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hyperframes/skills/music-to-video/references/motion-primitive-catalog.md
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Miao YangandClaude Opus 4.8 a34d3dba4d feat(skills): unify bgm-to-video flows into music-to-video
Replace bgm-to-video, bgm-to-video-new, bgm-to-video-refactor, and the
standalone beat-sync/montage skills with a single music-to-video skill.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-23 21:33:01 +08:00

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# Motion-primitive catalog — the free-compose menu
The atomic layer: one anchor → one micro-move. Templates ([`template-catalog.md`](template-catalog.md))
are built from these; when no template fits a group, the planner **free-composes** by naming
primitives from here, and the frame-worker realizes them. Two readers, one file:
- **Planner (Step 3)** — scan **what it does** + **anchor** to pick the primitives a free group rides. Selection only.
- **Frame-worker (Step 4)** — open the cited recipe and lift its tweens. Build only.
The **recipe** column says what to lift:
- **✓** — a runnable, lint-clean composition at `motion-primitives/<id>/index.html`. Open it and lift the tweens.
- **≈ `<id>`** — no separate file; use that recipe, it's the same idea.
- **—** — no file; implement inline from the description (a one-liner, e.g. a 0ms `tl.set`, or a move a template realizes internally).
## Timing & latency (applies to every primitive)
Quantified from frame-accurate reverse engineering of beat-synced reels:
- **Hard hits are 0ms.** Cuts, palette flips, content swaps, freezes are `tl.set(...)` with no duration — the percussion _is_ the motion. Easing a hit kills it.
- **Lead the anchor.** A move that must _land_ on a beat (a wipe covering the frame, a count-up locking, two blocks colliding) starts **~40190ms early** so it completes ON the anchor. Reactive entrances (something appearing _because_ of the hit) fire 045ms after.
- **Eased entrances: 300500ms** (scale punch, slides, camera pushes). **Macro builds: 8002000ms** spanning a whole roll / silence.
- **Magnitudes:** scale-punch 0→1; weight pulse 1→1.06; hero fill up to 1→5; chromatic split ~20px, resolve clean in ≤150ms.
- **Per-bar caps:** one accumulating element per hit (not a burst); a camera move at most once per phrase, never per beat; a dense flip/strobe system runs ≤23s.
- **Tension-builds lock.** A count-up / sequential build / morph must _resolve on_ a downbeat or hard_stop, never trail off mid-bar.
## Catalog
Each runnable recipe is self-contained and lint-clean: showcase chrome stripped, system-font
fallback, shared `../assets/gsap.min.js`, one paused timeline on `window.__timelines["main"]`.
| id | anchor | what it does | recipe |
| -------------------- | -------------------------------- | ---------------------------------------------------------------------------------------------------------------------------------- | --------------------- |
| `hypercut-whip` | beat / hard_stop | fast whip-pan hard cut between frames | ✓ |
| `kinetic-letter-in` | downbeat / phrase | per-letter kinetic entrance | ✓ |
| `braam-punch` | drop / surge | big "braam" impact — scale + weight slam | ✓ |
| `chromatic-split` | snare / glitch / surge | RGB channel split / glitch on a word | ✓ |
| `mask-reveal` | section_start / downbeat | clip-path mask wipe reveal | ✓ |
| `screen-shake` | drop / crash / kick | camera / screen shake jitter | ✓ |
| `binary-decrypt` | roll / build | scramble→decode text (binary → word) | ✓ |
| `dolly-zoom` | phrase / build | vertigo dolly-zoom (scale vs perspective) | ✓ |
| `iris-open` | section_start / reveal | circular iris-open reveal | ✓ |
| `electric-arc` | accent / glitch | electric arc / lightning accent | ✓ |
| `neon-flicker` | hold / texture | neon-sign flicker | ✓ |
| `chrome-sweep` | downbeat / reveal | metallic specular sweep across text | ✓ |
| `slot-machine-reveal`| roll → downbeat | slot-machine spin-to-land character reveal | ✓ |
| `liquid-morph` | phrase / transition | liquid / blob morph | ✓ |
| `gooey-metaball` | build / drop | gooey metaball merge field | ✓ |
| `3d-card-flip` | downbeat / swap | 3D card flip (rotateY) | ✓ |
| `crash-zoom-in` | drop / surge | violent crash zoom-in | ✓ |
| `spotlight-sweep` | reveal / hold | spotlight / gradient sweep over text | ✓ |
| `outline-to-fill` | downbeat / reveal | stroke outline → solid fill | ✓ |
| `counting-punch` | roll → downbeat | number count-up that punches & locks | ✓ |
| `particle-burst` | drop / crash | particle explosion burst | ✓ |
| `radial-burst-lines` | drop / surge | radial speed-lines burst | ✓ |
| `pixel-dissolve` | transition / hard_stop | pixelated dissolve | ✓ |
| `datamosh-smear` | glitch / transition | datamosh / motion smear | ✓ |
| `text-wave-distort` | hold / texture | wavy text distortion | ✓ |
| `bg-flow-field` | energy / whole span (bed) | generative WebGL curl-noise flow-field **background bed** — palette-driven, breathes on the energy envelope; compose any foreground move over it | ✓ |
| `blur-resolve` | stop / final hold | blur-in to crisp focus, then blur-out on the cut | ✓ |
| `chromatic-pressure` | snare / glitch | RGB split / digital tension on a transient | ≈ `chromatic-split` |
| `color-grid-shuffle` | onset | grid of cells recoloured by a deterministic index per onset | — |
| `content-swap` | beat | 0ms swap of stacked nodes — the workhorse percussive move | ≈ `slot-machine-reveal` |
| `directional-fill` | beat / reveal | directional wipe-fill (scaleX) sweeping across bars | ✓ |
| `flash-cut` | drop / crash | full-frame flash masking a word / colour state change | ✓ |
| `freeze-hold` | hard_stop | freeze the moving system and hold it (desaturate + vignette) | — |
| `hard-cut` | beat / hard_stop | sample-accurate 0ms colour-block + word cut | ✓ |
| `mosaic-pack` | beat / build | scattered tiles fly in and pack into a grid | ✓ |
| `negative-space-hold`| silence / hard_stop / final hold | kill busy layers, hold one readable mark in empty space | — |
| `overlay-pop` | accent | badge / lower-third overlay pops in over a base | — |
| `palette-flip` | section change | same layout re-skins via 0ms palette-variable flips | ✓ |
| `staggered-exit` | phrase / transition | ordered cascade-out clearing the frame | ✓ |
| `staggered-reveal` | build | ordered cascade-in of a stack / list | — |
| `system-replace` | drop / regime change | hard-cut the entire visual system, then boot the new one | — |
| `text-spectral-rays` | phrase / sweep (hero text) | volumetric spectral light-rays cast by a wordmark toward a sweeping light cursor — grain + RGB-split; **WebGL hero-text system** | ✓ |
| `tile-mosaic` | build / reveal | grid of tiles revealed in a diagonal sweep, assembling a poster | ✓ |
| `typewriter-reveal` | roll / build | char / word type-on, explicit per-span set (no `stagger`) + caret | ✓ |
| `value-counter` | roll → downbeat | count-up that locks on a downbeat / hard_stop | ≈ `counting-punch` |
| `word-grid-burst` | onsets → downbeat | grid of words revealed per onset, refocus one on a downbeat | ✓ |
> **Template-private verbs.** Some templates declare moves realized only inside their own
> impl — `held_lockup`, `anchor_pop_in`, `word_slot_cycle`, `per_line_color`,
> `scene_palette_flip`, `beat_jitter_shake`, `box_zoom_wipe` (`split-anchor-word-slot`),
> `motion-blur` (`logo-split-lockup-pulse`). Those live in the template's `index.html`, not here.
## How to combine
- One dominant system per group; layer at most one texture recipe over one structural recipe.
- Structure on strong beats (cuts, camera, `system-replace` → downbeat / phrase / section_start); texture on weak / syncopated hits (`content-swap`, typewriter letters, chromatic accents).
- A roll is an accumulation container — build during it, hard-cut to a clean layout on the downbeat that ends it.
- `drop``downbeat`: a downbeat is a cut within the regime; a drop is a regime change (`system-replace`, total clear, element-count jump).
- Let silence remove density (`negative-space-hold`).
- **Background beds are a layer, not a move.** A bed (`bg-flow-field`) runs the whole span on the **energy / phrase** channel, leaving the **beat anchors** free for the foreground — so it composes cleanly _under_ any discrete primitive. One bed at a time; merge the bed's uniform tweens onto the group's master timeline (don't run a second timeline), bundle a local `three`/WebGL (no CDN), repaint via the timeline's `onUpdate` (no rAF).
- **WebGL "system" primitives come in two roles:** a **bed** (`bg-flow-field`, behind everything) and a **hero-text treatment** (`text-spectral-rays`, which rasterizes the wordmark and _is_ the hero). Use at most one of each; feed text/raster locally (no CDN fonts), repaint via `onUpdate`.
- **`text-spectral-rays` renders its OWN wordmark — never give the word a second source.** It draws the solid letters AND the rays from one glyph mask (perfectly registered). Do NOT use it as a "rays-only" layer behind a separate DOM logo (or stack `content-swap` / `chromatic-pressure` on the same word): the two fonts/positions won't match and you get a doubled / ghosted wordmark — deleting the shader's letter terms does not fix it (the ray mask is still the second, misaligned copy). Let the shader be the wordmark; hide any DOM logo (keep it only as an invisible layout spacer). If you move the word off frame-center, move the light cursor's `y` by the same amount. Full recipe: [`motion-primitives/text-spectral-rays/USAGE.md`](motion-primitives/text-spectral-rays/USAGE.md).