0"
42
+ >
43
+ <!-- The cloud rotates; the layout lives inside it. targetX/Y = each
44
+ element's FLAT assembled offset from stage center (px). -->
45
+ <div class="cloud-stage">
46
+ <div class="frag" data-target-x="-260" data-target-y="0">{glyph1}</div>
47
+ <div class="frag" data-target-x="-130" data-target-y="0">{glyph2}</div>
48
+ <div class="frag" data-target-x="0" data-target-y="0">{glyph3}</div>
49
+ <div class="frag" data-target-x="130" data-target-y="0">{glyph4}</div>
50
+ <div class="frag" data-target-x="260" data-target-y="0">{glyph5}</div>
51
+ </div>
52
+ </div>
53
+ ```
54
+
55
+ For a logo lockup, `targetX/Y` describe the parts' resting layout; for kinetic type, one `.frag` per glyph (inject spans from the phrase string at setup so width is exact — see Variations).
56
+
57
+ ## CSS
58
+
59
+ ```css
60
+ .scene {
61
+ position: relative;
62
+ width: 100%;
63
+ height: 100%;
64
+ display: grid;
65
+ place-items: center;
66
+ background: {bgColor};
67
+ perspective: 1400px; /* REQUIRED — without it, z-depth + tumble read as flat 2D scale */
68
+ }
69
+ .cloud-stage {
70
+ position: relative;
71
+ width: 100%;
72
+ height: 100%;
73
+ display: grid;
74
+ place-items: center;
75
+ transform-style: preserve-3d; /* REQUIRED — preserves child 3D context */
76
+ will-change: transform;
77
+ }
78
+ .frag {
79
+ position: absolute;
80
+ /* Live at stage center; GSAP translates each one to its layout / cloud point. */
81
+ top: 50%;
82
+ left: 50%;
83
+ display: grid;
84
+ place-items: center;
85
+ font-family: {font};
86
+ font-weight: 900;
87
+ font-size: 120px;
88
+ color: {textColor};
89
+ transform-style: preserve-3d; /* each fragment keeps its own 3D context */
90
+ backface-visibility: hidden; /* hides the mirrored face mid-tumble */
91
+ will-change: transform, opacity;
92
+ }
93
+ ```
94
+
95
+ ## GSAP Timeline
96
+
97
+ ```html
98
+ <script src="https://cdn.jsdelivr.net/npm/gsap@3.14.2/dist/gsap.min.js"></script>
99
+ <script>
100
+ window.__timelines = window.__timelines || {};
101
+ const tl = gsap.timeline({ paused: true });
102
+
103
+ const frags = Array.from(document.querySelectorAll(".frag"));
104
+ const n = frags.length;
105
+ const GOLDEN = Math.PI * (3 - Math.sqrt(5)); // ~2.39943 — even spread, no clumps
106
+
107
+ // RADIUS, Z_NEAR, Z_FAR, TUMBLE, ASSEMBLE_DUR, ASSEMBLE_EASE, STAGGER,
108
+ // CLOUD_SPIN_DEG, CLOUD_SPIN_DUR — named constants per "How to Choose Values".
109
+
110
+ // Precompute each fragment's deterministic scattered state from its index.
111
+ const scatter = frags.map((el, i) => {
112
+ const a = i * GOLDEN;
113
+ const depthT = n > 1 ? i / (n - 1) : 0;
114
+ return {
115
+ x: Math.cos(a) * RADIUS,
116
+ y: Math.sin(a) * RADIUS,
117
+ z: Z_NEAR - depthT * (Z_NEAR - Z_FAR),
118
+ rotationX: Math.sin(a) * TUMBLE,
119
+ rotationY: Math.cos(a) * TUMBLE,
120
+ };
121
+ });
122
+
123
+ // 1) Park every fragment in the cloud BEFORE any tween fires.
124
+ frags.forEach((el, i) => {
125
+ const s = scatter[i];
126
+ gsap.set(el, {
127
+ xPercent: -50,
128
+ yPercent: -50, // bake self-centering so x/y are offsets from stage center
129
+ x: s.x,
130
+ y: s.y,
131
+ z: s.z,
132
+ rotationX: s.rotationX,
133
+ rotationY: s.rotationY,
134
+ opacity: 0,
135
+ });
136
+ });
137
+
138
+ // 2) The cloud rotates so the scatter has life before / during assembly.
139
+ tl.to(
140
+ ".cloud-stage",
141
+ { rotationY: CLOUD_SPIN_DEG, duration: CLOUD_SPIN_DUR, ease: "power1.out" },
142
+ 0,
143
+ );
144
+
145
+ // 3) ASSEMBLE — each fragment tweens from its cloud point to its flat target.
146
+ frags.forEach((el, i) => {
147
+ tl.to(
148
+ el,
149
+ {
150
+ x: Number(el.dataset.targetX),
151
+ y: Number(el.dataset.targetY),
152
+ z: 0,
153
+ rotationX: 0,
154
+ rotationY: 0,
155
+ opacity: 1,
156
+ duration: ASSEMBLE_DUR,
157
+ ease: ASSEMBLE_EASE, // out-ease — fragments fly in then settle
158
+ },
159
+ i * STAGGER, // index stagger reads as "cloud collapsing inward"
160
+ );
161
+ });
162
+
163
+ window.__timelines["assemble-scene"] = tl;
164
+ </script>
165
+ ```
166
+
167
+ ## Variations
168
+
169
+ ### Tumble-swap (mid-shot hand-off between two phrases)
170
+
171
+ The signature for `kinetic-type-beats` beat changes: one phrase's glyphs scatter **into** the cloud at the same moment the next phrase's glyphs assemble **out** of it — a 3D hand-off between two states, never an empty frame. Two glyph sets share the cloud; drive both with one shared 0→1 `progress` so they cross deterministically.
172
+
173
+ ```js
174
+ // outgoing[] and incoming[] are two glyph arrays, each with precomputed scatter[] (above).
175
+ const swap = { p: 0 };
176
+ tl.to(
177
+ swap,
178
+ {
179
+ p: 1,
180
+ duration: SWAP_DUR,
181
+ ease: "power2.inOut",
182
+ onUpdate: () => {
183
+ const p = swap.p;
184
+ outgoing.forEach((el, i) => {
185
+ // 1 → 0: layout → cloud (scatters AWAY)
186
+ const s = outScatter[i];
187
+ const tx = Number(el.dataset.targetX);
188
+ const ty = Number(el.dataset.targetY);
189
+ el.style.opacity = String(1 - p);
190
+ el.style.transform =
191
+ `translate(-50%,-50%) translate3d(${tx + (s.x - tx) * p}px,${ty + (s.y - ty) * p}px,${s.z * p}px)` +
192
+ ` rotateX(${s.rotationX * p}deg) rotateY(${s.rotationY * p}deg)`;
193
+ });
194
+ incoming.forEach((el, i) => {
195
+ // 0 → 1: cloud → layout (assembles IN)
196
+ const s = inScatter[i];
197
+ const tx = Number(el.dataset.targetX);
198
+ const ty = Number(el.dataset.targetY);
199
+ el.style.opacity = String(p);
200
+ el.style.transform =
201
+ `translate(-50%,-50%) translate3d(${s.x + (tx - s.x) * p}px,${s.y + (ty - s.y) * p}px,${s.z * (1 - p)}px)` +
202
+ ` rotateX(${s.rotationX * (1 - p)}deg) rotateY(${s.rotationY * (1 - p)}deg)`;
203
+ });
204
+ },
205
+ },
206
+ SWAP_AT,
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+ );
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+ ```
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+
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+ Inject a per-glyph span set for each phrase at setup (so `targetX` per glyph is the exact laid-out advance width — measure after `document.fonts.ready`), and hide each set's opacity to 0 until its window.
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+
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+ ### Radial letter-explode → resolve
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+
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+ A flat-plane special case (the `kinetic-type-beats` "letters explode radially then resolve" GAP): set `Z_NEAR = Z_FAR = 0` and `TUMBLE` small so the cloud is a 2D ring, then reverse the assemble for the explode — fragments fling out to `scatter[i]` then snap back to layout. Pure in-plane, no depth.
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+
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+ ### Scatter-OUT (final-frame exit only)
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+
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+ Reverse the assemble (layout → cloud, opacity 1→0) ONLY as the composition's last beat. A scatter-out mid-shot reads as an exit and breaks the shot — keep entrances and hand-offs as assemble or tumble-swap.
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+
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+ ### Parallax depth slide-in (logo lockup)
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+
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+ For `logo-assemble-lockup`, give back layers a larger `|Z_FAR|` and a longer `ASSEMBLE_DUR`, foreground parts a shallower depth and shorter duration — parts at different depths slide in at different apparent speeds (parallax) and lock into the lockup.
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+
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+ ## How to Choose Values
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+
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+ - **n (ELEMENT_COUNT)** — fragments / glyphs in the cloud
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+ - Range: 4–14 (glyph sets follow the word length; for fragments/cards stay 4–9)
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+ - Effects: few reads as deliberate assembly; many reads as a dense swarm condensing
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+ - Constraints: above ~14 the cloud crowds the center and individual paths stop reading
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+
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+ - **RADIUS** — cloud spread in the x/y plane, px
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+ - Range: 250–700 px
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+ - Effects: small = a tight knot that barely separates; large = fragments arrive from the frame edges
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+ - Constraints: keep the farthest scatter inside frame at the chosen `perspective`, or fragments pop in from off-screen with no travel read
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+
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+ - **Z_NEAR / Z_FAR** — depth band of the cloud, px (front / back)
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+ - Range: Z_NEAR +150 to +450; Z_FAR −150 to −500
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+ - Effects: a wide band (e.g. +400 / −400) gives strong fly-toward / recede-from camera depth; a narrow band keeps it nearly flat
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+ - Constraints: very large `|z|` against a short `perspective` over-distorts (fragments smear huge then tiny) — widen `perspective` to match
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+
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+ - **TUMBLE** — peak rotateX/rotateY of scattered fragments, deg
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+ - Range: 40–110°
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+ - Effects: low = fragments drift in nearly upright; high = they tumble through space and rotate upright on arrival
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+ - Constraints: with `backface-visibility: hidden`, glyphs past 90° show blank mid-tween (intended for the tumble); for cards with content on one face, cap near 80°
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+
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+ - **ASSEMBLE_DUR** — per-fragment cloud → layout tween, s
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+ - Range: 0.7–1.4 s
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+ - Effects: short = snappy lock-in; long = a floating condense
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+ - Constraints: `(n − 1) × STAGGER + ASSEMBLE_DUR` must fit the scene's assembly window
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+
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+ - **ASSEMBLE_EASE** — shared ease across fragments
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+ - Discrete choice: `power3.out`, `expo.out`, `back.out(1.4)`
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+ - Selection: `power3.out` default (fly in, settle). `expo.out` snaps hard at the end. `back.out` adds a small overshoot as parts seat. Avoid `in` easings — fragments look sucked backward into the cloud mid-air.
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+
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+ - **STAGGER** — gap between successive fragments' assembly starts, s
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+ - Range: 0.03–0.09 s
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+ - Effects: < 0.03 = a single chord (whole cloud collapses at once); > 0.09 = a slow drip that loses the "swarm" read
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+ - Constraints: `n × STAGGER` should stay below `ASSEMBLE_DUR` so the cloud is collapsing as one motion, not a queue
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+
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+ - **CLOUD_SPIN_DEG / CLOUD_SPIN_DUR** — stage rotateY over the assembly, deg / s
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+ - Range: 15–60° over a duration ≥ `ASSEMBLE_DUR`
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+ - Effects: a gentle spin gives the scatter life so it doesn't read as a frozen explosion diagram; too fast competes with the assembly
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+ - Constraints: keep finite and ending by settle — no `repeat`
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+
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+ - **SWAP_DUR / SWAP_AT** (tumble-swap) — hand-off length / when it fires, s
266
+ - Range: SWAP_DUR 0.5–1.0 s; SWAP_AT on the beat boundary
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+ - Effects: shorter = a hard cross; longer = a visible dissolve-through-cloud
268
+ - Constraints: outgoing and incoming MUST share one `progress` (one tween) so they cross at the same instant
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+
270
+ ## Key Principles
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+
272
+ - **`perspective` on the scene root + `preserve-3d` on stage AND each fragment** — without all three, z-depth and tumble collapse to a flat scale
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+ - **Every scattered value is index-derived** — `cos/sin(i × GOLDEN)`, stepped `z` by `i/(n−1)`. The golden angle spreads points evenly with no clumps and (critically) **no `Math.random`**, so the cloud is byte-identical every render
274
+ - **`gsap.set` the cloud BEFORE adding tweens** — park each fragment at its scatter point with `opacity: 0` first; the assemble tweens FROM there. Skipping the set leaves frame 0 showing the assembled layout, then a teleport when the first tween starts
275
+ - **Resolve flat** — the settled state is `z: 0, rotationX: 0, rotationY: 0` in the layout. A cloud that resolves still-tilted reads as unfinished
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+ - **Assemble / hand-off only; scatter-OUT is an exit** — fragments leaving for the cloud mid-shot reads as the shot ending. Use forward assemble for entrances, tumble-swap for beat changes; reserve scatter-out for the final frame
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+ - **Depth ordering is automatic** — inside `preserve-3d`, paint order follows actual Z, so nearer fragments correctly occlude farther ones with no manual z-index (unlike the orbit case, where the orbit is faked in 2D and needs capped z-index)
278
+
279
+ ## Critical Constraints
280
+
281
+ - **No `Math.random` / `Date.now`** — derive every scatter coordinate from the index (golden-angle trig + stepped depth). This is the whole point of the rule: a randomized cloud renders differently each frame and the seek breaks
282
+ - **No CSS `transition`** — all motion is GSAP tweens on the paused timeline
283
+ - **No `repeat` / `yoyo` / infinite** — the cloud spin and every assemble are finite, one-shot tweens that end before settle
284
+ - **Timeline must be paused**: `gsap.timeline({ paused: true })`
285
+ - **Registry key = `data-composition-id`**
286
+ - **Transform aliases only** — `x`, `y`, `z`, `scale`, `rotation`/`rotationX`/`rotationY`. Never `width`/`height`/`left`/`top`; `x`/`y` compose with the `xPercent/yPercent -50` self-centering
287
+ - **`will-change: transform`** on stage + fragments — many simultaneous 3D transforms benefit from compositor hints
288
+ - **In tumble-swap, one shared `progress` for both glyph sets** — two separate tweens can drift out of phase under seek and the cross stops looking like a single hand-off
289
+
290
+ ## Combinations
291
+
292
+ - [orbit-3d-entry.md](orbit-3d-entry.md) — alternative 3D entrance (settles into a continuous orbit instead of a flat lockup); shares the `perspective` + `preserve-3d` stage setup
293
+ - [hacker-flip-3d.md](hacker-flip-3d.md) — per-glyph 3D flip/decode as the fragments seat; layer for a "letters tumble in AND decode on arrival" read
294
+ - [3d-text-depth-layers.md](3d-text-depth-layers.md) — give the assembled wordmark a stacked extrusion once it locks
295
+ - [center-outward-expansion.md](center-outward-expansion.md) — flat 2D cousin (single shared center, no depth) when perspective isn't wanted
296
+ - [press-release-spring.md](press-release-spring.md) — a spring settle on the assembled lockup once the cloud resolves
297
+ - [sine-wave-loop.md](sine-wave-loop.md) — idle breathe on the resolved layout instead of a frozen hold
298
+
299
+ ## Pairs with HF skills
300
+
301
+ - `/hyperframes-animation` — timeline + `onUpdate` API (the shared-progress tumble-swap)
302
+ - `/hyperframes-core` — composition wiring
303
+ - `/hyperframes-cli` — `hyperframes lint`