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hyperframes/skills/hyperframes-animation/blueprints/grid-card-assemble.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

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Raw Blame History

grid-card-assemble — Grid / Card Assemble

intent: N items (tiles / cards / logos / list-lines) self-assemble in a staggered cascade into a grid or vertical list and hold — a "look how much / who / what it does" beat that enumerates breadth at once; an optional camera zoom-OUT pulls back to reveal the assembled array sitting inside a vaster whole.

roles served

  • Key_Feature (from key-feature-card-grid-assemble): a grid of labeled feature tiles/pills (icon + label) cascades one-by-one into a 2-col-brick / 3×3 grid, then holds near-static with a slow push-in — enumerate many capabilities, no live UI, no cursor.
  • Key_Feature (from key-feature-glass-card-camera-reveal): open TIGHT on 23 glowing icons; a camera zoom-OUT unfolds a row of glassmorphism cards that grow from behind the icons (icons shrink to card headers), center card scales forward, the group floats, then sweeps out — a "pillars revealed at once" reveal variant of the same assemble shape.
  • Benefits (from benefits-vertical-list): short value phrases populate a single vertical list ~1 item/sec, co-resident and accumulating; each line enters via a spring marker-pop + check-draw + pill mask-wipe, OR the whole stack snaps up one slot per beat (slot-machine) so the newest lands in the bright focal slot.
  • Social_Proof (from social-proof-logo-grid-zoom-out): a wall of partner/app logos builds into a center grid (whole-enter / randomized pop-in / column slide-up), an optional headline + accent-gradient proof-number fills in above, then a continuous camera zoom-OUT shrinks the array to reveal a vast ecosystem; optional fixed HUD/viewfinder brackets; optional grid slide-up fly-out exit.
  • Key_Feature (from live-data-populate-board): the array assembles by POPULATING ITSELF — skeleton pills fill and swap to real data, cards spring in tethered to map markers — and its state keeps flipping live after assembly (status pills stepping through states); no cursor, locked frame. The "look how much" beat becomes "look, it's doing it right now."
  • Benefits (from item-field-to-payoff-card): a breadth FIELD — a rapidly streaming list past a fixed focal slot, or a chip array with one highlighted hero — plays its breadth motion, then CLEARS to concise centered payoff text (claim / price / URL end card). The array is the argument's setup; the payoff line is its landing.

duration: 3.010.5s (Social_Proof 3.06s · live-populate 4.27.8s · Key_Feature grid 5.87.3s · Benefits stream/field-to-payoff 5.98.4s · Key_Feature glass-card 6.5s · Benefits list 6.510.5s, scaling ~1 item/sec with count)

shot structure (consolidated template — concrete motion verbs, [slots])

  • Scene 1 (0.0~1.0s) — open + first arrivals. On a [gradient / radial / dark background] (optional [dot-grid / drifting-watermark] texture), an empty [grid or list region] is established and items begin to ASSEMBLE in a quick staggered cascade (~0.040.08s gap; list pacing ~1 item/sec). Each [item: feature tile / pill / logo tile / benefit line] fades + slides/scales a short distance directly into its slot (low drama — no scatter, no big bounce; spring overshoot reserved for accent markers). Camera static. An opening [headline / hook] may fill in line-by-line above the array, with any [proof number] counting up in an [accent gradient].
  • Scene 2 (~1.0s~Xs) — array resolves + holds. Remaining items finish arriving; layout resolves into the final [2-col-brick / 3×3 grid / dense mosaic / stacked list]. The completed array HOLDS, alive but resting: a gentle continuous parallax/sine FLOAT on the tiles and/or a slow camera push-in (faint scale-up). Optional [accent-color] glow TRAVELS across/behind the tiles.
  • Scene 3 (~Xsend) — settle / reveal / exit. Everything settles and holds to the end, OR the optional camera modifier runs (see below), OR a [closing line / CTA] book-ends the array. OR the field CLEARS to payoff copy — the array exits and a concise centered [claim / price / URL] lands (price via a very fast character snap-build with a split-second partial state; URL via a left-to-right reveal, holding in [accent] and flipping to [ink] only in the final beat) — OR the camera PUSHES THROUGH one highlighted [hero item] (single rapid accelerating push-in) and crossfades into a second, vaster receding [word-grid depth field] that continuously scales down to reveal ever more items before fading to the payoff.

Variants (where roles diverge from the template):

  • Variant — Key_Feature grid: items are labeled [icon + feature-label] tiles/pills assembling into a 2-col-brick / 3×3 grid; near-static hold with slow push-in + optional traveling-glow sweep; headline book-ends ([hook][CTA]). No camera reveal.
  • Variant — Key_Feature glass-card-reveal: the assemble is CAMERA-DRIVEN, not element-stagger. Open tight on [23 glowing icons]; camera zoom-OUT grows [N] glass cards out from behind the icons (icons shrink ~50% to become card headers), [center card] scales ~105% and moves forward to overlap the sides (quick spring); cards hold side-by-side with continuous parallax float; exit = fast motion-blur SWEEP slides the cards off-frame.
  • Variant — Benefits vertical-list: a single vertical [benefit-line] stack, ~1 item/sec, three sub-modes — (a) BUILD: each line stays fully lit; entry = [marker] spring-pop + [check/icon] draw-in + [pill] mask-wipe of the text; (b) SNAP: the whole stack steps up one slot per beat (~0.1s eased) so the newest line lands in the bright focal slot and lines leaving it dim by position; (c) STREAM: the list scrolls rapidly and continuously past the focal slot — center item opaque [ink] and slightly enlarged, neighbors faded/shrunk — then DECELERATES to stop on the [chosen item]; optionally split-framed against a fixed static [label] on the opposite side; the field then clears to a centered [payoff line]. Static camera; optional perpetual [decorative orbit/disc] on the opposite side. No camera reveal.
  • Variant — Key_Feature live-populate: the assemble is a DATA-POPULATION wave, cursorless, frame locked (± one gentle opening zoom-out that makes room for the [headline]). Two board shapes — (a) ANCHORED: [white data cards] spring in one-by-one, each tethered by a thin line to its [marker] on a [map/board surface] whose markers pulse (expanding fading rings); (b) TABULAR: new [columns] appear as grey skeleton pills, progress fills run left→right staggered top-to-bottom (colored fill with a leading tip), each bar SWAPPING to its real [value/avatar chip] on completion. After assembly the array stays LIVE: [status pills] flip states in quick snappy swaps (color-coded, several in succession), or the [headline] crossfades and a second population wave runs on a newly revealed region — the table content scrolling horizontally beneath a sticky first column to expose it. Hold lands on the fully populated, fully updated final state.
  • Variant — Social_Proof logo-wall-zoom-out: intro beat ([trusted-by headline] card OR a [product screenshot]) crossfades/cuts to a center logo grid that builds (whole-enter / randomized pop-in / column slide-up); a continuous camera zoom-OUT then shrinks the whole grid toward center to reveal a vast ecosystem and holds; optional fixed HUD/viewfinder brackets; optional exit = whole grid SLIDES UP and flies out through the top.

motion vocabulary: item stagger-assemble (fade + short slide/scale into slot) · brick/grid/list layout resolve · randomized pop-in · column slide-up · vertical-list step (slot-machine snap-and-hold) · spring-overshoot marker pop · check/icon draw-in · pill/label mask-wipe reveal · dim-by-position de-emphasis · line-by-line headline fill · accent-gradient number count-up · near-static hold · gentle parallax/sine float on hold · slow camera push-in · camera zoom-OUT reveal (continuous OR phased pull-back) · cards-grow-from-behind-icons · icon-shrink-to-header · center-card scale-up + forward overlap (spring) · traveling-glow sweep · fixed HUD/viewfinder brackets · motion-blur slide-out sweep (exit) · grid slide-up fly-out (exit) · book-end headline fade · perpetual decorative orbit/loop · skeleton-pill progress fill (left→right, leading tip, color transition) · fill-completes-swap-to-real-data · staggered top-to-bottom fill cascade · live status-pill state flips (color-coded, post-assembly) · tethered-card spring-in (thin line to an anchor marker) · pulsing marker rings · two-wave populate with headline crossfade · sticky-column internal horizontal scroll · rapid vertical stream past a fixed focal slot + deceleration stop · split fixed-label layout · pill-widens-as-label-fills arrival · highlighted hero chip · push-through-the-hero-item exit · receding word-grid depth field · clear-to-payoff coda · price snap-build (split-second partial state) · left-to-right URL reveal + final-beat color flip.

rule mapping (motion verb → rule-id)

  • item stagger-assemble into slot → center-outward-expansion (per-item stagger + short-path slide variant; for a wall too dense for a true center burst, use it in its "starting partially-spread"/direct-into-slot form — see merge tension)
  • brick/grid/list layout resolve → center-outward-expansion (target positions = final layout slots)
  • randomized pop-in stagger → gsap-effects (stagger recipe; randomized from/order)
  • column slide-up into grid → gsap-effects (per-column staggered slide-up)
  • vertical-list step / slot-machine snap-and-hold → vertical-spring-ticker (STEPS = number of line advances)
  • spring-overshoot marker pop → spring-pop-entrance (back.out spring) — also gsap-effects for the staggered pop chain
  • check / icon draw-in inside marker → svg-path-draw
  • live line-art icon in a tile (internal parts) → svg-icon-enrichment
  • pill / label mask-wipe text reveal → techniques.md (clip-path reveal)
  • dim-by-position de-emphasis → gsap-effects (per-line opacity by slot position; no dedicated rule)
  • line-by-line headline fill → discrete-text-sequence
  • accent-gradient proof number count-up → counting-dynamic-scale
  • gentle parallax / sine float on hold → sine-wave-loop (apply the concurrent-elements amplitude /√N rule for a held grid)
  • slow camera push-in → multi-phase-camera (steady-push phase pattern)
  • center-card scale-up + forward overlap → spring-pop-entrance (the quick spring) + techniques.md CSS-3D (z-depth overlap)
  • cards-grow-from-behind-icons / icon-shrink-to-header → driven by the camera reveal (multi-phase-camera) — the grow/shrink are scale tweens chorded to the pull-back phase; no separate rule
  • fixed HUD / viewfinder brackets → ai-tracking-box (static-bracket variant — overlay frame, not tracking)
  • book-end headline fade → discrete-text-sequence (or gsap-effects fade)
  • perpetual decorative orbit / disc / loop → sine-wave-loop (or orbit-3d-entry if it's an orbiting badge ring)
  • traveling-glow sweep across/behind tiles → ambient-glow-bloom (one-pass traveling glow sweep across the tiles)
  • motion-blur slide-out sweep (glass-card exit) → motion-blur-streak (directional velocity blur on the fast sweep that carries the cards off-frame)
  • grid slide-up fly-out exit → gsap-effects (plain staggered translate-off-frame; no dedicated rule needed — a basic exit tween, not a missing capability)
  • skeleton-pill progress fill → stat-bars-and-fills (progress-fill scaleX form; the leading tip is a chorded child element)
  • fill-completes-swap-to-real-data / live status-pill flips / headline crossfade between waves → discrete-text-sequence (whole-state replacement at time thresholds — the pill's states are text states)
  • staggered top-to-bottom fill cascade → gsap-effects (per-row stagger on the fill tweens)
  • tethered-card spring-in → spring-pop-entrance (the card) + avatar-cloud-network (the thin connection-line-to-anchor layout; anchor coordinates must match the marker exactly) + svg-path-draw if the tether draws in
  • pulsing marker rings → cursor-click-ripple (its expanding-ring + attack-decay opacity envelope, minus the cursor/click, on a bounded repeat)
  • sticky-column internal horizontal scroll → viewport-change (PAN form on the inner column layer; the sticky column sits outside the panned layer) — mark the moving layer data-layout-allow-overflow and clip at the table card
  • rapid vertical stream past a focal slot + deceleration stop → vertical-spring-ticker (continuous form: one long decelerating translate instead of its stepped tweens; focal-slot emphasis reuses the dim-by-position mapping above)
  • pill-widens-as-label-fills → card-morph-anchor's substitution law (uniform scaleX/clip-path — never tween width) + discrete-text-sequence for the label fill
  • push-through-the-hero-item exit → multi-phase-camera (single accelerating push phase) aimed via coordinate-target-zoom at the highlighted chip, crossfading at peak
  • receding word-grid depth field → viewport-change (one .world wrapper, cam.scale ↓ continuously — the zoom-OUT reveal grammar pointed at a word field; size/opacity tiers fake the depth)
  • price snap-build (split-second partial state) → discrete-text-sequence (non-linear typing with bulk additions — exactly its typo/partial-state mechanic)
  • left-to-right URL reveal → techniques.md (clip-path reveal — same mapping as the pill mask-wipe); the final-beat color flip → gsap-effects (a tl.set at the beat — basic, no rule needed)

camera modifier — zoom-OUT reveal (optional; the role-defining move for the glass-card and logo-wall variants): a camera wrapper around the whole array scales DOWN over the hold, revealing the assembled grid/cards sitting inside a larger environment (ecosystem scale, or a row of cards unfolding from tight icons).

  • Continuous single-pass zoom-out (Social_Proof ecosystem pull-back) → viewport-change (one wrapper, cam.scale ↓ via onUpdate — single source of truth)
  • Phased pull-back → focus → settle, with built-in drift (Key_Feature tight-icons → cards-unfold) → multi-phase-camera (use the "Dramatic reveal: push → neutral → pull" / pull-back phase pattern; grow/shrink of cards chords to the pull-back phase)

BLUEPRINT: grid-card-assemble — serves Key_Feature, Benefits, Social_Proof (folded 4 drafts + 2 mined clusters: live-data-populate-board, item-field-to-payoff-card)
RULE COVERAGE: complete, no gaps — traveling-glow sweep → ambient-glow-bloom; motion-blur slide-out sweep (exit) → motion-blur-streak; grid slide-up fly-out (exit) → gsap-effects (plain translate); skeleton-fill populate → stat-bars-and-fills + discrete-text-sequence; push-through-hero exit → multi-phase-camera + coordinate-target-zoom

Merge tension: center-outward-expansion (the natural backing for stagger-assemble) caps cleanly at 38 items and explicitly warns 8+ causes mid-flight overlap chaos — but a Social_Proof logo wall is deliberately dense (12+ tiles), so for that variant the items must NOT burst from a shared center; they slide a short distance directly into their own slot (the rule's "starting partially-spread"/short-path form, or a gsap-effects per-item stagger), which the consolidated Scene-1 verb already specifies as "short distance directly into its slot."