feat(skills): c2v mining pass — 7 new blueprints, 10 new rules, compacted recipe corpus (#2680)

* feat(skills): c2v mining pass over animation blueprints and rules

Compacts ~45 existing animation rules/blueprints into tighter recipe form
(net -3.4k lines) and adds 17 mined from the c2v corpus:

- 7 blueprints: agent-progress-theater, camera-journey, fixed-anchor-cycle,
  panel-edit-live-sync, prompt-type-submit-generate,
  transcript-scroll-artifact-reveal, zoom-out-workspace-reveal
- 10 rules: 3d-camera-flight, anchored-layout-expand, chart-scrub-readout,
  chromatic-glitch, control-target-sync, cursor-drag, gradient-text-sweep,
  multi-cursor-choreography, particle-burst, theme-crossfade-morph






Both indexes updated.

* feat(skills): sync product-launch script bank with mined blueprint roles

The role->blueprint script bank in product-launch-video/story-design.md is
kept 1:1 with blueprints-index role declarations, which the c2v mining pass
expanded. Adds the 25 missing entries (script-shape descriptor + example
lines + pattern): 13 for the 7 new blueprints, 12 for role widenings on 7
existing ones (cursor-ui-demo, dataviz-countup, titlecard-reveal, et al.),
and states the 1:1 sync contract in the bank's intro.

* docs(skills): cover constellation-hub scatter-drift variant in the script bank

Review follow-up on #2680: the SOCIAL_PROOF constellation-hub entry
patterned only the orbit shape; the c2v pass added a scatter-drift
end-card variant with the opposite geometry (no hub, no ring). Adds an
example line and extends the pattern so a scatter-drift beat's VO isn't
steered toward the orbit shape.
This commit is contained in:
WaterrrForever
2026-07-21 17:28:55 +08:00
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commit 853256403b
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# Card Morph Anchor
A container smoothly transforms its width, height, border-radius, and (optionally) background between two visual states. The morph itself **IS the shot transition** — no separate transition effect needed. The viewer's eye tracks the morphing container as the anchor between shots.
A free-floating container morphs apparent size, corner radius, and surface treatment between two shots — the morph itself IS the transition; the viewer's eye tracks the persistent container. Distinct from [anchored-layout-expand.md](anchored-layout-expand.md) (an edge-pinned live layout participant that grows along one axis and reflows neighbors — here nothing is pushed) and [theme-crossfade-morph.md](theme-crossfade-morph.md) (a whole-theme reskin under a fixed anchor — here a single container changes shape).
## How It Works
A single GSAP tween animates multiple container properties simultaneously (width / height / border-radius / background). At the same time:
Since `width`/`height` tweens are forbidden, **substitute uniform `scale` for apparent size**; the remaining morph channels are **paint-only**: `borderRadius`, `background`, `boxShadow`. All channels ride ONE tween (one ease, one duration) so the shape morphs in lockstep. Content choreography: old content fades out during the first ~40% of the morph, new content fades in during the last ~40% — the shape-only gap between is the natural "blink." Optionally the morph card itself fades at the very end, revealing the real next-shot element rendered behind it.
1. **Old content** fades out during the first ~40% of the morph
2. **New content** fades in during the last ~40% of the morph
3. **Optional final fade** — the morph container itself fades to 0, revealing the actual next-shot element rendered behind it
The persistent container provides visual continuity even as content and shape change.
## HTML
## Recipe
```html
<div
class="scene"
id="morph-scene"
data-composition-id="morph-scene"
data-start="0"
data-duration="4"
data-track-index="0"
>
<!-- The persistent morph container -->
<div class="morph-card">
<div class="content-old">
<h2>{shotOneHeadline}</h2>
<p>{shotOneSubcopy}</p>
</div>
<div class="content-new">
<img src="{shotTwoIcon}" alt="logo" />
</div>
</div>
<!-- Optional: actual next-shot element behind the morph -->
<div class="next-shot-anchor">
<img src="{nextShotAnchor}" alt="anchor" />
</div>
<!-- inside a standard scene clip (hyperframes-core) -->
<!-- DOM order = stacking: the anchor renders BEFORE the card, so the card is on top -->
<div class="next-shot-anchor"><img src="{nextShotAnchor}" alt="anchor" /></div>
<div class="morph-card">
<div class="content-old">{shotOneContent}</div>
<div class="content-new">{shotTwoContent}</div>
</div>
```
## CSS (hero-frame layout)
Card starts as a wide rectangle (shot 1 state). All properties present from the start; only opacities differ:
```css
.scene {
position: relative;
width: 100%;
height: 100%;
display: grid;
place-items: center;
}
.morph-card {
position: relative;
width: {SHOT_ONE_W}px;
height: {SHOT_ONE_H}px;
border-radius: {SHOT_ONE_RADIUS}px;
width: SHOT_ONE_W;
height: SHOT_ONE_H; /* shot-1 geometry; the morph is scale, never width/height */
border-radius: SHOT_ONE_RADIUS;
background: {surfaceShotOne};
overflow: hidden;
box-shadow: 0 20px 60px rgba(0, 0, 0, 0.4);
overflow: hidden; /* content must clip during the shape change */
display: grid;
place-items: center;
will-change: transform;
}
.content-old,
.content-new {
position: absolute;
inset: 0;
display: grid;
place-items: center;
padding: 32px;
}
.content-old {
opacity: 1;
}
.content-new {
opacity: 0;
opacity: 0; /* author its inner sizes at apparent-size ÷ END_SCALE — it scales with the card */
}
.next-shot-anchor {
position: absolute;
left: 50%;
top: 50%;
transform: translate(-50%, -50%);
opacity: 0; /* GSAP fades this in as morph card fades out */
/* Use DOM ORDER for stacking — render .next-shot-anchor BEFORE .morph-card
in markup so the morph card is naturally on top. Do NOT use z-index: -1
and then snap it positive mid-fade — that causes a visible pop. */
opacity: 0; /* fades in as the morph card fades out */
}
```
## GSAP Timeline
```js
const END_SCALE = SHOT_TWO_W / SHOT_ONE_W; // uniform — keep the two shots aspect-matched
```html
<script src="https://cdn.jsdelivr.net/npm/gsap@3.14.2/dist/gsap.min.js"></script>
<script>
window.__timelines = window.__timelines || {};
const tl = gsap.timeline({ paused: true });
// Hold shot 1 for HOLD_BEAT first — an instant morph reads as glitchy.
// Named constants — assign in your example only. See "How to Choose Values".
const HOLD_BEAT; // s — pre-morph dwell on shot 1
const MORPH_START; // s — usually = HOLD_BEAT
const MORPH_DUR; // s — full container morph length
const SHOT_TWO_W; // px — final container width
const SHOT_TWO_H; // px — final container height
const SHOT_TWO_RADIUS; // px — ≤ min(SHOT_TWO_W, SHOT_TWO_H) / 2
const OLD_FADE_FRAC; // 0..0.5 — fraction of MORPH_DUR for old content fade
const NEW_FADE_FRAC; // 0..0.5 — fraction of MORPH_DUR for new content fade
const FINAL_FADE_FRAC; // 0..0.3 — optional tail fade for handoff
// {surfaceShotTwo} is a CSS background token (solid or gradient).
// One tween, all channels: uniform scale + paint-only properties.
tl.to(
".morph-card",
{
scale: END_SCALE,
borderRadius: SHOT_TWO_RADIUS / END_SCALE, // borderRadius is pre-scale — divide to land the APPARENT radius
background: "{surfaceShotTwo}",
boxShadow: "{shadowShotTwo}",
duration: MORPH_DUR,
ease: "power2.inOut",
},
MORPH_START,
);
// Hold shot 1 — let the viewer register the wide banner before morphing.
tl.to(
".content-old",
{ opacity: 0, duration: MORPH_DUR * OLD_FADE_FRAC, ease: "power1.in" },
MORPH_START,
);
tl.to(
".content-new",
{ opacity: 1, duration: MORPH_DUR * NEW_FADE_FRAC, ease: "power1.out" },
MORPH_START + MORPH_DUR * (1 - NEW_FADE_FRAC),
);
// Phase 1 — Morph container properties simultaneously
tl.to(
".morph-card",
{
width: SHOT_TWO_W,
height: SHOT_TWO_H,
borderRadius: SHOT_TWO_RADIUS,
background: "{surfaceShotTwo}",
duration: MORPH_DUR,
ease: "power2.inOut",
},
MORPH_START,
);
// Phase 2 — Old content fades during the FIRST OLD_FADE_FRAC of the morph
tl.to(
".content-old",
{
opacity: 0,
duration: MORPH_DUR * OLD_FADE_FRAC,
ease: "power1.in",
},
MORPH_START,
);
// Phase 3 — New content fades in during the LAST NEW_FADE_FRAC of the morph
tl.to(
".content-new",
{
opacity: 1,
duration: MORPH_DUR * NEW_FADE_FRAC,
ease: "power1.out",
},
MORPH_START + MORPH_DUR * (1 - NEW_FADE_FRAC),
);
// Optional Phase 4 — Final fade: morph container disappears at the very end,
// revealing the actual next-shot element behind it.
tl.to(
".morph-card",
{
opacity: 0,
duration: MORPH_DUR * FINAL_FADE_FRAC,
ease: "power1.in",
},
MORPH_START + MORPH_DUR * (1 - FINAL_FADE_FRAC),
);
window.__timelines["morph-scene"] = tl;
</script>
// Optional handoff — card fades out over the pixel-identical real anchor.
tl.to(
".morph-card",
{ opacity: 0, duration: MORPH_DUR * FINAL_FADE_FRAC, ease: "power1.in", immediateRender: false },
MORPH_START + MORPH_DUR * (1 - FINAL_FADE_FRAC),
);
tl.to(
".next-shot-anchor",
{ opacity: 1, duration: MORPH_DUR * FINAL_FADE_FRAC, ease: "power1.out" },
MORPH_START + MORPH_DUR * (1 - FINAL_FADE_FRAC),
);
```
## Key Properties to Morph
## Morph channels
| Property | Shape of change | Visual effect |
| ------------------ | -------------------------------------------------------------- | ---------------------------- |
| `width` / `height` | `SHOT_ONE_W × SHOT_ONE_H``SHOT_TWO_W × SHOT_TWO_H` | wide card shrinks to an icon |
| `borderRadius` | `SHOT_ONE_RADIUS``SHOT_TWO_RADIUS` (≤ half of smaller side) | rectangle becomes a circle |
| `background` | `{surfaceShotOne}``{surfaceShotTwo}` (solid or gradient) | container identity shifts |
| `boxShadow` | base shadow → accent glow token | emphasis changes |
| channel | how |
| -------------- | ---------------------------------------------------------------------------------------------- |
| apparent size | uniform `scale` — the substitution for the forbidden `width`/`height` tween; aspect preserved |
| `borderRadius` | paint-only; pre-scale units — tween to `APPARENT_RADIUS / END_SCALE`, ≤ half the smaller side |
| `background` | paint-only; gradients interpolate only with equal stop counts (solid→solid: `backgroundColor`) |
| `boxShadow` | paint-only; base shadow → accent glow shifts emphasis |
GSAP tweens all of these simultaneously when included in one `tl.to(...)` call.
## Variations
## How to Choose Values
- **Landing on a non-centered target** (dock icon, sidebar slot): add `x`/`y` to the same tween, computed as the FLIP-style delta between the card's and the target's rects — `getBoundingClientRect()` both at build time (single-scene only, per the contract) and tween the difference. Don't hand-compute from CSS values: paddings, borders, and parent transforms compound, and center-vs-edge arithmetic is the classic off-by-half bug.
- **Aspect change between shots**: uniform scale preserves aspect — morph to the nearest uniform fit and let the crossfade/handoff absorb the small delta, or drop the handoff and hold the card's final state.
- **HOLD_BEAT** — pre-morph dwell so the viewer registers shot 1 before it changes
- Range: 0.6-1.5 s
- Effects: low end feels rushed / glitchy; high end stalls pacing
- Constraints: must be ≥ shot 1's content entry settle time
- **MORPH_START** — when the container morph begins
- Range: equal to `HOLD_BEAT` in the canonical pattern
- Constraints: must be > any shot-1 entry tween end
- **MORPH_DUR** — full length of the simultaneous container morph
- Range: 0.6-1.2 s
- Effects: low end reads as a snap; high end loses momentum
- Constraints: short morphs (<0.5s) cannot fit both old-fade and new-fade
- **SHOT_TWO_W / SHOT_TWO_H** — final container dimensions
- Range: 80-400 px when handing off to an icon-sized anchor
- Constraints: if handing off (`.next-shot-anchor`), MUST match the anchor's dimensions exactly to avoid a visible pop
- **SHOT_TWO_RADIUS** — final corner radius (use to read as circle / pill / soft-rect)
- Range: 0 to `min(SHOT_TWO_W, SHOT_TWO_H) / 2`
- Effects: half-of-smaller-side = perfect circle; smaller = soft rect
- Constraints: > half is visually clamped — wastes the tween
- **OLD_FADE_FRAC** — fraction of `MORPH_DUR` over which shot-1 content fades out, starting at `MORPH_START`
- Range: 0.3-0.5
- Effects: low end clips shot 1 too early; high end overlaps with shot 2 content
- Constraints: `OLD_FADE_FRAC + NEW_FADE_FRAC ≤ 1` (gap between is the "shape-only" moment)
- **NEW_FADE_FRAC** — fraction of `MORPH_DUR` over which shot-2 content fades in, ending at `MORPH_START + MORPH_DUR`
- Range: 0.3-0.5
- Effects: symmetric to OLD_FADE_FRAC
- **FINAL_FADE_FRAC** — optional tail fraction during which the morph container itself fades to 0 for handoff
- Range: 0 (no handoff) or 0.1-0.2
- Constraints: only use when `.next-shot-anchor` matches the morph's final visual exactly
- **Ease family** — discrete choice
- Options: `power2.inOut` (canonical, balanced), `power3.inOut` (snappier), `expo.inOut` (most cinematic but can feel sluggish at low durations)
- Avoid `back.out` / `elastic.out` on the morph itself — overshoot fights the dimensional change
## Values
CSS-side placeholders (`SHOT_ONE_W`, `SHOT_ONE_H`, `SHOT_ONE_RADIUS`, `{surfaceShotOne}`, `{surfaceShotTwo}`) take real values in the example. Pick `{surfaceShotOne}` and `{surfaceShotTwo}` so the gradient/solid stops counts match (GSAP can interpolate background gradients only when stop counts agree).
## Key Principles
- **All target properties in one tween** — they share a single ease and duration so they morph in lockstep
- **Old content fades early, new content fades late** — the container shape change happens between, providing a natural "blink" moment
- **Final fade is optional** — use it when the next shot has a real anchor element to hand off to (e.g. avatar that the icon morphed into "is")
- **Same easing for shape and crossfade** — avoid mixing `power2.inOut` morph with `bounce.out` content, looks unsynchronized
- **❗ If you use `.next-shot-anchor` for handoff, its visuals must be pixel-identical to `.morph-card`'s final state** — same `width` / `height`, same `border-radius`, same `background`, same `box-shadow`, same internal icon dimensions. Any visual delta between the two = visible pop during the crossfade. If you can't match exactly, **drop the handoff** and just hold the morph card at its final state (add a breath if needed for life).
| token | range | notes |
| ----------------- | ------------------------- | ------------------------------------------------------------------------------------ |
| HOLD_BEAT | 0.61.5s | ≥ shot 1's entry settle; the viewer must register shot 1 first |
| MORPH_DUR | 0.61.2s | < 0.5s can't fit both content fades |
| END_SCALE | SHOT_TWO_W / SHOT_ONE_W | icon-sized handoffs typically land at 80400px apparent width |
| SHOT_TWO_RADIUS | ≤ min(W, H)/2 apparent | half the smaller side = perfect circle; beyond is clamped |
| OLD/NEW_FADE_FRAC | 0.30.5 each, sum ≤ 1 | the gap between is the shape-only "blink" |
| FINAL_FADE_FRAC | 0 (no handoff) or 0.10.2 | only when a pixel-identical anchor exists |
| ease | `power2.inOut` canonical | `power3`/`expo.inOut` OK; never `back`/`elastic` — overshoot fights the shape change |
## Critical Constraints
- **`overflow: hidden`** on the morph container — content must clip during shape change, otherwise content overflows the morphing border radius
- **Hold a beat before morphing** — let the viewer register shot 1's content before morphing; instant morph reads as glitchy
- **Timeline must be paused**: `gsap.timeline({ paused: true })`. Never `tl.play()`
- **Registry key = `data-composition-id`**: `window.__timelines["morph-scene"]` must match scene root
- **Use `background` tween, not `background-color`**: gradients need `background` (GSAP supports gradient interpolation when targets are gradients with same number of stops). For solid → solid, `backgroundColor` works.
- **`borderRadius` should be ≤ half the smaller dimension** at end state — otherwise the radius is visually clamped and the morph looks abrupt at the boundary
- **❗ Don't snap `z-index` mid-fade** — if you need `.next-shot-anchor` to appear from behind the morph card, use **DOM order** (render `.next-shot-anchor` BEFORE `.morph-card` so the morph card is naturally on top), then crossfade their opacities. A `tl.set({ zIndex: ... })` call during an active opacity tween causes a visible flicker as the stacking order flips before the opacity transition finishes.
- **❗ Uniform-scale substitution** — never tween `width`/`height`; `scale` + the paint-only channels (`borderRadius`, `background`, `boxShadow`) are the ONLY morph properties.
- **❗ Handoff anchor must be pixel-identical to the card's final state** — same apparent size, radius, background, shadow, inner icon dimensions. Any delta = a visible pop during the crossfade. Can't match exactly? Drop the handoff and hold the morph card.
- **❗ Stacking by DOM order, never a z-index snap mid-fade** — render the anchor before the card; a `tl.set({ zIndex })` during an active opacity tween flips stacking before the fade finishes and flickers.
- **`overflow: hidden`** on the card — content must clip as the radius changes.
- **Hold a beat before morphing**; same ease family for shape and crossfade (mixed eases read unsynchronized).
## Variation: Morphing to a target element's position
## See also
When shot 2 isn't centered (e.g. the morph card "lands" on a specific icon in a dock, sidebar, or grid), compute the target `top` / `left` from the **target element's element-position**, not its visual center. Common mistake: subtracting `height/2` to get center, then applying that to the morph-card's `top` — but if `.morph-card` uses absolute positioning with `top` + `margin: 0` (no transform-centering), `top` represents the **element top edge**, not the center.
Math template (example: morph card lands on icon at bottom dock):
```
target_element_top = viewport_height dock_bottom_offset dock_padding_y icon_height
= 1080 60 22 110 = 888 px
```
Then tween `.morph-card { top: 888 }` so its element-top aligns with the target icon's element-top. If you mistakenly tween to `888 + icon_height/2 = 943` you'll land below; tweening to a "center" value like `top: 933` (off-by-arithmetic) will be even worse.
Always **measure the target element with `getBoundingClientRect()`** before the timeline starts, and use those numbers — don't hand-compute from CSS values, since paddings, borders, and parent transforms compound.
## Combinations
- [scale-swap-transition.md](scale-swap-transition.md) — simpler morph without dimension change (just scale + content swap)
- [sine-wave-loop.md](sine-wave-loop.md) — gentle breathing on the final state (e.g. final small circular icon idles with a breath)
## Pairs with HF skills
- `/hyperframes-animation` — timeline + multi-property tween reference
- `/hyperframes-core` — composition wiring, `data-*` attributes
- `/hyperframes-cli``hyperframes lint` to verify scene structure
`anchored-layout-expand` (edge-pinned one-axis growth with reflow) · `theme-crossfade-morph` (whole-theme reskin under a fixed anchor) · `scale-swap-transition` (content swap without shape change) · `sine-wave-loop` (a breath on the final state).