Skill 18 · Hyperframes Animation
Subchapter 18.30
blueprints/grid-card-assemble.mdMarkdown15 KBView on GitHub
intent: N items (tiles / cards / logos / list-lines) self-assemble in a staggered cascade into a grid or vertical list and hold — a “look how much / who / what it does” beat that enumerates breadth at once; an optional camera zoom-OUT pulls back to reveal the assembled array sitting inside a vaster whole.
roles served
duration: 3.0–10.5s (Social_Proof 3.0–6s · live-populate 4.2–7.8s · Key_Feature grid 5.8–7.3s · Benefits stream/field-to-payoff 5.9–8.4s · Key_Feature glass-card 6.5s · Benefits list 6.5–10.5s, scaling ~1 item/sec with count)
shot structure (consolidated template — concrete motion verbs, [slots])
[gradient / radial / dark background] (optional [dot-grid / drifting-watermark] texture), an empty [grid or list region] is established and items begin to ASSEMBLE in a quick staggered cascade (~0.04–0.08s gap; list pacing ~1 item/sec). Each [item: feature tile / pill / logo tile / benefit line] fades + slides/scales a short distance directly into its slot (low drama — no scatter, no big bounce; spring overshoot reserved for accent markers). Camera static. An opening [headline / hook] may fill in line-by-line above the array, with any [proof number] counting up in an [accent gradient].[2-col-brick / 3×3 grid / dense mosaic / stacked list]. The completed array HOLDS, alive but resting: a gentle continuous parallax/sine FLOAT on the tiles and/or a slow camera push-in (faint scale-up). Optional [accent-color] glow TRAVELS across/behind the tiles.[closing line / CTA] book-ends the array. OR the field CLEARS to payoff copy — the array exits and a concise centered [claim / price / URL] lands (price via a very fast character snap-build with a split-second partial state; URL via a left-to-right reveal, holding in [accent] and flipping to [ink] only in the final beat) — OR the camera PUSHES THROUGH one highlighted [hero item] (single rapid accelerating push-in) and crossfades into a second, vaster receding [word-grid depth field] that continuously scales down to reveal ever more items before fading to the payoff.Variants (where roles diverge from the template):
[icon + feature-label] tiles/pills assembling into a 2-col-brick / 3×3 grid; near-static hold with slow push-in + optional traveling-glow sweep; headline book-ends ([hook] → [CTA]). No camera reveal.[2–3 glowing icons]; camera zoom-OUT grows [N] glass cards out from behind the icons (icons shrink ~50% to become card headers), [center card] scales ~105% and moves forward to overlap the sides (quick spring); cards hold side-by-side with continuous parallax float; exit = fast motion-blur SWEEP slides the cards off-frame.[benefit-line] stack, ~1 item/sec, three sub-modes — (a) BUILD: each line stays fully lit; entry = [marker] spring-pop + [check/icon] draw-in + [pill] mask-wipe of the text; (b) SNAP: the whole stack steps up one slot per beat (~0.1s eased) so the newest line lands in the bright focal slot and lines leaving it dim by position; (c) STREAM: the list scrolls rapidly and continuously past the focal slot — center item opaque [ink] and slightly enlarged, neighbors faded/shrunk — then DECELERATES to stop on the [chosen item]; optionally split-framed against a fixed static [label] on the opposite side; the field then clears to a centered [payoff line]. Static camera; optional perpetual [decorative orbit/disc] on the opposite side. No camera reveal.[headline]). Two board shapes — (a) ANCHORED: [white data cards] spring in one-by-one, each tethered by a thin line to its [marker] on a [map/board surface] whose markers pulse (expanding fading rings); (b) TABULAR: new [columns] appear as grey skeleton pills, progress fills run left→right staggered top-to-bottom (colored fill with a leading tip), each bar SWAPPING to its real [value/avatar chip] on completion. After assembly the array stays LIVE: [status pills] flip states in quick snappy swaps (color-coded, several in succession), or the [headline] crossfades and a second population wave runs on a newly revealed region — the table content scrolling horizontally beneath a sticky first column to expose it. Hold lands on the fully populated, fully updated final state.[trusted-by headline] card OR a [product screenshot]) crossfades/cuts to a center logo grid that builds (whole-enter / randomized pop-in / column slide-up); a continuous camera zoom-OUT then shrinks the whole grid toward center to reveal a vast ecosystem and holds; optional fixed HUD/viewfinder brackets; optional exit = whole grid SLIDES UP and flies out through the top.motion vocabulary: item stagger-assemble (fade + short slide/scale into slot) · brick/grid/list layout resolve · randomized pop-in · column slide-up · vertical-list step (slot-machine snap-and-hold) · spring-overshoot marker pop · check/icon draw-in · pill/label mask-wipe reveal · dim-by-position de-emphasis · line-by-line headline fill · accent-gradient number count-up · near-static hold · gentle parallax/sine float on hold · slow camera push-in · camera zoom-OUT reveal (continuous OR phased pull-back) · cards-grow-from-behind-icons · icon-shrink-to-header · center-card scale-up + forward overlap (spring) · traveling-glow sweep · fixed HUD/viewfinder brackets · motion-blur slide-out sweep (exit) · grid slide-up fly-out (exit) · book-end headline fade · perpetual decorative orbit/loop · skeleton-pill progress fill (left→right, leading tip, color transition) · fill-completes-swap-to-real-data · staggered top-to-bottom fill cascade · live status-pill state flips (color-coded, post-assembly) · tethered-card spring-in (thin line to an anchor marker) · pulsing marker rings · two-wave populate with headline crossfade · sticky-column internal horizontal scroll · rapid vertical stream past a fixed focal slot + deceleration stop · split fixed-label layout · pill-widens-as-label-fills arrival · highlighted hero chip · push-through-the-hero-item exit · receding word-grid depth field · clear-to-payoff coda · price snap-build (split-second partial state) · left-to-right URL reveal + final-beat color flip.
rule mapping (motion verb → rule-id)
center-outward-expansion (per-item stagger + short-path slide variant; for a wall too dense for a true center burst, use it in its “starting partially-spread”/direct-into-slot form — see merge tension)center-outward-expansion (target positions = final layout slots)gsap-effects (stagger recipe; randomized from/order)gsap-effects (per-column staggered slide-up)vertical-spring-ticker (STEPS = number of line advances)spring-pop-entrance (back.out spring) — also gsap-effects for the staggered pop chainsvg-path-drawsvg-icon-enrichmenttechniques.md (clip-path reveal)gsap-effects (per-line opacity by slot position; no dedicated rule)discrete-text-sequencecounting-dynamic-scalesine-wave-loop (apply the concurrent-elements amplitude /√N rule for a held grid)multi-phase-camera (steady-push phase pattern)spring-pop-entrance (the quick spring) + techniques.md CSS-3D (z-depth overlap)multi-phase-camera) — the grow/shrink are scale tweens chorded to the pull-back phase; no separate ruleai-tracking-box (static-bracket variant — overlay frame, not tracking)discrete-text-sequence (or gsap-effects fade)sine-wave-loop (or orbit-3d-entry if it’s an orbiting badge ring)ambient-glow-bloom (one-pass traveling glow sweep across the tiles)motion-blur-streak (directional velocity blur on the fast sweep that carries the cards off-frame)gsap-effects (plain staggered translate-off-frame; no dedicated rule needed — a basic exit tween, not a missing capability)stat-bars-and-fills (progress-fill scaleX form; the leading tip is a chorded child element)discrete-text-sequence (whole-state replacement at time thresholds — the pill’s states are text states)gsap-effects (per-row stagger on the fill tweens)spring-pop-entrance (the card) + avatar-cloud-network (the thin connection-line-to-anchor layout; anchor coordinates must match the marker exactly) + svg-path-draw if the tether draws incursor-click-ripple (its expanding-ring + attack-decay opacity envelope, minus the cursor/click, on a bounded repeat)viewport-change (PAN form on the inner column layer; the sticky column sits outside the panned layer) — mark the moving layer data-layout-allow-overflow and clip at the table cardvertical-spring-ticker (continuous form: one long decelerating translate instead of its stepped tweens; focal-slot emphasis reuses the dim-by-position mapping above)card-morph-anchor‘s substitution law (uniform scaleX/clip-path — never tween width) + discrete-text-sequence for the label fillmulti-phase-camera (single accelerating push phase) aimed via coordinate-target-zoom at the highlighted chip, crossfading at peakviewport-change (one .world wrapper, cam.scale ↓ continuously — the zoom-OUT reveal grammar pointed at a word field; size/opacity tiers fake the depth)discrete-text-sequence (non-linear typing with bulk additions — exactly its typo/partial-state mechanic)techniques.md (clip-path reveal — same mapping as the pill mask-wipe); the final-beat color flip → gsap-effects (a tl.set at the beat — basic, no rule needed)camera modifier — zoom-OUT reveal (optional; the role-defining move for the glass-card and logo-wall variants): a camera wrapper around the whole array scales DOWN over the hold, revealing the assembled grid/cards sitting inside a larger environment (ecosystem scale, or a row of cards unfolding from tight icons).
viewport-change (one wrapper, cam.scale ↓ via onUpdate — single source of truth)multi-phase-camera (use the “Dramatic reveal: push → neutral → pull” / pull-back phase pattern; grow/shrink of cards chords to the pull-back phase)BLUEPRINT: grid-card-assemble — serves Key_Feature, Benefits, Social_Proof (folded 4 drafts + 2 mined clusters: live-data-populate-board, item-field-to-payoff-card)
RULE COVERAGE: complete, no gaps — traveling-glow sweep → ambient-glow-bloom; motion-blur slide-out sweep (exit) → motion-blur-streak; grid slide-up fly-out (exit) → gsap-effects (plain translate); skeleton-fill populate → stat-bars-and-fills + discrete-text-sequence; push-through-hero exit → multi-phase-camera + coordinate-target-zoomMerge tension: center-outward-expansion (the natural backing for stagger-assemble) caps cleanly at 3–8 items and explicitly warns 8+ causes mid-flight overlap chaos — but a Social_Proof logo wall is deliberately dense (12+ tiles), so for that variant the items must NOT burst from a shared center; they slide a short distance directly into their own slot (the rule’s “starting partially-spread”/short-path form, or a gsap-effects per-item stagger), which the consolidated Scene-1 verb already specifies as “short distance directly into its slot.”