Files
heygen-com--hyperframes/skills/hyperframes-animation/rules/sine-wave-loop.md
T
wehub-resource-sync 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
chore: import upstream snapshot with attribution
2026-07-13 12:58:35 +08:00

14 KiB
Raw Blame History


name: sine-wave-loop 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. metadata: tags: idle, jitter, bounded-ambient, sine, trigonometry, low-amplitude, post-entry

Sine Wave Loop (subtle jitter / bounded ambient)

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.

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.

How It Works

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).

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.

HTML

<div
  class="scene"
  id="idle-scene"
  data-composition-id="idle-scene"
  data-start="0"
  data-duration="6"
  data-track-index="0"
>
  <div class="stack">
    <div class="hero" id="hero">{HeroLabel}</div>
    <div class="dot" id="dot"></div>
  </div>
</div>

CSS

.scene {
  position: relative;
  width: 100%;
  height: 100%;
  display: grid;
  place-items: center;
  background: {bgGradient};
}
.stack {
  display: flex;
  flex-direction: column;
  align-items: center;
  gap: STACK_GAP;
}
.hero {
  font-family: {font};
  font-weight: 900;
  font-size: HERO_FONT_SIZE;
  letter-spacing: HERO_LETTER_SPACING;
  color: {textColor};
  text-transform: uppercase;
  /* Element gets its post-entry resting transform; idle only ADDS to it */
  will-change: transform;
}
.dot {
  width: DOT_SIZE;
  height: DOT_SIZE;
  border-radius: 50%;
  background: {accentColor};
  box-shadow: {accentGlow};
}

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 hero = document.getElementById("hero");
  const dot = document.getElementById("dot");

  // Phase 1 — entry beat (e.g. headline fade-up)
  tl.fromTo(
    hero,
    { opacity: 0, y: ENTRY_Y, scale: ENTRY_SCALE },
    { opacity: 1, y: 0, scale: 1, duration: ENTRY_DUR, ease: "power3.out" },
    0,
  );
  tl.fromTo(
    dot,
    { opacity: 0, scale: 0 },
    { opacity: 1, scale: 1, duration: DOT_ENTRY_DUR, ease: `back.out(${BOUNCE_FACTOR})` },
    DOT_ENTRY_START,
  );

  // Phase 2 — idle breathing. Starts at IDLE_START_TIME AFTER entry settles.
  // Drive a phase 0 → 2π * CYCLES via a single tween, write sin() into transforms.

  const phase = { p: 0 };
  tl.to(
    phase,
    {
      p: Math.PI * 2 * CYCLES,
      duration: IDLE_DUR,
      ease: "none",
      onUpdate: () => {
        // Hero: scale breathes ±SCALE_AMP, y bobs ±Y_AMP_PX
        const scale = 1 + Math.sin(phase.p) * SCALE_AMP;
        const y = Math.sin(phase.p) * Y_AMP_PX;
        hero.style.transform = `translateY(${y}px) scale(${scale})`;

        // Dot: out-of-phase scale (offset by π/2) — feels alive vs synced
        const dotScale = 1 + Math.sin(phase.p + Math.PI / 2) * DOT_SCALE_AMP;
        dot.style.transform = `scale(${dotScale})`;
      },
    },
    IDLE_START_TIME,
  );

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

Variations

Multiple offset frequencies (organic multi-octave breathing)

Combining frequencies feels more alive than pure sine:

const primary = Math.sin(phase.p) * SCALE_AMP_PRIMARY;
const secondary = Math.sin(phase.p * OCTAVE_RATIO) * SCALE_AMP_SECONDARY; // higher-frequency overlay
const scale = 1 + primary + secondary;

Conditional activation (only after entry settles)

If entry is interactive or skippable, gate the idle:

const idleActive = entryProgress >= GATE_THRESHOLD;
const scale = idleActive ? 1 + Math.sin((time - IDLE_START_TIME) / PERIOD) * SCALE_AMP : 1;

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:

const phase = { p: 0 };
const FADE_FRAC = 0.2; // last 20% of idle = amplitude ramps to 0
tl.to(
  phase,
  {
    p: Math.PI * 2 * CYCLES,
    duration: IDLE_DUR,
    ease: "none",
    onUpdate: () => {
      const t = phase.p / (Math.PI * 2 * CYCLES); // 0 → 1 across idle
      const env = t < 1 - FADE_FRAC ? 1 : (1 - t) / FADE_FRAC; // 1 → 0 in tail
      const scale = 1 + Math.sin(phase.p) * SCALE_AMP * env;
      const y = Math.sin(phase.p) * Y_AMP_PX * env;
      hero.style.transform = `translateY(${y}px) scale(${scale})`;
    },
  },
  IDLE_START_TIME,
);

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).

Period vs cycle math

For an exact cycle of N seconds:

const divisor = (idleDurationSec * fps) / (Math.PI * 2);
const value = Math.sin(frame / divisor) * amplitude;

For HF (onUpdate doesn't expose frame directly), use the tween's phase value: drive p: Math.PI * 2 * cyclesWanted over duration: idleDurationSec.

How to Choose Values

Layout / typography

  • STACK_GAP — vertical gap between hero and dot.
    • Range: 0.2-0.4× HERO_FONT_SIZE
  • HERO_FONT_SIZE / HERO_LETTER_SPACING — typographic emphasis.
    • Range: 100-240 px for full-bleed compositions; spacing 0.04-0.06em
  • DOT_SIZE — accent indicator size.
    • Range: ~0.15-0.25× HERO_FONT_SIZE so the dot reads as accent, not a peer
  • {accentGlow}box-shadow halo on the dot; typically 0 0 (DOT_SIZE) rgba(accentColor, 0.5-0.7)

Entry phase

  • ENTRY_Y / ENTRY_SCALE — initial state before fade-up.
    • Range: ENTRY_Y 16-32 px (subtle rise), ENTRY_SCALE 0.94-0.98 (subtle inflation)
  • ENTRY_DUR — hero fade-up duration.
    • Range: 0.6-1.2s; bigger heroes want a longer settle
  • DOT_ENTRY_START — when the dot pops in relative to hero.
    • Constraints: typically ≈ 0.4-0.6× ENTRY_DUR so the dot lands while the hero is still settling, not after
  • DOT_ENTRY_DUR — dot back-out pop duration.
    • Range: 0.4-0.7s
  • BOUNCE_FACTORback.out(BOUNCE_FACTOR) overshoot strength on the dot pop.
    • Range: 1.4 (soft) → 2.0 (firm) → 2.8 (cartoony)

Idle phase

  • IDLE_START_TIME — when breathing begins.
    • 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
  • IDLE_DUR — breath tween length.
    • Constraints: must equal TOTAL_DURATION IDLE_START_TIME to fill the composition with motion
  • CYCLES — number of full breath cycles across IDLE_DUR.
    • Range: IDLE_DUR / 3s ≤ CYCLES ≤ IDLE_DUR / 1.5s (cycle period 1.5-3s reads as natural breathing)
  • SCALE_AMP — sine amplitude on scale (hero).
    • Default: 0.008-0.015 (barely-perceptible breath — the right answer for most scenes)
    • 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
    • See Key Principles for the long-idle / concurrent-element scaling rules
  • Y_AMP_PX — sine amplitude on y translation (hero).
    • Default: 2-3 px (barely-perceptible — the right answer for most scenes)
    • Push to 4-6 px only when isolated / short / kinetic — same gating as SCALE_AMP
  • DOT_SCALE_AMP — sine amplitude on dot scale (offset by π/2 for out-of-phase motion).
    • Range: 0.04-0.12 — larger than hero amplitude is fine because the dot is a small accent
  • PERIOD (conditional-activation variation) — seconds per cycle when using the (time - IDLE_START_TIME) / PERIOD form.
    • Range: 1.5-3s
  • GATE_THRESHOLD (conditional-activation variation) — entryProgress required to start idle.
    • Range: 0.85-1.0; lower gates start idle slightly before entry completes for an overlap

Multi-octave variation

  • SCALE_AMP_PRIMARY / SCALE_AMP_SECONDARY — amplitudes of the two stacked sines.
    • 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
  • OCTAVE_RATIO — frequency multiplier of secondary relative to primary.
    • Range: 2.0-4.0 (whole-number-ish ratios feel musical/coherent; non-integer ratios feel organic/unpredictable)

Color tokens

  • {bgGradient} — typically a dark radial gradient so the lit hero pops
  • {textColor} — high-contrast against {bgGradient}
  • {accentColor} — single accent reserved for the dot; the glow color in {accentGlow} is the same hue

Key Principles

  • 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.
  • 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.
  • 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."
  • 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.
  • 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."
  • 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.
  • 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.
  • 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.
  • 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.

Critical Constraints

  • Timeline must be paused: gsap.timeline({ paused: true })
  • Registry key = data-composition-id
  • No CSS animation for idle — must be timeline-driven
  • will-change: transform if the idle compounds with other tweens on the same element
  • Phase tween ease: 'none' — sine itself provides the easing; tweening the phase non-linearly produces non-sinusoidal motion
  • Don't restart the idle tween — it's a single long tween from start to end of composition idle window

Combinations

Pairs with HF skills

  • /hyperframes-animationonUpdate writing transform
  • /hyperframes-core — composition wiring
  • /hyperframes-clihyperframes lint