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* 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.
77 lines
16 KiB
Markdown
77 lines
16 KiB
Markdown
# agent-progress-theater — Agent Progress Theater
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**intent**: Agent work performed as WORKING-STATE theater — a short trigger beat hands the frame to the machine, which then visibly _works_: loaders spin, status phrases swap, dots pulse, counters tick — before the receipt arrives as a card whose rows cascade in and CHANGE STATE (badges flip to checks, labels strike through, severity pills read out), or as a conversation thread building message-by-message onto a camera push-in payoff. The subject is the machine performing labor over time. It is NOT a typed prompt awaiting output (no prompt/input is ever typed — the trigger is a click, a menu choice, or an already-running scan); NOT `cursor-ui-demo` (at most ONE igniting click here, then the cursor exits and the UI performs itself); NOT `grid-card-assemble` (rows there assemble into a static enumeration and hold — rows here are alive: they arrive as agent output and then MUTATE, checking off one by one while the viewer watches).
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**roles served**
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- Key_Feature (from `agent-progress-theater`): when the feature is the agent doing multi-step work (build a plan / scan a repo / fix a vulnerability / handle infra for you) and the proof is status theater — a loader lockup with a typed label, status couplets swapping under an `[accent]` spinner, then a checklist/findings card that populates and checks off in front of the viewer.
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- Key_Feature (from `message-thread-payoff`): when the agent's work lives inside a conversation or automation thread — user/agent bubbles and tool-call/reply cards popping in sequence, the working state carried by pulsing loading dots or rapidly ticking diff counters, resolved by ONE camera push-in tight on the confirmation line (`[reaction pill]`, "Sent using `[@Bot]`", a thank-you bubble).
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**duration**: 4.2–11.6s (short members are a single card-and-check-off or thread beat at ~4–5s; long members chain trigger → interstitial → status swaps → receipt card at ~9–12s; thread payoff spans 4.2–9.1s)
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**shot structure** (a warm flat canvas — `[off-white / warm beige / near-white bg]`, optional `[faint grid / dot-grid / wavy-line]` texture; white rounded cards with soft drop shadows; ONE `[working accent]` color reserved for the machine (spinner, status words, active step) and one `[done color]` for completion (checks, "Completed"); camera static or ONE slow move — motion is overwhelmingly element-level springs, staggers, and state flips. Two folded sub-shapes — **(A) checklist/findings theater** and **(B) message-thread payoff**.)
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- **Scene 1 (0.0–~1.5s) — the trigger.** Something asks the machine to work, in ONE beat:
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- _Variant — option menu (A)_: a centered white pill card poses `[the question]`; it SPRINGS open downward into a rounded menu — `[3–4 option rows]` fade/slide in staggered, each with a number badge. A cursor enters, hover-dances between rows (a pale `[hover fill]` highlight follows it), and CLICKS the chosen row (~press-down spring); the whole menu scales down toward its center and fades out. This is the only cursor appearance in the shot.
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- _Variant — modal click (A)_: close-up of a white modal with `[Dismiss]` / `[action button]`; a hand cursor clicks the action (quick press-down spring); the modal fades away. Optionally followed by a serif `[interstitial line]` on the bare canvas — words land staggered, hold, fade out word-staggered as the bg swaps.
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- _Variant — already working (A)_: a `[Scan in progress]`-style state — a thin `[accent]` arc spinner rotating over a heading + body copy + a `[Starting…]` pill (cursor resting on it, motionless); only the spinner moves. The whole scene then rapidly scales up and fades — a push-through exit.
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- _Variant — workspace push-through (A)_: a rapid camera push-in THROUGH a multi-panel `[workspace: builder / editor / terminal]` — panels scale past the viewport edges and clear away to the bare canvas.
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- _Variant — thread opener (B)_: a `[user bubble]` spring-pops in ("`[the ask]`"), OR a stats card pops in whose green/red `[diff counters]` rapidly tick and settle — the automation's opening receipt.
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- **Scene 2 (~1–4s) — the working state (the machine performs).** The frame belongs to the machine; nothing is clickable. Pick 1–3 working motifs and CHAIN them:
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- A loader lockup: a spinning `[accent asterisk / arc]` beside a `[working label]` typed on rapidly ("`Buildi` → `Building plan…`"), a left→right shimmer sweep passing through the letters; the spinner may momentarily morph asterisk↔dot and back.
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- Status couplets: 2–3 centered pairs — a dark `[action line]` over an `[accent status word]` ("Thinking…", "Noodling…") with its spinner — swapping via quick fades/slides at a steady cadence.
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- A `[scan/tool label]` types/expands rightward to its full string, then SHRINKS and DOCKS to the top-left as a fixed corner header (the canvas now belongs to what it produces).
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- A status heading flips tense as rows land beneath it ("Using `[Tool]`" → "Used `[Tool]`"), with a gently pulsing "Thinking" and gray meta-lines ("Exploring `[N]` files…") fading in below.
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- _Variant — thread machinery (B)_: the `[agent reply]` fades/slides up, then a monospace `[tool_call]` line appears beneath it — small icon + `[tool name]` + three pulsing loading dots; OR an instruction bubble scrolls into view (internal window scroll, frame static) followed by a `[brand logo]` pop-in beside a "Sending message…" row. **The pulse dies the instant the result lands** — dots vanish as the payload arrives.
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- **Scene 3 (~2–4s) — the receipt cascades in (the payoff engine).** The work materializes as a card that BUILDS:
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- _Variant — checklist (A)_: a white `[Progress / summary]` pill or card SPRING-pops in with a bounce, then springs open downward (or the summary card glides UP as a taller `[findings]` panel expands beneath it). Rows cascade in one by one — slide-up + fade, staggered — each with `[number badge / severity pill]` + `[label]` + optional gray `[meta line]`. Then the STATE MUTATION runs: badges flip one by one from numbered outline to a solid `[done color]` circle + white checkmark (slight scale bounce), the checked label simultaneously strikes through and dims; pending items keep partially-drawn arc outlines animating. End the run mid-list — some items checked, some still numbered — the work is visibly _ongoing_.
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- _Variant — thread payload (B)_: the camera pushes in / pans down centering the `[tool_call]` line as a white payload card expands downward from it — 2–4 light monospace `[key: value]` lines fading in. Then the `[resolution message]` expands into place below (inline `[code chips]` and `[link]` coloring), OR a dark `[thread card]` scales up from a status row to DOMINATE the frame while the background darkens, its `[reply]` expanding into place under a "1 reply" divider.
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- **Scene 4 (final ~1–2.5s) — resolve.** Two endings:
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- _Variant — hold / scroll (A)_: the finished (or mid-mutation) card stack holds static to the end, OR the viewport scrolls down the final card (fast in the last beat) revealing `[a second heading + numbered list]`, ending mid-list. A slow continuous zoom into the card may run underneath (the header drifts off the top of frame).
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- _Variant — payoff push-in (B)_: ONE camera push-in + pan-down lands tight on the payoff line — "`Sent using [@Bot]`" / the confirmation + `[thank-you bubble]` spring-in — then a `[reaction button]` springs into an active pill with bouncy overshoot and a count. The push eases into a gentle near-imperceptible drift and the clip ends on the close-up. No end card.
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**motion vocabulary**: pill springs open downward into a menu/checklist · option rows fade/slide in staggered · cursor hover-dance (pale highlight fill follows the cursor between rows) · single igniting click with press-down spring · menu scale-down fade exit · modal fade-away · thin `[accent]` arc spinner rotation · spinning asterisk loader · asterisk↔dot morph · typed-on loader label with caret · left→right text shimmer sweep · serif interstitial with word-staggered fade in/out · status couplets swapping via quick fades/slides under an `[accent]` spinner · pulsing "Thinking" label · status heading tense flip (Using→Used) · label types/expands rightward then shrinks and docks as a corner header · scene scale-up/fade push-through exit · rapid camera push-in through a multi-panel workspace · slow continuous zoom into a card (header drifts off frame) · summary card spring pop with bounce · card glides up as a panel expands beneath it · anchored downward panel/payload expansion · rows stagger in (slide-up + fade) · badge flip from numbered outline to solid circle + white checkmark with scale bounce · strikethrough + dim on completion · partially-drawn arc outlines animating on pending items · severity-pill readouts (Critical / High) · viewport scroll down the final card · chat bubble spring scale-up pop-in · reply fade/slide-up · monospace tool-call line with three pulsing loading dots (dots die the instant the result lands) · payload card expands downward from the line · green/red diff counters rapid tick-and-settle · internal window scroll (frame static) · brand logo pop-in beside a status row · card scales up from a row to dominate the frame while the background darkens · reply message expands into place · inline code chips / link coloring · reaction button springs into an active pill with bouncy overshoot + count · camera push-in + pan-down centering the payoff · slight pull-back · gentle end drift · static hold.
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**rule mapping**
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- pill springs open downward into a menu / panel expands beneath a gliding card / payload card expands downward from a tool-call line → `anchored-layout-expand` (edge-anchored container growth: height-masked wrapper + inner counter-translate, container drawn at final size); spring flavor from `spring-pop-entrance`
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- option rows / findings rows / task rows stagger in (slide-up + fade) → `spring-pop-entrance` (staggered-group form, ≤500ms cap) or `gsap-effects` (plain fade+translate stagger) — NOT `waterfall-entry` (its binary no-fade arrival law contradicts this dialect's soft fade/slide cascade)
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- cursor glides to a row and clicks; hand cursor clicks the modal button → `cursor-click-ripple` (move + press) + `press-release-spring` (the button's press-down spring)
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- pale hover-highlight fill following the cursor between rows → `gsap-effects` (a background fill translated row-to-row; no dedicated rule needed)
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- menu scale-down fade exit / scene scale-up push-through exit / palette-for-window swap → `scale-swap-transition`
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- thin arc spinner rotation / spinning asterisk loader → `svg-icon-enrichment` (rotating internal SVG parts via `setAttribute('transform','rotate(deg cx cy)')`; timeline-driven, finite)
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- asterisk↔dot morph and back → `scale-swap-transition` (two elements morphing at the same center)
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- typed-on loader label ("Building plan…") / scan label typing to its full string → `discrete-text-sequence` (+ `context-sensitive-cursor` for the caret)
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- left→right shimmer sweep through the loader letters → `ambient-glow-bloom` (single-pass traveling sheen) or `css-marker-patterns` (highlight sweep) — pick sheen for light-on-text, marker for a drawn band
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- serif interstitial word-staggered fade in/out; status couplets swapping on a cadence → `dynamic-content-sequencing` (phrase windows) + `discrete-text-sequence` (the whole-state swaps); per-word stagger via `gsap-effects`
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- pulsing "Thinking" label / three pulsing loading dots (phase-offset) → `sine-wave-loop` (finite repeats; kill the tween at the resolve beat — see doctrine note)
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- status heading tense flip (Using→Used) / gray meta-lines fading in / final-token snaps → `discrete-text-sequence`
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- label shrinks and docks to the top-left as a fixed corner header → `gsap-effects` (plain scale + translate tween; no dedicated rule needed)
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- rapid camera push-in through the multi-panel workspace → `viewport-change` (the push) + `multi-phase-camera` (phasing) + optional `motion-blur-streak` (velocity blur as panels clear the frame)
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- slow continuous zoom into the receipt card (header drifts off top) → `multi-phase-camera` (steady-push phase) or `viewport-change`
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- summary card / progress pill / chat bubble / brand logo / file chip spring pop-in → `spring-pop-entrance`
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- summary card glides up as the findings panel expands beneath → `gsap-effects` (the glide) + `anchored-layout-expand` (the panel)
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- badge flip: numbered outline → solid circle + white checkmark with scale bounce → `scale-swap-transition` (outline↔solid swap at same center) + `svg-path-draw` (checkmark draw-in) + `spring-pop-entrance` (the bounce); the pending→active→complete progression itself → `dynamic-content-sequencing` (a snap state machine, per cursor-ui-demo's workflow-approve-press precedent)
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- strikethrough + dim on the checked label → `css-marker-patterns` (strike-through draw) + `gsap-effects` (opacity dim)
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- partially-drawn arc outlines animating on pending items → `svg-path-draw` (partial dashoffset, held mid-draw)
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- viewport scroll down the final card / internal window scroll under a static frame → `gsap-effects` (transform-only content translate inside a masked window) — use `viewport-change` only if the FRAME moves
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- green/red diff counters rapid tick-and-settle → `counting-dynamic-scale` (numeric proxy count-up; suppress the scale-growth component — these tick at fixed size)
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- dark thread card scales up from a row to dominate the frame → `card-morph-anchor` (row → full-frame morph + handoff) with the background darkening as a `gsap-effects` overlay fade
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- reply message / resolution line expands into place → `spring-pop-entrance` (soft overshoot) or `anchored-layout-expand` for a true downward growth
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- reaction button springs into an active pill with overshoot + count → `spring-pop-entrance` (the pop) + `press-release-spring` (activation flavor) + `counting-dynamic-scale` (the count, if it ticks)
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- camera push-in + pan-down centering the tool call / the payoff line → `coordinate-target-zoom` (non-centered target: scale + counter-translate) or `viewport-change`
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- slight pull-back then gentle end drift → `multi-phase-camera` (pull-back phase + continuous micro-drift; keep the drift near-imperceptible)
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- static hold on the final stack → no rule needed
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**camera modifier** (default is a STATIC frame — the theater is element-level; at most ONE real move per shot, chosen from):
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- Trigger push-through: a rapid push-in through the opening workspace that clears to the bare canvas → `viewport-change` + `multi-phase-camera`, optional `motion-blur-streak`.
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- Receipt zoom: one slow continuous zoom into the checklist card across the whole mutation run, letting the header drift off the top → `multi-phase-camera` (steady push).
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- Payoff push-in (sub-shape B's defining move): static through the build, then ONE push-in + pan-down tightening onto the confirmation line, easing to a micro-drift end → `coordinate-target-zoom` / `viewport-change` + `multi-phase-camera` (drift).
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- Everything else — swaps, cascades, check-offs, scrolls — happens on a locked frame (any "scroll" is the content translating inside its window, not the camera).
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**doctrine note (idle-motion ban)**: the working-state motifs (spinner rotation, pulsing dots, pulsing "Thinking") brush against motion-doctrine's idle-motion ban — here they are DIEGETIC: the pulse _performs_ "the machine is working" and is the narrative content of Scene 2, not decorative breathing. Keep every loop finite, timeline-driven, and seek-safe (`sine-wave-loop` finite repeats, `svg-icon-enrichment` rotation), and kill it at the exact frame the state resolves — the corpus does this explicitly (the loading dots vanish the instant the payload card expands; the spinner swaps out with the loader lockup).
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