12 KiB
name, description, metadata
| name | description | metadata | ||
|---|---|---|---|---|
| card-morph-anchor | Container morphs dimensions and border-radius between shots, serving as a visual transition anchor. |
|
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:
- Old content fades out during the first ~40% of the morph
- New content fades in during the last ~40% of the morph
- 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_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_BEATin the canonical pattern - Constraints: must be > any shot-1 entry tween end
- Range: equal to
- 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
- Range: 0 to
- OLD_FADE_FRAC — fraction of
MORPH_DURover which shot-1 content fades out, starting atMORPH_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_DURover which shot-2 content fades in, ending atMORPH_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-anchormatches 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.outon the morph itself — overshoot fights the dimensional change
- Options:
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.inOutmorph withbounce.outcontent, looks unsynchronized - ❗ If you use
.next-shot-anchorfor handoff, its visuals must be pixel-identical to.morph-card's final state — samewidth/height, sameborder-radius, samebackground, samebox-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: hiddenon 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 }). Nevertl.play() - Registry key =
data-composition-id:window.__timelines["morph-scene"]must match scene root - Use
backgroundtween, notbackground-color: gradients needbackground(GSAP supports gradient interpolation when targets are gradients with same number of stops). For solid → solid,backgroundColorworks. borderRadiusshould 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-indexmid-fade — if you need.next-shot-anchorto appear from behind the morph card, use DOM order (render.next-shot-anchorBEFORE.morph-cardso the morph card is naturally on top), then crossfade their opacities. Atl.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-cli—hyperframes lintto verify scene structure