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238 lines
11 KiB
Markdown
238 lines
11 KiB
Markdown
---
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name: hyperframes-keyframes
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description: >
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Use when a HyperFrames composition needs seek-safe 2D/3D keyframes, GSAP
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timelines, CSS keyframes, Anime.js, WAAPI, FLIP, paths, masks, SVG morph/draw,
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text trails, 3D depth, or `hyperframes keyframes` diagnostics.
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Don't use for broad scene strategy, brand design, media sourcing, captions, or
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general video planning.
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---
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# HyperFrames Keyframes
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Keyframes are a pose contract: visible states, continuous subject identity, seek-safe runtime, verified pixels.
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Use `hyperframes-animation` for broad scene recipes.
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Use `hyperframes-cli` for full command docs.
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Use `references/keyframe-patterns.md` only when choosing implementation mechanisms, not visual style.
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## Procedure
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1. Identify the animated subject, visible states, final state, and runtime.
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2. Choose the smallest mechanism that proves the prompt. Read `references/keyframe-patterns.md` only if the mechanism is unclear.
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3. Author seek-safe keyframes in the declared runtime. Build synchronously and register the runtime instance.
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4. Verify with lint, validate, `hyperframes keyframes`, one focused `--shot`, and snapshots at proof times.
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5. If proof fails, fix the source keyframes and rerun the smallest failing diagnostic before rendering.
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## Contract
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- Name the moving subject.
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- Name the poses needed to prove the intended motion, including the final state.
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- Keyframe visible channels, not hidden helper state.
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- Preserve object identity when continuity matters.
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- Crossfade only when the intended motion is replacement or dissolve.
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- Hold readable or semantic states long enough to see.
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- Final frame is part of the animation, not cleanup.
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- Do not reset to rest unless requested.
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- Do not end on black unless requested.
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- If editing a starter scene, preserve layout, copy, assets, colors, and final state unless asked to redesign.
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## Runtime Rules
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GSAP:
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- build synchronously at page load
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- use `gsap.timeline({ paused: true })`
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- register as `window.__timelines[compositionId]`
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- registry key must match `data-composition-id`
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- do not call `tl.play()` for render-critical motion
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- keep repeats finite
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CSS keyframes:
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- finite duration and iteration count
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- deterministic delay
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- `animation-fill-mode: both`
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- use `data-start` when timing belongs to a clip
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Anime.js:
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- create synchronously
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- `autoplay: false`
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- finite duration and loops
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- push every instance to `window.__hfAnime`
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WAAPI:
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- finite `duration`
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- `fill: "both"`
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- deterministic construction
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- the text surface does not list WAAPI; verify with `--shot` (it seeks WAAPI) and snapshots
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Never use for render-critical motion:
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- `Date.now()`
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- `performance.now()`
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- unseeded `Math.random()`
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- hover/scroll triggers
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- timers
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- async-created timelines
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- unregistered `requestAnimationFrame`
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- infinite loops
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## GSAP Skeleton
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```js
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const root = document.querySelector("[data-composition-id]");
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const compositionId = root.dataset.compositionId;
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const tl = gsap.timeline({ paused: true });
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tl.addLabel("state-a", 0);
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tl.to(".subject", {
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keyframes: [
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{ x: 0, opacity: 1, duration: 0.2 },
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{ x: 120, opacity: 1, duration: 0.4, ease: "power2.out" },
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{ x: 100, opacity: 1, duration: 0.2, ease: "power2.inOut" },
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],
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ease: "none",
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});
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window.__timelines = window.__timelines || {};
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window.__timelines[compositionId] = tl;
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```
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Use labels for semantic states.
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Use position parameters instead of chained delays.
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Use `immediateRender: false` for later `from()`/`fromTo()` tweens touching the same property.
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## Keyframe Forms
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- Array keyframes: pose ladder with per-step duration/ease.
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- Percentage keyframes: exact timing inside one tween.
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- Property arrays: compact multi-stop changes.
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- `ease: "none"` on the parent when each stop carries its own easing.
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- `easeEach` when every segment should share the same feel.
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Do not copy numeric distances or timing from examples. Derive them from the actual composition geometry and duration.
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For one subject moving between two boxes, prefer one continuous transform tween or FLIP. Split `x/y/scale` into multiple eased keyframes only when the viewer should feel distinct beats; every segment changes velocity and can read as a hitch.
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## Channels
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Prefer compositor/visual channels:
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`x/y/z`, `xPercent/yPercent`, `scale`, `rotationX/Y/Z`, `skew`, `transformOrigin`, `svgOrigin`, `opacity`, `autoAlpha`, `clip-path`, masks, CSS vars, SVG path/dash values, camera transforms, shader uniforms.
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Avoid layout/lifecycle channels:
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`top/left/right/bottom`, `width/height`, `margin/padding`, `display`, `visibility`, late DOM creation, helper overlays doing subject motion.
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## Mechanism Choice
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Choose the smallest mechanism that proves the prompt:
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| Need | Mechanism |
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| ------------------------------------- | -------------------------------------------------- |
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| Same subject changes box or hierarchy | shared element / FLIP |
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| Subject travels a visible route | path travel |
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| Stroke grows or traces | stroke draw |
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| Shape becomes another shape | shape interpolation |
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| Reveal boundary is visible | clip, mask, or shader uniform |
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| Many items move with order | stagger / indexed delay |
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| Text itself moves | line, word, character, or band subdivision |
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| Surface bends, stretches, or crops | parent/child counter-transform |
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| UI has states | explicit state machine |
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| Scene has depth | DOM 3D, Three.js, or WebGL camera/object keyframes |
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Mechanisms can combine, but each one must clarify the idea. Decoration is not proof.
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## Timing
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- Anticipation only when it clarifies cause or direction.
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- Acceleration leaves rest.
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- Peak proof shows the mechanism unmistakably.
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- Follow-through sells energy and direction.
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- Overshoot only when the subject should feel elastic or tactile.
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- Constant-speed path travel usually needs `ease: "none"`.
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- Discrete UI states usually need a sharp ease-out.
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- Repeated elements need ordered offsets, not identical timing.
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- Final lockups need longer holds than transition poses.
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- Smoothness means continuous velocity on the same subject.
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- Do not overlap tweens that write the same transform property unless the overlap is intentional and verified.
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- Avoid animating large `clip-path`/mask changes while the same hero surface is also scaling or traveling; use nested reveals after the main move settles.
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## Text
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Preserve line boxes, word spacing, readability, and final fit. If text moves internally, move the glyphs or masked bands, not only decorations around the text. Snapshot readable frames.
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## SVG
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For stroke growth prefer `DrawSVGPlugin`, then `stroke-dasharray`/`stroke-dashoffset`.
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For shape interpolation prefer `MorphSVGPlugin`; convert primitives to paths when needed and split complex silhouettes into simpler parts.
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## 3D
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Scale alone is fake depth.
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Use perspective on a stable parent, `transform-style: preserve-3d`, z travel, rotation, camera/world motion, occlusion, and layer order when objects cross.
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Use one or two diagnostic angles that expose the depth relationship. If angled proof shows no depth crossing, improve z/camera/occlusion.
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## Canvas / WebGL
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Keyframe camera position, camera target, object transform, material opacity, shader uniforms, and postprocess intensity through deterministic state. Render from HyperFrames time. Use `--ghost` because marker boxes cannot see internal canvas motion.
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## CLI Proof
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```bash
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npx hyperframes lint
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npx hyperframes check
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npx hyperframes keyframes .
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npx hyperframes keyframes . --json
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npx hyperframes keyframes . --runtime all
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npx hyperframes keyframes . --selector "<selector>" --shot "<file>" --samples <n>
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npx hyperframes keyframes . --selector "<selector>" --shot "<file>" --layout strip --from <t0> --to <t1>
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npx hyperframes keyframes . --shot "<file>" --ghost --angle <angle>
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npx hyperframes snapshot . --at <times>
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```
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Choose `<selector>` for the real animated subject.
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Choose `<times>` for first frame, proof poses, final-minus-hold, and exact final.
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Choose `<angle>` only when depth must be proven.
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| Tool | Proves |
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| ---------------- | --------------------------------------------------------------------------------------------------- |
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| `keyframes` | targets, explicit stops, paths, traces, composed parent/child motion, CSS stops, Anime registration |
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| `--shot` | ghosts, route shape, time spacing, DOM 3D projection, focused selector proof |
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| `--layout strip` | in-place motion, overlaps, contact, subtle scale/opacity, text waves |
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| `--ghost` | canvas, WebGL, shader motion, rendered 3D |
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| `snapshot --at` | masks, text readability, full state, final lockup, black/reset tails |
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If selector proof looks wrong:
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1. rerun `--json`
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2. find the actual animated target
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3. shoot that target
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4. snapshot full frames
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5. trust painted pixels over logs
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## Diagnostic Reading
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`flat` means no explicit middle poses. `keyframes` means explicit stops exist. `motionPath` means a route exists. `trace` means multi-stroke drawing. `composed with` means child motion inherits parent motion.
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Even ghost spacing means constant speed. Clustered ghosts mean slow-in or settle. Large gaps mean fast travel.
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A helper-selector shot is not proof. An onion shot over a broken full frame is not proof.
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## Error Handling
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| Failure | Fix |
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| ------------------ | ---------------------------------------------------------------------------------- |
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| endpoint-only | add middle poses, hold peak proof, rerun `--shot` |
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| identity break | keep one element alive, use shared source/final boxes, remove substitute crossfade |
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| fake 3D | add z/camera travel, occlusion, angled proof |
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| wrong final | add final hold, snapshot final-minus-hold and exact final |
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| unseekable runtime | pause autoplay, register instance, remove timers, build synchronously |
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| unreadable text | preserve line boxes, reduce displacement, add final hold, snapshot text frames |
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## Done
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Run lint, validate, keyframes, one focused `--shot`, and snapshots. Confirm first frame, proof poses, final-minus-hold, exact final, subject-owned motion, and no debug overlays.
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