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

268 lines
12 KiB
Markdown
Raw Permalink Blame History

This file contains ambiguous Unicode characters
This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.
---
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
<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:
```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
<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_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