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
274 lines
10 KiB
Markdown
274 lines
10 KiB
Markdown
---
|
||
name: multi-phase-camera
|
||
description: Sequential camera zoom with 2-3 distinct phases (pull-back / focus / push) plus continuous micro-drift for organic cinematic feel.
|
||
metadata:
|
||
tags: camera, zoom, phase, drift, scale, cinematic
|
||
---
|
||
|
||
# Multi-Phase Camera
|
||
|
||
A camera wrapper around the entire scene that progresses through discrete zoom phases at scripted triggers. Continuous sine-driven micro-drift overlays so the camera never feels static between phases. Distinct from a single linear zoom — multi-phase creates "cinematic pacing" (anticipation → reveal → settle).
|
||
|
||
## How It Works
|
||
|
||
The camera is a single wrapping `<div>` whose `transform: scale() translate(x, y)` is driven by:
|
||
|
||
1. **Phase scale** — a stepwise scale value that advances through phases at trigger times (e.g. `PHASE_1_SCALE` at t=0 → `PHASE_2_SCALE` at PHASE_2_AT → `PHASE_3_SCALE` at PHASE_3_AT)
|
||
2. **Drift offset** — a continuous sine-based `translateX` / `translateY` (small amplitude, slow frequency) ADDED to the phase transform
|
||
|
||
Both run inside the GSAP timeline so HF seeks frame-by-frame deterministically.
|
||
|
||
## HTML
|
||
|
||
```html
|
||
<div
|
||
class="scene"
|
||
data-composition-id="cam-scene"
|
||
data-start="0"
|
||
data-duration="6"
|
||
data-track-index="0"
|
||
>
|
||
<div class="camera" id="camera">
|
||
<div class="content">
|
||
<div class="hero">{Brand}</div>
|
||
<div class="tagline">{tagline}</div>
|
||
<div class="cta">{ctaText}</div>
|
||
</div>
|
||
</div>
|
||
</div>
|
||
```
|
||
|
||
## CSS
|
||
|
||
```css
|
||
.scene {
|
||
position: relative;
|
||
width: 100%;
|
||
height: 100%;
|
||
overflow: hidden;
|
||
background: {sceneBgColor};
|
||
}
|
||
.camera {
|
||
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: 32px;
|
||
text-align: center;
|
||
}
|
||
.hero {
|
||
font-family: {font};
|
||
font-weight: 900;
|
||
font-size: {heroSize};
|
||
letter-spacing: 8px;
|
||
color: {textColor};
|
||
text-transform: uppercase;
|
||
}
|
||
.tagline {
|
||
font-family: {font};
|
||
font-weight: 600;
|
||
font-size: {taglineSize};
|
||
color: {accentColor};
|
||
}
|
||
.cta {
|
||
font-family: {monoFont};
|
||
font-weight: 700;
|
||
font-size: {ctaSize};
|
||
letter-spacing: 6px;
|
||
color: {accentColor};
|
||
text-transform: uppercase;
|
||
}
|
||
```
|
||
|
||
## 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 });
|
||
|
||
const camera = document.getElementById("camera");
|
||
|
||
// Three-phase scale plan: pullback → focus → push
|
||
const phase = { scale: PHASE_1_SCALE };
|
||
|
||
// Phase 1 — start pulled back
|
||
// (no tween needed for the initial value; set via the phase object)
|
||
|
||
// Phase 2 — settle to neutral focus
|
||
tl.to(
|
||
phase,
|
||
{
|
||
scale: PHASE_2_SCALE,
|
||
duration: PHASE_2_DUR,
|
||
ease: PHASE_2_EASE,
|
||
},
|
||
PHASE_2_AT,
|
||
);
|
||
|
||
// Phase 3 — slow push-in for the climax
|
||
tl.to(
|
||
phase,
|
||
{
|
||
scale: PHASE_3_SCALE,
|
||
duration: PHASE_3_DUR,
|
||
ease: PHASE_3_EASE,
|
||
},
|
||
PHASE_3_AT,
|
||
);
|
||
|
||
// Drift driver — continuous sine motion overlaid on the phase scale
|
||
const drift = { p: 0 };
|
||
|
||
tl.to(
|
||
drift,
|
||
{
|
||
p: Math.PI * 2 * DRIFT_CYCLES,
|
||
duration: TOTAL_DURATION,
|
||
ease: "none",
|
||
onUpdate: () => {
|
||
const dx = Math.sin(drift.p) * DRIFT_AMP_X;
|
||
const dy = Math.sin(drift.p * DRIFT_FREQ_RATIO) * DRIFT_AMP_Y;
|
||
camera.style.transform = `scale(${phase.scale}) translate(${dx}px, ${dy}px)`;
|
||
},
|
||
},
|
||
0,
|
||
);
|
||
|
||
// Content reveals (entry beats inside the camera frame)
|
||
tl.from(".hero", { opacity: 0, y: 32, scale: 0.96, duration: 0.9, ease: "power3.out" }, HERO_AT);
|
||
tl.from(".tagline", { opacity: 0, y: 16, duration: 0.7, ease: "power3.out" }, TAGLINE_AT);
|
||
tl.from(".cta", { opacity: 0, y: 8, duration: 0.7, ease: "power3.out" }, CTA_AT);
|
||
|
||
window.__timelines["cam-scene"] = tl;
|
||
</script>
|
||
```
|
||
|
||
## How to Choose Values
|
||
|
||
- **PHASE_1_SCALE / PHASE_2_SCALE / PHASE_3_SCALE** — three-step zoom values
|
||
- Range: PHASE_1 0.88–0.96; PHASE_2 0.98–1.02; PHASE_3 1.04–1.15
|
||
- Effects: tighter spread = subtler camera; wider = more cinematic
|
||
- Constraints: at PHASE_1_SCALE < 1, `.scene` MUST have `overflow: hidden` or the inner content's edges leak outside the frame
|
||
|
||
- **PHASE_2_AT / PHASE_2_DUR** — when the focus phase starts and how long it takes
|
||
- Range: PHASE_2_AT 0.3–1.0 s; PHASE_2_DUR 1.0–1.8 s
|
||
- Effects: longer DUR = slower settle, more cinematic
|
||
|
||
- **PHASE_3_AT / PHASE_3_DUR** — when the push phase starts and how long it takes
|
||
- Range: PHASE_3_AT 2.0–4.0 s; PHASE_3_DUR 1.0–2.0 s
|
||
- Constraints: PHASE_3_AT must be ≥ PHASE_2_AT + PHASE_2_DUR (otherwise focus is preempted)
|
||
|
||
- **PHASE_2_EASE / PHASE_3_EASE** — ease per transition
|
||
- Discrete choice: `power2.out`, `power3.out`, `power2.inOut`
|
||
- Selection: cinematic feel; spring/back easing on a camera feels uncomfortable. Each later phase should imply more settling than the previous (longer dur OR more out-easing).
|
||
|
||
- **TOTAL_DURATION** — composition's total runtime (matches `data-duration`)
|
||
- Reference: the drift tween must span the whole composition
|
||
|
||
- **DRIFT_CYCLES** — number of sine cycles across TOTAL_DURATION
|
||
- Range: 1–3
|
||
- Effects: 1 = one slow breath; 3 = noticeably busier
|
||
- Constraints: high values read as mechanical wobble rather than organic drift
|
||
|
||
- **DRIFT_AMP_X / DRIFT_AMP_Y** — peak drift offset in pixels
|
||
- Range: DRIFT_AMP_X 2–8 px; DRIFT_AMP_Y 1–4 px
|
||
- Effects: per-frame imperceptible, visible over time. If drift is a discrete shake, it's too much.
|
||
|
||
- **DRIFT_FREQ_RATIO** — multiplier on the Y-axis sine frequency
|
||
- Range: 1.2–1.5
|
||
- Effects: 1.0 = perfect diagonal (reads mechanical); ~1.3 = organic Lissajous
|
||
|
||
- **HERO_AT / TAGLINE_AT / CTA_AT** — content reveal beats
|
||
- Constraints: HERO_AT should land AFTER PHASE_1 settles via PHASE_2 (otherwise the hero feels like it's flying away while camera is still pulling back)
|
||
|
||
## Phase Patterns
|
||
|
||
| Pattern | Scale Sequence (Phase 1 → 2 → 3) | Feel | When to use |
|
||
| ------------------- | --------------------------------- | ------------------------------- | ----------------------------- |
|
||
| **Focus-in** | back → neutral → slight push | Approach → settle → slight push | Default product reveal |
|
||
| **Dramatic reveal** | push → neutral → pull | Wide → focus → settle back | Hero shot with breathing room |
|
||
| **Steady push** | neutral → slight push → more push | Gradual forward momentum | Continuous narrative push |
|
||
| **Bookend pull** | neutral → strong push → neutral | Settle → push → release | CTA emphasis then release |
|
||
|
||
## Variations
|
||
|
||
### Phase trigger by content beat (not time)
|
||
|
||
If the composition has content phases (e.g. an entry completes, then orbit starts), align the camera tween start time with the content tween's end time rather than using a fixed clock value.
|
||
|
||
### Camera shake (panic / impact)
|
||
|
||
For a brief shake instead of drift, replace the drift tween with a higher-amplitude, higher-frequency one over a short window:
|
||
|
||
```js
|
||
tl.to(
|
||
drift,
|
||
{
|
||
p: Math.PI * 2 * SHAKE_CYCLES,
|
||
duration: SHAKE_DUR,
|
||
ease: "none",
|
||
onUpdate: () => {
|
||
const dx = Math.sin(drift.p) * SHAKE_AMP_X;
|
||
const dy = Math.sin(drift.p * SHAKE_FREQ_RATIO) * SHAKE_AMP_Y;
|
||
camera.style.transform = `scale(${phase.scale}) translate(${dx}px, ${dy}px)`;
|
||
},
|
||
},
|
||
SHAKE_AT,
|
||
);
|
||
```
|
||
|
||
### Targeted zoom into off-center element
|
||
|
||
If the climax should zoom into a non-centered element, combine scale with counter-translation. Compute the offset so the target ends at viewport center after scale:
|
||
|
||
```js
|
||
const target = document.querySelector(".cta");
|
||
const tRect = target.getBoundingClientRect();
|
||
const viewportCenter = { x: STAGE_W / 2, y: STAGE_H / 2 };
|
||
const offsetX = (viewportCenter.x - (tRect.left + tRect.width / 2)) / phase.scale;
|
||
const offsetY = (viewportCenter.y - (tRect.top + tRect.height / 2)) / phase.scale;
|
||
// then in onUpdate: translate(offsetX + dx, offsetY + dy)
|
||
```
|
||
|
||
## Key Principles
|
||
|
||
- **Drift is imperceptible per-frame, visible over time** — if drift reads as discrete shake, the amplitude is too high
|
||
- **Drift X and Y at slightly different frequencies** — `DRIFT_FREQ_RATIO ≈ 1.3` prevents perfect-diagonal motion, which reads as mechanical
|
||
- **Phase springs softer than UI springs** — `power2.inOut` or `power3.out` for cinematic feel; spring/back easing on a camera feels uncomfortable
|
||
- **Each later phase settles "deeper"** — phase 2 ease should imply more settling than phase 1 (longer duration OR more out-easing). Wakes up → settles → settles deeper
|
||
- **Camera wraps EVERYTHING in the scene** — applying camera per-element creates parallax bugs and breaks "this is one viewpoint"
|
||
- **❗ overflow: hidden on .scene** — phases that pull back (`scale < 1`) reveal edges of the inner content. Without `overflow: hidden`, those edges leak outside the stage frame and HF renders them as visible content
|
||
- **❗ Hero reveal starts AFTER initial pullback ease lands** — if the camera is still pulling back when the headline fades in, the headline feels like it's flying away
|
||
|
||
## Critical Constraints
|
||
|
||
- **Timeline must be paused**: `gsap.timeline({ paused: true })`
|
||
- **Registry key = `data-composition-id`**
|
||
- **No CSS `transition` on `.camera`** — competes with the GSAP transform
|
||
- **`transform-origin: 50% 50%`** on camera — off-center origin creates unpredictable phase-to-phase drift
|
||
- **`will-change: transform`** on `.camera` — the camera transform updates every frame
|
||
- **`overflow: hidden` on `.scene`** — required when any phase scale < 1
|
||
- **Scene background on `.scene`, not `.camera`** — if background is on camera, scaling/translating it reveals the outer void
|
||
|
||
## Combinations
|
||
|
||
- [orbit-3d-entry.md](orbit-3d-entry.md) — orbit motion inside a slowly drifting camera
|
||
- [counting-dynamic-scale.md](counting-dynamic-scale.md) — climax phase push synced to counter peak
|
||
- [3d-text-depth-layers.md](3d-text-depth-layers.md) — depth-stacked hero with cinematic camera moves
|
||
- [sine-wave-loop.md](sine-wave-loop.md) — element idle inside the camera (compound motion)
|
||
|
||
## Pairs with HF skills
|
||
|
||
- `/hyperframes-animation` — multi-phase tween + drift onUpdate
|
||
- `/hyperframes-core` — composition wiring, scene wrapper
|
||
- `/hyperframes-cli` — `hyperframes lint`
|