* 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.
6.9 KiB
name, description, metadata
| name | description | metadata | ||
|---|---|---|---|---|
| depth-scatter-assemble | N elements scatter into / reassemble from a rotating 3D depth-cloud, each starting at a deterministic index-derived 3D offset and settling to a clean flat layout. |
|
Depth Scatter ↔ Assemble
N elements (glyphs, cards, logo fragments) fly in from a rotating 3D depth-cloud and lock into a flat layout — or the reverse. Each element has its OWN index-derived point in the cloud (translateZ depth + rotateX/Y tumble + x/y scatter). Distinct from orbit-3d-entry (flip-in then continuous orbit) and center-outward-expansion (flat burst from one shared center): here the resolve is a flat assembled layout.
How It Works
Each element's flat target lives in data-target-x/y; its scattered state is pure trig on its index — golden-angle spread, stepped depth — so the cloud is byte-identical every render with no Math.random:
const GOLDEN = Math.PI * (3 - Math.sqrt(5)); // ~2.39943 rad — even spread, no clumping
const a = i * GOLDEN;
const scatterX = Math.cos(a) * RADIUS;
const scatterY = Math.sin(a) * RADIUS;
const scatterZ = Z_NEAR - (i / (n - 1)) * (Z_NEAR - Z_FAR); // stepped depth
const rotX = Math.sin(a) * TUMBLE;
const rotY = Math.cos(a) * TUMBLE;
Elements are PARKED at their scatter points (gsap.set, opacity 0) before any tween, then each tweens to its flat target while the whole stage slowly rotates so the scatter has life before it locks. Requires perspective on the scene root and preserve-3d on the stage AND each element, or depth + tumble flatten to a 2D scale.
Recipe
<!-- inside a standard scene clip (hyperframes-core) -->
<div class="cloud-stage">
<div class="frag" data-target-x="-260" data-target-y="0">{glyph1}</div>
<div class="frag" data-target-x="-130" data-target-y="0">{glyph2}</div>
<!-- … one .frag per glyph / fragment … -->
</div>
.scene-root {
display: grid;
place-items: center;
perspective: 1400px; /* REQUIRED */
}
.cloud-stage {
position: relative;
display: grid;
place-items: center;
transform-style: preserve-3d;
will-change: transform;
}
.frag {
position: absolute;
top: 50%;
left: 50%;
transform-style: preserve-3d;
backface-visibility: hidden; /* hides the mirrored face mid-tumble */
will-change: transform, opacity;
}
const frags = Array.from(document.querySelectorAll(".frag"));
const n = frags.length;
const GOLDEN = Math.PI * (3 - Math.sqrt(5));
// 1) Park every fragment in the cloud BEFORE any tween fires
const scatter = frags.map((el, i) => {
const a = i * GOLDEN;
const depthT = n > 1 ? i / (n - 1) : 0;
return {
x: Math.cos(a) * RADIUS,
y: Math.sin(a) * RADIUS,
z: Z_NEAR - depthT * (Z_NEAR - Z_FAR),
rotationX: Math.sin(a) * TUMBLE,
rotationY: Math.cos(a) * TUMBLE,
};
});
frags.forEach((el, i) => gsap.set(el, { xPercent: -50, yPercent: -50, ...scatter[i], opacity: 0 }));
// 2) The cloud rotates so the scatter has life during assembly
tl.to(
".cloud-stage",
{ rotationY: CLOUD_SPIN_DEG, duration: CLOUD_SPIN_DUR, ease: "power1.out" },
0,
);
// 3) ASSEMBLE — cloud point → flat target, index stagger = cloud collapsing inward
frags.forEach((el, i) => {
tl.to(
el,
{
x: Number(el.dataset.targetX),
y: Number(el.dataset.targetY),
z: 0,
rotationX: 0,
rotationY: 0,
opacity: 1,
duration: ASSEMBLE_DUR,
ease: ASSEMBLE_EASE,
},
i * STAGGER,
);
});
Variations
- Tumble-swap (the beat-change hand-off): two glyph sets share the cloud; ONE shared 0→1 progress tween drives both in its
onUpdate— outgoing lerps layout→cloud withopacity: 1−p, incoming lerps cloud→layout withopacity: p. Two separate tweens drift out of phase under seek and the cross stops reading as one hand-off. Inject per-glyph spans per phrase at setup (measure advance widths afterdocument.fonts.ready— single-scene only). - Radial letter-explode → resolve: flat-plane special case —
Z_NEAR = Z_FAR = 0, smallTUMBLE; reverse the assemble for the explode. Pure in-plane. - Scatter-OUT: reverse assemble (layout → cloud, opacity 1→0) ONLY as the composition's final beat — mid-shot it reads as the shot ending.
- Parallax lockup: back layers get deeper
|Z_FAR|+ longerASSEMBLE_DUR, foreground shallower/shorter — depth-speeded slide-in that locks into the logo.
Values
| token | range | notes |
|---|---|---|
| n | 4–14 (fragments 4–9) | above ~14 individual paths stop reading |
| RADIUS | 250–700px | keep the farthest scatter in frame or fragments pop in with no travel |
| Z_NEAR / Z_FAR | +150…+450 / −150…−500 | large |z| needs a wider perspective or fragments smear |
| TUMBLE | 40–110° | past 90° glyphs show blank mid-tween (intended); cap ~80° for one-faced cards |
| ASSEMBLE_DUR | 0.7–1.4s | |
| ASSEMBLE_EASE | power3.out default |
expo.out snaps, back.out(1.4) seats with overshoot; never in |
| STAGGER | 0.03–0.09s | n × STAGGER < ASSEMBLE_DUR — one collapsing motion, not a queue |
| CLOUD_SPIN_DEG / _DUR | 15–60° over ≥ dur | gentle life; too fast competes with the assembly |
| SWAP_DUR | 0.5–1.0s | on the beat boundary; shorter = hard cross |
Critical Constraints
- Every scattered value is index-derived —
cos/sin(i × GOLDEN)+ steppedz. The golden angle spreads points evenly with no clumps and noMath.random. gsap.setthe cloud BEFORE adding tweens — skipping it leaves frame 0 showing the assembled layout, then a teleport when the first tween starts.perspective+preserve-3don stage AND each fragment — missing any one flattens the depth.- Resolve flat — settled state is
z: 0, rotations 0; a still-tilted resolve reads unfinished. - Tumble-swap: one shared progress for both glyph sets.
- Depth ordering is automatic inside
preserve-3d(paint order follows actual Z) — no manual z-index, unlike the orbit case's capped band.
See also
orbit-3d-entry (settles into a continuous orbit instead) · hacker-flip-3d (glyphs decode on arrival) · 3d-text-depth-layers (extrude the locked wordmark) · center-outward-expansion (flat 2D cousin) · sine-wave-loop (idle breathe on the resolved layout).