chore: import upstream snapshot with attribution
CodeQL / Analyze (javascript-typescript) (push) Waiting to run
Docs / Validate docs (push) Waiting to run
CodeQL / Analyze (actions) (push) Waiting to run
CodeQL / Analyze (python) (push) Waiting to run
Sync skills to ClawHub / Publish changed skills (push) Waiting to run
regression / regression-shards (style-16-prod style-9-prod style-17-prod iframe-render-compat variables-prod mp4-h265-sdr, shard-4) (push) Has been cancelled
regression / regression-shards (style-4-prod style-11-prod style-2-prod animejs-adapter typegpu-adapter parallel-capture-regression, shard-5) (push) Has been cancelled
regression / regression-shards (style-7-prod style-8-prod style-10-prod css-spinner-render-compat webm-transparency mp4-h264-sdr webm-vp9, shard-3) (push) Has been cancelled
regression / regression-shards (sub-composition-video style-18-prod raf-ball-render-compat font-variant-numeric sub-comp-t0 sub-comp-id-selector, shard-7) (push) Has been cancelled
Windows render verification / Detect changes (push) Has been cancelled
Windows render verification / Preflight (lint + format) (push) Has been cancelled
Windows render verification / Render on windows-latest (push) Has been cancelled
Windows render verification / Tests on windows-latest (push) Has been cancelled
CI / Detect changes (push) Has been cancelled
CI / Build (push) Has been cancelled
CI / Lint (push) Has been cancelled
CI / Fallow audit (push) Has been cancelled
CI / Format (push) Has been cancelled
CI / Typecheck (push) Has been cancelled
CI / Test (push) Has been cancelled
CI / Producer: integration tests (push) Has been cancelled
CI / Producer: unit tests (push) Has been cancelled
CI / File size check (push) Has been cancelled
CI / Test: skills (push) Has been cancelled
CI / Skills: manifest in sync (push) Has been cancelled
CI / CLI: npx shim (macos-latest) (push) Has been cancelled
CI / CLI: npx shim (ubuntu-latest) (push) Has been cancelled
CI / CLI: npx shim (windows-latest) (push) Has been cancelled
CI / SDK: unit + contract + smoke (push) Has been cancelled
CI / Test: runtime contract (push) Has been cancelled
CI / Studio: load smoke (push) Has been cancelled
CI / Smoke: global install (push) Has been cancelled
CI / CLI smoke (required) (push) Has been cancelled
CI / Semantic PR title (push) Has been cancelled
Player perf / Detect changes (push) Has been cancelled
Player perf / Preflight (lint + format) (push) Has been cancelled
Player perf / player-perf (push) Has been cancelled
Player perf / Perf: drift (push) Has been cancelled
Player perf / Perf: fps (push) Has been cancelled
Player perf / Perf: parity (push) Has been cancelled
Player perf / Perf: scrub (push) Has been cancelled
Player perf / Perf: load (push) Has been cancelled
preview-regression / Detect changes (push) Has been cancelled
preview-regression / Preflight (lint + format) (push) Has been cancelled
preview-regression / Preview parity (push) Has been cancelled
preview-regression / preview-regression (push) Has been cancelled
regression / regression (push) Has been cancelled
regression / Detect changes (push) Has been cancelled
regression / Preflight (lint + format) (push) Has been cancelled
regression / regression-shards (hdr-regression style-5-prod style-3-prod mov-prores, shard-1) (push) Has been cancelled
regression / regression-shards (overlay-montage-prod style-12-prod chat missing-host-comp-id png-sequence portrait-edge-bleed, shard-6) (push) Has been cancelled
regression / regression-shards (style-13-prod style-6-prod vignelli-stacking gsap-letters-render-compat audio-mux-parity, shard-8) (push) Has been cancelled
regression / regression-shards (style-15-prod hdr-hlg-regression style-1-prod many-cuts vfr-screen-recording render-symlinked-assets, shard-2) (push) Has been cancelled
CodeQL / Analyze (javascript-typescript) (push) Waiting to run
Docs / Validate docs (push) Waiting to run
CodeQL / Analyze (actions) (push) Waiting to run
CodeQL / Analyze (python) (push) Waiting to run
Sync skills to ClawHub / Publish changed skills (push) Waiting to run
regression / regression-shards (style-16-prod style-9-prod style-17-prod iframe-render-compat variables-prod mp4-h265-sdr, shard-4) (push) Has been cancelled
regression / regression-shards (style-4-prod style-11-prod style-2-prod animejs-adapter typegpu-adapter parallel-capture-regression, shard-5) (push) Has been cancelled
regression / regression-shards (style-7-prod style-8-prod style-10-prod css-spinner-render-compat webm-transparency mp4-h264-sdr webm-vp9, shard-3) (push) Has been cancelled
regression / regression-shards (sub-composition-video style-18-prod raf-ball-render-compat font-variant-numeric sub-comp-t0 sub-comp-id-selector, shard-7) (push) Has been cancelled
Windows render verification / Detect changes (push) Has been cancelled
Windows render verification / Preflight (lint + format) (push) Has been cancelled
Windows render verification / Render on windows-latest (push) Has been cancelled
Windows render verification / Tests on windows-latest (push) Has been cancelled
CI / Detect changes (push) Has been cancelled
CI / Build (push) Has been cancelled
CI / Lint (push) Has been cancelled
CI / Fallow audit (push) Has been cancelled
CI / Format (push) Has been cancelled
CI / Typecheck (push) Has been cancelled
CI / Test (push) Has been cancelled
CI / Producer: integration tests (push) Has been cancelled
CI / Producer: unit tests (push) Has been cancelled
CI / File size check (push) Has been cancelled
CI / Test: skills (push) Has been cancelled
CI / Skills: manifest in sync (push) Has been cancelled
CI / CLI: npx shim (macos-latest) (push) Has been cancelled
CI / CLI: npx shim (ubuntu-latest) (push) Has been cancelled
CI / CLI: npx shim (windows-latest) (push) Has been cancelled
CI / SDK: unit + contract + smoke (push) Has been cancelled
CI / Test: runtime contract (push) Has been cancelled
CI / Studio: load smoke (push) Has been cancelled
CI / Smoke: global install (push) Has been cancelled
CI / CLI smoke (required) (push) Has been cancelled
CI / Semantic PR title (push) Has been cancelled
Player perf / Detect changes (push) Has been cancelled
Player perf / Preflight (lint + format) (push) Has been cancelled
Player perf / player-perf (push) Has been cancelled
Player perf / Perf: drift (push) Has been cancelled
Player perf / Perf: fps (push) Has been cancelled
Player perf / Perf: parity (push) Has been cancelled
Player perf / Perf: scrub (push) Has been cancelled
Player perf / Perf: load (push) Has been cancelled
preview-regression / Detect changes (push) Has been cancelled
preview-regression / Preflight (lint + format) (push) Has been cancelled
preview-regression / Preview parity (push) Has been cancelled
preview-regression / preview-regression (push) Has been cancelled
regression / regression (push) Has been cancelled
regression / Detect changes (push) Has been cancelled
regression / Preflight (lint + format) (push) Has been cancelled
regression / regression-shards (hdr-regression style-5-prod style-3-prod mov-prores, shard-1) (push) Has been cancelled
regression / regression-shards (overlay-montage-prod style-12-prod chat missing-host-comp-id png-sequence portrait-edge-bleed, shard-6) (push) Has been cancelled
regression / regression-shards (style-13-prod style-6-prod vignelli-stacking gsap-letters-render-compat audio-mux-parity, shard-8) (push) Has been cancelled
regression / regression-shards (style-15-prod hdr-hlg-regression style-1-prod many-cuts vfr-screen-recording render-symlinked-assets, shard-2) (push) Has been cancelled
This commit is contained in:
@@ -0,0 +1,237 @@
|
||||
---
|
||||
name: hyperframes-keyframes
|
||||
description: >
|
||||
Use when a HyperFrames composition needs seek-safe 2D/3D keyframes, GSAP
|
||||
timelines, CSS keyframes, Anime.js, WAAPI, FLIP, paths, masks, SVG morph/draw,
|
||||
text trails, 3D depth, or `hyperframes keyframes` diagnostics.
|
||||
Don't use for broad scene strategy, brand design, media sourcing, captions, or
|
||||
general video planning.
|
||||
---
|
||||
|
||||
# HyperFrames Keyframes
|
||||
|
||||
Keyframes are a pose contract: visible states, continuous subject identity, seek-safe runtime, verified pixels.
|
||||
|
||||
Use `hyperframes-animation` for broad scene recipes.
|
||||
Use `hyperframes-cli` for full command docs.
|
||||
Use `references/keyframe-patterns.md` only when choosing implementation mechanisms, not visual style.
|
||||
|
||||
## Procedure
|
||||
|
||||
1. Identify the animated subject, visible states, final state, and runtime.
|
||||
2. Choose the smallest mechanism that proves the prompt. Read `references/keyframe-patterns.md` only if the mechanism is unclear.
|
||||
3. Author seek-safe keyframes in the declared runtime. Build synchronously and register the runtime instance.
|
||||
4. Verify with lint, validate, `hyperframes keyframes`, one focused `--shot`, and snapshots at proof times.
|
||||
5. If proof fails, fix the source keyframes and rerun the smallest failing diagnostic before rendering.
|
||||
|
||||
## Contract
|
||||
|
||||
- Name the moving subject.
|
||||
- Name the poses needed to prove the intended motion, including the final state.
|
||||
- Keyframe visible channels, not hidden helper state.
|
||||
- Preserve object identity when continuity matters.
|
||||
- Crossfade only when the intended motion is replacement or dissolve.
|
||||
- Hold readable or semantic states long enough to see.
|
||||
- Final frame is part of the animation, not cleanup.
|
||||
- Do not reset to rest unless requested.
|
||||
- Do not end on black unless requested.
|
||||
- If editing a starter scene, preserve layout, copy, assets, colors, and final state unless asked to redesign.
|
||||
|
||||
## Runtime Rules
|
||||
|
||||
GSAP:
|
||||
|
||||
- build synchronously at page load
|
||||
- use `gsap.timeline({ paused: true })`
|
||||
- register as `window.__timelines[compositionId]`
|
||||
- registry key must match `data-composition-id`
|
||||
- do not call `tl.play()` for render-critical motion
|
||||
- keep repeats finite
|
||||
|
||||
CSS keyframes:
|
||||
|
||||
- finite duration and iteration count
|
||||
- deterministic delay
|
||||
- `animation-fill-mode: both`
|
||||
- use `data-start` when timing belongs to a clip
|
||||
|
||||
Anime.js:
|
||||
|
||||
- create synchronously
|
||||
- `autoplay: false`
|
||||
- finite duration and loops
|
||||
- push every instance to `window.__hfAnime`
|
||||
|
||||
WAAPI:
|
||||
|
||||
- finite `duration`
|
||||
- `fill: "both"`
|
||||
- deterministic construction
|
||||
- the text surface does not list WAAPI; verify with `--shot` (it seeks WAAPI) and snapshots
|
||||
|
||||
Never use for render-critical motion:
|
||||
|
||||
- `Date.now()`
|
||||
- `performance.now()`
|
||||
- unseeded `Math.random()`
|
||||
- hover/scroll triggers
|
||||
- timers
|
||||
- async-created timelines
|
||||
- unregistered `requestAnimationFrame`
|
||||
- infinite loops
|
||||
|
||||
## GSAP Skeleton
|
||||
|
||||
```js
|
||||
const root = document.querySelector("[data-composition-id]");
|
||||
const compositionId = root.dataset.compositionId;
|
||||
const tl = gsap.timeline({ paused: true });
|
||||
|
||||
tl.addLabel("state-a", 0);
|
||||
tl.to(".subject", {
|
||||
keyframes: [
|
||||
{ x: 0, opacity: 1, duration: 0.2 },
|
||||
{ x: 120, opacity: 1, duration: 0.4, ease: "power2.out" },
|
||||
{ x: 100, opacity: 1, duration: 0.2, ease: "power2.inOut" },
|
||||
],
|
||||
ease: "none",
|
||||
});
|
||||
|
||||
window.__timelines = window.__timelines || {};
|
||||
window.__timelines[compositionId] = tl;
|
||||
```
|
||||
|
||||
Use labels for semantic states.
|
||||
Use position parameters instead of chained delays.
|
||||
Use `immediateRender: false` for later `from()`/`fromTo()` tweens touching the same property.
|
||||
|
||||
## Keyframe Forms
|
||||
|
||||
- Array keyframes: pose ladder with per-step duration/ease.
|
||||
- Percentage keyframes: exact timing inside one tween.
|
||||
- Property arrays: compact multi-stop changes.
|
||||
- `ease: "none"` on the parent when each stop carries its own easing.
|
||||
- `easeEach` when every segment should share the same feel.
|
||||
|
||||
Do not copy numeric distances or timing from examples. Derive them from the actual composition geometry and duration.
|
||||
|
||||
For one subject moving between two boxes, prefer one continuous transform tween or FLIP. Split `x/y/scale` into multiple eased keyframes only when the viewer should feel distinct beats; every segment changes velocity and can read as a hitch.
|
||||
|
||||
## Channels
|
||||
|
||||
Prefer compositor/visual channels:
|
||||
`x/y/z`, `xPercent/yPercent`, `scale`, `rotationX/Y/Z`, `skew`, `transformOrigin`, `svgOrigin`, `opacity`, `autoAlpha`, `clip-path`, masks, CSS vars, SVG path/dash values, camera transforms, shader uniforms.
|
||||
|
||||
Avoid layout/lifecycle channels:
|
||||
`top/left/right/bottom`, `width/height`, `margin/padding`, `display`, `visibility`, late DOM creation, helper overlays doing subject motion.
|
||||
|
||||
## Mechanism Choice
|
||||
|
||||
Choose the smallest mechanism that proves the prompt:
|
||||
|
||||
| Need | Mechanism |
|
||||
| ------------------------------------- | -------------------------------------------------- |
|
||||
| Same subject changes box or hierarchy | shared element / FLIP |
|
||||
| Subject travels a visible route | path travel |
|
||||
| Stroke grows or traces | stroke draw |
|
||||
| Shape becomes another shape | shape interpolation |
|
||||
| Reveal boundary is visible | clip, mask, or shader uniform |
|
||||
| Many items move with order | stagger / indexed delay |
|
||||
| Text itself moves | line, word, character, or band subdivision |
|
||||
| Surface bends, stretches, or crops | parent/child counter-transform |
|
||||
| UI has states | explicit state machine |
|
||||
| Scene has depth | DOM 3D, Three.js, or WebGL camera/object keyframes |
|
||||
|
||||
Mechanisms can combine, but each one must clarify the idea. Decoration is not proof.
|
||||
|
||||
## Timing
|
||||
|
||||
- Anticipation only when it clarifies cause or direction.
|
||||
- Acceleration leaves rest.
|
||||
- Peak proof shows the mechanism unmistakably.
|
||||
- Follow-through sells energy and direction.
|
||||
- Overshoot only when the subject should feel elastic or tactile.
|
||||
- Constant-speed path travel usually needs `ease: "none"`.
|
||||
- Discrete UI states usually need a sharp ease-out.
|
||||
- Repeated elements need ordered offsets, not identical timing.
|
||||
- Final lockups need longer holds than transition poses.
|
||||
- Smoothness means continuous velocity on the same subject.
|
||||
- Do not overlap tweens that write the same transform property unless the overlap is intentional and verified.
|
||||
- Avoid animating large `clip-path`/mask changes while the same hero surface is also scaling or traveling; use nested reveals after the main move settles.
|
||||
|
||||
## Text
|
||||
|
||||
Preserve line boxes, word spacing, readability, and final fit. If text moves internally, move the glyphs or masked bands, not only decorations around the text. Snapshot readable frames.
|
||||
|
||||
## SVG
|
||||
|
||||
For stroke growth prefer `DrawSVGPlugin`, then `stroke-dasharray`/`stroke-dashoffset`.
|
||||
For shape interpolation prefer `MorphSVGPlugin`; convert primitives to paths when needed and split complex silhouettes into simpler parts.
|
||||
|
||||
## 3D
|
||||
|
||||
Scale alone is fake depth.
|
||||
Use perspective on a stable parent, `transform-style: preserve-3d`, z travel, rotation, camera/world motion, occlusion, and layer order when objects cross.
|
||||
|
||||
Use one or two diagnostic angles that expose the depth relationship. If angled proof shows no depth crossing, improve z/camera/occlusion.
|
||||
|
||||
## Canvas / WebGL
|
||||
|
||||
Keyframe camera position, camera target, object transform, material opacity, shader uniforms, and postprocess intensity through deterministic state. Render from HyperFrames time. Use `--ghost` because marker boxes cannot see internal canvas motion.
|
||||
|
||||
## CLI Proof
|
||||
|
||||
```bash
|
||||
npx hyperframes lint
|
||||
npx hyperframes check
|
||||
npx hyperframes keyframes .
|
||||
npx hyperframes keyframes . --json
|
||||
npx hyperframes keyframes . --runtime all
|
||||
npx hyperframes keyframes . --selector "<selector>" --shot "<file>" --samples <n>
|
||||
npx hyperframes keyframes . --selector "<selector>" --shot "<file>" --layout strip --from <t0> --to <t1>
|
||||
npx hyperframes keyframes . --shot "<file>" --ghost --angle <angle>
|
||||
npx hyperframes snapshot . --at <times>
|
||||
```
|
||||
|
||||
Choose `<selector>` for the real animated subject.
|
||||
Choose `<times>` for first frame, proof poses, final-minus-hold, and exact final.
|
||||
Choose `<angle>` only when depth must be proven.
|
||||
|
||||
| Tool | Proves |
|
||||
| ---------------- | --------------------------------------------------------------------------------------------------- |
|
||||
| `keyframes` | targets, explicit stops, paths, traces, composed parent/child motion, CSS stops, Anime registration |
|
||||
| `--shot` | ghosts, route shape, time spacing, DOM 3D projection, focused selector proof |
|
||||
| `--layout strip` | in-place motion, overlaps, contact, subtle scale/opacity, text waves |
|
||||
| `--ghost` | canvas, WebGL, shader motion, rendered 3D |
|
||||
| `snapshot --at` | masks, text readability, full state, final lockup, black/reset tails |
|
||||
|
||||
If selector proof looks wrong:
|
||||
|
||||
1. rerun `--json`
|
||||
2. find the actual animated target
|
||||
3. shoot that target
|
||||
4. snapshot full frames
|
||||
5. trust painted pixels over logs
|
||||
|
||||
## Diagnostic Reading
|
||||
|
||||
`flat` means no explicit middle poses. `keyframes` means explicit stops exist. `motionPath` means a route exists. `trace` means multi-stroke drawing. `composed with` means child motion inherits parent motion.
|
||||
|
||||
Even ghost spacing means constant speed. Clustered ghosts mean slow-in or settle. Large gaps mean fast travel.
|
||||
|
||||
A helper-selector shot is not proof. An onion shot over a broken full frame is not proof.
|
||||
|
||||
## Error Handling
|
||||
|
||||
| Failure | Fix |
|
||||
| ------------------ | ---------------------------------------------------------------------------------- |
|
||||
| endpoint-only | add middle poses, hold peak proof, rerun `--shot` |
|
||||
| identity break | keep one element alive, use shared source/final boxes, remove substitute crossfade |
|
||||
| fake 3D | add z/camera travel, occlusion, angled proof |
|
||||
| wrong final | add final hold, snapshot final-minus-hold and exact final |
|
||||
| unseekable runtime | pause autoplay, register instance, remove timers, build synchronously |
|
||||
| unreadable text | preserve line boxes, reduce displacement, add final hold, snapshot text frames |
|
||||
|
||||
## Done
|
||||
|
||||
Run lint, validate, keyframes, one focused `--shot`, and snapshots. Confirm first frame, proof poses, final-minus-hold, exact final, subject-owned motion, and no debug overlays.
|
||||
@@ -0,0 +1,4 @@
|
||||
interface:
|
||||
display_name: "HyperFrames Keyframes"
|
||||
short_description: "Author seek-safe video keyframes"
|
||||
default_prompt: "Use $hyperframes-keyframes to author seek-safe 2D/3D keyframes and verify them with the CLI."
|
||||
@@ -0,0 +1,106 @@
|
||||
# Keyframe Mechanism Reference
|
||||
|
||||
Use this after `SKILL.md` when choosing a concrete implementation mechanism. It is a parts shelf, not a style guide. Start with one primary mechanism; add supporting motion only when it clarifies the idea.
|
||||
|
||||
## Runtime Skeletons
|
||||
|
||||
GSAP:
|
||||
|
||||
```js
|
||||
const root = document.querySelector("[data-composition-id]");
|
||||
const id = root.dataset.compositionId;
|
||||
const tl = gsap.timeline({ paused: true });
|
||||
tl.to("<selector>", {
|
||||
keyframes: [
|
||||
/* derive poses from the scene */
|
||||
],
|
||||
ease: "none",
|
||||
});
|
||||
window.__timelines = window.__timelines || {};
|
||||
window.__timelines[id] = tl;
|
||||
```
|
||||
|
||||
CSS:
|
||||
|
||||
```css
|
||||
.<subject > {
|
||||
animation: <name> <duration> <ease> both;
|
||||
animation-iteration-count: 1;
|
||||
}
|
||||
@keyframes <name> {
|
||||
0% {
|
||||
transform: <pose-a>;
|
||||
opacity: <a>;
|
||||
}
|
||||
100% {
|
||||
transform: <pose-b>;
|
||||
opacity: <b>;
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
Anime.js:
|
||||
|
||||
```js
|
||||
const animation = anime.timeline({ autoplay: false });
|
||||
animation.add({ targets: "<selector>" /* derived channels */ });
|
||||
window.__hfAnime = window.__hfAnime || [];
|
||||
window.__hfAnime.push(animation);
|
||||
```
|
||||
|
||||
Three/WebGL:
|
||||
|
||||
```js
|
||||
const state = { progress: 0 };
|
||||
tl.to(state, {
|
||||
progress: 1,
|
||||
duration: <duration>,
|
||||
onUpdate: () => {
|
||||
// derive camera/object/material values from state.progress
|
||||
renderer.render(scene, camera);
|
||||
},
|
||||
});
|
||||
```
|
||||
|
||||
## Mechanisms
|
||||
|
||||
| Mechanism | Solves | Keyframe | Runtime | Verify |
|
||||
| ------------------- | ---------------------------------------------- | ------------------------------------------------------------------ | ------------------------------------------ | ---------------------------------------------- |
|
||||
| Path travel | Subject must visibly follow a route | path progress, tangent rotation, follower offset, trail opacity | GSAP MotionPath or sampled x/y/z | strip shot at bends; final snapshot |
|
||||
| Stroke draw | A line, ring, or outline appears over time | dash/draw range, stroke opacity, endpoint state | DrawSVG or SVG dash fallback | partial mid snapshot; complete final |
|
||||
| Shape interpolation | One silhouette becomes another | source path, middle path, target path, fill/stroke | MorphSVG or path tween | first/mid/final snapshots |
|
||||
| Shared element | Same subject changes box or hierarchy | source box, target box, x/y, scale, radius, context opacity | GSAP Flip or manual FLIP | one identity moves; no substitute crossfade |
|
||||
| Clip/mask reveal | Animated boundary exposes content | clip path, mask position/size, edge softness, inner counter-motion | CSS, SVG, GSAP, or shader | snapshot edge frames and final unclipped state |
|
||||
| Ordered repetition | Many items enter, leave, or transform in order | indexed delay, x/y, scale, opacity, final alignment | GSAP stagger, Anime stagger, CSS vars | check first/middle/last item timing |
|
||||
| Text subdivision | Text motion needs readable internal timing | line/word/char/band wrappers, y/x, opacity, final fit | SplitText, authored spans, Anime splitText | strip shot plus final readability snapshot |
|
||||
| Surface transform | Image/card stretches, crops, or changes shape | parent scale/skew/clip, child counter-scale, transform origin | GSAP/CSS keyframes | no accidental warped final |
|
||||
| UI state machine | Interface passes through semantic states | closed, active, loading, success/error, final | GSAP/CSS/Anime | snapshots hit states in order |
|
||||
| DOM depth | HTML elements need 3D separation | perspective, z, rotationX/Y, opacity, crossing layer order | CSS 3D + GSAP/CSS/Anime | angled `--shot`; overlap snapshot |
|
||||
| Camera/object 3D | Canvas/WebGL scene moves in depth | camera, target, object transform, material opacity | Three.js/WebGL + GSAP proxy | `--ghost`; snapshots at proof poses |
|
||||
| Shader uniform | Pixel effect is driven by scalar progress | progress, edge width, noise, color mix, opacity | ShaderMaterial/WebGL uniforms | `--ghost`; snapshot 0/edge/mid/final |
|
||||
| Instanced system | Many 3D objects move as one system | instance transforms, scale, color/opacity, camera | Three InstancedMesh | snapshots, because DOM boxes miss internals |
|
||||
| Imported model | Model animation must scrub deterministically | `AnimationMixer.setTime`, camera, material, lights | Three AnimationMixer | drive from HyperFrames time; `--ghost` |
|
||||
|
||||
## Source Links
|
||||
|
||||
- GSAP keyframes: https://gsap.com/resources/keyframes/
|
||||
- GSAP timeline: https://gsap.com/docs/v3/GSAP/Timeline/
|
||||
- GSAP MotionPathPlugin: https://gsap.com/docs/v3/Plugins/MotionPathPlugin/
|
||||
- GSAP Flip: https://gsap.com/docs/v3/Plugins/Flip/
|
||||
- GSAP DrawSVGPlugin: https://gsap.com/docs/v3/Plugins/DrawSVGPlugin/
|
||||
- GSAP MorphSVGPlugin: https://gsap.com/docs/v3/Plugins/MorphSVGPlugin/
|
||||
- GSAP SplitText: https://gsap.com/docs/v3/Plugins/SplitText/
|
||||
- GSAP CSSPlugin: https://gsap.com/docs/v3/GSAP/CorePlugins/CSS/
|
||||
- Anime.js documentation: https://animejs.com/documentation/
|
||||
- Anime.js stagger grid: https://animejs.com/documentation/utilities/stagger/stagger-parameters/stagger-grid/
|
||||
- Anime.js timeline: https://animejs.com/documentation/timeline/
|
||||
- Anime.js SVG helpers: https://animejs.com/documentation/svg/createmotionpath/
|
||||
- MDN CSS animations: https://developer.mozilla.org/en-US/docs/Web/CSS/CSS_animations/Using_CSS_animations
|
||||
- MDN `@keyframes`: https://developer.mozilla.org/en-US/docs/Web/CSS/@keyframes
|
||||
- MDN `clip-path`: https://developer.mozilla.org/en-US/docs/Web/CSS/clip-path
|
||||
- MDN CSS masking: https://developer.mozilla.org/en-US/docs/Web/CSS/mask
|
||||
- MDN perspective: https://developer.mozilla.org/en-US/docs/Web/CSS/perspective
|
||||
- MDN transform-style: https://developer.mozilla.org/en-US/docs/Web/CSS/transform-style
|
||||
- Three.js AnimationMixer: https://threejs.org/docs/#api/en/animation/AnimationMixer
|
||||
- Three.js ShaderMaterial: https://threejs.org/docs/#api/en/materials/ShaderMaterial
|
||||
- Three.js InstancedMesh: https://threejs.org/docs/#api/en/objects/InstancedMesh
|
||||
Reference in New Issue
Block a user