--- name: sine-wave-loop description: Bounded sine-driven idle — subtle jitter or a single genuinely-needed bounded ambient breath on a held element. De-emphasized: circular breathing as "aliveness" is cheap; prefer sequential reveal timed to the VO, then subtle jitter, before reaching here. metadata: tags: idle, jitter, bounded-ambient, sine, trigonometry, low-amplitude, post-entry --- # Sine Wave Loop (subtle jitter / bounded ambient) > **Reach for this last.** Per the motion doctrine (`references/motion-language.md`): **circular breathing — scaling text/cards up and down to look "alive" — is cheap, the agent's reflexive cheat, and reads weak.** "I'd rather have NO motion than BAD motion." Before using this rule to keep a held frame alive, prefer (1) **sequential reveal timed to the voiceover** — reveal the next line/element when the VO says it, across the back ~50% of the scene; that, not ambient motion, is what fills a shot. If a frame has genuinely settled and still needs a touch of life, the **sanctioned move is subtle jitter** — a small, low-amplitude jitter (this rule, at the LOW end of its amplitude range). A full breathing loop is reserved for the rare case where a single held hero genuinely needs bounded ambient; keep it de-emphasized and small. Keeps a settled element from feeling dead — as **subtle jitter** or, rarely, a single bounded ambient breath — using `Math.sin` driven by a finite timeline tween. This is the implementation behind the "subtle jitter" move in the motion vocabulary; it is **not** a license to breathe every hero. ## How It Works A long tween advances a `phase` value from 0 → 2π (or 0 → some multiple thereof). On every onUpdate, the phase feeds into `Math.sin()` to produce a small periodic offset added to the element's transform (`scale`, `translateY`, `rotate`). The trick to a "no jump" transition from entry to idle: at `phase = 0`, `sin(0) = 0` — the offset is zero, so the element starts at its post-entry resting state. ## HTML ```html
{HeroLabel}
``` ## CSS ```css .scene { position: relative; width: 100%; height: 100%; display: grid; place-items: center; background: {bgGradient}; } .stack { display: flex; flex-direction: column; align-items: center; gap: STACK_GAP; } .hero { font-family: {font}; font-weight: 900; font-size: HERO_FONT_SIZE; letter-spacing: HERO_LETTER_SPACING; color: {textColor}; text-transform: uppercase; /* Element gets its post-entry resting transform; idle only ADDS to it */ will-change: transform; } .dot { width: DOT_SIZE; height: DOT_SIZE; border-radius: 50%; background: {accentColor}; box-shadow: {accentGlow}; } ``` ## GSAP Timeline ```html ``` ## Variations ### Multiple offset frequencies (organic multi-octave breathing) Combining frequencies feels more alive than pure sine: ```js const primary = Math.sin(phase.p) * SCALE_AMP_PRIMARY; const secondary = Math.sin(phase.p * OCTAVE_RATIO) * SCALE_AMP_SECONDARY; // higher-frequency overlay const scale = 1 + primary + secondary; ``` ### Conditional activation (only after entry settles) If entry is interactive or skippable, gate the idle: ```js const idleActive = entryProgress >= GATE_THRESHOLD; const scale = idleActive ? 1 + Math.sin((time - IDLE_START_TIME) / PERIOD) * SCALE_AMP : 1; ``` ### Settle and fade (long-idle gate — strongly recommended when `IDLE_DUR > 6s`) Drive amplitude through an envelope that fades to zero over the last ~20% of idle, so the scene visibly settles before the inter-scene transition lands: ```js const phase = { p: 0 }; const FADE_FRAC = 0.2; // last 20% of idle = amplitude ramps to 0 tl.to( phase, { p: Math.PI * 2 * CYCLES, duration: IDLE_DUR, ease: "none", onUpdate: () => { const t = phase.p / (Math.PI * 2 * CYCLES); // 0 → 1 across idle const env = t < 1 - FADE_FRAC ? 1 : (1 - t) / FADE_FRAC; // 1 → 0 in tail const scale = 1 + Math.sin(phase.p) * SCALE_AMP * env; const y = Math.sin(phase.p) * Y_AMP_PX * env; hero.style.transform = `translateY(${y}px) scale(${scale})`; }, }, IDLE_START_TIME, ); ``` The element is in motion for the first 80% of idle, then comes to rest in the last 20%. Pairs naturally with break-boundary Tier-B transitions (the outgoing visual is static when the crossfade/push begins). ### Period vs cycle math For an exact cycle of N seconds: ```js const divisor = (idleDurationSec * fps) / (Math.PI * 2); const value = Math.sin(frame / divisor) * amplitude; ``` For HF (`onUpdate` doesn't expose frame directly), use the tween's `phase` value: drive `p: Math.PI * 2 * cyclesWanted` over `duration: idleDurationSec`. ## How to Choose Values ### Layout / typography - **STACK_GAP** — vertical gap between hero and dot. - Range: 0.2-0.4× `HERO_FONT_SIZE` - **HERO_FONT_SIZE / HERO_LETTER_SPACING** — typographic emphasis. - Range: 100-240 px for full-bleed compositions; spacing 0.04-0.06em - **DOT_SIZE** — accent indicator size. - Range: ~0.15-0.25× `HERO_FONT_SIZE` so the dot reads as accent, not a peer - **{accentGlow}** — `box-shadow` halo on the dot; typically `0 0 (DOT_SIZE) rgba(accentColor, 0.5-0.7)` ### Entry phase - **ENTRY_Y / ENTRY_SCALE** — initial state before fade-up. - Range: `ENTRY_Y` 16-32 px (subtle rise), `ENTRY_SCALE` 0.94-0.98 (subtle inflation) - **ENTRY_DUR** — hero fade-up duration. - Range: 0.6-1.2s; bigger heroes want a longer settle - **DOT_ENTRY_START** — when the dot pops in relative to hero. - Constraints: typically `≈ 0.4-0.6× ENTRY_DUR` so the dot lands while the hero is still settling, not after - **DOT_ENTRY_DUR** — dot back-out pop duration. - Range: 0.4-0.7s - **BOUNCE_FACTOR** — `back.out(BOUNCE_FACTOR)` overshoot strength on the dot pop. - Range: 1.4 (soft) → 2.0 (firm) → 2.8 (cartoony) ### Idle phase - **IDLE_START_TIME** — when breathing begins. - Constraints: `≥ ENTRY_DUR + small buffer (~0.1s)` so the breath doesn't fight the entry tail. `sin(0) = 0` at this moment, so the offset is exactly the entry's resting state — no jump - **IDLE_DUR** — breath tween length. - Constraints: must equal `TOTAL_DURATION − IDLE_START_TIME` to fill the composition with motion - **CYCLES** — number of full breath cycles across `IDLE_DUR`. - Range: `IDLE_DUR / 3s ≤ CYCLES ≤ IDLE_DUR / 1.5s` (cycle period 1.5-3s reads as natural breathing) - **SCALE_AMP** — sine amplitude on scale (hero). - **Default: 0.008-0.015** (barely-perceptible breath — the right answer for most scenes) - Push to 0.02-0.04 only when the element is **alone on canvas**, the scene is **short (< 6s)**, or the brief explicitly calls for **kinetic / playful** register - See Key Principles for the long-idle / concurrent-element scaling rules - **Y_AMP_PX** — sine amplitude on y translation (hero). - **Default: 2-3 px** (barely-perceptible — the right answer for most scenes) - Push to 4-6 px only when isolated / short / kinetic — same gating as `SCALE_AMP` - **DOT_SCALE_AMP** — sine amplitude on dot scale (offset by π/2 for out-of-phase motion). - Range: 0.04-0.12 — larger than hero amplitude is fine because the dot is a small accent - **PERIOD** (conditional-activation variation) — seconds per cycle when using the `(time - IDLE_START_TIME) / PERIOD` form. - Range: 1.5-3s - **GATE_THRESHOLD** (conditional-activation variation) — entryProgress required to start idle. - Range: 0.85-1.0; lower gates start idle slightly before entry completes for an overlap ### Multi-octave variation - **SCALE_AMP_PRIMARY / SCALE_AMP_SECONDARY** — amplitudes of the two stacked sines. - Constraints: `SCALE_AMP_PRIMARY > SCALE_AMP_SECONDARY` (secondary is a higher-frequency overlay, not a peer); combined max amplitude should stay within the SCALE_AMP range above - **OCTAVE_RATIO** — frequency multiplier of secondary relative to primary. - Range: 2.0-4.0 (whole-number-ish ratios feel musical/coherent; non-integer ratios feel organic/unpredictable) ### Color tokens - **{bgGradient}** — typically a dark radial gradient so the lit hero pops - **{textColor}** — high-contrast against `{bgGradient}` - **{accentColor}** — single accent reserved for the dot; the glow color in `{accentGlow}` is the same hue ## Key Principles - **Prefer reveal, then jitter, then breath** — circular breathing as "aliveness" is cheap and reads weak; "no motion over bad motion." First fill the back of a shot with **sequential reveal timed to the VO**; if it's genuinely settled and still feels dead, use this rule at the **LOW end of its amplitude range as subtle jitter**; a full breathing loop is the rare last resort on a single held hero, never stamped on every element. - **`sin(0) = 0`** — at the moment idle begins, the offset must be zero so there's no visible jump from the entry's settled state to idle. Start the phase tween at `phase = 0`. - **Amplitude subtlety — default to the LOW end of the range.** Scale `0.008-0.015` (push to 0.02-0.04 only when isolated / short scene / kinetic brief), rotation `±0.3-0.8°` (rarely needed at all), translation `±2-3px` (push to 4-6px only when isolated). Bigger and idle reads as "still animating" instead of "alive but resting" — and a viewer watching 5+ consecutive scenes at the upper end will read the whole film as "shimmering." - **Cycle duration: 2.5-4s per breath when idle is long, 1.5-3s otherwise** — 2.5-3s is a comfortable breathing cadence; under 1.5s feels frantic in a long-idle window; over 4s feels lifeless in a short one. - **Long idle window (`IDLE_DUR > 6s` OR idle proportion > 30% of composition):** halve `SCALE_AMP` and `Y_AMP_PX`, slow `CYCLES` so each breath is 3-4s. Consider gating amplitude to fade to zero over the last ~20% of idle so the scene actually **settles before the transition**, instead of handing off mid-drift. This is the single biggest fix when finalize snapshots show "everything's still moving at the end." - **Concurrent idle on N elements** (triptych columns, card grid, multi-stat row, side-by-side panels): per-element amplitude ≤ default `/ √N`. Three columns each at `±6px` visually adds to `±18px+` of competing motion; three at `±2-3px` reads as one collective breath. Stagger the **period** between elements (2.1s / 1.9s / 2.4s) for organic feel — but the **amplitude** must also be smaller, not just the period. - **Different elements at different phases** — offset secondary elements by `Math.PI / 2` (90° offset) so they're not all moving in sync. Synced motion looks mechanical; out-of-phase looks alive. - **Compose, don't replace** — idle motion ADDS to the element's resting transform, not replace it. If the entry settled at `translateY(0)`, idle should produce `translateY(0 + sin*4)`. Don't overwrite the entry's final translation. - **❗ Don't use CSS `@keyframes` for the idle loop** — CSS animation runs on the browser's render clock, which is independent of the HF seek clock. HF seeks frame-by-frame and a CSS-driven idle will flicker/desync. Drive idle inside the GSAP timeline. ## Critical Constraints - **Timeline must be paused**: `gsap.timeline({ paused: true })` - **Registry key = `data-composition-id`** - **No CSS `animation`** for idle — must be timeline-driven - **`will-change: transform`** if the idle compounds with other tweens on the same element - **Phase tween `ease: 'none'`** — sine itself provides the easing; tweening the phase non-linearly produces non-sinusoidal motion - **Don't restart the idle tween** — it's a single long tween from start to end of composition idle window ## Combinations - After [press-release-spring.md](press-release-spring.md) — button idle-breathes after release settles - After [counting-dynamic-scale.md](counting-dynamic-scale.md) — final number breathes - After [card-morph-anchor.md](card-morph-anchor.md) — settled card idle-bobs - After [orbit-3d-entry.md](orbit-3d-entry.md) — center label idle-breathes while items orbit ## Pairs with HF skills - `/hyperframes-animation` — `onUpdate` writing transform - `/hyperframes-core` — composition wiring - `/hyperframes-cli` — `hyperframes lint`