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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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@@ -7,295 +7,142 @@ metadata:
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# Orbit with 3D Entry
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Elements flip in from 3D space (rotateX + rotateY + translateZ) then transition into a continuous elliptical orbit around a focal point. Distinct from one-shot reveals — the orbit keeps running.
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Elements flip in from 3D space (`rotateX` + `rotateY` + negative `z`) then settle into a continuous elliptical orbit around a center label. Distinct from one-shot reveals — the orbit keeps running, driven by a 0→1 progress tween INSIDE the timeline (never rAF).
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## How It Works
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Two phases per element:
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Per element, two phases: (1) a `back.out` flip from a hidden 3D orientation to flat — **in place at its orbital starting position** (see Critical Constraints); (2) a continuous orbit where `onUpdate` computes `x/y` from `cos/sin(initialAngle + p·2π)` on the ellipse. The stage needs `perspective` on the scene root and `preserve-3d` on stage + items, or the flip flattens to a 2D scale.
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1. **Entry (per element)**: GSAP tween from hidden 3D orientation (`rotateX`, `rotateY`, negative `z`) to flat (`rotateX: 0, rotateY: 0, z: 0`). Spring-like ease (`back.out`) for the flip-in.
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2. **Orbit (after entry)**: Continuous trigonometric position around a center point. The element's `x` and `y` translate are driven by `cos(t)` and `sin(t)` at a slow angular speed.
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The orbit runs **inside the timeline** — not via `requestAnimationFrame` — so HF seek-by-frame stays deterministic.
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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="orbit-scene"
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data-composition-id="orbit-scene"
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data-start="0"
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data-duration="5"
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data-track-index="0"
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>
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<div class="orbit-stage">
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<div class="orbit-item" data-angle="0">{glyph1}</div>
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<div class="orbit-item" data-angle="60">{glyph2}</div>
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<div class="orbit-item" data-angle="120">{glyph3}</div>
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<div class="orbit-item" data-angle="180">{glyph4}</div>
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<div class="orbit-item" data-angle="240">{glyph5}</div>
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<div class="orbit-item" data-angle="300">{glyph6}</div>
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<div class="orbit-center">{centerLabel}</div>
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</div>
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<!-- inside a standard scene clip (hyperframes-core) -->
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<div class="orbit-stage">
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<div class="orbit-item" data-angle="0">{glyph1}</div>
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<div class="orbit-item" data-angle="60">{glyph2}</div>
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<!-- … evenly-spaced angles … -->
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<div class="orbit-center">{centerLabel}</div>
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</div>
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```
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## CSS
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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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.scene-root {
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display: grid;
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place-items: center;
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background: {sceneBackground};
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perspective: 1800px; /* REQUIRED — without perspective, rotateX/Y flatten */
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perspective: 1800px; /* REQUIRED */
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}
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.orbit-stage {
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position: relative;
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width: 1000px;
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height: 700px;
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display: grid;
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place-items: center;
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transform-style: preserve-3d;
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}
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.orbit-item {
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position: absolute;
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/* Items live at stage center; GSAP translates them along the orbit. */
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top: 50%;
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left: 50%;
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width: 140px;
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height: 140px;
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display: grid;
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place-items: center;
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background: {accentColor};
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border-radius: 50%;
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font-family: {font};
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font-weight: 900;
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font-size: 64px;
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color: {itemTextColor};
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transform-style: preserve-3d;
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will-change: transform;
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box-shadow: 0 12px 36px {accentShadowColor};
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}
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.orbit-center {
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position: relative;
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z-index: 5;
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font-family: {font};
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font-weight: 900;
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font-size: 96px;
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letter-spacing: 8px;
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color: {centerTextColor};
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text-transform: uppercase;
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transform: translateZ(220px); /* wins paint order inside preserve-3d */
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z-index: 9999;
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}
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```
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## GSAP Timeline
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```js
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const items = document.querySelectorAll(".orbit-item");
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const RADIUS_Y = RADIUS_X * Y_TO_X_RATIO; // perspective-flattened ellipse
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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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items.forEach((el, i) => {
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const a0 = (Number(el.dataset.angle) / 360) * Math.PI * 2;
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const startX = Math.cos(a0) * RADIUS_X;
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const startY = Math.sin(a0) * RADIUS_Y;
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const items = document.querySelectorAll(".orbit-item");
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// RADIUS_X, RADIUS_Y, ORBIT_DURATION, ENTRY_DUR, STAGGER, FLIP_BACK, CENTER_BACK
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// — all named constants; values per "How to Choose Values" below.
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const RADIUS_Y = RADIUS_X * Y_TO_X_RATIO; // perspective-flattened ellipse
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items.forEach((el, i) => {
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const initialAngleDeg = Number(el.dataset.angle);
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const initialAngleRad = (initialAngleDeg / 360) * Math.PI * 2;
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const startX = Math.cos(initialAngleRad) * RADIUS_X;
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const startY = Math.sin(initialAngleRad) * RADIUS_Y;
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// 1) Place at orbital position with opacity 0 — BEFORE any tween fires
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gsap.set(el, {
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xPercent: -50,
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yPercent: -50,
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x: startX,
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y: startY,
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rotateX: ROTATE_X_FROM,
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rotateY: ROTATE_Y_FROM,
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z: Z_FROM,
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opacity: 0,
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scale: SCALE_FROM,
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});
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// 2) Phase 1 — flip in IN PLACE at orbital position
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tl.to(
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el,
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{
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rotateX: 0,
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rotateY: 0,
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z: 0,
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opacity: 1,
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scale: 1,
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duration: ENTRY_DUR,
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ease: `back.out(${FLIP_BACK})`,
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},
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i * STAGGER,
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);
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// 3) Phase 2 — continuous orbit driven via a 0→1 progress tween
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const orbitState = { p: 0 };
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tl.to(
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orbitState,
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{
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p: 1,
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duration: ORBIT_DURATION,
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ease: "none",
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onUpdate: () => {
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const angle = initialAngleRad + orbitState.p * Math.PI * 2;
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const x = Math.cos(angle) * RADIUS_X;
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const y = Math.sin(angle) * RADIUS_Y;
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// z-index by orbit Y — see "Center label clearance" in Key Principles
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// for the capped-range form when a center label is present.
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el.style.zIndex = String(Math.round(y + RADIUS_Y));
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el.style.transform = `translate(-50%, -50%) translate(${x}px, ${y}px)`;
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},
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},
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i * STAGGER + ENTRY_DUR,
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);
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// 1) Park at the orbital position, hidden — BEFORE any tween fires
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gsap.set(el, {
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xPercent: -50,
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yPercent: -50,
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x: startX,
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y: startY,
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rotateX: ROTATE_X_FROM,
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rotateY: ROTATE_Y_FROM,
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z: Z_FROM,
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opacity: 0,
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scale: SCALE_FROM,
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});
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// Center label fades in once a few orbit items have landed
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tl.from(
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".orbit-center",
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{ opacity: 0, scale: 0.6, duration: ENTRY_DUR, ease: `back.out(${CENTER_BACK})` },
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CENTER_FADE_AT,
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// 2) Flip in IN PLACE — rotation/opacity/scale only, never translate
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tl.to(
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el,
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{
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rotateX: 0,
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rotateY: 0,
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z: 0,
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opacity: 1,
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scale: 1,
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duration: ENTRY_DUR,
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ease: `back.out(${FLIP_BACK})`,
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},
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i * STAGGER,
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);
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window.__timelines["orbit-scene"] = tl;
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</script>
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```
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// 3) Continuous orbit — each item gets its OWN progress tween (own initialAngle)
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const orbit = { p: 0 };
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tl.to(
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orbit,
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{
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p: 1,
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duration: ORBIT_DURATION,
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ease: "none",
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onUpdate: () => {
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const a = a0 + orbit.p * Math.PI * 2;
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const x = Math.cos(a) * RADIUS_X;
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const y = Math.sin(a) * RADIUS_Y;
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// capped z-index band [1, 50] — see center-label clearance below
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el.style.zIndex = String(1 + Math.round(((y + RADIUS_Y) / (2 * RADIUS_Y)) * 49));
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el.style.transform = `translate(-50%, -50%) translate(${x}px, ${y}px)`;
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},
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},
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i * STAGGER + ENTRY_DUR,
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);
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});
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## How to Choose Values
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- **RADIUS_X** — horizontal radius of the orbit ellipse, in px
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- Range: 300–900 px
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- Effects: small radius reads as a tight cluster; large radius spreads the ring across the frame and lets a large center element breathe
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- Constraints: must clear the center element horizontally at every angle — see Key Principles for the `RADIUS_X * min(|cos(θ)|) ≥ L_w + I_w + breathing_room` rule
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- Reference: ../../examples/cta-orbit-collapse.html uses 480
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- **Y_TO_X_RATIO** — `RADIUS_Y / RADIUS_X`, the orbit's perspective flattening
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- Range: 0.4–0.7
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- Effects: low values read as a near-horizontal disc seen from above; values approaching 1 read as a flat plane facing the camera
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- Constraints: keep < 1 — the orbit should look like a tilted ring, not a frontal halo
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- Reference: ../../examples/cta-orbit-collapse.html uses ≈ 0.58
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- **ORBIT_DURATION** — seconds for one full revolution
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- Range: 4–25 s (longer for ambient backdrop, shorter for active feature motion)
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- Effects: short durations look frenetic; long durations read as drifting / calm
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- Constraints: must be ≥ the time the orbit is on screen, otherwise the tween ends and items stop
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- Reference: ../../examples/cta-orbit-collapse.html uses ~25 s effective (orbit speed 0.25 rad/s)
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- **ENTRY_DUR** — per-element flip-in duration
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- Range: 0.4–0.8 s
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- Effects: short feels punchy; long feels stately
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- Constraints: must be ≤ the gap between the first and last element's start so the cascade doesn't overlap to incoherence
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- Reference: ../../examples/cta-orbit-collapse.html uses 0.55 s
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- **STAGGER** — delay between consecutive element entries
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- Range: 0.06–0.12 s
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- Effects: below ~0.06 s reads as "popcorn"; above ~0.12 s reads as plodding
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- Constraints: total cascade `(n - 1) * STAGGER` should still complete before the next scene phase begins
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- Reference: ../../examples/cta-orbit-collapse.html uses 0.10 s
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- **FLIP_BACK** — `back.out(<n>)` overshoot for the flip-in
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- Range: 1.2–2.0
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- Effects: low end is a soft arrive; high end snaps with visible overshoot
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- Constraints: pair with a calmer `CENTER_BACK` if both fire close together — competing overshoots cancel each other
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- Reference: ../../examples/cta-orbit-collapse.html uses 1.4
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- **CENTER_BACK** — `back.out(<n>)` overshoot for the center label fade-in
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- Range: 1.2–1.8
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- Effects: low end keeps the label calm under the busy orbit; high end gives it a small "pop" of arrival
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- Reference: ../../examples/cta-orbit-collapse.html uses 1.4
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- **CENTER_FADE_AT** — when the center label fades in, in seconds
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- Range: just after the first 2–4 elements have landed
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- Effects: too early competes with the cascade; too late leaves a hole at the center of the orbit
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- Reference: ../../examples/cta-orbit-collapse.html starts the center brand near the front of the scene
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- **ROTATE_X_FROM / ROTATE_Y_FROM / Z_FROM / SCALE_FROM** — initial 3D orientation
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- Range: rotateX ±60° to ±120°; rotateY ±45° to ±120°; z −200 to −400; scale 0.2–0.6
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- Effects: higher absolute rotation + deeper negative z = more dramatic "card flipping out of depth"; lower = subtle reorientation
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- Constraints: pick a direction consistent with the scene's perspective; mixing positive and negative rotateY across items reads as noise
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- Reference: ../../examples/cta-orbit-collapse.html uses rotateX 90, rotateY −45, z −100, scale 0
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## Variations
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### Collapse to center
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To reverse — orbit then collapse inward — interpolate `RADIUS_X` and `RADIUS_Y` to 0 in a final phase by multiplying both radii by a 1→0 driver:
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```js
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const collapse = { r: 1 };
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tl.to(
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collapse,
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{
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r: 0,
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duration: COLLAPSE_DUR,
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ease: "power3.inOut",
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onUpdate: () =>
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items.forEach((el) => {
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const a = (Number(el.dataset.angle) / 360) * Math.PI * 2;
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const x = Math.cos(a) * RADIUS_X * collapse.r;
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const y = Math.sin(a) * RADIUS_Y * collapse.r;
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el.style.transform = `translate(-50%,-50%) translate(${x}px,${y}px) scale(${collapse.r})`;
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}),
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},
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COLLAPSE_AT,
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tl.from(
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".orbit-center",
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{ opacity: 0, scale: 0.6, duration: ENTRY_DUR, ease: `back.out(${CENTER_BACK})` },
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CENTER_FADE_AT,
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);
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```
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### Tilted orbit plane
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## Variations
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For a more dramatic 3D orbit, rotate the entire `.orbit-stage` on the X axis:
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- **Collapse to center**: a final 1→0 driver multiplies both radii (and item scale) in `onUpdate` — the ring condenses into the center element; pairs with a CTA "click" igniting the collapse.
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- **Tilted orbit plane**: `rotateX(25deg)` on `.orbit-stage` — items visibly arc through the plane.
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```css
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.orbit-stage {
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transform: rotateX(25deg);
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}
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```
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## Values
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Items rendered above/below the equator visually arc through the plane.
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## Key Principles
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- **`perspective` on scene root REQUIRED** — without it, rotateX/Y read as 2D scale and the flip-in looks flat
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- **`transform-style: preserve-3d`** on both the stage and each item — preserves the 3D context as items have their own transforms
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- **Stagger entries** — cascade reads as "swarm forming," simultaneous reads as "popcorn." See `STAGGER` in How to Choose Values
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- **Element count 4-12** — fewer feels empty, more crowds the center
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- **❗ Center label clearance — translateZ + capped item z-index** — `z-index` ALONE is unreliable inside a `transform-style: preserve-3d` stage (paint order follows Z position, not stacking-context z-index). For the orbit to NEVER occlude the headline:
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1. Push the center label forward: `transform: translateZ(220px); z-index: 9999;`
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2. Cap orbit-item dynamic z-index in `[1, 50]` so bottom-of-orbit items still read as "in front of" top-of-orbit items, but **never above the center label**. e.g.: `el.style.zIndex = String(1 + Math.round((y + RADIUS_Y) / (2 * RADIUS_Y) * 49));`
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3. **Choose `RADIUS_X` so items also clear the center label HORIZONTALLY at all angles.** If the label's half-width is `L_w` and the item's half-width is `I_w`, then `RADIUS_X` must satisfy `RADIUS_X * min(|cos(θ_minimum)|) ≥ L_w + I_w + breathing_room`. For a 6-item orbit with 60° angular spacing, the worst case is `cos(30°) ≈ 0.866` between items. Scale `RADIUS_X` with the center label's width — a heavier wordmark needs a wider ring.
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- **❗ Center element is the headline** — the orbit is ornamental motion around it. If the orbit dominates the eye, increase center element size or fade orbit items down
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| token | range | notes |
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| ----------------------- | ----------------------------- | ------------------------------------------------------------------- |
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| RADIUS_X | 300–900px | must also clear the center label horizontally (see below) |
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| Y_TO_X_RATIO | 0.4–0.7 | keep < 1 — a tilted ring, not a frontal halo |
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| ORBIT_DURATION | 4–25s per revolution | ≥ time on screen, or the tween ends and items freeze |
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| ENTRY_DUR | 0.4–0.8s | |
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| STAGGER | 0.06–0.12s | below reads "popcorn", above reads plodding |
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| FLIP_BACK / CENTER_BACK | 1.2–2.0 / 1.2–1.8 | calm the center pop if both fire close together |
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| CENTER_FADE_AT | after 2–4 items land | too early competes; too late leaves a hole |
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| ROTATE_X/Y_FROM, Z_FROM | ±60–120°, ±45–120°, −200…−400 | one consistent rotation direction across items; mixed signs = noise |
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| SCALE_FROM | 0.2–0.6 | |
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| item count | 4–12 | fewer feels empty, more crowds the center |
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## Critical Constraints
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- **No `requestAnimationFrame`** — orbit must run inside the timeline so HF seeks frame-by-frame deterministically
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- **Timeline must be paused**: `gsap.timeline({ paused: true })`
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- **Registry key = `data-composition-id`**
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- **Each item gets its OWN orbit tween** — don't share one tween with `targets: '.orbit-item'` because each starts at a different `initialAngle`
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- **`will-change: transform`** — many simultaneous orbital transforms benefit from compositor hints
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- **Don't animate `left`/`top`** — use `translate()` (composes with `translate(-50%, -50%)` centering)
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- **❗ Entry must flip IN PLACE at orbital position, NOT at center** — a fromTo whose "from" and "to" both have `x: 0, y: 0` keeps the item at the stage center during phase 1, so it collides with the center label during flip-in (and then snaps to orbit on phase 2 start — a visible teleport).
|
||||
- **❗ Entry must flip IN PLACE at the orbital position, NOT at center** — `gsap.set` each item at `(cos(a0)·RADIUS_X, sin(a0)·RADIUS_Y)` with `opacity: 0` BEFORE adding tweens, then phase 1 animates only rotation/opacity/scale. A fromTo that keeps `x/y: 0` flips at the stage center, collides with the center label, then teleports to the orbit when phase 2 starts.
|
||||
- **❗ Center-label clearance** — `z-index` alone is unreliable inside `preserve-3d` (paint order follows actual Z): push the label forward with `translateZ(220px)` + `z-index: 9999`, cap item z-index to `[1, 50]`, AND size the ring so items clear the label horizontally at every angle: `RADIUS_X × min|cos(θ)| ≥ L_w + I_w + breathing_room` (label/item half-widths; for 6 items the worst case is `cos(30°) ≈ 0.866`). A heavier wordmark needs a wider ring.
|
||||
- **Each item gets its OWN orbit tween** — a shared `targets: ".orbit-item"` tween can't carry per-item `initialAngle`.
|
||||
- **The center element is the headline** — the orbit is ornament; if it dominates, grow the center or fade the items down.
|
||||
|
||||
The correct pattern (see GSAP Timeline above) is to `gsap.set()` each item at `(cos(initialAngle)*RADIUS_X, sin(initialAngle)*RADIUS_Y)` with `opacity: 0` BEFORE adding tweens, then have phase 1 animate only rotation/opacity/scale — NOT translate. The item fades in IN PLACE at its orbital starting point, and phase 2 picks up the orbit smoothly from there.
|
||||
## See also
|
||||
|
||||
## Combinations
|
||||
|
||||
- [center-outward-expansion.md](center-outward-expansion.md) — alternative entry pattern (burst, not orbit); also the reversed driver for an orbit-collapse finish
|
||||
- [cursor-click-ripple.md](cursor-click-ripple.md) — pairs naturally when the center element is a CTA the user "clicks" to trigger the collapse
|
||||
- [sine-wave-loop.md](sine-wave-loop.md) — per-item idle wobble layered on top of the orbit
|
||||
|
||||
## Pairs with HF skills
|
||||
|
||||
- `/hyperframes-animation` — timeline + `onUpdate` API
|
||||
- `/hyperframes-core` — composition wiring
|
||||
- `/hyperframes-cli` — `hyperframes lint`
|
||||
`center-outward-expansion` (burst entry; reversed driver = the collapse finish) · `cursor-click-ripple` (the click that triggers a collapse) · `depth-scatter-assemble` (3D entrance that resolves flat instead of orbiting).
|
||||
|
||||
Reference in New Issue
Block a user