--- name: spring-pop-entrance description: The canonical entrance pop — an element (or staggered group) arrives by scaling 0 → 1 on a smooth long-tail settle (power3 default); bouncy overshoot is a rare, explicitly-playful exception. fromTo so it's correct at t=0 under seek. metadata: tags: spring, entrance, pop, scale, power3, settle, stagger, reveal, arrival --- # Spring-Pop Entrance > **Smooth beats bouncy.** Per the motion doctrine (`references/motion-language.md`), this entrance **defaults to a smooth long-tail settle — `power3.out` (or `expo.out` for a faster arrival)** that decelerates cleanly into the resting size with **no overshoot**. Bouncy `back.out` overshoot is the **#1 instant turn-off** in agent-made videos and is almost never executed well; it is demoted here to a **rare, explicitly-playful exception** (a consumer / fun brand), never the default. When unsure, settle smoothly. THE entrance primitive: an element (or a staggered group of them) arrives on screen by springing from nothing — `scale: 0 → 1`, optionally with a small `y` rise — riding a **smooth long-tail ease (`power3.out` default)** so it grows confidently into its resting size and settles without bouncing. This is **arrival**, not reaction. Explicitly distinct from [press-release-spring.md](press-release-spring.md): that rule is a click/press → release feedback chain (a press phase, then a spring recovery to `1.0`). This one has **no press phase** — there is no prior resting state, the element did not exist on screen, it springs into being. Many blueprints used to borrow `press-release-spring` to fake an entrance; reach for this instead. ## How It Works A single `fromTo` carries the whole arrival: 1. **From-state**: `{ scale: 0, opacity: 0 }` — the element is collapsed to a point and invisible. Stated explicitly in the `from` object so a seek to `t=0` lands the element in this exact state (never rely on a CSS-hidden start — see Critical Constraints). 2. **To-state (default)**: `{ scale: 1, opacity: 1, ease: "power3.out" }` — a long-tail decel that grows the element into its resting size and **settles smoothly, no overshoot**. Use `expo.out` instead for a punchier, faster-front arrival (still no bounce). This smooth settle is the house style; the bouncy `back.out` variant is the rare playful exception (see Variations). For a **group**, the same `fromTo` runs per element with a **deterministic, index-derived stagger** (`i * STAGGER`), and the total entry window is **capped** (`ITEM_COUNT × STAGGER ≤ ~0.5s`) so the group reads as one arriving beat, not a slow arpeggio. A small `y` rise (`y: 24 → 0`) layers a subtle "lifts into place" on top of the pop — optional garnish; the `scale` grow on a smooth ease is the load-bearing motion. (A `rotation` settle belongs only to the playful overshoot variant below.) ## HTML ```html
{heroLabel}
{itemA}
{itemB}
{itemC}
{itemD}
{itemE}
{itemF}
``` ## CSS ```css .scene { position: relative; width: 100%; height: 100%; display: grid; place-items: center; background: {bgColor}; } .pop-hero { display: grid; place-items: center; width: {heroSize}; height: {heroSize}; background: {heroBg}; border-radius: HERO_RADIUS; font-family: {font}; font-weight: 900; font-size: HERO_FONT_SIZE; color: {heroTextColor}; /* Pop scales around the center — see Critical Constraints */ transform-origin: 50% 50%; will-change: transform; } .pop-grid { display: grid; grid-template-columns: repeat(3, 1fr); gap: GRID_GAP; place-items: center; } .pop-item { display: grid; place-items: center; width: {itemSize}; height: {itemSize}; background: {itemBg}; border-radius: ITEM_RADIUS; font-family: {font}; font-weight: 800; font-size: ITEM_FONT_SIZE; color: {itemTextColor}; transform-origin: 50% 50%; will-change: transform; } ``` ## GSAP Timeline ```html ``` ## Variations ### Calm settle (refined / enterprise / "premium calm") — default `power3.out`, no rotation, drop the `y` rise or keep it tiny (~12px). Reads as a confident, weighted settle — right for a hero wordmark or a single product shot landing. The safe default for premium / enterprise brands. ### Firm settle (default product reveal) — default The everyday entrance. `power3.out` (or `expo.out` for a punchier front), optional `Y_RISE` ~24px. Clear, deliberate arrival that decelerates clean — the safe default for cards, icons, and callouts. **No overshoot.** ### Bouncy pop (RARE — explicitly-playful only) The exception, not the default. **Only** for a deliberately playful register (a consumer / fun brand, a toy-like icon set) where a bounce is clearly the intent — never for product / enterprise / serious launch tone. Bouncy is the #1 turn-off and the agent rarely lands it, so reach for this knowingly and sparingly. Swap `power3.out` for `back.out(OVERSHOOT)` and (optionally) add a `rotation` settle so each element looks hand-placed: ```js // Playful exception only — default to power3.out (see above). tl.fromTo( el, { scale: 0, opacity: 0, rotation: ROT_FROM }, { scale: 1, opacity: 1, rotation: 0, duration: POP_DUR, ease: `back.out(${OVERSHOOT})` }, GROUP_ENTRY_AT + i * STAGGER, ); ``` Keep `OVERSHOOT` modest even here (≤ ~2) — past that it reads as a cartoon wobble, not an arrival. Better still: the baked spring at `dampingFraction: 0.6–0.7` (`../adapters/gsap-easing-and-stagger.md` → Spring Eases) gives ~5–10% overshoot with a second-order settle that reads physical where `back.out` reads cartoon. ### Origin-anchored pop (callout springs from a pointer / source) When a callout should appear to grow out of a specific point (e.g. a station marker or pointer tip), set `transform-origin` to that point instead of center, so the `scale: 0 → 1` reads as "emerging from the source" rather than "inflating in place." ```css .callout { transform-origin: 0% 100%; /* bottom-left = pointer tip; match to the anchor */ } ``` ### Pop into a held slot — then hold (jitter at most) When a popped element then **holds** an ongoing slot (a constellation node, a persistent badge), do **not** bake an idle loop into this entrance — it must stay finite. Land the pop and let it hold still; if the held frame genuinely needs life, hand off to [sine-wave-loop.md](sine-wave-loop.md) for **subtle jitter** (low amplitude) on a separate, later tween — not a breathing loop. Prefer revealing the next element on its VO cue over keeping this one animating. ## How to Choose Values - **EASE** — the settle curve (the load-bearing decision) - Default: **`power3.out`** — a smooth long-tail settle, no overshoot; the house style for product / enterprise / serious tone. Use `expo.out` for a punchier, faster-front arrival (still smooth). - Exact-physics option: `springEase({ response: 0.4 })` (critically damped, ζ=1) from `../adapters/gsap-easing-and-stagger.md` → Spring Eases — the curve `power3.out` approximates, with a harder front and a longer settle tail; take `duration` from the helper. Use when the settle IS the shot (a wordmark landing, a final lockup). - Playful exception only: `back.out(OVERSHOOT)` — see the Bouncy pop variation; reach for it only when a bounce is clearly the brand intent. - **OVERSHOOT** — `back.out(OVERSHOOT)` overshoot strength — **only used in the rare bouncy variant**; the smooth default has no overshoot dial - Range (playful only): ~1.3 (barely) → ~2.0 (clearly bouncy) - Constraints: keep ≤ ~2 — past that the overshoot exceeds the element's bounds and reads as a cartoon wobble, not an arrival. If you're not in the explicitly-playful case, don't use this — use `power3.out`. - **POP_DUR** — duration of each element's `scale: 0 → 1` tween - Range: 0.4 – 0.7 s - Effects: shorter = tight snap; longer = a looser, more floating pop - Constraints: the main subject must be visible by **`t ≤ 0.5s`** — keep `ENTRY_AT + POP_DUR`'s readable midpoint early; don't let the hero finish arriving after the half-second mark - **STAGGER** — gap between successive items' start times (group only) - Range: 0.04 – 0.08 s - Effects: < 0.04 reads as a simultaneous chord; > 0.08 feels lazy / arpeggiated - Constraints: **`ITEM_COUNT × STAGGER ≤ ~0.5s`** (the cap) — beyond that the group stops reading as one beat. Cap the per-item stagger for large groups: `STAGGER = min(0.06, 0.5 / ITEM_COUNT)` - **ITEM_COUNT** — number of elements in a group pop - Range: 3 – 9 - Effects: 3 = sparse; 9 = full grid. More than ~9 forces `STAGGER` so small the stagger vanishes — switch to a wipe/sweep reveal instead - **Y_RISE** — optional upward offset the element lifts from (`y: Y_RISE → 0`) - Range: 0 (pure pop) – 32 px - Effects: adds a subtle "lifts into place"; keep small so the `scale` pop stays dominant - Constraints: 0 for the calm-settle variant; never large enough to read as a slide-up (that's a different primitive) - **ROT_FROM** — optional starting rotation, **playful (bouncy) variant only** (`rotation: ROT_FROM → 0`) - Range: −10° – +10° - Effects: a small tilt that resolves makes the element look hand-placed - Constraints: derive sign/size deterministically from index if you want alternating tilt (e.g. `i % 2 ? 6 : -6`) — never `Math.random` - **ENTRY_AT / GROUP_ENTRY_AT** — timeline offset before the (group's) pop begins - Range: 0 – 0.4 s - Effects: > 0 gives a beat of quiet before the arrival; keep small so the subject still lands by `t ≤ 0.5s` ### Geometry & tokens - **{heroSize} / {itemSize}** — footprints. A hero entrance should occupy a clearly readable share of the frame; group items size down so the grid fits with `GRID_GAP` breathing room. - **HERO_RADIUS / ITEM_RADIUS** — `height × 0.15` (sharp) → `height / 2` (pill). - **{heroBg} / {itemBg} / {\*TextColor}** — surface + label tokens; inherit from the composition palette. ## Key Principles - **Smooth beats bouncy** — default to `power3.out` (or `expo.out`): a long-tail settle into `scale: 1`, no overshoot. Bouncy `back.out` is the rare, explicitly-playful exception (the #1 turn-off, and the agent rarely lands it). When unsure, settle smoothly. - **fromTo, always** — the collapsed `{ scale: 0, opacity: 0 }` start is stated in the `from` object so a seek to `t=0` lands it exactly there. An entrance built on a CSS-hidden start (e.g. `opacity:0` in CSS + a `.to()`) flickers under HF seek — the element renders visible before the tween claims it. - **Easing carries the motion, not keyframes** — let the ease produce the settle for free. Don't hand-key a `scale: 1.1` mid-state; that double-bounces and fights the curve. (And in the playful variant, the overshoot is a byproduct of `back.out`, not a hand-keyed bounce.) - **The grow is the motion** — `scale` is load-bearing; the `y` rise (and, in the playful variant, the `rotation` settle) is garnish layered on top. If you drop everything but the `scale` grow, it should still read as a clean entrance. - **Cap the stagger window** — a group must arrive inside ~0.5s total or it stops reading as one beat and starts reading as a slow list reveal. Derive the stagger from `ITEM_COUNT` so it self-caps. - **Deterministic per index** — all stagger and any rotation/tilt variation comes from the loop index, never `Math.random` — the renderer must produce the identical frame on every seek. - **Visible early** — the main subject must be on screen by `t ≤ 0.5s`. A hero that finishes arriving at `t=1s` wastes the opening beat. - **Don't bake an idle loop here** — this entrance is finite. If the element then holds a slot, hand off to `sine-wave-loop` on a later tween; an infinite `repeat`/`yoyo` here breaks seek. ## Critical Constraints - **Timeline must be paused**: `gsap.timeline({ paused: true })` - **Registry key = `data-composition-id`** - **Entrances use `fromTo`** — explicit `{ scale: 0, opacity: 0 }` from-state; never rely on a CSS-hidden starting state - **No CSS `transition`** on popped elements — those interpolate independently of HF seek and cause flicker - **No `repeat` / `yoyo` / infinite tweens** — this is a finite arrival; idle motion is a separate `sine-wave-loop` tween - **No `Math.random` / `Date.now`** — stagger and tilt are index-derived and deterministic - **GSAP transform aliases only**: `x`, `y`, `scale`, `rotation`. Never tween `width` / `height` / `left` / `top` - **`transform-origin: 50% 50%`** for an in-place pop (default); set it to the source point only for the origin-anchored variation - **Default ease `power3.out`** (smooth, no overshoot); `back.out(OVERSHOOT)` only in the explicitly-playful variant, and there keep **`OVERSHOOT ≤ ~2`** — beyond that it reads as a cartoon wobble, not an arrival - **`ITEM_COUNT × STAGGER ≤ ~0.5s`** — the group must land inside one beat - **`will-change: transform`** on popped elements, especially groups — many simultaneous spring tweens benefit from compositor hints ## Combinations - [sine-wave-loop.md](sine-wave-loop.md) — at most **subtle jitter** on a held node/badge AFTER its pop lands (don't bake any loop into the entrance; and prefer a VO-timed reveal over ambient motion — see that rule's caution) - [center-outward-expansion.md](center-outward-expansion.md) — elements pop in as they radiate from center to their slots - [press-release-spring.md](press-release-spring.md) — the reaction counterpart: once popped in, a button can take a press→release; this rule supplies the arrival, that one the click feedback ## Pairs with HF skills - `/hyperframes-animation` — `power3.out` settle (smooth default), `fromTo` entrances, deterministic stagger - `/hyperframes-core` — composition wiring - `/hyperframes-cli` — `hyperframes lint`