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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- ---
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- name: spring-pop-entrance
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- description: The canonical entrance pop — an element (or staggered group) arrives by scaling 0 → 1 on a smooth long-tail settle (power3 default); bouncy overshoot is a rare, explicitly-playful exception. fromTo so it's correct at t=0 under seek.
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- metadata:
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- tags: spring, entrance, pop, scale, power3, settle, stagger, reveal, arrival
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- ---
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-
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- # Spring-Pop Entrance
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-
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- > **Smooth beats bouncy.** Per the motion doctrine (`references/motion-language.md`), this entrance **defaults to a smooth long-tail settle — `power3.out` (or `expo.out` for a faster arrival)** that decelerates cleanly into the resting size with **no overshoot**. Bouncy `back.out` overshoot is the **#1 instant turn-off** in agent-made videos and is almost never executed well; it is demoted here to a **rare, explicitly-playful exception** (a consumer / fun brand), never the default. When unsure, settle smoothly.
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-
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- THE entrance primitive: an element (or a staggered group of them) arrives on screen by springing from nothing — `scale: 0 → 1`, optionally with a small `y` rise — riding a **smooth long-tail ease (`power3.out` default)** so it grows confidently into its resting size and settles without bouncing. This is **arrival**, not reaction.
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-
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- Explicitly distinct from [press-release-spring.md](press-release-spring.md): that rule is a click/press → release feedback chain (a press phase, then a spring recovery to `1.0`). This one has **no press phase** — there is no prior resting state, the element did not exist on screen, it springs into being. Many blueprints used to borrow `press-release-spring` to fake an entrance; reach for this instead.
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-
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- ## How It Works
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-
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- A single `fromTo` carries the whole arrival:
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-
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- 1. **From-state**: `{ scale: 0, opacity: 0 }` — the element is collapsed to a point and invisible. Stated explicitly in the `from` object so a seek to `t=0` lands the element in this exact state (never rely on a CSS-hidden start — see Critical Constraints).
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- 2. **To-state (default)**: `{ scale: 1, opacity: 1, ease: "power3.out" }` — a long-tail decel that grows the element into its resting size and **settles smoothly, no overshoot**. Use `expo.out` instead for a punchier, faster-front arrival (still no bounce). This smooth settle is the house style; the bouncy `back.out` variant is the rare playful exception (see Variations).
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-
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- For a **group**, the same `fromTo` runs per element with a **deterministic, index-derived stagger** (`i * STAGGER`), and the total entry window is **capped** (`ITEM_COUNT × STAGGER ≤ ~0.5s`) so the group reads as one arriving beat, not a slow arpeggio.
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-
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- A small `y` rise (`y: 24 → 0`) layers a subtle "lifts into place" on top of the pop — optional garnish; the `scale` grow on a smooth ease is the load-bearing motion. (A `rotation` settle belongs only to the playful overshoot variant below.)
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-
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- ## HTML
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-
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- ```html
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- <!-- Single hero pop -->
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- <div
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- class="scene"
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- data-composition-id="pop-scene"
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- data-start="0"
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- data-duration="3"
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- data-track-index="0"
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- >
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- <div class="pop-hero" id="hero">{heroLabel}</div>
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- </div>
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-
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- <!-- Staggered group: nodes / cards / icons / pills / callouts -->
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- <div
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- class="scene"
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- data-composition-id="pop-group-scene"
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- data-start="0"
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- data-duration="3"
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- data-track-index="0"
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- >
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- <div class="pop-grid">
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- <div class="pop-item">{itemA}</div>
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- <div class="pop-item">{itemB}</div>
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- <div class="pop-item">{itemC}</div>
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- <div class="pop-item">{itemD}</div>
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- <div class="pop-item">{itemE}</div>
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- <div class="pop-item">{itemF}</div>
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- </div>
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- </div>
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- ```
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-
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- ## CSS
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-
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- ```css
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- .scene {
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- position: relative;
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- width: 100%;
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- height: 100%;
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- display: grid;
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- place-items: center;
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- background: {bgColor};
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- }
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- .pop-hero {
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- display: grid;
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- place-items: center;
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- width: {heroSize};
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- height: {heroSize};
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- background: {heroBg};
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- border-radius: HERO_RADIUS;
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- font-family: {font};
79
- font-weight: 900;
80
- font-size: HERO_FONT_SIZE;
81
- color: {heroTextColor};
82
- /* Pop scales around the center — see Critical Constraints */
83
- transform-origin: 50% 50%;
84
- will-change: transform;
85
- }
86
- .pop-grid {
87
- display: grid;
88
- grid-template-columns: repeat(3, 1fr);
89
- gap: GRID_GAP;
90
- place-items: center;
91
- }
92
- .pop-item {
93
- display: grid;
94
- place-items: center;
95
- width: {itemSize};
96
- height: {itemSize};
97
- background: {itemBg};
98
- border-radius: ITEM_RADIUS;
99
- font-family: {font};
100
- font-weight: 800;
101
- font-size: ITEM_FONT_SIZE;
102
- color: {itemTextColor};
103
- transform-origin: 50% 50%;
104
- will-change: transform;
105
- }
106
- ```
107
-
108
- ## GSAP Timeline
109
-
110
- ```html
111
- <script src="https://cdn.jsdelivr.net/npm/gsap@3.14.2/dist/gsap.min.js"></script>
112
- <script>
113
- window.__timelines = window.__timelines || {};
114
- const tl = gsap.timeline({ paused: true });
115
-
116
- // --- Single hero pop (default: smooth long-tail settle, no overshoot) ---
117
- // fromTo states the collapsed start explicitly so the hero is correct at t=0
118
- // under seek. power3.out grows scale into 1.0 and decelerates smoothly.
119
- tl.fromTo(
120
- "#hero",
121
- { scale: 0, opacity: 0 },
122
- {
123
- scale: 1,
124
- opacity: 1,
125
- duration: POP_DUR,
126
- ease: "power3.out", // smooth beats bouncy; expo.out for a punchier front
127
- },
128
- ENTRY_AT,
129
- );
130
-
131
- // --- Staggered group pop ---
132
- // Deterministic, index-derived stagger (no Math.random). The cap keeps the
133
- // whole group inside one arriving beat: ITEM_COUNT * STAGGER <= ~0.5s.
134
- const items = gsap.utils.toArray(".pop-item");
135
- items.forEach((el, i) => {
136
- tl.fromTo(
137
- el,
138
- { scale: 0, opacity: 0, y: Y_RISE },
139
- {
140
- scale: 1,
141
- opacity: 1,
142
- y: 0,
143
- duration: POP_DUR,
144
- ease: "power3.out",
145
- },
146
- GROUP_ENTRY_AT + i * STAGGER,
147
- );
148
- });
149
-
150
- window.__timelines["pop-scene"] = tl;
151
- </script>
152
- ```
153
-
154
- ## Variations
155
-
156
- ### Calm settle (refined / enterprise / "premium calm") — default
157
-
158
- `power3.out`, no rotation, drop the `y` rise or keep it tiny (~12px). Reads as a confident, weighted settle — right for a hero wordmark or a single product shot landing. The safe default for premium / enterprise brands.
159
-
160
- ### Firm settle (default product reveal) — default
161
-
162
- The everyday entrance. `power3.out` (or `expo.out` for a punchier front), optional `Y_RISE` ~24px. Clear, deliberate arrival that decelerates clean — the safe default for cards, icons, and callouts. **No overshoot.**
163
-
164
- ### Bouncy pop (RARE — explicitly-playful only)
165
-
166
- The exception, not the default. **Only** for a deliberately playful register (a consumer / fun brand, a toy-like icon set) where a bounce is clearly the intent — never for product / enterprise / serious launch tone. Bouncy is the #1 turn-off and the agent rarely lands it, so reach for this knowingly and sparingly. Swap `power3.out` for `back.out(OVERSHOOT)` and (optionally) add a `rotation` settle so each element looks hand-placed:
167
-
168
- ```js
169
- // Playful exception only — default to power3.out (see above).
170
- tl.fromTo(
171
- el,
172
- { scale: 0, opacity: 0, rotation: ROT_FROM },
173
- { scale: 1, opacity: 1, rotation: 0, duration: POP_DUR, ease: `back.out(${OVERSHOOT})` },
174
- GROUP_ENTRY_AT + i * STAGGER,
175
- );
176
- ```
177
-
178
- Keep `OVERSHOOT` modest even here (≤ ~2) — past that it reads as a cartoon wobble, not an arrival.
179
-
180
- ### Origin-anchored pop (callout springs from a pointer / source)
181
-
182
- When a callout should appear to grow out of a specific point (e.g. a station marker or pointer tip), set `transform-origin` to that point instead of center, so the `scale: 0 → 1` reads as "emerging from the source" rather than "inflating in place."
183
-
184
- ```css
185
- .callout {
186
- transform-origin: 0% 100%; /* bottom-left = pointer tip; match to the anchor */
187
- }
188
- ```
189
-
190
- ### Pop into a held slot — then hold (jitter at most)
191
-
192
- When a popped element then **holds** an ongoing slot (a constellation node, a persistent badge), do **not** bake an idle loop into this entrance — it must stay finite. Land the pop and let it hold still; if the held frame genuinely needs life, hand off to [sine-wave-loop.md](sine-wave-loop.md) for **subtle jitter** (low amplitude) on a separate, later tween — not a breathing loop. Prefer revealing the next element on its VO cue over keeping this one animating.
193
-
194
- ## How to Choose Values
195
-
196
- - **EASE** — the settle curve (the load-bearing decision)
197
- - Default: **`power3.out`** — a smooth long-tail settle, no overshoot; the house style for product / enterprise / serious tone. Use `expo.out` for a punchier, faster-front arrival (still smooth).
198
- - Playful exception only: `back.out(OVERSHOOT)` — see the Bouncy pop variation; reach for it only when a bounce is clearly the brand intent.
199
-
200
- - **OVERSHOOT** — `back.out(OVERSHOOT)` overshoot strength — **only used in the rare bouncy variant**; the smooth default has no overshoot dial
201
- - Range (playful only): ~1.3 (barely) → ~2.0 (clearly bouncy)
202
- - Constraints: keep ≤ ~2 — past that the overshoot exceeds the element's bounds and reads as a cartoon wobble, not an arrival. If you're not in the explicitly-playful case, don't use this — use `power3.out`.
203
-
204
- - **POP_DUR** — duration of each element's `scale: 0 → 1` tween
205
- - Range: 0.4 – 0.7 s
206
- - Effects: shorter = tight snap; longer = a looser, more floating pop
207
- - Constraints: the main subject must be visible by **`t ≤ 0.5s`** — keep `ENTRY_AT + POP_DUR`'s readable midpoint early; don't let the hero finish arriving after the half-second mark
208
-
209
- - **STAGGER** — gap between successive items' start times (group only)
210
- - Range: 0.04 – 0.08 s
211
- - Effects: < 0.04 reads as a simultaneous chord; > 0.08 feels lazy / arpeggiated
212
- - Constraints: **`ITEM_COUNT × STAGGER ≤ ~0.5s`** (the cap) — beyond that the group stops reading as one beat. Cap the per-item stagger for large groups: `STAGGER = min(0.06, 0.5 / ITEM_COUNT)`
213
-
214
- - **ITEM_COUNT** — number of elements in a group pop
215
- - Range: 3 – 9
216
- - Effects: 3 = sparse; 9 = full grid. More than ~9 forces `STAGGER` so small the stagger vanishes — switch to a wipe/sweep reveal instead
217
-
218
- - **Y_RISE** — optional upward offset the element lifts from (`y: Y_RISE → 0`)
219
- - Range: 0 (pure pop) – 32 px
220
- - Effects: adds a subtle "lifts into place"; keep small so the `scale` pop stays dominant
221
- - Constraints: 0 for the calm-settle variant; never large enough to read as a slide-up (that's a different primitive)
222
-
223
- - **ROT_FROM** — optional starting rotation, **playful (bouncy) variant only** (`rotation: ROT_FROM → 0`)
224
- - Range: −10° – +10°
225
- - Effects: a small tilt that resolves makes the element look hand-placed
226
- - Constraints: derive sign/size deterministically from index if you want alternating tilt (e.g. `i % 2 ? 6 : -6`) — never `Math.random`
227
-
228
- - **ENTRY_AT / GROUP_ENTRY_AT** — timeline offset before the (group's) pop begins
229
- - Range: 0 – 0.4 s
230
- - Effects: > 0 gives a beat of quiet before the arrival; keep small so the subject still lands by `t ≤ 0.5s`
231
-
232
- ### Geometry & tokens
233
-
234
- - **{heroSize} / {itemSize}** — footprints. A hero entrance should occupy a clearly readable share of the frame; group items size down so the grid fits with `GRID_GAP` breathing room.
235
- - **HERO_RADIUS / ITEM_RADIUS** — `height × 0.15` (sharp) → `height / 2` (pill).
236
- - **{heroBg} / {itemBg} / {\*TextColor}** — surface + label tokens; inherit from the composition palette.
237
-
238
- ## Key Principles
239
-
240
- - **Smooth beats bouncy** — default to `power3.out` (or `expo.out`): a long-tail settle into `scale: 1`, no overshoot. Bouncy `back.out` is the rare, explicitly-playful exception (the #1 turn-off, and the agent rarely lands it). When unsure, settle smoothly.
241
- - **fromTo, always** — the collapsed `{ scale: 0, opacity: 0 }` start is stated in the `from` object so a seek to `t=0` lands it exactly there. An entrance built on a CSS-hidden start (e.g. `opacity:0` in CSS + a `.to()`) flickers under HF seek — the element renders visible before the tween claims it.
242
- - **Easing carries the motion, not keyframes** — let the ease produce the settle for free. Don't hand-key a `scale: 1.1` mid-state; that double-bounces and fights the curve. (And in the playful variant, the overshoot is a byproduct of `back.out`, not a hand-keyed bounce.)
243
- - **The grow is the motion** — `scale` is load-bearing; the `y` rise (and, in the playful variant, the `rotation` settle) is garnish layered on top. If you drop everything but the `scale` grow, it should still read as a clean entrance.
244
- - **Cap the stagger window** — a group must arrive inside ~0.5s total or it stops reading as one beat and starts reading as a slow list reveal. Derive the stagger from `ITEM_COUNT` so it self-caps.
245
- - **Deterministic per index** — all stagger and any rotation/tilt variation comes from the loop index, never `Math.random` — the renderer must produce the identical frame on every seek.
246
- - **Visible early** — the main subject must be on screen by `t ≤ 0.5s`. A hero that finishes arriving at `t=1s` wastes the opening beat.
247
- - **Don't bake an idle loop here** — this entrance is finite. If the element then holds a slot, hand off to `sine-wave-loop` on a later tween; an infinite `repeat`/`yoyo` here breaks seek.
248
-
249
- ## Critical Constraints
250
-
251
- - **Timeline must be paused**: `gsap.timeline({ paused: true })`
252
- - **Registry key = `data-composition-id`**
253
- - **Entrances use `fromTo`** — explicit `{ scale: 0, opacity: 0 }` from-state; never rely on a CSS-hidden starting state
254
- - **No CSS `transition`** on popped elements — those interpolate independently of HF seek and cause flicker
255
- - **No `repeat` / `yoyo` / infinite tweens** — this is a finite arrival; idle motion is a separate `sine-wave-loop` tween
256
- - **No `Math.random` / `Date.now`** — stagger and tilt are index-derived and deterministic
257
- - **GSAP transform aliases only**: `x`, `y`, `scale`, `rotation`. Never tween `width` / `height` / `left` / `top`
258
- - **`transform-origin: 50% 50%`** for an in-place pop (default); set it to the source point only for the origin-anchored variation
259
- - **Default ease `power3.out`** (smooth, no overshoot); `back.out(OVERSHOOT)` only in the explicitly-playful variant, and there keep **`OVERSHOOT ≤ ~2`** — beyond that it reads as a cartoon wobble, not an arrival
260
- - **`ITEM_COUNT × STAGGER ≤ ~0.5s`** — the group must land inside one beat
261
- - **`will-change: transform`** on popped elements, especially groups — many simultaneous spring tweens benefit from compositor hints
262
-
263
- ## Combinations
264
-
265
- - [sine-wave-loop.md](sine-wave-loop.md) — at most **subtle jitter** on a held node/badge AFTER its pop lands (don't bake any loop into the entrance; and prefer a VO-timed reveal over ambient motion — see that rule's caution)
266
- - [center-outward-expansion.md](center-outward-expansion.md) — elements pop in as they radiate from center to their slots
267
- - [press-release-spring.md](press-release-spring.md) — the reaction counterpart: once popped in, a button can take a press→release; this rule supplies the arrival, that one the click feedback
268
-
269
- ## Pairs with HF skills
270
-
271
- - `/hyperframes-animation` — `power3.out` settle (smooth default), `fromTo` entrances, deterministic stagger
272
- - `/hyperframes-core` — composition wiring
273
- - `/hyperframes-cli` — `hyperframes lint`
1
+ ---
2
+ name: spring-pop-entrance
3
+ description: The canonical entrance pop — an element (or staggered group) arrives by scaling 0 → 1 on a smooth long-tail settle (power3 default); bouncy overshoot is a rare, explicitly-playful exception. fromTo so it's correct at t=0 under seek.
4
+ metadata:
5
+ tags: spring, entrance, pop, scale, power3, settle, stagger, reveal, arrival
6
+ ---
7
+
8
+ # Spring-Pop Entrance
9
+
10
+ > **Smooth beats bouncy.** Per the motion doctrine (`references/motion-language.md`), this entrance **defaults to a smooth long-tail settle — `power3.out` (or `expo.out` for a faster arrival)** that decelerates cleanly into the resting size with **no overshoot**. Bouncy `back.out` overshoot is the **#1 instant turn-off** in agent-made videos and is almost never executed well; it is demoted here to a **rare, explicitly-playful exception** (a consumer / fun brand), never the default. When unsure, settle smoothly.
11
+
12
+ THE entrance primitive: an element (or a staggered group of them) arrives on screen by springing from nothing — `scale: 0 → 1`, optionally with a small `y` rise — riding a **smooth long-tail ease (`power3.out` default)** so it grows confidently into its resting size and settles without bouncing. This is **arrival**, not reaction.
13
+
14
+ Explicitly distinct from [press-release-spring.md](press-release-spring.md): that rule is a click/press → release feedback chain (a press phase, then a spring recovery to `1.0`). This one has **no press phase** — there is no prior resting state, the element did not exist on screen, it springs into being. Many blueprints used to borrow `press-release-spring` to fake an entrance; reach for this instead.
15
+
16
+ ## How It Works
17
+
18
+ A single `fromTo` carries the whole arrival:
19
+
20
+ 1. **From-state**: `{ scale: 0, opacity: 0 }` — the element is collapsed to a point and invisible. Stated explicitly in the `from` object so a seek to `t=0` lands the element in this exact state (never rely on a CSS-hidden start — see Critical Constraints).
21
+ 2. **To-state (default)**: `{ scale: 1, opacity: 1, ease: "power3.out" }` — a long-tail decel that grows the element into its resting size and **settles smoothly, no overshoot**. Use `expo.out` instead for a punchier, faster-front arrival (still no bounce). This smooth settle is the house style; the bouncy `back.out` variant is the rare playful exception (see Variations).
22
+
23
+ For a **group**, the same `fromTo` runs per element with a **deterministic, index-derived stagger** (`i * STAGGER`), and the total entry window is **capped** (`ITEM_COUNT × STAGGER ≤ ~0.5s`) so the group reads as one arriving beat, not a slow arpeggio.
24
+
25
+ A small `y` rise (`y: 24 → 0`) layers a subtle "lifts into place" on top of the pop — optional garnish; the `scale` grow on a smooth ease is the load-bearing motion. (A `rotation` settle belongs only to the playful overshoot variant below.)
26
+
27
+ ## HTML
28
+
29
+ ```html
30
+ <!-- Single hero pop -->
31
+ <div
32
+ class="scene"
33
+ data-composition-id="pop-scene"
34
+ data-start="0"
35
+ data-duration="3"
36
+ data-track-index="0"
37
+ >
38
+ <div class="pop-hero" id="hero">{heroLabel}</div>
39
+ </div>
40
+
41
+ <!-- Staggered group: nodes / cards / icons / pills / callouts -->
42
+ <div
43
+ class="scene"
44
+ data-composition-id="pop-group-scene"
45
+ data-start="0"
46
+ data-duration="3"
47
+ data-track-index="0"
48
+ >
49
+ <div class="pop-grid">
50
+ <div class="pop-item">{itemA}</div>
51
+ <div class="pop-item">{itemB}</div>
52
+ <div class="pop-item">{itemC}</div>
53
+ <div class="pop-item">{itemD}</div>
54
+ <div class="pop-item">{itemE}</div>
55
+ <div class="pop-item">{itemF}</div>
56
+ </div>
57
+ </div>
58
+ ```
59
+
60
+ ## CSS
61
+
62
+ ```css
63
+ .scene {
64
+ position: relative;
65
+ width: 100%;
66
+ height: 100%;
67
+ display: grid;
68
+ place-items: center;
69
+ background: {bgColor};
70
+ }
71
+ .pop-hero {
72
+ display: grid;
73
+ place-items: center;
74
+ width: {heroSize};
75
+ height: {heroSize};
76
+ background: {heroBg};
77
+ border-radius: HERO_RADIUS;
78
+ font-family: {font};
79
+ font-weight: 900;
80
+ font-size: HERO_FONT_SIZE;
81
+ color: {heroTextColor};
82
+ /* Pop scales around the center — see Critical Constraints */
83
+ transform-origin: 50% 50%;
84
+ will-change: transform;
85
+ }
86
+ .pop-grid {
87
+ display: grid;
88
+ grid-template-columns: repeat(3, 1fr);
89
+ gap: GRID_GAP;
90
+ place-items: center;
91
+ }
92
+ .pop-item {
93
+ display: grid;
94
+ place-items: center;
95
+ width: {itemSize};
96
+ height: {itemSize};
97
+ background: {itemBg};
98
+ border-radius: ITEM_RADIUS;
99
+ font-family: {font};
100
+ font-weight: 800;
101
+ font-size: ITEM_FONT_SIZE;
102
+ color: {itemTextColor};
103
+ transform-origin: 50% 50%;
104
+ will-change: transform;
105
+ }
106
+ ```
107
+
108
+ ## GSAP Timeline
109
+
110
+ ```html
111
+ <script src="https://cdn.jsdelivr.net/npm/gsap@3.14.2/dist/gsap.min.js"></script>
112
+ <script>
113
+ window.__timelines = window.__timelines || {};
114
+ const tl = gsap.timeline({ paused: true });
115
+
116
+ // --- Single hero pop (default: smooth long-tail settle, no overshoot) ---
117
+ // fromTo states the collapsed start explicitly so the hero is correct at t=0
118
+ // under seek. power3.out grows scale into 1.0 and decelerates smoothly.
119
+ tl.fromTo(
120
+ "#hero",
121
+ { scale: 0, opacity: 0 },
122
+ {
123
+ scale: 1,
124
+ opacity: 1,
125
+ duration: POP_DUR,
126
+ ease: "power3.out", // smooth beats bouncy; expo.out for a punchier front
127
+ },
128
+ ENTRY_AT,
129
+ );
130
+
131
+ // --- Staggered group pop ---
132
+ // Deterministic, index-derived stagger (no Math.random). The cap keeps the
133
+ // whole group inside one arriving beat: ITEM_COUNT * STAGGER <= ~0.5s.
134
+ const items = gsap.utils.toArray(".pop-item");
135
+ items.forEach((el, i) => {
136
+ tl.fromTo(
137
+ el,
138
+ { scale: 0, opacity: 0, y: Y_RISE },
139
+ {
140
+ scale: 1,
141
+ opacity: 1,
142
+ y: 0,
143
+ duration: POP_DUR,
144
+ ease: "power3.out",
145
+ },
146
+ GROUP_ENTRY_AT + i * STAGGER,
147
+ );
148
+ });
149
+
150
+ window.__timelines["pop-scene"] = tl;
151
+ </script>
152
+ ```
153
+
154
+ ## Variations
155
+
156
+ ### Calm settle (refined / enterprise / "premium calm") — default
157
+
158
+ `power3.out`, no rotation, drop the `y` rise or keep it tiny (~12px). Reads as a confident, weighted settle — right for a hero wordmark or a single product shot landing. The safe default for premium / enterprise brands.
159
+
160
+ ### Firm settle (default product reveal) — default
161
+
162
+ The everyday entrance. `power3.out` (or `expo.out` for a punchier front), optional `Y_RISE` ~24px. Clear, deliberate arrival that decelerates clean — the safe default for cards, icons, and callouts. **No overshoot.**
163
+
164
+ ### Bouncy pop (RARE — explicitly-playful only)
165
+
166
+ The exception, not the default. **Only** for a deliberately playful register (a consumer / fun brand, a toy-like icon set) where a bounce is clearly the intent — never for product / enterprise / serious launch tone. Bouncy is the #1 turn-off and the agent rarely lands it, so reach for this knowingly and sparingly. Swap `power3.out` for `back.out(OVERSHOOT)` and (optionally) add a `rotation` settle so each element looks hand-placed:
167
+
168
+ ```js
169
+ // Playful exception only — default to power3.out (see above).
170
+ tl.fromTo(
171
+ el,
172
+ { scale: 0, opacity: 0, rotation: ROT_FROM },
173
+ { scale: 1, opacity: 1, rotation: 0, duration: POP_DUR, ease: `back.out(${OVERSHOOT})` },
174
+ GROUP_ENTRY_AT + i * STAGGER,
175
+ );
176
+ ```
177
+
178
+ Keep `OVERSHOOT` modest even here (≤ ~2) — past that it reads as a cartoon wobble, not an arrival.
179
+
180
+ ### Origin-anchored pop (callout springs from a pointer / source)
181
+
182
+ When a callout should appear to grow out of a specific point (e.g. a station marker or pointer tip), set `transform-origin` to that point instead of center, so the `scale: 0 → 1` reads as "emerging from the source" rather than "inflating in place."
183
+
184
+ ```css
185
+ .callout {
186
+ transform-origin: 0% 100%; /* bottom-left = pointer tip; match to the anchor */
187
+ }
188
+ ```
189
+
190
+ ### Pop into a held slot — then hold (jitter at most)
191
+
192
+ When a popped element then **holds** an ongoing slot (a constellation node, a persistent badge), do **not** bake an idle loop into this entrance — it must stay finite. Land the pop and let it hold still; if the held frame genuinely needs life, hand off to [sine-wave-loop.md](sine-wave-loop.md) for **subtle jitter** (low amplitude) on a separate, later tween — not a breathing loop. Prefer revealing the next element on its VO cue over keeping this one animating.
193
+
194
+ ## How to Choose Values
195
+
196
+ - **EASE** — the settle curve (the load-bearing decision)
197
+ - Default: **`power3.out`** — a smooth long-tail settle, no overshoot; the house style for product / enterprise / serious tone. Use `expo.out` for a punchier, faster-front arrival (still smooth).
198
+ - Playful exception only: `back.out(OVERSHOOT)` — see the Bouncy pop variation; reach for it only when a bounce is clearly the brand intent.
199
+
200
+ - **OVERSHOOT** — `back.out(OVERSHOOT)` overshoot strength — **only used in the rare bouncy variant**; the smooth default has no overshoot dial
201
+ - Range (playful only): ~1.3 (barely) → ~2.0 (clearly bouncy)
202
+ - Constraints: keep ≤ ~2 — past that the overshoot exceeds the element's bounds and reads as a cartoon wobble, not an arrival. If you're not in the explicitly-playful case, don't use this — use `power3.out`.
203
+
204
+ - **POP_DUR** — duration of each element's `scale: 0 → 1` tween
205
+ - Range: 0.4 – 0.7 s
206
+ - Effects: shorter = tight snap; longer = a looser, more floating pop
207
+ - Constraints: the main subject must be visible by **`t ≤ 0.5s`** — keep `ENTRY_AT + POP_DUR`'s readable midpoint early; don't let the hero finish arriving after the half-second mark
208
+
209
+ - **STAGGER** — gap between successive items' start times (group only)
210
+ - Range: 0.04 – 0.08 s
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+ - Effects: < 0.04 reads as a simultaneous chord; > 0.08 feels lazy / arpeggiated
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+ - Constraints: **`ITEM_COUNT × STAGGER ≤ ~0.5s`** (the cap) — beyond that the group stops reading as one beat. Cap the per-item stagger for large groups: `STAGGER = min(0.06, 0.5 / ITEM_COUNT)`
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+
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+ - **ITEM_COUNT** — number of elements in a group pop
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+ - Range: 3 – 9
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+ - Effects: 3 = sparse; 9 = full grid. More than ~9 forces `STAGGER` so small the stagger vanishes — switch to a wipe/sweep reveal instead
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+
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+ - **Y_RISE** — optional upward offset the element lifts from (`y: Y_RISE → 0`)
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+ - Range: 0 (pure pop) – 32 px
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+ - Effects: adds a subtle "lifts into place"; keep small so the `scale` pop stays dominant
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+ - Constraints: 0 for the calm-settle variant; never large enough to read as a slide-up (that's a different primitive)
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+
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+ - **ROT_FROM** — optional starting rotation, **playful (bouncy) variant only** (`rotation: ROT_FROM → 0`)
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+ - Range: −10° – +10°
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+ - Effects: a small tilt that resolves makes the element look hand-placed
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+ - Constraints: derive sign/size deterministically from index if you want alternating tilt (e.g. `i % 2 ? 6 : -6`) — never `Math.random`
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+
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+ - **ENTRY_AT / GROUP_ENTRY_AT** — timeline offset before the (group's) pop begins
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+ - Range: 0 – 0.4 s
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+ - Effects: > 0 gives a beat of quiet before the arrival; keep small so the subject still lands by `t ≤ 0.5s`
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+
232
+ ### Geometry & tokens
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+
234
+ - **{heroSize} / {itemSize}** — footprints. A hero entrance should occupy a clearly readable share of the frame; group items size down so the grid fits with `GRID_GAP` breathing room.
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+ - **HERO_RADIUS / ITEM_RADIUS** — `height × 0.15` (sharp) → `height / 2` (pill).
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+ - **{heroBg} / {itemBg} / {\*TextColor}** — surface + label tokens; inherit from the composition palette.
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+
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+ ## Key Principles
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+
240
+ - **Smooth beats bouncy** — default to `power3.out` (or `expo.out`): a long-tail settle into `scale: 1`, no overshoot. Bouncy `back.out` is the rare, explicitly-playful exception (the #1 turn-off, and the agent rarely lands it). When unsure, settle smoothly.
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+ - **fromTo, always** — the collapsed `{ scale: 0, opacity: 0 }` start is stated in the `from` object so a seek to `t=0` lands it exactly there. An entrance built on a CSS-hidden start (e.g. `opacity:0` in CSS + a `.to()`) flickers under HF seek — the element renders visible before the tween claims it.
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+ - **Easing carries the motion, not keyframes** — let the ease produce the settle for free. Don't hand-key a `scale: 1.1` mid-state; that double-bounces and fights the curve. (And in the playful variant, the overshoot is a byproduct of `back.out`, not a hand-keyed bounce.)
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+ - **The grow is the motion** — `scale` is load-bearing; the `y` rise (and, in the playful variant, the `rotation` settle) is garnish layered on top. If you drop everything but the `scale` grow, it should still read as a clean entrance.
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+ - **Cap the stagger window** — a group must arrive inside ~0.5s total or it stops reading as one beat and starts reading as a slow list reveal. Derive the stagger from `ITEM_COUNT` so it self-caps.
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+ - **Deterministic per index** — all stagger and any rotation/tilt variation comes from the loop index, never `Math.random` — the renderer must produce the identical frame on every seek.
246
+ - **Visible early** — the main subject must be on screen by `t ≤ 0.5s`. A hero that finishes arriving at `t=1s` wastes the opening beat.
247
+ - **Don't bake an idle loop here** — this entrance is finite. If the element then holds a slot, hand off to `sine-wave-loop` on a later tween; an infinite `repeat`/`yoyo` here breaks seek.
248
+
249
+ ## Critical Constraints
250
+
251
+ - **Timeline must be paused**: `gsap.timeline({ paused: true })`
252
+ - **Registry key = `data-composition-id`**
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+ - **Entrances use `fromTo`** — explicit `{ scale: 0, opacity: 0 }` from-state; never rely on a CSS-hidden starting state
254
+ - **No CSS `transition`** on popped elements — those interpolate independently of HF seek and cause flicker
255
+ - **No `repeat` / `yoyo` / infinite tweens** — this is a finite arrival; idle motion is a separate `sine-wave-loop` tween
256
+ - **No `Math.random` / `Date.now`** — stagger and tilt are index-derived and deterministic
257
+ - **GSAP transform aliases only**: `x`, `y`, `scale`, `rotation`. Never tween `width` / `height` / `left` / `top`
258
+ - **`transform-origin: 50% 50%`** for an in-place pop (default); set it to the source point only for the origin-anchored variation
259
+ - **Default ease `power3.out`** (smooth, no overshoot); `back.out(OVERSHOOT)` only in the explicitly-playful variant, and there keep **`OVERSHOOT ≤ ~2`** — beyond that it reads as a cartoon wobble, not an arrival
260
+ - **`ITEM_COUNT × STAGGER ≤ ~0.5s`** — the group must land inside one beat
261
+ - **`will-change: transform`** on popped elements, especially groups — many simultaneous spring tweens benefit from compositor hints
262
+
263
+ ## Combinations
264
+
265
+ - [sine-wave-loop.md](sine-wave-loop.md) — at most **subtle jitter** on a held node/badge AFTER its pop lands (don't bake any loop into the entrance; and prefer a VO-timed reveal over ambient motion — see that rule's caution)
266
+ - [center-outward-expansion.md](center-outward-expansion.md) — elements pop in as they radiate from center to their slots
267
+ - [press-release-spring.md](press-release-spring.md) — the reaction counterpart: once popped in, a button can take a press→release; this rule supplies the arrival, that one the click feedback
268
+
269
+ ## Pairs with HF skills
270
+
271
+ - `/hyperframes-animation` — `power3.out` settle (smooth default), `fromTo` entrances, deterministic stagger
272
+ - `/hyperframes-core` — composition wiring
273
+ - `/hyperframes-cli` — `hyperframes lint`