Skill 18 · Hyperframes Animation
Subchapter 18.24
blueprints/constellation-hub.mdMarkdown7 KBView on GitHub
intent: Labeled/iconned nodes spring into a ring/cluster around a center, then the shot resolves on the core — either by pushing the camera INTO the center (depth-of-field collapsing onto it) or by holding a hub mark while the satellites ORBIT it; the “everything connects to / sits around one center” beat.
roles served
hook-cluster-push-in): a constellation of tool/app nodes springs into a wide ring, then a sustained camera push-in with depth-of-field resolves on the inner core — “it connects everything / one hub for all your tools.”social-proof-orbit-ecosystem): the product brand mark lands as the center hub and partner logos spring onto a ring and revolve around it — “plugs into / sits at the center of your stack.”cta-orbit-collapse): the ring resolves by COLLAPSE rather than a push-in — category icons drift around an empty central CTA, a cursor click implodes the orbit toward the click point, and the product demo springs OUT of that collapse as the answer (scope → choice → consequence → product).proof-logo-chain): a persistent center logo accrues proofs — its wordmark decodes, a claim ticker swaps, the logo glides to center, then avatars cascade into orbit with drawn connectors while partner logos scroll the bottom strip; four claims read as one statement.scatter-drift-finisher): the ecosystem beat as a
static END CARD — a two-line serif [headline] is the center (no hub mark, no ring), [~20 app icons] pop in scattered frame-wide in a quick stagger, then keep drifting very slowly OUTWARD
to the end. “Connects to thousands of apps” said with count and spread, not geometry.duration: 5–8s (Hook 5–6s · Social_Proof 5–8s · CTA orbit-collapse ~6s · Social_Proof scatter-drift end card ~2.5s as a closing beat)
shot structure
Consolidated template — nodes ring a center, then one of two finishers resolves on the core.
Scene 1 (0.0–~1.5s): [bg] (dark/space field, optionally slow-drifting diffused gradient blobs). [primary nodes] (circles carrying [icon] + label) SPRING-POP in (scale 0→1, ~1.15 elastic overshoot, staggered) arranged in a wide ring/cluster around an empty or marked center [hub].
Scene 2 (~0.7–2.5s, overlapping): smaller [secondary nodes] (platform / partner-logo chips) pop in staggered with the same elastic spring, filling the gaps; optional thin [accent] connector lines / orbit ring draw from hub→nodes. Camera holds.
Scene 3 (~2.5–Xs, the resolve): see finisher variant below; lands and HOLDS on the magnified / orbited center to the end.
Variant — Hook (push-in finisher): from Scene 3, a continuous smooth CAMERA PUSH-IN toward the center inner cluster — inner nodes scale up and stay sharp while outer nodes are pushed toward the edges and progressively BLUR (depth-of-field), background scales up smoothly; holds magnified on the core.
Variant — Social_Proof (orbit finisher): the center [brand mark] snaps in via a quick 3D rotate that decelerates and settles; a thin [accent] orbit ring draws around it; [N partner badges] spring onto the ring (staggered overshoot) and revolve CLOCKWISE while staying upright, under a continuous slow camera ZOOM-OUT (ecosystem reveal).
Variant — Social_Proof (optional type-push-through opener, prepended before Scene 1): centered [headline] types/slides in with a huge transparent-fill OUTLINE copy of the same words behind it; the outline text scales up exponentially toward camera (high-speed dolly / push-through), breaches the frame, then HARD-CUTS to the hub bg of Scene 1.
Variant — Social_Proof (scatter-drift finisher, no ring): the center is a two-line serif
[headline] building in place (not a mark); [~20 app icons] pop in SCATTERED across the whole
frame in a quick stagger — no ring geometry, no connectors — then sustain a very slow outward
drift to the end. Camera fully static: no push-in, no zoom-out; the “everything around one
center” reads from the drift vectors pointing away from the headline. Often chained as the end
card of a preceding UI beat (the prior card dissolves into it).
motion vocabulary: staggered elastic spring-pop node entrances (~1.15 overshoot); slow gradient-blob drift; connector-line / orbit-ring draw-on; 3D snap-rotate-settle on the hub mark; continuous camera push-in (inner sharp, outer depth-of-field blur, bg scale-up); clockwise orbital revolve of upright badges; continuous slow camera zoom-out (ecosystem reveal); optional outline-text push-through dolly entry. Scatter-drift finisher: frame-wide scattered icon pop-in (staggered, no ring); sustained slow outward icon drift; in-place two-line serif headline build; static-frame hold to the end.
rule mapping (motion verb → rules/<id>.md)
spring-pop-entrance (elastic overshoot) + gsap-effects (stagger recipe); 3D-flip-in flavor → orbit-3d-entryavatar-cloud-network (nodes on an elliptical ring + SVG lines to a center)svg-icon-enrichmentsvg-path-drawsvg-path-drawsine-wave-loop (idle looped drift)orbit-3d-entry (3D-flip entry); technique CSS-3Dorbit-3d-entry (continuous elliptical orbit); technique MotionPathmulti-phase-camera (PUSH-in) + coordinate-target-zoom (target the core)multi-phase-cameramulti-phase-camera (pull-back) / coordinate-target-zoom3d-text-depth-layers (outline copy behind) + multi-phase-camera (push-through)depth-of-field-blur (progressive DOF/focus-falloff blur on the off-center outer nodes while the inner core stays sharp)spring-pop-entrance (staggered group) +
gsap-effects (stagger recipe); positions pre-baked scattered — NOT avatar-cloud-network‘s
elliptical ringcenter-outward-expansion (outward vectors, slow sustained
register — drift targets sit slightly past the pop-in positions)gsap-effects (staggered line/word reveal)camera modifier: push-in-with-DOF (Hook) — multi-phase-camera PUSH-in targeted via coordinate-target-zoom onto the core; the focus-falloff blur half of it is backed by depth-of-field-blur. Orbit finisher (Social_Proof) — slow continuous zoom-out via multi-phase-camera (pull-back) while satellites revolve. Scatter-drift finisher (Social_Proof end card) — none: the frame never moves; the outward drift
is element-level.