---
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}
```
## 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