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name, description, metadata
name description metadata
press-release-spring Tactile button press with linear compression, spring-based elastic recovery, and layered visual feedback (shadow shrink + release burst + background glow).
tags
spring, press, interaction, button, physics, glow, burst, ui

Press-Release Spring Chain

Separates input (linear compression) from output (spring recovery) to create tactile feel. The overshoot is a natural byproduct of the spring config, not manually coded. Pairs with secondary motion (shadow shrink, release burst, background glow) layered on the same trigger frame.

How It Works

Two distinct phases split at the release moment:

  1. Press: linear ease → compression (scale: 1 → PRESS_SCALE, shadow shrinks). Linear, not spring — the dip must read as instant/tactile, not squishy.
  2. Release: back.out(${BOUNCE_FACTOR}) spring → elastic pop back to 1.0 (overshoot proportional to BOUNCE_FACTOR). Optional burst glow ring expands behind the button; optional background environmental glow fades in.

State continuity is critical: the release tween's start value MUST equal the press tween's end value, or the spring snaps to a different position. GSAP threads this automatically when both tweens target the same property at adjacent positions on the same timeline.

HTML

<div
  class="scene"
  id="press-scene"
  data-composition-id="press-scene"
  data-start="0"
  data-duration="DURATION"
  data-track-index="0"
>
  <div class="press-stage">
    <div class="bg-glow" id="bg-glow"></div>
    <div class="burst" id="burst"></div>
    <button class="btn" id="btn">{buttonLabel}</button>
  </div>
</div>

CSS

.scene {
  position: relative;
  width: 100%;
  height: 100%;
  display: grid;
  place-items: center;
  background: {bgColor};
}
.press-stage {
  position: relative;
  display: grid;
  place-items: center;
}
.btn {
  position: relative;
  z-index: 2;
  /* Visual weight: ≥4% of canvas for the press to read on a 1080p frame */
  width: BTN_WIDTH;
  height: BTN_HEIGHT;
  background: {btnBg};
  border: none;
  border-radius: BTN_RADIUS;
  font-family: {font};
  font-weight: 900;
  font-size: BTN_FONT_SIZE;
  letter-spacing: BTN_LETTER_SPACING;
  color: {btnTextColor};
  text-transform: uppercase;
  /* Anchor compression on the center — see Critical Constraints */
  transform-origin: 50% 50%;
  /* Initial floating shadow — large + diffuse */
  box-shadow: {btnRestShadow};
}
.burst {
  /* Sits BEHIND the button, same footprint */
  position: absolute;
  z-index: 1;
  inset: 0;
  width: BTN_WIDTH;
  height: BTN_HEIGHT;
  background: {burstGradient};
  filter: blur(BURST_BLUR);
  opacity: 0;
  transform: scale(1);
  pointer-events: none;
}
.bg-glow {
  /* Full-stage radial — extends beyond the stage with negative inset */
  position: absolute;
  inset: BG_GLOW_INSET;
  background: {bgGlowGradient};
  opacity: 0;
  pointer-events: none;
}

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 });

  // Phase 1 — press (linear compression)
  tl.to(
    "#btn",
    {
      scale: PRESS_SCALE,
      boxShadow: "{btnPressedShadow}",
      duration: PRESS_DUR,
      ease: "power1.in",
    },
    PRESS_START,
  );

  // Phase 2 — release (spring back with overshoot)
  // CRITICAL: start scale == end of phase 1 (PRESS_SCALE) to maintain state continuity.
  tl.to(
    "#btn",
    {
      scale: 1,
      boxShadow: "{btnRestShadow}",
      duration: RELEASE_DUR,
      ease: `back.out(${BOUNCE_FACTOR})`,
    },
    RELEASE_START,
  );

  // Phase 3 — burst glow (radial pop behind button), triggered with release
  tl.fromTo(
    "#burst",
    { scale: 1, opacity: 0 },
    {
      scale: BURST_PEAK_SCALE,
      opacity: BURST_PEAK_OPACITY,
      duration: BURST_GROW_DUR,
      ease: "power2.out",
    },
    RELEASE_START,
  );
  // Burst then fades out
  tl.to("#burst", { opacity: 0, duration: BURST_FADE_DUR, ease: "power2.in" }, BURST_FADE_START);

  // Phase 4 — background environmental glow fades in after release
  tl.to(
    "#bg-glow",
    {
      opacity: BG_GLOW_PEAK_OPACITY,
      duration: BG_GLOW_FADE_DUR,
      ease: "power2.out",
    },
    RELEASE_START,
  );

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

Variations

Subtle press (status save / muted CTA)

Less compression, gentler overshoot, smaller burst. PRESS_SCALE toward the high end of its range (~0.96), BOUNCE_FACTOR toward the low end (~1.4), BURST_PEAK_SCALE and BURST_PEAK_OPACITY reduced.

Dramatic press (hero CTA / "ship it" moment)

Deeper compression, more overshoot, larger burst. PRESS_SCALE toward the low end (~0.88), BOUNCE_FACTOR toward the high end (~2.5), BURST_PEAK_SCALE and BURST_PEAK_OPACITY maxed.

Color shift during press

Darken the button mid-press, return on release. Same timeline positions as the scale tweens — interpolated backgroundColor on #btn. State continuity rule still applies: the release-color tween's start equals the press-color tween's end.

tl.to("#btn", { backgroundColor: "{btnPressedColor}", duration: PRESS_DUR }, PRESS_START);
tl.to("#btn", { backgroundColor: "{btnRestColor}", duration: RELEASE_DUR }, RELEASE_START);

State change at release (approve / confirm pattern)

When the press signals confirmation, swap the button's resting color to a success token at RELEASE_START (instead of returning to {btnRestColor}), then pop a checkmark via a separate back.out(${CHECK_BOUNCE}) tween at the same position. The button is now in its terminal state — no further presses expected.

tl.to("#btn", { backgroundColor: "{successColor}", duration: RELEASE_DUR }, RELEASE_START);
tl.to(
  ".btn-check",
  { scale: 1, duration: CHECK_POP_DUR, ease: `back.out(${CHECK_BOUNCE})` },
  RELEASE_START,
);

How to Choose Values

Geometry

  • BTN_WIDTH / BTN_HEIGHT — button footprint.
    • Range: button area ≥ 3-5% of canvas (a 320×68 button at 1080p is ~1% and reads as visually insignificant)
    • Effects: smaller → press barely reads; larger → press dominates the frame
    • Constraints: BTN_WIDTH × BTN_HEIGHT / (canvasW × canvasH) ≥ 0.03
  • BTN_RADIUS — corner radius.
    • Range: BTN_HEIGHT × 0.15 (sharp/modern) → BTN_HEIGHT / 2 (pill)
  • BTN_FONT_SIZE / BTN_LETTER_SPACING — typographic weight.
    • Range: BTN_FONT_SIZE ≈ BTN_HEIGHT × 0.4-0.5; letter-spacing 4-10 px reads as "actionable label"

Press dynamics

  • PRESS_SCALE — compression depth.
    • Range: 0.88 (dramatic) → 0.92 (default) → 0.96 (subtle)
    • Effects: lower → more tactile / weightier; higher → barely-there acknowledgment
    • Constraints: never <0.85 (button feels broken) or >0.98 (no perceptible dip)
  • PRESS_DUR — compression duration.
    • Range: 0.10-0.30 s
    • Effects: shorter → snappier / "instant-feeling"; longer → slow squish
    • Constraints: shorter than RELEASE_DUR (input is faster than spring recovery)
  • RELEASE_DUR — spring recovery duration.
    • Range: 0.40-0.90 s
    • Effects: shorter → tight pop; longer → loose, wobbly settle
  • BOUNCE_FACTORback.out(BOUNCE_FACTOR) overshoot strength.
    • Range: 1.4 (soft) → 2.0 (firm pop) → 2.8 (cartoony)
    • Effects: low end barely overshoots; high end reads as cartoonish; tune by feel
    • Alternative: switch to elastic.out(amplitude, period) for a rubbery oscillation instead of a single overshoot
  • PRESS_START / RELEASE_START — timeline positions.
    • Constraints: RELEASE_START = PRESS_START + PRESS_DUR (state continuity — see Critical Constraints)

Burst glow

  • BURST_PEAK_SCALE — radial pop max scale.
    • Range: 3 (subtle) → 6 (default) → 8 (dramatic)
    • Constraints: ≤ ~8 — beyond that the radial gradient pixelates visibly
  • BURST_PEAK_OPACITY — burst max opacity.
    • Range: 0.4 (subtle) → 0.8 (default) → 1.0 (dramatic)
  • BURST_GROW_DUR / BURST_FADE_DUR — grow vs. fade timing.
    • Range: 0.4-0.7 s each; default grow ≈ fade
  • BURST_BLUR — gaussian blur on the burst layer.
    • Range: 40-100 px; smaller reads as a hard ring, larger as ambient haze

Background glow

  • BG_GLOW_PEAK_OPACITY — peak environmental glow.
    • Range: 0.1 (subtle) → 0.25 (default) → 0.45 (dramatic)
    • Constraints: ≤ 0.45 — higher washes the whole composition
  • BG_GLOW_FADE_DUR — fade-in duration.
    • Range: 0.6-1.0 s
  • BG_GLOW_INSET — negative inset so the radial extends past the stage edges.
    • Range: typically -300 to -500 px on a 1920×1080 canvas

Optional "approve" variation

  • CHECK_BOUNCE — checkmark pop overshoot.
    • Range: 1.4-2.0; firmer than the button's main BOUNCE_FACTOR to read as a punctuating "stamp"
  • CHECK_POP_DUR — checkmark scale-up duration.
    • Range: 0.3-0.6 s

Tokens

  • {btnBg} / {btnRestColor} / {btnPressedColor} — primary button surface; pressed darker than rest
  • {btnRestShadow} / {btnPressedShadow} — rest shadow is large + diffuse; pressed is small + tight (the button "sinks toward the surface")
  • {burstGradient} — radial; saturated near center, fading to transparent (color should be darker + more saturated than {btnBg} — same-color glow looks washed out)
  • {bgGlowGradient} — full-stage radial, low-opacity tint of {btnBg}'s hue family
  • {successColor} — confirmation green / brand-success for the approve variation

Key Principles

  • State continuity — release start value MUST exactly match press end value. With a GSAP timeline, the first tween's end value automatically becomes the second tween's start when they target the same property at adjacent times.
  • Visual weight — button area should be ≥3-5% of canvas. Smaller and the press reads as visually insignificant.
  • Linear press, spring release — the compression is power1.in/out, the recovery is back.out. Both spring → squishy; both linear → mechanical / no overshoot punch.
  • Anchor compression on centertransform-origin: 50% 50% (default). Otherwise the button collapses asymmetrically.
  • Burst behind, not in front — burst z-index: 1, button z-index: 2. If burst sits in front, it occludes the button at peak opacity.
  • Glow color darker + more saturated than element — bright surface → dark, saturated glow. Same-color glow looks washed out.
  • Don't tween boxShadow and filter together on the same element — they compete in the layout pipeline; pick one. Shadow on the button, blur on a separate burst layer.
  • Climax beats need dwell time — after the burst peak + label/wordmark reveal, the composition must run for ≥1s more (≥2s for "dramatic" variants) before ending. A reveal at t=DURATION0.2s reads as "flashed and gone."

Critical Constraints

  • Timeline must be paused: gsap.timeline({ paused: true })
  • Registry key = data-composition-id
  • No CSS transition on the button — those interpolate independently of HF seek and cause flicker
  • will-change: transform if the button compounds with other animation layers
  • RELEASE_START = PRESS_START + PRESS_DUR — adjacency on the same property is what makes state continuity automatic; gap or overlap breaks it
  • Burst max scale ≤ ~8 — beyond that the radial gradient pixelates visibly
  • Background glow opacity ≤ 0.45 — higher and it washes the whole composition
  • GSAP transform aliases only: x, y, scale, rotation. Never tween width / height / left / top.

Combinations

Pairs with HF skills

  • /hyperframes-animationback.out ease + multi-tween coordination
  • /hyperframes-core — composition wiring
  • /hyperframes-clihyperframes lint