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# soft-blob-touch
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Product demo material primitive: a granular soft blob (layered radial
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gradients plus a seeded grain field) idles with slow internal drift; a
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scripted touch dot decel-arrives at a caller-positioned point; the blob
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deforms toward it (attraction bulge with mass), then recovers with a
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velocity-preserving spring once the dot retreats. The AI-orb beat. Material
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softness is the whole point: nothing in the frame has a hard edge. 4s
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authored, elastic HOLD (never time-scaled).
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## Mounting
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```html
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<div
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class="clip"
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data-composition-id="soft-blob-touch"
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data-composition-src="./components/soft-blob-touch.html"
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data-variable-values='{"touch_x":30,"touch_y":62,"grain":"coarse","accent":"violet"}'
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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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></div>
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```
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Best on a dark or deep-toned host: the body is additive light (accent-tinted
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gradients and specks over a transparent canvas), so the frame beneath shows
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through the aura.
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## Variables
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| id | type | default | notes |
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| -------- | ------ | ------- | --------------------------------------------------------------------------------------------------------------------------------------- |
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| touch_x | number | 66 | Touch point, percent of host width (8 to 92). |
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| touch_y | number | 38 | Touch point, percent of host height (8 to 92). |
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| touch_at | number | 1.6 | Seconds from mount start when the dot makes contact. Clamped so the deform and recover tail (~1.57s) and any exit stay inside the clip. |
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| grain | enum | fine | fine (many small specks) or coarse (fewer, larger). |
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| accent | enum | green | green maps to --brand, blue to --accent, violet to --accent-2. Tints the aura, body, and specks. |
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| exit | enum | none | none holds the settled blob (frame roots own transitions); fade or up add a 0.45s departure. |
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## Choreography
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- 0.00s: the blob is present and idling; every speck drifts on its own
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slow sine, each an integer number of cycles over the IN window, so the
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drift is exactly zero when the hold begins.
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- touch_at - 0.85s: the dot enters from off stage along the attraction
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axis, decelerating the whole way (power3.out: it arrives, it never
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passes through).
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- touch_at: contact. The blob leans and bulges toward the dot: specks are
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attracted with an exponential falloff (the material near the dot reaches
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for it, the far side barely stirs) while a gradient lobe swells at the
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surface.
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- touch_at + 0.41s: the dot lifts mid-lean (analytic cut). The recovery
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spring starts with the exact velocity the lean-in had at the cut, so the
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blob keeps deforming for a beat, overshoots home, and wobbles out: the
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bulge on a fast spring, the whole-mass lean on a slower one.
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- touch_at + 1.57s: settled. HOLD is dead still, elastic with the clip.
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Sync point `touch` fires at contact; align SFX or a downstream reveal to it.
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## Determinism
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The grain table is computed once at build from a fixed LCG seed; every
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painted frame is a pure function of (table, two tweened params, timeline
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time). The canvas repaints from scratch in onUpdate, so eventful seeks land
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identical frames in any order and either direction. The recovery is a
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closed-form damped spring evaluated inside a tween ease, which keeps the
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interruptible-spring law (L1) inside one paused, seek-safe timeline.
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