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279 lines
14 KiB
Markdown
279 lines
14 KiB
Markdown
---
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name: sine-wave-loop
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description: Bounded sine-driven idle — subtle jitter or a single genuinely-needed bounded ambient breath on a held element. De-emphasized: circular breathing as "aliveness" is cheap; prefer sequential reveal timed to the VO, then subtle jitter, before reaching here.
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metadata:
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tags: idle, jitter, bounded-ambient, sine, trigonometry, low-amplitude, post-entry
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---
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# Sine Wave Loop (subtle jitter / bounded ambient)
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> **Reach for this last.** Per the motion doctrine (`references/motion-language.md`): **circular breathing — scaling text/cards up and down to look "alive" — is cheap, the agent's reflexive cheat, and reads weak.** "I'd rather have NO motion than BAD motion." Before using this rule to keep a held frame alive, prefer (1) **sequential reveal timed to the voiceover** — reveal the next line/element when the VO says it, across the back ~50% of the scene; that, not ambient motion, is what fills a shot. If a frame has genuinely settled and still needs a touch of life, the **sanctioned move is subtle jitter** — a small, low-amplitude jitter (this rule, at the LOW end of its amplitude range). A full breathing loop is reserved for the rare case where a single held hero genuinely needs bounded ambient; keep it de-emphasized and small.
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Keeps a settled element from feeling dead — as **subtle jitter** or, rarely, a single bounded ambient breath — using `Math.sin` driven by a finite timeline tween. This is the implementation behind the "subtle jitter" move in the motion vocabulary; it is **not** a license to breathe every hero.
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## How It Works
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A long tween advances a `phase` value from 0 → 2π (or 0 → some multiple thereof). On every onUpdate, the phase feeds into `Math.sin()` to produce a small periodic offset added to the element's transform (`scale`, `translateY`, `rotate`).
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The trick to a "no jump" transition from entry to idle: at `phase = 0`, `sin(0) = 0` — the offset is zero, so the element starts at its post-entry resting state.
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## HTML
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```html
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<div
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class="scene"
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id="idle-scene"
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data-composition-id="idle-scene"
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data-start="0"
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data-duration="6"
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data-track-index="0"
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>
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<div class="stack">
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<div class="hero" id="hero">{HeroLabel}</div>
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<div class="dot" id="dot"></div>
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</div>
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</div>
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```
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## CSS
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```css
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.scene {
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position: relative;
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width: 100%;
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height: 100%;
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display: grid;
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place-items: center;
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background: {bgGradient};
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}
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.stack {
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display: flex;
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flex-direction: column;
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align-items: center;
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gap: STACK_GAP;
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}
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.hero {
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font-family: {font};
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font-weight: 900;
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font-size: HERO_FONT_SIZE;
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letter-spacing: HERO_LETTER_SPACING;
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color: {textColor};
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text-transform: uppercase;
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/* Element gets its post-entry resting transform; idle only ADDS to it */
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will-change: transform;
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}
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.dot {
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width: DOT_SIZE;
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height: DOT_SIZE;
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border-radius: 50%;
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background: {accentColor};
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box-shadow: {accentGlow};
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}
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```
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## GSAP Timeline
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```html
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<script src="https://cdn.jsdelivr.net/npm/gsap@3.14.2/dist/gsap.min.js"></script>
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<script>
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window.__timelines = window.__timelines || {};
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const tl = gsap.timeline({ paused: true });
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const hero = document.getElementById("hero");
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const dot = document.getElementById("dot");
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// Phase 1 — entry beat (e.g. headline fade-up)
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tl.fromTo(
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hero,
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{ opacity: 0, y: ENTRY_Y, scale: ENTRY_SCALE },
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{ opacity: 1, y: 0, scale: 1, duration: ENTRY_DUR, ease: "power3.out" },
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0,
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);
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tl.fromTo(
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dot,
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{ opacity: 0, scale: 0 },
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{ opacity: 1, scale: 1, duration: DOT_ENTRY_DUR, ease: `back.out(${BOUNCE_FACTOR})` },
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DOT_ENTRY_START,
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);
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// Phase 2 — idle breathing. Starts at IDLE_START_TIME AFTER entry settles.
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// Drive a phase 0 → 2π * CYCLES via a single tween, write sin() into transforms.
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const phase = { p: 0 };
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tl.to(
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phase,
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{
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p: Math.PI * 2 * CYCLES,
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duration: IDLE_DUR,
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ease: "none",
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onUpdate: () => {
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// Hero: scale breathes ±SCALE_AMP, y bobs ±Y_AMP_PX
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const scale = 1 + Math.sin(phase.p) * SCALE_AMP;
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const y = Math.sin(phase.p) * Y_AMP_PX;
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hero.style.transform = `translateY(${y}px) scale(${scale})`;
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// Dot: out-of-phase scale (offset by π/2) — feels alive vs synced
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const dotScale = 1 + Math.sin(phase.p + Math.PI / 2) * DOT_SCALE_AMP;
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dot.style.transform = `scale(${dotScale})`;
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},
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},
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IDLE_START_TIME,
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);
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window.__timelines["idle-scene"] = tl;
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</script>
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```
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## Variations
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### Multiple offset frequencies (organic multi-octave breathing)
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Combining frequencies feels more alive than pure sine:
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```js
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const primary = Math.sin(phase.p) * SCALE_AMP_PRIMARY;
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const secondary = Math.sin(phase.p * OCTAVE_RATIO) * SCALE_AMP_SECONDARY; // higher-frequency overlay
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const scale = 1 + primary + secondary;
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```
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### Conditional activation (only after entry settles)
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If entry is interactive or skippable, gate the idle:
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```js
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const idleActive = entryProgress >= GATE_THRESHOLD;
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const scale = idleActive ? 1 + Math.sin((time - IDLE_START_TIME) / PERIOD) * SCALE_AMP : 1;
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```
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### Settle and fade (long-idle gate — strongly recommended when `IDLE_DUR > 6s`)
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Drive amplitude through an envelope that fades to zero over the last ~20% of idle, so the scene visibly settles before the inter-scene transition lands:
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```js
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const phase = { p: 0 };
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const FADE_FRAC = 0.2; // last 20% of idle = amplitude ramps to 0
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tl.to(
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phase,
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{
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p: Math.PI * 2 * CYCLES,
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duration: IDLE_DUR,
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ease: "none",
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onUpdate: () => {
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const t = phase.p / (Math.PI * 2 * CYCLES); // 0 → 1 across idle
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const env = t < 1 - FADE_FRAC ? 1 : (1 - t) / FADE_FRAC; // 1 → 0 in tail
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const scale = 1 + Math.sin(phase.p) * SCALE_AMP * env;
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const y = Math.sin(phase.p) * Y_AMP_PX * env;
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hero.style.transform = `translateY(${y}px) scale(${scale})`;
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},
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},
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IDLE_START_TIME,
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);
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```
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The element is in motion for the first 80% of idle, then comes to rest in the last 20%. Pairs naturally with break-boundary Tier-B transitions (the outgoing visual is static when the crossfade/push begins).
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### Period vs cycle math
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For an exact cycle of N seconds:
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```js
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const divisor = (idleDurationSec * fps) / (Math.PI * 2);
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const value = Math.sin(frame / divisor) * amplitude;
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```
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For HF (`onUpdate` doesn't expose frame directly), use the tween's `phase` value: drive `p: Math.PI * 2 * cyclesWanted` over `duration: idleDurationSec`.
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## How to Choose Values
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### Layout / typography
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- **STACK_GAP** — vertical gap between hero and dot.
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- Range: 0.2-0.4× `HERO_FONT_SIZE`
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- **HERO_FONT_SIZE / HERO_LETTER_SPACING** — typographic emphasis.
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- Range: 100-240 px for full-bleed compositions; spacing 0.04-0.06em
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- **DOT_SIZE** — accent indicator size.
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- Range: ~0.15-0.25× `HERO_FONT_SIZE` so the dot reads as accent, not a peer
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- **{accentGlow}** — `box-shadow` halo on the dot; typically `0 0 (DOT_SIZE) rgba(accentColor, 0.5-0.7)`
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### Entry phase
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- **ENTRY_Y / ENTRY_SCALE** — initial state before fade-up.
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- Range: `ENTRY_Y` 16-32 px (subtle rise), `ENTRY_SCALE` 0.94-0.98 (subtle inflation)
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- **ENTRY_DUR** — hero fade-up duration.
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- Range: 0.6-1.2s; bigger heroes want a longer settle
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- **DOT_ENTRY_START** — when the dot pops in relative to hero.
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- Constraints: typically `≈ 0.4-0.6× ENTRY_DUR` so the dot lands while the hero is still settling, not after
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- **DOT_ENTRY_DUR** — dot back-out pop duration.
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- Range: 0.4-0.7s
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- **BOUNCE_FACTOR** — `back.out(BOUNCE_FACTOR)` overshoot strength on the dot pop.
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- Range: 1.4 (soft) → 2.0 (firm) → 2.8 (cartoony)
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### Idle phase
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- **IDLE_START_TIME** — when breathing begins.
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- Constraints: `≥ ENTRY_DUR + small buffer (~0.1s)` so the breath doesn't fight the entry tail. `sin(0) = 0` at this moment, so the offset is exactly the entry's resting state — no jump
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- **IDLE_DUR** — breath tween length.
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- Constraints: must equal `TOTAL_DURATION − IDLE_START_TIME` to fill the composition with motion
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- **CYCLES** — number of full breath cycles across `IDLE_DUR`.
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- Range: `IDLE_DUR / 3s ≤ CYCLES ≤ IDLE_DUR / 1.5s` (cycle period 1.5-3s reads as natural breathing)
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- **SCALE_AMP** — sine amplitude on scale (hero).
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- **Default: 0.008-0.015** (barely-perceptible breath — the right answer for most scenes)
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- Push to 0.02-0.04 only when the element is **alone on canvas**, the scene is **short (< 6s)**, or the brief explicitly calls for **kinetic / playful** register
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- See Key Principles for the long-idle / concurrent-element scaling rules
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- **Y_AMP_PX** — sine amplitude on y translation (hero).
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- **Default: 2-3 px** (barely-perceptible — the right answer for most scenes)
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- Push to 4-6 px only when isolated / short / kinetic — same gating as `SCALE_AMP`
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- **DOT_SCALE_AMP** — sine amplitude on dot scale (offset by π/2 for out-of-phase motion).
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- Range: 0.04-0.12 — larger than hero amplitude is fine because the dot is a small accent
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- **PERIOD** (conditional-activation variation) — seconds per cycle when using the `(time - IDLE_START_TIME) / PERIOD` form.
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- Range: 1.5-3s
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- **GATE_THRESHOLD** (conditional-activation variation) — entryProgress required to start idle.
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- Range: 0.85-1.0; lower gates start idle slightly before entry completes for an overlap
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### Multi-octave variation
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- **SCALE_AMP_PRIMARY / SCALE_AMP_SECONDARY** — amplitudes of the two stacked sines.
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- Constraints: `SCALE_AMP_PRIMARY > SCALE_AMP_SECONDARY` (secondary is a higher-frequency overlay, not a peer); combined max amplitude should stay within the SCALE_AMP range above
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- **OCTAVE_RATIO** — frequency multiplier of secondary relative to primary.
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- Range: 2.0-4.0 (whole-number-ish ratios feel musical/coherent; non-integer ratios feel organic/unpredictable)
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### Color tokens
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- **{bgGradient}** — typically a dark radial gradient so the lit hero pops
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- **{textColor}** — high-contrast against `{bgGradient}`
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- **{accentColor}** — single accent reserved for the dot; the glow color in `{accentGlow}` is the same hue
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## Key Principles
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- **Prefer reveal, then jitter, then breath** — circular breathing as "aliveness" is cheap and reads weak; "no motion over bad motion." First fill the back of a shot with **sequential reveal timed to the VO**; if it's genuinely settled and still feels dead, use this rule at the **LOW end of its amplitude range as subtle jitter**; a full breathing loop is the rare last resort on a single held hero, never stamped on every element.
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- **`sin(0) = 0`** — at the moment idle begins, the offset must be zero so there's no visible jump from the entry's settled state to idle. Start the phase tween at `phase = 0`.
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- **Amplitude subtlety — default to the LOW end of the range.** Scale `0.008-0.015` (push to 0.02-0.04 only when isolated / short scene / kinetic brief), rotation `±0.3-0.8°` (rarely needed at all), translation `±2-3px` (push to 4-6px only when isolated). Bigger and idle reads as "still animating" instead of "alive but resting" — and a viewer watching 5+ consecutive scenes at the upper end will read the whole film as "shimmering."
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- **Cycle duration: 2.5-4s per breath when idle is long, 1.5-3s otherwise** — 2.5-3s is a comfortable breathing cadence; under 1.5s feels frantic in a long-idle window; over 4s feels lifeless in a short one.
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- **Long idle window (`IDLE_DUR > 6s` OR idle proportion > 30% of composition):** halve `SCALE_AMP` and `Y_AMP_PX`, slow `CYCLES` so each breath is 3-4s. Consider gating amplitude to fade to zero over the last ~20% of idle so the scene actually **settles before the transition**, instead of handing off mid-drift. This is the single biggest fix when finalize snapshots show "everything's still moving at the end."
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- **Concurrent idle on N elements** (triptych columns, card grid, multi-stat row, side-by-side panels): per-element amplitude ≤ default `/ √N`. Three columns each at `±6px` visually adds to `±18px+` of competing motion; three at `±2-3px` reads as one collective breath. Stagger the **period** between elements (2.1s / 1.9s / 2.4s) for organic feel — but the **amplitude** must also be smaller, not just the period.
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- **Different elements at different phases** — offset secondary elements by `Math.PI / 2` (90° offset) so they're not all moving in sync. Synced motion looks mechanical; out-of-phase looks alive.
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- **Compose, don't replace** — idle motion ADDS to the element's resting transform, not replace it. If the entry settled at `translateY(0)`, idle should produce `translateY(0 + sin*4)`. Don't overwrite the entry's final translation.
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- **❗ Don't use CSS `@keyframes` for the idle loop** — CSS animation runs on the browser's render clock, which is independent of the HF seek clock. HF seeks frame-by-frame and a CSS-driven idle will flicker/desync. Drive idle inside the GSAP timeline.
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## Critical Constraints
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- **Timeline must be paused**: `gsap.timeline({ paused: true })`
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- **Registry key = `data-composition-id`**
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- **No CSS `animation`** for idle — must be timeline-driven
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- **`will-change: transform`** if the idle compounds with other tweens on the same element
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- **Phase tween `ease: 'none'`** — sine itself provides the easing; tweening the phase non-linearly produces non-sinusoidal motion
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- **Don't restart the idle tween** — it's a single long tween from start to end of composition idle window
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## Combinations
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- After [press-release-spring.md](press-release-spring.md) — button idle-breathes after release settles
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- After [counting-dynamic-scale.md](counting-dynamic-scale.md) — final number breathes
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- After [card-morph-anchor.md](card-morph-anchor.md) — settled card idle-bobs
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- After [orbit-3d-entry.md](orbit-3d-entry.md) — center label idle-breathes while items orbit
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## Pairs with HF skills
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- `/hyperframes-animation` — `onUpdate` writing transform
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- `/hyperframes-core` — composition wiring
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- `/hyperframes-cli` — `hyperframes lint`
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