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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@@ -7,322 +7,124 @@ metadata:
# Motion-Blur Streak
Real per-frame motion blur isn't available to a seeked renderer (it integrates over shutter time, which a paused timeline has no concept of), so this rule **fakes** it for a fast element fly-in or a hard camera push-through. The blur **peaks at maximum velocity and resolves to 0 at the settle** — the element reads as streaking in then snapping sharp on arrival. The whole point is the _coupling_: the blur envelope rides the same ease and window as the position tween, so peak-blur lands exactly on peak-speed, and the element is razor-sharp the instant it stops.
Real motion blur isn't available to a seeked renderer (it integrates over shutter time), so this rule **fakes** it for a fast fly-in or hard camera push-through. The whole point is the _coupling_: the blur envelope rides the **same ease and window** as the position tween, so peak blur lands exactly on peak speed and the element is razor-sharp the instant it stops. Two paths:
Two implementation paths, both finite, deterministic, and seek-safe:
- **(A) Directional SVG blur** — inline `<feGaussianBlur stdDeviation="X 0">` (X on the motion axis, 0 across it), tweened via a proxy. Cleanest; a true directional smear.
- **(B) Echo / ghost trail** — 24 duplicates at decreasing opacity, offset backward along the motion vector, collapsing into the lead as it settles. No filter cost; a stylized "speed-line" trail.
- **(A) Directional SVG blur** — an inline `<filter>` with `<feGaussianBlur stdDeviation="X 0">` (X on the axis of motion, 0 across it). GSAP tweens `X` from high → 0 through a proxy that calls `setAttribute` each frame. Cleanest, one element, true directional smear.
- **(B) Echo / ghost trail** — 24 duplicate copies at decreasing opacity, offset backward along the motion vector, collapsing into the lead element as it settles. No filter cost; reads as a "speed-line" stutter trail. Better when you want the streak _colored_ or _stylized_ rather than a literal optical blur.
This is for **entrances and mid-shot moves only** — a fast arrival, a beat that zooms past camera, a card slamming into a grid slot, a logo punching through into a lockup. **Never an exit on a non-final frame** (a blurred element fleeing off-frame mid-composition reads as a glitch, and a hard exit between scenes is the transition's job, not a per-element blur).
**Entrances and mid-shot moves only — never a mid-composition exit.** A blurred element fleeing off-frame mid-composition reads as a glitch; a hard exit between scenes is the transition's job (`../../transitions/overview.md`). One sanctioned scope extension: the envelope may ride the **camera wrapper** during a travel leg — see the Camera-Travel Carve-Out.
## How It Works
A fast move has a velocity profile: it accelerates off the start, peaks, then decelerates into the settle. An `out` ease (`expo.out`, `power4.out`) front-loads that — velocity is highest right at the start and bleeds to zero at the end. The fake works by mapping a **blur (or echo) envelope onto that same curve**:
A fast `out`-eased move front-loads velocity — fastest off the start, bleeding to zero at the settle. Map the blur/echo envelope onto that same curve: position travels from an off-frame / pushed-back start to rest over `MOVE_DUR`; in lockstep on the same window and ease the smear goes `PEAK_BLUR → 0` (A) or the ghosts collapse onto the lead (B). By the settle the element is fully crisp and dwells ≥1 s — the contrast between violent streak and still, sharp settle IS the effect. GSAP can't tween an SVG attribute directly: tween a plain `{ v }` proxy and write `setAttribute("stdDeviation", …)` in `onUpdate`, seeding it once at setup so a seek to t=0 shows the streaked start.
1. **Position tween** — the element travels from an off-frame / pushed-back start to its resting transform (`x`/`y` for a fly-in, `scale` for a push-through) on a fast `out` ease over `MOVE_DUR`.
2. **Blur envelope** — in lockstep over the **same window and ease**, the smear goes from `PEAK_BLUR``0`. Because the ease front-loads velocity and the envelope shares it, max blur coincides with max speed, and blur hits exactly `0` as the element lands.
3. **Settle is sharp** — by `MOVE_START + MOVE_DUR` the element is at its resting transform with blur `0` (path A) or all echoes collapsed onto the lead (path B). It then holds, fully crisp, for the climax dwell.
Path A tweens the filter's `stdDeviation` attribute (a non-DOM-style numeric attribute) via a **proxy object** — GSAP can't tween an SVG attribute directly, so you tween a plain `{ v: PEAK_BLUR }` and write it back with `setAttribute` in `onUpdate`. Path B places the ghosts at deterministic backward offsets (`i * ECHO_STEP_PX`) and fades/collapses them on the same envelope.
## HTML
### Path A — directional SVG blur (recommended default)
## Recipe
```html
<div
class="scene"
id="streak-scene"
data-composition-id="streak-scene"
data-start="0"
data-duration="DURATION"
data-track-index="0"
>
<!-- Inline filter: blur on the X axis only (stdDeviation="X 0"); 0 on Y keeps it a clean horizontal smear. -->
<svg width="0" height="0" aria-hidden="true" style="position: absolute">
<defs>
<filter id="streak" x="-50%" y="-50%" width="200%" height="200%">
<feGaussianBlur id="streak-blur" in="SourceGraphic" stdDeviation="0 0" />
</filter>
</defs>
</svg>
<div class="streak-stage">
<div class="streak-el" id="streak-el">{phrase}</div>
</div>
</div>
<!-- inside a standard scene clip; overflow: hidden on the scene (the smear extends past rest) -->
<svg width="0" height="0" aria-hidden="true" style="position: absolute">
<filter id="streak" x="-50%" y="-50%" width="200%" height="200%">
<feGaussianBlur id="streak-blur" in="SourceGraphic" stdDeviation="0 0" />
</filter>
</svg>
<div class="streak-el" id="streak-el" style="filter: url(#streak)">{phrase}</div>
<!-- Path B instead: N-1 aria-hidden .streak-ghost duplicates BEHIND the lead, no filter -->
```
### Path B — echo / ghost trail
```js
// Path A — proxy-tweened directional blur.
const blurNode = document.getElementById("streak-blur");
const blurProxy = { v: PEAK_BLUR };
const writeBlur = () => blurNode.setAttribute("stdDeviation", `${blurProxy.v} 0`); // X axis only
writeBlur(); // seed frame 0 — a seek to t=0 must show the streaked start, not a sharp pre-frame
```html
<div
class="scene"
id="streak-scene"
data-composition-id="streak-scene"
data-start="0"
data-duration="DURATION"
data-track-index="0"
>
<div class="streak-stage">
<!-- N-1 ghosts BEHIND the lead, then the lead on top. Ghosts are aria-hidden duplicates. -->
<div class="streak-ghost" data-i="3" aria-hidden="true">{phrase}</div>
<div class="streak-ghost" data-i="2" aria-hidden="true">{phrase}</div>
<div class="streak-ghost" data-i="1" aria-hidden="true">{phrase}</div>
<div class="streak-el" id="streak-el">{phrase}</div>
</div>
</div>
```
tl.fromTo(
"#streak-el",
{ x: ENTER_FROM_X, opacity: 0 },
{ x: 0, opacity: 1, duration: MOVE_DUR, ease: MOVE_EASE },
MOVE_START,
);
tl.to(blurProxy, { v: 0, duration: MOVE_DUR, ease: MOVE_EASE, onUpdate: writeBlur }, MOVE_START);
## CSS
```css
.scene {
position: relative;
width: 100%;
height: 100%;
display: grid;
place-items: center;
background: {sceneBg};
font-family: {font};
overflow: hidden; /* the smear/echo extends past the resting position before settling */
}
.streak-stage {
position: relative;
display: grid;
place-items: center;
}
.streak-el {
position: relative;
z-index: 2;
font-size: EL_FONT_SIZE;
font-weight: 900;
letter-spacing: EL_TRACKING;
color: {textColor};
/* Path A only — reference the directional filter. (Omit for Path B.) */
filter: url(#streak);
will-change: transform, filter;
}
/* Path B ghosts — identical glyphs behind the lead, decreasing opacity */
.streak-ghost {
position: absolute;
inset: 0;
display: grid;
place-items: center;
z-index: 1;
font-size: EL_FONT_SIZE;
font-weight: 900;
letter-spacing: EL_TRACKING;
color: {textColor};
opacity: 0;
will-change: transform, opacity;
pointer-events: none;
}
```
## GSAP Timeline
### Path A — directional SVG blur
```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 });
// GSAP can't tween an SVG attribute directly — tween a proxy and write it back each frame.
const blurNode = document.getElementById("streak-blur");
const blurProxy = { v: PEAK_BLUR };
const writeBlur = () => blurNode.setAttribute("stdDeviation", `${blurProxy.v} 0`); // X-axis only
writeBlur(); // seed frame 0 so a seek to t=0 shows the streaked start, not a sharp pre-frame
// Position: travel from off-frame to rest on a fast `out` ease (velocity front-loaded).
// Path B — ghosts on the SAME window/ease; per-ghost variation by index.
gsap.utils.toArray(".streak-ghost").forEach((g) => {
const i = Number(g.dataset.i); // 1..N-1, set in HTML
tl.fromTo(
"#streak-el",
{ x: ENTER_FROM_X, opacity: 0 },
{ x: 0, opacity: 1, duration: MOVE_DUR, ease: MOVE_EASE },
g,
{ x: ENTER_FROM_X - i * ECHO_STEP_PX, opacity: GHOST_BASE_OPACITY / i },
{ x: 0, opacity: 0, duration: MOVE_DUR, ease: MOVE_EASE },
MOVE_START,
);
// Blur envelope: SAME window + SAME ease so peak-blur == peak-speed, resolving to 0 at the settle.
tl.to(blurProxy, { v: 0, duration: MOVE_DUR, ease: MOVE_EASE, onUpdate: writeBlur }, MOVE_START);
window.__timelines["streak-scene"] = tl;
</script>
```
### Path B — echo / ghost trail
```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 });
// Lead element: same fast `out` move as Path A.
tl.fromTo(
"#streak-el",
{ x: ENTER_FROM_X, opacity: 0 },
{ x: 0, opacity: 1, duration: MOVE_DUR, ease: MOVE_EASE },
MOVE_START,
);
// Ghosts: each starts FURTHER back along the motion vector (deterministic, by index),
// dimmer, and collapses onto the lead — all on the SAME ease/window so they vanish at the settle.
const ghosts = gsap.utils.toArray(".streak-ghost");
ghosts.forEach((g) => {
const i = Number(g.dataset.i); // 1..N-1, set in HTML (no Math.random)
tl.fromTo(
g,
{ x: ENTER_FROM_X - i * ECHO_STEP_PX, opacity: GHOST_BASE_OPACITY / i },
{ x: 0, opacity: 0, duration: MOVE_DUR, ease: MOVE_EASE },
MOVE_START,
);
});
window.__timelines["streak-scene"] = tl;
</script>
});
```
## Variations
### Vertical streak (rise / drop-in)
- **Vertical streak** — swap axes: `y`, `stdDeviation="0 Y"`, vertical echo offsets.
- **Camera push-through** — `scale: SCALE_FROM → 1` with a symmetric `"B B"` envelope (depth-wise smear, not directional): the wordmark punches out of soft focus and snaps crisp at the lock.
- **Staggered grid streak-in** — each card streaks into its slot at `MOVE_START + i * CARD_STAGGER` with its own blur proxy / ghosts; sharp the instant it lands.
- **Hold-the-streak** — blur on a marginally slower curve than position (position `expo.out`, blur `power3.out`) so the last wisp resolves just after arrival. Sparingly; default is locked envelopes.
Swap the motion axis: use `y` instead of `x` for the position tween, `stdDeviation="0 Y"` for Path A (blur on Y, 0 on X), and `ENTER_FROM_Y` / vertical echo offsets for Path B. A phrase that streaks _up_ into place pairs with `kinetic-type-beats`' rise-rotate beat.
## Camera-Travel Carve-Out
### Camera push-through (scale streak into a lockup)
The envelope is also sanctioned at **wrapper level**: on the `.world` / camera wrapper of a virtual-camera scene ([viewport-change.md](viewport-change.md), [multi-phase-camera.md](multi-phase-camera.md), [3d-camera-flight.md](3d-camera-flight.md)) during a **travel leg** — a dive, a whip sweep, a violent final push. This does **not** violate "never a mid-composition exit": the world never leaves frame — the camera travels _through_ it, and every leg ends with the world at rest, sharp, inside the frame. Each leg is an **arrival** at the next pose, so the entrance doctrine applies leg by leg. Three deltas from the element-level recipe:
Instead of translating, the element rushes the camera: `scale: SCALE_FROM → 1` on the fast `out` ease, with a **radial / zoom blur** feel approximated by a symmetric `stdDeviation="B B"` envelope (blur on both axes since the smear is depth-wise, not directional). This is the `logo-assemble-lockup` push-through — the wordmark punches forward out of soft focus and snaps crisp at the lock.
- **Envelope follows the leg's ease.** An `out` leg (dive, final push) uses the base recipe unchanged. An `inOut` repositioning leg peaks mid-leg: split the envelope at the velocity peak — `0 → PEAK` on the in-half ease over the first half, `PEAK → 0` on the out-half over the second. Seed the proxy at **0** for these (the streaked state lives mid-leg, not at t=0; seed-at-`PEAK_BLUR` belongs to the entrance shape, where the first frame IS the fastest).
- **Filter placement.** 2D camera: `filter: url(#streak)` on the `.world` wrapper. 3D flight: on the **perspective stage** above the 3D context — a `filter` on a `preserve-3d` element flattens it and collapses every `translateZ`. Never per-element inside the world: one frame-wide envelope, not N desynced ones.
- **Full-frame blur is heavy** — cap `PEAK_BLUR` ~1820 at wrapper level (vs 30 for one element); a brief whip may touch ~24. Axis rule as usual: `"X 0"` for a lateral whip/pan, `"B B"` for a dive/push.
### Whip sweep (named composition)
The heavily-blurred lateral whip that resolves into the next region — two rules on one window:
1. **Position** — [nudge-curve.md](nudge-curve.md)'s three-phase chain on the camera state, tuned burst-dominant (tail still ≥3× ramp-in in time).
2. **Blur**`0 → PEAK` across the ramp-in, held at `PEAK` through the linear burst (constant velocity = constant smear), `PEAK → 0` across the tail.
Swap or reveal the next region's content DURING the burst — the smear masks the change; the `power4.out` tail lands it sharp. Reveal during the burst, read after the tail.
```js
tl.fromTo(
"#streak-el",
{ scale: SCALE_FROM, opacity: 0 },
{ scale: 1, opacity: 1, duration: MOVE_DUR, ease: MOVE_EASE },
MOVE_START,
tl.to(cam, { x: WHIP_X * 0.1, duration: 0.12, ease: "power3.in", onUpdate: applyCamera }, WHIP_AT);
tl.to(
cam,
{ x: WHIP_X * 0.75, duration: 0.1, ease: "none", onUpdate: applyCamera },
WHIP_AT + 0.12,
);
tl.to(
blurProxy,
{
v: 0,
duration: MOVE_DUR,
ease: MOVE_EASE,
onUpdate: () => blurNode.setAttribute("stdDeviation", `${blurProxy.v} ${blurProxy.v}`),
},
MOVE_START,
cam,
{ x: WHIP_X, duration: 0.35, ease: "power4.out", onUpdate: applyCamera },
WHIP_AT + 0.22,
);
tl.to(blurProxy, { v: PEAK_BLUR, duration: 0.12, ease: "power3.in", onUpdate: writeBlur }, WHIP_AT);
// blur holds at PEAK through the linear burst (no tween needed — value rests at PEAK)
tl.to(blurProxy, { v: 0, duration: 0.35, ease: "power4.out", onUpdate: writeBlur }, WHIP_AT + 0.22);
```
### Staggered grid streak-in (cards assemble)
## Values
For `grid-card-assemble`: each card streaks into its slot from its own backward offset, staggered. Drive every card off the same ease/window with a per-index delay; derive the entrance offset and start time from the card's index (no `Math.random`). Each card is sharp the instant it lands in its slot.
```js
gsap.utils.toArray(".grid-card").forEach((card, i) => {
const at = MOVE_START + i * CARD_STAGGER;
tl.fromTo(
card,
{ x: ENTER_FROM_X, opacity: 0 },
{ x: 0, opacity: 1, duration: MOVE_DUR, ease: MOVE_EASE },
at,
);
// + a per-card blur proxy tween at the same `at` (Path A), or per-card ghosts (Path B)
});
```
### Hold-the-streak (whip emphasis on a single beat)
For a single kinetic phrase that "zooms past," keep the streak slightly visible a frame or two longer by easing the blur on a marginally _slower_ curve than the position (e.g. position `expo.out`, blur `power3.out`) — the element arrives, then the last wisp of smear resolves. Use sparingly; the default is locked envelopes.
## How to Choose Values
### Motion
- **MOVE_EASE** — shared ease for position and blur/echo.
- Range: `expo.out` (hardest snap), `power4.out` (hard slam, default), `power3.out` (firm but softer)
- Effects: harder `out` → velocity more front-loaded → blur reads as a sharper streak that resolves later in the window
- Constraints: must be an `out`-family ease (velocity front-loaded). An `inOut` or `in` ease puts peak speed mid/late and the blur-speed coupling breaks. **Position and blur must use the SAME ease** (except the deliberate Hold-the-streak variation).
- **MOVE_DUR** — travel + blur-resolve duration.
- Range: 0.250.6 s
- Effects: shorter → more violent whip; longer → a glide, the streak loses punch
- Constraints: a streak is _fast_ — over ~0.7 s it stops reading as velocity blur and looks like a focus pull
- **MOVE_START** — timeline position of the entrance.
- Constraints: leave **≥1 s of dwell** after `MOVE_START + MOVE_DUR` before the composition ends (climax dwell — a streak that lands at `t = DURATION 0.2 s` reads as "flashed and gone")
- **ENTER_FROM_X / ENTER_FROM_Y** — off-frame start offset along the motion axis.
- Range: 40120% of the element's own dimension on that axis (far enough to read as "came from off-frame")
- Effects: larger → longer travel → the streak has more runway to read; too small and there's no sense of speed
### Path A — SVG blur
- **PEAK_BLUR** — `stdDeviation` at maximum velocity (start of the window).
- Range: 8 (subtle) → 18 (default) → 30 (extreme whip)
- Effects: higher → heavier smear at peak speed; too high erases the glyph entirely at the start frame
- Constraints: ≤ ~30 — beyond that the element is unreadable for the first several frames and reads as "missing then appearing"; the filter region (`x/y/width/height` on `<filter>`) must be large enough (≥`-50% … 200%`) or the smear clips at the box edge
- **SCALE_FROM** (push-through variation) — starting scale for a camera push.
- Range: 1.3 (gentle push) → 2.5 (aggressive punch-through)
### Path B — echo trail
- **N (ghost count)** — number of ghosts behind the lead (set by how many `.streak-ghost` you author).
- Range: 24
- Effects: more ghosts → a longer, smoother smear; >4 reads as a stutter / strobe rather than a streak
- **ECHO_STEP_PX** — backward offset per ghost along the motion vector.
- Range: 1240 px
- Effects: larger → a more spread-out, visible trail; smaller → a tight blur-like cluster
- Constraints: `(N) × ECHO_STEP_PX` should be ≲ `ENTER_FROM_X` so the furthest ghost still starts within the travel runway
- **GHOST_BASE_OPACITY** — opacity of the nearest ghost (`i = 1`); falls off as `BASE / i`.
- Range: 0.3 (faint) → 0.6 (pronounced)
- Constraints: ≤ ~0.6 — opaque ghosts read as duplicate elements, not a trail
### Layout & type
- **EL_FONT_SIZE / EL_TRACKING** — the streaking element's type weight (when it's a phrase).
- Constraints: heavy display weight (≥120 px at 1080p, ≥800 weight) so the smear has mass to streak; thin type smears into invisibility
- **CARD_STAGGER** (grid variation) — delay between consecutive cards.
- Range: 0.050.12 s — tight enough to read as one assembling wave, not separate arrivals
### Tokens
- **{sceneBg}** — background; a streak reads best against a solid / low-detail field (a busy bg fights the smear)
- **{font}** — typographic stack (embedded display face if the streaking element is text — see typography reference)
- **{textColor}** — element color; for Path B the ghosts inherit this, so a slightly desaturated trail can be had by tinting `.streak-ghost` separately
- **{phrase}** — the word / glyph / wordmark that streaks in
## Key Principles
- **Blur peaks at peak speed, resolves to 0 at the settle** — this is the whole rule. Share the ease and window between the position tween and the blur/echo envelope so they're locked. A blur that lingers after the element stops, or peaks after it's already slow, reads as a focus pull, not velocity.
- **`out`-family ease, always** — velocity must be front-loaded (fast off the start, decelerating in). `expo.out` / `power4.out` / `power3.out`. An `in` or `inOut` ease puts peak speed in the wrong place and the coupling falls apart.
- **Directional blur on the motion axis** (Path A) — `stdDeviation="X 0"` for horizontal, `"0 Y"` for vertical, `"B B"` only for a depth/scale push. A symmetric blur on a sideways move looks like defocus, not speed.
- **Tween a proxy, write the attribute** (Path A) — GSAP tweens the plain `{ v }` object; `onUpdate` calls `setAttribute("stdDeviation", …)`. You cannot tween the SVG attribute directly, and you must **seed it once at setup** so a seek to `t=0` shows the streaked start.
- **Ghosts are deterministic, by index** (Path B) — offset `i * ECHO_STEP_PX`, opacity `BASE / i`. Never `Math.random` for the trail; index drives all per-ghost variation so every seek is identical.
- **Entrances only, never a mid-composition exit** — a streak is an _arrival_. A blurred element leaving on a non-final frame reads as a glitch; scene-to-scene exits are the transition's job (see `../../transitions/overview.md`).
- **Earn the sharp hold** — after the snap, the crisp element must dwell ≥1 s. The contrast between the violent streak and the still, sharp settle _is_ the effect.
- **Heavy element, solid background** — thin type or a busy backdrop both swallow the smear. Big bold mass on a clean field reads.
| token | range | notes |
| ------------------ | -------------------------------------------------- | ----------------------------------------------------------------------------------------------- |
| MOVE_EASE | `expo.out` / `power4.out` (default) / `power3.out` | `out`-family ONLY — `in`/`inOut` puts peak speed in the wrong place; position and blur share it |
| MOVE_DUR | 0.250.6s | over ~0.7s reads as a focus pull, not velocity |
| ENTER_FROM_X/Y | 40120% of the element's own dimension | enough runway for the streak to read |
| PEAK_BLUR | 830 (default 18) | >30 erases the glyph at the start; ~1820 cap at wrapper level |
| SCALE_FROM | 1.32.5 | push-through variation |
| N (ghosts) | 24 | >4 reads as strobe, not streak |
| ECHO_STEP_PX | 1240px | `N × step ≲ ENTER_FROM` so the furthest ghost starts inside the runway |
| GHOST_BASE_OPACITY | 0.30.6 | opaque ghosts read as duplicate elements |
| CARD_STAGGER | 0.050.12s | one assembling wave, not separate arrivals |
## Critical Constraints
- **Timeline must be paused**: `gsap.timeline({ paused: true })`. Never `tl.play()`.
- **Registry key = `data-composition-id`** on the root.
- **No CSS `transition`** on the streaking element (or ghosts) — it interpolates independently of HF seek and causes flicker. Only GSAP drives the move and the blur.
- **No `repeat` / `yoyo` / infinite** — a streak is a single finite arrival. Finite tweens only.
- **No `Math.random` / `Date.now`** — ghost offsets/opacities and any stagger derive from the element index; deterministic every seek.
- **GSAP transform aliases only**: `x`, `y`, `scale`, `rotation`. Never tween `width` / `height` / `left` / `top`. Tweening `filter` (the proxy → `stdDeviation`) and `opacity` is seek-safe and fine.
- **Seed the SVG `stdDeviation` at setup** (Path A) — write it once before play so a seek to the first frame renders the streaked start, not a momentarily-sharp pre-frame.
- **Filter region must be generous** (Path A) — `<filter x="-50%" y="-50%" width="200%" height="200%">` so the smear doesn't clip at the element's box edge.
- **`overflow: hidden` on the scene** — the smear / furthest ghost extends past the resting position during travel; contain it so it doesn't bleed outside the frame.
- Blur peaks at peak speed and resolves to 0 at the settle — share the ease and window between position and envelope. A blur that lingers after the stop reads as a focus pull.
- Entrances / mid-shot arrivals only — never a mid-composition exit; wrapper-level use only per the carve-out.
- Seed `stdDeviation` at setup: at `PEAK_BLUR` for the entrance shape, at 0 for a whip / `inOut` leg.
- Generous filter region (`x="-50%" y="-50%" width="200%" height="200%"`) or the smear clips at the element's box edge.
- Directional axis: `"X 0"` horizontal, `"0 Y"` vertical, `"B B"` only for a depth/scale move — symmetric blur on a sideways move looks like defocus.
- Dwell ≥1 s sharp after the snap; a streak landing at the last beat reads as "flashed and gone".
- Heavy element on a solid field — thin type (< ~120px / 800 weight) or a busy backdrop swallows the smear.
- `overflow: hidden` on the scene — the smear / furthest ghost extends past the resting position during travel.
## Combinations
## See also
- [kinetic-beat-slam.md](kinetic-beat-slam.md) — use this streak as the entrance for one phrase in a beat sequence (the scale-slam beat _is_ a motion-blur fly-in); reads its onset from the shared `BEATS[]` array
- [center-outward-expansion.md](center-outward-expansion.md) — the grid streak-in is center-expansion with a velocity-blur envelope on each element's travel
- [3d-text-depth-layers.md](3d-text-depth-layers.md) — extruded depth on the phrase that streaks in (depth layers ride the lead's transform)
- [scale-swap-transition.md](scale-swap-transition.md) — alternative for a SAME-footprint state swap (this rule is for a fast ARRIVAL from off-frame / depth, not a morph)
## Pairs with HF skills
- `/hyperframes-animation``out`-family easing, proxy-driven `onUpdate` attribute tweens, and locked-envelope coordination (`../../adapters/gsap-easing-and-stagger.md`)
- `/hyperframes-creative``references/typography.md` (embedded display face for a text streak), `references/video-composition.md` (solid field behind the smear)
- `/hyperframes-core` — composition wiring, determinism (finite tweens, no `Math.random`)
- `/hyperframes-cli``hyperframes lint` / `hyperframes check` (`check` catches a missing `#streak-blur` node or an unreferenced filter)
`kinetic-beat-slam` (streak as one beat's entrance) · `center-outward-expansion` (grid streak-in) · `scale-swap-transition` (same-footprint morph — not an arrival) · `nudge-curve` (the whip sweep's position half) · `3d-camera-flight` / `viewport-change` (the carve-out's wrappers).