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hyperframes/skills/hyperframes-animation/rules/card-morph-anchor.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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---
name: card-morph-anchor
description: Container morphs dimensions and border-radius between shots, serving as a visual transition anchor.
metadata:
tags: morph, anchor, transition, border-radius, container, shape
---
# Card Morph Anchor
A free-floating container morphs apparent size, corner radius, and surface treatment between two shots — the morph itself IS the transition; the viewer's eye tracks the persistent container. Distinct from [anchored-layout-expand.md](anchored-layout-expand.md) (an edge-pinned live layout participant that grows along one axis and reflows neighbors — here nothing is pushed) and [theme-crossfade-morph.md](theme-crossfade-morph.md) (a whole-theme reskin under a fixed anchor — here a single container changes shape).
## How It Works
Since `width`/`height` tweens are forbidden, **substitute uniform `scale` for apparent size**; the remaining morph channels are **paint-only**: `borderRadius`, `background`, `boxShadow`. All channels ride ONE tween (one ease, one duration) so the shape morphs in lockstep. Content choreography: old content fades out during the first ~40% of the morph, new content fades in during the last ~40% — the shape-only gap between is the natural "blink." Optionally the morph card itself fades at the very end, revealing the real next-shot element rendered behind it.
## Recipe
```html
<!-- inside a standard scene clip (hyperframes-core) -->
<!-- DOM order = stacking: the anchor renders BEFORE the card, so the card is on top -->
<div class="next-shot-anchor"><img src="{nextShotAnchor}" alt="anchor" /></div>
<div class="morph-card">
<div class="content-old">{shotOneContent}</div>
<div class="content-new">{shotTwoContent}</div>
</div>
```
```css
.morph-card {
width: SHOT_ONE_W;
height: SHOT_ONE_H; /* shot-1 geometry; the morph is scale, never width/height */
border-radius: SHOT_ONE_RADIUS;
background: {surfaceShotOne};
overflow: hidden; /* content must clip during the shape change */
display: grid;
place-items: center;
will-change: transform;
}
.content-old,
.content-new {
position: absolute;
inset: 0;
display: grid;
place-items: center;
}
.content-new {
opacity: 0; /* author its inner sizes at apparent-size ÷ END_SCALE — it scales with the card */
}
.next-shot-anchor {
position: absolute;
opacity: 0; /* fades in as the morph card fades out */
}
```
```js
const END_SCALE = SHOT_TWO_W / SHOT_ONE_W; // uniform — keep the two shots aspect-matched
// Hold shot 1 for HOLD_BEAT first — an instant morph reads as glitchy.
// One tween, all channels: uniform scale + paint-only properties.
tl.to(
".morph-card",
{
scale: END_SCALE,
borderRadius: SHOT_TWO_RADIUS / END_SCALE, // borderRadius is pre-scale — divide to land the APPARENT radius
background: "{surfaceShotTwo}",
boxShadow: "{shadowShotTwo}",
duration: MORPH_DUR,
ease: "power2.inOut",
},
MORPH_START,
);
tl.to(
".content-old",
{ opacity: 0, duration: MORPH_DUR * OLD_FADE_FRAC, ease: "power1.in" },
MORPH_START,
);
tl.to(
".content-new",
{ opacity: 1, duration: MORPH_DUR * NEW_FADE_FRAC, ease: "power1.out" },
MORPH_START + MORPH_DUR * (1 - NEW_FADE_FRAC),
);
// Optional handoff — card fades out over the pixel-identical real anchor.
tl.to(
".morph-card",
{ opacity: 0, duration: MORPH_DUR * FINAL_FADE_FRAC, ease: "power1.in", immediateRender: false },
MORPH_START + MORPH_DUR * (1 - FINAL_FADE_FRAC),
);
tl.to(
".next-shot-anchor",
{ opacity: 1, duration: MORPH_DUR * FINAL_FADE_FRAC, ease: "power1.out" },
MORPH_START + MORPH_DUR * (1 - FINAL_FADE_FRAC),
);
```
## Morph channels
| channel | how |
| -------------- | ---------------------------------------------------------------------------------------------- |
| apparent size | uniform `scale` — the substitution for the forbidden `width`/`height` tween; aspect preserved |
| `borderRadius` | paint-only; pre-scale units — tween to `APPARENT_RADIUS / END_SCALE`, ≤ half the smaller side |
| `background` | paint-only; gradients interpolate only with equal stop counts (solid→solid: `backgroundColor`) |
| `boxShadow` | paint-only; base shadow → accent glow shifts emphasis |
## Variations
- **Landing on a non-centered target** (dock icon, sidebar slot): add `x`/`y` to the same tween, computed as the FLIP-style delta between the card's and the target's rects — `getBoundingClientRect()` both at build time (single-scene only, per the contract) and tween the difference. Don't hand-compute from CSS values: paddings, borders, and parent transforms compound, and center-vs-edge arithmetic is the classic off-by-half bug.
- **Aspect change between shots**: uniform scale preserves aspect — morph to the nearest uniform fit and let the crossfade/handoff absorb the small delta, or drop the handoff and hold the card's final state.
## Values
| token | range | notes |
| ----------------- | ------------------------- | ------------------------------------------------------------------------------------ |
| HOLD_BEAT | 0.61.5s | ≥ shot 1's entry settle; the viewer must register shot 1 first |
| MORPH_DUR | 0.61.2s | < 0.5s can't fit both content fades |
| END_SCALE | SHOT_TWO_W / SHOT_ONE_W | icon-sized handoffs typically land at 80400px apparent width |
| SHOT_TWO_RADIUS | ≤ min(W, H)/2 apparent | half the smaller side = perfect circle; beyond is clamped |
| OLD/NEW_FADE_FRAC | 0.30.5 each, sum ≤ 1 | the gap between is the shape-only "blink" |
| FINAL_FADE_FRAC | 0 (no handoff) or 0.10.2 | only when a pixel-identical anchor exists |
| ease | `power2.inOut` canonical | `power3`/`expo.inOut` OK; never `back`/`elastic` — overshoot fights the shape change |
## Critical Constraints
- **❗ Uniform-scale substitution** — never tween `width`/`height`; `scale` + the paint-only channels (`borderRadius`, `background`, `boxShadow`) are the ONLY morph properties.
- **❗ Handoff anchor must be pixel-identical to the card's final state** — same apparent size, radius, background, shadow, inner icon dimensions. Any delta = a visible pop during the crossfade. Can't match exactly? Drop the handoff and hold the morph card.
- **❗ Stacking by DOM order, never a z-index snap mid-fade** — render the anchor before the card; a `tl.set({ zIndex })` during an active opacity tween flips stacking before the fade finishes and flickers.
- **`overflow: hidden`** on the card — content must clip as the radius changes.
- **Hold a beat before morphing**; same ease family for shape and crossfade (mixed eases read unsynchronized).
## See also
`anchored-layout-expand` (edge-pinned one-axis growth with reflow) · `theme-crossfade-morph` (whole-theme reskin under a fixed anchor) · `scale-swap-transition` (content swap without shape change) · `sine-wave-loop` (a breath on the final state).