--- 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 container smoothly transforms its width, height, border-radius, and (optionally) background between two visual states. The morph itself **IS the shot transition** — no separate transition effect needed. The viewer's eye tracks the morphing container as the anchor between shots. ## How It Works A single GSAP tween animates multiple container properties simultaneously (width / height / border-radius / background). At the same time: 1. **Old content** fades out during the first ~40% of the morph 2. **New content** fades in during the last ~40% of the morph 3. **Optional final fade** — the morph container itself fades to 0, revealing the actual next-shot element rendered behind it The persistent container provides visual continuity even as content and shape change. ## HTML ```html

{shotOneHeadline}

{shotOneSubcopy}

logo
anchor
``` ## CSS (hero-frame layout) Card starts as a wide rectangle (shot 1 state). All properties present from the start; only opacities differ: ```css .scene { position: relative; width: 100%; height: 100%; display: grid; place-items: center; } .morph-card { position: relative; width: {SHOT_ONE_W}px; height: {SHOT_ONE_H}px; border-radius: {SHOT_ONE_RADIUS}px; background: {surfaceShotOne}; overflow: hidden; box-shadow: 0 20px 60px rgba(0, 0, 0, 0.4); display: grid; place-items: center; } .content-old, .content-new { position: absolute; inset: 0; display: grid; place-items: center; padding: 32px; } .content-old { opacity: 1; } .content-new { opacity: 0; } .next-shot-anchor { position: absolute; left: 50%; top: 50%; transform: translate(-50%, -50%); opacity: 0; /* GSAP fades this in as morph card fades out */ /* Use DOM ORDER for stacking — render .next-shot-anchor BEFORE .morph-card in markup so the morph card is naturally on top. Do NOT use z-index: -1 and then snap it positive mid-fade — that causes a visible pop. */ } ``` ## GSAP Timeline ```html ``` ## Key Properties to Morph | Property | Shape of change | Visual effect | | ------------------ | -------------------------------------------------------------- | ---------------------------- | | `width` / `height` | `SHOT_ONE_W × SHOT_ONE_H` → `SHOT_TWO_W × SHOT_TWO_H` | wide card shrinks to an icon | | `borderRadius` | `SHOT_ONE_RADIUS` → `SHOT_TWO_RADIUS` (≤ half of smaller side) | rectangle becomes a circle | | `background` | `{surfaceShotOne}` → `{surfaceShotTwo}` (solid or gradient) | container identity shifts | | `boxShadow` | base shadow → accent glow token | emphasis changes | GSAP tweens all of these simultaneously when included in one `tl.to(...)` call. ## How to Choose Values - **HOLD_BEAT** — pre-morph dwell so the viewer registers shot 1 before it changes - Range: 0.6-1.5 s - Effects: low end feels rushed / glitchy; high end stalls pacing - Constraints: must be ≥ shot 1's content entry settle time - **MORPH_START** — when the container morph begins - Range: equal to `HOLD_BEAT` in the canonical pattern - Constraints: must be > any shot-1 entry tween end - **MORPH_DUR** — full length of the simultaneous container morph - Range: 0.6-1.2 s - Effects: low end reads as a snap; high end loses momentum - Constraints: short morphs (<0.5s) cannot fit both old-fade and new-fade - **SHOT_TWO_W / SHOT_TWO_H** — final container dimensions - Range: 80-400 px when handing off to an icon-sized anchor - Constraints: if handing off (`.next-shot-anchor`), MUST match the anchor's dimensions exactly to avoid a visible pop - **SHOT_TWO_RADIUS** — final corner radius (use to read as circle / pill / soft-rect) - Range: 0 to `min(SHOT_TWO_W, SHOT_TWO_H) / 2` - Effects: half-of-smaller-side = perfect circle; smaller = soft rect - Constraints: > half is visually clamped — wastes the tween - **OLD_FADE_FRAC** — fraction of `MORPH_DUR` over which shot-1 content fades out, starting at `MORPH_START` - Range: 0.3-0.5 - Effects: low end clips shot 1 too early; high end overlaps with shot 2 content - Constraints: `OLD_FADE_FRAC + NEW_FADE_FRAC ≤ 1` (gap between is the "shape-only" moment) - **NEW_FADE_FRAC** — fraction of `MORPH_DUR` over which shot-2 content fades in, ending at `MORPH_START + MORPH_DUR` - Range: 0.3-0.5 - Effects: symmetric to OLD_FADE_FRAC - **FINAL_FADE_FRAC** — optional tail fraction during which the morph container itself fades to 0 for handoff - Range: 0 (no handoff) or 0.1-0.2 - Constraints: only use when `.next-shot-anchor` matches the morph's final visual exactly - **Ease family** — discrete choice - Options: `power2.inOut` (canonical, balanced), `power3.inOut` (snappier), `expo.inOut` (most cinematic but can feel sluggish at low durations) - Avoid `back.out` / `elastic.out` on the morph itself — overshoot fights the dimensional change CSS-side placeholders (`SHOT_ONE_W`, `SHOT_ONE_H`, `SHOT_ONE_RADIUS`, `{surfaceShotOne}`, `{surfaceShotTwo}`) take real values in the example. Pick `{surfaceShotOne}` and `{surfaceShotTwo}` so the gradient/solid stops counts match (GSAP can interpolate background gradients only when stop counts agree). ## Key Principles - **All target properties in one tween** — they share a single ease and duration so they morph in lockstep - **Old content fades early, new content fades late** — the container shape change happens between, providing a natural "blink" moment - **Final fade is optional** — use it when the next shot has a real anchor element to hand off to (e.g. avatar that the icon morphed into "is") - **Same easing for shape and crossfade** — avoid mixing `power2.inOut` morph with `bounce.out` content, looks unsynchronized - **❗ If you use `.next-shot-anchor` for handoff, its visuals must be pixel-identical to `.morph-card`'s final state** — same `width` / `height`, same `border-radius`, same `background`, same `box-shadow`, same internal icon dimensions. Any visual delta between the two = visible pop during the crossfade. If you can't match exactly, **drop the handoff** and just hold the morph card at its final state (add a breath if needed for life). ## Critical Constraints - **`overflow: hidden`** on the morph container — content must clip during shape change, otherwise content overflows the morphing border radius - **Hold a beat before morphing** — let the viewer register shot 1's content before morphing; instant morph reads as glitchy - **Timeline must be paused**: `gsap.timeline({ paused: true })`. Never `tl.play()` - **Registry key = `data-composition-id`**: `window.__timelines["morph-scene"]` must match scene root - **Use `background` tween, not `background-color`**: gradients need `background` (GSAP supports gradient interpolation when targets are gradients with same number of stops). For solid → solid, `backgroundColor` works. - **`borderRadius` should be ≤ half the smaller dimension** at end state — otherwise the radius is visually clamped and the morph looks abrupt at the boundary - **❗ Don't snap `z-index` mid-fade** — if you need `.next-shot-anchor` to appear from behind the morph card, use **DOM order** (render `.next-shot-anchor` BEFORE `.morph-card` so the morph card is naturally on top), then crossfade their opacities. A `tl.set({ zIndex: ... })` call during an active opacity tween causes a visible flicker as the stacking order flips before the opacity transition finishes. ## Variation: Morphing to a target element's position When shot 2 isn't centered (e.g. the morph card "lands" on a specific icon in a dock, sidebar, or grid), compute the target `top` / `left` from the **target element's element-position**, not its visual center. Common mistake: subtracting `height/2` to get center, then applying that to the morph-card's `top` — but if `.morph-card` uses absolute positioning with `top` + `margin: 0` (no transform-centering), `top` represents the **element top edge**, not the center. Math template (example: morph card lands on icon at bottom dock): ``` target_element_top = viewport_height − dock_bottom_offset − dock_padding_y − icon_height = 1080 − 60 − 22 − 110 = 888 px ``` Then tween `.morph-card { top: 888 }` so its element-top aligns with the target icon's element-top. If you mistakenly tween to `888 + icon_height/2 = 943` you'll land below; tweening to a "center" value like `top: 933` (off-by-arithmetic) will be even worse. Always **measure the target element with `getBoundingClientRect()`** before the timeline starts, and use those numbers — don't hand-compute from CSS values, since paddings, borders, and parent transforms compound. ## Combinations - [scale-swap-transition.md](scale-swap-transition.md) — simpler morph without dimension change (just scale + content swap) - [sine-wave-loop.md](sine-wave-loop.md) — gentle breathing on the final state (e.g. final small circular icon idles with a breath) ## Pairs with HF skills - `/hyperframes-animation` — timeline + multi-property tween reference - `/hyperframes-core` — composition wiring, `data-*` attributes - `/hyperframes-cli` — `hyperframes lint` to verify scene structure