# scroll-camera-story
A compressed forced-scroll cinematic pass. A tall authored scene (four depth layers: far washes, mid hairline geometry, content sections, foreground accent motes) travels past the camera top to bottom. Layers move at different rates (far slowest, foreground fastest), each section rises softly as the camera reaches it, and the pass decelerates into a held final section that is byte-still.
5.5s authored, elastic HOLD, exit `none` by default. Camera-servo law: one plain state object, one `applyCamera()` writer, micro-drift built from integer sine cycles that end at exactly zero when the final section lands. No cq units inside tweens (world height is set once at mount; all tweened transforms are percent-based).
## Variables
| id | type | default | notes |
| ---------- | ------ | ------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ |
| `sections` | number | `3` | Skeleton section count, 2 to 4. A sections slot overrides it with its own child count. |
| `travel` | number | `220` | Total camera travel in cqh. The world is `100 + travel` cqh tall; sections spread evenly along the travel. |
| `cues` | string | `""` | Comma-separated seconds: arrival times for the sections AFTER the first (the first is on screen at mount). A list with one extra leading value drops it as the mount section's. Empty keeps the authored default rhythm. |
| `accent` | enum | `green` | green rides `--brand`, blue rides `--accent`, violet rides `--accent-2`. |
| `exit` | enum | `none` | `none` holds the final section until the cut; `fade`; `up`. |
## Sections slot
Place an inert template at HOST document level; each direct child becomes one section's card content, in order (clamped to 2 to 4 sections; sections without a slot child keep their token skeleton default, and the card shell stays so slot content inherits the token chrome):
```html