Files
wehub-resource-sync 85453da49f
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 (actions) (push) Has been cancelled
CodeQL / Analyze (javascript-typescript) (push) Has been cancelled
CodeQL / Analyze (python) (push) Has been cancelled
Docs / Validate docs (push) Has been cancelled
Sync skills to ClawHub / Publish changed skills (push) Has been cancelled
chore: import upstream snapshot with attribution
2026-07-13 12:58:35 +08:00

9.6 KiB
Raw Permalink Blame History

grid-card-assemble — Grid / Card Assemble

intent: N items (tiles / cards / logos / list-lines) self-assemble in a staggered cascade into a grid or vertical list and hold — a "look how much / who / what it does" beat that enumerates breadth at once; an optional camera zoom-OUT pulls back to reveal the assembled array sitting inside a vaster whole.

roles served

  • Key_Feature (from key-feature-card-grid-assemble): a grid of labeled feature tiles/pills (icon + label) cascades one-by-one into a 2-col-brick / 3×3 grid, then holds near-static with a slow push-in — enumerate many capabilities, no live UI, no cursor.
  • Key_Feature (from key-feature-glass-card-camera-reveal): open TIGHT on 23 glowing icons; a camera zoom-OUT unfolds a row of glassmorphism cards that grow from behind the icons (icons shrink to card headers), center card scales forward, the group floats, then sweeps out — a "pillars revealed at once" reveal variant of the same assemble shape.
  • Benefits (from benefits-vertical-list): short value phrases populate a single vertical list ~1 item/sec, co-resident and accumulating; each line enters via a spring marker-pop + check-draw + pill mask-wipe, OR the whole stack snaps up one slot per beat (slot-machine) so the newest lands in the bright focal slot.
  • Social_Proof (from social-proof-logo-grid-zoom-out): a wall of partner/app logos builds into a center grid (whole-enter / randomized pop-in / column slide-up), an optional headline + accent-gradient proof-number fills in above, then a continuous camera zoom-OUT shrinks the array to reveal a vast ecosystem; optional fixed HUD/viewfinder brackets; optional grid slide-up fly-out exit.

duration: 3.010.5s (Social_Proof 3.06s · Key_Feature grid 5.87.3s · Key_Feature glass-card 6.5s · Benefits list 6.510.5s, scaling ~1 item/sec with count)

shot structure (consolidated template — concrete motion verbs, [slots])

  • Scene 1 (0.0~1.0s) — open + first arrivals. On a [gradient / radial / dark background] (optional [dot-grid / drifting-watermark] texture), an empty [grid or list region] is established and items begin to ASSEMBLE in a quick staggered cascade (~0.040.08s gap; list pacing ~1 item/sec). Each [item: feature tile / pill / logo tile / benefit line] fades + slides/scales a short distance directly into its slot (low drama — no scatter, no big bounce; spring overshoot reserved for accent markers). Camera static. An opening [headline / hook] may fill in line-by-line above the array, with any [proof number] counting up in an [accent gradient].
  • Scene 2 (~1.0s~Xs) — array resolves + holds. Remaining items finish arriving; layout resolves into the final [2-col-brick / 3×3 grid / dense mosaic / stacked list]. The completed array HOLDS, alive but resting: a gentle continuous parallax/sine FLOAT on the tiles and/or a slow camera push-in (faint scale-up). Optional [accent-color] glow TRAVELS across/behind the tiles.
  • Scene 3 (~Xsend) — settle / reveal / exit. Everything settles and holds to the end, OR the optional camera modifier runs (see below), OR a [closing line / CTA] book-ends the array.

Variants (where roles diverge from the template):

  • Variant — Key_Feature grid: items are labeled [icon + feature-label] tiles/pills assembling into a 2-col-brick / 3×3 grid; near-static hold with slow push-in + optional traveling-glow sweep; headline book-ends ([hook][CTA]). No camera reveal.
  • Variant — Key_Feature glass-card-reveal: the assemble is CAMERA-DRIVEN, not element-stagger. Open tight on [23 glowing icons]; camera zoom-OUT grows [N] glass cards out from behind the icons (icons shrink ~50% to become card headers), [center card] scales ~105% and moves forward to overlap the sides (quick spring); cards hold side-by-side with continuous parallax float; exit = fast motion-blur SWEEP slides the cards off-frame.
  • Variant — Benefits vertical-list: a single vertical [benefit-line] stack, ~1 item/sec, two sub-modes — (a) BUILD: each line stays fully lit; entry = [marker] spring-pop + [check/icon] draw-in + [pill] mask-wipe of the text; (b) SNAP: the whole stack steps up one slot per beat (~0.1s eased) so the newest line lands in the bright focal slot and lines leaving it dim by position. Static camera; optional perpetual [decorative orbit/disc] on the opposite side. No camera reveal.
  • Variant — Social_Proof logo-wall-zoom-out: intro beat ([trusted-by headline] card OR a [product screenshot]) crossfades/cuts to a center logo grid that builds (whole-enter / randomized pop-in / column slide-up); a continuous camera zoom-OUT then shrinks the whole grid toward center to reveal a vast ecosystem and holds; optional fixed HUD/viewfinder brackets; optional exit = whole grid SLIDES UP and flies out through the top.

motion vocabulary: item stagger-assemble (fade + short slide/scale into slot) · brick/grid/list layout resolve · randomized pop-in · column slide-up · vertical-list step (slot-machine snap-and-hold) · spring-overshoot marker pop · check/icon draw-in · pill/label mask-wipe reveal · dim-by-position de-emphasis · line-by-line headline fill · accent-gradient number count-up · near-static hold · gentle parallax/sine float on hold · slow camera push-in · camera zoom-OUT reveal (continuous OR phased pull-back) · cards-grow-from-behind-icons · icon-shrink-to-header · center-card scale-up + forward overlap (spring) · traveling-glow sweep · fixed HUD/viewfinder brackets · motion-blur slide-out sweep (exit) · grid slide-up fly-out (exit) · book-end headline fade · perpetual decorative orbit/loop.

rule mapping (motion verb → rule-id)

  • item stagger-assemble into slot → center-outward-expansion (per-item stagger + short-path slide variant; for a wall too dense for a true center burst, use it in its "starting partially-spread"/direct-into-slot form — see merge tension)
  • brick/grid/list layout resolve → center-outward-expansion (target positions = final layout slots)
  • randomized pop-in stagger → gsap-effects (stagger recipe; randomized from/order)
  • column slide-up into grid → gsap-effects (per-column staggered slide-up)
  • vertical-list step / slot-machine snap-and-hold → vertical-spring-ticker (STEPS = number of line advances)
  • spring-overshoot marker pop → spring-pop-entrance (back.out spring) — also gsap-effects for the staggered pop chain
  • check / icon draw-in inside marker → svg-path-draw
  • live line-art icon in a tile (internal parts) → svg-icon-enrichment
  • pill / label mask-wipe text reveal → techniques.md (clip-path reveal)
  • dim-by-position de-emphasis → gsap-effects (per-line opacity by slot position; no dedicated rule)
  • line-by-line headline fill → discrete-text-sequence
  • accent-gradient proof number count-up → counting-dynamic-scale
  • gentle parallax / sine float on hold → sine-wave-loop (apply the concurrent-elements amplitude /√N rule for a held grid)
  • slow camera push-in → multi-phase-camera (steady-push phase pattern)
  • center-card scale-up + forward overlap → spring-pop-entrance (the quick spring) + techniques.md CSS-3D (z-depth overlap)
  • cards-grow-from-behind-icons / icon-shrink-to-header → driven by the camera reveal (multi-phase-camera) — the grow/shrink are scale tweens chorded to the pull-back phase; no separate rule
  • fixed HUD / viewfinder brackets → ai-tracking-box (static-bracket variant — overlay frame, not tracking)
  • book-end headline fade → discrete-text-sequence (or gsap-effects fade)
  • perpetual decorative orbit / disc / loop → sine-wave-loop (or orbit-3d-entry if it's an orbiting badge ring)
  • traveling-glow sweep across/behind tiles → ambient-glow-bloom (one-pass traveling glow sweep across the tiles)
  • motion-blur slide-out sweep (glass-card exit) → motion-blur-streak (directional velocity blur on the fast sweep that carries the cards off-frame)
  • grid slide-up fly-out exit → gsap-effects (plain staggered translate-off-frame; no dedicated rule needed — a basic exit tween, not a missing capability)

camera modifier — zoom-OUT reveal (optional; the role-defining move for the glass-card and logo-wall variants): a camera wrapper around the whole array scales DOWN over the hold, revealing the assembled grid/cards sitting inside a larger environment (ecosystem scale, or a row of cards unfolding from tight icons).

  • Continuous single-pass zoom-out (Social_Proof ecosystem pull-back) → viewport-change (one wrapper, cam.scale ↓ via onUpdate — single source of truth)
  • Phased pull-back → focus → settle, with built-in drift (Key_Feature tight-icons → cards-unfold) → multi-phase-camera (use the "Dramatic reveal: push → neutral → pull" / pull-back phase pattern; grow/shrink of cards chords to the pull-back phase)

BLUEPRINT: grid-card-assemble — serves Key_Feature, Benefits, Social_Proof (folded 4 drafts)
RULE GAPS: none — traveling-glow sweep → ambient-glow-bloom; motion-blur slide-out sweep (exit) → motion-blur-streak; grid slide-up fly-out (exit) → gsap-effects (plain translate)

Merge tension: center-outward-expansion (the natural backing for stagger-assemble) caps cleanly at 38 items and explicitly warns 8+ causes mid-flight overlap chaos — but a Social_Proof logo wall is deliberately dense (12+ tiles), so for that variant the items must NOT burst from a shared center; they slide a short distance directly into their own slot (the rule's "starting partially-spread"/short-path form, or a gsap-effects per-item stagger), which the consolidated Scene-1 verb already specifies as "short distance directly into its slot."