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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- # Motion language — the move vocabulary + the motion doctrine + the seek-safe core
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- > The motion layer for **Step 4 (Visual design)**. When you write a frame's **time-coded shot sequence**, you name each scene's move **inline from the vocabulary below** — a named palette of the moves the golden corpus actually uses. Each move carries the **backing rule id** in this skill's local `../hyperframes-animation/rules/`; cite that id so the move resolves to a real recipe when a **frame worker** implements it in Step 5 (the worker reads the rule body in `../hyperframes-animation/rules/<id>.md` — it reproduces the move, it does not guess from the name). You name motion by **role / move name**, never by raw GSAP curve, ms, or stagger formula — the worker maps the curve. Between-frame **transitions are not yours**: story names `transition_in`, the harness injects it; that injected transition **is** the frame's exit. For cuts a worker builds INSIDE a frame (within-scene swaps, scene-to-scene seams), see the catalog in `cut-catalog.md`.
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- A good explainer feels like one continuous film — one camera, one motion feel, **smooth and timed to the voiceover** — not a pile of slides that animate once and freeze. In an explainer the development _is_ the teaching: the formula assembling, the diagram gaining a layer, the count-up landing. The doctrine in Part 2 is load-bearing: when in doubt, do what it says.
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- ---
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-
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- # Part 1 — the move vocabulary
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- Reach into this palette when naming a scene's motion. Pick the move that matches the beat, name it in the shot sequence, and cite the rule id after `→`. The blueprints (`../hyperframes-animation/blueprints/`) name these same moves in their `rule mapping`; you're drawing from one shared palette. Compose 2–4 across a shot's scenes (entrance → sequential reveal → settle), not all at once.
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- ## Kinetic type
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- - **hard-cut / flash word-swap** — a word or line replaces the previous one on an instant cut (no fade/roll); the swap itself is the beat. → `discrete-text-sequence`
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- - **in-place token cycle** — a fixed line holds and only its variable slot changes, token → token → token. → `discrete-text-sequence`
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- - **per-word staggered reveal** — a phrase assembles word-by-word (or chunk-by-chunk), each landing on its own beat. → `dynamic-content-sequencing`
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- - **kinetic beat-slam** — short phrases slam in on a shared percussive beat array, each with a distinct entrance, resolving on a locked finale; the recipe for "punchy / rhythmic" taglines. → `kinetic-beat-slam`
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- ## Typewriter
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- - **type-on with caret** — text types in character-by-character behind a blinking caret. → `discrete-text-sequence` (+ `context-sensitive-cursor` for the caret blink / color)
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- - **backspace-and-retype** — the line types, deletes the last word(s), and retypes a new one (typo-correction, reframe). → `discrete-text-sequence` (+ `context-sensitive-cursor`)
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- ## Count-up / data
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- - **value-scaled counter** — a number counts up and its font size grows with the value, so the climb itself escalates. → `counting-dynamic-scale`
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- - **bars / progress / star wipe** — a number paired with a graphic that fills: bar-height stagger, a progress bar / ring filling, a fractional star-rating wipe. → `stat-bars-and-fills`
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- ## Reveal / decode
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- - **3D char flip-decode** — characters flip in 3D and resolve from scrambled glyphs to the real text (decryption feel). → `hacker-flip-3d`
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- - **SVG self-draw** — an outline / icon / ring draws itself stroke-by-stroke. → `svg-path-draw`
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- ## Camera
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- - **push / focus / drift** — a sequential camera move on the frame root (pull-back → focus → push) plus continuous micro-drift; the cinematic baseline. → `multi-phase-camera`
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- - **zoom-to-target** — zoom into a non-centered element (scale + counter-translate to keep it framed). → `coordinate-target-zoom`
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- - **pan / focus-lock** — a virtual camera transforming one `.world` wrapper to pan / zoom / lock onto a region. → `viewport-change`
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- - **camera-cursor-tracking** — the viewport locks to a moving focal point (a typing cursor), static framing then focal-locked tracking. → `camera-cursor-tracking`
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- ## Layout motion
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- - **cluster→outward expansion** — elements start clustered at center and expand outward to their final positions in lockstep. → `center-outward-expansion`
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- - **orbit** — elements flip in from 3D space and settle into a continuous elliptical orbit (entry flips in-place at the orbital position). → `orbit-3d-entry`
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- - **split-tilt cards** — two cards side-by-side with opposing rotationY tilts, entering from their respective sides (comparison / before-after). → `split-tilt-cards`
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- - **logo/avatar ring + connectors** — avatars or logos on an elliptical ring with SVG connection lines to a center point, staggered entry. → `avatar-cloud-network`
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- ## Surface / UI
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-
51
- - **3D page-scroll reveal** — a full webpage as a tilted 3D card whose internal content scrolls to reveal specific sections. → `3d-page-scroll`
52
- - **cursor click + ripple** — a cursor moves to a target, depresses with it on click, and emits an expanding ripple. → `cursor-click-ripple`
53
- - **button press** — a tactile press: compression then spring recovery, optional release burst / glow. → `press-release-spring` (or `physics-press-reaction` for a click that compresses cursor + target together)
54
- - **keyword glow** — keywords light up with glow + scale + color on an attack-decay-rest envelope, synced to a word rail. → `asr-keyword-glow`
55
-
56
- ## Morph / handoff
57
-
58
- - **scale-swap** — two elements at the same screen center hand off: the outgoing cluster shrinks + fades as the incoming one arrives. → `scale-swap-transition`
59
- - **card morph-anchor** — a container morphs apparent size + corner radius + surface between two shots, then fades to reveal the real target beneath (HyperFrames uses uniform `scale`, not `width`/`height`). → `card-morph-anchor`
60
-
61
- ## Seam cuts (worker-built, inside a frame)
62
-
63
- The velocity-matched cuts a worker authors between a frame's own Scenes. Name the seam in the shot sequence; the recipe is in the catalog, not a single `../hyperframes-animation/rules/` id.
64
-
65
- - **zoom-through / inverse zoom-through** — a within-scene swap on the Z-axis; forward reads "progressing through", inverse reads "arriving at" (payoff). → `cut-catalog.md`
66
- - **cut-the-curve** — a scene-to-scene cut where both sides move the same direction at matched velocity. → `cut-catalog.md`
67
- - **waterfall cut** — cut-the-curve at word granularity, a wave across a text-to-text seam. → `cut-catalog.md`
68
-
69
- ## Emphasis / marker
70
-
71
- - **highlight / circle / burst / scribble** — a marker-drawn emphasis on a word or element: yellow highlight sweep, hand-drawn circle, radiating burst, scribble, or rough sketch-outline. → `css-marker-patterns`
72
-
73
- ## Aliveness during a hold (use sparingly — see Part 2)
74
-
75
- - **subtle jitter** — the sanctioned way to keep a settled frame alive: a small, low-amplitude positional/scale jitter on the held element. The motion-graphics trick that reads "alive" without reading "weak." → `sine-wave-loop` (low-amplitude register)
76
- - **live SVG internals** — internal SVG parts move so an icon feels alive (rotating hands, oscillating blades, pulsing dots, dash-flow); fine because it's the subject doing something, not a card breathing. → `svg-icon-enrichment`
77
- - **finite bounded ambient** — a single bounded breathe/drift on ONE held hero, only when genuinely needed; de-emphasized — prefer sequential reveal or jitter first. → `sine-wave-loop`
78
-
79
- ## The added moves — now backed by local rules
80
-
81
- Five moves the golden corpus needs were added to this skill's `../hyperframes-animation/rules/`, rounding out the vocabulary above:
82
-
83
- - **depth-of-field / selective-blur** — blur the off-focus subset to spotlight the focal element → `depth-of-field-blur`
84
- - **motion-blur streak** — directional velocity blur on a fast fly-in / camera push-through → `motion-blur-streak`
85
- - **3D depth scatter-assemble** — glyphs/elements scatter into a tumbling 3D cloud, then reassemble → `depth-scatter-assemble`
86
- - **spring-pop entrance** — the canonical entrance pop; default to a smooth long-tail settle, overshoot only when explicitly playful → `spring-pop-entrance`
87
- - **ambient glow / bloom** — un-triggered soft glow blooming behind a static hero → `ambient-glow-bloom`
88
-
89
- ---
90
-
91
- # Part 2 — the motion doctrine (load-bearing)
92
-
93
- These four rules are the difference between a clip that reads as a serious explainer and one that reads as an agent-made PowerPoint. Follow them as written.
94
-
95
- ## 1. Smooth beats bouncy — `power3` is the default
96
-
97
- Elements should use **long-tail decel curves that let them settle smoothly. `power3` is enough in most cases.** No bouncy, no overshoot, no `back.out` / `bounce.out` / `elastic.out` as a default.
98
-
99
- Bouncy is the **#1 instant turn-off** in user-made Remotion / HyperFrames videos, and the agent almost never gets it right — it thinks bouncy adds emphasis, but it buys that emphasis at the cost of cleanliness. The serious motion-design shops feel the same. **Smooth always wins.** Overshoot is demoted to a **rare, explicitly-playful exception** (a consumer/fun logo slam, a deliberate bell-hit) — never the house style. Name the intent as a long-tail settle; the worker maps `power3` (or `expo.out` on a fast arrival). See `../hyperframes-animation/rules/spring-pop-entrance.md` — it now leads with the smooth settle.
100
-
101
- ## 2. Sequential reveal in the back ~50%, timed to the voiceover
102
-
103
- This is the anti-PowerPoint mechanism — sharper than "put development in the middle."
104
-
105
- - **Don't dump everything on screen in the first ~25%** of the scene. Rushing all content in up front is exactly what forces the slideshow feel.
106
- - **Reveal each piece — a line, a card, even an h1 — when the voiceover mentions it**, sequencing reveals across the **later ~50%** of the scene. Same amount of agent work, but the cut becomes coherent and gains rhythm.
107
- - **Less is more.** Fewer things on screen, each arriving on its VO beat, beats a full canvas that animated once and froze.
108
-
109
- Practically: a frame's shot sequence front-loads almost nothing — the entrance carries only what the VO is saying at t=0, and the rest of the elements wait in the timeline for their spoken cue. A reveal maps onto a development-class move from Part 1 (`per-word staggered reveal`, `cluster→outward expansion`, a `count-up`, an `asr-keyword-glow` synced to the word rail).
110
-
111
- ## 3. No lazy breathing, no bad pan/push — "no motion over bad motion"
112
-
113
- The agent's two reflexive ways to fake "aliveness" both read cheap:
114
-
115
- - **No lazy breathing.** Scaling cards/text up and down in a circular loop to look "alive" is the cheap tell. Don't reach for it.
116
- - **No bad slow pan / push in the back half.** A slow pan or push on elements in the later ~50% of a scene **disrupts the viewer's sightline and causes eye discomfort** — it actively makes the frame worse, not better.
117
-
118
- The fix for both is the same: **stagger element reveals in time with the script** (rule 2). And the governing principle: **"I'd rather have NO motion than BAD motion."** A held, still frame is better than a frame kept "alive" by breathing or a drifting camera. The **only sanctioned aliveness** during a hold is **subtle jitter** — a small low-amplitude jitter that keeps a frame from feeling dead without looking weak (it's in Claude videos now). Everything else holds.
119
-
120
- ## 4. Internal seams are velocity-matched cuts
121
-
122
- When a frame has an internal seam — a within-scene swap, a Scene-to-Scene cut, a text-to-text line change — make it a **velocity-matched cut**, not a hard slideshow cut: cut at peak velocity, match direction and speed on both sides. The catalog (the four techniques, the blur logic, and which to use when) is `cut-catalog.md`; the moves are listed under **Seam cuts** in Part 1.
123
-
124
- ## One-line summary
125
-
126
- Smooth long-tail (`power3`) over bouncy; reveal sequentially in the back ~50% timed to the VO (not dumped in the first 25%); no lazy breathing and no bad slow pan/push — prefer stillness, with subtle jitter as the only aliveness; cut at peak velocity with matched direction/speed (→ `cut-catalog.md`).
127
-
128
- ---
129
-
130
- # Part 3 — the seek-safe core (hard rules)
131
-
132
- The frame is a **paused GSAP timeline seeked frame-by-frame**, so some "continuous" intents from a real-time engine can't render — don't name them. These are non-negotiable regardless of doctrine.
133
-
134
- - **No infinite / forever motion** — "particles loop endlessly," "logo rotates forever," "marquee on repeat." Any aliveness (the subtle jitter, a live SVG internal, a needed bounded ambient) is a **finite tween over the hold**, never `repeat` / `yoyo`.
135
- - **No randomness or wall-clock** — no `Math.random` particle fields, no `Date.now` drift. Every render must be identical; name deterministic motion only (stagger and any variation derive from the element index).
136
- - **Entrances use `fromTo`** — state the from-state explicitly so a seek to `t=0` lands the element correctly; never rely on a CSS-hidden start (it renders visible before the tween claims it, and flickers under seek).
137
- - **No CSS `transition` / `@keyframes` for motion** — CSS animation runs on the browser clock, independent of the HF seek clock; it desyncs and flickers. Drive all motion inside the paused GSAP timeline.
138
- - **Entrance + sequential reveal only — no mid-video exit.** The frame unmounts via the harness transition; that injected `transition_in` **is** the exit. Exit motion belongs only to the final frame. (Worker-built seam cuts in `cut-catalog.md` are within-frame, not the frame's exit.)
139
-
140
- ## Forbidden — the failure modes
141
-
142
- **Slideshow (the primary failure):** everything dumped on screen in the first ~25%; content enters then freezes; nothing revealed on its VO cue. Fix with rule 2 (sequential reveal timed to the VO).
143
-
144
- **Cheap aliveness:** circular breathing as "life"; a slow pan/push in the back half disrupting the eye; many elements floating independently as "motion." Fix with rule 3 (stillness + subtle jitter only).
145
-
146
- **Bouncy:** `back.out` / `bounce.out` / `elastic.out` as the default entrance; hand-keyed overshoot. Fix with rule 1 (`power3` long-tail; overshoot only when explicitly playful).
147
-
148
- **Always:** no `repeat` / `yoyo`; no `Math.random` / `Date.now`; no all-elements-entering-simultaneously (sequence or stagger).
149
-
150
- ## Naming motion in a shot — example
151
-
152
- > Scene 1 (0.0–1.0s): solid field; hero headline enters via **per-word staggered reveal** (`dynamic-content-sequencing`) on a smooth long-tail settle (`power3`); slow **push** on the root (`multi-phase-camera`) holds steady — no back-half re-push.
153
- > Scene 2 (1.0–3.0s): as the VO names each step, five mechanism nodes reveal **sequentially** via **cluster→outward expansion** (`center-outward-expansion`), then a **value-scaled counter** (`counting-dynamic-scale`) ticks up beneath them — the back-half reveal, timed to the script, not dumped at t=0.
154
- > Scene 3 (3.0–4.2s): hold on the result; **keyword glow** (`asr-keyword-glow`) lands on the payoff word as the VO says it; settles and holds still — at most **subtle jitter** (`sine-wave-loop`, low amplitude) keeps it alive; no breathing, no drift.
155
-
156
- Name the move + its rule id (or `cut-catalog.md` for a seam cut) per scene; let the worker pick curves, ms, and stagger — defaulting to `power3`.
1
+ # Motion language — the move vocabulary + the motion doctrine + the seek-safe core
2
+
3
+ > The motion layer for **Step 4 (Visual design)**. When you write a frame's **time-coded shot sequence**, you name each scene's move **inline from the vocabulary below** — a named palette of the moves the golden corpus actually uses. Each move carries the **backing rule id** in this skill's local `../hyperframes-animation/rules/`; cite that id so the move resolves to a real recipe when a **frame worker** implements it in Step 5 (the worker reads the rule body in `../hyperframes-animation/rules/<id>.md` — it reproduces the move, it does not guess from the name). You name motion by **role / move name**, never by raw GSAP curve, ms, or stagger formula — the worker maps the curve. Between-frame **transitions are not yours**: story names `transition_in`, the harness injects it; that injected transition **is** the frame's exit. For cuts a worker builds INSIDE a frame (within-scene swaps, scene-to-scene seams), see the catalog in `cut-catalog.md`.
4
+
5
+ A good explainer feels like one continuous film — one camera, one motion feel, **smooth and timed to the voiceover** — not a pile of slides that animate once and freeze. In an explainer the development _is_ the teaching: the formula assembling, the diagram gaining a layer, the count-up landing. The doctrine in Part 2 is load-bearing: when in doubt, do what it says.
6
+
7
+ ---
8
+
9
+ # Part 1 — the move vocabulary
10
+
11
+ Reach into this palette when naming a scene's motion. Pick the move that matches the beat, name it in the shot sequence, and cite the rule id after `→`. The blueprints (`../hyperframes-animation/blueprints/`) name these same moves in their `rule mapping`; you're drawing from one shared palette. Compose 2–4 across a shot's scenes (entrance → sequential reveal → settle), not all at once.
12
+
13
+ ## Kinetic type
14
+
15
+ - **hard-cut / flash word-swap** — a word or line replaces the previous one on an instant cut (no fade/roll); the swap itself is the beat. → `discrete-text-sequence`
16
+ - **in-place token cycle** — a fixed line holds and only its variable slot changes, token → token → token. → `discrete-text-sequence`
17
+ - **per-word staggered reveal** — a phrase assembles word-by-word (or chunk-by-chunk), each landing on its own beat. → `dynamic-content-sequencing`
18
+ - **kinetic beat-slam** — short phrases slam in on a shared percussive beat array, each with a distinct entrance, resolving on a locked finale; the recipe for "punchy / rhythmic" taglines. → `kinetic-beat-slam`
19
+
20
+ ## Typewriter
21
+
22
+ - **type-on with caret** — text types in character-by-character behind a blinking caret. → `discrete-text-sequence` (+ `context-sensitive-cursor` for the caret blink / color)
23
+ - **backspace-and-retype** — the line types, deletes the last word(s), and retypes a new one (typo-correction, reframe). → `discrete-text-sequence` (+ `context-sensitive-cursor`)
24
+
25
+ ## Count-up / data
26
+
27
+ - **value-scaled counter** — a number counts up and its font size grows with the value, so the climb itself escalates. → `counting-dynamic-scale`
28
+ - **bars / progress / star wipe** — a number paired with a graphic that fills: bar-height stagger, a progress bar / ring filling, a fractional star-rating wipe. → `stat-bars-and-fills`
29
+
30
+ ## Reveal / decode
31
+
32
+ - **3D char flip-decode** — characters flip in 3D and resolve from scrambled glyphs to the real text (decryption feel). → `hacker-flip-3d`
33
+ - **SVG self-draw** — an outline / icon / ring draws itself stroke-by-stroke. → `svg-path-draw`
34
+
35
+ ## Camera
36
+
37
+ - **push / focus / drift** — a sequential camera move on the frame root (pull-back → focus → push) plus continuous micro-drift; the cinematic baseline. → `multi-phase-camera`
38
+ - **zoom-to-target** — zoom into a non-centered element (scale + counter-translate to keep it framed). → `coordinate-target-zoom`
39
+ - **pan / focus-lock** — a virtual camera transforming one `.world` wrapper to pan / zoom / lock onto a region. → `viewport-change`
40
+ - **camera-cursor-tracking** — the viewport locks to a moving focal point (a typing cursor), static framing then focal-locked tracking. → `camera-cursor-tracking`
41
+
42
+ ## Layout motion
43
+
44
+ - **cluster→outward expansion** — elements start clustered at center and expand outward to their final positions in lockstep. → `center-outward-expansion`
45
+ - **orbit** — elements flip in from 3D space and settle into a continuous elliptical orbit (entry flips in-place at the orbital position). → `orbit-3d-entry`
46
+ - **split-tilt cards** — two cards side-by-side with opposing rotationY tilts, entering from their respective sides (comparison / before-after). → `split-tilt-cards`
47
+ - **logo/avatar ring + connectors** — avatars or logos on an elliptical ring with SVG connection lines to a center point, staggered entry. → `avatar-cloud-network`
48
+
49
+ ## Surface / UI
50
+
51
+ - **3D page-scroll reveal** — a full webpage as a tilted 3D card whose internal content scrolls to reveal specific sections. → `3d-page-scroll`
52
+ - **cursor click + ripple** — a cursor moves to a target, depresses with it on click, and emits an expanding ripple. → `cursor-click-ripple`
53
+ - **button press** — a tactile press: compression then spring recovery, optional release burst / glow. → `press-release-spring` (or `physics-press-reaction` for a click that compresses cursor + target together)
54
+ - **keyword glow** — keywords light up with glow + scale + color on an attack-decay-rest envelope, synced to a word rail. → `asr-keyword-glow`
55
+
56
+ ## Morph / handoff
57
+
58
+ - **scale-swap** — two elements at the same screen center hand off: the outgoing cluster shrinks + fades as the incoming one arrives. → `scale-swap-transition`
59
+ - **card morph-anchor** — a container morphs apparent size + corner radius + surface between two shots, then fades to reveal the real target beneath (HyperFrames uses uniform `scale`, not `width`/`height`). → `card-morph-anchor`
60
+
61
+ ## Seam cuts (worker-built, inside a frame)
62
+
63
+ The velocity-matched cuts a worker authors between a frame's own Scenes. Name the seam in the shot sequence; the recipe is in the catalog, not a single `../hyperframes-animation/rules/` id.
64
+
65
+ - **zoom-through / inverse zoom-through** — a within-scene swap on the Z-axis; forward reads "progressing through", inverse reads "arriving at" (payoff). → `cut-catalog.md`
66
+ - **cut-the-curve** — a scene-to-scene cut where both sides move the same direction at matched velocity. → `cut-catalog.md`
67
+ - **waterfall cut** — cut-the-curve at word granularity, a wave across a text-to-text seam. → `cut-catalog.md`
68
+
69
+ ## Emphasis / marker
70
+
71
+ - **highlight / circle / burst / scribble** — a marker-drawn emphasis on a word or element: yellow highlight sweep, hand-drawn circle, radiating burst, scribble, or rough sketch-outline. → `css-marker-patterns`
72
+
73
+ ## Aliveness during a hold (use sparingly — see Part 2)
74
+
75
+ - **subtle jitter** — the sanctioned way to keep a settled frame alive: a small, low-amplitude positional/scale jitter on the held element. The motion-graphics trick that reads "alive" without reading "weak." → `sine-wave-loop` (low-amplitude register)
76
+ - **live SVG internals** — internal SVG parts move so an icon feels alive (rotating hands, oscillating blades, pulsing dots, dash-flow); fine because it's the subject doing something, not a card breathing. → `svg-icon-enrichment`
77
+ - **finite bounded ambient** — a single bounded breathe/drift on ONE held hero, only when genuinely needed; de-emphasized — prefer sequential reveal or jitter first. → `sine-wave-loop`
78
+
79
+ ## The added moves — now backed by local rules
80
+
81
+ Five moves the golden corpus needs were added to this skill's `../hyperframes-animation/rules/`, rounding out the vocabulary above:
82
+
83
+ - **depth-of-field / selective-blur** — blur the off-focus subset to spotlight the focal element → `depth-of-field-blur`
84
+ - **motion-blur streak** — directional velocity blur on a fast fly-in / camera push-through → `motion-blur-streak`
85
+ - **3D depth scatter-assemble** — glyphs/elements scatter into a tumbling 3D cloud, then reassemble → `depth-scatter-assemble`
86
+ - **spring-pop entrance** — the canonical entrance pop; default to a smooth long-tail settle, overshoot only when explicitly playful → `spring-pop-entrance`
87
+ - **ambient glow / bloom** — un-triggered soft glow blooming behind a static hero → `ambient-glow-bloom`
88
+
89
+ ---
90
+
91
+ # Part 2 — the motion doctrine (load-bearing)
92
+
93
+ These four rules are the difference between a clip that reads as a serious explainer and one that reads as an agent-made PowerPoint. Follow them as written.
94
+
95
+ ## 1. Smooth beats bouncy — `power3` is the default
96
+
97
+ Elements should use **long-tail decel curves that let them settle smoothly. `power3` is enough in most cases.** No bouncy, no overshoot, no `back.out` / `bounce.out` / `elastic.out` as a default.
98
+
99
+ Bouncy is the **#1 instant turn-off** in user-made Remotion / HyperFrames videos, and the agent almost never gets it right — it thinks bouncy adds emphasis, but it buys that emphasis at the cost of cleanliness. The serious motion-design shops feel the same. **Smooth always wins.** Overshoot is demoted to a **rare, explicitly-playful exception** (a consumer/fun logo slam, a deliberate bell-hit) — never the house style. Name the intent as a long-tail settle; the worker maps `power3` (or `expo.out` on a fast arrival). See `../hyperframes-animation/rules/spring-pop-entrance.md` — it now leads with the smooth settle.
100
+
101
+ ## 2. Sequential reveal in the back ~50%, timed to the voiceover
102
+
103
+ This is the anti-PowerPoint mechanism — sharper than "put development in the middle."
104
+
105
+ - **Don't dump everything on screen in the first ~25%** of the scene. Rushing all content in up front is exactly what forces the slideshow feel.
106
+ - **Reveal each piece — a line, a card, even an h1 — when the voiceover mentions it**, sequencing reveals across the **later ~50%** of the scene. Same amount of agent work, but the cut becomes coherent and gains rhythm.
107
+ - **Less is more.** Fewer things on screen, each arriving on its VO beat, beats a full canvas that animated once and froze.
108
+
109
+ Practically: a frame's shot sequence front-loads almost nothing — the entrance carries only what the VO is saying at t=0, and the rest of the elements wait in the timeline for their spoken cue. A reveal maps onto a development-class move from Part 1 (`per-word staggered reveal`, `cluster→outward expansion`, a `count-up`, an `asr-keyword-glow` synced to the word rail).
110
+
111
+ ## 3. No lazy breathing, no bad pan/push — "no motion over bad motion"
112
+
113
+ The agent's two reflexive ways to fake "aliveness" both read cheap:
114
+
115
+ - **No lazy breathing.** Scaling cards/text up and down in a circular loop to look "alive" is the cheap tell. Don't reach for it.
116
+ - **No bad slow pan / push in the back half.** A slow pan or push on elements in the later ~50% of a scene **disrupts the viewer's sightline and causes eye discomfort** — it actively makes the frame worse, not better.
117
+
118
+ The fix for both is the same: **stagger element reveals in time with the script** (rule 2). And the governing principle: **"I'd rather have NO motion than BAD motion."** A held, still frame is better than a frame kept "alive" by breathing or a drifting camera. The **only sanctioned aliveness** during a hold is **subtle jitter** — a small low-amplitude jitter that keeps a frame from feeling dead without looking weak (it's in Claude videos now). Everything else holds.
119
+
120
+ ## 4. Internal seams are velocity-matched cuts
121
+
122
+ When a frame has an internal seam — a within-scene swap, a Scene-to-Scene cut, a text-to-text line change — make it a **velocity-matched cut**, not a hard slideshow cut: cut at peak velocity, match direction and speed on both sides. The catalog (the four techniques, the blur logic, and which to use when) is `cut-catalog.md`; the moves are listed under **Seam cuts** in Part 1.
123
+
124
+ ## One-line summary
125
+
126
+ Smooth long-tail (`power3`) over bouncy; reveal sequentially in the back ~50% timed to the VO (not dumped in the first 25%); no lazy breathing and no bad slow pan/push — prefer stillness, with subtle jitter as the only aliveness; cut at peak velocity with matched direction/speed (→ `cut-catalog.md`).
127
+
128
+ ---
129
+
130
+ # Part 3 — the seek-safe core (hard rules)
131
+
132
+ The frame is a **paused GSAP timeline seeked frame-by-frame**, so some "continuous" intents from a real-time engine can't render — don't name them. These are non-negotiable regardless of doctrine.
133
+
134
+ - **No infinite / forever motion** — "particles loop endlessly," "logo rotates forever," "marquee on repeat." Any aliveness (the subtle jitter, a live SVG internal, a needed bounded ambient) is a **finite tween over the hold**, never `repeat` / `yoyo`.
135
+ - **No randomness or wall-clock** — no `Math.random` particle fields, no `Date.now` drift. Every render must be identical; name deterministic motion only (stagger and any variation derive from the element index).
136
+ - **Entrances use `fromTo`** — state the from-state explicitly so a seek to `t=0` lands the element correctly; never rely on a CSS-hidden start (it renders visible before the tween claims it, and flickers under seek).
137
+ - **No CSS `transition` / `@keyframes` for motion** — CSS animation runs on the browser clock, independent of the HF seek clock; it desyncs and flickers. Drive all motion inside the paused GSAP timeline.
138
+ - **Entrance + sequential reveal only — no mid-video exit.** The frame unmounts via the harness transition; that injected `transition_in` **is** the exit. Exit motion belongs only to the final frame. (Worker-built seam cuts in `cut-catalog.md` are within-frame, not the frame's exit.)
139
+
140
+ ## Forbidden — the failure modes
141
+
142
+ **Slideshow (the primary failure):** everything dumped on screen in the first ~25%; content enters then freezes; nothing revealed on its VO cue. Fix with rule 2 (sequential reveal timed to the VO).
143
+
144
+ **Cheap aliveness:** circular breathing as "life"; a slow pan/push in the back half disrupting the eye; many elements floating independently as "motion." Fix with rule 3 (stillness + subtle jitter only).
145
+
146
+ **Bouncy:** `back.out` / `bounce.out` / `elastic.out` as the default entrance; hand-keyed overshoot. Fix with rule 1 (`power3` long-tail; overshoot only when explicitly playful).
147
+
148
+ **Always:** no `repeat` / `yoyo`; no `Math.random` / `Date.now`; no all-elements-entering-simultaneously (sequence or stagger).
149
+
150
+ ## Naming motion in a shot — example
151
+
152
+ > Scene 1 (0.0–1.0s): solid field; hero headline enters via **per-word staggered reveal** (`dynamic-content-sequencing`) on a smooth long-tail settle (`power3`); slow **push** on the root (`multi-phase-camera`) holds steady — no back-half re-push.
153
+ > Scene 2 (1.0–3.0s): as the VO names each step, five mechanism nodes reveal **sequentially** via **cluster→outward expansion** (`center-outward-expansion`), then a **value-scaled counter** (`counting-dynamic-scale`) ticks up beneath them — the back-half reveal, timed to the script, not dumped at t=0.
154
+ > Scene 3 (3.0–4.2s): hold on the result; **keyword glow** (`asr-keyword-glow`) lands on the payoff word as the VO says it; settles and holds still — at most **subtle jitter** (`sine-wave-loop`, low amplitude) keeps it alive; no breathing, no drift.
155
+
156
+ Name the move + its rule id (or `cut-catalog.md` for a seam cut) per scene; let the worker pick curves, ms, and stagger — defaulting to `power3`.