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WaterrrForever 853256403b 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.
2026-07-21 17:28:55 +08:00

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name, description, metadata
name description metadata
orbit-3d-entry Elements flip in from 3D space then settle into continuous elliptical orbit around a focal point.
tags
orbit, 3d, flip, ellipse, circular, icon, entry, continuous

Orbit with 3D Entry

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).

How It Works

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.

Recipe

<!-- inside a standard scene clip (hyperframes-core) -->
<div class="orbit-stage">
  <div class="orbit-item" data-angle="0">{glyph1}</div>
  <div class="orbit-item" data-angle="60">{glyph2}</div>
  <!-- … evenly-spaced angles … -->
  <div class="orbit-center">{centerLabel}</div>
</div>
.scene-root {
  display: grid;
  place-items: center;
  perspective: 1800px; /* REQUIRED */
}
.orbit-stage {
  position: relative;
  display: grid;
  place-items: center;
  transform-style: preserve-3d;
}
.orbit-item {
  position: absolute;
  top: 50%;
  left: 50%;
  transform-style: preserve-3d;
  will-change: transform;
}
.orbit-center {
  position: relative;
  transform: translateZ(220px); /* wins paint order inside preserve-3d */
  z-index: 9999;
}
const items = document.querySelectorAll(".orbit-item");
const RADIUS_Y = RADIUS_X * Y_TO_X_RATIO; // perspective-flattened ellipse

items.forEach((el, i) => {
  const a0 = (Number(el.dataset.angle) / 360) * Math.PI * 2;
  const startX = Math.cos(a0) * RADIUS_X;
  const startY = Math.sin(a0) * RADIUS_Y;

  // 1) Park at the orbital position, hidden — BEFORE any tween fires
  gsap.set(el, {
    xPercent: -50,
    yPercent: -50,
    x: startX,
    y: startY,
    rotateX: ROTATE_X_FROM,
    rotateY: ROTATE_Y_FROM,
    z: Z_FROM,
    opacity: 0,
    scale: SCALE_FROM,
  });

  // 2) Flip in IN PLACE — rotation/opacity/scale only, never translate
  tl.to(
    el,
    {
      rotateX: 0,
      rotateY: 0,
      z: 0,
      opacity: 1,
      scale: 1,
      duration: ENTRY_DUR,
      ease: `back.out(${FLIP_BACK})`,
    },
    i * STAGGER,
  );

  // 3) Continuous orbit — each item gets its OWN progress tween (own initialAngle)
  const orbit = { p: 0 };
  tl.to(
    orbit,
    {
      p: 1,
      duration: ORBIT_DURATION,
      ease: "none",
      onUpdate: () => {
        const a = a0 + orbit.p * Math.PI * 2;
        const x = Math.cos(a) * RADIUS_X;
        const y = Math.sin(a) * RADIUS_Y;
        // capped z-index band [1, 50] — see center-label clearance below
        el.style.zIndex = String(1 + Math.round(((y + RADIUS_Y) / (2 * RADIUS_Y)) * 49));
        el.style.transform = `translate(-50%, -50%) translate(${x}px, ${y}px)`;
      },
    },
    i * STAGGER + ENTRY_DUR,
  );
});

tl.from(
  ".orbit-center",
  { opacity: 0, scale: 0.6, duration: ENTRY_DUR, ease: `back.out(${CENTER_BACK})` },
  CENTER_FADE_AT,
);

Variations

  • 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.
  • Tilted orbit plane: rotateX(25deg) on .orbit-stage — items visibly arc through the plane.

Values

token range notes
RADIUS_X 300900px must also clear the center label horizontally (see below)
Y_TO_X_RATIO 0.40.7 keep < 1 — a tilted ring, not a frontal halo
ORBIT_DURATION 425s per revolution ≥ time on screen, or the tween ends and items freeze
ENTRY_DUR 0.40.8s
STAGGER 0.060.12s below reads "popcorn", above reads plodding
FLIP_BACK / CENTER_BACK 1.22.0 / 1.21.8 calm the center pop if both fire close together
CENTER_FADE_AT after 24 items land too early competes; too late leaves a hole
ROTATE_X/Y_FROM, Z_FROM ±60120°, ±45120°, 200…−400 one consistent rotation direction across items; mixed signs = noise
SCALE_FROM 0.20.6
item count 412 fewer feels empty, more crowds the center

Critical Constraints

  • Entry must flip IN PLACE at the orbital position, NOT at centergsap.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 clearancez-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.

See also

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).