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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.
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@@ -7,261 +7,128 @@ metadata:
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# Card Morph Anchor
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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.
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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).
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## How It Works
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A single GSAP tween animates multiple container properties simultaneously (width / height / border-radius / background). At the same time:
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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.
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1. **Old content** fades out during the first ~40% of the morph
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2. **New content** fades in during the last ~40% of the morph
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3. **Optional final fade** — the morph container itself fades to 0, revealing the actual next-shot element rendered behind it
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The persistent container provides visual continuity even as content and shape change.
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## HTML
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## Recipe
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```html
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<div
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class="scene"
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id="morph-scene"
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data-composition-id="morph-scene"
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data-start="0"
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data-duration="4"
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data-track-index="0"
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>
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<!-- The persistent morph container -->
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<div class="morph-card">
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<div class="content-old">
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<h2>{shotOneHeadline}</h2>
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<p>{shotOneSubcopy}</p>
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</div>
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<div class="content-new">
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<img src="{shotTwoIcon}" alt="logo" />
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</div>
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</div>
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<!-- Optional: actual next-shot element behind the morph -->
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<div class="next-shot-anchor">
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<img src="{nextShotAnchor}" alt="anchor" />
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</div>
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<!-- inside a standard scene clip (hyperframes-core) -->
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<!-- DOM order = stacking: the anchor renders BEFORE the card, so the card is on top -->
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<div class="next-shot-anchor"><img src="{nextShotAnchor}" alt="anchor" /></div>
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<div class="morph-card">
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<div class="content-old">{shotOneContent}</div>
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<div class="content-new">{shotTwoContent}</div>
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</div>
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```
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## CSS (hero-frame layout)
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Card starts as a wide rectangle (shot 1 state). All properties present from the start; only opacities differ:
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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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}
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.morph-card {
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position: relative;
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width: {SHOT_ONE_W}px;
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height: {SHOT_ONE_H}px;
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border-radius: {SHOT_ONE_RADIUS}px;
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width: SHOT_ONE_W;
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height: SHOT_ONE_H; /* shot-1 geometry; the morph is scale, never width/height */
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border-radius: SHOT_ONE_RADIUS;
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background: {surfaceShotOne};
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overflow: hidden;
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box-shadow: 0 20px 60px rgba(0, 0, 0, 0.4);
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overflow: hidden; /* content must clip during the shape change */
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display: grid;
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place-items: center;
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will-change: transform;
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}
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.content-old,
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.content-new {
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position: absolute;
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inset: 0;
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display: grid;
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place-items: center;
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padding: 32px;
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}
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.content-old {
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opacity: 1;
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}
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.content-new {
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opacity: 0;
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opacity: 0; /* author its inner sizes at apparent-size ÷ END_SCALE — it scales with the card */
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}
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.next-shot-anchor {
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position: absolute;
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left: 50%;
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top: 50%;
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transform: translate(-50%, -50%);
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opacity: 0; /* GSAP fades this in as morph card fades out */
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/* Use DOM ORDER for stacking — render .next-shot-anchor BEFORE .morph-card
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in markup so the morph card is naturally on top. Do NOT use z-index: -1
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and then snap it positive mid-fade — that causes a visible pop. */
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opacity: 0; /* fades in as the morph card fades out */
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}
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```
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## GSAP Timeline
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```js
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const END_SCALE = SHOT_TWO_W / SHOT_ONE_W; // uniform — keep the two shots aspect-matched
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```html
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<script src="https://cdn.jsdelivr.net/npm/gsap@3.14.2/dist/gsap.min.js"></script>
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<script>
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window.__timelines = window.__timelines || {};
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const tl = gsap.timeline({ paused: true });
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// Hold shot 1 for HOLD_BEAT first — an instant morph reads as glitchy.
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// Named constants — assign in your example only. See "How to Choose Values".
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const HOLD_BEAT; // s — pre-morph dwell on shot 1
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const MORPH_START; // s — usually = HOLD_BEAT
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const MORPH_DUR; // s — full container morph length
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const SHOT_TWO_W; // px — final container width
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const SHOT_TWO_H; // px — final container height
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const SHOT_TWO_RADIUS; // px — ≤ min(SHOT_TWO_W, SHOT_TWO_H) / 2
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const OLD_FADE_FRAC; // 0..0.5 — fraction of MORPH_DUR for old content fade
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const NEW_FADE_FRAC; // 0..0.5 — fraction of MORPH_DUR for new content fade
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const FINAL_FADE_FRAC; // 0..0.3 — optional tail fade for handoff
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// {surfaceShotTwo} is a CSS background token (solid or gradient).
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// One tween, all channels: uniform scale + paint-only properties.
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tl.to(
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".morph-card",
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{
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scale: END_SCALE,
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borderRadius: SHOT_TWO_RADIUS / END_SCALE, // borderRadius is pre-scale — divide to land the APPARENT radius
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background: "{surfaceShotTwo}",
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boxShadow: "{shadowShotTwo}",
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duration: MORPH_DUR,
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ease: "power2.inOut",
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},
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MORPH_START,
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);
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// Hold shot 1 — let the viewer register the wide banner before morphing.
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tl.to(
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".content-old",
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{ opacity: 0, duration: MORPH_DUR * OLD_FADE_FRAC, ease: "power1.in" },
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MORPH_START,
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);
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tl.to(
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".content-new",
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{ opacity: 1, duration: MORPH_DUR * NEW_FADE_FRAC, ease: "power1.out" },
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MORPH_START + MORPH_DUR * (1 - NEW_FADE_FRAC),
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);
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// Phase 1 — Morph container properties simultaneously
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tl.to(
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".morph-card",
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{
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width: SHOT_TWO_W,
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height: SHOT_TWO_H,
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borderRadius: SHOT_TWO_RADIUS,
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background: "{surfaceShotTwo}",
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duration: MORPH_DUR,
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ease: "power2.inOut",
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},
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MORPH_START,
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);
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// Phase 2 — Old content fades during the FIRST OLD_FADE_FRAC of the morph
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tl.to(
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".content-old",
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{
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opacity: 0,
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duration: MORPH_DUR * OLD_FADE_FRAC,
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ease: "power1.in",
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},
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MORPH_START,
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);
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// Phase 3 — New content fades in during the LAST NEW_FADE_FRAC of the morph
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tl.to(
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".content-new",
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{
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opacity: 1,
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duration: MORPH_DUR * NEW_FADE_FRAC,
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ease: "power1.out",
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},
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MORPH_START + MORPH_DUR * (1 - NEW_FADE_FRAC),
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);
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// Optional Phase 4 — Final fade: morph container disappears at the very end,
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// revealing the actual next-shot element behind it.
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tl.to(
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".morph-card",
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{
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opacity: 0,
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duration: MORPH_DUR * FINAL_FADE_FRAC,
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ease: "power1.in",
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},
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MORPH_START + MORPH_DUR * (1 - FINAL_FADE_FRAC),
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);
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window.__timelines["morph-scene"] = tl;
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</script>
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// Optional handoff — card fades out over the pixel-identical real anchor.
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tl.to(
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".morph-card",
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{ opacity: 0, duration: MORPH_DUR * FINAL_FADE_FRAC, ease: "power1.in", immediateRender: false },
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MORPH_START + MORPH_DUR * (1 - FINAL_FADE_FRAC),
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);
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tl.to(
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".next-shot-anchor",
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{ opacity: 1, duration: MORPH_DUR * FINAL_FADE_FRAC, ease: "power1.out" },
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MORPH_START + MORPH_DUR * (1 - FINAL_FADE_FRAC),
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);
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```
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## Key Properties to Morph
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## Morph channels
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| Property | Shape of change | Visual effect |
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| ------------------ | -------------------------------------------------------------- | ---------------------------- |
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| `width` / `height` | `SHOT_ONE_W × SHOT_ONE_H` → `SHOT_TWO_W × SHOT_TWO_H` | wide card shrinks to an icon |
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| `borderRadius` | `SHOT_ONE_RADIUS` → `SHOT_TWO_RADIUS` (≤ half of smaller side) | rectangle becomes a circle |
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| `background` | `{surfaceShotOne}` → `{surfaceShotTwo}` (solid or gradient) | container identity shifts |
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| `boxShadow` | base shadow → accent glow token | emphasis changes |
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| channel | how |
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| -------------- | ---------------------------------------------------------------------------------------------- |
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| apparent size | uniform `scale` — the substitution for the forbidden `width`/`height` tween; aspect preserved |
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| `borderRadius` | paint-only; pre-scale units — tween to `APPARENT_RADIUS / END_SCALE`, ≤ half the smaller side |
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| `background` | paint-only; gradients interpolate only with equal stop counts (solid→solid: `backgroundColor`) |
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| `boxShadow` | paint-only; base shadow → accent glow shifts emphasis |
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GSAP tweens all of these simultaneously when included in one `tl.to(...)` call.
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## Variations
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## How to Choose Values
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- **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.
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- **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.
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- **HOLD_BEAT** — pre-morph dwell so the viewer registers shot 1 before it changes
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- Range: 0.6-1.5 s
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- Effects: low end feels rushed / glitchy; high end stalls pacing
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- Constraints: must be ≥ shot 1's content entry settle time
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- **MORPH_START** — when the container morph begins
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- Range: equal to `HOLD_BEAT` in the canonical pattern
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- Constraints: must be > any shot-1 entry tween end
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- **MORPH_DUR** — full length of the simultaneous container morph
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- Range: 0.6-1.2 s
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- Effects: low end reads as a snap; high end loses momentum
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- Constraints: short morphs (<0.5s) cannot fit both old-fade and new-fade
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- **SHOT_TWO_W / SHOT_TWO_H** — final container dimensions
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- Range: 80-400 px when handing off to an icon-sized anchor
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- Constraints: if handing off (`.next-shot-anchor`), MUST match the anchor's dimensions exactly to avoid a visible pop
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- **SHOT_TWO_RADIUS** — final corner radius (use to read as circle / pill / soft-rect)
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- Range: 0 to `min(SHOT_TWO_W, SHOT_TWO_H) / 2`
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- Effects: half-of-smaller-side = perfect circle; smaller = soft rect
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- Constraints: > half is visually clamped — wastes the tween
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- **OLD_FADE_FRAC** — fraction of `MORPH_DUR` over which shot-1 content fades out, starting at `MORPH_START`
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- Range: 0.3-0.5
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- Effects: low end clips shot 1 too early; high end overlaps with shot 2 content
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- Constraints: `OLD_FADE_FRAC + NEW_FADE_FRAC ≤ 1` (gap between is the "shape-only" moment)
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- **NEW_FADE_FRAC** — fraction of `MORPH_DUR` over which shot-2 content fades in, ending at `MORPH_START + MORPH_DUR`
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- Range: 0.3-0.5
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- Effects: symmetric to OLD_FADE_FRAC
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- **FINAL_FADE_FRAC** — optional tail fraction during which the morph container itself fades to 0 for handoff
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- Range: 0 (no handoff) or 0.1-0.2
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- Constraints: only use when `.next-shot-anchor` matches the morph's final visual exactly
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- **Ease family** — discrete choice
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- Options: `power2.inOut` (canonical, balanced), `power3.inOut` (snappier), `expo.inOut` (most cinematic but can feel sluggish at low durations)
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- Avoid `back.out` / `elastic.out` on the morph itself — overshoot fights the dimensional change
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## Values
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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).
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## Key Principles
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- **All target properties in one tween** — they share a single ease and duration so they morph in lockstep
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- **Old content fades early, new content fades late** — the container shape change happens between, providing a natural "blink" moment
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- **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")
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- **Same easing for shape and crossfade** — avoid mixing `power2.inOut` morph with `bounce.out` content, looks unsynchronized
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- **❗ 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).
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| token | range | notes |
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| ----------------- | ------------------------- | ------------------------------------------------------------------------------------ |
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| HOLD_BEAT | 0.6–1.5s | ≥ shot 1's entry settle; the viewer must register shot 1 first |
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| MORPH_DUR | 0.6–1.2s | < 0.5s can't fit both content fades |
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| END_SCALE | SHOT_TWO_W / SHOT_ONE_W | icon-sized handoffs typically land at 80–400px apparent width |
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| SHOT_TWO_RADIUS | ≤ min(W, H)/2 apparent | half the smaller side = perfect circle; beyond is clamped |
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| OLD/NEW_FADE_FRAC | 0.3–0.5 each, sum ≤ 1 | the gap between is the shape-only "blink" |
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| FINAL_FADE_FRAC | 0 (no handoff) or 0.1–0.2 | only when a pixel-identical anchor exists |
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| ease | `power2.inOut` canonical | `power3`/`expo.inOut` OK; never `back`/`elastic` — overshoot fights the shape change |
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## Critical Constraints
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- **`overflow: hidden`** on the morph container — content must clip during shape change, otherwise content overflows the morphing border radius
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- **Hold a beat before morphing** — let the viewer register shot 1's content before morphing; instant morph reads as glitchy
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- **Timeline must be paused**: `gsap.timeline({ paused: true })`. Never `tl.play()`
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- **Registry key = `data-composition-id`**: `window.__timelines["morph-scene"]` must match scene root
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- **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.
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- **`borderRadius` should be ≤ half the smaller dimension** at end state — otherwise the radius is visually clamped and the morph looks abrupt at the boundary
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- **❗ 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.
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- **❗ Uniform-scale substitution** — never tween `width`/`height`; `scale` + the paint-only channels (`borderRadius`, `background`, `boxShadow`) are the ONLY morph properties.
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- **❗ 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.
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- **❗ 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.
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- **`overflow: hidden`** on the card — content must clip as the radius changes.
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- **Hold a beat before morphing**; same ease family for shape and crossfade (mixed eases read unsynchronized).
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## Variation: Morphing to a target element's position
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## See also
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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.
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Math template (example: morph card lands on icon at bottom dock):
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```
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target_element_top = viewport_height − dock_bottom_offset − dock_padding_y − icon_height
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= 1080 − 60 − 22 − 110 = 888 px
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```
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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.
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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).
|
||||
|
||||
Reference in New Issue
Block a user