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name, description, metadata
name description metadata
card-morph-anchor Container morphs dimensions and border-radius between shots, serving as a visual transition anchor.
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

<div
  class="scene"
  id="morph-scene"
  data-composition-id="morph-scene"
  data-start="0"
  data-duration="4"
  data-track-index="0"
>
  <!-- The persistent morph container -->
  <div class="morph-card">
    <div class="content-old">
      <h2>{shotOneHeadline}</h2>
      <p>{shotOneSubcopy}</p>
    </div>
    <div class="content-new">
      <img src="{shotTwoIcon}" alt="logo" />
    </div>
  </div>

  <!-- Optional: actual next-shot element behind the morph -->
  <div class="next-shot-anchor">
    <img src="{nextShotAnchor}" alt="anchor" />
  </div>
</div>

CSS (hero-frame layout)

Card starts as a wide rectangle (shot 1 state). All properties present from the start; only opacities differ:

.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

<script src="https://cdn.jsdelivr.net/npm/gsap@3.14.2/dist/gsap.min.js"></script>
<script>
  window.__timelines = window.__timelines || {};
  const tl = gsap.timeline({ paused: true });

  // Named constants — assign in your example only. See "How to Choose Values".
  const HOLD_BEAT; // s — pre-morph dwell on shot 1
  const MORPH_START; // s — usually = HOLD_BEAT
  const MORPH_DUR; // s — full container morph length
  const SHOT_TWO_W; // px — final container width
  const SHOT_TWO_H; // px — final container height
  const SHOT_TWO_RADIUS; // px — ≤ min(SHOT_TWO_W, SHOT_TWO_H) / 2
  const OLD_FADE_FRAC; // 0..0.5 — fraction of MORPH_DUR for old content fade
  const NEW_FADE_FRAC; // 0..0.5 — fraction of MORPH_DUR for new content fade
  const FINAL_FADE_FRAC; // 0..0.3 — optional tail fade for handoff
  // {surfaceShotTwo} is a CSS background token (solid or gradient).

  // Hold shot 1 — let the viewer register the wide banner before morphing.

  // Phase 1 — Morph container properties simultaneously
  tl.to(
    ".morph-card",
    {
      width: SHOT_TWO_W,
      height: SHOT_TWO_H,
      borderRadius: SHOT_TWO_RADIUS,
      background: "{surfaceShotTwo}",
      duration: MORPH_DUR,
      ease: "power2.inOut",
    },
    MORPH_START,
  );

  // Phase 2 — Old content fades during the FIRST OLD_FADE_FRAC of the morph
  tl.to(
    ".content-old",
    {
      opacity: 0,
      duration: MORPH_DUR * OLD_FADE_FRAC,
      ease: "power1.in",
    },
    MORPH_START,
  );

  // Phase 3 — New content fades in during the LAST NEW_FADE_FRAC of the morph
  tl.to(
    ".content-new",
    {
      opacity: 1,
      duration: MORPH_DUR * NEW_FADE_FRAC,
      ease: "power1.out",
    },
    MORPH_START + MORPH_DUR * (1 - NEW_FADE_FRAC),
  );

  // Optional Phase 4 — Final fade: morph container disappears at the very end,
  // revealing the actual next-shot element behind it.
  tl.to(
    ".morph-card",
    {
      opacity: 0,
      duration: MORPH_DUR * FINAL_FADE_FRAC,
      ease: "power1.in",
    },
    MORPH_START + MORPH_DUR * (1 - FINAL_FADE_FRAC),
  );

  window.__timelines["morph-scene"] = tl;
</script>

Key Properties to Morph

Property Shape of change Visual effect
width / height SHOT_ONE_W × SHOT_ONE_HSHOT_TWO_W × SHOT_TWO_H wide card shrinks to an icon
borderRadius SHOT_ONE_RADIUSSHOT_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 — simpler morph without dimension change (just scale + content swap)
  • 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-clihyperframes lint to verify scene structure