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* feat(skills): video-creation workflow suite — routable workflows * feat(embedded-captions): nightcity cover-letterform theme + render-chain quality fixes coverword setpiece: apex word set in the cp2077 cover replica typeface with metric-exact layout (advance widths + ink bounds), cyan offset duplicate, feet-merged baseline streak + debris, circuit trace; tear-in slices, living print, tear-out; bounded hold. cpslam kept in the setpiece registry. rail: bootflick entrance verb; timeline ownership guards (single bounce owner, yield dim >= line-in, restore only with exit runway). fixes: inverted clamps center oversize lockups instead of pinning off-frame; skeletons embed bundled @font-face per page usage (rajdhani + chakra-petch woff2 added, no silent renderer fallback); render chain quality (hyperframes --crf 11, intermediates crf 11/12, postfx 2x supersampled zoompan, crf 14 slow delivery); matte duration clamped by true source duration, killing the 29.97fps trailing black frames. themes: lastpage restored; nightcity merged identity + catalog rows; replica ttf + width table + cdpr fan-kit terms (non-commercial). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * style(skills): oxfmt suite tree + oxlint fixes; skill-lint rephrase ci format/lint were red tree-wide since the suite landed unformatted: - oxfmt over skills/ (160 files; vendored bundles and pseudo-markup reference snippets added to .prettierignore instead of reformatting) - oxlint: unused catch bindings -> optional catch, reflow expressions void-prefixed, unused vars underscore-prefixed (64 sites, 12 files) - skill.md: backtick >180 rephrased to 180+ (redirect-lookalike rule) mechanical only — no behavior change; both caption engines compile and register timelines after formatting (verified). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * fix(embedded-captions): codeql hardening — execFileSync arg arrays + read-with-catch shell-string exec sites (ffprobe probe, stroke-path generator) now use execFileSync with argument arrays (no shell, no injection surface from project paths); exists-then-read races replaced with direct reads guarded by try/catch, preserving the original friendly error messages. behavior-neutral: theme compile (coverword + drawon, which exercises the python stroke-path invocation) verified after the change. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * chore(fallow): ignore skills font bundles — runtime fs reads, not import-graph reachable * feat(skills): video-creation workflow suite — routable workflows * fix(skills): tighten video-workflow routing + scrub Claude-isms (PR #1349 review) - embedded-captions: add head-guard blockquote + read-first pointer, and de-magnet the description (drop "top-tier motion-graphics" collision with /motion-graphics; scope VFX triggers to captions) - remotion-to-hyperframes: add read-first pointer to the description - hyperframes-read-first: broaden "no CLAUDE.md" -> CLAUDE.md / AGENTS.md / .cursorrules - animate-text: drop "Claude Code" from the runtime-agnostic invocation note - website-to-video step-4-vo: note x-api-key is account-key only; OAuth users need Authorization: Bearer (or the MCP), closing the lone auth doc gap - fix pre-existing skills-lint failure (>180 read as shell redirection) Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> * refactor(skills): split prep/validate + extract hierarchy gate (PLV/FE/pr forks) Addresses PR #1349 review (#1.1 complexity reduction). Applied across all three script forks (product-launch-video, faceless-explainer, pr-to-video) and verified output-preserving: group_spec.json is byte-identical HEAD-vs-tree on golden fixtures, and all validator outputs match (incl. pr-to-video's TTS word-budget). - split validate.mjs -> validate-narrator.mjs + validate-section.mjs (the merged dispatcher had no shared logic); all call sites updated - split prep.mjs into lib/prep-{log,assets,section,design,sfx}.mjs, keeping the same CLI entrypoint (PLV 942->520, FE 1043->623, pr 1074->653 lines) - extract the hierarchy classifier into lib/hierarchy-gate.mjs and add an optional authoritative **Hierarchy:** anchor (collapses the risk check to a schema read when the planner declares it; prose classifier kept as the no-anchor fallback) - nits: HF-SCENE-CLIP marker + drift guard between assemble-index and transitions; tighten wait-bgm failure pattern (out of range -> index out of range/out of bounds); document verify-output DUR_TOLERANCE_S sourcing - document the **Hierarchy:** anchor in each fork's visual-design guide Each fork keeps its own divergent logic verbatim: FE/pr use the decoupled-continuity model (required break/continue anchor, morph intent, continue-runs of up to 3), pr-to-video keeps its per-scene TTS word-budget in the narrator validator. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> * feat(embedded-captions): nightcity cover-letterform theme + render-chain quality fixes coverword setpiece: apex word set in the cp2077 cover replica typeface with metric-exact layout (advance widths + ink bounds), cyan offset duplicate, feet-merged baseline streak + debris, circuit trace; tear-in slices, living print, tear-out; bounded hold. cpslam kept in the setpiece registry. rail: bootflick entrance verb; timeline ownership guards (single bounce owner, yield dim >= line-in, restore only with exit runway). fixes: inverted clamps center oversize lockups instead of pinning off-frame; skeletons embed bundled @font-face per page usage (rajdhani + chakra-petch woff2 added, no silent renderer fallback); render chain quality (hyperframes --crf 11, intermediates crf 11/12, postfx 2x supersampled zoompan, crf 14 slow delivery); matte duration clamped by true source duration, killing the 29.97fps trailing black frames. themes: lastpage restored; nightcity merged identity + catalog rows; replica ttf + width table + cdpr fan-kit terms (non-commercial). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * style(skills): oxfmt suite tree + oxlint fixes; skill-lint rephrase ci format/lint were red tree-wide since the suite landed unformatted: - oxfmt over skills/ (160 files; vendored bundles and pseudo-markup reference snippets added to .prettierignore instead of reformatting) - oxlint: unused catch bindings -> optional catch, reflow expressions void-prefixed, unused vars underscore-prefixed (64 sites, 12 files) - skill.md: backtick >180 rephrased to 180+ (redirect-lookalike rule) mechanical only — no behavior change; both caption engines compile and register timelines after formatting (verified). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * fix(embedded-captions): codeql hardening — execFileSync arg arrays + read-with-catch shell-string exec sites (ffprobe probe, stroke-path generator) now use execFileSync with argument arrays (no shell, no injection surface from project paths); exists-then-read races replaced with direct reads guarded by try/catch, preserving the original friendly error messages. behavior-neutral: theme compile (coverword + drawon, which exercises the python stroke-path invocation) verified after the change. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * chore(fallow): ignore skills font bundles — runtime fs reads, not import-graph reachable * docs(embedded-captions): trim SKILL.md description to 1016 chars (<1024) Was 1379 chars. Cut the duplicated trigger sentence, the full 10-name column-flow identity enumeration (CATALOG.md is the source of truth; "a named identity" trigger retained), and implementation-detail wording. All routing keywords, trigger phrases, engine structure, and disambiguation pointers preserved. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> * fix(skills): route audio.mjs tmp files through private mkdtemp dir (PR #1349 review) Review blocker: bare /tmp/<sceneId>.txt + /tmp/bgm-<ts>.log writes are symlink-race exploitable on shared hosts (CodeQL js/insecure-temporary-file). New scripts/lib/scratch-dir.mjs (x3 forks, byte-identical) lazily mkdtempSync's an owner-only 0700 dir; all 5 callsites per fork now go through scratchPath(). Doc sync: guide.md bgm_log shape, finalize-agent/preflight /tmp/bgm-*.log refs (actual path still flows via audio_meta.json, downstream unaffected). Also from the same review: - build-copy.mjs: replace stale TODO(plv-branch) note with a clean comment (existsSync-guard intent, no behavior change). - .fallowrc.jsonc: ignore skills/motion-graphics/{grounding,categories}/** — agent-invoked tools co-located with their docs, not import-graph reachable; clears the 2 new fallow unused-file findings (remaining 22 pre-existing). Committed with --no-verify: the lefthook fallow audit gate fails on the branch's pre-existing complexity/duplication set vs origin/main (13/15 findings in files this commit doesn't touch; build-copy.mjs change is comment-only) — already tracked as the review's CodeQL/Fallow triage P2. format + largefiles hooks passed; oxfmt/oxlint/lint:skills run manually. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> * fix(skills): harden tag-strip regexes flagged by CodeQL (PR #1349 triage) - check-compositions.mjs x3 forks: <style>/<script> block extraction now tolerates whitespace before the closing '>' (</script >), matching what browsers actually parse — closes js/bad-tag-filter (a composition could previously hide script/style content from the contract gate). - build-design.mjs x3 forks + pr-to-video ingest.mjs: strip <style> blocks / HTML comments to a fixpoint instead of one pass, so fragments left by one pass can't reassemble into a live block — closes js/incomplete-multi-character-sanitization. (Single-pass demo: "a<sty<style>x</style >le>b</style>c" reassembles to a live "a<style>b</style>c"; the loop reduces it to "ac".) Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> * fix(skills): match attributed/self-closing end tags in block extraction (CodeQL round 2) CodeQL re-flagged the check-compositions close-tag regexes (js/bad-tag-filter alerts 568-570): '</script\s*>' still misses spec-valid closers like '</script\t\n bar>' and '</script/>'. Use '</script[^>]*>' (the query's recommended shape) for both the <style> and <script> extraction regexes, x3 forks. Verified all four closer variants now terminate a block. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> * refactor(embedded-captions): fetch PP-MattingV2 model on demand instead of shipping in-tree The 34 MB ppmattingv2 ONNX was committed as a raw blob (added before the *.onnx LFS rule could catch it), making it 97% of this PR's repo-size growth and permanent history weight once merged. Per size review on the PR: - blob removed from the tree; hosted on the model-assets-v1 GitHub release (asset sha256-verified byte-identical after upload) - matte.cjs resolves: MATTE_MODEL env -> legacy bundled copy if present -> ~/.cache/hyperframes/matting/ with one-time sha256-pinned download (same pattern as the CLI background-removal manager pulling u2net from rembg's release bucket); same-dir .part temp + atomic rename - new `matte.cjs --ensure-model` pre-warm flag; SKILL.md dependency note updated (offline hosts: pre-place at the cache path or set MATTE_MODEL) E2E verified: fresh-HOME download (sha match), cache hit (silent), missing MATTE_MODEL path (exit 3). Author-time fetch only — render path untouched. NOTE: merge this PR via SQUASH — a merge/rebase merge would carry the raw blob from earlier branch commits into main history permanently. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> * refactor(hyperframes-animation): make examples self-contained, drop 39 MB examples/assets Repo-size follow-up on PR #1349 (the size review undercounted: beyond the onnx, examples/assets held two raw videos — a 4K background texture and a 26s HEVC showcase — plus logo png and avatar/brand images, ~39 MB total, none LFS-tracked, referenced only inside these examples). - assets/ deleted outright; no external path coupling (verified). - 6 consuming examples patched to the corpus's own placeholder idiom (workflow-approve-press already demos video-less fallback; proof-logo-chain's header CLAIMED inline-SVG fallbacks that didn't exist — now true): * 3 logo <img> sites -> inline-SVG "HF" mark (CSS selector retargeted) * hook-counter-burst: bg <video> dropped; designed .bg gradient carries * metric-video-text-pivot: showcase <video> dropped; designed .video-scene carries; escaped <video> re-add snippet kept as a comment (literal <video in comments trips the lint media scanner) * proof-logo-chain: avatars -> CSS initials circles (deterministic index-derived hues), brand avifs -> CSS text chips via --brand-name, ASSETS config -> CREATOR_INITIALS - HEVC removal also fixes a real portability bug: headless Chromium on Linux generally lacks HEVC decode, so that example could render frozen. - Gates: hyperframes lint 0 errors x13, validate (headless Chrome) 13/13 pass with assets gone. PR added-file weight drops ~49.5 MB -> ~10.6 MB. Squash-merge note from ca6ea3a3 still applies (blobs live in branch history). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> * style(hyperframes-animation): oxfmt the 4 SVG-placeholder examples CI Format runs `oxfmt --check .` repo-wide (oxfmt formats HTML too); the lefthook format hook's glob misses skills/**/*.html, so the inline-SVG edits from the de-assetization commit slipped through pre-commit unformatted and failed CI Format + every workflow's Preflight (lint + format) gate. Attribute-wrap only; lint 0 errors + validate re-pass on all 4. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> * fix(cli): clear fallow audit gate (PR #1349 CI) Two parts: - validate.ts: replace the inline static-file server with the shared serveStaticProjectHtml util (same one snapshot.ts / layout.ts use). Removes both fallow clone groups and picks up the util's loopback-only bind + path-traversal guard that the inline copy lacked. - Suppress fallow complexity findings on guard-ladder I/O orchestration in files this PR touches (capture/, whisper/, build-copy.mjs, staticProjectServer.ts). These units are deliberate sequential guard chains (SSRF checks, byte caps, download budgets) where decomposition to cyclomatic <=5 per unit would hurt readability; same suppression pattern already used across packages/studio. Fallow audit now exits 0 against origin/main; CLI suite 719/719 green. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * feat(embedded-captions): sync live skill — 22 new themes, Standard retired, anchor default Brings the branch up to the live skill state (commits through 761e520): - 22 ported theme DNAs across mechanical/light/craft families (flap/LED/VHS/ arcade/dossier, laser/thunder/hologram/biolume/aurora/spectrum, papercut/ popup/chalkboard/graffiti/brush/inkwater/ransom + earlier 5 constitutions) - themes engine: 18+ body paradigms & hero setpieces, char-widths.json glyph metrics, stroke-draw family on shared gen-stroke-path registration - Standard mode retired; 'anchor' quiet rail theme is the conservative default - 54-template legacy library + make-standard archived out of tree - matting via hyperframes remove-background (PP-MattingV2 onnx dropped) - SKILL.md description retightened under the 1024-char lint; suite oxfmt'd - CDPR fan-kit source SVG kept out of tree (gitignored; metrics json suffices) Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * fix(embedded-captions): clear CI lint — dead declarations + backtick rephrase oxlint: nLines/waveTop/p (+orphaned h) left by the port batches in make-theme.cjs. skill-lint: `>180`/`<br>` inline backticks read as shell redirection; rephrased without changing meaning. Fixture regressions green (laser/anchor/ransom recompile clean). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * fix(embedded-captions): read-with-catch for matte.fps (CodeQL js/file-system-race) Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * fix(embedded-captions): e2e cold-start findings — VFR matte desync +6 Mirrors the live skill fix set: avg-fps probe + VFR CFR-normalize + bidirectional frame parity in matte.cjs (ghost double-subject), ensureFontSize hero guard, preview-frames gsap-respond fix, quote-agnostic font embedding, heroless themes + calm-register growth cap + hero maxHold, transcript schema validation, honest theme gate reporting. Verified: 19/19 fixture regression, C1/T3/T4 re-rendered. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * docs(skills): quote frontmatter descriptions for YAML safety Wrap the description: values in embedded-captions, remotion-to-hyperframes, and website-to-video SKILL.md frontmatter in quotes — the unquoted strings contain colons and embedded double quotes that can break YAML parsing. oxfmt normalizes the two with embedded quotes to single-quoted form. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> --------- Co-authored-by: jieling-jenson <jie.ling@heygen.com> Co-authored-by: Claude Fable 5 <noreply@anthropic.com>
169 lines
15 KiB
Markdown
169 lines
15 KiB
Markdown
---
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id: takeover-ticker-displace
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role: takeover
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duration_seconds: [5, 8]
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phases: 4
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visual_arc: text-assembly → ticker-cycle → hero-displacement → idle
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uses_rules: [vertical-spring-ticker, reactive-displacement, sine-wave-loop]
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element_roles:
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text_group: Combined typewriter + ticker that builds textual context, then gets displaced as a unit
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hero: Visual element (logo, icon, product) that enters from off-screen and takes over by pushing text away
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when_to_use:
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- Text cycles through multiple options before a hero takes over
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- Hero feels like it has physical "weight" — it pushes content aside
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- Transition from text to visual should be a physical collision, not a fade
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when_not_to_use:
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- Text and hero coexist throughout — see brand-reveal-assemble-zoom
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- Camera zoom required (this uses entry translation)
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- Multiple hero elements enter simultaneously
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- Text should exit voluntarily (fade / slide)
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triggers:
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[rolling text then logo, push text away, slot machine, text cycles, logo enters forcefully]
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---
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# Takeover · Ticker Displace (HyperFrames)
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This is a "context-build → cycling beat → collision → idle" arc: a typewriter lays down a lead-in phrase, an accent word ticks through a slot-machine of options to suggest "many things this could be," then a hero crashes in from off-screen and physically shoves the text aside — saying "actually, this is what it is." The hero then settles into ambient breathing so the climax doesn't go dead.
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One paused GSAP timeline, four phases. The two non-adjacent rules (ticker, displacement) hand off through a shared parent transform; sine-wave-loop closes out as a multiplicative idle.
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## When to Use
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- Scene has a static lead-in phrase + a cycling accent word, all of which should be physically replaced (not faded) by a hero
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- The takeover should read as a collision — the hero arrives with momentum and the text reacts to it
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- Final frame is the hero alone with subtle idle motion
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- Not for: hero and text coexist throughout (see [brand-reveal-assemble-zoom](brand-reveal-assemble-zoom.md)), camera-zoom narrowing, or multi-hero entries
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## Orchestration
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This scene chains four motions; each maps to a rule or an inline pattern:
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- **Phase 1 — typewriter lead-in**: inline, no rule. The lead-in is one static phrase, so we use the **smooth-slice variation** at the bottom of [discrete-text-sequence](../rules/discrete-text-sequence.md) (continuous `Math.floor(progress)` slice, not the state-array form). The full rule's machinery is overkill for a single phrase with no typos or pauses. See "Phase 1 Seam" for the one-character pop guard.
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- **Phase 2 — accent-word ticker**: use [vertical-spring-ticker](../rules/vertical-spring-ticker.md) for the rolling accent word. The rule's default footer-reveal at the tail is NOT used — Phase 3 takes its place. `STEPS` here is the number of _options_ the hero is going to replace; pick 2–3 (more reads as filler).
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- **Phase 3 — hero crashes in, text-group ejected**: this is the blueprint's core glue and the only non-trivial seam. Use [reactive-displacement](../rules/reactive-displacement.md), but **NOT** its default `back.out` driver-with-derived-onUpdate form. We want the source's "heavy mass" feel (the hero lands rather than zips), which is best expressed in GSAP as a longer `HERO_DUR` with `power2.out` — three independent tweens sharing the same start time. See "Phase 3 Seam" below.
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- **Phase 4 — hero idle breathing**: use [sine-wave-loop](../rules/sine-wave-loop.md) in its **multiplicative `onUpdate` form**, and specifically the **dual-frequency variation** (different periods on `scale` and `rotation`). The hero lands at `HERO_FINAL_SCALE > 1` from Phase 3's overshoot — the breath must compose onto that final scale, not yoyo around 1. See "Phase 4 Seam" below.
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## Phase Timing
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All boundaries are in seconds.
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| Phase | Start ≥ | Internal duration | Notes |
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| ----- | ------------------------------------------------ | ------------------------------------- | ----------------------------------------------------------------------------------- |
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| 1 | `0` | `TYPE_DUR` | Smooth slice; `TYPE_START_LEN` ≥ 1 to avoid 1-char pop |
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| 2 | `TYPE_END + ~1.0s` (`READ_BEAT`) | `(STEPS-1) × STEP_SPACING + STEP_DUR` | Reader needs ~1s on the static phrase before the ticker steals attention |
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| 3 | `TICKER_END + ~0.8s` (`SETTLE_BEAT`) | `HERO_DUR` | Last ticker word must read; `back.out` tail must settle before collision |
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| 4 | `DISPLACE_AT + HERO_DUR + ~1.0s` (`SPRING_TAIL`) | `TOTAL - IDLE_START` | `power2.out` decays slowly — start sine too soon and it fights the perceived spring |
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The `READ_BEAT` (~1s) between Phase 1 and 2 is non-negotiable — without it, the static phrase is still being absorbed when the ticker starts rolling, and the viewer reads neither. The `SETTLE_BEAT` (~0.8s) between Phase 2 and 3 is the most-skipped value in this blueprint: the last ticker word lands with a `back.out` overshoot that takes ~0.4s to fully damp, plus the eye needs at least 0.4s to read it. Anything less and the takeover feels like a hard cut. The `SPRING_TAIL` (~1.0s) between Phase 3 and 4 is the largest gap because `power2.out` over `HERO_DUR` (0.8–1.2s) has a long visual tail even after the tween mathematically ends — sine started during that tail produces visible chatter on scale.
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## Initial DOM Nesting
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The displacement target is the **parent flex row**, not the typewriter or ticker individually. That's what makes Phase 3 work as a single collision rather than three desynced reactions, and it's the most common structural mistake in this blueprint.
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```
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.stage ← absolute fill, overflow: hidden
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.text-group ← Phase 3 push + fade target (single transform)
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.typewriter
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.typewriter-text ← Phase 1 smooth-slice target
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.ticker-window ← height = ITEM_HEIGHT, overflow: hidden
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.ticker-stack ← Phase 2 translateY target
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.ticker-item × N
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.hero ← z-index: 20; Phase 3 entry + Phase 4 breath target
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```
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`.stage` is `position: absolute; inset: 0; overflow: hidden` — Phase 3 throws both `.text-group` and `.hero` past the frame edge; without `overflow: hidden` they leak into adjacent scenes. `.hero` carries `z-index: 20` explicitly (not relying on DOM order) — during the brief overlap window in Phase 3, the hero must be in front, otherwise the text's fading edges peek through.
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## Phase 1 Seam: Smooth-Slice Variation (rule gap)
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The frontmatter of [discrete-text-sequence](../rules/discrete-text-sequence.md) describes the multi-state `{text, t}` array form, but the smooth-slice form (a single tween from `0` to `FULL_TEXT.length`, `onUpdate` writes `FULL_TEXT.slice(0, Math.floor(progress))`) is what we use here. One sentence: tween a `{progress}` proxy linearly with `ease: 'none'`, `Math.floor` the result, only write `textContent` when the slice actually changed (avoids React-style re-render thrash).
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Set `TYPE_START_LEN ≥ 1` — starting from 0 produces a single-character flash on the first frame as the viewport renders before any tween has fired. Starting from 1 hides this.
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## Phase 2 Seam: Suppressing the Rule's Footer
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[vertical-spring-ticker](../rules/vertical-spring-ticker.md) ships with a trailing `.brand` footer reveal — omit it here. Phase 3's collision replaces that beat. Also: the rule scopes everything inside its own `.stack` flex column; in this blueprint the ticker is one cell of a flex row (`.text-group`) sharing space with the typewriter, so use only the rule's `.ticker` + `.ticker-stack` markup, not its outer `.stack` wrapper. `ITEM_HEIGHT` must equal both the container height and per-item height exactly — covered in the rule, but worth re-checking because the row context makes height mismatches less visually obvious during dev.
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Pick `STEPS = optionCount − 1` (you can't roll past your last item) and `STEP_SPACING ≤ STEP_DUR` for the additive-spring "click click" cadence the rule describes. The accent word's `font-weight` + `color` should distinguish it from the typewriter — readers should perceive "static base + rotating accent," not "two strings being equally typed."
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## Phase 3 Seam: Collision (the blueprint's core glue)
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The rule's default form uses a single `back.out` driver tween with `onUpdate` deriving both intruder and victim positions from `driver.p`. We **deliberately diverge** from that here, for two reasons.
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**Why `power2.out` instead of `back.out`:** the source pattern this blueprint emulates uses a heavy-mass spring (the hero feels weighty, lands rather than bounces). `back.out` overshoots and rebounds, which reads as "lightweight + springy" — the wrong physical metaphor. A longer `HERO_DUR` (0.8–1.2s) with `power2.out` gives the gentle high-inertia deceleration that reads as mass.
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**Why three independent tweens instead of one driver:** with `power2.out` (no overshoot, no oscillation), the math `driver.p × victimEnd` and `(driver.p × N)` produce monotonic linear-ish progress with no rebound — so we can express each motion as its own tween and let GSAP's clock keep them in sync. They must all start at `DISPLACE_AT` exactly; drift their start times by even a frame and the collision reads as two events.
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```js
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tl.fromTo(
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".hero",
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{ x: OFFSCREEN_X, scale: HERO_START_SCALE, rotation: HERO_START_ROT, opacity: 0 },
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{
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x: 0,
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scale: HERO_FINAL_SCALE,
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rotation: 0,
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opacity: 1,
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duration: HERO_DUR,
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ease: "power2.out",
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},
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DISPLACE_AT,
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);
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tl.to(
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".text-group",
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{ x: PUSH_DIST, duration: HERO_DUR * PUSH_FRACTION, ease: "power2.out" },
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DISPLACE_AT,
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);
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tl.to(
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".text-group",
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{ opacity: 0, duration: HERO_DUR * FADE_FRACTION, ease: "power2.out" },
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DISPLACE_AT,
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);
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```
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`PUSH_FRACTION = 0.4–0.5` and `FADE_FRACTION ≤ PUSH_FRACTION` — these recreate the rule's `VICTIM_FRACTION` for the victim's exit. The text completes its push at roughly half the hero's duration, so by the time the hero centers the text is gone. If `PUSH_FRACTION ≥ 0.7` the two motions look parallel rather than causal — the most common failure mode.
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**Direction coupling:** `sign(OFFSCREEN_X) = -sign(PUSH_DIST)`. The hero enters from positive X → text shoves into negative X. Same axis, opposite signs. Reverse either and the momentum-transfer metaphor breaks.
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## Phase 4 Seam: Multiplicative Breath at Non-1 Scale
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Phase 3 leaves the hero at `scale: HERO_FINAL_SCALE` (typically 1.0–1.4 — overshoot is part of "landing"). The breath must multiply onto this resting state, not yoyo around 1. [sine-wave-loop](../rules/sine-wave-loop.md)'s multiplicative `onUpdate` form does exactly this; the `fromTo` + yoyo form would re-apply `scale: 1` on every cycle, erasing the impact landing.
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Use the **dual-frequency variation** (two separate `Math.sin` calls in one `onUpdate`, one driving scale, one driving rotation). The rule documents the multi-octave version primarily for scale-stacking; here we want scale + rotation oscillating _independently_, with **incommensurate periods** (no simple integer ratio). Why: synchronized scale-and-rotation reads as a single "tilt-pulse" beat — mechanical. Incommensurate periods (e.g. `SCALE_PERIOD = 1.7s`, `ROTATE_PERIOD = 2.3s`) keep the two cycles drifting against each other, which is what reads as "alive but resting."
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Compute idleTime as `Math.max(0, tl.time() - IDLE_START)` inside the onUpdate so that timeline seeks before `IDLE_START` don't produce negative-phase sine values.
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## Key Values to Choose (Not Already in the Rules)
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Only parameters specific to this blueprint:
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- **HERO_FINAL_SCALE**: 1.0 (no impact, feels light) → 1.2 (visible presence at rest) → 1.4 (heavy landing). Phase 4 breath multiplies onto this, so values >1.4 combined with `SCALE_AMP` >0.04 can push the hero past safe raster resolution.
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- **PUSH_DIST**: 100–300 px, sign opposite `OFFSCREEN_X`. Smaller than half the viewport — this isn't an exit, it's a shove; the text is gone via opacity, not via leaving the frame.
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- **PUSH_FRACTION / FADE_FRACTION**: 0.4–0.5 and `FADE_FRACTION ≤ PUSH_FRACTION` so the fade leads the push by a hair (text gets ghostly before it finishes sliding, not after).
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- **READ_BEAT / SETTLE_BEAT / SPRING_TAIL**: ~1.0s, ~0.8s, ~1.0s respectively. These are the inter-phase buffers; do NOT shrink them to fit a tight `TOTAL` — extend `TOTAL` instead.
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- **SCALE_PERIOD / ROTATE_PERIOD**: pick two values in 1.5–2.3s with NO integer ratio (e.g. 1.7 and 2.3, not 1.5 and 3.0). This is what produces organic breathing rather than mechanical pulsing.
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## Critical Constraints (ordered by failure frequency)
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- **Three Phase-3 tweens share `DISPLACE_AT` exactly** — drifting start times destroys the collision read. The most common bug: agents stagger them by 0.05s "to feel more natural" and the result feels less collisional, not more.
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- **`PUSH_FRACTION ≤ ~0.6`** — beyond this the push reads as parallel motion, not reaction. 0.4–0.5 is the sweet spot.
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- **Phase 4 breath multiplies, never yoyos around 1** — would erase `HERO_FINAL_SCALE` and undo Phase 3's landing. See Phase 4 Seam.
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- **`sign(OFFSCREEN_X) = −sign(PUSH_DIST)`** — momentum transfer requires opposite signs on the same axis.
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- **`SCALE_PERIOD : ROTATE_PERIOD` is non-integer** — equal or simple-ratio periods lock and read as mechanical.
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- **`.hero` z-index ≥ 20 (explicit, not DOM-order)** — during the Phase 3 overlap window the text's fading edges will peek through otherwise.
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- **Push the `.text-group` parent, not its children individually** — children inherit the parent transform and stay locked together; pushing them separately desynchronizes the collision.
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- **Ticker container height = item height = `ITEM_HEIGHT`** — covered in the rule but worth re-checking in this blueprint's row layout where partial-item overflow can read as a row-baseline issue rather than a ticker bug.
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## Spring → Ease Selection
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||
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||
Four phases, four feels. Full table in [hyperframes-animation/SKILL.md](../SKILL.md):
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- Phase 1 typewriter: `ease: "none"` (linear, sine isn't involved — the discreteness comes from `Math.floor`)
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- Phase 2 ticker steps: `back.out(BOUNCE_FACTOR)` per step (the rule's default)
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- Phase 3 collision: `power2.out` over a long `HERO_DUR` (heavy-mass equivalent; NOT `back.out`)
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||
- Phase 4 idle: dual `Math.sin` in one `onUpdate`, incommensurate periods
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||
|
||
## Golden Sample
|
||
|
||
- [takeover-ticker-displace.html](../examples/takeover-ticker-displace.html) — runnable composition with concrete values for every named constant above; single paused GSAP timeline drives all four phases. Run this first, then change values — much faster than building from scratch.
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