Files
hyperframes/docs/catalog/components/stop-motion-cadence.mdx
miga-heygenandMiguel Ángel 7b5fdb1ad2 fix(docs): emit catalog source accordion titles as plain strings (#4006)
The generated catalog pages rendered the "Source" accordion title as a
JSX expression, `<Accordion title={`name.html`}>`. Mintlify's search
indexer stringifies expression attribute nodes rather than evaluating
them, so every one of the 399 catalog pages surfaced its Source section
in search results as "[object Object]" (visible on the Scroll Feed page,
among others).

The template literal carried no escaping benefit: every title is a
single-segment `name.html` path, and a double-quoted JSX string handles
it directly. Introduce `mdxStringAttribute`, which emits a plain
`name="value"` attribute and escapes `& " < { }` as HTML character
references (MDX decodes references inside quoted attribute values, and
unlike JSON.stringify it does not rely on backslash escapes, which JSX
strings do not honour). Use it for both the Source accordion title and
the preview iframe title, and regenerate the catalog pages.

Regenerated with `npx tsx scripts/generate-catalog-pages.ts`; the only
change across the 399 pages is the one Accordion title line each.

Co-authored-by: Miguel Ángel <miguel.sierra@heygen.com>
2026-09-16 11:55:00 -04:00

1009 lines
38 KiB
Plaintext

---
title: "Stop Motion Cadence"
description: "The stepped-time law as a demo primitive: one driver quantizes timeline time to floor(t * fps) / fps and feeds ALL motion; four token paper-cut shapes throw-and-land with squash on hits, 2-frame boil jitter seeded per step, and sparkle accents living exactly 2 to 3 frames."
---
import { InstallCommand } from "/snippets/install-command.jsx";
import { VariablesExplorer } from "/snippets/variables-explorer.jsx";
## Install
<InstallCommand command="npx hyperframes add stop-motion-cadence" item="stop-motion-cadence" />
That writes one file: `compositions/components/stop-motion-cadence.html`.
<VariablesExplorer
previewSrc="/public/catalog/components/stop-motion-cadence.json"
compositionId="stop-motion-cadence"
compositionSrc="compositions/components/stop-motion-cadence.html"
variables={[{"id":"fps","type":"enum","role":"timing","label":"Cadence","description":"Stepped-time cadence in frames per second.","default":"10","options":[{"value":"8","label":"8 fps"},{"value":"10","label":"10 fps"},{"value":"12","label":"12 fps"}]},{"id":"boil","type":"enum","role":"style","label":"Boil","description":"2-frame edge jitter, seeded per step. Off holds dead still.","default":"on","options":[{"value":"on","label":"On"},{"value":"off","label":"Off"}]},{"id":"accent","type":"enum","role":"style","label":"Accent","description":"Lead shape color: green rides --brand, blue rides --accent, violet rides --accent-2.","default":"green","options":[{"value":"green","label":"Green"},{"value":"blue","label":"Blue"},{"value":"violet","label":"Violet"}]},{"id":"exit","type":"enum","role":"timing","label":"Exit","description":"Optional departure. Default none: the settled collage holds until the frame cuts.","default":"none","options":[{"value":"none","label":"None"},{"value":"fade","label":"Fade"},{"value":"up","label":"Up"}]}]}
>
```html stop-motion-cadence.html
<!doctype html>
<!--
stop-motion-cadence: HyperFrames video primitive (time law, Wave M10 experiment)
The stepped-time law as a demo primitive. ONE driver: every frame the
timeline time is quantized FIRST,
ts = floor(t * fps) / fps
and ts feeds ALL motion. Four token paper-cut shapes throw-and-land in
sequence at the quantized cadence, each squashing on its landing hit
(transform-origin at the ground contact) and recovering over the next
steps. A 2-frame boil rides every shape's edges: jitter offsets are
hashed from the boil frame index floor(step / 2), so they are stable
within a 2-frame window and pure functions of time. Sparkle accents
live EXACTLY 2 or 3 steps on each landing hit, frame-alternating big /
small-rotated like a drawn twinkle (per the MotionMarkus sheets).
Because every hit is defined by an integer step index derived from the
quantized driver, seeks land identical frames in any order: forward,
reverse, or shuffled evaluation of the same t produces the same step,
the same boil seed, the same sparkle state.
Variables (declared in data-composition-variables below):
- fps ("8" | "10" | "12", default "10"): the step cadence.
- boil ("on" | "off", default "on"): the 2-frame edge jitter. Off
gives a dead-still settle.
- accent ("green" | "blue" | "violet", default "green"): the lead
shape's color; green rides --brand, blue rides --accent, violet
rides --accent-2 (the other shapes step down in value, not hue).
- exit ("none" | "fade" | "up", default "none").
Envelope, fixed IN and OUT with elastic HOLD only (never timeScale):
IN_BASE = 3.0s (all four shapes landed and recovered)
HOLD = max(0, D - IN - OUT); the boil keeps breathing through the
hold (that is the register), boil off holds dead still
OUT_BASE = 0.45s only when exit != none
If D < IN_BASE + OUT_BASE the choreography compresses together; the
fps grid itself never scales (the law quantizes absolute time).
Determinism: no Math.random, no wall clock, no incremental state; the
jitter hash is sin-fold on integer indices. Stage size is measured once
at mount; per-update writes are transforms and opacity only, all
recomputed from tl.time().
Mount contract: template-wrapped; #root fills the host box (no
data-width/height, container-type: size, cqmin units), styled via
#root only; one paused timeline under the LITERAL
"stop-motion-cadence" key.
-->
<html
lang="en"
data-composition-id="stop-motion-cadence"
data-composition-duration="4"
data-composition-variables='[
{ "id": "fps", "type": "enum", "role": "timing", "label": "Cadence", "description": "Stepped-time cadence in frames per second.", "default": "10", "options": [{ "value": "8", "label": "8 fps" }, { "value": "10", "label": "10 fps" }, { "value": "12", "label": "12 fps" }] },
{ "id": "boil", "type": "enum", "role": "style", "label": "Boil", "description": "2-frame edge jitter, seeded per step. Off holds dead still.", "default": "on", "options": [{ "value": "on", "label": "On" }, { "value": "off", "label": "Off" }] },
{ "id": "accent", "type": "enum", "role": "style", "label": "Accent", "description": "Lead shape color: green rides --brand, blue rides --accent, violet rides --accent-2.", "default": "green", "options": [{ "value": "green", "label": "Green" }, { "value": "blue", "label": "Blue" }, { "value": "violet", "label": "Violet" }] },
{ "id": "exit", "type": "enum", "role": "timing", "label": "Exit", "description": "Optional departure. Default none: the settled collage holds until the frame cuts.", "default": "none", "options": [{ "value": "none", "label": "None" }, { "value": "fade", "label": "Fade" }, { "value": "up", "label": "Up" }] }
]'
>
<head>
<meta charset="UTF-8" />
<title>Stop Motion Cadence</title>
</head>
<body>
<template>
<div id="root" data-composition-id="stop-motion-cadence" data-duration="4" data-fps="30">
<style>
*,
*::before,
*::after {
box-sizing: border-box;
}
#root {
position: absolute;
inset: 0;
overflow: hidden;
container-type: size;
isolation: isolate;
color: var(--fg, #f8fafc);
font-family: var(--font-display, "Inter", system-ui, sans-serif);
pointer-events: none;
}
.smc-clip {
position: absolute;
inset: 0;
overflow: hidden;
background: var(--bg, transparent);
}
.smc-stage {
position: absolute;
inset: 0;
}
/* Paper-cut floor: a hairline plus a soft paper band. */
.smc-floor {
position: absolute;
left: 14cqw;
right: 14cqw;
top: 72cqh;
height: 0.35cqmin;
border-radius: 0.2cqmin;
background: color-mix(in srgb, var(--fg, #f8fafc) 22%, transparent);
}
.smc-shape {
position: absolute;
left: 0;
top: 0;
opacity: 0;
filter: drop-shadow(
0.5cqmin 0.7cqmin 0 color-mix(in srgb, var(--bg, #000000) 35%, transparent)
);
}
.smc-shadow {
position: absolute;
left: 0;
top: 0;
width: 12cqmin;
height: 2cqmin;
border-radius: 50%;
background: color-mix(in srgb, var(--fg, #f8fafc) 14%, transparent);
opacity: 0;
}
.smc-circle {
width: 13cqmin;
height: 13cqmin;
border-radius: 50%;
background: var(--smc-c1);
}
.smc-square {
width: 15cqmin;
height: 15cqmin;
border-radius: 1.6cqmin;
background: var(--smc-c2);
}
.smc-tri {
width: 16cqmin;
height: 14cqmin;
clip-path: polygon(50% 0%, 100% 100%, 0% 100%);
background: var(--smc-c3);
}
.smc-star {
width: 9cqmin;
height: 9cqmin;
clip-path: polygon(
50% 0%,
63% 34%,
98% 35%,
70% 57%,
81% 91%,
50% 70%,
19% 91%,
30% 57%,
2% 35%,
37% 34%
);
background: color-mix(in srgb, var(--fg, #f8fafc) 82%, var(--smc-c1));
}
.smc-sparkle {
position: absolute;
left: 0;
top: 0;
width: 5.5cqmin;
height: 5.5cqmin;
clip-path: polygon(
50% 0%,
60% 40%,
100% 50%,
60% 60%,
50% 100%,
40% 60%,
0% 50%,
40% 40%
);
background: var(--fg, #f8fafc);
opacity: 0;
}
</style>
<div
id="stop-motion-cadence-clip"
class="smc-clip clip"
data-start="0"
data-duration="4"
data-track-index="0"
>
<div class="smc-stage">
<div class="smc-floor"></div>
<div class="smc-shadow" data-for="0"></div>
<div class="smc-shadow" data-for="1"></div>
<div class="smc-shadow" data-for="2"></div>
<div class="smc-shadow" data-for="3"></div>
<div class="smc-shape smc-circle"></div>
<div class="smc-shape smc-square"></div>
<div class="smc-shape smc-tri"></div>
<div class="smc-shape smc-star"></div>
<div class="smc-sparkle"></div>
<div class="smc-sparkle"></div>
<div class="smc-sparkle"></div>
<div class="smc-sparkle"></div>
</div>
</div>
<script src="https://cdn.jsdelivr.net/npm/gsap@3.14.2/dist/gsap.min.js"></script>
<script>
(function () {
"use strict";
var root = document.getElementById("root");
var stage = root.querySelector(".smc-stage");
var shapes = root.querySelectorAll(".smc-shape");
var shadows = root.querySelectorAll(".smc-shadow");
var sparkles = root.querySelectorAll(".smc-sparkle");
var vars =
window.__hyperframes && window.__hyperframes.getVariables
? window.__hyperframes.getVariables()
: {};
var fps =
vars.fps === "8" || vars.fps === 8
? 8
: vars.fps === "12" || vars.fps === 12
? 12
: 10;
var boil = vars.boil !== "off";
var accentColors = {
green: "var(--brand, #52525b)",
blue: "var(--accent, #52525b)",
violet: "var(--accent-2, #52525b)",
};
var accent = Object.prototype.hasOwnProperty.call(accentColors, vars.accent)
? vars.accent
: "green";
var exit = vars.exit === "fade" || vars.exit === "up" ? vars.exit : "none";
// The lead shape is the one accented element; the other two paper
// cutouts separate by value step, not by a second and third hue.
root.style.setProperty("--smc-c1", accentColors[accent]);
root.style.setProperty(
"--smc-c2",
"color-mix(in srgb, var(--fg, #f8fafc) 72%, transparent)",
);
root.style.setProperty(
"--smc-c3",
"color-mix(in srgb, var(--fg, #f8fafc) 45%, transparent)",
);
// One-time stage measurement; all positions in px from here.
var W = Math.max(1, stage.clientWidth);
var H = Math.max(1, stage.clientHeight);
var M = Math.min(W, H);
var groundY = 0.72 * H;
// Envelope: fixed IN/OUT, elastic HOLD; fps grid never scales.
var IN_BASE = 3.0;
var OUT_BASE = exit === "none" ? 0 : 0.45;
var duration = Math.max(0.001, parseFloat(root.dataset.duration || "4"));
var totalBase = Math.max(0.001, IN_BASE + OUT_BASE);
var scale = duration < totalBase ? duration / totalBase : 1;
var OUT = OUT_BASE * scale;
var HOLD = Math.max(0, duration - (IN_BASE * scale + OUT));
var OUT_START = IN_BASE * scale + HOLD;
// Choreography (seconds, scaled; converted to integer steps).
// Each shape: launch, land, from (offstage), to (on the floor),
// arc height, spin, squash amount, sparkle life in steps.
function shapeSize(el) {
return { w: el.offsetWidth, h: el.offsetHeight };
}
var throws = [
{
t0: 0.15,
t1: 1.0,
from: { x: -0.12 * W, yB: 0.28 * H },
to: 0.3 * W,
arc: 0.3 * H,
rot0: -170,
rot1: 8,
squash: 0.3,
life: 2,
},
{
t0: 0.6,
t1: 1.5,
from: { x: 1.12 * W, yB: 0.2 * H },
to: 0.56 * W,
arc: 0.34 * H,
rot0: 150,
rot1: -6,
squash: 0.34,
life: 3,
},
{
t0: 1.25,
t1: 2.0,
from: { x: 0.78 * W, yB: -0.12 * H },
to: 0.72 * W,
arc: 0.06 * H,
rot0: -120,
rot1: 5,
squash: 0.26,
life: 2,
},
{
t0: 1.8,
t1: 2.55,
from: { x: -0.08 * W, yB: 0.1 * H },
to: 0.43 * W,
arc: 0.4 * H,
rot0: 200,
rot1: -12,
squash: 0.22,
life: 3,
},
];
for (var s = 0; s < throws.length; s += 1) {
var th = throws[s];
th.t0 *= scale;
th.t1 *= scale;
th.landStep = Math.round(th.t1 * fps);
th.size = shapeSize(shapes[s]);
gsap.set(shapes[s], { transformOrigin: "50% 100%" });
}
// Deterministic per-index hash (sin fold; no Math.random).
function rnd(n) {
var x = Math.sin(n * 127.1 + 311.7) * 43758.5453;
return x - Math.floor(x);
}
function clamp01(v) {
return v < 0 ? 0 : v > 1 ? 1 : v;
}
function lerp(a, b, p) {
return a + (b - a) * p;
}
// Squash schedule by steps-since-landing: hit, deep, rebound
// stretch, settle. Positive widens (scaleX 1+a, scaleY 1-a).
var SQUASH_ENV = [1, 0.55, -0.3, 0.1, 0];
function squashAt(stepsSince, amount) {
if (stepsSince < 0) return 0;
if (stepsSince >= SQUASH_ENV.length) return 0;
return SQUASH_ENV[stepsSince] * amount;
}
// THE LAW: quantize first, then evaluate everything from ts.
// The 1e-6 epsilon absorbs GSAP seek round-trip float error so
// a seek landing exactly on a step boundary quantizes the same
// way from either direction.
function applyTime(timeSeconds) {
var step = Math.floor(timeSeconds * fps + 1e-6);
var ts = step / fps;
var boilIdx = Math.floor(step / 2);
for (var i = 0; i < throws.length; i += 1) {
var th = throws[i];
var el = shapes[i];
var sw = th.size.w;
var sh = th.size.h;
var landed = step >= th.landStep;
var u = clamp01((ts - th.t0) / Math.max(0.001, th.t1 - th.t0));
if (landed) u = 1;
var visible = ts >= th.t0;
// Ballistic arc: linear x, parabolic lift over the line
// from launch height to the ground.
var xC = lerp(th.from.x, th.to, u);
var yB = lerp(th.from.yB, groundY, u) - th.arc * 4 * u * (1 - u);
var rot = lerp(th.rot0, th.rot1, 1 - (1 - u) * (1 - u));
// Squash on the hit, keyed to integer steps since landing.
var a = squashAt(step - th.landStep, th.squash);
var sxq = 1 + a;
var syq = 1 - a * 0.85;
// 2-frame boil, seeded per boil window, per shape.
var bx = 0;
var by = 0;
var br = 0;
if (boil && visible) {
bx = (rnd(boilIdx * 13 + i * 101) - 0.5) * 0.008 * M;
by = (rnd(boilIdx * 29 + i * 211) - 0.5) * 0.008 * M;
br = (rnd(boilIdx * 47 + i * 331) - 0.5) * 1.6;
}
gsap.set(el, {
x: xC - sw / 2 + bx,
y: yB - sh + by,
rotation: rot + br,
scaleX: sxq,
scaleY: syq,
opacity: visible ? 1 : 0,
});
// Contact shadow: grows and darkens as the shape nears
// the floor, pinned to the landing spot.
var height = clamp01((groundY - yB) / (0.45 * H));
var shadowScale = lerp(1.05, 0.55, height);
gsap.set(shadows[i], {
x: xC - 0.06 * M,
y: groundY - 0.01 * M,
scaleX: shadowScale * (landed ? sxq : 1),
scaleY: shadowScale * 0.9,
opacity: visible ? lerp(0.85, 0.25, height) : 0,
});
// Sparkle: alive for EXACTLY life steps from the hit,
// frame-alternating big / small rotated 45deg.
var d = step - th.landStep;
var sp = sparkles[i];
if (d >= 0 && d < th.life) {
var side = i % 2 === 0 ? -1 : 1;
gsap.set(sp, {
x: xC + side * (sw * 0.62) - 0.0275 * M,
y: groundY - sh * 0.9,
scale: d % 2 === 0 ? 1 : 0.62,
rotation: d % 2 === 0 ? 0 : 45,
opacity: 1,
});
} else {
gsap.set(sp, { opacity: 0 });
}
}
}
gsap.set(stage, { opacity: 1, y: "0cqh" });
var tl = gsap.timeline({
paused: true,
onUpdate: function () {
applyTime(tl.time());
},
});
// Anchor tween: inert, spans [0, D] so onUpdate fires for
// every eventful seek and holds never clamp short.
tl.to({ p: 0 }, { p: 1, duration: duration, ease: "none" }, 0);
// OUT: optional departure; exit none holds until the cut.
if (exit === "up") {
tl.to(stage, { y: "-4cqh", duration: OUT, ease: "power2.in" }, OUT_START);
tl.to(stage, { opacity: 0, duration: OUT, ease: "power2.in" }, OUT_START);
} else if (exit === "fade") {
tl.to(stage, { opacity: 0, duration: OUT, ease: "power2.in" }, OUT_START);
}
tl.seek(0);
applyTime(0);
window.__timelines = window.__timelines || {};
window.__timelines["stop-motion-cadence"] = tl;
})();
</script>
</div>
</template>
</body>
</html>
```
</VariablesExplorer>
## Paste it into your composition
Open `compositions/components/stop-motion-cadence.html` and copy what is inside into your own composition.
A component has no size or duration of its own. It takes both from the composition
you paste it into.
## Variables
Every one of these has a default, so the piece works untouched. Set the ones you
want to change on the element:
| Variable | Default | Accepts | What it does |
| --- | --- | --- | --- |
| `fps` | `10` | `8`, `10`, `12` | Stepped-time cadence in frames per second. |
| `boil` | `on` | `on`, `off` | 2-frame edge jitter, seeded per step. Off holds dead still. |
| `accent` | `green` | `green`, `blue`, `violet` | Lead shape color: green rides --brand, blue rides --accent, violet rides --accent-2. |
| `exit` | `none` | `none`, `fade`, `up` | Optional departure. Default none: the settled collage holds until the frame cuts. |
Set them with `data-variable-values` on the element that mounts it. These are the
defaults, so this behaves exactly like the preview above until you change one:
```html wrap
<div
data-composition-id="stop-motion-cadence"
data-composition-src="compositions/components/stop-motion-cadence.html"
data-variable-values='{"fps":"10","boil":"on","accent":"green","exit":"none"}'
></div>
```
## Source
<Accordion title="stop-motion-cadence.html">
```html
<!doctype html>
<!--
stop-motion-cadence: HyperFrames video primitive (time law, Wave M10 experiment)
The stepped-time law as a demo primitive. ONE driver: every frame the
timeline time is quantized FIRST,
ts = floor(t * fps) / fps
and ts feeds ALL motion. Four token paper-cut shapes throw-and-land in
sequence at the quantized cadence, each squashing on its landing hit
(transform-origin at the ground contact) and recovering over the next
steps. A 2-frame boil rides every shape's edges: jitter offsets are
hashed from the boil frame index floor(step / 2), so they are stable
within a 2-frame window and pure functions of time. Sparkle accents
live EXACTLY 2 or 3 steps on each landing hit, frame-alternating big /
small-rotated like a drawn twinkle (per the MotionMarkus sheets).
Because every hit is defined by an integer step index derived from the
quantized driver, seeks land identical frames in any order: forward,
reverse, or shuffled evaluation of the same t produces the same step,
the same boil seed, the same sparkle state.
Variables (declared in data-composition-variables below):
- fps ("8" | "10" | "12", default "10"): the step cadence.
- boil ("on" | "off", default "on"): the 2-frame edge jitter. Off
gives a dead-still settle.
- accent ("green" | "blue" | "violet", default "green"): the lead
shape's color; green rides --brand, blue rides --accent, violet
rides --accent-2 (the other shapes step down in value, not hue).
- exit ("none" | "fade" | "up", default "none").
Envelope, fixed IN and OUT with elastic HOLD only (never timeScale):
IN_BASE = 3.0s (all four shapes landed and recovered)
HOLD = max(0, D - IN - OUT); the boil keeps breathing through the
hold (that is the register), boil off holds dead still
OUT_BASE = 0.45s only when exit != none
If D < IN_BASE + OUT_BASE the choreography compresses together; the
fps grid itself never scales (the law quantizes absolute time).
Determinism: no Math.random, no wall clock, no incremental state; the
jitter hash is sin-fold on integer indices. Stage size is measured once
at mount; per-update writes are transforms and opacity only, all
recomputed from tl.time().
Mount contract: template-wrapped; #root fills the host box (no
data-width/height, container-type: size, cqmin units), styled via
#root only; one paused timeline under the LITERAL
"stop-motion-cadence" key.
-->
<html
lang="en"
data-composition-id="stop-motion-cadence"
data-composition-duration="4"
data-composition-variables='[
{ "id": "fps", "type": "enum", "role": "timing", "label": "Cadence", "description": "Stepped-time cadence in frames per second.", "default": "10", "options": [{ "value": "8", "label": "8 fps" }, { "value": "10", "label": "10 fps" }, { "value": "12", "label": "12 fps" }] },
{ "id": "boil", "type": "enum", "role": "style", "label": "Boil", "description": "2-frame edge jitter, seeded per step. Off holds dead still.", "default": "on", "options": [{ "value": "on", "label": "On" }, { "value": "off", "label": "Off" }] },
{ "id": "accent", "type": "enum", "role": "style", "label": "Accent", "description": "Lead shape color: green rides --brand, blue rides --accent, violet rides --accent-2.", "default": "green", "options": [{ "value": "green", "label": "Green" }, { "value": "blue", "label": "Blue" }, { "value": "violet", "label": "Violet" }] },
{ "id": "exit", "type": "enum", "role": "timing", "label": "Exit", "description": "Optional departure. Default none: the settled collage holds until the frame cuts.", "default": "none", "options": [{ "value": "none", "label": "None" }, { "value": "fade", "label": "Fade" }, { "value": "up", "label": "Up" }] }
]'
>
<head>
<meta charset="UTF-8" />
<title>Stop Motion Cadence</title>
</head>
<body>
<template>
<div id="root" data-composition-id="stop-motion-cadence" data-duration="4" data-fps="30">
<style>
*,
*::before,
*::after {
box-sizing: border-box;
}
#root {
position: absolute;
inset: 0;
overflow: hidden;
container-type: size;
isolation: isolate;
color: var(--fg, #f8fafc);
font-family: var(--font-display, "Inter", system-ui, sans-serif);
pointer-events: none;
}
.smc-clip {
position: absolute;
inset: 0;
overflow: hidden;
background: var(--bg, transparent);
}
.smc-stage {
position: absolute;
inset: 0;
}
/* Paper-cut floor: a hairline plus a soft paper band. */
.smc-floor {
position: absolute;
left: 14cqw;
right: 14cqw;
top: 72cqh;
height: 0.35cqmin;
border-radius: 0.2cqmin;
background: color-mix(in srgb, var(--fg, #f8fafc) 22%, transparent);
}
.smc-shape {
position: absolute;
left: 0;
top: 0;
opacity: 0;
filter: drop-shadow(
0.5cqmin 0.7cqmin 0 color-mix(in srgb, var(--bg, #000000) 35%, transparent)
);
}
.smc-shadow {
position: absolute;
left: 0;
top: 0;
width: 12cqmin;
height: 2cqmin;
border-radius: 50%;
background: color-mix(in srgb, var(--fg, #f8fafc) 14%, transparent);
opacity: 0;
}
.smc-circle {
width: 13cqmin;
height: 13cqmin;
border-radius: 50%;
background: var(--smc-c1);
}
.smc-square {
width: 15cqmin;
height: 15cqmin;
border-radius: 1.6cqmin;
background: var(--smc-c2);
}
.smc-tri {
width: 16cqmin;
height: 14cqmin;
clip-path: polygon(50% 0%, 100% 100%, 0% 100%);
background: var(--smc-c3);
}
.smc-star {
width: 9cqmin;
height: 9cqmin;
clip-path: polygon(
50% 0%,
63% 34%,
98% 35%,
70% 57%,
81% 91%,
50% 70%,
19% 91%,
30% 57%,
2% 35%,
37% 34%
);
background: color-mix(in srgb, var(--fg, #f8fafc) 82%, var(--smc-c1));
}
.smc-sparkle {
position: absolute;
left: 0;
top: 0;
width: 5.5cqmin;
height: 5.5cqmin;
clip-path: polygon(
50% 0%,
60% 40%,
100% 50%,
60% 60%,
50% 100%,
40% 60%,
0% 50%,
40% 40%
);
background: var(--fg, #f8fafc);
opacity: 0;
}
</style>
<div
id="stop-motion-cadence-clip"
class="smc-clip clip"
data-start="0"
data-duration="4"
data-track-index="0"
>
<div class="smc-stage">
<div class="smc-floor"></div>
<div class="smc-shadow" data-for="0"></div>
<div class="smc-shadow" data-for="1"></div>
<div class="smc-shadow" data-for="2"></div>
<div class="smc-shadow" data-for="3"></div>
<div class="smc-shape smc-circle"></div>
<div class="smc-shape smc-square"></div>
<div class="smc-shape smc-tri"></div>
<div class="smc-shape smc-star"></div>
<div class="smc-sparkle"></div>
<div class="smc-sparkle"></div>
<div class="smc-sparkle"></div>
<div class="smc-sparkle"></div>
</div>
</div>
<script src="https://cdn.jsdelivr.net/npm/gsap@3.14.2/dist/gsap.min.js"></script>
<script>
(function () {
"use strict";
var root = document.getElementById("root");
var stage = root.querySelector(".smc-stage");
var shapes = root.querySelectorAll(".smc-shape");
var shadows = root.querySelectorAll(".smc-shadow");
var sparkles = root.querySelectorAll(".smc-sparkle");
var vars =
window.__hyperframes && window.__hyperframes.getVariables
? window.__hyperframes.getVariables()
: {};
var fps =
vars.fps === "8" || vars.fps === 8
? 8
: vars.fps === "12" || vars.fps === 12
? 12
: 10;
var boil = vars.boil !== "off";
var accentColors = {
green: "var(--brand, #52525b)",
blue: "var(--accent, #52525b)",
violet: "var(--accent-2, #52525b)",
};
var accent = Object.prototype.hasOwnProperty.call(accentColors, vars.accent)
? vars.accent
: "green";
var exit = vars.exit === "fade" || vars.exit === "up" ? vars.exit : "none";
// The lead shape is the one accented element; the other two paper
// cutouts separate by value step, not by a second and third hue.
root.style.setProperty("--smc-c1", accentColors[accent]);
root.style.setProperty(
"--smc-c2",
"color-mix(in srgb, var(--fg, #f8fafc) 72%, transparent)",
);
root.style.setProperty(
"--smc-c3",
"color-mix(in srgb, var(--fg, #f8fafc) 45%, transparent)",
);
// One-time stage measurement; all positions in px from here.
var W = Math.max(1, stage.clientWidth);
var H = Math.max(1, stage.clientHeight);
var M = Math.min(W, H);
var groundY = 0.72 * H;
// Envelope: fixed IN/OUT, elastic HOLD; fps grid never scales.
var IN_BASE = 3.0;
var OUT_BASE = exit === "none" ? 0 : 0.45;
var duration = Math.max(0.001, parseFloat(root.dataset.duration || "4"));
var totalBase = Math.max(0.001, IN_BASE + OUT_BASE);
var scale = duration < totalBase ? duration / totalBase : 1;
var OUT = OUT_BASE * scale;
var HOLD = Math.max(0, duration - (IN_BASE * scale + OUT));
var OUT_START = IN_BASE * scale + HOLD;
// Choreography (seconds, scaled; converted to integer steps).
// Each shape: launch, land, from (offstage), to (on the floor),
// arc height, spin, squash amount, sparkle life in steps.
function shapeSize(el) {
return { w: el.offsetWidth, h: el.offsetHeight };
}
var throws = [
{
t0: 0.15,
t1: 1.0,
from: { x: -0.12 * W, yB: 0.28 * H },
to: 0.3 * W,
arc: 0.3 * H,
rot0: -170,
rot1: 8,
squash: 0.3,
life: 2,
},
{
t0: 0.6,
t1: 1.5,
from: { x: 1.12 * W, yB: 0.2 * H },
to: 0.56 * W,
arc: 0.34 * H,
rot0: 150,
rot1: -6,
squash: 0.34,
life: 3,
},
{
t0: 1.25,
t1: 2.0,
from: { x: 0.78 * W, yB: -0.12 * H },
to: 0.72 * W,
arc: 0.06 * H,
rot0: -120,
rot1: 5,
squash: 0.26,
life: 2,
},
{
t0: 1.8,
t1: 2.55,
from: { x: -0.08 * W, yB: 0.1 * H },
to: 0.43 * W,
arc: 0.4 * H,
rot0: 200,
rot1: -12,
squash: 0.22,
life: 3,
},
];
for (var s = 0; s < throws.length; s += 1) {
var th = throws[s];
th.t0 *= scale;
th.t1 *= scale;
th.landStep = Math.round(th.t1 * fps);
th.size = shapeSize(shapes[s]);
gsap.set(shapes[s], { transformOrigin: "50% 100%" });
}
// Deterministic per-index hash (sin fold; no Math.random).
function rnd(n) {
var x = Math.sin(n * 127.1 + 311.7) * 43758.5453;
return x - Math.floor(x);
}
function clamp01(v) {
return v < 0 ? 0 : v > 1 ? 1 : v;
}
function lerp(a, b, p) {
return a + (b - a) * p;
}
// Squash schedule by steps-since-landing: hit, deep, rebound
// stretch, settle. Positive widens (scaleX 1+a, scaleY 1-a).
var SQUASH_ENV = [1, 0.55, -0.3, 0.1, 0];
function squashAt(stepsSince, amount) {
if (stepsSince < 0) return 0;
if (stepsSince >= SQUASH_ENV.length) return 0;
return SQUASH_ENV[stepsSince] * amount;
}
// THE LAW: quantize first, then evaluate everything from ts.
// The 1e-6 epsilon absorbs GSAP seek round-trip float error so
// a seek landing exactly on a step boundary quantizes the same
// way from either direction.
function applyTime(timeSeconds) {
var step = Math.floor(timeSeconds * fps + 1e-6);
var ts = step / fps;
var boilIdx = Math.floor(step / 2);
for (var i = 0; i < throws.length; i += 1) {
var th = throws[i];
var el = shapes[i];
var sw = th.size.w;
var sh = th.size.h;
var landed = step >= th.landStep;
var u = clamp01((ts - th.t0) / Math.max(0.001, th.t1 - th.t0));
if (landed) u = 1;
var visible = ts >= th.t0;
// Ballistic arc: linear x, parabolic lift over the line
// from launch height to the ground.
var xC = lerp(th.from.x, th.to, u);
var yB = lerp(th.from.yB, groundY, u) - th.arc * 4 * u * (1 - u);
var rot = lerp(th.rot0, th.rot1, 1 - (1 - u) * (1 - u));
// Squash on the hit, keyed to integer steps since landing.
var a = squashAt(step - th.landStep, th.squash);
var sxq = 1 + a;
var syq = 1 - a * 0.85;
// 2-frame boil, seeded per boil window, per shape.
var bx = 0;
var by = 0;
var br = 0;
if (boil && visible) {
bx = (rnd(boilIdx * 13 + i * 101) - 0.5) * 0.008 * M;
by = (rnd(boilIdx * 29 + i * 211) - 0.5) * 0.008 * M;
br = (rnd(boilIdx * 47 + i * 331) - 0.5) * 1.6;
}
gsap.set(el, {
x: xC - sw / 2 + bx,
y: yB - sh + by,
rotation: rot + br,
scaleX: sxq,
scaleY: syq,
opacity: visible ? 1 : 0,
});
// Contact shadow: grows and darkens as the shape nears
// the floor, pinned to the landing spot.
var height = clamp01((groundY - yB) / (0.45 * H));
var shadowScale = lerp(1.05, 0.55, height);
gsap.set(shadows[i], {
x: xC - 0.06 * M,
y: groundY - 0.01 * M,
scaleX: shadowScale * (landed ? sxq : 1),
scaleY: shadowScale * 0.9,
opacity: visible ? lerp(0.85, 0.25, height) : 0,
});
// Sparkle: alive for EXACTLY life steps from the hit,
// frame-alternating big / small rotated 45deg.
var d = step - th.landStep;
var sp = sparkles[i];
if (d >= 0 && d < th.life) {
var side = i % 2 === 0 ? -1 : 1;
gsap.set(sp, {
x: xC + side * (sw * 0.62) - 0.0275 * M,
y: groundY - sh * 0.9,
scale: d % 2 === 0 ? 1 : 0.62,
rotation: d % 2 === 0 ? 0 : 45,
opacity: 1,
});
} else {
gsap.set(sp, { opacity: 0 });
}
}
}
gsap.set(stage, { opacity: 1, y: "0cqh" });
var tl = gsap.timeline({
paused: true,
onUpdate: function () {
applyTime(tl.time());
},
});
// Anchor tween: inert, spans [0, D] so onUpdate fires for
// every eventful seek and holds never clamp short.
tl.to({ p: 0 }, { p: 1, duration: duration, ease: "none" }, 0);
// OUT: optional departure; exit none holds until the cut.
if (exit === "up") {
tl.to(stage, { y: "-4cqh", duration: OUT, ease: "power2.in" }, OUT_START);
tl.to(stage, { opacity: 0, duration: OUT, ease: "power2.in" }, OUT_START);
} else if (exit === "fade") {
tl.to(stage, { opacity: 0, duration: OUT, ease: "power2.in" }, OUT_START);
}
tl.seek(0);
applyTime(0);
window.__timelines = window.__timelines || {};
window.__timelines["stop-motion-cadence"] = tl;
})();
</script>
</div>
</template>
</body>
</html>
```
</Accordion>
{/* hf:generated-footer */}
Tagged `motion-primitive` `time-law` `stop-motion` `stepped` `boil` `deterministic` `experiment`.
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