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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@@ -1,278 +1,278 @@
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- ---
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- name: sine-wave-loop
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- description: Bounded sine-driven idle — subtle jitter or a single genuinely-needed bounded ambient breath on a held element. De-emphasized: circular breathing as "aliveness" is cheap; prefer sequential reveal timed to the VO, then subtle jitter, before reaching here.
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- metadata:
5
- tags: idle, jitter, bounded-ambient, sine, trigonometry, low-amplitude, post-entry
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- ---
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-
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- # Sine Wave Loop (subtle jitter / bounded ambient)
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-
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- > **Reach for this last.** Per the motion doctrine (`references/motion-language.md`): **circular breathing — scaling text/cards up and down to look "alive" — is cheap, the agent's reflexive cheat, and reads weak.** "I'd rather have NO motion than BAD motion." Before using this rule to keep a held frame alive, prefer (1) **sequential reveal timed to the voiceover** — reveal the next line/element when the VO says it, across the back ~50% of the scene; that, not ambient motion, is what fills a shot. If a frame has genuinely settled and still needs a touch of life, the **sanctioned move is subtle jitter** — a small, low-amplitude jitter (this rule, at the LOW end of its amplitude range). A full breathing loop is reserved for the rare case where a single held hero genuinely needs bounded ambient; keep it de-emphasized and small.
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-
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- Keeps a settled element from feeling dead — as **subtle jitter** or, rarely, a single bounded ambient breath — using `Math.sin` driven by a finite timeline tween. This is the implementation behind the "subtle jitter" move in the motion vocabulary; it is **not** a license to breathe every hero.
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-
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- ## How It Works
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-
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- A long tween advances a `phase` value from 0 → 2π (or 0 → some multiple thereof). On every onUpdate, the phase feeds into `Math.sin()` to produce a small periodic offset added to the element's transform (`scale`, `translateY`, `rotate`).
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-
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- The trick to a "no jump" transition from entry to idle: at `phase = 0`, `sin(0) = 0` — the offset is zero, so the element starts at its post-entry resting state.
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-
20
- ## HTML
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-
22
- ```html
23
- <div
24
- class="scene"
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- id="idle-scene"
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- data-composition-id="idle-scene"
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- data-start="0"
28
- data-duration="6"
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- data-track-index="0"
30
- >
31
- <div class="stack">
32
- <div class="hero" id="hero">{HeroLabel}</div>
33
- <div class="dot" id="dot"></div>
34
- </div>
35
- </div>
36
- ```
37
-
38
- ## CSS
39
-
40
- ```css
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- .scene {
42
- position: relative;
43
- width: 100%;
44
- height: 100%;
45
- display: grid;
46
- place-items: center;
47
- background: {bgGradient};
48
- }
49
- .stack {
50
- display: flex;
51
- flex-direction: column;
52
- align-items: center;
53
- gap: STACK_GAP;
54
- }
55
- .hero {
56
- font-family: {font};
57
- font-weight: 900;
58
- font-size: HERO_FONT_SIZE;
59
- letter-spacing: HERO_LETTER_SPACING;
60
- color: {textColor};
61
- text-transform: uppercase;
62
- /* Element gets its post-entry resting transform; idle only ADDS to it */
63
- will-change: transform;
64
- }
65
- .dot {
66
- width: DOT_SIZE;
67
- height: DOT_SIZE;
68
- border-radius: 50%;
69
- background: {accentColor};
70
- box-shadow: {accentGlow};
71
- }
72
- ```
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-
74
- ## GSAP Timeline
75
-
76
- ```html
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- <script src="https://cdn.jsdelivr.net/npm/gsap@3.14.2/dist/gsap.min.js"></script>
78
- <script>
79
- window.__timelines = window.__timelines || {};
80
- const tl = gsap.timeline({ paused: true });
81
-
82
- const hero = document.getElementById("hero");
83
- const dot = document.getElementById("dot");
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-
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- // Phase 1 — entry beat (e.g. headline fade-up)
86
- tl.fromTo(
87
- hero,
88
- { opacity: 0, y: ENTRY_Y, scale: ENTRY_SCALE },
89
- { opacity: 1, y: 0, scale: 1, duration: ENTRY_DUR, ease: "power3.out" },
90
- 0,
91
- );
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- tl.fromTo(
93
- dot,
94
- { opacity: 0, scale: 0 },
95
- { opacity: 1, scale: 1, duration: DOT_ENTRY_DUR, ease: `back.out(${BOUNCE_FACTOR})` },
96
- DOT_ENTRY_START,
97
- );
98
-
99
- // Phase 2 — idle breathing. Starts at IDLE_START_TIME AFTER entry settles.
100
- // Drive a phase 0 → 2π * CYCLES via a single tween, write sin() into transforms.
101
-
102
- const phase = { p: 0 };
103
- tl.to(
104
- phase,
105
- {
106
- p: Math.PI * 2 * CYCLES,
107
- duration: IDLE_DUR,
108
- ease: "none",
109
- onUpdate: () => {
110
- // Hero: scale breathes ±SCALE_AMP, y bobs ±Y_AMP_PX
111
- const scale = 1 + Math.sin(phase.p) * SCALE_AMP;
112
- const y = Math.sin(phase.p) * Y_AMP_PX;
113
- hero.style.transform = `translateY(${y}px) scale(${scale})`;
114
-
115
- // Dot: out-of-phase scale (offset by π/2) — feels alive vs synced
116
- const dotScale = 1 + Math.sin(phase.p + Math.PI / 2) * DOT_SCALE_AMP;
117
- dot.style.transform = `scale(${dotScale})`;
118
- },
119
- },
120
- IDLE_START_TIME,
121
- );
122
-
123
- window.__timelines["idle-scene"] = tl;
124
- </script>
125
- ```
126
-
127
- ## Variations
128
-
129
- ### Multiple offset frequencies (organic multi-octave breathing)
130
-
131
- Combining frequencies feels more alive than pure sine:
132
-
133
- ```js
134
- const primary = Math.sin(phase.p) * SCALE_AMP_PRIMARY;
135
- const secondary = Math.sin(phase.p * OCTAVE_RATIO) * SCALE_AMP_SECONDARY; // higher-frequency overlay
136
- const scale = 1 + primary + secondary;
137
- ```
138
-
139
- ### Conditional activation (only after entry settles)
140
-
141
- If entry is interactive or skippable, gate the idle:
142
-
143
- ```js
144
- const idleActive = entryProgress >= GATE_THRESHOLD;
145
- const scale = idleActive ? 1 + Math.sin((time - IDLE_START_TIME) / PERIOD) * SCALE_AMP : 1;
146
- ```
147
-
148
- ### Settle and fade (long-idle gate — strongly recommended when `IDLE_DUR > 6s`)
149
-
150
- Drive amplitude through an envelope that fades to zero over the last ~20% of idle, so the scene visibly settles before the inter-scene transition lands:
151
-
152
- ```js
153
- const phase = { p: 0 };
154
- const FADE_FRAC = 0.2; // last 20% of idle = amplitude ramps to 0
155
- tl.to(
156
- phase,
157
- {
158
- p: Math.PI * 2 * CYCLES,
159
- duration: IDLE_DUR,
160
- ease: "none",
161
- onUpdate: () => {
162
- const t = phase.p / (Math.PI * 2 * CYCLES); // 0 → 1 across idle
163
- const env = t < 1 - FADE_FRAC ? 1 : (1 - t) / FADE_FRAC; // 1 → 0 in tail
164
- const scale = 1 + Math.sin(phase.p) * SCALE_AMP * env;
165
- const y = Math.sin(phase.p) * Y_AMP_PX * env;
166
- hero.style.transform = `translateY(${y}px) scale(${scale})`;
167
- },
168
- },
169
- IDLE_START_TIME,
170
- );
171
- ```
172
-
173
- The element is in motion for the first 80% of idle, then comes to rest in the last 20%. Pairs naturally with break-boundary Tier-B transitions (the outgoing visual is static when the crossfade/push begins).
174
-
175
- ### Period vs cycle math
176
-
177
- For an exact cycle of N seconds:
178
-
179
- ```js
180
- const divisor = (idleDurationSec * fps) / (Math.PI * 2);
181
- const value = Math.sin(frame / divisor) * amplitude;
182
- ```
183
-
184
- For HF (`onUpdate` doesn't expose frame directly), use the tween's `phase` value: drive `p: Math.PI * 2 * cyclesWanted` over `duration: idleDurationSec`.
185
-
186
- ## How to Choose Values
187
-
188
- ### Layout / typography
189
-
190
- - **STACK_GAP** — vertical gap between hero and dot.
191
- - Range: 0.2-0.4× `HERO_FONT_SIZE`
192
- - **HERO_FONT_SIZE / HERO_LETTER_SPACING** — typographic emphasis.
193
- - Range: 100-240 px for full-bleed compositions; spacing 0.04-0.06em
194
- - **DOT_SIZE** — accent indicator size.
195
- - Range: ~0.15-0.25× `HERO_FONT_SIZE` so the dot reads as accent, not a peer
196
- - **{accentGlow}** — `box-shadow` halo on the dot; typically `0 0 (DOT_SIZE) rgba(accentColor, 0.5-0.7)`
197
-
198
- ### Entry phase
199
-
200
- - **ENTRY_Y / ENTRY_SCALE** — initial state before fade-up.
201
- - Range: `ENTRY_Y` 16-32 px (subtle rise), `ENTRY_SCALE` 0.94-0.98 (subtle inflation)
202
- - **ENTRY_DUR** — hero fade-up duration.
203
- - Range: 0.6-1.2s; bigger heroes want a longer settle
204
- - **DOT_ENTRY_START** — when the dot pops in relative to hero.
205
- - Constraints: typically `≈ 0.4-0.6× ENTRY_DUR` so the dot lands while the hero is still settling, not after
206
- - **DOT_ENTRY_DUR** — dot back-out pop duration.
207
- - Range: 0.4-0.7s
208
- - **BOUNCE_FACTOR** — `back.out(BOUNCE_FACTOR)` overshoot strength on the dot pop.
209
- - Range: 1.4 (soft) → 2.0 (firm) → 2.8 (cartoony)
210
-
211
- ### Idle phase
212
-
213
- - **IDLE_START_TIME** — when breathing begins.
214
- - Constraints: `≥ ENTRY_DUR + small buffer (~0.1s)` so the breath doesn't fight the entry tail. `sin(0) = 0` at this moment, so the offset is exactly the entry's resting state — no jump
215
- - **IDLE_DUR** — breath tween length.
216
- - Constraints: must equal `TOTAL_DURATION − IDLE_START_TIME` to fill the composition with motion
217
- - **CYCLES** — number of full breath cycles across `IDLE_DUR`.
218
- - Range: `IDLE_DUR / 3s ≤ CYCLES ≤ IDLE_DUR / 1.5s` (cycle period 1.5-3s reads as natural breathing)
219
- - **SCALE_AMP** — sine amplitude on scale (hero).
220
- - **Default: 0.008-0.015** (barely-perceptible breath — the right answer for most scenes)
221
- - Push to 0.02-0.04 only when the element is **alone on canvas**, the scene is **short (< 6s)**, or the brief explicitly calls for **kinetic / playful** register
222
- - See Key Principles for the long-idle / concurrent-element scaling rules
223
- - **Y_AMP_PX** — sine amplitude on y translation (hero).
224
- - **Default: 2-3 px** (barely-perceptible — the right answer for most scenes)
225
- - Push to 4-6 px only when isolated / short / kinetic — same gating as `SCALE_AMP`
226
- - **DOT_SCALE_AMP** — sine amplitude on dot scale (offset by π/2 for out-of-phase motion).
227
- - Range: 0.04-0.12 — larger than hero amplitude is fine because the dot is a small accent
228
- - **PERIOD** (conditional-activation variation) — seconds per cycle when using the `(time - IDLE_START_TIME) / PERIOD` form.
229
- - Range: 1.5-3s
230
- - **GATE_THRESHOLD** (conditional-activation variation) — entryProgress required to start idle.
231
- - Range: 0.85-1.0; lower gates start idle slightly before entry completes for an overlap
232
-
233
- ### Multi-octave variation
234
-
235
- - **SCALE_AMP_PRIMARY / SCALE_AMP_SECONDARY** — amplitudes of the two stacked sines.
236
- - Constraints: `SCALE_AMP_PRIMARY > SCALE_AMP_SECONDARY` (secondary is a higher-frequency overlay, not a peer); combined max amplitude should stay within the SCALE_AMP range above
237
- - **OCTAVE_RATIO** — frequency multiplier of secondary relative to primary.
238
- - Range: 2.0-4.0 (whole-number-ish ratios feel musical/coherent; non-integer ratios feel organic/unpredictable)
239
-
240
- ### Color tokens
241
-
242
- - **{bgGradient}** — typically a dark radial gradient so the lit hero pops
243
- - **{textColor}** — high-contrast against `{bgGradient}`
244
- - **{accentColor}** — single accent reserved for the dot; the glow color in `{accentGlow}` is the same hue
245
-
246
- ## Key Principles
247
-
248
- - **Prefer reveal, then jitter, then breath** — circular breathing as "aliveness" is cheap and reads weak; "no motion over bad motion." First fill the back of a shot with **sequential reveal timed to the VO**; if it's genuinely settled and still feels dead, use this rule at the **LOW end of its amplitude range as subtle jitter**; a full breathing loop is the rare last resort on a single held hero, never stamped on every element.
249
- - **`sin(0) = 0`** — at the moment idle begins, the offset must be zero so there's no visible jump from the entry's settled state to idle. Start the phase tween at `phase = 0`.
250
- - **Amplitude subtlety — default to the LOW end of the range.** Scale `0.008-0.015` (push to 0.02-0.04 only when isolated / short scene / kinetic brief), rotation `±0.3-0.8°` (rarely needed at all), translation `±2-3px` (push to 4-6px only when isolated). Bigger and idle reads as "still animating" instead of "alive but resting" — and a viewer watching 5+ consecutive scenes at the upper end will read the whole film as "shimmering."
251
- - **Cycle duration: 2.5-4s per breath when idle is long, 1.5-3s otherwise** — 2.5-3s is a comfortable breathing cadence; under 1.5s feels frantic in a long-idle window; over 4s feels lifeless in a short one.
252
- - **Long idle window (`IDLE_DUR > 6s` OR idle proportion > 30% of composition):** halve `SCALE_AMP` and `Y_AMP_PX`, slow `CYCLES` so each breath is 3-4s. Consider gating amplitude to fade to zero over the last ~20% of idle so the scene actually **settles before the transition**, instead of handing off mid-drift. This is the single biggest fix when finalize snapshots show "everything's still moving at the end."
253
- - **Concurrent idle on N elements** (triptych columns, card grid, multi-stat row, side-by-side panels): per-element amplitude ≤ default `/ √N`. Three columns each at `±6px` visually adds to `±18px+` of competing motion; three at `±2-3px` reads as one collective breath. Stagger the **period** between elements (2.1s / 1.9s / 2.4s) for organic feel — but the **amplitude** must also be smaller, not just the period.
254
- - **Different elements at different phases** — offset secondary elements by `Math.PI / 2` (90° offset) so they're not all moving in sync. Synced motion looks mechanical; out-of-phase looks alive.
255
- - **Compose, don't replace** — idle motion ADDS to the element's resting transform, not replace it. If the entry settled at `translateY(0)`, idle should produce `translateY(0 + sin*4)`. Don't overwrite the entry's final translation.
256
- - **❗ Don't use CSS `@keyframes` for the idle loop** — CSS animation runs on the browser's render clock, which is independent of the HF seek clock. HF seeks frame-by-frame and a CSS-driven idle will flicker/desync. Drive idle inside the GSAP timeline.
257
-
258
- ## Critical Constraints
259
-
260
- - **Timeline must be paused**: `gsap.timeline({ paused: true })`
261
- - **Registry key = `data-composition-id`**
262
- - **No CSS `animation`** for idle — must be timeline-driven
263
- - **`will-change: transform`** if the idle compounds with other tweens on the same element
264
- - **Phase tween `ease: 'none'`** — sine itself provides the easing; tweening the phase non-linearly produces non-sinusoidal motion
265
- - **Don't restart the idle tween** — it's a single long tween from start to end of composition idle window
266
-
267
- ## Combinations
268
-
269
- - After [press-release-spring.md](press-release-spring.md) — button idle-breathes after release settles
270
- - After [counting-dynamic-scale.md](counting-dynamic-scale.md) — final number breathes
271
- - After [card-morph-anchor.md](card-morph-anchor.md) — settled card idle-bobs
272
- - After [orbit-3d-entry.md](orbit-3d-entry.md) — center label idle-breathes while items orbit
273
-
274
- ## Pairs with HF skills
275
-
276
- - `/hyperframes-animation` — `onUpdate` writing transform
277
- - `/hyperframes-core` — composition wiring
278
- - `/hyperframes-cli` — `hyperframes lint`
1
+ ---
2
+ name: sine-wave-loop
3
+ description: Bounded sine-driven idle — subtle jitter or a single genuinely-needed bounded ambient breath on a held element. De-emphasized: circular breathing as "aliveness" is cheap; prefer sequential reveal timed to the VO, then subtle jitter, before reaching here.
4
+ metadata:
5
+ tags: idle, jitter, bounded-ambient, sine, trigonometry, low-amplitude, post-entry
6
+ ---
7
+
8
+ # Sine Wave Loop (subtle jitter / bounded ambient)
9
+
10
+ > **Reach for this last.** Per the motion doctrine (`references/motion-language.md`): **circular breathing — scaling text/cards up and down to look "alive" — is cheap, the agent's reflexive cheat, and reads weak.** "I'd rather have NO motion than BAD motion." Before using this rule to keep a held frame alive, prefer (1) **sequential reveal timed to the voiceover** — reveal the next line/element when the VO says it, across the back ~50% of the scene; that, not ambient motion, is what fills a shot. If a frame has genuinely settled and still needs a touch of life, the **sanctioned move is subtle jitter** — a small, low-amplitude jitter (this rule, at the LOW end of its amplitude range). A full breathing loop is reserved for the rare case where a single held hero genuinely needs bounded ambient; keep it de-emphasized and small.
11
+
12
+ Keeps a settled element from feeling dead — as **subtle jitter** or, rarely, a single bounded ambient breath — using `Math.sin` driven by a finite timeline tween. This is the implementation behind the "subtle jitter" move in the motion vocabulary; it is **not** a license to breathe every hero.
13
+
14
+ ## How It Works
15
+
16
+ A long tween advances a `phase` value from 0 → 2π (or 0 → some multiple thereof). On every onUpdate, the phase feeds into `Math.sin()` to produce a small periodic offset added to the element's transform (`scale`, `translateY`, `rotate`).
17
+
18
+ The trick to a "no jump" transition from entry to idle: at `phase = 0`, `sin(0) = 0` — the offset is zero, so the element starts at its post-entry resting state.
19
+
20
+ ## HTML
21
+
22
+ ```html
23
+ <div
24
+ class="scene"
25
+ id="idle-scene"
26
+ data-composition-id="idle-scene"
27
+ data-start="0"
28
+ data-duration="6"
29
+ data-track-index="0"
30
+ >
31
+ <div class="stack">
32
+ <div class="hero" id="hero">{HeroLabel}</div>
33
+ <div class="dot" id="dot"></div>
34
+ </div>
35
+ </div>
36
+ ```
37
+
38
+ ## CSS
39
+
40
+ ```css
41
+ .scene {
42
+ position: relative;
43
+ width: 100%;
44
+ height: 100%;
45
+ display: grid;
46
+ place-items: center;
47
+ background: {bgGradient};
48
+ }
49
+ .stack {
50
+ display: flex;
51
+ flex-direction: column;
52
+ align-items: center;
53
+ gap: STACK_GAP;
54
+ }
55
+ .hero {
56
+ font-family: {font};
57
+ font-weight: 900;
58
+ font-size: HERO_FONT_SIZE;
59
+ letter-spacing: HERO_LETTER_SPACING;
60
+ color: {textColor};
61
+ text-transform: uppercase;
62
+ /* Element gets its post-entry resting transform; idle only ADDS to it */
63
+ will-change: transform;
64
+ }
65
+ .dot {
66
+ width: DOT_SIZE;
67
+ height: DOT_SIZE;
68
+ border-radius: 50%;
69
+ background: {accentColor};
70
+ box-shadow: {accentGlow};
71
+ }
72
+ ```
73
+
74
+ ## GSAP Timeline
75
+
76
+ ```html
77
+ <script src="https://cdn.jsdelivr.net/npm/gsap@3.14.2/dist/gsap.min.js"></script>
78
+ <script>
79
+ window.__timelines = window.__timelines || {};
80
+ const tl = gsap.timeline({ paused: true });
81
+
82
+ const hero = document.getElementById("hero");
83
+ const dot = document.getElementById("dot");
84
+
85
+ // Phase 1 — entry beat (e.g. headline fade-up)
86
+ tl.fromTo(
87
+ hero,
88
+ { opacity: 0, y: ENTRY_Y, scale: ENTRY_SCALE },
89
+ { opacity: 1, y: 0, scale: 1, duration: ENTRY_DUR, ease: "power3.out" },
90
+ 0,
91
+ );
92
+ tl.fromTo(
93
+ dot,
94
+ { opacity: 0, scale: 0 },
95
+ { opacity: 1, scale: 1, duration: DOT_ENTRY_DUR, ease: `back.out(${BOUNCE_FACTOR})` },
96
+ DOT_ENTRY_START,
97
+ );
98
+
99
+ // Phase 2 — idle breathing. Starts at IDLE_START_TIME AFTER entry settles.
100
+ // Drive a phase 0 → 2π * CYCLES via a single tween, write sin() into transforms.
101
+
102
+ const phase = { p: 0 };
103
+ tl.to(
104
+ phase,
105
+ {
106
+ p: Math.PI * 2 * CYCLES,
107
+ duration: IDLE_DUR,
108
+ ease: "none",
109
+ onUpdate: () => {
110
+ // Hero: scale breathes ±SCALE_AMP, y bobs ±Y_AMP_PX
111
+ const scale = 1 + Math.sin(phase.p) * SCALE_AMP;
112
+ const y = Math.sin(phase.p) * Y_AMP_PX;
113
+ hero.style.transform = `translateY(${y}px) scale(${scale})`;
114
+
115
+ // Dot: out-of-phase scale (offset by π/2) — feels alive vs synced
116
+ const dotScale = 1 + Math.sin(phase.p + Math.PI / 2) * DOT_SCALE_AMP;
117
+ dot.style.transform = `scale(${dotScale})`;
118
+ },
119
+ },
120
+ IDLE_START_TIME,
121
+ );
122
+
123
+ window.__timelines["idle-scene"] = tl;
124
+ </script>
125
+ ```
126
+
127
+ ## Variations
128
+
129
+ ### Multiple offset frequencies (organic multi-octave breathing)
130
+
131
+ Combining frequencies feels more alive than pure sine:
132
+
133
+ ```js
134
+ const primary = Math.sin(phase.p) * SCALE_AMP_PRIMARY;
135
+ const secondary = Math.sin(phase.p * OCTAVE_RATIO) * SCALE_AMP_SECONDARY; // higher-frequency overlay
136
+ const scale = 1 + primary + secondary;
137
+ ```
138
+
139
+ ### Conditional activation (only after entry settles)
140
+
141
+ If entry is interactive or skippable, gate the idle:
142
+
143
+ ```js
144
+ const idleActive = entryProgress >= GATE_THRESHOLD;
145
+ const scale = idleActive ? 1 + Math.sin((time - IDLE_START_TIME) / PERIOD) * SCALE_AMP : 1;
146
+ ```
147
+
148
+ ### Settle and fade (long-idle gate — strongly recommended when `IDLE_DUR > 6s`)
149
+
150
+ Drive amplitude through an envelope that fades to zero over the last ~20% of idle, so the scene visibly settles before the inter-scene transition lands:
151
+
152
+ ```js
153
+ const phase = { p: 0 };
154
+ const FADE_FRAC = 0.2; // last 20% of idle = amplitude ramps to 0
155
+ tl.to(
156
+ phase,
157
+ {
158
+ p: Math.PI * 2 * CYCLES,
159
+ duration: IDLE_DUR,
160
+ ease: "none",
161
+ onUpdate: () => {
162
+ const t = phase.p / (Math.PI * 2 * CYCLES); // 0 → 1 across idle
163
+ const env = t < 1 - FADE_FRAC ? 1 : (1 - t) / FADE_FRAC; // 1 → 0 in tail
164
+ const scale = 1 + Math.sin(phase.p) * SCALE_AMP * env;
165
+ const y = Math.sin(phase.p) * Y_AMP_PX * env;
166
+ hero.style.transform = `translateY(${y}px) scale(${scale})`;
167
+ },
168
+ },
169
+ IDLE_START_TIME,
170
+ );
171
+ ```
172
+
173
+ The element is in motion for the first 80% of idle, then comes to rest in the last 20%. Pairs naturally with break-boundary Tier-B transitions (the outgoing visual is static when the crossfade/push begins).
174
+
175
+ ### Period vs cycle math
176
+
177
+ For an exact cycle of N seconds:
178
+
179
+ ```js
180
+ const divisor = (idleDurationSec * fps) / (Math.PI * 2);
181
+ const value = Math.sin(frame / divisor) * amplitude;
182
+ ```
183
+
184
+ For HF (`onUpdate` doesn't expose frame directly), use the tween's `phase` value: drive `p: Math.PI * 2 * cyclesWanted` over `duration: idleDurationSec`.
185
+
186
+ ## How to Choose Values
187
+
188
+ ### Layout / typography
189
+
190
+ - **STACK_GAP** — vertical gap between hero and dot.
191
+ - Range: 0.2-0.4× `HERO_FONT_SIZE`
192
+ - **HERO_FONT_SIZE / HERO_LETTER_SPACING** — typographic emphasis.
193
+ - Range: 100-240 px for full-bleed compositions; spacing 0.04-0.06em
194
+ - **DOT_SIZE** — accent indicator size.
195
+ - Range: ~0.15-0.25× `HERO_FONT_SIZE` so the dot reads as accent, not a peer
196
+ - **{accentGlow}** — `box-shadow` halo on the dot; typically `0 0 (DOT_SIZE) rgba(accentColor, 0.5-0.7)`
197
+
198
+ ### Entry phase
199
+
200
+ - **ENTRY_Y / ENTRY_SCALE** — initial state before fade-up.
201
+ - Range: `ENTRY_Y` 16-32 px (subtle rise), `ENTRY_SCALE` 0.94-0.98 (subtle inflation)
202
+ - **ENTRY_DUR** — hero fade-up duration.
203
+ - Range: 0.6-1.2s; bigger heroes want a longer settle
204
+ - **DOT_ENTRY_START** — when the dot pops in relative to hero.
205
+ - Constraints: typically `≈ 0.4-0.6× ENTRY_DUR` so the dot lands while the hero is still settling, not after
206
+ - **DOT_ENTRY_DUR** — dot back-out pop duration.
207
+ - Range: 0.4-0.7s
208
+ - **BOUNCE_FACTOR** — `back.out(BOUNCE_FACTOR)` overshoot strength on the dot pop.
209
+ - Range: 1.4 (soft) → 2.0 (firm) → 2.8 (cartoony)
210
+
211
+ ### Idle phase
212
+
213
+ - **IDLE_START_TIME** — when breathing begins.
214
+ - Constraints: `≥ ENTRY_DUR + small buffer (~0.1s)` so the breath doesn't fight the entry tail. `sin(0) = 0` at this moment, so the offset is exactly the entry's resting state — no jump
215
+ - **IDLE_DUR** — breath tween length.
216
+ - Constraints: must equal `TOTAL_DURATION − IDLE_START_TIME` to fill the composition with motion
217
+ - **CYCLES** — number of full breath cycles across `IDLE_DUR`.
218
+ - Range: `IDLE_DUR / 3s ≤ CYCLES ≤ IDLE_DUR / 1.5s` (cycle period 1.5-3s reads as natural breathing)
219
+ - **SCALE_AMP** — sine amplitude on scale (hero).
220
+ - **Default: 0.008-0.015** (barely-perceptible breath — the right answer for most scenes)
221
+ - Push to 0.02-0.04 only when the element is **alone on canvas**, the scene is **short (< 6s)**, or the brief explicitly calls for **kinetic / playful** register
222
+ - See Key Principles for the long-idle / concurrent-element scaling rules
223
+ - **Y_AMP_PX** — sine amplitude on y translation (hero).
224
+ - **Default: 2-3 px** (barely-perceptible — the right answer for most scenes)
225
+ - Push to 4-6 px only when isolated / short / kinetic — same gating as `SCALE_AMP`
226
+ - **DOT_SCALE_AMP** — sine amplitude on dot scale (offset by π/2 for out-of-phase motion).
227
+ - Range: 0.04-0.12 — larger than hero amplitude is fine because the dot is a small accent
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+ - **PERIOD** (conditional-activation variation) — seconds per cycle when using the `(time - IDLE_START_TIME) / PERIOD` form.
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+ - Range: 1.5-3s
230
+ - **GATE_THRESHOLD** (conditional-activation variation) — entryProgress required to start idle.
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+ - Range: 0.85-1.0; lower gates start idle slightly before entry completes for an overlap
232
+
233
+ ### Multi-octave variation
234
+
235
+ - **SCALE_AMP_PRIMARY / SCALE_AMP_SECONDARY** — amplitudes of the two stacked sines.
236
+ - Constraints: `SCALE_AMP_PRIMARY > SCALE_AMP_SECONDARY` (secondary is a higher-frequency overlay, not a peer); combined max amplitude should stay within the SCALE_AMP range above
237
+ - **OCTAVE_RATIO** — frequency multiplier of secondary relative to primary.
238
+ - Range: 2.0-4.0 (whole-number-ish ratios feel musical/coherent; non-integer ratios feel organic/unpredictable)
239
+
240
+ ### Color tokens
241
+
242
+ - **{bgGradient}** — typically a dark radial gradient so the lit hero pops
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+ - **{textColor}** — high-contrast against `{bgGradient}`
244
+ - **{accentColor}** — single accent reserved for the dot; the glow color in `{accentGlow}` is the same hue
245
+
246
+ ## Key Principles
247
+
248
+ - **Prefer reveal, then jitter, then breath** — circular breathing as "aliveness" is cheap and reads weak; "no motion over bad motion." First fill the back of a shot with **sequential reveal timed to the VO**; if it's genuinely settled and still feels dead, use this rule at the **LOW end of its amplitude range as subtle jitter**; a full breathing loop is the rare last resort on a single held hero, never stamped on every element.
249
+ - **`sin(0) = 0`** — at the moment idle begins, the offset must be zero so there's no visible jump from the entry's settled state to idle. Start the phase tween at `phase = 0`.
250
+ - **Amplitude subtlety — default to the LOW end of the range.** Scale `0.008-0.015` (push to 0.02-0.04 only when isolated / short scene / kinetic brief), rotation `±0.3-0.8°` (rarely needed at all), translation `±2-3px` (push to 4-6px only when isolated). Bigger and idle reads as "still animating" instead of "alive but resting" — and a viewer watching 5+ consecutive scenes at the upper end will read the whole film as "shimmering."
251
+ - **Cycle duration: 2.5-4s per breath when idle is long, 1.5-3s otherwise** — 2.5-3s is a comfortable breathing cadence; under 1.5s feels frantic in a long-idle window; over 4s feels lifeless in a short one.
252
+ - **Long idle window (`IDLE_DUR > 6s` OR idle proportion > 30% of composition):** halve `SCALE_AMP` and `Y_AMP_PX`, slow `CYCLES` so each breath is 3-4s. Consider gating amplitude to fade to zero over the last ~20% of idle so the scene actually **settles before the transition**, instead of handing off mid-drift. This is the single biggest fix when finalize snapshots show "everything's still moving at the end."
253
+ - **Concurrent idle on N elements** (triptych columns, card grid, multi-stat row, side-by-side panels): per-element amplitude ≤ default `/ √N`. Three columns each at `±6px` visually adds to `±18px+` of competing motion; three at `±2-3px` reads as one collective breath. Stagger the **period** between elements (2.1s / 1.9s / 2.4s) for organic feel — but the **amplitude** must also be smaller, not just the period.
254
+ - **Different elements at different phases** — offset secondary elements by `Math.PI / 2` (90° offset) so they're not all moving in sync. Synced motion looks mechanical; out-of-phase looks alive.
255
+ - **Compose, don't replace** — idle motion ADDS to the element's resting transform, not replace it. If the entry settled at `translateY(0)`, idle should produce `translateY(0 + sin*4)`. Don't overwrite the entry's final translation.
256
+ - **❗ Don't use CSS `@keyframes` for the idle loop** — CSS animation runs on the browser's render clock, which is independent of the HF seek clock. HF seeks frame-by-frame and a CSS-driven idle will flicker/desync. Drive idle inside the GSAP timeline.
257
+
258
+ ## Critical Constraints
259
+
260
+ - **Timeline must be paused**: `gsap.timeline({ paused: true })`
261
+ - **Registry key = `data-composition-id`**
262
+ - **No CSS `animation`** for idle — must be timeline-driven
263
+ - **`will-change: transform`** if the idle compounds with other tweens on the same element
264
+ - **Phase tween `ease: 'none'`** — sine itself provides the easing; tweening the phase non-linearly produces non-sinusoidal motion
265
+ - **Don't restart the idle tween** — it's a single long tween from start to end of composition idle window
266
+
267
+ ## Combinations
268
+
269
+ - After [press-release-spring.md](press-release-spring.md) — button idle-breathes after release settles
270
+ - After [counting-dynamic-scale.md](counting-dynamic-scale.md) — final number breathes
271
+ - After [card-morph-anchor.md](card-morph-anchor.md) — settled card idle-bobs
272
+ - After [orbit-3d-entry.md](orbit-3d-entry.md) — center label idle-breathes while items orbit
273
+
274
+ ## Pairs with HF skills
275
+
276
+ - `/hyperframes-animation` — `onUpdate` writing transform
277
+ - `/hyperframes-core` — composition wiring
278
+ - `/hyperframes-cli` — `hyperframes lint`