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hyperframes/skills/hyperframes-animation/rules/gsap-effects.md
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WaterrrForever 853256403b feat(skills): c2v mining pass — 7 new blueprints, 10 new rules, compacted recipe corpus (#2680)
* 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.
2026-07-21 17:28:55 +08:00

197 lines
6.8 KiB
Markdown

# GSAP Effects for HyperFrames
Drop-in animation patterns. Snippets show mechanism only, inside a standard scene clip (hyperframes-core); assume `tl` exists.
- [Typewriter](#typewriter) — character-by-character reveal with optional cursor / backspace / word rotation
- [Audio Visualizer](#audio-visualizer) — pre-extract audio data, drive Canvas/DOM rendering from the timeline
## Typewriter
Requires GSAP's TextPlugin alongside the core script:
```html
<script src="https://cdn.jsdelivr.net/npm/gsap@3.14.2/dist/TextPlugin.min.js"></script>
<script>
gsap.registerPlugin(TextPlugin);
</script>
```
### Basic
```js
const text = "Hello, world!";
const cps = 10; // chars per second — see timing table
tl.to(
"#typed-text",
{ text: { value: text }, duration: text.length / cps, ease: "none" },
startTime,
);
```
### Blinking Cursor
Three rules: **one cursor visible at a time** (hide previous before showing next); **cursor must blink when idle** (after typing, during holds); **no gap between text and cursor** (elements flush in HTML).
```html
<span id="typed-text"></span><span id="cursor" class="cursor-blink">|</span>
```
```css
@keyframes blink {
0%,
100% {
opacity: 1;
}
50% {
opacity: 0;
}
}
.cursor-blink {
animation: blink 0.8s step-end infinite;
}
.cursor-solid {
animation: none;
opacity: 1;
}
.cursor-hide {
animation: none;
opacity: 0;
}
```
Pattern: blink → solid (typing starts) → type → blink (typing done):
```js
tl.call(() => cursor.classList.replace("cursor-blink", "cursor-solid"), [], startTime);
tl.to("#typed-text", { text: { value: text }, duration: dur, ease: "none" }, startTime);
tl.call(() => cursor.classList.replace("cursor-solid", "cursor-blink"), [], startTime + dur);
```
Multi-line handoff: hide previous cursor → blink new → brief pause (~0.5s) → solid when typing. Never go `hidden → solid` (skips the idle blink).
### Backspacing
TextPlugin removes from the front — wrong for backspace. Use manual substring removal:
```js
function backspace(tl, selector, word, startTime, cps) {
const el = document.querySelector(selector);
const interval = 1 / cps;
for (let i = word.length - 1; i >= 0; i--) {
tl.call(
() => (el.textContent = word.slice(0, i)),
[],
startTime + (word.length - i) * interval,
);
}
return word.length * interval;
}
```
### Spacing With Static Text
A typewriter word next to static text (`<span>Ship something</span><span style="margin-left:14px"><span id="word"></span><span id="cursor">|</span></span>` in a baseline-aligned flex row): use `margin-left` on the wrapper span. Don't use flex `gap` (it spaces the cursor from the text) and don't put a trailing space in the static text (it collapses when the dynamic span is empty).
### Word Rotation
Type → hold → backspace → next word; cursor blinks during every idle moment:
```js
let offset = 0;
words.forEach((word, i) => {
const typeDur = word.length / 10;
// cursor: solid while typing, blink during holds (same call pattern as above)
tl.to("#typed-text", { text: { value: word }, duration: typeDur, ease: "none" }, offset);
offset += typeDur + 1.5; // hold
if (i < words.length - 1) offset += backspace(tl, "#typed-text", word, offset, 20) + 0.3;
});
```
### Appending Words
Build a sentence word-by-word into the same element: keep an `accumulated` string, each step tweens `text: { value: accumulated + " " + word }` with `duration: newChars / cps`, then advances the offset.
### Timing Guide
| CPS | Feel | Good for |
| ----- | ---------------- | -------------------------- |
| 3-5 | Slow, deliberate | Dramatic reveals, suspense |
| 8-12 | Natural typing | Dialogue, narration |
| 15-20 | Fast, energetic | Tech demos, code |
| 30+ | Near-instant | Filling long blocks |
## Audio Visualizer
Pre-extract audio data, drive Canvas / DOM rendering from the timeline. **Do not use the Web Audio API at render time** — there's no playback during seek.
### Extract Audio Data
Bundled extractor (requires `ffmpeg` + Python `numpy`):
```bash
python skills/hyperframes-creative/scripts/extract-audio-data.py audio.mp3 -o audio-data.json
python skills/hyperframes-creative/scripts/extract-audio-data.py video.mp4 --fps 30 --bands 16 -o audio-data.json
```
Output: `{ "fps": 30, "totalFrames": 5415, "frames": [{ "time": 0.0, "rms": 0.42, "bands": [0.8, 0.6, 0.3] }] }``rms` (0-1) is overall loudness; `bands[]` (0-1) are frequency magnitudes, index 0 = bass, each band normalized independently.
### Loading (Synchronously)
Inline the JSON for small files (< ~500 KB), or sync XHR for large ones:
```js
const xhr = new XMLHttpRequest();
xhr.open("GET", "audio-data.json", false); // synchronous — deliberate
xhr.send();
const AUDIO_DATA = JSON.parse(xhr.responseText);
```
**Do NOT use async `fetch()`** — HyperFrames reads `window.__timelines` synchronously after page load; building the timeline inside `.then()` means it isn't ready when capture starts.
### Driving the Timeline
Canvas 2D is the workhorse (bars, waveforms, circles, gradients) — one `tl.call` per frame:
```js
const ctx = document.getElementById("viz").getContext("2d");
for (let f = 0; f < AUDIO_DATA.totalFrames; f++) {
tl.call(
() => {
const frame = AUDIO_DATA.frames[f];
ctx.clearRect(0, 0, canvas.width, canvas.height);
// draw using frame.rms and frame.bands
},
[],
f / AUDIO_DATA.fps,
);
}
```
WebGL / Three.js: HyperFrames patches `THREE.Clock` for deterministic time — update uniforms from audio data each frame. DOM elements: fine under ~20 elements, slower than Canvas beyond that.
### Smoothing
```js
let prev = null;
const smoothing = 0.25; // 0.1-0.2 snappy, 0.3-0.5 flowing
function smooth(f) {
const raw = AUDIO_DATA.frames[f];
if (!prev) prev = { rms: raw.rms, bands: [...raw.bands] };
else {
prev = {
rms: prev.rms * smoothing + raw.rms * (1 - smoothing),
bands: raw.bands.map((b, i) => prev.bands[i] * smoothing + b * (1 - smoothing)),
};
}
return prev;
}
```
### Design Guide
- **Spatial mapping** — horizontal: bass left, treble right; vertical: bass bottom; circular: bass at 12 o'clock, wrap clockwise (mirror for a full circle).
- **Bass drives big moves** (scale, glow, position); **treble drives detail** (shimmer, flicker, edges); **RMS drives globals** (background brightness, overall energy).
- Pick 2-3 animated properties — more looks noisy. Keep minimums above zero so quiet sections still have life.
- **Band count**: 4 = background glow/pulse, 8 = bar charts, 16 = detailed EQ (default), 32 = dense radial layouts.
- **Layering**: stack canvases with `z-index` — a background layer driven by bass/rms under a foreground layer driven by individual bands gives depth without per-element complexity.