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name, description, metadata
name description metadata
viewport-change Virtual camera — simulate zoom / pan / focus-lock by transforming a wrapper around all scene content. Camera moves right → world translates left.
tags
viewport, camera, zoom, pan, focus-lock, virtual-camera

Viewport Change (Virtual Camera)

Simulates camera effects (zoom / pan / focus-lock on a moving element) by transforming a wrapper around ALL scene content. The "world" moves opposite to the perceived camera. Distinct from multi-phase-camera (which is 2-3 discrete phases + drift) — viewport-change is a single continuous zoom/pan, often used for focus-lock following a moving element.

How It Works

Camera intent → world transform:

  • Camera pans right → world translateX(-distance)
  • Camera zooms in → world scale(>1)
  • Camera follows element X → world translateX(viewportCenter - elementWorldX) updated per-frame

The wrapper holds the camera transform; the elements inside are positioned in "world space" unchanged.

Single-element composite transform (this rule's form). Both scale and translate live on ONE wrapper as translate(x, y) scale(S). CSS applies scale FIRST, then translate (right-to-left matrix composition), so a point at world offset (ox, oy) lands on screen at (S × ox + x, S × oy + y). To map the target to viewport center:

T = -offset × S

This is different from coordinate-target-zoom, which uses two nested wrappers (outer scales, inner translates) and derives T = -offset (independent of S). Use this rule's single-wrapper form when you want one source of truth for camera state (cam.scale, cam.x, cam.y) updated via onUpdate; use nested wrappers when scale and translate can tween independently with shared ease.

HTML

<div
  class="scene"
  id="viewport-scene"
  data-composition-id="viewport-scene"
  data-start="0"
  data-duration="5"
  data-track-index="0"
>
  <div class="world" id="world">
    <div class="content">
      <div class="hero" id="hero">{Brand}</div>
      <div class="tagline">{tagline}</div>
      <div class="cta-row">
        <div class="cta" id="cta">{ctaUrl}</div>
      </div>
    </div>
  </div>
</div>

CSS

.scene {
  position: relative;
  width: 100%;
  height: 100%;
  overflow: hidden;
  background: {bgGradient};
  font-family: {font};
}
.world {
  position: absolute;
  inset: 0;
  display: grid;
  place-items: center;
  transform-origin: 50% 50%;
  will-change: transform;
}
.content {
  display: flex;
  flex-direction: column;
  align-items: center;
  gap: CONTENT_GAP;
  text-align: center;
}
.hero {
  font-size: HERO_FONT_SIZE;
  font-weight: 900;
  letter-spacing: HERO_LETTER_SPACING;
  text-transform: uppercase;
  color: {textColor};
}
.tagline {
  font-size: TAGLINE_FONT_SIZE;
  font-weight: 600;
  color: {labelColor};
}
.cta {
  display: inline-block;
  padding: CTA_PADDING_Y CTA_PADDING_X;
  font-family: {monoFont};
  font-size: CTA_FONT_SIZE;
  font-weight: 700;
  letter-spacing: CTA_LETTER_SPACING;
  color: {accentColor};
  text-transform: uppercase;
  background: {ctaBg};
  border: 1px solid {ctaBorder};
  border-radius: CTA_BORDER_RADIUS;
}

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 });

  const world = document.getElementById("world");

  // Camera state — single source of truth. World transform is composed from
  // this object inside applyCamera() so the transform string order is stable.
  const cam = { scale: 1, x: 0, y: 0 };

  function applyCamera() {
    world.style.transform = `translate(${cam.x}px, ${cam.y}px) scale(${cam.scale})`;
  }
  applyCamera();

  // Phase 1 — content reveal at neutral camera
  tl.from(".hero", { opacity: 0, y: HERO_Y, duration: HERO_DUR, ease: "power3.out" }, HERO_START);
  tl.from(
    ".tagline",
    { opacity: 0, y: TAGLINE_Y, duration: TAGLINE_DUR, ease: "power3.out" },
    TAGLINE_START,
  );

  // Phase 2 — zoom in on CTA (single-element composite transform)
  // CSS applies scale FIRST then translate: world point (ox, oy) lands at
  // (S × ox + x, S × oy + y). Solve S × offset + T = 0 → T = -offset × S.
  // This is DIFFERENT from coordinate-target-zoom (nested wrappers, T = -offset).
  const counterY = -TARGET_OFFSET_Y * TARGET_SCALE;

  tl.to(
    cam,
    {
      scale: TARGET_SCALE,
      y: counterY,
      duration: ZOOM_DUR,
      ease: "power3.inOut",
      onUpdate: applyCamera,
    },
    ZOOM_START,
  );

  // Phase 3 — CTA reveals/dwells after zoom settles
  tl.from(
    "#cta",
    {
      opacity: 0,
      scale: CTA_REVEAL_SCALE,
      duration: CTA_REVEAL_DUR,
      ease: `back.out(${BOUNCE_FACTOR})`,
    },
    CTA_REVEAL_START,
  );

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

Scale Value Guide

Effect Scale Feel
Subtle 1.02 - 1.05 Barely perceptible — "professional"
Medium 1.05 - 1.15 "Ta-da" emphasis
Noticeable 1.15 - 1.30 Focus on region
Dramatic 1.5 - 2.5 Element fills screen
Full-screen 3.0+ Element covers viewport
Perception threshold Result
< 5% Imperceptible
10-15% Comfortable emphasis
> 30% Cinematic / dramatic

Variations

Focus-lock (camera follows moving cursor/character)

For an element moving across the world, keep it at fixed screen X. Compute world offset per-frame:

const focusEl = document.querySelector(".moving-cursor");
const targetScreenX = VIEWPORT_WIDTH * FOCUS_SCREEN_X_FRAC;
const focusUpdate = { p: 0 };
tl.to(
  focusUpdate,
  {
    p: 1,
    duration: FOLLOW_DUR,
    ease: "power2.inOut",
    onUpdate: () => {
      const rect = focusEl.getBoundingClientRect();
      const focusWorldX = rect.left + rect.width / 2;
      cam.x = targetScreenX - focusWorldX;
      applyCamera();
    },
  },
  FOLLOW_START,
);

Composite scale (multi-phase)

Multiply two scale tweens for compound effects:

const scaleUp = { v: 1 };
const scaleDown = { v: 1 };
function applyCompositeCamera() {
  cam.scale = scaleUp.v * scaleDown.v;
  applyCamera();
}
tl.to(
  scaleUp,
  { v: SCALE_UP_TARGET, duration: SCALE_UP_DUR, onUpdate: applyCompositeCamera },
  SCALE_UP_START,
);
tl.to(
  scaleDown,
  { v: SCALE_DOWN_TARGET, duration: SCALE_DOWN_DUR, onUpdate: applyCompositeCamera },
  SCALE_DOWN_START,
);

Camera mode transition (centered → follow)

Crossfade between two camera modes via a 0→1 weight tween. At weight 0, mode A; at weight 1, mode B; intermediate is interpolated.

How to Choose Values

Layout (CSS)

  • CONTENT_GAP — vertical gap between hero, tagline, and CTA.
    • Range: 16-48 px
    • Effects: small → tightly stacked (logo-lockup feel); large → airy, editorial
  • HERO_FONT_SIZE / TAGLINE_FONT_SIZE / CTA_FONT_SIZE — typographic hierarchy.
    • Range: hero >> tagline > CTA (hero is the brand mark, CTA is the actionable footer)
    • Constraints: hero must remain readable when scaled DOWN at neutral camera AND when scaled UP during the zoom — pick the size at neutral camera, the zoom only enlarges it
  • HERO_LETTER_SPACING / CTA_LETTER_SPACING — uppercase tracking.
    • Range: 4-10 px for uppercase display type; 0 for sentence case
  • CTA_PADDING_X / CTA_PADDING_Y / CTA_BORDER_RADIUS — pill geometry around the CTA text.
    • Constraints: CTA_BORDER_RADIUS ≥ CTA_FONT_SIZE to keep the pill ends fully rounded

Phase 1 — Content reveal

  • HERO_START — when the hero begins fading in.
    • Range: 0.2-0.5s (small offset for a beat of black before content appears)
  • HERO_DUR — hero fade-up duration.
    • Range: 0.6-1.2s
  • HERO_Y — initial Y offset of hero before fade-up (in px).
    • Range: 16-48 px
  • TAGLINE_START — when the tagline begins fading in.
    • Constraints: ≥ HERO_START + 0.3 (let the hero land first so the eye reads top-down)
  • TAGLINE_DUR / TAGLINE_Y — same shape as hero, typically smaller (TAGLINE_Y half of HERO_Y).

Phase 2 — Zoom

  • TARGET_OFFSET_Y — measured Y offset (in px) of the CTA from viewport center at neutral camera.
    • Constraints: derived from layout, NOT a free parameter. Measure via getBoundingClientRect() OR compute from CONTENT_GAP + (HERO_HEIGHT + TAGLINE_HEIGHT) / 2. Sign matters — positive = below center.
  • TARGET_SCALE — final magnification of the world.
    • Range: 1.3× (modest) → 1.6-2.0× (typical CTA zoom) → 3×+ (cinematic)
    • Constraints: raster source media needs sourceResolution ≥ rendered × TARGET_SCALE; text remains crisp at any scale
  • ZOOM_START — when the zoom begins.
    • Constraints: ≥ TAGLINE_START + TAGLINE_DUR + viewer-scan-time (give viewer ~0.5s after content lands before camera moves)
  • ZOOM_DUR — duration of the zoom tween.
    • Range: 1.0-2.0s; under 0.8s feels like a teleport, over 2.5s drags

Phase 3 — CTA reveal + dwell

  • CTA_REVEAL_START — when the CTA pops in.
    • Constraints: ≥ ZOOM_START + ZOOM_DUR × 0.9 (start near the end of the zoom so the CTA "lands" with the camera)
  • CTA_REVEAL_DUR — CTA fade-in / pop duration.
    • Range: 0.4-0.8s
  • CTA_REVEAL_SCALE — initial scale of the CTA before pop.
    • Range: 0.85-0.95 (sub-1 → grows into place); >1.0 inverts to a shrink-into-place feel
  • BOUNCE_FACTOR — overshoot coefficient for back.out(${BOUNCE_FACTOR}).
    • Range: 1.2-2.5; lower = subtle settle, higher = pronounced overshoot. The ease family (back.out) is the choice; this number tunes its intensity.
    • Reference: ease family options: back.out (overshoot then settle), elastic.out (oscillation), power3.out (clean decel, no overshoot)
  • DWELL_DUR — implicit hold after CTA_REVEAL_START + CTA_REVEAL_DUR until data-duration ends.
    • Range: ≥ 1.0s (see "Climax dwell" in Key Principles)

Focus-lock variation

  • VIEWPORT_WIDTH — composition width in px. Real value (data-width on the root); not abstract.
  • FOCUS_SCREEN_X_FRAC — where on screen to lock the focused element.
    • Range: 0.4-0.7 (rule of thirds positions); 0.5 is dead center
  • FOLLOW_START / FOLLOW_DUR — when the follow-cam engages and for how long.
    • Constraints: FOLLOW_DUR matches the duration the focused element is in motion

Composite-scale variation

  • SCALE_UP_TARGET / SCALE_DOWN_TARGET — multiplicative factors composed via cam.scale = scaleUp.v * scaleDown.v.
    • Effects: combine a slow push-in (SCALE_UP_TARGET ~1.15) with a brief release (SCALE_DOWN_TARGET ~0.9) for a breath/punch shape
  • SCALE_UP_START / SCALE_UP_DUR / SCALE_DOWN_START / SCALE_DOWN_DUR — phase timing for each multiplicand.

Color tokens

  • {bgGradient} — scene background (typically a dark radial vignette so edges fall off as zoom reveals them)
  • {textColor} — hero text; highest contrast against {bgGradient}
  • {labelColor} — tagline / secondary copy; one step softer than {textColor}
  • {accentColor} — CTA text + border; reserved hue that pops on reveal
  • {ctaBg} / {ctaBorder} — semi-transparent fills derived from {accentColor} (typical rgba at 10-15% / 35-45% alpha)

Font tokens

  • {font} — sans-serif body / hero stack (e.g. "Inter", sans-serif)
  • {monoFont} — monospace CTA stack (e.g. "JetBrains Mono", monospace); reserved for the URL/code-like CTA so it reads as actionable

Key Principles

  • World moves opposite to perceived camera — pan camera right = translateX(-x) on the world wrapper. Get this sign right, otherwise everything moves the wrong way.
  • Single-wrapper transform order matterstranslate(x, y) scale(S) applies scale first; counter-translate is T = -offset × S. Mixing this up with the nested-wrapper form (T = -offset) drifts the target off-center as scale changes.
  • overflow: hidden on .scene REQUIRED — at any non-1.0 scale the world transform reveals edges or pushes content off-frame.
  • transform-origin: 50% 50% on the world wrapper — centered scaling is what the math assumes.
  • Background on .scene, NOT on .world — if background is on the world, transforming the world warps/translates the background.
  • Single source of truth via cam object + applyCamera() — when scale and translate both change, write them in ONE place. Otherwise the transform string composition order is unpredictable.
  • Subtle continuous motion > big sudden zoom — for a feel-natural product video, use 1.05-1.15× zoom over 2-3s. Big > 1.3× zooms read as dramatic narrative moments, save them.
  • Climax dwell >=1s — after the zoom settles, the comp must continue for >=1s so the viewer can read the focal point.

Critical Constraints

  • Timeline must be paused: gsap.timeline({ paused: true })
  • Registry key = data-composition-id
  • No CSS transition on .world — competes with GSAP
  • will-change: transform on .world
  • overflow: hidden on .scene
  • transform-origin: 50% 50% on .world
  • Background on .scene — never on .world
  • Scale and translate share one onUpdate — both read from cam and write the composite transform string together; never split them across tweens that touch world.style.transform directly

Combinations

Pairs with HF skills

  • /hyperframes-animation — single tween writing composite transform
  • /hyperframes-core — composition wiring
  • /hyperframes-clihyperframes lint