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Restores the 208 catalog items reverted after their previews 404'd in production, this time on the payload mechanism rather than the .html files that caused the outage. The generator no longer writes a preview document to docs/public. That writer, and the machinery under it, existed only to produce files the docs host discards, so it is gone rather than bypassed. Items now embed the composition itself via a payload, which is what the previous change already does for the items that were already in the catalog. The variables explorer is parked, not restored: it drove its preview through the same unpublished .html path, so it would have shown an empty frame. Items that declare variables get the live player plus the static variables table, and reconnecting the explorer to payloads is a follow-up.
38 lines
3.1 KiB
Markdown
38 lines
3.1 KiB
Markdown
# stop-motion-cadence
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The stepped-time law as a demo primitive (Wave M10 experiment). ONE driver quantizes timeline time FIRST, `ts = floor(t * fps) / fps`, and `ts` feeds ALL motion: four token paper-cut shapes throw-and-land in sequence at the quantized cadence, each squashing on its landing hit and recovering over the next steps, with a 2-frame boil jitter on edges (seeded per boil window, stable within it) and sparkle accents living exactly 2 or 3 steps on each hit, frame-alternating big / small-rotated like a drawn twinkle. Reference: the MotionMarkus stop-motion sheets.
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4s authored, elastic HOLD (the boil keeps breathing through the hold; `boil: off` holds dead still), exit `none` by default.
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## Variables
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| id | type | default | notes |
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| -------- | ---- | ------- | ------------------------------------------------------------------------------------------------------------------------------------------------------ |
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| `fps` | enum | `10` | Stepped-time cadence: `8`, `10`, or `12` frames per second. |
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| `boil` | enum | `on` | 2-frame edge jitter hashed from `floor(step / 2)`. `off` gives a dead-still settle. |
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| `accent` | enum | `green` | Lead shape color: green rides `--brand`, blue rides `--accent`, violet rides `--accent-2`; the other shapes take the remaining two tokens in rotation. |
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| `exit` | enum | `none` | `none` holds until the cut; `fade` departs opacity-only; `up` rises out. |
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## Mount
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```html
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<div
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class="clip"
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data-composition-id="stop-motion-cadence"
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data-composition-src="./stop-motion-cadence.html"
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data-variable-values='{"fps":"8","accent":"blue"}'
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data-start="0"
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data-duration="4"
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data-track-index="0"
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></div>
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```
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Elastic root: no `data-width`/`data-height`; it fills whatever box the host clip gives it. Timeline registers under the literal `stop-motion-cadence` key.
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## Notes
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- The law: quantize before evaluating. Every hit is an integer step index (`landStep = round(t_land * fps)`), squash is a per-step envelope over `step - landStep`, boil seeds hash `floor(step / 2)`, sparkles are visible iff `0 <= step - landStep < life`. Because all state derives from the quantized driver, eventful seeks land identical frames forward, reverse, or shuffled.
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- Squash uses `transform-origin: 50% 100%` so shapes compress into the floor contact; contact shadows grow and darken as each shape nears the ground.
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- Deterministic: the jitter hash is a sin-fold over integer indices; no Math.random, no wall clock, no incremental state. Stage size is measured once at mount; per-update writes are transforms and opacity only.
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- If the mount duration is shorter than the 3s choreography, the throw times compress together, but the fps grid itself never scales; the cadence is absolute.
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