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Claude 91f727ad61 Add LottieFiles motion-design skill
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_0119deVM65AKpJiLTLhEdDg9
2026-10-18 21:44:48 +00:00
keithranaandClaude Sonnet 5.5 0b42fdeae1 Add remotion-video skill (#1)
* Add remotion-video skill

Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_019yhnsd9RDz7jDSUUX7oEcH

* Add Phase 2 templates to remotion-video skill

Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
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* Fix captions template background; document browser flag after test render

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* Add audio/voiceover template (Phase 3), tested with real render

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* Document font loading and its network requirement; captions-over-video verified

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Claude-Session: https://claude.ai/code/session_019yhnsd9RDz7jDSUUX7oEcH

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Co-authored-by: Claude <noreply@anthropic.com>
2026-10-15 10:42:46 +11:00
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---
name: motion-design
description: >
Applies motion design principles to create emotionally-driven, technically sound animations and transitions.
Provides timing, easing, choreography, and Disney animation principles adapted for UI.
Use when creating animations, transitions, micro-interactions, loading states, page transitions,
scroll-triggered effects, or any motion work. Works with CSS, Framer Motion, GSAP, Lottie, Spring,
or any animation system.
license: MIT
metadata:
author: LottieFiles
version: "1.0.0"
---
# Motion Design Skill
## When to Apply
Use this skill when:
- Creating UI animations (buttons, cards, modals, page transitions)
- Designing micro-interactions and feedback animations
- Building loading, success, or error states
- Animating illustrations or decorative elements
- Planning scroll-triggered or progress-based animations
- Establishing brand motion identity
- Choreographing multi-element sequences
**Decision tree:**
1. Does it serve a functional purpose (feedback, guidance)? → Timing rules for responsiveness
2. Does it express brand personality? → Motion Personality archetypes
3. Does it tell a story or guide attention? → Disney principles + choreography
4. Is this a complex multi-element scene? → 1/3 Rule + stagger patterns
---
## Quick Reference: 8-Step Checklist
Before creating any animation:
1. **Emotional target?** — joy, calm, urgency, elegance
2. **Motion Personality?** — Playful, Premium, Corporate, Energetic
3. **Primary property?** — position, scale, rotation, opacity
4. **Duration?** — see duration table below
5. **Easing family?** — entrance=decelerate, exit=accelerate
6. **Hero element?** — apply staging principles
7. **Secondary + ambient layers?** — add richness
8. **1/3 rules?** — motion distance, simultaneous elements
---
## Three Pillars (CRITICAL)
Every animation must satisfy three pillars before any technical decisions:
| Pillar | Question | Drives |
|--------|----------|--------|
| **Emotional Intent** | What should the viewer FEEL? | Easing, timing, amplitude |
| **Visual Narrative** | What's the micro-story? | Setup → Action → Resolution |
| **Motion Craft** | How do we make it believable? | Physics, secondary motion, paths |
**Three motion layers** (flat animation = missing layers):
- **Primary**: Main action the viewer follows
- **Secondary**: Supporting richness (shadows, icons shifting)
- **Ambient**: Background life (gradients, subtle pulses)
> Deep dive: [director/core-philosophy.md](director/core-philosophy.md)
---
## Motion Personality
Select ONE archetype per project. Apply consistently.
| Archetype | Duration | Easing | Overshoot | Keywords |
|-----------|----------|--------|-----------|----------|
| **Playful** | 150-300ms | ease-out-back | 10-20% | fun, whimsical, bouncy, cute |
| **Premium** | 350-600ms | cubic-bezier(0.4,0,0.2,1) | 0% | elegant, minimal, luxury, sophisticated |
| **Corporate** | 200-400ms | cubic-bezier(0.2,0,0,1) | 0-3% | clean, professional, business, dashboard |
| **Energetic** | 100-250ms | ease-out-expo | 15-30% | dynamic, energetic, bold, exciting |
**Default**: Corporate for UI, Playful for illustrations.
**Brand Motion Identity** — define three constants:
1. **Signature easing**: One curve for 80% of animations
2. **Duration palette**: 3 durations (quick / standard / slow)
3. **Entrance pattern**: One consistent entry style
> Deep dive: [director/motion-personality.md](director/motion-personality.md)
---
## Property Selection
| Effect Goal | Primary Property | Secondary Properties |
|-------------|------------------|---------------------|
| Entrance/Exit | position | opacity, scale |
| Emphasis/Attention | scale | rotation (subtle), opacity pulse |
| State Change | opacity, color | scale (press feedback) |
| Direction/Flow | position | rotation (follow path) |
| Depth/3D Feel | scale + shadow | position (parallax) |
| Loading/Progress | rotation (spinner) | scale, opacity pulse |
| Success | scale (pop) | color, rotation (checkmark draw) |
| Error/Alert | position (shake) | color, rotation (wobble) |
**Simplicity threshold**: Use the minimum properties needed. One = direct. Two = polished. Three+ = potentially overwhelming.
> Deep dive: [reference/property-selection.md](reference/property-selection.md)
---
## Duration Table
| Element Type | Duration | Rationale |
|-------------|----------|-----------|
| Tooltip / micro-feedback | 80-120ms | Must feel instant |
| Button press / toggle | 120-180ms | Responsive feedback |
| Icon transition | 150-250ms | Clear state change |
| Card enter / exit | 200-350ms | Spatial awareness |
| Modal / dialog | 300-400ms | Focus shift |
| Page transition | 400-600ms | Context switch |
| Dramatic reveal | 600-1200ms | Theatrical build |
**Distance scales duration**: 100px = base. 200px = 1.3x. 400px = 1.6x.
**Enter > Exit**: Entrances 30-50% longer than exits. Users care about what appears.
**Interactive feedback**:
- Hover: <100ms
- Press: <150ms
- Release/settle: 200-300ms
- Error shake: 300-400ms (2-3 oscillations)
> Deep dive: [reference/timing-easing-tables.md](reference/timing-easing-tables.md)
---
## Easing Selection
**Directional rules**:
- **Entrance** → decelerate (fast start, gentle landing): ease-out family
- **Exit** → accelerate (gentle start, fast departure): ease-in family
- **On-screen** → smooth both ends: ease-in-out family
- **Looping ambient** → seamless: sine-based ease-in-out
**Industry standards**:
| Standard | Cubic Bezier | Use For |
|----------|-------------|---------|
| Material Design 3 | (0.2, 0, 0, 1) | Default on-screen |
| MD3 Emphasized | (0.05, 0.7, 0.1, 1) | Entrances, attention |
| MD3 Accelerate | (0.3, 0, 1, 1) | Exits, dismissals |
| Apple HIG | (0.25, 0.1, 0.25, 1) | Standard iOS |
| Snappy UI | (0.2, 0, 0, 1) | Fast, decisive |
| Gentle float | (0.4, 0, 0.2, 1) | Ambient, background |
| Bounce settle | (0.175, 0.885, 0.32, 1.275) | Overshoot, playful |
**Material-based easing**:
| Material | Duration Scale | Overshoot |
|----------|---------------|-----------|
| Rigid (metal, stone) | 1.2x | 0% |
| Elastic (rubber, gel) | 0.8x | 15-25% |
| Fluid (water, paint) | 1.5x | 5% |
| Paper (cards, sheets) | 1.0x | 3-5% |
| Gas (smoke, fog) | 2.0x | 0% |
| Glass (brittle) | 0.9x | 0% |
> Deep dive: [reference/timing-easing-tables.md](reference/timing-easing-tables.md)
---
## Common Patterns
### Button Press (Playful)
1. **Anticipation**: Scale to 0.97 (50ms, ease-out)
2. **Squash**: Scale to [1.04, 0.96] (100ms, ease-in)
3. **Follow through**: Overshoots to 1.02, settles to 1.0 (spring, 200ms)
4. **Secondary**: Shadow shrinks during press, icon shifts down 2px
5. **Total**: ~150ms press + 200ms settle
### Card Entrance (Premium)
1. **Start**: 20px below target, opacity 0
2. **Path**: Slight curve (10px X offset at midpoint)
3. **Easing**: ease-out-cubic deceleration
4. **Follow through**: Shadow arrives 50ms after card
5. **Secondary**: Content fades in 100ms after card lands
6. **Staging**: Other cards dim to 80%
### Success State (Playful)
1. **Primary**: Scale pop with ease-out-back
2. **Secondary**: Checkmark draws in
3. **Ambient**: Subtle particle burst
4. **Color**: Green fill
5. **Total**: 300-400ms
### Error Shake (Corporate)
1. **Primary**: Position oscillates 2-3 times, ±10-15px horizontal
2. **Easing**: ease-in-out for sharp stops
3. **Color**: Red tint
4. **Total**: 300-400ms
5. **No overshoot**: Errors feel firm
> More patterns: [patterns/entrance-exit.md](patterns/entrance-exit.md) | [patterns/state-feedback.md](patterns/state-feedback.md)
---
## Choreography Essentials
**Coordinated entry**:
- Lead with the hero — primary element enters first or most prominently
- Spatial consistency — all elements enter from same direction
- Counter-motion — hero moves right → ambient moves left at 20-30% speed
**1/3 Rule (distance)**: No motion travels more than 1/3 of screen without a keyframe change.
**1/3 Rule (elements)**: With 3+ elements, no more than 1/3 in active motion simultaneously.
**Stagger budgets**:
| Pattern | Delay | Total Budget | Use Case |
|---------|-------|-------------|----------|
| Micro cascade | 20-40ms | <200ms | List items, grid cells |
| Standard | 50-100ms | <400ms | Cards, panels, nav |
| Dramatic | 100-200ms | <600ms | Hero sections |
| Wave | 30-60ms | <500ms | Data visualizations |
**Critical**: Total stagger must stay under 500ms.
> Deep dive: [director/choreography.md](director/choreography.md)
---
## Emotion-to-Motion Map
| Emotion | Character | Path | Easing | Duration |
|---------|-----------|------|--------|----------|
| Joy | Bouncy, arcs | Curved, upward | ease-out-back | 200-400ms |
| Calm | Smooth, flowing | Gentle curves | sine ease-in-out | 500-1000ms |
| Urgency | Sharp, fast | Straight lines | ease-out | 100-200ms |
| Sadness | Slow, downward | Drooping curves | cubic ease-in-out | 600-1200ms |
| Surprise | Sudden, expanding | Radial outward | ease-out-expo | 150-300ms |
| Elegance | Slow, controlled | Long arcs | (0.4,0,0.2,1) | 400-700ms |
| Playfulness | Bouncy, irregular | Arcs, squiggly | ease-out-back | 200-350ms |
**Path as language**: Angular = tense. Curved = friendly. Spiral = whimsical. Diagonal = purposeful. Vertical = growth/weight. Horizontal = progress.
> Deep dive: [director/emotion-mapping.md](director/emotion-mapping.md)
---
## Weight Classification
| Weight | Examples | Duration | Overshoot | Easing |
|--------|----------|----------|-----------|--------|
| Heavy | Modals, overlays | 300-500ms | 0% | Gentle, high damping |
| Medium | Cards, panels | 200-350ms | 3-5% | Moderate |
| Light | Tooltips, badges, icons | 80-200ms | 5-15% | Responsive |
---
## Quality Rules
### CRITICAL — never break
1. **Never linear for spatial movement** — always use easing curves (linear only for spinners, progress bars)
2. **Never opacity-only** for important state changes — combine with position or scale
3. **Never exceed 1/3 screen** without intermediate keyframe
4. **Always three motion layers** — primary + secondary + ambient
### HIGH — strongly follow
1. Match duration to element type (see tables)
2. Use directional easing (ease-out entrance, ease-in exit)
3. Apply Disney principles (especially anticipation, follow-through)
4. Maintain consistent personality across scene
> Full checklist: [reference/quality-checklist.md](reference/quality-checklist.md)
---
## Troubleshooting Quick Reference
| Problem | Likely Cause | Fix |
|---------|-------------|-----|
| Looks robotic | Linear easing or no arcs | Add easing curves + arc paths |
| Feels too slow | Duration too long for element type | Check duration table, use ease-out |
| Feels cheap/flat | Missing secondary + ambient | Add shadow motion + background life |
| Too distracting | Too many elements moving | Apply 1/3 rule, reduce amplitude |
| No personality | Generic easing everywhere | Apply personality archetype consistently |
> Deep dive: [reference/troubleshooting.md](reference/troubleshooting.md)
---
## File Reference
**Philosophy** (director/):
- [core-philosophy.md](director/core-philosophy.md) — Three Pillars deep dive
- [decision-framework.md](director/decision-framework.md) — Full decision pipeline
- [disney-principles.md](director/disney-principles.md) — 12 principles, UI-adapted
- [motion-personality.md](director/motion-personality.md) — 4 archetypes + brand identity
- [emotion-mapping.md](director/emotion-mapping.md) — Emotion → motion + color psychology
- [choreography.md](director/choreography.md) — Multi-element coordination
- [narrative-structure.md](director/narrative-structure.md) — Micro-story framework
- [context-adaptation.md](director/context-adaptation.md) — Platform, a11y, performance
**Reference** (reference/):
- [timing-easing-tables.md](reference/timing-easing-tables.md) — Duration + easing lookups
- [property-selection.md](reference/property-selection.md) — Property communication guide
- [troubleshooting.md](reference/troubleshooting.md) — Animation smells + fixes
- [quality-checklist.md](reference/quality-checklist.md) — Evaluation criteria
**Patterns** (patterns/):
- [entrance-exit.md](patterns/entrance-exit.md) — Entrance/exit recipes
- [state-feedback.md](patterns/state-feedback.md) — Success, error, loading, hover
- [ambient-continuous.md](patterns/ambient-continuous.md) — Looping, breathing, parallax
- [multi-element.md](patterns/multi-element.md) — Stagger + choreography recipes
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# Choreography
## Coordinated Entry Rules
### 1. Lead with the Hero
- Hero gets largest displacement and most attention-grabbing easing
- Supporting elements are subtler in every dimension
### 2. Spatial Origin Consistency
All elements enter from same direction or shared origin. Mixed directions = chaos.
### 3. Counter-Motion
| Hero Motion | Counter-Motion | Speed Ratio |
|-------------|---------------|-------------|
| Enters left | Background shifts right | 20-30% |
| Scales up | Shadow scales down | 10-20% |
| Rotates CW | Ambient drifts CCW | 15-25% |
| Lifts (Y up) | Shadow spreads + softens | 20-30% |
## Sequence Structure
| Phase | Duration Share | What Happens |
|-------|--------------|-------------|
| Setup | 20-30% | Elements enter, scene establishes |
| Action | 30-40% | Primary motion, hero moment |
| Resolution | 30-40% | Settle, secondary reactions, breathing |
Leave 100-200ms stillness after resolution before new motion.
## The 1/3 Rules
**Distance**: No motion travels >1/3 screen without intermediate keyframe. Break with direction changes, speed variations, or arc adjustments.
**Elements**: With 3+ animated elements, max 1/3 active simultaneously. Stagger so element 1 settles as element 3 starts.
## Stagger Patterns
| Pattern | Description | Best For |
|---------|------------|----------|
| Sequential | Reading order | Lists, grids |
| Center-out | Radiating from center | Hero content, ripples |
| Random | Varied timing | Organic, particle-like |
| Wave | Sine-based | Data bars, continuous |
| Reverse | Bottom-to-top | Exits, backward nav |
- All staggered elements use same easing family
- Vary only start time, not curve
- Optional: last element gets slight overshoot (punctuation)
## Shared Motion Events
When multiple elements react to one trigger:
- All start within 50ms of each other
- Can arrive at different times (staggered landing)
- Same easing family; motion originates from trigger point
## Attention Direction
| Technique | Implementation |
|-----------|---------------|
| Leading motion | Animate target before context |
| Following motion | Settle on focal point |
| Ambient motion | Subtle continuous in periphery |
| Pointing motion | Directional toward CTA |
### Depth Through Speed
| Layer | Displacement | Speed |
|-------|-------------|-------|
| Foreground | 1.0x | Fastest |
| Midground | 0.5x | Medium |
| Background | 0.2x | Slowest |
## Common Recipes
### Dashboard Load
1. Skeletons fade in (100ms)
2. Hero metric (250ms, ease-out, 100ms delay)
3. Supporting cards stagger (50ms between, 200ms each)
4. Chart data draws in (300ms, starts with cards)
5. Ambient pulse on primary metric
### Modal Open
1. Background dims (200ms)
2. Modal scales 95%→100% + fades (300ms, 50ms delay)
3. Content fades in (200ms, 100ms after modal)
4. Close button last (150ms)
### List Update (item added)
1. Existing items shift down (200ms, ease-in-out)
2. New item fades+slides from top (250ms, ease-out, 50ms delay)
3. Subtle scale overshoot on land (3-5%)
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# Context Adaptation
## Platform Scaling
| Platform | Duration Modifier | Complexity | Physics |
|----------|------------------|------------|---------|
| Desktop | 1.0x (baseline) | Full | All types |
| Tablet | 0.9x | Standard | Most types |
| Mobile | 0.8x | Reduced (1-2 properties) | Snappy only |
| Watch | 0.6x | Minimal (1 property) | None |
| TV/Kiosk | 1.3x | Full | All types |
**Mobile rules**: prefer opacity + transform; touch feedback <100ms; reduce stagger budgets by 30%; avoid parallax
**Desktop opportunities**: hover states, cursor tracking, multi-column stagger, spatial choreography
## Accessibility
### prefers-reduced-motion
| Original Motion | Reduced Alternative |
|----------------|-------------------|
| Slide entrance | Opacity fade only |
| Bounce/spring | Instant or simple ease-out |
| Parallax | Static positioning |
| Auto-playing | Paused, user-initiated |
| Complex choreography | Single fade |
| Continuous ambient | Static or subtle opacity pulse |
Reduced motion means: remove spatial movement, keep opacity, remove spring easing, reduce duration 50%+, never auto-play loops.
### Vestibular Triggers (avoid or provide alternatives)
- Large-scale zoom, full-screen position transitions
- Spinning elements >100px, parallax >2 layers, rapid direction changes
### Cognitive Accessibility
- Same interaction = same animation every time
- Pause controls for animations >5 seconds
- Don't convey critical info through motion alone
## Performance Budgets
| Tier | Properties | Max Elements |
|------|-----------|-------------|
| Optimal | transform, opacity | Unlimited (GPU) |
| Good | + color, clip-path | 10-15 |
| Acceptable | + width, height, margin | 5-8 |
| Avoid | box-shadow, border-radius, filter | 1-3 |
- Target 60fps (16.67ms/frame); animation logic <10ms/frame
- will-change sparingly; keep animated elements <20 per viewport
- Stagger reduces peak load vs simultaneous
- Fallback: 30fps acceptable for ambient
## Content Type Adaptation
| Content Type | Personality | Duration | Motion Density |
|-------------|-------------|----------|---------------|
| Financial | Corporate/Premium | 250-500ms | Low |
| Social media | Playful | 150-300ms | Medium |
| Enterprise SaaS | Corporate | 200-400ms | Low |
| Gaming | Energetic | 100-250ms | High |
| Healthcare | Corporate/Calm | 300-600ms | Very low |
| E-commerce | Varies | 200-400ms | Medium |
| Editorial | Premium | 350-600ms | Low |
| Children's apps | Playful | 150-300ms | High |
## Responsive Motion
| Container Width | Max Displacement | Duration |
|----------------|-----------------|----------|
| <400px | 20% of width | 0.8x |
| 400-800px | 25% of width | 1.0x |
| 800-1200px | 20% of width | 1.0x |
| >1200px | 15% of width | 1.1x |
- Small viewport: sequential, one element at a time
- Medium: standard stagger, 2-3 columns
- Large: full choreography, center-out stagger, parallax
## Dark Mode
- Reduce motion intensity 10-20% (bright on dark = more impact)
- Subtler ambient motion; careful with opacity values
- Avoid pure white flashes
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# Core Philosophy
## Three Pillars
### Pillar 1: Emotional Intent
Define target emotion before choosing any property.
| Emotion | Character | Timing | Easing |
|---------|----------|--------|--------|
| Trust | Smooth, predictable | 300-400ms | Gentle curves |
| Delight | Bouncy, surprising | 200-300ms | Overshoot |
| Urgency | Sharp, direct | 100-200ms | Snappy ease-out |
| Calm | Slow, flowing | 500-1000ms | Sine curves |
| Surprise | Sudden, explosive | 150-300ms | Exponential |
| Confidence | Direct, decisive | 200-400ms | Strong ease-out |
### Pillar 2: Visual Narrative
| Phase | Duration Share | Purpose |
|-------|--------------|---------|
| Setup | 20-30% | Establish context, prepare viewer |
| Action | 30-40% | Primary motion, hero moment |
| Resolution | 30-40% | Settle, breathe, confirm |
Even a 200ms tooltip fade has implicit setup→action→resolution.
### Pillar 3: Motion Craft
- Easing curves match emotional intent
- Duration proportional to element size and distance
- Arcs for organic, straight for mechanical
- Secondary motion (shadows, related elements)
- Nothing starts and stops all at once
## Three Motion Layers
| Layer | Role | Amplitude |
|-------|------|-----------|
| Primary | Main action viewer follows | 100% |
| Secondary | Supporting richness | 30-50% |
| Ambient | Background life | 10-20% |
- Secondary offset 50-100ms from primary, different easing
- Ambient is continuous/slow, never demands attention
- Primary-only animation feels flat; always add secondary + ambient
## The 1/3 Screen Rule
No motion travels >1/3 screen without intermediate keyframe. Break with direction changes, speed shifts, or arc adjustments.
## The Attention Budget
- One hero motion per scene moment
- Max 2-3 elements in active motion simultaneously
- Ambient doesn't count against budget
- Stagger rather than synchronize
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# Decision Framework
## The First Questions
### 1. Purpose?
| Purpose | Approach | Priority |
|---------|----------|----------|
| Draw attention | Scale, color, pulse | Responsiveness |
| Guide sequence | Stagger, directional flow | Clarity |
| Provide feedback | Immediate response | Speed |
| Create atmosphere | Subtle, continuous | Subtlety |
| Explain relationship | Position, connection | Legibility |
| Celebrate/reward | Overshoot, particles | Delight |
### 2. Audience?
- Stressed → calm motion; Browsing → richer motion
- Task-focused → fast, minimal; Exploring → can be dramatic
- Seen 100x/day → fast, subtle; Seen once → can be dramatic
### 3. Context?
- Busy layout → simpler motion; Empty → can be dramatic
- Other animations active → coordinate or stagger
- Small container → small motion
## 4-Level Decision Hierarchy
### Level 1: Motion Category
| Category | When |
|----------|------|
| Revealing | Content appearing |
| Concealing | Content disappearing |
| Transitioning | Between states/views |
| Emphasizing | Drawing attention |
| Responding | Reacting to interaction |
| Ambient | Background atmosphere |
### Level 2: Motion Personality
Match to brand. See [motion-personality.md](motion-personality.md).
### Level 3: Motion Direction
| Direction | Communicates |
|-----------|-------------|
| Upward | Growth, aspiration |
| Downward | Settling, completion |
| Leftward | Regression, departure |
| Rightward | Progression, arrival |
| Outward (scale up) | Importance, emergence |
| Inward (scale down) | Dismissal, removal |
| Center-seeking | Focus, convergence |
| Center-fleeing | Distribution, release |
### Level 4: Implementation Properties
Choose animated properties. See [property-selection.md](../reference/property-selection.md).
## Decision Quick-Path
```
1. PURPOSE → What does this motion DO?
├── Feedback → short, ease-out, minimal
├── Entrance → ease-out, personality-matched
├── Exit → ease-in, 70% of entrance
├── Emphasis → scale or color pulse
└── Ambient → slow, continuous, sine
2. PERSONALITY → Match keywords
├── Fun/bouncy → Playful
├── Elegant/luxury → Premium
├── Clean/professional → Corporate
└── Bold/dynamic → Energetic
3. PROPERTIES → Minimum needed (two = sweet spot)
4. TIMING → Check duration table, adjust for distance/weight
5. EASING → Entering=ease-out, Leaving=ease-in, On-screen=ease-in-out, Looping=sine
```
## Evaluation Before Delivery
| Check | Question |
|-------|----------|
| Purpose | Clear function? |
| Personality | Matches brand/context? |
| Repetition | Fine on 100th viewing? |
| Attention | Respects viewer's focus? |
| Hierarchy | Reinforces importance? |
| Layers | Primary + secondary + ambient? |
| Timing | Duration appropriate? |
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# Disney's 12 Principles — UI Adapted
## 1. Squash and Stretch
- Squash: scale ~[1.2, 0.8]; Stretch: ~[0.85, 1.15]
- Impact: 2-4 frames (30-65ms); Recovery: 4-8 frames (65-130ms)
- Preserve volume: width +20% → height decreases proportionally
- Skip for premium/luxury brands
## 2. Anticipation
- Small motion opposite to main direction before action
- Duration: 100-200ms, magnitude: 10-20% of main action
- Button: scale down 3% before expanding; Card: shift 5-10px away first
- Skip for micro-feedback (<150ms)
## 3. Staging
- Dim non-hero elements to 40-60% opacity; optional 2-4px blur
- Hero enters 100-200ms after supporting elements
- One primary action per timing beat
## 4. Straight Ahead vs. Pose to Pose
| Approach | Feel | Best For |
|----------|------|----------|
| Straight Ahead | Fluid, spontaneous | Particles, ambient, generative art |
| Pose to Pose | Planned, controlled | UI transitions, state changes |
## 5. Follow Through and Overlapping Action
- Child delay: 50-150ms behind parent
- Trailing elements: offset stop times by 100-200ms
- Use spring easing for trailing parts (lower stiffness = more trailing)
## 6. Slow In and Slow Out
| Context | Easing | Why |
|---------|--------|-----|
| Entrance | ease-out | Arrives smoothly |
| Exit | ease-in | Departs quickly |
| On-screen | ease-in-out | Smooth journey |
| Ambient loop | sine ease-in-out | Seamless |
**NEVER** linear for spatial movement. Linear only for: rotation, progress bars, timers.
## 7. Arcs
- Add 10-20px perpendicular offset at path midpoint
- Subtle (5px) for corporate, pronounced (20px+) for playful
- Mechanical UIs can use straight paths intentionally
## 8. Secondary Action
- Amplitude: 30-50% of primary; timing: 50-100ms after primary
- Different easing than primary
- Examples: card enters → shadow grows; button presses → ripple expands
## 9. Timing
| Weight/Mood | Duration |
|-------------|----------|
| Heavy (modals, pages) | 400-800ms |
| Light (tooltips, toggles) | 100-250ms |
| Sad/serious | 600ms+ |
| Happy/light | 200-400ms |
| Urgent | 100-200ms |
Enter-exit asymmetry: entrances 30-50% longer than exits.
## 10. Exaggeration
| Personality | Exaggeration |
|-------------|-------------|
| Playful | 15-25% |
| Energetic | 20-30% |
| Corporate | 0-5% |
| Premium | 0% |
- Scale overshoot: 10-30% beyond target; rotation: ±5-15°
## 11. Solid Drawing
- Maintain consistent proportions across keyframes
- Use scale + rotation together for depth
- Shadow behavior matches implied light source
## 12. Appeal
- Smooth curves over sharp angles; satisfying timing
- Personality consistency across all elements
- Appeal killers: jerky motion, inconsistent timing, abrupt stops, uniform animation
## Combining Principles
| Recipe | Principles Used |
|--------|----------------|
| Button press | Anticipation + Squash/Stretch + Follow-Through + Secondary + Timing |
| Card entrance | Anticipation + Arcs + Slow In/Out + Follow-Through + Staging |
| Success celebration | Exaggeration + Secondary + Timing + Squash/Stretch + Appeal |
| Error shake | Timing + Slow In/Out + Staging (no exaggeration) |
| Loading spinner | Timing + Slow In/Out + Appeal |
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# Emotion-to-Motion Mapping
## Core Table
| Emotion | Character | Path | Easing | Duration |
|---------|----------|------|--------|----------|
| Joy/Delight | Bouncy, arcs, overshoot | Curved, upward | ease-out-back | 200-400ms |
| Calm/Serenity | Smooth, flowing | Gentle curves | sine ease-in-out | 500-1000ms |
| Urgency/Alert | Sharp, fast, direct | Straight lines | ease-out | 100-200ms |
| Sadness/Weight | Slow, downward | Drooping curves | cubic ease-in-out | 600-1200ms |
| Surprise/Impact | Sudden, expanding | Radial outward | ease-out-expo | 150-300ms |
| Elegance/Grace | Slow, controlled | Long smooth arcs | (0.4, 0, 0.2, 1) | 400-700ms |
| Playfulness | Bouncy, irregular | Arcs, squiggly | ease-out-back | 200-350ms |
| Confidence | Direct, decisive | Straight, horizontal | ease-out | 200-400ms |
| Curiosity | Exploratory, varied | Mixed, circular | varied | 300-500ms |
| Tenderness | Soft, gentle | Very subtle curves | soft ease-in-out | 600-1000ms |
## Path as Emotional Language
| Path Type | Connotation |
|-----------|------------|
| Angular/sharp | Tense, urgent, mechanical |
| Curved/smooth | Relaxed, friendly, organic |
| Spiral | Playful, whimsical |
| Straight diagonal | Dynamic, purposeful |
| Vertical up | Growth, achievement |
| Vertical down | Settling, gravity |
| Horizontal | Journey, progress |
| Radial outward | Explosion, release |
| Radial inward | Focus, convergence |
## Emotional Intensity
| Intensity | Characteristics | When |
|-----------|----------------|------|
| Low | Subtle opacity, tiny shifts | Ambient, routine |
| Medium | Visible but not demanding | Most UI interactions |
| High | Demands attention, large displacement | Errors, celebrations, onboarding |
## Color Psychology
| Color | Emotion | Animation Pairing |
|-------|---------|------------------|
| Blue | Trust, calm | Smooth, medium transitions |
| Green | Success, growth | Upward, expansion, gentle overshoot |
| Red | Alert, urgency | Sharp, fast, horizontal shakes |
| Orange | Energy, warmth | Bouncy, diagonal paths |
| Purple | Premium, mystery | Slow reveals, elegant easing |
| Yellow | Optimism, caution | Quick pulses |
| Teal | Modern, clarity | Clean, snappy transitions |
### Color Transition Rules
- Success: transition TO green (don't start with it)
- Error: flash red then settle (don't sustain)
- Warning: pulse yellow/amber for urgency
- Neutral: use opacity rather than color change
## Context-Based Emotion Defaults
| Context | Default Emotion |
|---------|----------------|
| Form success | Joy + Confidence |
| Validation error | Mild urgency |
| Page load | Calm + Confidence |
| Navigation | Confidence |
| Notification | Mild surprise |
| Loading | Calm |
| Onboarding | Curiosity + Delight |
| Dashboard | Calm + Confidence |
| Purchase complete | Joy + Confidence |
| Delete/remove | Calm (respectful departure) |
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# Motion Personality
## Four Archetypes
### Playful
| Parameter | Value |
|-----------|-------|
| Duration | 150-300ms |
| Easing | ease-out-back / bouncy springs |
| Overshoot | 10-20% |
| Paths | Arcs and curves, never straight |
| Squash-stretch | Yes, on impacts |
Signature: bounce settle, squash-stretch on press, rotation wobble, bright color pops, varied stagger timing.
Use for: children's apps, casual games, social media, celebrations, onboarding, creative tools.
### Premium / Luxury
| Parameter | Value |
|-----------|-------|
| Duration | 350-600ms |
| Easing | cubic-bezier(0.4, 0, 0.2, 1) |
| Overshoot | 0% |
| Paths | Smooth curves, subtle parallax |
| Squash-stretch | Never |
Signature: slow fades, subtle scale (98%→100%), generous pauses, minimal properties (opacity+one), ultra-smooth.
Use for: fashion, finance, luxury brands, premium SaaS, portfolios, editorial.
### Corporate / Professional
| Parameter | Value |
|-----------|-------|
| Duration | 200-400ms |
| Easing | cubic-bezier(0.2, 0, 0, 1) |
| Overshoot | 0-3% |
| Paths | Mostly straight, small arcs for emphasis |
| Squash-stretch | No |
Signature: consistent timing, clear state transitions, functional motion, predictable patterns, uniform stagger.
Use for: enterprise, dashboards, business tools, admin, healthcare, banking.
### Energetic / Dynamic
| Parameter | Value |
|-----------|-------|
| Duration | 100-250ms |
| Easing | ease-out-expo / elastic |
| Overshoot | 15-30% |
| Paths | Dramatic arcs, large displacement, diagonal |
| Squash-stretch | Yes, exaggerated |
Signature: large scale changes (50-150%), fast color transitions, particle bursts, accelerating stagger, bold edge entrances.
Use for: gaming, sports, music, events, marketing, fitness apps.
## Keyword Matching
| Keywords | Archetype |
|----------|-----------|
| fun, whimsical, bouncy, cute, friendly | Playful |
| elegant, minimal, luxury, sophisticated | Premium |
| clean, professional, business, dashboard | Corporate |
| dynamic, energetic, bold, exciting | Energetic |
| (unspecified) + UI | Corporate (default) |
| (unspecified) + illustration | Playful (default) |
## Brand Motion Identity
Define three constants for recognizable motion:
### 1. Signature Easing (80% of animations)
Playful: ease-out-back | Premium: (0.4,0,0.2,1) | Corporate: (0.2,0,0,1) | Energetic: ease-out-expo
### 2. Duration Palette
| Tier | Playful | Premium | Corporate | Energetic |
|------|---------|---------|-----------|-----------|
| Quick | 150ms | 350ms | 200ms | 100ms |
| Standard | 250ms | 500ms | 300ms | 180ms |
| Slow | 400ms | 800ms | 450ms | 300ms |
### 3. Entrance Pattern
Playful: bounce up from below | Premium: slow fade + scale 98%→100% | Corporate: slide right + opacity | Energetic: snap from edge + overshoot
## Mixing Archetypes
- 90% primary archetype; specific moments can borrow another
- Ease into personality shifts, don't snap
- Example: corporate dashboard borrows Playful for success state only
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# Narrative Structure
## Four-Act Structure
### Act 1: Anticipation (10-20%)
- Wind-up: small motion opposite to main direction
- Gathering: elements pull together before dispersing
- Dimming: context fades for focus; Tension: hold compressed ~50ms
- Skip for <150ms interactions and hover states
### Act 2: Action (30-50%)
Peak energy. The primary communicative motion.
- Fast+direct (sharp easing) → alerts
- Smooth+flowing (gentle easing, curves) → transitions
- Explosive+expanding (expo, radial) → celebrations
- Controlled+precise (linear-ish) → data charts
### Act 3: Reaction (10-20%)
- Shadows adjust: 50-100ms after primary
- Siblings shift: 50-150ms after primary
- Environment ripples: 100-200ms after primary
- Counter-motion: simultaneous with action
- Skip for simple toggles/checkboxes
### Act 4: Resolution (20-30%)
- Overshoot settle (spring/back-easing); opacity reaches final (ease-out)
- 100-200ms breathing room before next motion
- Even 50ms of settling transforms the feel
## Scaling to Duration
| Total | Anticipation | Action | Reaction | Resolution |
|-------|-------------|--------|----------|------------|
| 100-200ms | skip | 60-70% | skip | 30-40% |
| 200-400ms | 10-15% | 40-50% | 10-15% | 25-30% |
| 400-800ms | 15-20% | 30-40% | 15-20% | 20-25% |
| 800ms+ | 20% | 30-35% | 15-20% | 25-30% |
## Multi-Beat Narratives
Transitions: overlap (fluid) | sequential (clear) | simultaneous (parallel)
Progressions:
- **Build-Up**: low → rising → peak → settling
- **Cycle**: depart → peak → return → repeat
- **Impact**: sudden action → ripple → slow settle
## By Personality
| Personality | Anticipation | Action | Resolution |
|------------|-------------|--------|------------|
| Playful | Exaggerated wind-up | Bouncy, overshoot | Wobble settle |
| Premium | Subtle tension | Smooth, controlled | Elegant ease |
| Corporate | Minimal/none | Direct, efficient | Clean stop |
| Energetic | Quick gather | Explosive | Fast snap |
## Common Patterns
- **Reveal**: tension (dim, scale 95%) → emerge (100%, full opacity) → surroundings adjust → settled
- **Departure**: gather (scale 98%) → exit → close gap → layout settles
- **Transformation**: destabilize (vibration) → morph → secondary appears → new state breathing
- **Celebration**: compress (50-100ms) → burst (scale, particles) → settle → calm with positive state
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# Ambient & Continuous Patterns
Ambient amplitude: 10-20% of primary motion. Never compete for attention.
## Breathing / Pulse
- Scale oscillation 0.98-1.02, sine ease-in-out, 2000-4000ms/cycle
- Alt: opacity oscillation 0.7-1.0
| Context | Scale Range | Duration | Opacity Range |
|---------|-----------|----------|--------------|
| Active indicator | 0.95-1.05 | 2000ms | 0.6-1.0 |
| Waiting/idle | 0.98-1.02 | 3000ms | 0.8-1.0 |
| Background element | 0.99-1.01 | 4000ms | 0.9-1.0 |
| CTA attention | 0.97-1.03 | 2500ms | 0.7-1.0 |
Pulsing >±5% scale becomes attention-demanding.
## Floating / Hovering
- Y position ±5-15px, sine ease-in-out, 3000-5000ms/cycle
- Optional: slight rotation ±2-3°, offset 30% of position cycle
**Layered floating** (multiple elements — different durations prevent sync):
- Element 1: 4000ms, ±10px
- Element 2: 5500ms, ±8px (offset 30%)
- Element 3: 3500ms, ±12px (offset 60%)
## Gradient Shift
- Background-position or gradient angle shift
- Duration: 8000-20000ms/cycle; range: ±10-20% position or ±15° angle
- Easing: linear or sine; should be imperceptible at a glance
## Parallax
| Layer | Speed Ratio | Content |
|-------|------------|---------|
| Foreground | 1.0x | Interactive, text |
| Midground | 0.5x | Decorative, cards |
| Background | 0.2x | Patterns, scenery |
| Deep background | 0.1x | Texture, atmospheric |
**Scroll-driven**: total displacement <100px; avoid on mobile; never parallax text
**Mouse-driven**: foreground 10-20px max, background 5-10px opposite direction, 100-200ms interpolation
## Continuous Rotation
- Spinners: linear easing, 1000-2000ms/revolution
| Variant | Speed | Use Case |
|---------|-------|----------|
| Slow spin | 10-30s/rev | Background decoration |
| Gear-like | 3-5s/rev | Technical/mechanical |
| Orbital | 5-15s/rev | Space/science theme |
| Wobble | 2-4s/cycle, sine | Playful idle |
## Shimmer / Gleam
- Gradient sweep left-to-right, 1500-2500ms/sweep
- Pause 2000-5000ms between sweeps
- Opacity gradient: 0%→30%→0%
- Use for: skeleton loading, premium accents, "new" badges
## Particle Ambient
### Snow/Falling: 10-20 elements, 20-60px/s down, ±10-20px drift, 3-8px, 30-70% opacity
### Dust/Motes: 5-10 elements, 10-30px/s mixed, 2-5px, 20-50% opacity
### Sparkle/Stars: 8-15 elements, opacity pulse 0→100%→0, 500-1500ms/sparkle, random stagger
**Performance**: <20 ambient elements, transform+opacity only, larger/fewer over small/numerous
## Combining Ambient Layers
| Layer | Type | Example |
|-------|------|---------|
| Background | Gradient shift or parallax | Slow color temperature change |
| Midground | Floating or particles | Gentle floating elements |
| Foreground | Breathing or shimmer | Subtle pulse on content |
Total ambient: max 20% of primary motion's visual energy.
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# Entrance & Exit Patterns
## Entrance Strategies
### 1. Direct Entrance (Slide In)
- Position + opacity; offset 20-40px + opacity 0 → final position + opacity 1
- Easing: ease-out; duration 200-350ms
| Personality | Offset | Easing | Overshoot |
|------------|--------|--------|-----------|
| Playful | 30-50px | ease-out-back | 10-15% |
| Premium | 15-25px | (0.4, 0, 0.2, 1) | 0% |
| Corporate | 20-30px | (0.2, 0, 0, 1) | 0-3% |
| Energetic | 40-80px | ease-out-expo | 15-25% |
Direction: below=arrival, right=forward, left=back, above=dropdown/authority.
### 2. Emergent Entrance (Scale In)
- Scale + opacity; start 85-95% + opacity 0 → 100% + opacity 1
- Duration 250-400ms
| Personality | Start Scale | Easing | Overshoot |
|------------|------------|--------|-----------|
| Playful | 70-80% | ease-out-back | 10-20% |
| Premium | 95-98% | (0.4, 0, 0.2, 1) | 0% |
| Corporate | 90-95% | (0.2, 0, 0, 1) | 0-3% |
| Energetic | 50-70% | ease-out-expo | 15-30% |
Best for: modals, dialogs, notifications, popovers, tooltips.
### 3. Reveal Entrance (Clip/Mask)
- clip-path or mask + opacity; 300-500ms, ease-out
- Directions: top-to-bottom (dramatic), L-to-R (reading order), center-out (focus), edge-in (contained)
### 4. Assembled Entrance (Multi-Part)
- Parts arrive from different positions; stagger 50-100ms; total 300-600ms
- Best for: icon assembly, logo builds, data viz construction
## Exit Strategies
**Rule**: Exits = 65-75% of entrance duration.
### 1. Direct Exit (Slide Out)
- Offset 20-40px + opacity 0; ease-in; 150-250ms
### 2. Dissolve Exit (Fade Out)
- Opacity (+ optional scale to 98%); ease-in; 150-250ms
- Best for: gentle departures, backgrounding, crossfades
### 3. Collapse Exit (Shrink Out)
- Scale 85-95% + opacity 0; ease-in; 150-250ms
- Best for: deletion, closing modals, dismissal
### 4. Transfer Exit (Move Away)
- Position toward destination + scale shrink; ease-in-out; 250-400ms
- Best for: add-to-cart, save-to-collection, move-to-folder
## Entrance-Exit Continuity
- Eye follows naturally from exit to entrance
- Exit point near entry point when possible
- 100-150ms timing overlap between exit and entrance
- Same easing family for paired entrance-exit
## Common Recipes
### Notification Slide-In
1. Slide from right + opacity (250ms, ease-out)
2. Overshoot 3-5% (corporate) or 10-15% (playful)
3. Icon appears (100ms, 50ms delay)
### Toast Dismiss
1. Slide toward edge + opacity (180ms, ease-in)
2. Remaining toasts shift up (200ms, ease-in-out)
### Dropdown Open
1. Scale Y 0→100% (200ms, ease-out)
2. Items stagger fade in (30ms apart, 50ms after container)
### Page Transition (Forward)
1. Current page slides left + fades (300ms, ease-in)
2. New page from right + fades in (400ms, ease-out, 100ms delay)
3. Shared elements morph (400ms, ease-in-out)
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# Multi-Element Patterns
## Stagger Recipes
### List Items
- Slide up 20px + fade (200ms, ease-out); stagger 40-60ms; total <400ms for 8 items
| Personality | Duration | Stagger | Easing |
|------------|---------|---------|--------|
| Playful | 250ms | 60ms | ease-out-back |
| Premium | 350ms | 80ms | (0.4, 0, 0.2, 1) |
| Corporate | 200ms | 50ms | (0.2, 0, 0, 1) |
| Energetic | 150ms | 30ms | ease-out-expo |
### Grid Cards
- Scale from 95% + fade (250ms, ease-out); stagger 50-80ms reading order; +20ms per new row
- Shadow 50ms after card. Alt patterns: center-out, column-first, random
### Navigation Items
- Slide from side + fade (180ms, ease-out); stagger 30-50ms; total <300ms
### Dashboard Widgets
```
0ms — Skeletons visible
100ms — Hero metric (250ms, ease-out)
200ms — Widgets begin (200ms each, 60ms stagger)
350ms — Hero complete, chart draws (300ms)
500ms — All landed
650ms — Ambient pulse begins
```
## Coordinated Sequences
### Modal with Content
0ms: backdrop dims (200ms) → 50ms: modal scales 95%→100% (300ms) → 200ms: title → 280ms: body → 350ms: buttons → 400ms: close button. Content in reading order.
### Tab Switch
0ms: indicator slides (250ms, ease-in-out) + old fades (150ms) → 100ms: new content from tab direction (200ms) → 150ms: elements stagger (40ms)
### Accordion
Expand: arrow rotates (150ms) + height expands (250ms) + content fades at 50ms (200ms); siblings shift (200ms). Collapse: reverse, ease-in.
### Page Transition
Current slides left+fades (300ms, ease-in) → new from right (400ms, ease-out, 100ms delay) → hero scales in → content staggers (50ms). Optional shared element morph (400ms).
### Drag and Drop
Drag: lift (scale 1.03, 150ms); others shift (200ms). Drop: settle (scale 1.0, 200ms); gaps close.
## Choreography Rules
### Timing Overlap
0%=methodical | 25%=brisk (standard) | 50%=fluid | 75%=rapid (energetic)
### Group Rules
- Same easing family; different durations/delays fine
- Exception: secondary/ambient can differ
### Shared Origin
Motion from trigger point; closer=first; farther=more delay
### Counter-Motion
| Hero Does | Counter-Motion |
|-----------|---------------|
| Slides right | Background left (20-30%) |
| Scales up | Shadow spreads |
| Lifts up | Shadow drops+softens |
| Rotates CW | Ambient CCW |
| Expands | Siblings compress |
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# State & Feedback Patterns
## Button Press
### Playful
- Press: scale 0.95 (60ms, ease-out); Release: overshoot 1.05 (80ms); Settle: 1.0 (120ms, spring)
- Secondary: shadow shrinks/grows; color darkens/brightens. Total ~260ms
### Premium
- Press: scale 0.98 (80ms); Release: 1.0 (150ms, no overshoot)
- Opacity dims to 90% on press. Total ~230ms
### Corporate
- Press: scale 0.97 (60ms); Release: 1.0 (100ms); overshoot 0-2%
- Background darkens 10%. Total ~160ms
## Hover States
| Element | Effect | Duration |
|---------|--------|----------|
| Button | Scale 1.02-1.05 | <100ms |
| Card | Scale 1.01-1.02 + shadow lift | <100ms |
| Link | Color change + underline | <100ms |
| Icon | Scale 1.1 + rotation 2-5° | <100ms |
| Image | Scale 1.03 (overflow hidden) | 150ms |
Hover enter <100ms; hover exit 150-200ms (slower = polished).
## Toggle / Switch
- Thumb slides (120-180ms, ease-in-out); track color transitions simultaneously
- Slight squash in movement direction
- Playful: bounce at destination; Premium: smooth, no overshoot
## Success State
### Checkmark Success
1. Container: scale 0.9→1.0 (200ms, ease-out-back, 5-10% overshoot)
2. Checkmark: stroke draw (150ms, ease-out, 100ms delay)
3. Color: to green (200ms); ambient glow/particles (300ms)
4. Total: 400-500ms
### Confirmation Badge
1. Badge scales from 0 (200ms, ease-out-back)
2. Text fades in (150ms, 50ms delay)
3. Background pulse (300ms, sine)
### Payment Success
1. Spinner → checkmark crossfade (200ms)
2. Checkmark draws (200ms); container → success color (200ms)
3. Text fades in (200ms, 100ms delay); optional confetti (300-500ms)
## Error State
### Error Shake
- Horizontal oscillation ±10-15px, 2-3 cycles decreasing amplitude
- ease-in-out, 300-400ms total; red tint; no overshoot; settles at origin
### Inline Validation
1. Error text slides down + fades in (200ms)
2. Border → red (150ms); icon scales in (150ms, 50ms delay)
3. Optional single shake (200ms)
### Form Submission Error
1. Button returns to normal (200ms)
2. Error message slides in (250ms)
3. Affected fields highlight red (150ms, staggered 30ms)
4. Smooth scroll to first error (300ms, ease-in-out)
## Loading States
### Spinner
- Continuous 360°, linear, 1000-1500ms/rev; optional breathing pulse (2-3s)
### Skeleton
- Gradient sweep L→R, 1500-2000ms; base 10-20% opacity, peak 30-40%
### Progress Bar
- Width/transform, ease-in-out; optional color milestones + shimmer
### Indeterminate
- Oscillating position/width, 1500-2500ms, ease-in-out; continuous, never frantic
## Warning State
1. Yellow/amber border (150ms)
2. Warning icon scales in (150ms, subtle overshoot)
3. Optional icon pulse (2-3s, sine); text fades in (200ms, 50ms delay)
## Disabled / Enabled
- **Disabling**: opacity to 50-60% (200ms); optional scale to 98%
- **Enabling**: opacity to 100% (200ms); optional scale pulse 98%→100%
## Focus States
- Focus ring: scale 95%→100% + opacity (150ms)
- Card focus: scale 1.01, shadow increase (150ms)
- Tab nav focus: <100ms; must work with reduced-motion
@@ -0,0 +1,95 @@
# Property Selection
## Position
| Direction | Meaning |
|-----------|---------|
| Upward | Growth, improvement, aspiration |
| Downward | Settling, completion, grounding |
| Leftward | Regression, backward, departure |
| Rightward | Progression, forward, arrival |
| Toward center | Focus, convergence |
| Away from center | Distribution, expansion |
## Scale
| Direction | Meaning |
|-----------|---------|
| Scale up | Importance, activation, proximity |
| Scale down | Deprioritization, distance |
| Pulse | Attention, heartbeat, life |
| Breathing | Presence, waiting |
## Rotation
| Range | Meaning |
|-------|---------|
| Small (5-15°) | Subtle adjustment |
| Medium (45-90°) | Transformation |
| Full (360°) | Completion, processing |
| Continuous | Ongoing activity |
## Opacity
| Direction | Meaning |
|-----------|---------|
| Fade in | Arrival, enablement |
| Fade out | Departure, disablement |
| Partial | Secondary, disabled state |
**Rule**: NEVER opacity alone for important state changes. Combine with position or scale.
## Color
| Transition | Meaning |
|-----------|---------|
| To green | Success, go |
| To red | Error, stop |
| To blue | Trust, active |
| To gray | Disabled, inactive |
| Brightening | Activation, focus |
| Dimming | Deactivation, background |
## Combined Properties
| Combination | Best For |
|-------------|----------|
| Position + Opacity | Content appearing/disappearing |
| Scale + Opacity | Cards, modals, notifications |
| Position + Scale | Selected items, focused content |
| Rotation + Scale | Celebrations, playful activation |
| Position + Rotation | Organic transitions |
| Color + Scale | State emphasis |
Primary property carries meaning; secondary adds polish. Two properties is the sweet spot.
## Property Selection by Goal
| Goal | Primary | Secondary | Avoid |
|------|---------|-----------|-------|
| Entrance | position | opacity | rotation |
| Exit | position | opacity | scale up |
| Button press | scale | color | position |
| Hover | scale or color | opacity | position |
| Success | scale | color + opacity | position |
| Error | position (shake) | color | scale |
| Loading | rotation | opacity | position |
| Toggle | position | color | rotation |
| Notification | position + scale | opacity | rotation |
| Delete | scale + opacity | position | grow |
| Selection | scale | color, opacity | rotation |
| Progress | position or scale | color | opacity |
## Performance
| Property | Performance |
|----------|-------------|
| transform (translate, scale, rotate) | Excellent — GPU-accelerated |
| opacity | Excellent — GPU-accelerated |
| color / background-color | Good — triggers paint |
| clip-path | Good — GPU on modern browsers |
| width / height | Poor — triggers layout |
| margin / padding | Poor — triggers layout |
| box-shadow | Poor — expensive paint |
**Rule**: Prefer transform + opacity for all motion.
@@ -0,0 +1,67 @@
# Quality Checklist
## Visual Quality
- [ ] Elements >40px for motion, >100px for detail
- [ ] Readable at full speed without slow-motion
- [ ] Clear primary, secondary, ambient layers
- [ ] Counter-motion for balance where needed
- [ ] Natural arcs (unless intentionally mechanical)
- [ ] 1/3 rule (distance): no unbroken motion >1/3 container
- [ ] 1/3 rule (density): max 1/3 elements active simultaneously
## Technical Quality
- [ ] No linear easing on spatial movement
- [ ] Duration matches element type table
- [ ] Ease-out entrances, ease-in exits
- [ ] Duration proportional to distance
- [ ] Entrance duration >= exit duration
- [ ] Not opacity-only for important state changes
- [ ] Stagger total <500ms
- [ ] Follow-through: child elements offset 50-150ms
## Emotional Quality
- [ ] Target emotion identified before properties
- [ ] Personality archetype matches brand
- [ ] Setup → action → resolution structure
- [ ] Intensity matches interaction importance
- [ ] Consistent: same interaction = same motion
- [ ] Appropriate on 100th viewing
## Performance Quality
- [ ] Primary motion uses transform + opacity
- [ ] <20 animated elements per viewport
- [ ] No layout-triggering properties animated
- [ ] Elements staggered, not simultaneous
- [ ] Maintains 60fps (30fps acceptable for ambient)
## Accessibility Quality
- [ ] prefers-reduced-motion alternative provided
- [ ] No vestibular triggers without alternative
- [ ] Same interaction = same animation
- [ ] Critical info not motion-only
- [ ] Animations >5s are pausable
## Severity Tiers
### CRITICAL
- Linear easing on spatial movement
- Opacity-only for important states
- Exceeds 1/3 screen rule
- Missing primary layer
- Stagger >500ms
- Layout property animation causing jank
### HIGH
- Missing secondary layer
- Duration mismatch with element type
- Wrong directional easing
- Inconsistent personality
- No follow-through
- Missing reduced-motion alternative
### MEDIUM
- Missing ambient layer
- No anticipation phase
- Overshoot mismatch
- Could use better arcs
- Missing counter-motion
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# Timing & Easing Tables
## Duration by Element Type
| Element | Duration |
|---------|----------|
| Tooltip / micro-feedback | 80-120ms |
| Button / toggle | 120-180ms |
| Icon transition | 150-250ms |
| Card enter/exit | 200-350ms |
| Modal / dialog | 300-400ms |
| Page transition | 400-600ms |
| Dramatic reveal | 600-1200ms |
| Ambient | 2000-20000ms |
## Distance-Duration Scaling
50px=0.8x | 100px=1.0x | 200px=1.3x | 300px=1.5x | 400px=1.6x | Full screen=1.8-2.0x
## Enter vs. Exit
Entrance = base (100%). Exit = 65-75% of entrance.
## Interactive Feedback
| Interaction | Max Latency |
|------------|-------------|
| Hover | <100ms |
| Press/tap | <150ms |
| Release/settle | 200-300ms |
| Error shake | 300-400ms |
| Long press | 500-800ms |
| Drag start | <50ms |
## Duration by Personality
| Personality | Quick | Standard | Slow |
|------------|-------|----------|------|
| Playful | 150ms | 250ms | 400ms |
| Premium | 350ms | 500ms | 800ms |
| Corporate | 200ms | 300ms | 450ms |
| Energetic | 100ms | 180ms | 300ms |
## Easing: Directional Rules
Entrance=ease-out | Exit=ease-in | On-screen=ease-in-out | Looping=sine | Rotation/progress=linear
## Easing: Industry Standards
| Name | Cubic Bezier | Use |
|------|-------------|-----|
| MD3 Standard | (0.2, 0, 0, 1) | Default on-screen |
| MD3 Emphasized | (0.05, 0.7, 0.1, 1) | Entrances |
| MD3 Accelerate | (0.3, 0, 1, 1) | Exits |
| MD3 Decelerate | (0, 0, 0, 1) | Entering |
| Apple HIG | (0.25, 0.1, 0.25, 1) | iOS default |
| Apple Spring | stiffness:300 damping:20 | Interactive |
| Snappy UI | (0.2, 0, 0, 1) | Fast, decisive |
| Gentle float | (0.4, 0, 0.2, 1) | Ambient |
| Bounce settle | (0.175, 0.885, 0.32, 1.275) | Playful |
| Elastic snap | (0.68, -0.55, 0.265, 1.55) | Dramatic |
## Material-Based Easing
| Material | Duration Scale | Overshoot |
|----------|---------------|-----------|
| Rigid (metal) | 1.2x | 0% |
| Elastic (rubber) | 0.8x | 15-25% |
| Fluid (water) | 1.5x | 5% |
| Paper (cards) | 1.0x | 3-5% |
| Gas (smoke) | 2.0x | 0% |
| Glass | 0.9x | 0% |
## Spring Parameters
| Feel | Stiffness | Damping |
|------|-----------|---------|
| Very stiff | 400+ | 25-30 |
| Standard | 250-350 | 18-24 |
| Bouncy | 150-250 | 10-15 |
| Very bouncy | 100-200 | 5-10 |
| Gentle | 100-150 | 20-25 |
Damping: <1.0=oscillates, 1.0=fastest no-oscillation, >1.0=slow settle.
## Stagger Patterns
| Pattern | Delay | Budget |
|---------|------|--------|
| Micro cascade | 20-40ms | <200ms |
| Standard | 50-100ms | <400ms |
| Dramatic | 100-200ms | <600ms |
| Wave | 30-60ms | <500ms |
Direction: top-to-bottom (lists) | L-to-R (horizontal) | center-out (hero) | random (organic) | reverse (exits)
Total stagger MUST stay <500ms.
## Overshoot Budget
| Context | Overshoot |
|---------|-----------|
| Success | 5-10% |
| Error | 0% |
| Feedback | 2-5% |
| Celebration | 15-25% |
| Premium | 0% |
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# Troubleshooting
## Looks Robotic
- Linear easing → use ease-out (entrance) or ease-in-out
- Straight paths → add 10-20px arc at midpoint
- Uniform timing → stagger 50-100ms between elements
- Everything synced → offset start/stop 50-150ms
- No secondary → add shadow, icon reaction, ambient
## Feels Too Slow
- Duration exceeds type budget → check duration table
- ease-in-out when ease-out works → ease-out feels faster
- Too much anticipation → reduce to 10% or remove
- Stagger exceeded → total <500ms
- Overshoot settle too long → increase damping
## Feels Too Fast / Jarring
- Duration below minimum → modals 300ms+, pages 400ms+
- No easing → add ease-out minimum
- Missing resolution → add 50-100ms settle
- No anticipation on large motion → add 100-200ms wind-up
## Feels Cheap / Flat
- Only primary motion → add secondary + ambient
- Opacity-only → combine with position or scale
- Same easing everywhere → vary primary vs secondary
- No follow-through → child elements trail 50-150ms
- No overshoot → add 3-10%
## Too Distracting
- Too many moving → 1/3 rule
- Amplitude too large → reduce to minimum
- Competing heroes → one per moment, dim rest
- Ambient too prominent → 10-20% amplitude, slower
- No breathing room → 100-200ms pause between beats
## No Personality
- Default easing → apply archetype's signature
- Same duration for all → use personality palette
- No consistent entrance → define one for project
- Mixed archetypes → pick one for 90%+
## Inconsistent Feel
- Different easing same-type → standardize per motion type
- Duration varies same type → use palette consistently
- Entry direction changes → one origin everywhere
- Overshoot inconsistent → apply rules consistently
## Performance (Dropped Frames)
- Animating width/height/margin → use transform
- Too many elements → <20 per viewport
- Complex shadows/filters → simplify or pre-render
- No GPU acceleration → transform + opacity
- All simultaneous → stagger to spread load
## Quick Diagnostic
1. No linear on spatial movement
2. Duration matches element type
3. Primary + secondary layers
4. Consistent personality
5. Directional easing correct
6. 1/3 screen rule
7. 1/3 element rule
8. Follow-through present
9. Every motion has purpose
10. Fine on 100th viewing
## Personality Mistakes
- **Playful**: overshoot >25% = broken; not everything bounces; short+bounce = glitchy
- **Premium**: too subtle = invisible; too slow = waiting; zero = broken
- **Corporate**: too conservative = boring; playful easing breaks trust; identical = monotonous
- **Energetic**: max everywhere = nothing stands out; too many particles; no settle = chaos
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---
name: remotion-video
description: Create videos from React code with Remotion. Use when the user asks to make, animate, preview, or render a video, motion graphic, intro, caption, or social clip using code.
---
# Remotion Video
Remotion makes videos out of React components. Each frame is a web page. Render them in order and you get an MP4.
## Core ideas
- **Composition**: one video. Has `width`, `height`, `fps`, `durationInFrames`.
- **Frame**: `useCurrentFrame()` returns the current frame number. All animation is a function of the frame.
- **`interpolate`**: maps a frame range to a value range (fade, slide).
- **`spring`**: natural bouncy motion.
- **`Sequence`**: shows children only during a frame range.
- **`AbsoluteFill`**: full-screen layer; stack them for backgrounds.
- **`Audio` / `OffthreadVideo` / `Img`**: media. Put files in `public/` and load with `staticFile("name.mp3")`.
## Workflow
1. **Plan first.** Ask or decide: length (seconds), size (1920x1080, or 1080x1920 for vertical), fps (30), and the scenes. Keep scenes to a short list.
2. **Set up** (skip if the project exists):
```
npx create-video@latest
cd <project> && npm install
```
3. **Write** compositions in `src/`, register them in `src/Root.tsx`.
4. **Preview**: `npm run dev` (opens Remotion Studio).
5. **Render**: `npx remotion render <CompositionId> out/video.mp4`
Still frame: `npx remotion still <CompositionId> out/frame.png --frame=30`
6. **Verify**: render one still first, check it looks right, then render the full video.
## Starter example
`src/Root.tsx`
```tsx
import { Composition } from "remotion";
import { Hello } from "./Hello";
export const RemotionRoot = () => (
<Composition
id="Hello"
component={Hello}
durationInFrames={150}
fps={30}
width={1920}
height={1080}
defaultProps={{ title: "Hello, world" }}
/>
);
```
`src/Hello.tsx`
```tsx
import { AbsoluteFill, interpolate, spring, useCurrentFrame, useVideoConfig } from "remotion";
export const Hello = ({ title }: { title: string }) => {
const frame = useCurrentFrame();
const { fps } = useVideoConfig();
const opacity = interpolate(frame, [0, 30], [0, 1], { extrapolateRight: "clamp" });
const scale = spring({ frame, fps, config: { damping: 12 } });
return (
<AbsoluteFill style={{ backgroundColor: "#0b1020", justifyContent: "center", alignItems: "center" }}>
<h1 style={{ color: "white", fontSize: 120, opacity, transform: `scale(${scale})` }}>{title}</h1>
</AbsoluteFill>
);
};
```
## Rules of thumb
- Never animate with CSS transitions, `setTimeout`, or CSS animations. They don't render per frame. Drive everything from `useCurrentFrame()`.
- Always pass `extrapolateRight: "clamp"` to `interpolate` unless you want values to keep growing.
- Seconds to frames: `seconds * fps`.
- Use `<Sequence from={..} durationInFrames={..}>` to order scenes; `<Series>` to chain them.
- Load fonts with `@remotion/google-fonts` so they are ready before rendering.
- Keep props in `defaultProps` so the user can edit text in the Studio.
- Rendering needs Chromium and ffmpeg (Remotion installs/handles these); first render can be slow.
## Fonts
Google Fonts: `npm i @remotion/google-fonts`, then
```tsx
import { loadFont } from "@remotion/google-fonts/Inter";
const { fontFamily } = loadFont(); // use as style={{ fontFamily }}
```
It downloads the font while rendering, so the machine needs internet access to fonts.googleapis.com. If the render fails with "Failed to load font", the network is blocking it: use a local font file in `public/` with `@remotion/fonts` (`loadFont({ family, url: staticFile("x.woff2") })`) or a system font. (Not verified in the sandbox where this skill was tested, which had no access to Google.)
## Common problems
- **Can't download the browser (no internet / locked-down machine)**: point Remotion at an installed Chromium:
`npx remotion render <Id> out/video.mp4 --browser-executable=/path/to/chromium --chrome-mode=chrome-for-testing`
- **Blank/white frames**: an asset path is wrong; use `staticFile()`.
- **Flicker**: an image or font not loaded; use `<Img>` and `@remotion/google-fonts`.
- **Slow render**: lower resolution/fps while testing, or use `--concurrency`.
## Templates
Copy-paste starting points. Read the one that fits:
- `templates/captions.md` - words highlighted in time with speech
- `templates/charts.md` - animated bar chart
- `templates/intro-outro.md` - title card + chaining scenes with `Series`
- `templates/audio-voiceover.md` - background music, voiceover, auto video length
- `templates/vertical.md` - 1080x1920 clips for Reels/TikTok/Shorts
## Docs
https://www.remotion.dev/docs
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# Template: Audio, music and voiceover
Put sound files in `public/` (mp3 or wav). Load them with `staticFile()`.
`src/Narrated.tsx`
```tsx
import { AbsoluteFill, Audio, Sequence, interpolate, staticFile, useVideoConfig } from "remotion";
import { getAudioDurationInSeconds } from "@remotion/media-utils";
import type { CalculateMetadataFunction } from "remotion";
type Props = { title: string; voice: string; music: string };
// Make the video exactly as long as the voiceover (+1 second of padding).
export const calcNarratedMetadata: CalculateMetadataFunction<Props> = async ({ props }) => {
const seconds = await getAudioDurationInSeconds(staticFile(props.voice));
return { durationInFrames: Math.ceil((seconds + 1) * 30) };
};
export const Narrated = ({ title, voice, music }: Props) => {
const { fps, durationInFrames } = useVideoConfig();
return (
<AbsoluteFill style={{ background: "#0b1020", justifyContent: "center", alignItems: "center" }}>
<h1 style={{ color: "white", fontSize: 110 }}>{title}</h1>
{/* Background music: quiet, fades out over the last second. */}
<Audio
src={staticFile(music)}
volume={(f) => interpolate(f, [durationInFrames - fps, durationInFrames], [0.15, 0], { extrapolateLeft: "clamp", extrapolateRight: "clamp" })}
/>
{/* Voiceover starts half a second in, full volume. */}
<Sequence from={Math.round(fps * 0.5)}>
<Audio src={staticFile(voice)} volume={1} />
</Sequence>
</AbsoluteFill>
);
};
```
Register it (note `calculateMetadata`):
```tsx
<Composition
id="Narrated"
component={Narrated}
calculateMetadata={calcNarratedMetadata}
durationInFrames={300} // placeholder, replaced by calculateMetadata
fps={30} width={1920} height={1080}
defaultProps={{ title: "My story", voice: "voice.mp3", music: "music.mp3" }}
/>
```
Install: `npm i @remotion/media-utils`
Getting a voiceover
- Record yourself, or generate speech with a text-to-speech service, and save as `public/voice.mp3`. Never commit API keys; keep them in environment variables.
- Pair with `templates/captions.md`: feed it word timings from a transcription of the same file.
Rules
- Music volume 0.1-0.2 so the voice stays clear.
- `<Sequence from={...}>` delays when a sound starts.
- Audio is only in the final render (mp4). Stills (`remotion still`) have no sound.
- Check the sound made it in: `ffprobe out/video.mp4` should list an `Audio:` stream.
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# Template: Captions
Words appear in time with speech. Give each word a start time in seconds.
`src/Captions.tsx`
```tsx
import { AbsoluteFill, useCurrentFrame, useVideoConfig } from "remotion";
type Word = { text: string; start: number; end: number }; // seconds
export const Captions = ({ words, background = "#111" }: { words: Word[]; background?: string }) => {
const frame = useCurrentFrame();
const { fps } = useVideoConfig();
const t = frame / fps;
// Show a window of up to 5 words around the current one.
const current = words.findIndex((w) => t >= w.start && t < w.end);
const i = current === -1 ? 0 : current;
const visible = words.slice(Math.floor(i / 5) * 5, Math.floor(i / 5) * 5 + 5);
return (
<AbsoluteFill style={{ backgroundColor: background, justifyContent: "flex-end", alignItems: "center", paddingBottom: 200 }}>
<div style={{ fontSize: 72, fontWeight: 800, color: "white", textShadow: "0 4px 12px black", textAlign: "center", maxWidth: "80%" }}>
{visible.map((w, k) => (
<span key={k} style={{ color: t >= w.start && t < w.end ? "#ffd400" : "white", marginRight: 16 }}>
{w.text}
</span>
))}
</div>
</AbsoluteFill>
);
};
```
Tips
- Get word times from a transcription tool (e.g. `@remotion/captions` or Whisper) and save them as JSON in `public/`.
- `background` is the backdrop when there is no video. Pass `"transparent"` when layering over a video.
- Layer it over the video: `<AbsoluteFill><OffthreadVideo src={staticFile("clip.mp4")} /><Captions words={words} background="transparent" /></AbsoluteFill>`.
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# Template: Animated bar chart
Bars grow one after another.
`src/BarChart.tsx`
```tsx
import { AbsoluteFill, spring, useCurrentFrame, useVideoConfig } from "remotion";
type Bar = { label: string; value: number };
export const BarChart = ({ data, color = "#4f8cff" }: { data: Bar[]; color?: string }) => {
const frame = useCurrentFrame();
const { fps } = useVideoConfig();
const max = Math.max(...data.map((d) => d.value));
return (
<AbsoluteFill style={{ backgroundColor: "#0b1020", padding: 120, justifyContent: "flex-end" }}>
<div style={{ display: "flex", alignItems: "flex-end", gap: 40, height: 700 }}>
{data.map((d, i) => {
const grow = spring({ frame: frame - i * 6, fps, config: { damping: 15 } });
return (
<div key={d.label} style={{ flex: 1, textAlign: "center", color: "white", fontSize: 36 }}>
<div style={{ height: (d.value / max) * 600 * grow, background: color, borderRadius: 8 }} />
<div style={{ marginTop: 16 }}>{d.label}</div>
</div>
);
})}
</div>
</AbsoluteFill>
);
};
```
Tips
- Delay each bar with `frame - i * 6` (6 frames apart).
- For lines, animate `strokeDashoffset` on an SVG path using `interpolate`.
- Keep numbers readable: show the value as text, rounded.
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# Template: Title intro / outro card
A short card (2-3 seconds) with a title and subtitle. Use at the start or end.
`src/TitleCard.tsx`
```tsx
import { AbsoluteFill, interpolate, spring, useCurrentFrame, useVideoConfig } from "remotion";
export const TitleCard = ({ title, subtitle }: { title: string; subtitle?: string }) => {
const frame = useCurrentFrame();
const { fps, durationInFrames } = useVideoConfig();
const rise = spring({ frame, fps, config: { damping: 14 } });
const fadeOut = interpolate(frame, [durationInFrames - 15, durationInFrames], [1, 0], {
extrapolateLeft: "clamp",
extrapolateRight: "clamp",
});
return (
<AbsoluteFill style={{ background: "linear-gradient(135deg,#1b2a6b,#0b1020)", justifyContent: "center", alignItems: "center", opacity: fadeOut }}>
<h1 style={{ color: "white", fontSize: 130, margin: 0, transform: `translateY(${(1 - rise) * 60}px)`, opacity: rise }}>{title}</h1>
{subtitle && <p style={{ color: "#9fb3ff", fontSize: 48, opacity: rise }}>{subtitle}</p>}
</AbsoluteFill>
);
};
```
Chain with the main video using `<Series>`:
```tsx
<Series>
<Series.Sequence durationInFrames={90}><TitleCard title="My Video" /></Series.Sequence>
<Series.Sequence durationInFrames={600}><MainScene /></Series.Sequence>
<Series.Sequence durationInFrames={90}><TitleCard title="Thanks for watching" /></Series.Sequence>
</Series>
```
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# Template: Vertical clips (Reels / TikTok / Shorts)
Same code, different size. Register a vertical composition:
```tsx
<Composition
id="Vertical"
component={MyScene}
width={1080}
height={1920}
fps={30}
durationInFrames={30 * 30} // 30 seconds
/>
```
Render: `npx remotion render Vertical out/vertical.mp4`
Rules
- Keep text inside the **safe zone**: about 150px from the top, 350px from the bottom (apps cover those parts with buttons and captions), and 60px from the sides.
- Use big text (60px+). Phone screens are small.
- Keep clips under 60 seconds (Shorts limit); 15-30 seconds does best.
- Use `useVideoConfig()` for width/height instead of hard-coding, so the same scene works wide and tall.
- Put captions in the lower-middle, above the bottom safe zone (see captions.md).
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# Animating Clawd
Read this whole file before you draw anything. It covers how to make a short, hand-painted cartoon, starring Clawd or any character you design: the rules and animation principles that make it look good, the workflow that catches mistakes, and the full reference for the character and the engine.
The person prompting you decides **what** the video is about. This guide decides **how** it's made. If they ask for something the rules below forbid (a caption, a 3D spin), do what they ask.
**No design here is final.** Clawd, the emotions, the props and the helpers are a starting point, not a limit. Change any of them, Clawd's own design included, and add whatever new characters, props or emotions the idea needs. Paint new things with the same tools and rules, so they belong with the rest.
Look at the model sheets first:
- [docs/emotions.jpg](docs/emotions.jpg): all 31 emotions.
- [docs/views.jpg](docs/views.jpg): the five key views, the motion helpers and the hats.
---
## The three goals
Every rule below serves one of three goals.
- **Handmade.** The video should look like someone painted it by hand, frame by frame. That means brush strokes, ink lines that boil, flat 2D and no lettering.
- **Alive.** Something is always moving and something is always happening. Faces act instead of snapping, and characters are big enough to feel.
- **One piece.** It's one short film, not a pile of clips. Plan it before you draw it, and link every scene to the next.
Underneath all three, the viewer has to be able to follow it. Timing (rule 4) is the rule models get wrong most often.
## The rules
### 1. The medium is solid: brush strokes, flat 2D, boil
- **Paint everything with p5.brush through `paint()` and `inkLine()`.** Characters get flat `wash` colour plus an ink outline. Backgrounds get soft watercolour `fill` shapes, usually with no outline or a thin one. Never use plain p5 shapes (`rect`, `ellipse`, `fill()`): they look like 2000s Flash.
- **The linework boils.** `jit()` and `random()` are reseeded 12 times a second (`BOIL`), so every drawing wobbles slightly, like hand-drawn animation. That's the look; don't fight it. For anything that must stay put from frame to frame (star positions, tuft heights), use `hash(i)`. Give each separate element its own seed with `boilSeed(key)` (see Engine), or one moving thing makes everything drawn after it jitter.
- **Everything is flat 2D. Never project 3D.** Don't rotate a box in perspective, don't use `rotateY` or WEBGL 3D and don't fake depth with math. Clawd turns through **drawn key views** (front → 3/4 → side → back 3/4 → back), exactly like a cartoon model sheet: see `turn()` and `spinView()`. Depth comes from overlap, scale and colour (farther = smaller, bluer, paler), never from a projection.
- **Light is the one exception.** p5.brush mixes colour like pigment, so a yellow glow painted over blue turns green, and a thin wash over it turns grey. Use `glow()` for anything that shines: it adds real light, under the paper grain.
- **Soft palette, no pure black or white.** Use `PAL.ink` for black and `PAL.cream` or `PAL.paper` for white. Keep colours soft and harmonious, and keep Clawd clearly readable against the background.
### 2. No text
- **Show it, don't write it.** Models overuse text. No captions, no titles, no labels on objects, no signs, no speech bubbles with words, no words on screens, no "ZZZ" typed in a font.
- **Clawd's reactions are painted marks, never letters**: `!`, `?`, zzz, sweat, hearts, a bulb, a rain cloud. Use the emotes (see the reference).
- **A sign that repeats the story is the classic failure.** If Clawd holds a sign saying "I'm lost", the shot has failed. Show Clawd being lost: looking left, then right, the map upside down, a sweat drop.
- If the prompt truly needs a word (a name, a shop sign that is the joke), use `letter()`. Paint it into the scene, keep it to one or two words and use it once.
### 3. Something happens in every scene
- **Every shot needs an event:** something changes between its first frame and its last. Clawd wants something, finds something, tries, fails, reacts or gets it. "Clawd stands in a meadow being cute" is not a shot.
- **One focal action at a time.** Stage it with a clear silhouette and nothing competing for attention, so it reads at a glance.
- **Cause, then reaction.** When something happens, Clawd reacts to it: a take, an emotion change, a turn toward it. The reaction is often the funniest part, so give it time.
- **Pay it off.** Whatever you set up in a shot (a door, a sandwich, a strange noise) gets resolved on screen, in that shot or a later one.
### 4. Timing: model the viewer
Timing turns a set of drawings into a story. It's also where generated animation fails most often: everything moves at one brisk speed, events pile on top of each other, and moments are over before anyone understands them.
You know what happens because you wrote the code. The viewer doesn't: they see it once, at full speed, for the first time. **For every moment, ask what the viewer needs to understand and how long that will take them, and time it for that.**
- **Write the reads.** For each shot, list in order what the viewer has to understand. Each item is a *read*. Every read needs time for the eye to find it, time to understand it, and a moment to register before the next thing starts. Small, distant, fast or subtle things take longer to find and understand than big, central, obvious ones.
- **One read at a time.** Don't start a new read while the viewer is still taking in the last one. When two things happen at once, the viewer sees only one of them. Put a cause and its reaction in sequence, not on top of each other.
- **Fast actions, slow meanings.** A motion can be very quick if it's anticipated, but what it means needs held time. Anticipation tells the viewer where to look before the action, and the hold after it lets them understand it. Move quickly through what doesn't matter to the story, and spend time on what does. That contrast between quick and held is what gives a film rhythm; one constant speed, fast or slow, makes it flat and hard to follow.
- **Lead the eye.** The viewer looks at whatever moves, is bright, is big or is being looked at. Before an important read, get their eye to the right place (a character looks at it, the camera moves to it, it moves or lights up first), and give the eye time to get there.
- **Let the reads set the length.** A shot is as long as its reads need. A shot with many reads can't be short, and a shot whose reads have all landed shouldn't be padded. That includes the last shot: its final read needs time to land before the video ends.
For a worked example, see how the demo times its ending, at the end of this guide.
### 5. Alive
- **Nothing is ever still.** Every emotion has its own idle motion (`feel()`), cameras drift or push, grass sways, stars twinkle and the linework boils. A frozen frame reads as a bug.
- **Faces act, they never snap.** Change moods with `emotions()`. It does anticipation, a squint, a take and overshoot around every change. Never swap `eyes`/`mouth` by hand between two frames.
- **Move like a cartoon, not a machine.** Every move follows the animation principles in the next section.
- **Clawd is big.** In a medium shot, `u` is about 20–28 (Clawd is 10u wide, 8u tall). In a close-up it's 40–70. Tiny Clawds (u < 12) are for wide establishing shots only, and never for the whole video.
- **Everything moves on a beat.** `PROJECT.bpm` drives every idle, bounce and dance, so the whole film shares one pulse. Put the hits on beats (`pulse()`, `beatN()`), even with no music.
### 6. Transitions always
- **Every seam gets a transition:** into the first shot, between every pair of shots and out of the last one. Never start on a hard frame, and never just stop.
- **Pick a transition that belongs to the story**, and don't default to the same one every time. Some options:
- a brush wipe (`brushWipe`)
- an iris or shaped iris (`iris`, `irisShape`)
- a whip pan with a smear
- a match cut (the same shape or motion across the cut)
- a cut on action (cut mid-move, and finish the move in the next shot)
- a camera move that carries through into the next shot
- a fade or push from paper or black
- A plain cut is fine only when it's on action or a deliberate smash cut.
- **Changes inside a shot are transitions too:** emotions go through `emotions()` and turns go through `turn()`. Props arrive and leave on arcs, never popping in.
### 7. One piece: a vision before any code
- **Storyboard first**, in writing, before you write any scene code (the workflow below has the format). If you're working with a person, show them the storyboard and let them react before you build.
- **One world.** Pick a palette and a setting that carries through, with a colour arc across the video (e.g. cold night → warm dawn as Clawd's mood lifts).
- **One thread.** The story has a beginning, a middle and an end, and Clawd's emotional arc follows it. Plan the emotion keys across the whole video, not per shot.
- **Rhyme the ending with the opening:** the same place, pose or motif, changed. It makes the film feel whole.
- **Link scenes:** motion continues across cuts, and screen direction stays consistent (if Clawd travels right, keep travelling right). Props and characters carry over.
---
## Animation principles
These are the classic principles of character animation, as they apply here. Most of them fix one problem: motion written as code comes out mechanical, because code moves every part at once, on the same curve, by the same amount.
- **Anticipation.** Before a big move, make a small move the opposite way: a crouch before a jump, a wind-up before a throw, a squint before a take. It tells the viewer something is coming and where to look. `jump()` and `emotions()` build it in.
- **Squash and stretch.** Bodies squash on impact and stretch when they move fast, keeping their volume (`sq`).
- **Slow in, slow out.** Almost nothing moves at a constant speed. Things ease out of one pose and into the next. A plain `lerp` over time looks mechanical, so run its progress through an easing (`ease`, `easeIn`, `easeOut`, `backOut`).
- **Weight.** How something starts and stops says what it weighs. Heavy things take longer to get going and to stop, and land with little bounce. Light things snap into motion, bounce and flutter to rest.
- **Arcs.** Living things move on arcs, not straight lines: thrown props, hops, arm swings, head turns (`arcPt`).
- **Overlapping action and follow-through.** Don't move every part at once. The eyes lead, the body follows, and arms, hats, props and tails drag behind, overshoot and settle last. Offset each part's timing a little from the one it hangs off (`spring`, `ring` and `backOut` for the settle).
- **Avoid twinning.** Code copies values, so both arms end up at the same angle, both eyes blink together and a crowd bounces in unison. Give one arm the action and the other something smaller, and offset timings, phases and `seed`s between characters.
- **Exaggeration.** Push poses, takes, squash and leans further than feels natural. In a short cartoon, subtle reads as nothing. If it looks like too much on the sheet, pull it back.
- **Strong key poses.** Each shot's storytelling poses should read as stills, with a clear silhouette and the body leaning into what it's doing, before any motion goes between them. If the key poses don't read, the motion won't fix it.
- **Show the thought.** A character notices, thinks, then acts, and the eyes move first. The viewer understands a choice when they see it being made.
- **Secondary action.** Small actions that support the main one (a hat bobbing, an emote popping, grass stirring) add life, but they never compete with it.
---
## Workflow
### 1. Storyboard
Write `STORYBOARD.md` before any scene code:
```
Logline: one sentence. Clawd wants ___, but ___, so ___.
World: setting, a small palette, light, how the colour changes across the video.
Motif: the thing that recurs and pays off.
Clawd's arc: the emotion keys across the whole video.
Shots:
A start–end [transition in: ___] what's seen · the EVENT · Clawd's reaction · camera
reads: start–end the first thing the viewer must understand
start–end the next one (where is the viewer's eye when it starts?)
...
B start–end [transition: ___] ...
...
[transition out: ___]
```
The reads are the timing sheet. Give each one a start and an end, make sure each has time to be found and understood, and make sure no two important reads overlap. If a shot's reads don't fit its length, lengthen the shot or cut a read; don't squeeze them.
Check the storyboard against the rules:
- Is there an event in every shot?
- Does every read have time to land before the next one starts?
- Is there a transition at every seam?
- Is there any text anywhere?
- Does the ending rhyme with the opening?
### 2. Build
- Set `duration` (and `bpm`) in [src/config.js](src/config.js).
- Put your scene in a new file (e.g. `src/scenes/my_video.js`), wrapped in an IIFE, and end it with `shots([...])`. In [studio.html](studio.html), **replace** the `demo.js` script tag with yours.
- Build and check one shot at a time, in order.
- Within a shot, block the key poses first and check them as stills (`--sheet` at the key times). Add the motion between them once they read.
```js
// src/scenes/my_video.js
(() => {
function park(t, lt, dur) { // t = video time, lt = time in this shot, dur = shot length
camBegin(960 + 20 * Math.sin(lt * .6), 540, 1 + .02 * lt); // slow drift and push: the camera is never dead
paint(rectPts(-200, -200, W + 400, H + 400), { wash: PAL.sky, ink: null }); // background
paint(ellPts(960, 1150, 1400, 380, 40, 2), { wash: PAL.sap, ink: PAL.ink, sw: 1 }); // ground
const mood = emotions(lt, [[0, 'bored'], [1.2, 'surprised'], [1.7, 'excited']]); // acted changes
const hop = jump(lt, 2.2, 2.7, 3); // add poses that share fields
clawd(960, 860, 26, { ...mood, dy: mood.dy + hop.dy, sq: mood.sq + hop.sq });
const at = toScreen(960, 860 - 4 * 26); // Clawd's screen position, for the iris
camEnd();
if (lt < .45) iris(...at, lerp(0, 1500, easeIn(lt / .45))); // transition in
if (lt > dur - .3) brushWipe((lt - (dur - .3)) / .6); // transition out (next shot finishes it)
}
shots([[0, park] /*, [3.5, nextShot], ... */]);
})();
```
### 3. Look at it: the review loop
You can't see motion by reading code. Render and look at every shot, several times, at three zoom levels:
```bash
# contact sheet: the shape of the whole piece (every shot's first, middle and last frames)
node render.mjs --sheet=0.1,0.8,1.6,2.4,3.1,3.9 --cols=6 --w=320 --out=out/check/sheet.jpg
# strip: EVERY frame of a moment (turns, takes, jumps, throws, transitions)
node render.mjs --strip=2.1:2.6 --cols=6 --w=320 --out=out/check/strip.jpg
# crop: full-resolution detail (faces, hands, contacts, glows); crop=x,y,w,h in frame pixels
node render.mjs --sheet=2.3,2.4 --crop=760,420,500,400 --w=500 --out=out/check/face.jpg
# crop-at: the same, following a WORLD point through each frame's camera (a foot or a prop on a moving shot);
# x,y in world pixels (or an expression evaluated in the page), w,h in frame pixels
node render.mjs --strip=2.1:2.6 --crop-at=960,700,500,400 --out=out/check/feet.jpg
```
Open each image and actually look at it. Check:
- **Read:** is the event of each shot clear from its sheet alone? Is Clawd big enough, and does Clawd separate from the background?
- **Timing.** You can't judge timing from single frames, so read it like a viewer:
- Render the shot as a sheet at a fixed step (every 0.1–0.15 s) and read it in order.
- At each frame ask: where is the viewer looking right now, and do they understand it yet?
- Count the frames each read gets (24 frames = 1 s). A read that flashes by in a few frames, or shares its frames with another read, will be missed.
- After each important moment, is there time to take it in before the next thing starts?
- **Motion:** in strips, does every move have anticipation and follow-through? Are there any pops, jumps or snaps between frames? Do the parts move at different times, or all at once? Is anything moving at a constant speed, or mirrored left and right? Are the poses pushed far enough to read?
- **Boil:** in a strip, each pair of frames that share a boil drawing should match except where something moves. Anything still that changes every frame needs its own `boilSeed()`.
- **Contacts:** do feet touch the ground? Do held things touch the arm tips? Do thrown things leave from the hand?
- **Transitions:** check the first and last 0.5 s of every shot and every seam. Does it open and close with a transition?
- **Rules:** is there any text? Is there any 3D? Is there any dead stretch where nothing is happening?
- **Colour:** any muddy glows (use `glow()`), pure black or pure white?
Fix what you find, then look again. **Budget:** at least one sheet per shot, a strip for every key motion and transition, and a crop for every face that carries the story. Contact sheets run about 0.1–1 s per frame, so this is cheap: don't skip it.
### 4. Render
```bash
node render.mjs --clip --out=out/video.mp4 # the whole video, straight to MP4
node render.mjs --frames --workers=4 # or: parallel + resumable JPEG frames into out/frames …
node render.mjs --encode --out=out/video.mp4 # … then encode them
```
---
## Engine
### Files
| file | what's in it |
|---|---|
| `src/config.js` | `PROJECT = { duration, bpm, offset, audio? }` |
| `src/core.js` | canvas, palette, timing and motion helpers, `paint()`, camera, full-frame effects, `glow()`, lettering, paper, render hooks |
| `src/clawd.js` | Clawd: views, emotions, eyes, mouths, hats, emotes, moves |
| `src/timeline.js` | `shots()`, `LOOPS`, `brushWipe()` |
| `src/sheets.js` | the model sheets as loops (`?loop=emotions`, `?loop=views`) |
| `src/scenes/demo.js` | an 11-second example. **Don't copy it** (see the end of this guide) |
| `studio.html` | open it in Chrome to scrub the video (`?t=2.5` jumps to a time, `?loop=emotions` shows a loop) |
| `render.mjs` | headless renderer: sheets, strips, crops, stills, PNG loops, MP4 |
### Frames are pure functions of time
- **Frames render in parallel and out of order.** A shot is `fn(t, lt, dur)` and must draw the same frame for the same `t`, every time. No state carried between frames, no counters, no `Math.random()`, no physics that integrates frame by frame. Compute everything from `t`, in closed form (the helpers below do this for you).
- Randomness: `hash(i)` for stable per-object values, and `jit(a)`/`random()` for boil (they change 12 times a second).
- **Seed each element with `boilSeed(key)`.** Each boil drawing holds for two frames, so anything that isn't moving must draw the same in both. But a moving thing uses a different amount of randomness each frame, which shifts the stream for everything drawn after it, and all of that re-boils every frame and looks jittery.
- `boilSeed(key)` restarts the stream from the boil frame and a key that stays the same every frame (any string or number, unique within the frame).
- Call it before each separate element: each background layer, prop and effect.
- `clawd()` seeds itself and each of its parts, then reseeds when it's done, so nothing drawn after it depends on its pose. Its key is its call order; set `boilKey` if characters come and go mid-shot.
- **Each shot paints the whole frame,** background included. The paper texture is under everything and the grain is multiplied over the top, so leaving paper showing is a valid look.
- **Canvas:** 1920×1080, origin top-left, y down.
- `LOOPS.name = t => {...}; LOOPS.name.len = 4;` makes a standalone loop (tests, GIFs, sheets), rendered with `--loop=name`.
### Painting
`paint(pts, o)` paints one shape from a point list `[[x, y], ...]`:
| option | meaning |
|---|---|
| `wash, washOp` | flat colour (opacity 0–255, default 255). For characters, props, anything solid. |
| `fill, fillOp, bleed, tex, border` | watercolour fill with bleeding edges and pigment texture. For skies, hills, shading and shadows. `bleed` ~.05–.3, `tex` ~.3–.9. |
| `hatch: { d, a, o, b, c, w }` | hatching (distance, angle, `{rand, gradient}`, brush e.g. `'charcoal'`/`'HB'`, colour, weight). Texture, sparingly. |
| `ink, sw, br` | outline colour (default `PAL.ink`), weight (~.4–2), brush. **`ink: null` means no outline.** |
| `curv` | 0–1: smooth the outline through the points. |
- **Lines:** `inkLine(pts, sw, colour, brush = 'ink', curvature)`. The kit's brushes are `'ink'`, `'inkfine'` and `'dry'` (bristly). p5.brush's built-ins also work: `'2B'`, `'HB'`, `'charcoal'`, `'marker'`, `'pen'`, `'cpencil'`, `'rotring'`, `'spray'`.
- **Shapes:**
- `rectPts(x, y, w, h, jitter)`
- `ellPts(cx, cy, rx, ry, n, jitter, rot)`
- `rrPts(x, y, w, h, r, jitter)`: a rounded rectangle
- `starPts(cx, cy, r, inner, n, rot)`
- `heartPts(cx, cy, r)`
- `through(P)`: a smooth curve through the points
- `ribbon(P, w0, w1)`: a tapered ribbon along a path, as one outline. Use it for tails, trails, vines and noodly arms.
- **One shape, one outline.** Build a creature or prop from as few outlines as you can, so it doesn't look like glued-on stickers: a tail is one `ribbon`, not five circles.
- **Light:** `glow(x, y, r, colour, a)`. It's additive, so it stays warm on dark grounds and barely shows on light ones (as real light would). Draw it before the things that sit in front of the light.
- **Palette** `PAL`: `paper, ink, clay, clayDk, clayLt, night, indigo, rose, ochre, sap, teal, violet, cream, sky`. `mixCol(a, b, k)` mixes two hex colours in RGB. Any hex colour works: pick a small palette per video.
- **p5.brush quirks:**
- Colours mix like pigment: yellow over blue makes green. Layer light colours over dark ones with a full-opacity `wash`, or use `glow()`.
- `wash` at 255 is exact colour; lower opacities mix.
- Strokes drawn far from the origin under a zoomed camera collapse: from zoom ~2, an outline or a line at large
world coordinates leaves only a dot at its first vertex. `paint()` and `inkLine()` draw each shape around its own
centre, which avoids it. A shape much bigger than the canvas can still lose its outline: draw long edges as
`inkLine`s no bigger than the canvas.
- Outline weight is in world units, so it grows with the camera's zoom: a fine outline on a small shape becomes a
dark blob in a close-up. Scale `sw` down with the zoom for small shapes.
- A NaN in a point list throws `Failed to construct 'OffscreenCanvas': Value is not of type 'unsigned long'`, with
a stack pointing at your scene rather than the NaN. Guard geometry that can degenerate (`Math.acos` of a ratio > 1).
- p5 `push()/pop()/translate()/rotate()/scale()` work with all brush calls.
- Cost is the number of `fill` shapes and strokes: hundreds are fine, thousands are not. Aim for ≤ 1.5 s per frame. The render log prints ms/frame.
- Some scenes make p5.brush log five `WebGL: INVALID_OPERATION ... not from the associated program` warnings once per page. They're harmless (frames come out identical). Any other page error is real.
### Time and motion (all pure functions of t)
- **Progress and keys:**
- `seg(t, a, b)`: 0..1 progress through [a, b]
- `kf(t, [[t0, v0], [t1, v1], ...], ease)`: keyframes; values may be arrays
- `lerp`, `clamp`, `frac`, `wob(t, freq, phase)`, `TAU`
- **Easing:** `ease`, `easeIn`, `easeOut`, `backOut` (overshoot) and `elasticOut`.
- **Rhythm:** `BEAT` (seconds per beat), `bpOf(t)` (beat position), `beatN(t)` (beat number), and `pulse(t, k)` / `pulse2(t, k)`, which are 1 on each beat (or eighth) and then decay.
- **Acting:**
- `jump(t, t0, t1, h)`: crouch, stretch, arc and squash-land. Returns `{dy, sq}`.
- `take(t, t0, amt)`: a surprise take, returns `{sq, dy}`.
- `stroll(t, t0, t1, x0, x1, u)`: an eased walk. Returns `{x, walk, view, flip, dy}`.
- `spring(t, t0, k, w)`: a damped wobble after an event, for settles and follow-through.
- `ring(t, [t0, t1, ...])`: one `spring` kick per event time.
- `arcPt(p0, p1, h, k)`: a point on a thrown arc.
- `onTwos(t)`: holds each drawing for two frames. Wrap a shot's `t` in it for a snappier, hand-drawn feel.
- **Camera:**
- `camBegin(cx, cy, zoom, rot)` … `camEnd()`: world point (cx, cy) lands at screen centre. One level only; always pair them.
- `toScreen(x, y)`: world → screen while a camera is active. Use it to aim an iris at a character.
- `shakeXY(t, amount)`: [dx, dy] to add to the camera on impacts.
- **Full-frame effects** (screen space, after `camEnd()`):
- `brushWipe(p, [c1, c2])`: fat strokes cover the frame (p 0 → .5) and then drag off (.5 → 1). Cut under full cover. Its comment in timeline.js shows the two calls.
- `iris(cx, cy, r, colour)` and `irisShape(pts, colour)`: shaped reveals.
- `flash(k, colour)`: a full-frame flash.
- **Lettering** (only if you must, see "No text"):
- `letter(txt, x, y, size, colour, {pop, rot, alpha, screen})`
- `sfx(txt, x, y, size, colour, age)`
- Both are composited at `flushLetters()`, after the shot. If a wipe or iris must cover them, call it yourself first.
---
## Clawd
Clawd is the Claude Code mascot: a terracotta block (`PAL.clay`), 10 units wide and 6 tall, with four stubby legs, two little arm nubs and two tall slit eyes. There's no mouth at rest. It's drawn in flat wash with an ink outline and boils like everything else. That's the default design, not a rule: change it if the idea needs it. Within one video, though, keep every character on model, with the same shape and features in every shot.
```js
clawd(x, y, u, options) // (x, y) = ground point between the feet; u = size unit
```
**Sizes:** Clawd is 10u × 8u (legs included).
| shot | u | on screen |
|---|---|---|
| wide | 10–16 | small in the landscape |
| medium | 20–28 | the usual acting size |
| close-up | 40–70 | face acting |
| extreme close-up | 90+ | camera pushed in on the eyes |
### Options
| group | options |
|---|---|
| pose | `dx`, `dy` (in u; −dy = up), `sq` (squash; negative stretches), `rot` (pivots at the feet), `flip`, `sx`, `sy`, `aL`, `aR` (arm angle: 0 = straight out, + = up, − = down; ±1.5 is vertical), `walk` (leg phase), `noLegs`, `noShadow` |
| view | `view`: front, q, side, qback, back. `smear` 0..1 + `smearDir` ±1 (0 = both sides) for fast moves |
| face | `eyes`, `mouth`, `lookX`/`lookY` (−1..1), `squint` 0..1, `blush` 0..1, `gloom` 0..1, `lid` 0..1, `seed` (blink timing) |
| colour | `tint` (pale, flush, blue, rosy, green, gold, or any hex) + `tintK`, or `col`/`dk`/`lt` directly |
| extras | `hat`, `emote` + `emoteK` (0..1 pop) + `emoteAge`, `draw(u, sw)`, `armL(u, sw)`, `armR(u, sw)` |
| boil | `boilKey`: a stable id for its boil seeds (default: call order) |
Options compose by spreading: `clawd(x, y, u, { ...feel('happy', t), ...turn(t, 1, 1.15, 0, .25), hat: 'party' })`. Later spreads win, so put the emotion first and the pose after it. If both an emotion and a pose move the same field (`dy`, `sq`), add them together rather than letting one silently replace the other.
### Views and turns
These are drawn key views. Every view faces screen-right; add `flip: true` to face left.
| view | what you see |
|---|---|
| `front` | the face, both arms, four legs |
| `q` | 3/4: the face shifted toward the heading, the side face as a darker strip behind it |
| `side` | profile: one eye near the leading edge, one arm |
| `qback` | 3/4 from behind: no face |
| `back` | no face |
- **Turn with `turn(t, t0, t1, a0, a1)`.** Headings are in turns: 0 = front, .25 = facing right, .5 = back, −.25 = facing left. It steps through the key views over 0.12–0.25 s with smears, like a drawn turn. For a single heading, use `spinView(a)`.
- **Walks across the screen** read best in `side` view with `walk` driving the legs. `stroll()` gives `q`; override it with `view: 'side'` for a trot.
- **Facing right, `aL` is the near arm** (drawn in front of the body), and the far arm is behind and darker.
### Emotions
31 emotions. Each is a face, a colour and a way of moving, all locked to the beat. `feel(name, t, over)` returns all of it at time t:
```js
clawd(x, y, u, feel('happy', t)); // one emotion, alive
clawd(x, y, u, feel('sad', t, { view: 'q', lookX: -1 })); // with overrides
clawd(x, y, u, emotions(t, [[0, 'sleepy'], [1.9, 'surprised', { lookX: .8 }], [2.5, 'idea']])); // acted changes
```
| family | emotions |
|---|---|
| joy | happy, excited, laugh, love, proud, starstruck, playful, hopeful, relieved |
| sly | smug, cool, mischief, suspicious |
| low | sad, cry, bored, sleepy, ko |
| hot | angry, furious (the lunchbox lid opens), determined, disgusted |
| alarm | scared, nervous, surprised, confused, dizzy |
| mind | neutral, thinking, idea, shy |
- **`emotions(t, keys)`** is how moods change in a shot. Around each key it squints and squashes just before the change (anticipation), swaps the face under the squint, and fires a take sized to the new emotion. The body then settles into the new motion with overshoot, colour cross-fades and the new emote pops in.
- `emotions(t, keys, { take: .5 })` scales every take.
- The third element of a key overrides fields for that stretch (e.g. `{ lookX: .8, emote: 'music' }`).
- To make a new emotion, add an entry to `EMO` in clawd.js. It needs eyes, mouth, optional tint/blush/gloom/lid/emote, `take` (reaction size) and `body(t)` (its idle motion, locked to the beat through `_b(t)`).
### Parts
- **Eyes:** normal, look, wide, happy, closed, sleepy, wink, narrow, angry, determined, sad, teary, cry, squeeze, shine, scared, blank, spark, red, heart, x, swirl, dot, shades.
- A pair gives mismatched eyes, e.g. `['narrow', 'wide']`.
- `lookX`/`lookY` aim the pupils, and `squint` closes the eyes from any shape.
- **Mouths:** o, O, smile, grin, flat, wobble, cat, frown, smirk, laugh, open, wail, teeth, tongue, pout, yawn. Use `null` for none (Clawd's resting face).
- **Lunchbox lid:** `lid` 0..1 hinges the top of the body open, with teeth pointing into the mouth. It's for fury, chomping and shouting, in the front view only.
- **Hats:** party, hard, crown, halo, wizard, hood, top, fedora, band, sweatband, beanie, bow, flower, headphones, cat (ears and whiskers). Face pieces: masq, mask, bowtie.
- **Emotes** are painted marks that pop in by the head: `!` `?` `!!` `!?` zzz, sweat, spark, heart, hearts, anger, steam, bulb, dots, scribble, music, swirl, stars, cloud.
- `emoteK` is the 0..1 pop and `emoteAge` drives the looping ones; `emotions()` sets both.
- `emote(kind, x, y, s, k, age)` draws one anywhere, for example over a prop.
- **Body colour:**
- `tint` shifts it with the mood: pale (fear), flush (anger), blue (sadness), rosy (love), green (disgust), gold (pride).
- `gloom` adds a dark forehead with hanging lines, and `blush` adds cheeks (hatched when above .6).
### Hooks: props and accessories
- **`draw(u, sw)`** paints in body-local space, on top of everything else on the body (face, hat, near arm). It squashes, flips and rotates with Clawd. Front-view coordinates:
- the body spans x −5u..5u and y −8u..−2u
- the eyes are at (±2.5u, −6u)
- the mouth is near (0, −4.3u)
- **`armL(u, sw)` / `armR(u, sw)`** are called at the arm tip, in arm space (+x runs outward along the arm), so a held prop just draws around (0, 0) and follows the arm automatically:
```js
clawd(x, y, 24, { ...feel('proud', t), aR: 1.2, armR: (u, sw) => paint(starPts(u * .8, 0, u * 1.4, .5, 5), { wash: '#FFE27A', sw }) });
```
- Anything the arms can't carry, like a big object overhead, is drawn separately at a point computed from the same pose. The demo's star does this. Make sure it touches: check it with a crop.
### Dances
`move(style, t, seed)` returns beat-locked pose offsets. The styles are bounce, hop, roof (arms up), sway, spin (a drawn spin through the key views once a bar), wave, walk, run, idle, stomp and shimmy. `mix` changes style every two bars. `dancer(x, y, u, style, t, extra)` is `clawd` + `move`. You can combine a dance with a face: `{ ...move('bounce', t), eyes: 'happy', mouth: 'grin' }`.
---
## Music (optional)
The kit doesn't need music, but it's built for it:
1. Set `bpm` to the song's tempo in [src/config.js](src/config.js), and set `offset` to the time of its first downbeat in seconds. Every idle, dance and `pulse()` then locks to the song.
2. Put the audio in `assets/` and set `PROJECT.audio` (or pass `--audio=`). `--clip` and `--encode` mux it in.
3. Land hits, cuts and takes on beats (`beatN`, `pulse`). Cut on bar lines for big changes, and give each musical phrase its own visual.
4. **Lyrics are not text.** Don't put words on screen. Act the meaning of a line instead.
## Common failures
These are the things that make a Clawd video look generated. Check your storyboard and sheets against them:
- signs, captions, labels or speech bubbles with words
- Clawd standing still and smiling while nothing happens
- everything moving at one brisk speed, with events stacked on top of each other and no holds
- moments that are over before the viewer understands them
- a tiny Clawd in a big empty landscape for the whole video
- faces that snap from one expression to another
- mechanical motion: linear moves, every part moving at once, both arms or several characters in sync
- timid poses and takes that barely read
- jittery linework: still things re-boiling every frame because something moving before them shifted the random stream (`boilSeed`)
- hard cuts everywhere, or a video that just starts and stops
- 3D rotation, perspective boxes or projected turns
- plain p5 shapes, gradients or digital glows mixed into the paint (use `paint`/`inkLine`/`glow`)
- muddy green-grey glows from painting yellow over blue
- props floating near a hand instead of touching it
- every shot a different world with nothing linking them
## About the demo
[src/scenes/demo.js](src/scenes/demo.js) ("The fallen star") exists to show the kit working: an acted emotion timeline, a drawn turn, a trot, a pickup, a throw on an arc, `glow`, a brush wipe and an iris in and out. **It's one idea, not a template.** Don't reuse its story, night sky, hills, star or shot structure. Start from the prompt and your own storyboard, and replace its script tag in `studio.html` with yours.
### Worked example: how the demo times its ending
This shows rule 4 applied to one shot of one video. The reads, the numbers and the way it ends are specific to this story; yours will be different. Read it for the reasoning, not the numbers. It's the demo's last shot, from the throw on, in video time:
| time | read | why it's timed this way |
|---|---|---|
| 6.95–7.1 | wind-up and throw | fast motion; it reads because the wind-up anticipates it |
| 7.1–7.9 | the star flies home | long enough for the eye to follow it from Clawd to the top of the frame; the camera eases back to give it sky |
| 7.9–8.35 | it arrives: a flare, a sparkle, the sky twinkles | the payoff. Clawd only watches, so nothing competes with it |
| 8.35–8.95 | Clawd falls in love | the reaction starts only after the viewer has seen the cause |
| 8.95–9.4 | Clawd waves goodbye | a new action, on its own |
| 9.4–9.8 | the star twinkles back | the answer to the wave |
| 9.8–11.0 | iris to Clawd, hold, shut | the last read gets time to land before the video ends |
The first version packed all of this into about 1.3 s, and nobody could tell what had happened.
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MIT License
Copyright (c) 2026 John Heibel
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
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# Claude Animation Base
This is a small starter kit with code, instructions and assets for animating a character in [p5.js](https://p5js.org) and [p5.brush](https://github.com/acamposuribe/p5.brush) with Claude Opus 5.5. It's based on the code from the music video [I'm Upping My P(doom)](https://github.com/JohnHeibel/PDoomVideo) and an analysis of what the model did and didn't do well. I highly recommend playing around with your prompting: make it give you the storyboard before coding, give it very broad instructions, try being very specific, ask for subagents, and try a bunch of other fun ways of testing the model's capabilities. In my testing, it can do a lot with very little, but it's also quite accurate when you give it more requirements. Also try asking the model to swap out the character or make new emotions or costumes, give it your own reference images, and try many other fun things like that. I've found that the reasoning level corresponds to how "extravagant" and detail-oriented the model makes the scene. All test videos were generated with Opus 5.5 on xhigh reasoning in Claude Code.
![Clawd's emotions, animated](docs/emotions.webp)
## Make a video
Clone it, open it in Claude Code (or any coding agent) and ask for what you want:
> Read ANIMATION_GUIDE.md, then make a 15-second video of Clawd trying to catch a butterfly.
The model storyboards first, builds shot by shot, renders contact sheets to check its own work, and writes `out/video.mp4`. [ANIMATION_GUIDE.md](ANIMATION_GUIDE.md) holds the rules it follows: handmade, alive, one piece, no text, transitions always, something happens in every scene, and a solid medium of brush strokes, flat 2D and boiling linework. It also covers timing for the viewer and the core principles of character animation.
## Run it yourself
You need Node.js, Google Chrome and ffmpeg.
Without a dedicated GPU, p5.brush's watercolour fills make render times fairly slow, measured in seconds per frame. If you're running on integrated graphics, I recommend asking the model to avoid those fills and replace them with something else appropriate. (I love the look of the watercolours, though.)
```bash
npm install
node render.mjs --clip --out=out/video.mp4
```
That renders the 11-second demo in [src/scenes/demo.js](src/scenes/demo.js). Open [studio.html](studio.html) in Chrome to scrub through it. Add `?loop=emotions` or `?loop=views` to see the model sheets. If Chrome isn't in a standard location, pass `--chrome=<path>` or set `CHROME_PATH`.
On Linux, `render.mjs` starts Chrome with `--no-sandbox` (Ubuntu 23.10+ blocks Chrome's sandbox in headless use) and also finds a Chromium installed by Playwright. With no GPU at all, add `--soft-gl` to render WebGL in software: slow on watercolour fills, but it works. On a headless Linux machine with an NVIDIA GPU (a cloud or cluster node), add `--gpu-angle=gl-egl` (or `vulkan`); `node gpu_probe.mjs <chrome path>` shows which renderer each set of flags gets.
## What's here
| path | what it is |
|---|---|
| [ANIMATION_GUIDE.md](ANIMATION_GUIDE.md) | The rules, the workflow and the full API. Read it first. |
| [src/clawd.js](src/clawd.js) | Clawd: views, emotions, eyes, mouths, hats, emotes, dances |
| [src/core.js](src/core.js) | Painting, timing, motion helpers, camera, light, paper |
| [src/timeline.js](src/timeline.js) | Shots, loops and the brush-wipe transition |
| [src/config.js](src/config.js) | Length and tempo |
| [src/scenes/](src/scenes/) | Your video goes here (the demo is an example) |
| [render.mjs](render.mjs) | Headless renderer: contact sheets, frame strips, crops, stills, MP4 |
| [docs/](docs/) | Model sheets: [emotions](docs/emotions.jpg) (also [animated](docs/emotions.webp)) and [views, motion and hats](docs/views.jpg) |
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// Which GPU does headless Chrome's WebGL land on? Prints the unmasked renderer for each flag set.
// node gpu_probe.mjs <chrome path>
import puppeteer from 'puppeteer-core';
const chrome = process.argv[2];
const base = ['--no-sandbox', '--ignore-gpu-blocklist', '--enable-gpu-rasterization'];
const candidates = {
'angle-vulkan': ['--use-angle=vulkan', '--enable-features=Vulkan'],
'gl-egl': ['--use-gl=egl'],
'angle-gl-egl': ['--use-angle=gl-egl'],
'kit-default': ['--use-gl=angle'],
};
for (const [name, flags] of Object.entries(candidates)) {
let browser;
try {
browser = await puppeteer.launch({ executablePath: chrome, headless: true, args: [...base, ...flags] });
const page = await browser.newPage();
const info = await page.evaluate(() => {
const gl = document.createElement('canvas').getContext('webgl2') || document.createElement('canvas').getContext('webgl');
if (!gl) return 'no WebGL context';
const ext = gl.getExtension('WEBGL_debug_renderer_info');
return ext ? gl.getParameter(ext.UNMASKED_RENDERER_WEBGL) : gl.getParameter(gl.RENDERER);
});
console.log(`${name.padEnd(13)} ${info}`);
} catch (e) {
console.log(`${name.padEnd(13)} FAILED: ${e.message.split('\n')[0]}`);
} finally {
await browser?.close();
}
}
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}
-16
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@@ -1,16 +0,0 @@
{
"name": "claude-animation-base",
"version": "1.0.0",
"private": true,
"license": "MIT",
"description": "Clawd, painted in p5.brush: a character kit and guide for making hand-painted Clawd animations",
"scripts": {
"sheet": "node render.mjs --sheet=0,1,2,3,4,5 --out=out/sheet.jpg",
"video": "node render.mjs --clip --out=out/video.mp4"
},
"dependencies": {
"p5": "^2.3.3",
"p5.brush": "^2.2.3",
"puppeteer-core": "^25.11.0"
}
}
-157
View File
@@ -1,157 +0,0 @@
// render.mjs: renders studio.html in headless Chrome. Length and fps come from the page (PROJECT in src/config.js).
//
// Look at it (open the images with your image viewer / Read tool):
// node render.mjs --sheet=0.5,1,1.5,2 [--cols=4] [--w=480] --out=out/check/a.jpg contact sheet of chosen times
// node render.mjs --strip=2.0:2.5 [--cols=6] [--w=320] --out=out/check/strip.jpg EVERY frame in a stretch (motion)
// node render.mjs --sheet=2.1,2.2 --crop=760,300,400,400 --w=600 --out=out/check/face.jpg full-res crops (details)
// node render.mjs --strip=2.0:2.5 --crop-at=960,780,500,400 --out=out/check/feet.jpg crops that follow a WORLD point
// (x,y in world px, may be page expressions like PLK.MX(1.38); w,h in screen px) through each frame's camera
// node render.mjs --stills=1.2,3.4 --out=out/stills full-res PNGs
// Make the video:
// node render.mjs --clip [--range=0:4] --out=out/video.mp4 straight to MP4 (one worker)
// node render.mjs --frames [--range=0:8] --workers=4 JPEG frames → out/frames (parallel, resumable)
// node render.mjs --encode --out=out/video.mp4 out/frames → MP4
// Standalone loops (LOOPS in the page): add --loop=<name> to any of the above (times are then loop times), or
// node render.mjs --loop=emotions --png --out=out/loop_emotions one cycle as PNGs (for GIFs)
// Music: --audio=assets/song.mp3 (or PROJECT.audio) is muxed into --clip and --encode. Other flags: --fps=24,
// --chrome=<path to Chrome/Chromium>.
import puppeteer from 'puppeteer-core';
import { spawn } from 'node:child_process';
import { mkdirSync, writeFileSync, existsSync, statSync, renameSync, readdirSync } from 'node:fs';
import { dirname, resolve } from 'node:path';
import { pathToFileURL } from 'node:url';
import { homedir } from 'node:os';
const args = Object.fromEntries(process.argv.slice(2).map(a => { const [k, v] = a.replace(/^--/, '').split('='); return [k, v ?? true]; }));
const CHROMES = [args.chrome, process.env.CHROME_PATH, 'C:/Program Files/Google/Chrome/Application/chrome.exe', 'C:/Program Files (x86)/Google/Chrome/Application/chrome.exe',
'/Applications/Google Chrome.app/Contents/MacOS/Google Chrome', '/usr/bin/google-chrome', '/usr/bin/chromium', '/usr/bin/chromium-browser',
...playwrightChromes()];
// Chromium builds Playwright downloaded (~/.cache/ms-playwright/chromium-NNNN), newest first
function playwrightChromes() {
const dir = `${homedir()}/.cache/ms-playwright`;
if (!existsSync(dir)) return [];
return readdirSync(dir).filter(n => /^chromium-\d+$/.test(n)).sort((a, b) => b.split('-')[1] - a.split('-')[1])
.map(n => `${dir}/${n}/chrome-linux64/chrome`);
}
const CHROME = CHROMES.find(p => p && existsSync(p));
if (!CHROME) { console.error('Chrome not found: pass --chrome=<path> or set CHROME_PATH'); process.exit(1); }
const fps = +(args.fps || 24), FRAMES_DIR = 'out/frames';
const run = (cmd, a) => new Promise((ok, bad) => { const p = spawn(cmd, a, { stdio: 'inherit' }); p.on('close', c => c ? bad(new Error(cmd + ' exited ' + c)) : ok()); });
const times = s => String(s).split(',').map(Number);
const span = s => String(s).split(':').map(Number);
// comma-separated fields, keeping commas inside parentheses ('PLK.MX(1.38),PLK.WL,500,300'); numbers stay numbers
const fields = s => { const out = []; let d = 0, cur = ''; for (const ch of String(s)) { if (ch === ',' && !d) { out.push(cur); cur = ''; continue; } d += ch === '(' ? 1 : ch === ')' ? -1 : 0; cur += ch; } out.push(cur); return out.map(v => isNaN(+v) ? v : +v); };
if (args.encode) {
const out = args.out || 'out/video.mp4', n = readdirSync(FRAMES_DIR).filter(f => f.endsWith('.jpg')).length, audio = args.audio;
console.log(`encoding ${n} frames → ${out}${audio ? ' with ' + audio : ''}`);
await run('ffmpeg', ['-y', '-loglevel', 'error', '-stats', '-framerate', String(fps), '-i', `${FRAMES_DIR}/f%05d.jpg`,
...(audio ? ['-i', audio, '-map', '0:v', '-map', '1:a', '-c:a', 'aac', '-b:a', '192k', '-shortest'] : []),
'-c:v', 'libx264', '-preset', 'slow', '-crf', '17', '-pix_fmt', 'yuv420p', '-movflags', '+faststart', out]);
console.log('wrote ' + out);
process.exit(0);
}
// --soft-gl: no GPU on this machine; render WebGL in software (SwiftShader), which Chrome only allows when asked.
// --gpu-angle=vulkan|gl-egl: headless Linux on an NVIDIA GPU (e.g. a cloud or cluster node); plain --use-gl=angle gets
// no WebGL context there. Check which GPU Chrome actually lands on with gpu_probe.mjs.
const ANGLE = { vulkan: ['--use-angle=vulkan', '--enable-features=Vulkan'], 'gl-egl': ['--use-angle=gl-egl'] };
if (args['gpu-angle'] && !ANGLE[args['gpu-angle']]) { console.error(`--gpu-angle must be one of ${Object.keys(ANGLE)}`); process.exit(1); }
const gpu = args['soft-gl'] ? ['--use-angle=swiftshader', '--enable-unsafe-swiftshader']
: args['gpu-angle'] ? ANGLE[args['gpu-angle']]
: process.platform === 'win32' ? ['--use-angle=d3d11'] : process.platform === 'darwin' ? ['--use-angle=metal'] : ['--use-gl=angle'];
// Ubuntu 23.10+ blocks Chrome's user-namespace sandbox; headless rendering of local files doesn't need it.
const sandbox = process.platform === 'linux' ? ['--no-sandbox'] : [];
const browser = await puppeteer.launch({
executablePath: CHROME, headless: true, protocolTimeout: 0,
args: [...sandbox, '--allow-file-access-from-files', '--ignore-gpu-blocklist', ...gpu, '--enable-gpu-rasterization', '--window-size=1920,1080', '--disable-renderer-backgrounding', '--disable-background-timer-throttling']
});
async function openPage(tag = '') {
const page = await browser.newPage();
page.on('console', m => { if (['error', 'warn'].includes(m.type())) console.log(`[page${tag}]`, m.text()); });
page.on('pageerror', e => console.log(`[page error${tag}]`, e.message));
await page.goto(pathToFileURL(resolve('studio.html')).href + '?render', { waitUntil: 'networkidle0', timeout: 300000 });
await page.waitForFunction('window.ready === true', { timeout: 600000 });
if (args.loop) {
const ok = await page.evaluate(name => { if (!LOOPS[name]) return false; window.LOOP = LOOPS[name]; return true; }, args.loop);
if (!ok) { console.error(`no loop named "${args.loop}"`); process.exit(1); }
}
return page;
}
const frameOf = async (page, t, type, q) => {
const url = await page.evaluate((t, type, q) => window.renderAt(t, type, q), t, type, q);
return Buffer.from(url.slice(url.indexOf(',') + 1), 'base64');
};
// the length of whatever is being rendered: a loop's .len, or the video's duration
const lengthOf = page => page.evaluate(() => window.LOOP ? window.LOOP.len : DUR);
if (args.sheet || args.strip) {
const page = await openPage(), out = args.out || 'out/sheet.jpg'; mkdirSync(dirname(out), { recursive: true });
let ts;
if (args.strip) { const [a, b] = span(args.strip); ts = []; for (let i = Math.round(a * fps); i <= Math.round(b * fps); i++) ts.push(i / fps); }
else ts = times(args.sheet);
const crop = args.crop ? times(args.crop) : null, at = args['crop-at'] ? fields(args['crop-at']) : null;
const { url, ms } = await page.evaluate((ts, c, w, crop, at) => window.renderSheet(ts, c, w, crop, at), ts, +(args.cols || (args.strip ? 6 : 3)), +(args.w || (args.strip ? 320 : 640)), crop, at);
writeFileSync(out, Buffer.from(url.slice(url.indexOf(',') + 1), 'base64'));
console.log(`${out} (${ts.length} frames) ms/frame: ${ms.join(' ')}`);
} else if (args.stills) {
const page = await openPage(), out = args.out || 'out/stills'; mkdirSync(out, { recursive: true });
console.log('GPU:', await page.evaluate(() => window.gpuInfo()));
for (const s of times(args.stills)) {
const t0 = Date.now(), buf = await frameOf(page, s, 'image/png');
const f = `${out}/t${s.toFixed(2).replace('.', '_')}.png`; writeFileSync(f, buf);
console.log(`${f} ${Date.now() - t0} ms`);
}
} else if (args.png) {
// PNG sequence (for GIFs): a loop's full cycle (frame n equals frame 0, so it isn't rendered), or --range=a:b.
const probe = await openPage(), len = await lengthOf(probe); await probe.close();
const [a, b] = args.range ? span(args.range) : [0, len], n = Math.round((b - a) * fps);
const out = args.out || `out/${args.loop ? 'loop_' + args.loop : 'png'}`, workers = +(args.workers || 3); mkdirSync(out, { recursive: true });
let next = 0; const start = Date.now();
await Promise.all(Array.from({ length: workers }, async (_, w) => {
const page = await openPage('#' + w);
while (next < n) { const i = next++; writeFileSync(`${out}/f${String(i).padStart(4, '0')}.png`, await frameOf(page, a + i / fps, 'image/png')); }
}));
console.log(`${n} frames → ${out} (${((Date.now() - start) / n).toFixed(0)} ms/frame)`);
} else if (args.frames) {
// Parallel and resumable: each worker pulls the next missing frame; files are written atomically.
const probe = await openPage(), len = await lengthOf(probe); await probe.close();
const [a, b] = args.range ? span(args.range) : [0, len], workers = +(args.workers || 4);
mkdirSync(FRAMES_DIR, { recursive: true });
const first = Math.round(a * fps), last = Math.min(Math.ceil(len * fps) - 1, Math.round(b * fps) - 1);
const todo = []; for (let i = first; i <= last; i++) { const f = `${FRAMES_DIR}/f${String(i).padStart(5, '0')}.jpg`; if (!existsSync(f) || statSync(f).size < 1000) todo.push(i); }
console.log(`${todo.length} frames to render (${last - first + 1 - todo.length} already done), ${workers} workers`);
let next = 0, done = 0; const start = Date.now();
await Promise.all(Array.from({ length: workers }, async (_, w) => {
const page = await openPage('#' + w);
while (next < todo.length) {
const i = todo[next++], f = `${FRAMES_DIR}/f${String(i).padStart(5, '0')}.jpg`;
const buf = await frameOf(page, i / fps, 'image/jpeg', .94);
writeFileSync(f + '.tmp', buf); renameSync(f + '.tmp', f);
if (++done % 24 === 0 || done === todo.length) {
const el = (Date.now() - start) / 1000;
console.log(`frame ${done}/${todo.length} ${(el / done * 1000).toFixed(0)} ms/frame effective eta ${((todo.length - done) * el / done / 60).toFixed(1)} min`);
}
}
}));
} else if (args.clip) {
const page = await openPage(), len = await lengthOf(page);
const [a, b] = args.range ? span(args.range) : typeof args.clip === 'string' ? span(args.clip) : [0, len];
const audio = args.audio || await page.evaluate(() => PROJECT.audio || '');
const out = args.out || 'out/clip.mp4'; mkdirSync(dirname(out), { recursive: true });
const ff = spawn('ffmpeg', ['-y', '-loglevel', 'error', '-f', 'image2pipe', '-framerate', String(fps), '-c:v', 'mjpeg', '-i', '-',
...(audio ? ['-ss', String(a), '-t', String(b - a), '-i', audio, '-map', '0:v', '-map', '1:a', '-c:a', 'aac', '-b:a', '192k', '-shortest'] : []),
'-c:v', 'libx264', '-preset', 'medium', '-crf', '18', '-pix_fmt', 'yuv420p', '-movflags', '+faststart', out],
{ stdio: ['pipe', 'inherit', 'inherit'] });
const n = Math.round((b - a) * fps), start = Date.now();
for (let i = 0; i < n; i++) {
const buf = await frameOf(page, a + i / fps, 'image/jpeg', .93);
if (!ff.stdin.write(buf)) await new Promise(r => ff.stdin.once('drain', r));
if (i % 24 === 0 || i === n - 1) console.log(`frame ${i + 1}/${n} ${((Date.now() - start) / (i + 1)).toFixed(0)} ms/frame`);
}
ff.stdin.end(); await new Promise(r => ff.on('close', r));
console.log(`wrote ${out}`);
} else {
console.log('nothing to do: see the usage notes at the top of render.mjs');
}
await browser.close();
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@@ -0,0 +1,11 @@
{
"version": 1,
"skills": {
"motion-design": {
"source": "LottieFiles/motion-design-skill",
"sourceType": "github",
"skillPath": "skills/motion-design/SKILL.md",
"computedHash": "9fcf9130cc46ee8fd1d8e09a9263347a9d76efbcbfa46591cc4cefaf19bbb453"
}
}
}
-644
View File
@@ -1,644 +0,0 @@
// clawd.js: Clawd, painted in watercolour and ink. The silhouette is blocky: a 10×6 body, four stubby legs, two little
// arm nubs and two slit eyes. `u` is the body unit (the body is 10u wide and 8u tall with legs). (x, y) is the point on
// the ground between the feet.
//
// Body-local coordinates in the front view, used by the o.draw / o.armL / o.armR hooks:
// body x -5u..5u, y -8u..-2u; eye centres (±2.5u, -6u), each 1u wide and 2u tall; mouth near (0, -4.3u); legs reach y 0.
// Arms pivot at (±4.9u, -4.5u) and are 2.2u long. o.armL / o.armR are called at the arm TIP in arm space (x runs
// outward along the arm), so a held prop just draws around (0, 0).
//
// Everything here draws one frame. Motion comes from what you pass in: feel() / emotions() for moods, move() for
// dances, turn() for turns, and jump() / take() / stroll() / spring() from core.js for acting.
// ---------- views ----------
// Turns are drawn KEY VIEWS, like a cartoon model sheet, never a rotated 3D box. Every view faces screen-right;
// flip: true mirrors it to face left. Numbers are in u.
// L, R: silhouette edges. strip: the darker side face. seam: the edge between faces.
// face: where the features go. A front-view x maps to cx + x·fw; sides = which eyes show; mx = mouth x; bx = cheek x.
// legs: [x, far] (far legs are darker). arms: [pivotX, dir, which, layer] ('L' = o.aL / o.armL; layer 0 = behind the
// body, 1 = in front of it, 2 = behind and in shadow). hat / hw: hat offset and width.
const VIEWS = {
front: { L: -5, R: 5, face: { cx: 0, fw: 1, sides: [-1, 1], mx: 0, bx: 3.6 }, hat: 0, hw: 1,
legs: [[-4, 0], [-2, 0], [1, 0], [3, 0]], arms: [[-4.9, -1, 'L', 0], [4.9, 1, 'R', 0]] },
q: { L: -5, R: 5.1, strip: [-5, -2.3], seam: -2.3, face: { cx: 1.5, fw: .74, sides: [-1, 1], mx: .3, bx: 3.6 }, hat: .6, hw: 1,
legs: [[-4.3, 1], [-1.8, 0], [.8, 0], [3.3, 0]], arms: [[5, 1, 'R', 2], [-4.7, -1, 'L', 1]] },
side: { L: -3.1, R: 3.1, face: { cx: 1.35, fw: .55, sides: [1], mx: 1.7, bx: 1 }, hat: .3, hw: .66,
legs: [[-2.1, 1], [1.3, 1], [-2.6, 0], [.9, 0]], arms: [[1.6, 0, 'L', 1]] },
qback: { L: -5.1, R: 5, strip: [2.3, 5], seam: 2.3, face: null, hat: -.4, hw: 1,
legs: [[3.3, 1], [.8, 0], [-1.8, 0], [-4.3, 0]], arms: [[-5, -1, 'R', 2], [4.7, 1, 'L', 1]] },
back: { L: -5, R: 5, face: null, hat: 0, hw: 1, back: true,
legs: [[-4, 0], [-2, 0], [1, 0], [3, 0]], arms: [[-4.9, -1, 'R', 0], [4.9, 1, 'L', 0]] },
};
// Key view for a heading in turns: 0 = front, .25 = facing right, .5 = back, .75 (or -.25) = facing left.
// Snaps to the nearest eighth, which is how a drawn turn works: front → q → side, one drawing per step.
function spinView(a) {
const K = [['front', 0], ['q', 0], ['side', 0], ['qback', 0], ['back', 0], ['qback', 1], ['side', 1], ['q', 1]];
const [view, f] = K[((Math.round(a * 8) % 8) + 8) % 8]; return { view, flip: !!f };
}
// A turn from heading a0 to a1 (in turns) between t0 and t1. It steps through the key views and smears the
// in-between drawings. Spread it into clawd(): clawd(x, y, u, { ...feel('happy', t), ...turn(t, 2, 2.2, 0, .25) }).
function turn(t, t0, t1, a0, a1) {
const k = ease(seg(t, t0, t1)), v = spinView(lerp(a0, a1, k));
return { ...v, smear: t > t0 && t < t1 ? .55 * Math.sin(k * Math.PI) : 0, smearDir: 0 };
}
// ---------- colour ----------
// Tints shift the body colour with the mood. tint: a name here or any hex colour; tintK: 0..1 strength.
const TINT = { pale: '#F6E6D2', flush: '#E23E36', blue: '#6D86BE', rosy: '#EF8EA8', green: '#98B25E', gold: '#F0BE46' };
function tintCols(o) {
const c = { col: o.col || PAL.clay, dk: o.dk || PAL.clayDk, lt: o.lt || '#F5B394' };
const tc = o.tint && (TINT[o.tint] || o.tint), k = clamp(o.tintK ?? 1);
if (!tc || k <= 0) return c;
return { col: mixCol(c.col, tc, .55 * k), dk: mixCol(c.dk, mixCol(tc, PAL.ink, .35), .5 * k), lt: mixCol(c.lt, mixCol(tc, '#FFFFFF', .4), .45 * k) };
}
// ---------- Clawd ----------
// Options (all optional):
// pose: dx, dy (in u; negative dy = up), sq (squash; negative stretches), rot (pivots at the feet), flip, sx, sy,
// aL, aR (arm raise angles: 0 = straight out, + = up, - = down), walk (phase; the legs step), noLegs, noShadow
// view: front | q | side | qback | back (see VIEWS). smear 0..1 + smearDir ±1 (0 = both sides) for fast moves
// face: eyes (a name, or [left, right] for mismatched eyes), mouth, lookX / lookY (-1..1), squint 0..1, blush 0..1,
// gloom 0..1 (dark forehead with gloom lines), lid 0..1 (lunchbox mouth, front view only), seed (blink timing)
// colour: col / dk / lt, or tint + tintK
// extras: hat, emote + emoteK (0..1 pop) + emoteAge (s since it appeared), draw(u, sw), armL(u, sw), armR(u, sw)
// boil: boilKey (a stable id for its boil seeds; defaults to call order, so set it if characters come and go mid-shot)
function clawd(x, y, u, o = {}) {
// each part boils from its own seed (see boilSeed), so a moving arm never re-boils the body, or the next character
const id = o.boilKey ?? ++CLAWD_N, rs = part => boilSeed(`clawd ${id} ${part}`);
x += (o.dx || 0) * u;
const V = VIEWS[o.view] || VIEWS.front;
const dy = (o.dy || 0) * u, sq = (o.sq || 0) + (o.take || 0), sm = clamp(o.smear || 0);
const sw = clamp(u / 15, .45, 2.4) * (o.swMul || 1), J = u * .07;
const { col, dk, lt } = tintCols(o), far = mixCol(dk, PAL.ink, .22);
rs('shadow');
if (!o.noShadow) {
const f = 1 - Math.min(.5, Math.abs(o.dy || 0) * .06), w = (V.R - V.L) / 10;
paint(ellPts(x, y + u * .15, u * 5.6 * f * w, u * f, 22), { fill: PAL.ink, fillOp: 90, bleed: .25, tex: .3, border: .1, ink: null });
}
if (sm > .05) smearTrail(x, y + dy, u, V, sm, o.smearDir ?? (o.flip ? -1 : 1), col);
push();
translate(x, y + dy);
if (o.rot) rotate(o.rot);
scale((o.flip ? -1 : 1) * (o.sx ?? 1) * (1 + sq * .6) * (1 + sm * .35), (o.sy ?? 1) * (1 - sq));
const arm = ([px, dir, which, layer]) => {
rs('arm' + which);
const a = which === 'L' ? (o.aL ?? .2) : (o.aR ?? .2), hook = which === 'L' ? o.armL : o.armR;
// a raised (or dropped) arm slides its root out to the body's edge, so it stands beside the body instead of behind it
push(); translate((px + dir * .55 * clamp((Math.abs(a) - .7) / .9)) * u, -4.5 * u);
if (dir === 0) { // side view: the near arm reaches forward past the front edge; a raises it, a < 0 lowers it
translate(0, .3 * u); rotate(.7 - a);
paint(rectPts(-.2 * u, -.45 * u, 2.3 * u, .9 * u, J * .6), { wash: col, washOp: 255, fill: dk, fillOp: 60, tex: .5, ink: PAL.ink, sw: sw * .8 });
if (hook) { translate(2.1 * u, 0); hook(u, sw); }
} else {
rotate(dir < 0 ? a : -a);
paint(rectPts(dir < 0 ? -2.2 * u : 0, -.5 * u, 2.2 * u, u, J * .6), { wash: layer === 2 ? mixCol(col, dk, .4) : col, washOp: 255, fill: dk, fillOp: 60, tex: .5, ink: PAL.ink, sw: sw * .8 });
if (hook) { translate(dir * 2.2 * u, 0); if (dir < 0) scale(-1, 1); hook(u, sw); }
}
pop();
};
// arms behind, then legs (under the body), then the body, then arms in front
V.arms.filter(a => a[3] !== 1).forEach(arm);
if (!o.noLegs) V.legs.forEach(([lx, isFar], i) => {
rs('leg' + i);
let h = 2.2, sx = 0;
if (o.walk != null) {
if (o.view === 'side') { // profile: diagonal pairs swing together, lifting as they swing forward
const ph = (o.walk + [0, .5, .5, 0][i]) * TAU;
sx = Math.sin(ph) * .55; h = 2.2 - Math.max(0, Math.cos(ph)) * .8;
} else { const ph = Math.sin((o.walk + (i % 2 ? .5 : 0)) * TAU); if (ph > 0) h = 2.2 - ph * .9; }
}
paint(rectPts((lx + sx) * u, -2.4 * u, u, h * u, J * .6), { wash: isFar ? far : dk, washOp: 255, ink: PAL.ink, sw: sw * .8 });
});
rs('body');
const lid = V === VIEWS.front ? o.lid || 0 : 0;
if (lid > .01) lunchbox(u, o, sw, J, lid, col, dk, lt);
else {
const L = V.L * u, R = V.R * u, wk = (V.R - V.L) / 10, body = rectPts(L, -8 * u, R - L, 6 * u, J);
paint(body, { wash: col, washOp: 255, ink: null });
const px = V.strip ? (V.strip[0] < 0 ? (V.seam + V.R) / 2 - 1.2 : (V.L + V.seam) / 2 - .6) : -1.6 * wk;
paint(ellPts(px * u, -6.4 * u, 3.4 * u * (V.strip ? .75 : wk), 1.5 * u, 18, J * 2, -.08), { fill: lt, fillOp: V.back ? 80 : 120, bleed: .2, tex: .85, border: .8, ink: null });
paint(rectPts(L + .2 * u, -3.8 * u, R - L - .4 * u, 1.6 * u, J), { fill: dk, fillOp: 120, bleed: .03, tex: .7, border: .5, ink: null });
if (V.strip) {
paint(rectPts(V.strip[0] * u, -8 * u, (V.strip[1] - V.strip[0]) * u, 6 * u, J * .5), { fill: dk, fillOp: 150, bleed: .04, tex: .6, border: .4, ink: null });
inkLine([[V.seam * u + jit(J), -7.9 * u], [V.seam * u + jit(J), -5 * u], [V.seam * u + jit(J), -2.1 * u]], sw * .55, PAL.ink, 'inkfine', 0);
}
paint(body, { ink: PAL.ink, sw });
if (o.gloom > .02) gloom(u, sw, V, o.gloom);
if (V.face) {
const F = V.face;
push(); translate(F.cx * u, 0); scale(F.fw, 1);
if (o.blush) blush(u, sw, F, o.blush === true ? 1 : o.blush);
if (o.hat === 'mask' && F.sides.length > 1) paint([[-5.5 * u, -7.7 * u], [5.5 * u, -7.7 * u], [4.4 * u, -4.7 * u], [.6 * u, -5.4 * u], [-.6 * u, -5.4 * u], [-4.4 * u, -4.7 * u]], { wash: PAL.violet, ink: PAL.ink, sw: sw * .7 });
rs('eyes'); eyes(u, o, sw, F.sides, sm); rs('mouth');
push(); translate(F.mx * u, 0); mouth(u, o.mouth, sw); pop();
if (['cat', 'masq', 'bowtie'].includes(o.hat)) faceHat(u, o.hat, sw, F.sides);
pop();
}
rs('hat'); push(); translate(V.hat * u, 0); scale(V.hw, 1); hat(u, o.hat, sw); pop();
}
V.arms.filter(a => a[3] === 1).forEach(arm);
rs('draw'); if (o.draw) o.draw(u, sw);
pop();
rs('emote');
if (o.emote) {
const top = EMOTE_TOP.includes(o.emote), dir = o.flip ? -1 : 1;
const ex = top ? x + dir * V.hat * u : x + dir * (V.R + .4) * u, ey = y + dy + (top ? -10.4 : -8.6) * u * (1 - sq);
emote(o.emote, ex, ey, u * .9, o.emoteK ?? 1, o.emoteAge ?? T);
}
rs('after'); // so whatever is drawn next doesn't depend on this pose
}
// The lunchbox mouth: the top 2.9u of the body hinges open at the back-left corner (front view only). The mouth is the
// dark wedge between jaw and lid; both rows of teeth point INTO it, staggered, and each tooth is sized to the gap at
// its spot, so they never cross, even when the lid is only open a crack.
function lunchbox(u, o, sw, J, lid, col, dk, lt) {
const hy = -5.1 * u, A = lid * 1.25, gap = x => (x + 5 * u) * Math.sin(A);
const tooth = (tx, dir) => { // base on the jaw line from tx to tx + 1.3u, tip pointing up (dir -1) or down (dir 1)
const h = Math.min(.8 * u, .42 * gap(tx + .65 * u)); if (h < .12 * u) return;
paint([[tx, hy], [tx + 1.3 * u, hy], [tx + .65 * u, hy + dir * h]], { wash: PAL.cream, ink: PAL.ink, sw: sw * .45 });
};
// lower jaw
paint(rectPts(-5 * u, hy, 10 * u, 3.1 * u, J), { wash: col, washOp: 255, ink: null });
paint(rectPts(-4.8 * u, -3.8 * u, 9.6 * u, 1.6 * u, J), { fill: dk, fillOp: 120, bleed: .03, tex: .7, border: .5, ink: null });
// the open mouth: a dark wedge from the hinge to the lid's far corner, with the tongue lying in it
paint([[-5 * u, hy], [5 * u, hy], [-5 * u + 10 * u * Math.cos(A), hy - 10 * u * Math.sin(A)]], { wash: '#4A1F2A', ink: null });
const th = Math.min(.5 * u, .3 * gap(1.8 * u));
if (th > .08 * u) paint(ellPts(1.8 * u, hy - th * .7, 2.2 * u, th, 16), { wash: PAL.rose, fill: '#E2476E', fillOp: 60, ink: null });
for (let i = 0; i < 6; i++) tooth(-4.4 * u + i * 1.6 * u, -1);
paint(rectPts(-5 * u, hy, 10 * u, 3.1 * u, J), { ink: PAL.ink, sw });
// lid
push(); translate(-5 * u, hy); rotate(-A); translate(5 * u, -hy);
paint(rectPts(-5 * u, -8 * u, 10 * u, 2.9 * u, J), { wash: col, washOp: 255, ink: null });
paint(ellPts(-1.6 * u, -6.9 * u, 3.2 * u, 1 * u, 16, J), { fill: lt, fillOp: 110, bleed: .15, tex: .8, border: .8, ink: null });
for (let i = 0; i < 5; i++) tooth(-3.6 * u + i * 1.6 * u, 1);
paint(rectPts(-5 * u, -8 * u, 10 * u, 2.9 * u, J), { ink: PAL.ink, sw });
if (o.gloom > .02) gloom(u, sw, VIEWS.front, o.gloom);
eyes(u, o, sw, [-1, 1], 0);
hat(u, o.hat, sw);
pop();
}
// A smear drawing: dry-brush streaks and speed lines trailing a fast move (dir ±1), or on both sides for a spin (0).
function smearTrail(x, y, u, V, k, dir, col) {
const sides = dir === 0 ? [-1, 1] : [-dir];
for (const s of sides) for (let i = 0; i < 4; i++) {
const yy = y - (7.2 - i * 1.5) * u, x0 = x + s * (V.R - .5) * u, len = (3 + 3 * hash(i + 7 * s)) * u * k;
inkLine([[x0, yy], [x0 + s * len * .5, yy + jit(u * .1)], [x0 + s * len, yy]], 2.2 * k, col, 'dry', .3);
if (i % 2) inkLine([[x0 + s * len * .3, yy + .5 * u], [x0 + s * len * 1.1, yy + .5 * u]], .6, PAL.ink, 'inkfine', 0);
}
}
// Gloom: a dark wash over the forehead with hanging gloom lines (despair, dread, a guilty conscience).
function gloom(u, sw, V, g) {
const L = V.L * u, R = V.R * u;
paint(rectPts(L + .15 * u, -7.9 * u, R - L - .3 * u, 2.6 * u, u * .05), { fill: PAL.indigo, fillOp: 150 * g, bleed: .08, tex: .5, border: .6, ink: null });
const n = Math.round((V.R - V.L) * .7);
for (let i = 0; i < n; i++) { const gx = lerp(L + .7 * u, R - .7 * u, i / Math.max(1, n - 1)); inkLine([[gx, -7.8 * u], [gx + jit(u * .05), (-7.8 + 2.4 * g * (.7 + .3 * hash(i))) * u]], sw * .45, PAL.ink, 'inkfine', 0); }
}
function blush(u, sw, F, b) {
for (const s of F.sides) {
const bx = s * F.bx * u;
paint(ellPts(bx, -4.6 * u, u * .85, u * .42, 14), { fill: PAL.rose, fillOp: 170 * clamp(b), bleed: .2, ink: null });
if (b > .6) for (let k = 0; k < 3; k++) inkLine([[bx - .5 * u + k * .4 * u, -4.35 * u], [bx - .3 * u + k * .4 * u, -4.85 * u]], sw * .4, mixCol(PAL.rose, PAL.ink, .3), 'inkfine', 0);
}
}
// ---------- eyes ----------
// normal, look, wide, happy, closed, sleepy, wink, narrow, angry, determined, sad, teary, cry, squeeze, shine,
// scared, blank, spark, red, heart, x, swirl, dot, shades. o.eyes may be a pair: ['narrow', 'wide'].
function eyes(u, o, sw, sides, smear = 0) {
const kinds = Array.isArray(o.eyes) ? o.eyes : o.eyes === 'wink' ? ['happy', 'normal'] : [o.eyes || 'normal', o.eyes || 'normal'];
const sqz = clamp(o.squint || 0);
if (smear > .5) { for (const s of sides) inkLine([[s * 2.5 * u - .9 * u, -6 * u], [s * 2.5 * u + .9 * u, -6 * u]], sw * 1.4, PAL.ink, 'ink', 0); return; }
if (sqz > .8) { for (const s of sides) inkLine([[s * 2.5 * u - .8 * u, -5.9 * u], [s * 2.5 * u + .8 * u, -5.9 * u]], sw, PAL.ink, 'ink', 0); return; }
if (kinds[0] === 'shades') { // sunglasses: two dark lenses, a bridge, arms running back along the head
const P = pts => pts.map(([a, b]) => [a * u, b * u]);
const lens = cx => P([[cx - 1.4, -7.1], [cx + 1.4, -7.1], [cx + 1.3, -6.2], [cx + .8, -5.35], [cx, -5.2], [cx - .8, -5.35], [cx - 1.3, -6.2]]);
if (sides.length > 1) {
for (const s of [-1, 1]) inkLine(P([[s * 3.9, -6.85], [s * 5, -6.95]]), sw * .8, PAL.ink, 'ink', 0);
inkLine(P([[-1.15, -6.75], [0, -7.05], [1.15, -6.75]]), sw * .8, PAL.ink, 'ink', .5);
} else inkLine(P([[1.1, -6.85], [-5, -6.95]]), sw * .8, PAL.ink, 'ink', 0); // profile: the arm runs back to the ear
for (const s of sides) {
const cx = s * 2.5;
paint(lens(cx), { wash: '#2A2740', ink: PAL.ink, sw: sw * .9, curv: .3 });
inkLine(P([[cx - .85, -6.35], [cx - .25, -6.85]]), sw * .45, PAL.cream, 'inkfine', 0); // glint
inkLine(P([[cx - .45, -5.85], [cx - .05, -6.2]]), sw * .3, PAL.cream, 'inkfine', 0);
}
return;
}
if (sqz > 0) { push(); translate(0, -6 * u); scale(1 + sqz * .15, 1 - sqz); translate(0, 6 * u); }
for (const s of sides) { push(); translate(s * 2.5 * u, -6 * u); eye(kinds[s < 0 ? 0 : 1], s, u, o, sw); pop(); }
if (sqz > 0) pop();
}
// One eye, drawn around its centre. s = -1 for the left eye, 1 for the right.
function eye(e, s, u, o, sw) {
const lx = (o.lookX || 0) * u * .5, ly = (o.lookY || 0) * u * .4;
const slit = (w, h) => {
paint(rectPts(-w / 2 * u + lx, -h / 2 * u + ly, w * u, h * u, u * .04), { wash: PAL.ink, ink: null });
if (u > 9) paint(ellPts(lx - w * .18 * u, ly - h * .29 * u, u * .17 * w, u * .24 * w, 10), { wash: PAL.cream, washOp: 230, ink: null });
};
const blinkOn = ['normal', 'look', 'wide'].includes(e) && ((T * .9 + (o.seed || 0) * 1.7) % 3.3) < .12;
if (blinkOn) { inkLine([[-.7 * u, .5 * u], [.7 * u, .5 * u]], sw, PAL.ink, 'ink', 0); return; }
const lineEye = (pts, w = 1.3, c = .2) => inkLine(pts.map(([a, b]) => [a * u, b * u]), sw * w, PAL.ink, 'ink', c);
switch (e) {
case 'normal': case 'look': slit(1, 2); break;
case 'wide': slit(1.25, 2.7); break;
case 'happy': lineEye([[-.9, .7], [0, -.5], [.9, .7]]); break;
case 'closed': lineEye([[-.9, .2], [0, .6], [.9, .2]], 1.2, .4); break;
case 'sleepy':
paint(rectPts(-.5 * u + lx, .05 * u, u, .95 * u, u * .03), { wash: PAL.ink, ink: null });
lineEye([[-.8, .05], [0, -.1], [.8, .1]], 1.1, .4); break;
case 'narrow': paint(rectPts(-.6 * u + lx, -.1 * u + ly, 1.2 * u, .7 * u, u * .03), { wash: PAL.ink, ink: null }); break;
case 'angry': case 'determined': { // top edge slants DOWN toward the middle
const hi = e === 'angry' ? .75 : .5, top = e === 'angry' ? -.7 : -.55;
const P = [[-.65, s < 0 ? top : top + hi], [.65, s < 0 ? top + hi : top], [.65, 1], [-.65, 1]];
paint(P.map(([a, b]) => [a * u + lx, b * u + ly]), { wash: PAL.ink, ink: null });
if (e === 'determined' && u > 9) paint(ellPts(lx - .2 * u, ly + .25 * u, u * .16, u * .2, 8), { wash: PAL.cream, ink: null });
break;
}
case 'sad': case 'teary': { // top edge slants UP toward the middle (worried)
const P = [[-.6, s < 0 ? -.2 : -.85], [.6, s < 0 ? -.85 : -.2], [.6, .9], [-.6, .9]];
paint(P.map(([a, b]) => [a * u + lx, b * u + ly]), { wash: PAL.ink, ink: null });
if (u > 9) paint(ellPts(lx - .18 * u, ly + .05 * u, u * .16, u * .22, 8), { wash: PAL.cream, ink: null });
if (e === 'teary') {
const w = Math.sin(T * 9 + s) * .06 * u;
paint(ellPts(0, .95 * u + w, .95 * u, .38 * u, 14), { wash: PAL.sky, washOp: 210, fill: '#FFFFFF', fillOp: 60, ink: PAL.ink, sw: sw * .4 });
paint(ellPts(-.35 * u, .85 * u + w, .18 * u, .1 * u, 8), { wash: '#FFFFFF', ink: null });
}
break;
}
case 'cry': { // squeezed shut, with tear streams running down the body and drops flicking off
lineEye([[-.9, .45], [-.3, -.05], [.3, .15], [.9, -.2]].map(([a, b]) => [a * -s, b]), 1.3, .3);
const R = []; for (let k = 0; k <= 5; k++) R.push([(s * .55 + Math.sin(T * 8 + k * 1.3 + s) * .12 * k / 5) * u, (.4 + k * .72) * u]);
paint(ribbon(R, .45 * u, .8 * u), { wash: PAL.sky, washOp: 230, fill: '#FFFFFF', fillOp: 70, ink: PAL.ink, sw: sw * .45 });
for (let k = 0; k < 2; k++) {
const ph = frac(T * 1.8 + k * .5 + (s > 0 ? .25 : 0)), p = arcPt([s * .9 * u, .2 * u], [s * 3.6 * u, 1.8 * u], 1.6 * u, ph);
paint(ellPts(p[0], p[1], .22 * u * (1 - ph * .5), .3 * u * (1 - ph * .5), 8), { wash: PAL.sky, ink: PAL.ink, sw: sw * .35 });
}
break;
}
case 'squeeze': lineEye([[-.55 * -s, -.7], [.55 * -s, 0], [-.55 * -s, .7]], 1.3, 0); break; // > <
case 'shine':
paint(ellPts(lx * .6, ly * .6, u * .78, u * 1.12, 16), { wash: PAL.ink, ink: null });
paint(ellPts(lx * .6 - .25 * u, ly * .6 - .45 * u, u * .3, u * .38, 10), { wash: PAL.cream, ink: null });
paint(ellPts(lx * .6 + .25 * u, ly * .6 + .45 * u, u * .14, u * .14, 8), { wash: PAL.cream, ink: null });
break;
case 'scared':
paint(ellPts(0, 0, u * .95, u * 1.15, 16), { wash: PAL.cream, ink: PAL.ink, sw: sw * .6 });
paint(ellPts((o.lookX || 0) * u * .3 + Math.sin(T * 40) * .04 * u, .1 * u, u * .3, u * .4, 10), { wash: PAL.ink, ink: null });
break;
case 'blank': paint(ellPts(0, 0, u * .8, u * 1.05, 14), { wash: PAL.cream, ink: PAL.ink, sw: sw * .7 }); break;
case 'spark':
paint(ellPts(0, 0, u * 1.5, u * 1.5, 18), { fill: PAL.ochre, fillOp: 90, bleed: .3, ink: null });
paint(starPts(0, 0, u * 1.35 * (1 + .12 * Math.sin(T * 14))), { wash: PAL.cream, fill: PAL.ochre, fillOp: 80, ink: PAL.ink, sw: sw * .55 });
break;
case 'red':
paint(ellPts(0, 0, u * 1.7, u * 1.7, 18), { fill: '#E0283F', fillOp: 110, bleed: .35, ink: null });
paint(rectPts(-.6 * u, -u, 1.2 * u, 2 * u, u * .05), { wash: '#FF2F4A', ink: PAL.ink, sw: sw * .5 });
break;
case 'heart': paint(heartPts(0, .1 * u, u * .9 * (1 + .1 * pulse(T))), { wash: '#E2476E', ink: PAL.ink, sw: sw * .5 }); break;
case 'x': lineEye([[-.8, -.8], [.8, .8]], 1, 0); lineEye([[.8, -.8], [-.8, .8]], 1, 0); break;
case 'swirl': {
const sp = []; for (let k = 0; k < 16; k++) { const a = k * .7 + T * 6 * s, r = k * .06 * u; sp.push([Math.cos(a) * r, Math.sin(a) * r]); }
inkLine(sp, sw * .6, PAL.ink, 'inkfine', .6); break;
}
case 'dot': paint(ellPts(lx * .5, ly * .5, u * .45, u * .55, 12), { wash: PAL.ink, ink: null }); break;
default: slit(1, 2);
}
}
// ---------- mouths ----------
// o, O, smile, grin, flat, wobble, cat, frown, smirk, laugh, open, wail, teeth, tongue, pout, yawn
function mouth(u, m, sw) {
if (!m) return;
const P = pts => pts.map(([a, b]) => [a * u, b * u]), dark = '#4A1F2A';
const line = (pts, w = .8, c = .6) => inkLine(P(pts), sw * w, PAL.ink, 'ink', c);
switch (m) {
case 'o': paint(ellPts(0, -4.3 * u, u * .45, u * .5, 12), { wash: PAL.ink, ink: null }); break;
case 'O': paint(ellPts(0, -4.1 * u, u * .8, u * .95, 14), { wash: dark, ink: PAL.ink, sw: sw * .6 }); break;
case 'smile': line([[-.8, -4.6], [0, -4.1], [.8, -4.6]]); break;
case 'frown': line([[-.8, -4.1], [0, -4.6], [.8, -4.1]]); break;
case 'grin': paint(P([[-1.3, -4.8], [1.3, -4.8], [.9, -3.9], [-.9, -3.9]]), { wash: dark, ink: PAL.ink, sw: sw * .6, curv: .3 }); break;
case 'flat': line([[-.7, -4.4], [.7, -4.4]], .8, 0); break;
case 'wobble': line([[-1, -4.4], [-.5, -4.7], [0, -4.4], [.5, -4.7], [1, -4.4]], .7, .3); break;
case 'cat': line([[-.9, -4.5], [-.45, -4.1], [0, -4.5], [.45, -4.1], [.9, -4.5]], .7, .5); break;
case 'smirk': line([[-.8, -4.35], [.2, -4.3], [.9, -4.75]], .8, .5); break;
case 'laugh':
paint(P([[-1.4, -4.9], [1.4, -4.9], [1, -4], [0, -3.4], [-1, -4]]), { wash: dark, ink: PAL.ink, sw: sw * .6, curv: .4 });
paint(ellPts(0, -3.85 * u, .7 * u, .32 * u, 12), { wash: PAL.rose, ink: null }); break;
case 'open':
paint(ellPts(0, -4.25 * u, u * .75, u * .6, 14), { wash: dark, ink: PAL.ink, sw: sw * .6 });
paint(ellPts(0, -3.95 * u, u * .45, u * .2, 10), { wash: PAL.rose, ink: null }); break;
case 'wail': {
const w = Math.sin(T * 30) * .06;
paint(P([[-1.5, -4.5 + w], [-.5, -4.9], [.5, -4.9 - w], [1.5, -4.5], [1.2, -3.3], [-1.2, -3.3]]), { wash: dark, ink: PAL.ink, sw: sw * .6, curv: .3 });
paint(ellPts(0, -3.6 * u, .8 * u, .25 * u, 12), { wash: PAL.rose, ink: null }); break;
}
case 'teeth':
paint(rectPts(-1.3 * u, -4.85 * u, 2.6 * u, .95 * u, u * .04), { wash: PAL.cream, ink: PAL.ink, sw: sw * .6 });
line([[-1.25, -4.38], [1.25, -4.38]], .4, 0);
for (const tx of [-.65, 0, .65]) line([[tx, -4.8], [tx, -3.95]], .35, 0);
break;
case 'tongue':
paint(P([[.05, -4.3], [.75, -4.3], [.72, -3.75], [.4, -3.55], [.08, -3.75]]), { wash: PAL.rose, ink: PAL.ink, sw: sw * .5, curv: .5 });
line([[-.8, -4.6], [0, -4.2], [.8, -4.5]]); break;
case 'pout': line([[-.45, -4.2], [0, -4.5], [.45, -4.2]], 1, .6); line([[-.25, -4.0], [0, -3.9], [.25, -4.0]], .6, .6); break;
case 'yawn':
paint(ellPts(0, -4.1 * u, u * .6, u * 1.05, 14), { wash: dark, ink: PAL.ink, sw: sw * .6 });
paint(ellPts(0, -3.45 * u, u * .38, u * .25, 10), { wash: PAL.rose, ink: null }); break;
}
}
// ---------- hats ----------
// party, hard, crown, halo, wizard, hood, top, fedora, band, sweatband, beanie, bow, flower, headphones, cat (ears; the
// whiskers show in the front and 3/4 views), plus face pieces for the front and 3/4 views: masq, mask, bowtie
function hat(u, h, sw) {
if (!h || h === 'mask' || h === 'masq' || h === 'bowtie') return;
const P = pts => pts.map(([a, b]) => [a * u, b * u]);
if (h === 'party') {
paint(P([[-1.8, -7.9], [0, -12.8], [1.8, -7.9]]), { wash: PAL.rose, fill: PAL.violet, fillOp: 50, ink: PAL.ink, sw: sw * .8 });
paint(ellPts(0, -12.8 * u, u * .75, u * .75, 12), { wash: PAL.ochre, ink: PAL.ink, sw: sw * .6 });
} else if (h === 'hard') {
const d = []; for (let i = 0; i <= 12; i++) { const a = Math.PI + i / 12 * Math.PI; d.push([Math.cos(a) * 3.5 * u, -8 * u + Math.sin(a) * 3.3 * u]); }
paint(d, { wash: '#F2C53D', ink: PAL.ink, sw: sw * .8 });
paint(rectPts(-4.9 * u, -8.6 * u, 9.8 * u, .9 * u), { wash: '#F2C53D', ink: PAL.ink, sw: sw * .8 });
} else if (h === 'crown') {
paint(P([[-3, -7.9], [-3, -10.8], [-1.5, -9.3], [0, -11.2], [1.5, -9.3], [3, -10.8], [3, -7.9]]), { wash: '#F2C53D', fill: PAL.ochre, fillOp: 90, ink: PAL.ink, sw: sw * .8 });
for (const gx of [-1.5, 0, 1.5]) paint(ellPts(gx * u, -8.7 * u, u * .3, u * .3, 8), { wash: gx ? PAL.teal : PAL.rose, ink: null });
} else if (h === 'halo') {
brush.noFill(); brush.noWash(); brush.noHatch(); brush.set('ink', PAL.ochre, sw * 1.4);
brush.beginShape(0); for (const p of ellPts(0, -10.4 * u, 3.2 * u, .8 * u, 20)) brush.vertex(p[0], p[1]); brush.endShape(true);
} else if (h === 'wizard' || h === 'hood') {
paint(P([[-3.9, -7.9], [.9, -15], [3.9, -7.9]]), { wash: h === 'hood' ? PAL.violet : PAL.indigo, fill: PAL.violet, fillOp: 80, ink: PAL.ink, sw: sw * .8 });
paint(starPts(.2 * u, -10.6 * u, u * .9, .4, 5), { wash: PAL.ochre, ink: null });
} else if (h === 'top') {
paint(rectPts(-2.6 * u, -12.5 * u, 5.2 * u, 4.3 * u), { wash: PAL.ink, ink: null });
paint(rectPts(-2.6 * u, -9.4 * u, 5.2 * u, .8 * u), { wash: '#C8324A', ink: null });
paint(rectPts(-3.9 * u, -8.6 * u, 7.8 * u, .8 * u), { wash: PAL.ink, ink: null });
} else if (h === 'fedora') {
paint(P([[-2.8, -8.3], [-2.3, -10.8], [0, -10.2], [2.3, -10.8], [2.8, -8.3]]), { wash: '#3B3550', ink: PAL.ink, sw: sw * .8, curv: .3 });
paint(rectPts(-2.8 * u, -9.2 * u, 5.6 * u, .8 * u), { wash: '#C8324A', ink: null });
paint(ellPts(0, -8.2 * u, 4.6 * u, .6 * u, 20), { wash: '#3B3550', ink: PAL.ink, sw: sw * .8 });
} else if (h === 'band' || h === 'sweatband') {
paint(rectPts(-5.1 * u, -8.2 * u, 10.2 * u, .95 * u), { wash: h === 'band' ? '#D8394E' : PAL.cream, ink: PAL.ink, sw: sw * .5 });
if (h === 'sweatband') for (let i = 0; i < 4; i++) inkLine([[-4 * u + i * 2.6 * u, -8.1 * u], [-3.6 * u + i * 2.6 * u, -7.4 * u]], sw * .4, '#D8394E', 'inkfine', 0);
} else if (h === 'beanie') {
const d = []; for (let i = 0; i <= 12; i++) { const a = Math.PI + i / 12 * Math.PI; d.push([Math.cos(a) * 3.9 * u, -8.4 * u + Math.sin(a) * 2.6 * u]); }
paint(d, { wash: PAL.teal, fill: PAL.sky, fillOp: 60, ink: PAL.ink, sw: sw * .8 });
paint(rectPts(-4.2 * u, -8.9 * u, 8.4 * u, 1.1 * u), { wash: mixCol(PAL.teal, PAL.ink, .2), ink: PAL.ink, sw: sw * .7 });
paint(ellPts(0, -11.2 * u, .8 * u, .8 * u, 12), { wash: PAL.cream, ink: PAL.ink, sw: sw * .6 });
} else if (h === 'bow') {
for (const s of [-1, 1]) paint(P([[2.6, -8.1], [2.6 + s * 1.7, -9.3], [2.6 + s * 1.7, -7.1]]), { wash: PAL.rose, fill: '#E2476E', fillOp: 70, ink: PAL.ink, sw: sw * .6, curv: .3 });
paint(ellPts(2.6 * u, -8.2 * u, .45 * u, .45 * u, 10), { wash: '#E2476E', ink: PAL.ink, sw: sw * .5 });
} else if (h === 'flower') {
const fx = -2.6 * u, fy = -8.6 * u;
inkLine([[fx, fy], [fx + .3 * u, -7.9 * u]], sw * .6, PAL.sap, 'ink', 0);
for (let i = 0; i < 5; i++) { const a = i / 5 * TAU + .3; paint(ellPts(fx + Math.cos(a) * .7 * u, fy + Math.sin(a) * .7 * u, .55 * u, .55 * u, 10), { wash: PAL.cream, ink: PAL.ink, sw: sw * .4 }); }
paint(ellPts(fx, fy, .45 * u, .45 * u, 10), { wash: PAL.ochre, ink: PAL.ink, sw: sw * .4 });
} else if (h === 'headphones') {
inkLine(P([[-5.1, -5.8], [-4.6, -9.4], [0, -10.6], [4.6, -9.4], [5.1, -5.8]]), sw * 2.4, PAL.ink, 'ink', .6);
for (const s of [-1, 1]) paint(rrPts((s < 0 ? -6.1 : 4.6) * u, -7.4 * u, 1.5 * u, 2.8 * u, .6 * u), { wash: PAL.violet, fill: PAL.rose, fillOp: 50, ink: PAL.ink, sw: sw * .7 });
} else if (h === 'cat') {
for (const s of [-1, 1]) {
paint([[s * 4.9 * u, -7.9 * u], [s * 4.3 * u, -11 * u], [s * 1.9 * u, -7.9 * u]], { wash: PAL.clay, ink: PAL.ink, sw: sw * .8 });
paint([[s * 4.2 * u, -8.1 * u], [s * 4 * u, -10 * u], [s * 2.8 * u, -8.1 * u]], { wash: PAL.rose, ink: null });
}
}
}
function faceHat(u, h, sw, sides) {
if (h === 'cat') {
for (const s of sides) for (const k of [-.3, .3]) inkLine([[s * 4 * u, -4.7 * u + k * u], [s * 6.4 * u, -4.9 * u + k * 2 * u]], sw * .4, PAL.ink, 'inkfine', 0);
} else if (h === 'masq') {
paint([[-5.2, -7.3], [-2.4, -8], [0, -7.1], [2.4, -8], [5.2, -7.3], [4.2, -5.2], [1.4, -5.3], [0, -6], [-1.4, -5.3], [-4.2, -5.2]].map(([a, b]) => [a * u, b * u]), { wash: PAL.violet, fill: PAL.rose, fillOp: 60, ink: PAL.ink, sw: sw * .7, curv: .3 });
for (const ex of [-2.5, 2.5]) paint(ellPts(ex * u, -6.4 * u, 1.1 * u, .6 * u, 12), { wash: PAL.ink, ink: null });
} else if (h === 'bowtie') {
for (const s of [-1, 1]) paint([[0, -2.9 * u], [s * 1.5 * u, -3.6 * u], [s * 1.5 * u, -2.1 * u]], { wash: PAL.rose, ink: PAL.ink, sw: sw * .5 });
}
}
// ---------- emotes ----------
// Painted reaction marks, never lettering: ! ? !! !? zzz sweat spark heart hearts anger steam bulb dots scribble
// music swirl stars cloud. k = 0..1 pop-in progress (with overshoot); age = seconds since it appeared (drives the
// looping ones). Emotes in EMOTE_TOP sit over the head; the rest sit by its top corner.
const EMOTE_TOP = ['steam', 'stars', 'cloud', 'bulb', 'scribble'];
function emote(kind, x, y, s, k = 1, age = T) {
const p = backOut(k); if (p < .02) return;
const sw = clamp(s / 15, .4, 2), P = pts => pts.map(([a, b]) => [a * s, b * s]);
const dot = (dx, col) => paint(ellPts(dx, 1.25 * s, .42 * s, .42 * s, 12), { wash: col, ink: PAL.ink, sw: sw * .7 });
const bang = (dx, col) => {
push(); translate(dx, 0); rotate(.1 + .08 * Math.sin(age * 16) * Math.exp(-age * 3));
paint(P([[-.62, -2.3], [.62, -2.3], [.22, .45], [-.22, .45]]), { wash: col, fill: PAL.cream, fillOp: 70, ink: PAL.ink, sw: sw * .8, curv: .25 }); dot(0, col);
pop();
};
const quest = (dx, col) => {
push(); translate(dx, 0); rotate(-.08 + .08 * Math.sin(age * 12) * Math.exp(-age * 3));
paint(ribbon(P([[-1, -1.3], [-.55, -2.15], [.35, -2.3], [1, -1.6], [.7, -.75], [.05, -.3], [0, .4]]), .75 * s, .5 * s), { wash: col, fill: PAL.cream, fillOp: 60, ink: PAL.ink, sw: sw * .8 });
dot(0, col); pop();
};
push(); translate(x, y); scale(p);
switch (kind) {
case '!': bang(0, PAL.ochre); break;
case '?': quest(0, PAL.sky); break;
case '!!': bang(-.8 * s, PAL.ochre); bang(.9 * s, PAL.ochre); break;
case '!?': bang(-.9 * s, PAL.ochre); quest(1 * s, PAL.sky); break;
case 'zzz': for (let i = 0; i < 3; i++) { // painted Z shapes drifting up and away
const ph = frac(age * .4 + i / 3), a = Math.sin(ph * Math.PI), zs = (.8 + ph * .7) * s * Math.min(1, a * 1.6);
if (a < .12) continue;
const zx = ph * 2.6 * s, zy = -ph * 4.2 * s, Z = [[-.6, -.6], [.6, -.6], [.6, -.28], [-.12, .3], [.6, .3], [.6, .6], [-.6, .6], [-.6, .28], [.12, -.3], [-.6, -.3]];
push(); translate(zx, zy); rotate(-.15 + .1 * Math.sin(age * 2 + i));
paint(Z.map(([a, b]) => [a * zs, b * zs]), { wash: PAL.cream, fill: PAL.sky, fillOp: 70, ink: PAL.ink, sw: sw * .7 });
pop();
} break;
case 'sweat': for (const [dx, dy, r] of [[0, 0, 1], [1.6, 1.4, .7]])
paint(P([[dx, dy - 1.6 * r], [dx + .9 * r, dy + .2], [dx, dy + .9 * r], [dx - .9 * r, dy + .2]]), { wash: PAL.sky, fill: '#FFFFFF', fillOp: 60, ink: PAL.ink, sw: sw * .6, curv: .7 });
break;
case 'spark': {
const tw = 1 + .15 * Math.sin(age * 12);
paint(starPts(0, 0, 1.6 * s * tw), { wash: PAL.cream, fill: PAL.ochre, fillOp: 80, ink: PAL.ink, sw: sw * .5 });
paint(starPts(1.9 * s, 1.2 * s, .8 * s / tw), { wash: PAL.ochre, ink: PAL.ink, sw: sw * .4 });
break;
}
case 'heart': paint(heartPts(0, 0, s * 1.8 * (1 + .12 * pulse(age + OFF))), { wash: '#E2476E', fill: PAL.rose, fillOp: 90, ink: PAL.ink, sw: sw * .6 }); break;
case 'hearts': for (let i = 0; i < 3; i++) {
const ph = frac(age * .55 + i / 3), a = Math.sin(ph * Math.PI); if (a < .1) continue;
paint(heartPts((Math.sin(ph * 6 + i * 2) * .7 + i * .7 - .7) * s, -ph * 3.8 * s, s * (.5 + .6 * a)), { wash: '#E2476E', fill: PAL.rose, fillOp: 90, ink: PAL.ink, sw: sw * .5 });
} break;
case 'anger': { // the comic "vein pop": four curved strokes, each bowed in toward the centre
const b = 1 + .15 * pulse(age + OFF, 8);
for (let i = 0; i < 4; i++) { push(); rotate(i * Math.PI / 2 + Math.PI / 4); scale(b); inkLine(P([140, 160, 180, 200, 220].map(d => [2.1 + 1.3 * Math.cos(d * Math.PI / 180), 1.3 * Math.sin(d * Math.PI / 180)])), sw * 1.1, '#D8394E', 'ink', .6); pop(); }
break;
}
case 'steam': for (const sd of [-1, 1]) for (let j = 0; j < 2; j++) {
const ph = frac(age / .7 + j * .5 + (sd > 0 ? .25 : 0)), r = (.55 + ph * .9) * s, cx = sd * (3.2 + ph * 1.8) * s, cy = (1 - ph * 3) * s;
const puff = []; for (let i = 0; i < 18; i++) { const a = i / 18 * TAU, bump = 1 + .22 * Math.abs(Math.sin(a * 2.5)); puff.push([cx + Math.cos(a) * r * bump, cy + Math.sin(a) * r * .8 * bump]); }
paint(puff, { wash: PAL.cream, washOp: 255 * (1 - ph * .8), ink: ph < .6 ? PAL.ink : null, sw: sw * .5 });
} break;
case 'bulb': {
const gl = .5 + .5 * Math.sin(age * 10);
glow(0, -1.4 * s, 4.5 * s, '#FFD27A', .75 + .25 * gl);
for (let i = 0; i < 7; i++) { const a = -Math.PI / 2 + (i - 3) * .45, r0 = 1.6 * s, r1 = (2.2 + .4 * gl) * s; inkLine([[Math.cos(a) * r0, -1.4 * s + Math.sin(a) * r0], [Math.cos(a) * r1, -1.4 * s + Math.sin(a) * r1]], sw * .8, PAL.ochre, 'ink', 0); }
paint(ellPts(0, -1.4 * s, 1.15 * s, 1.2 * s, 16), { wash: '#FFE68A', fill: PAL.cream, fillOp: 90, ink: PAL.ink, sw: sw * .7 });
paint(rectPts(-.5 * s, -.3 * s, s, .8 * s), { wash: '#9A93A8', ink: PAL.ink, sw: sw * .6 });
break;
}
case 'dots': for (let i = 0; i < 3; i++) {
const ph = frac(age / 1.8), q = backOut(clamp((ph - i * .22) * 6)); if (q < .02) continue;
paint(ellPts((i - 1) * 1.3 * s, 0, .42 * s * q, .42 * s * q, 10), { wash: PAL.ink, ink: null });
} break;
case 'scribble': {
const pts = []; for (let i = 0; i < 34; i++) { const a = i * .95, r = (1.1 + .5 * Math.sin(i * 1.7)) * s; pts.push([Math.cos(a) * r * 1.5 + jit(.2 * s), Math.sin(a) * r * .8 + jit(.2 * s)]); }
inkLine(pts, sw * .8, PAL.ink, 'ink', .7); break;
}
case 'music': {
const b = Math.sin(age * 5) * .3 * s;
push(); translate(0, b); rotate(.1 * Math.sin(age * 5));
paint(ellPts(0, 1.2 * s, .7 * s, .5 * s, 12, 0, -.3), { wash: PAL.ink, ink: null });
inkLine(P([[.6, 1.1], [.6, -1.6], [1.6, -1]]), sw * .8, PAL.ink, 'ink', 0);
pop();
const b2 = Math.sin(age * 5 + 2) * .3 * s;
paint(ellPts(2.2 * s, 2.2 * s + b2, .45 * s, .33 * s, 10, 0, -.3), { wash: PAL.ink, ink: null });
inkLine([[2.6 * s, 2.15 * s + b2], [2.6 * s, .6 * s + b2]], sw * .6, PAL.ink, 'ink', 0);
break;
}
case 'swirl': {
const sp = []; for (let i = 0; i < 18; i++) { const a = i * .6 + age * 5, r = i * .09 * s; sp.push([Math.cos(a) * r, Math.sin(a) * r]); }
inkLine(sp, sw * .7, PAL.violet, 'inkfine', .6); break;
}
case 'stars': for (let i = 0; i < 3; i++) { // little stars circling the head
const a = age * 5 + i * TAU / 3, d = .75 + .25 * Math.sin(a);
paint(starPts(Math.cos(a) * 4.2 * s, Math.sin(a) * s, .75 * s * d, .45, 5, age * 3), { wash: PAL.ochre, fill: PAL.cream, fillOp: 60, ink: PAL.ink, sw: sw * .5 });
} break;
case 'cloud': { // a little rain cloud of its own
const bob = Math.sin(age * 2) * .15 * s, c = [];
for (let i = 0; i < 40; i++) {
const a = i / 40 * TAU, up = Math.sin(a) < 0, r = up ? 1 + .38 * Math.pow(Math.abs(Math.sin(a * 3)), .6) : 1;
c.push([Math.cos(a) * 2.8 * s * (up ? r * .92 : 1), bob - .2 * s + Math.sin(a) * (up ? 1.35 : .7) * s * r]);
}
for (let i = 0; i < 6; i++) { const ph = frac(age * 2.4 + hash(i)), rx = (-2 + i * .8) * s, ry = (.7 + ph * 2) * s; inkLine([[rx, ry], [rx - .12 * s, ry + .7 * s]], sw * 1.1, mixCol(PAL.sky, PAL.indigo, .3), 'ink', 0); }
paint(c, { wash: '#A3A8C4', fill: PAL.indigo, fillOp: 70, bleed: .1, ink: PAL.ink, sw: sw * .8, curv: .4 });
break;
}
}
pop();
}
// Heart outline points, centred at (cx, cy), about 2r wide.
function heartPts(cx, cy, r, n = 22) {
const p = []; for (let i = 0; i < n; i++) { const a = i / n * TAU; p.push([cx + 16 * Math.pow(Math.sin(a), 3) * r / 16, cy - (13 * Math.cos(a) - 5 * Math.cos(2 * a) - 2 * Math.cos(3 * a) - Math.cos(4 * a)) * r / 16]); } return p;
}
// ---------- emotions ----------
// Each emotion is a face AND a way of moving. body(t) returns pose offsets for clawd(), and every one is alive: it
// moves on its own, at its own energy, locked to the beat (PROJECT.bpm). take = how big the reaction is when Clawd
// switches INTO this emotion. fade = the emote is a one-off that fades out instead of staying.
const _b = t => { const bp = bpOf(t), s1 = Math.sin(bp * Math.PI); return { bp, s1, ab: Math.abs(s1), hit: pulse(t), s2: Math.sin(bp * TAU), f: frac(bp) }; };
const EMO = {
neutral: { eyes: 'normal', take: .3, body: t => { const b = _b(t); return { dy: -.25 * b.ab, sq: .03 * b.hit, aL: .15 + .05 * b.s1, aR: .15 - .05 * b.s1 }; } },
happy: { eyes: 'happy', mouth: 'smile', blush: .3, take: .6, body: t => { const b = _b(t); return { dy: -1.2 * b.ab, sq: .1 * b.hit, aL: .4 + .4 * b.s1, aR: .4 - .4 * b.s1 }; } },
excited: { eyes: 'wide', mouth: 'open', emote: 'spark', take: 1, body: t => { const b = _b(t), h = Math.abs(b.s2); return { dy: -2.4 * h, sq: .16 * pulse2(t) - .06 * h, aL: 1 + .5 * Math.sin(b.bp * TAU * 2), aR: 1 - .5 * Math.sin(b.bp * TAU * 2) }; } },
laugh: { eyes: 'squeeze', mouth: 'laugh', blush: .45, take: .8, body: t => { const c = Math.abs(Math.sin(t * TAU * 5)); return { dy: -.45 * c, sq: .08 * c - .04, rot: -.07 + .03 * Math.sin(t * TAU * 5), aL: -.35 + .12 * c, aR: -.35 + .12 * c }; } },
love: { eyes: 'heart', mouth: 'cat', blush: .8, tint: 'rosy', tintK: .5, emote: 'hearts', take: .7, body: t => { const b = _b(t), s = Math.sin(b.bp * Math.PI / 2); return { rot: .08 * s, dx: .5 * s, dy: -.6 * b.ab, sq: .05 * b.hit, aL: -.1 + .15 * b.s1, aR: -.1 - .15 * b.s1 }; } },
shy: { eyes: 'look', mouth: 'wobble', blush: 1, take: .3, body: t => { const b = _b(t), s = Math.sin(b.bp * Math.PI / 2); return { lookX: -.7, lookY: .8, sq: .06, rot: -.05 + .02 * s, dx: .15 * s, aL: -.55 + .15 * Math.sin(t * TAU * 1.5), aR: -.6 - .12 * Math.sin(t * TAU * 1.5) }; } },
proud: { eyes: 'closed', mouth: 'smile', tint: 'gold', tintK: .3, emote: 'spark', take: .5, body: t => { const b = _b(t); return { sq: -.1 - .03 * b.ab, dy: -.3 * b.hit, aL: -.9, aR: -.9, rot: .02 * b.s1 }; } },
smug: { eyes: 'narrow', mouth: 'smirk', take: .4, body: t => { const b = _b(t), s = Math.sin(b.bp * Math.PI / 2); return { lookX: .4, rot: -.06 + .03 * s, dy: -.2 * b.ab, aL: -.5, aR: .5 + .15 * s }; } },
relieved: { eyes: 'closed', mouth: 'smile', emote: 'sweat', take: .4, body: t => { const b = _b(t), br = Math.sin(t * TAU * .35); return { sq: .05 + .05 * br, dy: -.15 * b.ab, aL: -.7 + .1 * br, aR: -.7 + .1 * br }; } },
sad: { eyes: 'sad', mouth: 'frown', tint: 'blue', tintK: .35, gloom: .35, emote: 'cloud', take: .3, body: t => { const b = _b(t), s = Math.sin(b.bp * Math.PI / 4); return { sq: .08 + .02 * s, rot: .03 * s, aL: -.75, aR: -.75, lookY: .5 }; } },
cry: { eyes: 'cry', mouth: 'wail', tint: 'blue', tintK: .2, take: .8, body: t => { const b = _b(t), sob = Math.sin(b.f * Math.PI) * Math.exp(-b.f * 2); return { sq: .14 * sob - .02, dy: -.7 * sob, aL: .9 + .15 * Math.sin(t * TAU * 6), aR: .9 - .15 * Math.sin(t * TAU * 6), rot: .03 * b.s1 }; } },
angry: { eyes: 'angry', mouth: 'teeth', tint: 'flush', tintK: .45, emote: 'anger', take: .8, body: t => { const b = _b(t); return { dx: .1 * Math.sin(t * TAU * 18), sq: .12 * b.hit, aL: -.3 + .1 * b.hit, aR: -.3 + .1 * b.hit }; } },
furious: { eyes: 'red', lid: .28, tint: 'flush', tintK: .85, emote: 'steam', take: 1.2, body: t => { const b = _b(t); return { dx: .22 * Math.sin(t * TAU * 20), rot: .025 * Math.sin(t * TAU * 13), sq: .2 * b.hit, dy: -.8 * Math.sin(b.f * Math.PI) * (1 - b.f), aL: 1 + .2 * Math.sin(t * TAU * 9), aR: 1 - .2 * Math.sin(t * TAU * 9) }; } },
scared: { eyes: 'scared', mouth: 'wobble', tint: 'pale', tintK: .6, emote: 'sweat', take: 1.1, body: t => ({ dx: .1 * Math.sin(t * TAU * 22), sq: -.06, aL: 1 + .08 * Math.sin(t * TAU * 17), aR: 1 + .08 * Math.sin(t * TAU * 19), lookX: .6 * Math.sign(Math.sin(t * 2.3)) }) },
surprised: { eyes: 'wide', mouth: 'O', emote: '!', fade: true, take: 1.3, body: t => { const b = _b(t); return { sq: -.12, dy: -.3 - .15 * b.ab, aL: 1.1 + .05 * b.s2, aR: 1.1 - .05 * b.s2 }; } },
confused: { eyes: ['narrow', 'wide'], mouth: 'wobble', emote: '?', take: .6, body: t => { const b = _b(t); return { rot: .1 * Math.sin(b.bp * Math.PI / 4), aL: .1, aR: 1.5 + .15 * Math.sin(t * TAU * 3), dy: -.15 * b.ab }; } },
thinking: { eyes: 'look', mouth: 'flat', emote: 'dots', take: .4, body: t => { const b = _b(t); return { lookX: .5, lookY: -.8, rot: .05, aR: .9, aL: -.3 + .25 * Math.sin(b.f * Math.PI), dy: -.1 * b.ab }; } },
idea: { eyes: 'shine', mouth: 'grin', emote: 'bulb', take: 1.1, body: t => { const b = _b(t); return { dy: -1 * b.ab, sq: -.05 + .1 * b.hit, aR: 1.55 + .1 * b.s2, aL: .2 + .2 * b.s1 }; } },
determined: { eyes: 'determined', mouth: 'flat', take: .7, body: t => { const b = _b(t), p1 = Math.sin(b.f * Math.PI), p2 = Math.abs(Math.cos(b.f * Math.PI)); return { rot: .06, sq: -.04 + .06 * b.hit, dy: -.3 * b.ab, aL: .1 + .7 * p1, aR: .1 + .7 * p2 }; } },
sleepy: { eyes: 'sleepy', mouth: 'o', emote: 'zzz', take: .2, body: t => { const br = Math.sin(t * TAU * .3); return { sq: .05 + .05 * br, rot: .06 * Math.sin(t * .8), aL: -.6, aR: -.6 }; } },
bored: { eyes: 'narrow', mouth: 'flat', take: .2, body: t => { const f = frac(bpOf(t) / 4), sigh = f < .3 ? ease(f / .3) : 1 - ease((f - .3) / .7); return { lookX: -.3, lookY: .4, sq: .08 - .14 * sigh, rot: -.04, aL: -.85 + .05 * Math.sin(t * 2), aR: -.85 - .05 * Math.sin(t * 2) }; } },
nervous: { eyes: 'look', mouth: 'wobble', tint: 'pale', tintK: .2, emote: 'sweat', take: .5, body: t => { const b = _b(t); return { lookX: beatN(t) % 2 ? .8 : -.8, dx: .3 * b.s1, sq: .04, aL: -.1 + .2 * Math.sin(t * TAU * 5), aR: -.1 + .2 * Math.sin(t * TAU * 5 + 1) }; } },
suspicious: { eyes: 'narrow', mouth: 'flat', take: .4, body: t => { const s = Math.sin(t * TAU * .25); return { lookX: s, rot: -.08 * s, dx: .4 * s, sq: .04, aL: -.4, aR: -.4 }; } },
disgusted: { eyes: 'squeeze', mouth: 'wobble', tint: 'green', tintK: .5, take: .8, body: t => { const a = frac(bpOf(t) / 2) * BEAT * 2, sh = Math.exp(-a * 6) * Math.sin(a * 45); return { rot: -.1, dx: -.3 + .15 * sh, sq: .05, aL: .7 + .2 * sh, aR: .7 - .2 * sh }; } },
dizzy: { eyes: 'swirl', mouth: 'wobble', emote: 'stars', take: .7, body: t => { const a = t * TAU * .8; return { rot: .12 * Math.sin(a), dx: .7 * Math.sin(a), dy: -.3 * Math.abs(Math.cos(a)), aL: .3 + .6 * Math.sin(a * 1.3), aR: .3 - .6 * Math.sin(a * 1.3) }; } },
cool: { eyes: 'shades', mouth: 'smirk', emote: 'music', take: .4, body: t => { const b = _b(t); return { rot: .04 * b.hit, dy: -.35 * b.hit, sq: .06 * b.hit, aL: -.4, aR: .7 + .1 * b.s1 }; } },
starstruck: { eyes: 'spark', mouth: 'open', tint: 'gold', tintK: .3, take: 1, body: t => { const b = _b(t), h = Math.abs(b.s2); return { dy: -1.6 * h, sq: .1 * pulse2(t), aL: 1.1 + .35 * Math.sin(b.bp * TAU * 2), aR: 1.1 + .35 * Math.sin(b.bp * TAU * 2) }; } },
ko: { eyes: 'x', mouth: 'wobble', tint: 'pale', tintK: .3, emote: 'stars', take: 1, body: t => ({ sq: .28 + .02 * Math.sin(t * 3), rot: .12, aL: -1, aR: -.9 }) },
playful: { eyes: 'wink', mouth: 'tongue', take: .6, body: t => { const b = _b(t), side = beatN(t) % 2 ? 1 : -1, k = lerp(-side, side, easeOut(clamp(b.f * 3))); return { dx: .8 * k, dy: -1.4 * b.ab, rot: .1 * k, sq: .1 * b.hit, aL: .65 + .55 * k, aR: .65 - .55 * k }; } },
mischief: { eyes: 'narrow', mouth: 'grin', gloom: .3, take: .5, body: t => { const r = Math.sin(t * TAU * 4); return { lookX: .3, sq: .07, rot: .04, aL: -.05 + .15 * r, aR: -.05 - .15 * r, dy: -.1 * Math.abs(r) }; } },
hopeful: { eyes: 'shine', mouth: 'cat', blush: .35, take: .5, body: t => { const b = _b(t); return { sq: -.06 - .02 * b.ab, dy: -.25 * b.ab, lookY: -.4, aL: .5 + .05 * b.s1, aR: .5 - .05 * b.s1, rot: .03 * Math.sin(b.bp * Math.PI / 2) }; } },
};
// One emotion, alive at time t: face, colour and body motion together. Spread it into clawd():
// clawd(x, y, u, feel('happy', t)) clawd(x, y, u, { ...feel('sad', t), view: 'q', hat: 'beanie' })
function feel(name, t, over = {}) {
const E = EMO[name] || EMO.neutral;
return { eyes: E.eyes, mouth: E.mouth, tint: E.tint, tintK: E.tintK ?? 1, blush: E.blush || 0, gloom: E.gloom || 0,
lid: E.lid || 0, emote: E.emote, ...(E.body ? E.body(t) : {}), ...over };
}
// An emotion timeline with ACTED changes: keys = [[t0, 'neutral'], [t1, 'surprised'], [t2, 'happy', { emote: 'music' }]].
// Around each change the eyes squeeze shut and the body squashes just before (anticipation), and the face swaps
// under the squint. Then a take fires (a squash-stretch the size of the new emotion's `take`), the body settles into
// its new motion with overshoot, colour, blush and gloom cross-fade, and the new emote pops in. o.take scales every take.
// Spread the result into clawd() and add any other pose: clawd(x, y, u, { ...emotions(t, keys), view: 'q' }).
function emotions(t, keys, o = {}) {
let i = 0; while (i + 1 < keys.length && t >= keys[i + 1][0]) i++;
const [tc, name, over] = keys[i], age = t - tc, cur = feel(name, t, over);
const tn = i + 1 < keys.length ? keys[i + 1][0] : Infinity, tkS = o.take ?? 1;
const E = EMO[name] || EMO.neutral;
let squint = cur.squint || 0;
if (tn - t < .1) squint = Math.max(squint, 1 - (tn - t) / .1);
if (i > 0 && age < .14) squint = Math.max(squint, 1 - age / .14);
const prev = i > 0 ? feel(keys[i - 1][1], t, keys[i - 1][2]) : null;
if (prev && age < .5) {
const base = { dy: 0, sq: 0, aL: .2, aR: .2, rot: 0, dx: 0, lookX: 0, lookY: 0 };
const k = backOut(seg(age, 0, .4)), kc = ease(seg(age, 0, .3));
for (const f in base) cur[f] = lerp(prev[f] ?? base[f], cur[f] ?? base[f], k);
const a = tintCols(prev), b = tintCols(cur);
cur.col = mixCol(a.col, b.col, kc); cur.dk = mixCol(a.dk, b.dk, kc); cur.lt = mixCol(a.lt, b.lt, kc); cur.tint = null;
for (const f of ['blush', 'gloom', 'lid']) cur[f] = lerp(prev[f] || 0, cur[f] || 0, kc);
}
// takes: the one this key fires, plus the anticipation squash of the next one
const t1 = prev ? take(t, tc, (E.take ?? .6) * tkS) : { sq: 0, dy: 0 };
const En = i + 1 < keys.length ? EMO[keys[i + 1][1]] || EMO.neutral : null, t2 = En ? take(t, tn, (En.take ?? .6) * tkS) : { sq: 0, dy: 0 };
cur.sq = (cur.sq || 0) + t1.sq + t2.sq; cur.dy = (cur.dy || 0) + t1.dy + t2.dy;
cur.squint = squint;
// the emote pops in after the swap (it carries on if the emote didn't change); one-off emotes fade out
const same = prev && prev.emote === cur.emote;
cur.emoteK = same ? 1 : seg(age, .06, .32) * (E.fade && !(over && over.emote) ? 1 - seg(age, 1.4, 1.8) : 1);
cur.emoteAge = age;
return cur;
}
// ---------- moves ----------
// Beat-locked dances: bounce, hop, roof (arms up), sway, spin (a drawn spin through the key views, once a bar), wave,
// walk, run, idle, stomp, shimmy, mix (changes every two bars). Returns pose offsets; spread into clawd().
function move(style, t, seed = 0) {
const bp = bpOf(t), bi = Math.floor(bp), bf = bp - bi, hit = Math.max(0, 1 - bf * 3.5), s1 = Math.sin(bp * Math.PI), ab = Math.abs(s1);
const o = { dy: 0, sq: 0, aL: .2, aR: .2, rot: 0, walk: null, dx: 0 };
if (style === 'mix') style = ['bounce', 'roof', 'sway', 'spin', 'hop', 'wave'][(Math.floor(bp / 8) + seed) % 6];
switch (style) {
case 'bounce': o.dy = -ab * 1.6; o.sq = hit * .12; o.aL = .4 + s1; o.aR = .4 - s1; break;
case 'hop': o.dy = -ab * 4; o.sq = hit * .18; o.aL = o.aR = .3 + ab * 1.1; break;
case 'roof': o.dy = -ab * 1.2; o.sq = hit * .1; o.aL = o.aR = 1.25 + .3 * Math.sin(bp * TAU); break;
case 'sway': o.dx = s1 * 3; o.rot = s1 * .12; o.aL = .5 + .6 * s1; o.aR = .5 - .6 * s1; o.sq = hit * .08; break;
case 'spin': {
const ph = (((bi % 4) + 4) % 4 === 3) ? bf : 0;
Object.assign(o, spinView(ph)); o.smear = ph > .1 && ph < .9 ? .5 : 0; o.smearDir = 0;
o.dy = -Math.sin(ph * Math.PI) * 3 - ab; o.aL = o.aR = .6 + ph; o.sq = hit * .1; break;
}
case 'wave': o.dy = -ab; o.aL = 1.1 + .5 * Math.sin(bp * TAU * 2); o.aR = -.2; o.sq = hit * .08; break;
case 'walk': o.walk = bp / 2; o.dy = -ab * .6; o.aL = .3 * s1; o.aR = -o.aL; break;
case 'run': o.walk = bp * 1.5; o.dy = -Math.abs(Math.sin(bp * TAU)); o.aL = .8 * Math.sin(bp * TAU * 1.5); o.aR = -o.aL; o.rot = -.08; break;
case 'idle': o.dy = -ab * .5; o.sq = hit * .05; break;
case 'stomp': o.dy = -Math.max(0, Math.sin(bp * TAU)) * 1.4; o.sq = hit * .2; o.rot = (bi % 2 ? 1 : -1) * .06 * hit; o.aL = o.aR = -.3 + hit * .9; break;
case 'shimmy': o.dx = Math.sin(bp * TAU * 2) * .6; o.rot = Math.sin(bp * TAU * 2) * .05; o.aL = .9 + .4 * Math.sin(bp * TAU * 2); o.aR = .9 - .4 * Math.sin(bp * TAU * 2); o.dy = -ab * .5; break;
}
return o;
}
function dancer(x, y, u, style, t, extra = {}) { clawd(x, y, u, { ...move(style, t, extra.seed || 0), ...extra }); }
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// config.js: project settings.
// duration: the video's length in seconds.
// bpm: the rhythm that bounces, dances and pulse() follow. Clawd always moves to some beat; if the video has music,
// set this to the song's tempo, and set offset to the time in seconds of its first downbeat.
const PROJECT = { duration: 11, bpm: 120, offset: 0 };
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// core.js: constants, helpers, paper, paint wrapper, compositing and render hooks.
// Length and rhythm come from PROJECT in config.js.
const W = 1920, H = 1080;
const BPM = PROJECT.bpm, BEAT = 60 / BPM, OFF = PROJECT.offset || 0, BOIL = 12, DUR = PROJECT.duration;
const TAU = Math.PI * 2;
const PAL = {
paper: '#F3EBDC', ink: '#2B2233', clay: '#D97757', clayDk: '#A84D33', clayLt: '#F2A283',
night: '#1F2550', indigo: '#2F3C7A', rose: '#E27A92', ochre: '#E8AA38', sap: '#6E9F58',
teal: '#3A9C98', violet: '#7B5CA8', cream: '#FFF5E2', sky: '#8EC3E6'
};
const clamp = (x, a = 0, b = 1) => Math.max(a, Math.min(b, x));
const lerp = (a, b, x) => a + (b - a) * x;
const ease = x => { x = clamp(x); return x * x * (3 - 2 * x); };
const easeOut = x => 1 - Math.pow(1 - clamp(x), 3);
const backOut = x => { x = clamp(x); const s = 1.9; return 1 + (s + 1) * Math.pow(x - 1, 3) + s * Math.pow(x - 1, 2); };
const hash = i => { const x = Math.sin(i * 127.1 + 311.7) * 43758.5453; return x - Math.floor(x); };
const bpOf = t => (t - OFF) / BEAT;
// Seeded by the boil frame, so linework "boils" at BOIL fps like hand-drawn animation.
const jit = a => (random() * 2 - 1) * a;
// Each boil drawing holds for several frames, so whatever isn't moving must draw the same until the next one. But a moving
// thing uses a different amount of randomness each frame, which shifts the stream for everything drawn after it and makes
// that re-boil every frame (jitter). boilSeed(key) restarts the stream from the boil frame and a key (any string or
// number) that's the same every frame: call it before each separate element. clawd() does this for itself and its parts.
let BOILN = 0, CLAWD_N = 0;
const boilSeed = key => { let h = 2166136261; for (const c of key + '|' + BOILN) h = Math.imul(h ^ c.charCodeAt(0), 16777619); randomSeed(h >>> 0); };
// ---------- timing helpers (everything is a pure function of t; no state survives between frames) ----------
const seg = (t, a, b) => clamp((t - a) / (b - a)); // 0..1 progress of t through [a, b]
const frac = x => x - Math.floor(x);
const beatN = t => Math.floor(bpOf(t)); // integer beat index
const pulse = (t, k = 6) => Math.exp(-frac(bpOf(t)) * k); // 1 exactly on each beat, decays after
const pulse2 = (t, k = 6) => Math.exp(-frac(bpOf(t) * 2) * k); // same on eighth notes
const wob = (t, f = 1, ph = 0) => Math.sin((t * f + ph) * TAU);
const easeIn = x => Math.pow(clamp(x), 3);
const elasticOut = x => { x = clamp(x); return x === 0 || x === 1 ? x : Math.pow(2, -10 * x) * Math.sin((x * 10 - .75) * (TAU / 3)) + 1; };
// keyframes: kf(t, [[t0, v0], [t1, v1], ...], easeFn). Values may be numbers or arrays of numbers.
function kf(t, keys, e = ease) {
if (t <= keys[0][0]) return keys[0][1];
for (let i = 1; i < keys.length; i++) {
if (t < keys[i][0]) {
const [a, va] = keys[i - 1], [b, vb] = keys[i], k = e((t - a) / (b - a));
return Array.isArray(va) ? va.map((v, j) => lerp(v, vb[j], k)) : lerp(va, vb, k);
}
}
return keys[keys.length - 1][1];
}
// hex color mix
function mixCol(a, b, k) {
const pa = parseInt(a.slice(1), 16), pb = parseInt(b.slice(1), 16), c = i => Math.round(lerp((pa >> i) & 255, (pb >> i) & 255, clamp(k)));
return '#' + ((1 << 24) + (c(16) << 16) + (c(8) << 8) + c(0)).toString(16).slice(1);
}
// small deterministic camera shake, changes at 24 fps
const shakeXY = (t, amt) => { const f = Math.floor(t * 24); return [(hash(f * 1.7) - .5) * 2 * amt, (hash(f * 2.3 + 9) - .5) * 2 * amt]; };
// ---------- motion principles, as pure functions of t ----------
// Damped spring kicked at t0: 0 before, then a wobble that dies away. Use it for secondary motion and settles: a body
// after landing, a hat that jiggles, a stack that sways, a tail that drags. k = damping, w = wobble speed (rad/s).
const spring = (t, t0, k = 6, w = 18) => t < t0 ? 0 : Math.exp(-k * (t - t0)) * Math.sin(w * (t - t0));
const ring = (t, evs, k = 6, w = 18) => evs.reduce((s, e) => s + spring(t, e, k, w), 0); // one kick per event time
// Hold each drawing for two frames (12 drawings a second), like hand-drawn animation "on twos". Wrap a shot's t in it.
const onTwos = t => Math.floor(t * 12 + 1e-6) / 12;
// Point on a thrown or jumping arc from p0 to p1, peaking h px above the straight line; k = 0..1 along the flight.
const arcPt = (p0, p1, h, k) => [lerp(p0[0], p1[0], k), lerp(p0[1], p1[1], k) - h * 4 * k * (1 - k)];
// A hop that takes off at t0 and lands at t1, h body units high: crouch (anticipation), stretch on takeoff,
// round at the top, squash on landing and spring back. Returns { dy, sq } to spread into clawd().
function jump(t, t0, t1, h = 3) {
if (t < t0 - .12) return { dy: 0, sq: 0 };
if (t < t0) return { dy: 0, sq: .18 * ease(seg(t, t0 - .12, t0)) };
if (t < t1) { const k = (t - t0) / (t1 - t0); return { dy: -h * 4 * k * (1 - k), sq: -.16 * Math.abs(1 - 2 * k) }; }
const a = t - t1; return { dy: 0, sq: .22 * Math.exp(-8 * a) * Math.cos(20 * a) };
}
// A surprise "take" peaking at t0: a quick squash, then a big stretch up that springs back. amt scales it.
function take(t, t0, amt = 1) {
if (t < t0 - .1) return { sq: 0, dy: 0 };
if (t < t0) return { sq: .12 * amt * ease(seg(t, t0 - .1, t0)), dy: 0 };
const a = t - t0; return { sq: -.26 * amt * Math.exp(-6 * a) * Math.cos(16 * a), dy: -1.2 * amt * Math.exp(-7 * a) * Math.max(0, Math.cos(9 * a)) };
}
// Walk from x0 to x1 (px) between t0 and t1, for a character of unit u: eases in and out, faces the way it's
// going in 3/4 view, and faces front when it stops. Returns { x, walk, view, flip, dy } for clawd().
function stroll(t, t0, t1, x0, x1, u) {
const x = lerp(x0, x1, ease(seg(t, t0, t1))), d = Math.abs(x - x0) / (4 * u), moving = t > t0 && t < t1;
return { x, walk: d, view: moving ? 'q' : 'front', flip: x1 < x0, dy: moving ? -Math.abs(Math.sin(d * Math.PI)) * .5 : 0 };
}
// ---------- camera ----------
// camBegin(cx, cy, zoom, rot): world point (cx, cy) lands at screen centre. Letters queued while a camera is
// active are placed through it automatically (pass {screen:true} to opt out). One level only: always pair with camEnd().
// LAST_CAM stays set after camEnd(), until the next frame: renderSheet's crops that follow a world point use it.
let CAM = null, LAST_CAM = null;
function camBegin(cx = W / 2, cy = H / 2, zoom = 1, rot = 0) { push(); translate(W / 2, H / 2); rotate(rot); scale(zoom); translate(-cx, -cy); CAM = LAST_CAM = { cx, cy, zoom, rot }; }
function camEnd() { pop(); CAM = null; }
function toScreen(x, y, cam = CAM) {
if (!cam) return [x, y];
const c = Math.cos(cam.rot), s = Math.sin(cam.rot), dx = (x - cam.cx) * cam.zoom, dy = (y - cam.cy) * cam.zoom;
return [W / 2 + dx * c - dy * s, H / 2 + dx * s + dy * c];
}
// ---------- full-frame effects (call outside a camera, in screen space) ----------
function flash(k, col = '#FFFDF6') { if (k > .01) paint(rectPts(-60, -60, W + 120, H + 120), { wash: col, washOp: 255 * clamp(k), ink: null }); }
// Light: glow(x, y, r, col, a) ADDS a soft halo of light for anything that shines (stars, lamps, fireflies, magic).
// p5.brush mixes every colour like pigment, so yellow painted over blue turns green and light can't be painted; this
// is the one non-paint mark in the kit. It lands on what's painted so far, under anything painted after it, follows
// the camera, and boils a little. Keep a = 1 on dark grounds; on light grounds it barely shows (as light would).
function glow(x, y, r, col = '#FFC766', a = 1) {
if (a <= 0 || r < 1) return;
flushBrush();
const c = color(col), rr = r * (1 + jit(.03));
push(); blendMode(ADD); tint(red(c), green(c), blue(c), 150 * clamp(a)); image(glowTex, x - rr, y - rr, 2 * rr, 2 * rr); noTint(); blendMode(BLEND); pop();
}
function makeGlowTex() {
const g = createGraphics(256, 256); g.pixelDensity(1); const c = g.drawingContext, gr = c.createRadialGradient(128, 128, 0, 128, 128, 128);
[[0, 1], [.18, .8], [.45, .32], [.75, .08], [1, 0]].forEach(([s, a]) => gr.addColorStop(s, `rgba(255,255,255,${a})`));
c.fillStyle = gr; c.fillRect(0, 0, 256, 256);
return g;
}
// Paint everything OUTSIDE a star-shaped hole (irises, mouth-shaped reveals, keyholes).
function irisShape(pts, col = PAL.ink, far = 4000) {
const n = pts.length; let cx = 0, cy = 0; for (const p of pts) { cx += p[0]; cy += p[1]; } cx /= n; cy /= n;
const out = p => { const dx = p[0] - cx, dy = p[1] - cy, d = Math.hypot(dx, dy) || 1; return [cx + dx / d * far, cy + dy / d * far]; };
for (let i = 0; i < n; i++) {
const a = pts[i], b = pts[(i + 1) % n], ex = (b[0] - a[0]) * .06, ey = (b[1] - a[1]) * .06;
const a2 = [a[0] - ex, a[1] - ey], b2 = [b[0] + ex, b[1] + ey];
paint([a2, b2, out(b2), out(a2)], { wash: col, washOp: 255, ink: null });
}
}
function iris(cx, cy, r, col = PAL.ink) { if (r < 4) paint(rectPts(-60, -60, W + 120, H + 120), { wash: col, ink: null }); else irisShape(ellPts(cx, cy, r, r, 40), col); }
let T = 0, paperG = null, grainC = null, letG = null, glowTex = null, outC = null, outX = null;
let LETTERS = [];
// ---------- geometry ----------
function rectPts(x, y, w, h, j = 0) {
return [[x + jit(j), y + jit(j)], [x + w / 2 + jit(j), y + jit(j) * .5], [x + w + jit(j), y + jit(j)],
[x + w + jit(j) * .5, y + h / 2], [x + w + jit(j), y + h + jit(j)], [x + w / 2 + jit(j), y + h + jit(j) * .5],
[x + jit(j), y + h + jit(j)], [x + jit(j) * .5, y + h / 2]];
}
function ellPts(cx, cy, rx, ry, n = 28, j = 0, rot = 0) {
const p = []; for (let i = 0; i < n; i++) { const a = rot + i / n * TAU; p.push([cx + Math.cos(a) * rx + jit(j), cy + Math.sin(a) * ry + jit(j)]); } return p;
}
function rrPts(x, y, w, h, r, j = 0) {
const p = [], seg = 5, corner = (cx, cy, a0) => { for (let i = 0; i <= seg; i++) { const a = a0 + i / seg * Math.PI / 2; p.push([cx + Math.cos(a) * r + jit(j), cy + Math.sin(a) * r + jit(j)]); } };
corner(x + w - r, y + r, -Math.PI / 2); corner(x + w - r, y + h - r, 0); corner(x + r, y + h - r, Math.PI / 2); corner(x + r, y + r, Math.PI);
return p;
}
function starPts(cx, cy, r, inner = .38, n = 4, rot = -Math.PI / 2) {
const p = []; for (let i = 0; i < n * 2; i++) { const a = rot + i * Math.PI / n, q = i % 2 ? r * inner : r; p.push([cx + Math.cos(a) * q, cy + Math.sin(a) * q]); } return p;
}
// Smooth curve through the points (Catmull-Rom), n samples per span.
function through(P, n = 6) {
if (P.length < 3) return P.slice();
const out = [];
for (let i = 0; i < P.length - 1; i++) {
const p0 = P[Math.max(0, i - 1)], p1 = P[i], p2 = P[i + 1], p3 = P[Math.min(P.length - 1, i + 2)];
for (let k = 0; k < n; k++) {
const u = k / n, u2 = u * u, u3 = u2 * u;
out.push([0, 1].map(d => .5 * (2 * p1[d] + (p2[d] - p0[d]) * u + (2 * p0[d] - 5 * p1[d] + 4 * p2[d] - p3[d]) * u2 + (3 * p1[d] - p0[d] - 3 * p2[d] + p3[d]) * u3)));
}
}
out.push(P[P.length - 1]);
return out;
}
// Tapered ribbon around a path (w0 wide at the start, w1 at the end), as one closed outline for paint().
// Tails, tentacles, noodly arms, painted glyphs: one shape with one outline, so nothing looks glued on.
function ribbon(P, w0, w1 = w0) {
const C = through(P), n = C.length, L = [], R = [];
for (let i = 0; i < n; i++) {
const a = C[Math.max(0, i - 1)], b = C[Math.min(n - 1, i + 1)], dx = b[0] - a[0], dy = b[1] - a[1], d = Math.hypot(dx, dy) || 1, w = lerp(w0, w1, i / Math.max(1, n - 1)) / 2;
L.push([C[i][0] - dy / d * w, C[i][1] + dx / d * w]); R.push([C[i][0] + dy / d * w, C[i][1] - dx / d * w]);
}
return L.concat(R.reverse());
}
// ---------- paint wrapper ----------
// One call = one painted shape: optional flat wash, optional watercolor fill, optional hatch, optional ink outline.
// p5.brush 2.2.3 loses strokes drawn far from the origin under a zoomed camera (from zoom ~2, an outline or a line
// leaves only a dot at its first vertex), so every shape and line is drawn around its own centre.
function centred(pts, draw) {
if (!pts.length) return;
let x0 = Infinity, x1 = -Infinity, y0 = Infinity, y1 = -Infinity;
for (const [x, y] of pts) { if (x < x0) x0 = x; if (x > x1) x1 = x; if (y < y0) y0 = y; if (y > y1) y1 = y; }
const cx = (x0 + x1) / 2, cy = (y0 + y1) / 2;
push(); translate(cx, cy); draw(pts.map(([x, y]) => [x - cx, y - cy])); pop();
}
function paint(pts, o = {}) { centred(pts, (P) => paintAt(P, o)); }
function paintAt(pts, o) {
if (o.wash || o.fill || o.hatch) {
if (o.wash) brush.wash(o.wash, o.washOp ?? 255); else brush.noWash();
if (o.fill) { brush.fill(o.fill, o.fillOp ?? 170); brush.fillBleed(o.bleed ?? .1); brush.fillTexture(o.tex ?? .4, o.border ?? .35); } else brush.noFill();
if (o.hatch) { brush.hatch(o.hatch.d, o.hatch.a, o.hatch.o || { rand: .15 }); brush.hatchStyle(o.hatch.b || 'HB', o.hatch.c || PAL.ink, o.hatch.w || 1); } else brush.noHatch();
brush.noStroke();
if (o.curv) { brush.beginShape(o.curv); for (const p of pts) brush.vertex(p[0], p[1]); brush.endShape(true); }
else brush.polygon(pts);
}
// the outline is one continuous tapered stroke, not a stroke per side
if (o.ink !== null) {
brush.noWash(); brush.noFill(); brush.noHatch(); brush.set(o.br || 'ink', o.ink || PAL.ink, o.sw ?? 1);
brush.beginShape(o.curv || 0); for (const p of pts) brush.vertex(p[0], p[1]); brush.endShape(true);
}
}
function inkLine(pts, sw = 1, col = PAL.ink, br = 'ink', curv = .5) {
centred(pts, (P) => { brush.noFill(); brush.noWash(); brush.noHatch(); brush.set(br, col, sw); brush.spline(P, curv); });
}
// ---------- lettering (drawn on the 2D compositor, under the paper grain) ----------
// Use sparingly: see "No text" in ANIMATION_GUIDE.md. Clawd's emotes are painted and never need these.
function letter(txt, x, y, size, color, o = {}) {
if (CAM && !o.screen) { [x, y] = toScreen(x, y); size *= CAM.zoom; o = { ...o, rot: (o.rot || 0) + CAM.rot }; if (o.font) o.font = o.font.replace(/(\d+(\.\d+)?)px/, (m, v) => (v * CAM.zoom) + 'px'); }
LETTERS.push({ txt, x, y, size, color, ...o });
}
// Comic sound effect: pops in at age 0, wobbles, fades by `life` seconds.
function sfx(txt, x, y, size, color, age, o = {}) {
const life = o.life ?? 1.2; if (age < 0 || age > life) return;
letter(txt, x, y, size, color, { pop: age * 5, rot: (o.rot ?? -.08) + Math.sin(age * 20) * .03 * (1 - age / life), alpha: 1 - seg(age, life - .25, life), ...o });
}
function drawLetters(c) {
for (const L of LETTERS) {
const k = L.pop != null ? backOut(L.pop) : 1; if (k <= .01) continue;
c.save(); c.translate(L.x, L.y); c.rotate(L.rot || 0); c.scale(k, k); c.globalAlpha = L.alpha ?? 1;
c.font = L.font || `${L.size}px "Permanent Marker", "Comic Sans MS", cursive`;
c.textAlign = L.align || 'center'; c.textBaseline = 'middle';
if (L.stroke) { c.lineJoin = 'round'; c.lineWidth = L.size * .12; c.strokeStyle = L.stroke; c.strokeText(L.txt, 0, 0); }
if (L.ink !== false) { c.fillStyle = PAL.ink; c.fillText(L.txt, L.size * .045, L.size * .055); }
c.fillStyle = L.color; c.fillText(L.txt, 0, 0);
c.restore();
}
}
// p5.brush defers washes and strokes into a mask layer; a (tiny, off-screen) watercolor fill forces it to composite
// now, so everything painted before this call really lands under whatever p5 draws next (letters, glow).
function flushBrush() {
push(); resetMatrix(); translate(-W / 2, -H / 2);
brush.noStroke(); brush.noHatch(); brush.noWash(); brush.fill('#000000', 1); brush.fillBleed(0); brush.fillTexture(0, 0);
brush.polygon([[-50, -50], [-40, -50], [-40, -40]]); brush.noFill(); pop();
}
// Paint the queued lettering into the scene itself, so later layers (wipes) cover it. drawWorld calls this after each
// frame; call it yourself before a wipe or iris if the shot has lettering, or the letters will sit on top of it.
function flushLetters() {
if (!LETTERS.length) return;
letG.clear(); drawLetters(letG.drawingContext); LETTERS = [];
flushBrush();
// Letters are already in screen space, so composite them with the base transform even inside camBegin().
push(); resetMatrix(); translate(-W / 2, -H / 2); image(letG, 0, 0); pop();
}
// ---------- paper ----------
function lcg(seed) { let s = seed; return () => (s = (s * 16807) % 2147483647) / 2147483647; }
function makePaper() {
const g = createGraphics(W, H); g.pixelDensity(1); const c = g.drawingContext, rnd = lcg(11);
c.fillStyle = PAL.paper; c.fillRect(0, 0, W, H);
for (let i = 0; i < 70; i++) { const x = rnd() * W, y = rnd() * H, r = 120 + rnd() * 380, gr = c.createRadialGradient(x, y, 0, x, y, r), a = .045 * rnd(); gr.addColorStop(0, `rgba(160,125,80,${a})`); gr.addColorStop(1, 'rgba(160,125,80,0)'); c.fillStyle = gr; c.fillRect(x - r, y - r, 2 * r, 2 * r); }
c.lineWidth = 1;
for (let i = 0; i < 1400; i++) { const x = rnd() * W, y = rnd() * H, l = 6 + rnd() * 26, a = rnd() * TAU; c.strokeStyle = `rgba(110,88,60,${.035 + rnd() * .06})`; c.beginPath(); c.moveTo(x, y); c.quadraticCurveTo(x + Math.cos(a + .6) * l * .5, y + Math.sin(a + .6) * l * .5, x + Math.cos(a) * l, y + Math.sin(a) * l); c.stroke(); }
return g;
}
// Static grain + vignette, multiplied over the painted frame so pigment sits "in" the paper.
function makeGrain() {
const cv = document.createElement('canvas'); cv.width = W; cv.height = H; const c = cv.getContext('2d'), rnd = lcg(5);
const id = c.createImageData(W, H), d = id.data;
for (let i = 0; i < d.length; i += 4) { const v = 255 - (rnd() < .55 ? rnd() * rnd() * 34 : 0); d[i] = v; d[i + 1] = v - 1; d[i + 2] = v - 3; d[i + 3] = 255; }
c.putImageData(id, 0, 0);
const g = c.createRadialGradient(W / 2, H / 2, H * .45, W / 2, H / 2, H * 1.05); g.addColorStop(0, 'rgba(255,255,255,0)'); g.addColorStop(1, 'rgba(120,95,70,.35)');
c.fillStyle = g; c.fillRect(0, 0, W, H);
return cv;
}
// ---------- custom brushes ----------
function defineBrushes() {
brush.add('ink', { type: 'default', weight: 5, scatter: .25, sharpness: .8, grain: 40, opacity: 235, spacing: .2, pressure: [1.15, .75], rotate: 'natural', noise: .15 });
brush.add('inkfine', { type: 'default', weight: 2.6, scatter: .15, sharpness: .85, grain: 40, opacity: 230, spacing: .2, pressure: [1.1, .8], rotate: 'natural', noise: .1 });
brush.add('dry', { type: 'default', weight: 14, scatter: 3, sharpness: .3, grain: 6, opacity: 90, spacing: .6, pressure: [1, .6], rotate: 'natural', noise: .4 });
}
// ---------- frame ----------
async function setup() {
createCanvas(W, H, WEBGL); pixelDensity(1); noLoop();
brush.scaleBrushes(5); defineBrushes();
paperG = makePaper(); grainC = makeGrain(); glowTex = makeGlowTex(); letG = createGraphics(W, H); letG.pixelDensity(1);
outC = document.getElementById('out'); outX = outC.getContext('2d');
await document.fonts.load('100px "Permanent Marker"');
window.ready = true;
if (!location.search.includes('render')) devUI();
}
function draw() {
if (!window.ready) return;
LETTERS = []; CAM = LAST_CAM = null;
push(); translate(-W / 2, -H / 2);
BOILN = Math.floor(T * BOIL); CLAWD_N = 0; boilSeed('frame'); noiseSeed(77);
image(paperG, 0, 0);
drawWorld(T);
pop();
}
function composite(t) {
const c = outX;
c.globalCompositeOperation = 'source-over'; c.globalAlpha = 1;
c.drawImage(drawingContext.canvas, 0, 0, W, H);
drawLetters(c);
c.globalCompositeOperation = 'multiply'; c.drawImage(grainC, 0, 0);
c.globalCompositeOperation = 'source-over';
}
window.renderAt = async (t, type = 'image/png', q = .92) => { T = t; await redraw(); composite(t); return outC.toDataURL(type, q); };
// Contact sheet of several times, for visual checks: returns { url, ms[] }. crop = [x, y, w, h] fills each cell with just
// that region of the frame, at full resolution (for checking faces, hands and contacts up close). at = [x, y, w, h]
// instead crops w × h around the WORLD point (x, y), wherever each frame's camera put it (a foot, a splash, a prop on
// a moving shot); x and y may be expressions evaluated in the page.
window.renderSheet = async (times, cols = 3, w = 640, crop = null, at = null) => {
if (at) at = at.map((v) => typeof v === 'string' ? (0, eval)(v) : v);
const [, , cw, ch] = at || crop || [0, 0, W, H], h = Math.round(w * ch / cw), rows = Math.ceil(times.length / cols), sc = document.createElement('canvas');
sc.width = cols * w; sc.height = rows * h; const c = sc.getContext('2d'), ms = [];
for (let i = 0; i < times.length; i++) {
const t0 = performance.now(); T = times[i]; await redraw(); composite(times[i]); ms.push(Math.round(performance.now() - t0));
const x = (i % cols) * w, y = Math.floor(i / cols) * h;
const [cx, cy] = at ? toScreen(at[0], at[1], LAST_CAM).map((v, j) => v - (j ? ch : cw) / 2) : crop || [0, 0];
c.drawImage(outC, cx, cy, cw, ch, x, y, w, h); c.fillStyle = 'rgba(0,0,0,.65)'; c.fillRect(x, y, 84, 24); c.fillStyle = '#fff'; c.font = '15px sans-serif'; c.fillText(times[i].toFixed(2) + 's', x + 6, y + 17);
}
return { url: sc.toDataURL('image/jpeg', .9), ms };
};
window.gpuInfo = () => { const gl = drawingContext, e = gl.getExtension('WEBGL_debug_renderer_info'); return e ? gl.getParameter(e.UNMASKED_RENDERER_WEBGL) : gl.getParameter(gl.RENDERER); };
function devUI() {
const s = document.getElementById('scrub'), lab = document.getElementById('tt'); s.max = window.LOOP ? window.LOOP.len : DUR;
let busy = false, want = null;
const go = async () => { if (busy) return; busy = true; while (want != null) { const t = want; want = null; const t0 = performance.now(); await window.renderAt(t); lab.textContent = `${t.toFixed(2)}s · ${Math.round(performance.now() - t0)} ms/frame`; } busy = false; };
s.addEventListener('input', () => { want = +s.value; go(); });
want = +(new URLSearchParams(location.search).get('t') || 0); s.value = want; go();
}
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// demo.js: "The fallen star", an 11-second example that exercises the kit. It is one idea, not a template: don't
// copy its story, staging or palette into your own video (see ANIMATION_GUIDE.md).
// Shot A (0–4.4 s): Clawd dozes on a hill at night. A star falls behind the next hill. Clawd wakes, has an idea,
// turns (drawn key views) and trots off after it. Brush wipe.
// Shot B (4.4–11 s): Clawd finds the star dim and sad in the grass, lifts it, and throws it back into the sky, where
// it lights up again and twinkles goodbye. Iris out.
(() => {
const NIGHT = [PAL.indigo, PAL.violet]; // wipe colours, the same on both sides of the cut
// ---------- set pieces ----------
// ripple (optional): { x, y, t0 }, a wave of bright twinkles spreading out from (x, y) at time t0.
function sky(t, horizon = 1.2, ripple = null) {
boilSeed('sky');
paint(rectPts(-600, -400, W + 1200, H + 800), { wash: PAL.night, ink: null }); // oversized: the camera pans
paint(ellPts(W / 2, H * .95, W * .75, H * .45 * horizon, 30, 10), { fill: PAL.violet, fillOp: 110, bleed: .3, tex: .6, ink: null });
paint(ellPts(W * .3, H * .15, W * .35, H * .25, 24, 10), { fill: PAL.indigo, fillOp: 90, bleed: .3, tex: .5, ink: null });
for (let i = 0; i < 42; i++) { // twinkling stars, each on its own clock and its own boil seed
boilSeed('star' + i);
const x = hash(i) * (W + 200) - 100, y = hash(i + 100) * H * .6 - 40;
let tw = .55 + .45 * Math.sin(t * (2 + 2 * hash(i + 300)) + i);
if (ripple) { const a = t - ripple.t0 - Math.hypot(x - ripple.x, y - ripple.y) / 1100; if (a > 0) tw += 1.3 * Math.exp(-a * 5) * Math.min(1, a * 25); }
paint(starPts(x, y, (3 + 5 * hash(i + 200)) * tw, .35, 4), { wash: PAL.cream, washOp: Math.min(255, 150 + 100 * tw), ink: null });
}
boilSeed('moon');
paint(ellPts(260, 170, 70, 70, 24, 1.5), { wash: PAL.cream, fill: PAL.ochre, fillOp: 40, ink: PAL.ink, sw: .8 });
paint(ellPts(245, 150, 16, 12, 10), { fill: mixCol(PAL.cream, PAL.ochre, .5), fillOp: 120, ink: null });
}
function hill(cx, cy, rx, ry, col, t, tufts = 0) {
boilSeed('hill' + cx); // keyed by its position, which never changes
paint(ellPts(cx, cy, rx, ry, 40, 2), { wash: col, fill: mixCol(col, PAL.night, .35), fillOp: 90, bleed: .08, tex: .6, ink: PAL.ink, sw: 1 });
for (let i = 0; i < tufts; i++) { // grass tufts along the top, swaying
const a = -Math.PI / 2 + (hash(i + cx) - .5) * 1.6, x = cx + Math.cos(a) * rx, y = cy + Math.sin(a) * ry + 4, sw = wob(t, .5, hash(i) * 3) * 5;
for (const k of [-1, 0, 1]) inkLine([[x + k * 7, y], [x + k * 11 + sw, y - 22 - 8 * hash(i + k)]], .7, mixCol(col, PAL.cream, .35), 'inkfine', .4);
}
}
const hillY = (x, cx, cy, rx, ry) => cy - ry * Math.sqrt(Math.max(0, 1 - ((x - cx) / rx) ** 2));
// The star: a five-point pal with a face. glow 0..1 (dim → bright), sad true/false.
function starling(x, y, r, o = {}) {
const g = clamp(o.glow ?? .6), tw = 1 + .06 * Math.sin(T * 9);
glow(x, y, r * (1.6 + 1.4 * g) * tw, '#FFD96A', .25 + .75 * g);
push(); translate(x, y); rotate(o.rot || 0);
paint(starPts(0, 0, r, .52, 5), { wash: mixCol('#B9A98A', '#FFE27A', g), fill: PAL.cream, fillOp: 30 + 80 * g, ink: PAL.ink, sw: clamp(r / 40, .5, 1.2) });
const e = r * .16;
if (o.sad) {
for (const s of [-1, 1]) inkLine([[s * e * 1.9 - e * .7, -e * .3 + s * e * .25], [s * e * 1.9 + e * .7, -e * .3 - s * e * .25]], clamp(r / 50, .4, 1), PAL.ink, 'ink', 0);
inkLine([[-e, e * 1.6], [0, e * 1.1], [e, e * 1.6]], clamp(r / 60, .35, .9), PAL.ink, 'ink', .6);
} else {
for (const s of [-1, 1]) paint(ellPts(s * e * 1.9, -e * .3, e * .45, e * .6, 10), { wash: PAL.ink, ink: null });
inkLine([[-e, e * .9], [0, e * 1.6], [e, e * .9]], clamp(r / 60, .35, .9), PAL.ink, 'ink', .6);
if (r > 20) for (const s of [-1, 1]) paint(ellPts(s * e * 3.1, e * 1.1, e * .6, e * .3, 10), { fill: PAL.rose, fillOp: 150, ink: null });
}
pop();
}
const sparkle = (x, y, r, k) => { if (k > 0 && k < 1) paint(starPts(x, y, r * backOut(k) * (1 - k * .6), .25, 4, k * 2), { wash: PAL.cream, washOp: 255 * (1 - k * k), ink: null }); };
// ---------- shot A: the fall ----------
const FRONT = [700, 1010, 900, 220]; // front hill ellipse (cx, cy, rx, ry)
const tFall0 = 1.05, tLand = 1.9;
const fallAt = t => { const k = easeIn(seg(t, tFall0, tLand)); return [lerp(1680, 1545, k), lerp(40, 700, k)]; };
function shotFall(t, lt, dur) {
const shake = t > tLand ? shakeXY(t, 7 * Math.exp(-(t - tLand) * 7)) : [0, 0];
camBegin(kf(t, [[0, 900], [2.9, 900], [4.4, 1230]]) + shake[0], kf(t, [[0, 560], [2, 540]]) + shake[1], kf(t, [[0, 1], [1.85, 1.07], [2.05, 1.03], [4.4, 1.01]]));
sky(t);
// the falling star, its trail, and the glow where it lands
boilSeed('fall');
if (t > tFall0 && t < tLand + .05) {
const P = []; for (let k = 6; k >= 0; k--) P.push(fallAt(Math.max(tFall0, t - k * .045)));
if (Math.hypot(P[6][0] - P[0][0], P[6][1] - P[0][1]) > 8) paint(ribbon(P, 2, 26), { wash: PAL.cream, fill: PAL.ochre, fillOp: 90, ink: null });
const [sx, sy] = fallAt(t); starling(sx, sy, 22, { glow: 1, rot: t * 9 });
}
if (t > tLand) {
const a = t - tLand, k = Math.exp(-a * 1.2);
glow(1545, 690, 60 + 240 * (1 - Math.exp(-a * 5)), '#FFD96A', .3 + .9 * k);
for (let i = 0; i < 7; i++) { const q = seg(a, i * .03, .5 + i * .03), ang = -Math.PI / 2 + (i - 3) * .35; sparkle(1545 + Math.cos(ang) * 190 * q, 660 + Math.sin(ang) * 170 * q, 18, q); }
}
hill(1560, 900, 820, 260, mixCol(PAL.teal, PAL.night, .45), t, 10);
hill(...FRONT, mixCol(PAL.sap, PAL.night, .35), t, 16);
// Clawd: dozing → startled → the idea → a turn through the key views → a trot down the hill after it
const u = 17, x0 = 760, walk = stroll(t, 3.05, 4.7, x0, 1520, u);
const x = t < 3.05 ? x0 : walk.x, gy = hillY(x, ...FRONT) + 4;
const mood = emotions(t, [[0, 'sleepy'], [tLand + .05, 'surprised', { lookX: .8 }], [2.55, 'idea'], [3.1, 'excited']]);
const facing = t < 2.9 ? {} : t < 3.05 ? turn(t, 2.9, 3.05, 0, .25) : { view: 'side', walk: walk.walk, dy: (mood.dy || 0) * .4 + walk.dy };
const slope = (hillY(x + 5, ...FRONT) - hillY(x - 5, ...FRONT)) / 10;
clawd(x, gy, u, { ...mood, ...facing, rot: (mood.rot || 0) + Math.atan(slope) * .8 });
const eye = toScreen(x, gy - 4 * u); // screen position of Clawd, for the iris
camEnd();
if (lt < .5) iris(...eye, lerp(0, 1500, easeIn(lt / .5))); // open on Clawd
boilSeed('transition');
if (lt > dur - .3) brushWipe((lt - (dur - .3)) / .6, NIGHT);
}
// ---------- shot B: the return ----------
// The ending is timed as a sequence of reads, one at a time, each held long enough to land:
// the throw (fast) → the flight (0.8 s: the eye follows the star up, the camera eases back to give it sky) →
// ARRIVAL, the payoff (the star flares and a twinkle ripples across the sky; Clawd only watches, held ~0.45 s) →
// Clawd's REACTION (love, 0.45 s after the arrival: cause, then effect; held ~0.6 s) →
// goodbye (Clawd waves; 0.45 s later the star twinkles back) → the iris closes to Clawd, holds, and shuts.
function shotReturn(t, lt, dur) {
const G = 880, u = 24;
const tStop = 1.0, tLift = 1.9, tHold = 2.25, tWind = 2.55, tThrow = 2.7, tHome = 3.5, tLove = 3.95, tWave = 4.55, tReply = 5.0, tIris = 5.4;
camBegin(960 + 18 * Math.sin(lt * .8), kf(lt, [[0, 530], [tThrow, 515], [tHome + .1, 470]]), kf(lt, [[0, 1], [tThrow, 1.04], [tHome + .1, 1], [dur, 1.06]]));
sky(t, 1.4, { x: 1440, y: 150, t0: t - lt + tHome }); // the sky twinkles hello when the star gets home
hill(1300, 1180, 1300, 330, mixCol(PAL.teal, PAL.night, .45), t, 0);
boilSeed('ground');
paint(rectPts(-200, G - 20, W + 400, 400, 3), { wash: mixCol(PAL.sap, PAL.night, .3), fill: mixCol(PAL.sap, PAL.night, .55), fillOp: 100, bleed: .05, tex: .6, ink: null });
inkLine([[-200, G - 18], [W / 2, G - 24], [W + 200, G - 16]], 1, PAL.ink, 'ink', .5);
const walk = stroll(lt, 0, tStop, 300, 950, u), x = walk.x;
const mood = emotions(lt, [[0, 'excited'], [1.05, 'surprised', { lookX: .8, lookY: .6 }], [1.45, 'hopeful', { lookX: .6, lookY: .5 }],
[tHold, 'starstruck'], [tThrow + .05, 'hopeful', { lookX: .6, lookY: -.9 }], [tLove, 'love']]);
let pose;
if (lt < tStop) pose = { view: 'side', walk: walk.walk, dy: walk.dy };
else if (lt < tLift - .1) pose = turn(lt, tStop, tStop + .12, .25, .125);
else if (lt < tLift) pose = { ...turn(lt, tLift - .1, tLift, .125, 0), sq: .18 * ease(seg(lt, tLift - .1, tLift)), aL: -.2, aR: -.2 }; // crouch to pick it up
else if (lt < tThrow) {
const up = backOut(seg(lt, tLift, tHold)), wind = ease(seg(lt, tWind, tThrow));
pose = { aL: lerp(-.2, 1.45, up) - .5 * wind, aR: lerp(-.2, 1.45, up) - .5 * wind, sq: .2 * wind };
} else { // follow-through: arms fly up with the throw, then settle while Clawd watches
const a = lt - tThrow, arms = 1.5 - 1.0 * ease(seg(a, .3, .8));
pose = { aL: arms, aR: arms, sq: -.22 * Math.exp(-a * 7) * Math.cos(a * 18), dy: -1.2 * Math.exp(-a * 6) * Math.max(0, Math.cos(a * 9)) };
}
const cl = { ...mood, ...pose, sq: (mood.sq || 0) + (pose.sq || 0), dy: (mood.dy || 0) * (lt < tStop ? .3 : 1) + (pose.dy || 0) };
if (lt >= tLift) { // arms and height belong to the lift and throw; the mood takes them back once the star is home
const back = seg(lt, tHome, tLove);
cl.dy = (pose.dy || 0) + (mood.dy || 0) * seg(lt, tThrow + .3, tHome);
cl.aL = lerp(pose.aL, mood.aL ?? .2, back); cl.aR = lerp(pose.aR, mood.aR ?? .2, back);
}
if (lt > tWave) cl.aL = lerp(cl.aL, 1.2 + .5 * Math.sin((lt - tWave) * 13), ease(seg(lt, tWave, tWave + .2))); // waving goodbye, with the left arm: the hearts sit by the right one
clawd(x, G, u, cl);
// the star: sad in the grass → lifted overhead, brightening → thrown home along an arc → home, twinkling back
const head = [x, G + (cl.dy || 0) * u - 8 * u * (1 - (cl.sq || 0)) - 46];
const ground = [1080, G - 30], home = [1440, 150];
if (lt < tLift) starling(...ground, 38, { glow: .15 + .5 * seg(lt, 1.45, 1.9), sad: lt < 1.6, rot: -.15 + .04 * Math.sin(lt * 3) });
else if (lt < tThrow) {
const k = easeOut(seg(lt, tLift, tHold)), p = arcPt(ground, head, 80, k);
starling(p[0], p[1] + 14 * ease(seg(lt, tWind, tThrow)), 38, { glow: .65 + .35 * seg(lt, tLift, tHold + .2), rot: .2 * Math.sin(lt * 7) });
} else if (lt < tHome) {
const k = easeOut(seg(lt, tThrow, tHome)), p = arcPt(head, home, 260, k);
for (let i = 1; i < 9; i++) { const kk = Math.max(0, k - i * .045), q = arcPt(head, home, 260, kk); sparkle(q[0] + jit(4), q[1], 16 - i, .3 + i * .08); }
starling(p[0], p[1], lerp(38, 22, k), { glow: 1, rot: lt * 10 * (1 - k) });
} else {
const a = lt - tHome, flare = Math.exp(-a * 4) + (lt > tReply ? Math.exp(-(lt - tReply) * 5) : 0);
glow(...home, 90 + 120 * flare, '#FFE9A8', .6 * clamp(flare));
sparkle(...home, 120, seg(a, 0, .55));
sparkle(...home, 80, seg(lt, tReply, tReply + .45));
starling(...home, 22 * (1 + .3 * clamp(flare)), { glow: .85 + .15 * Math.sin(a * 6), rot: .1 * Math.sin(a * 3) });
}
const eye = toScreen(x, G - 4 * u);
camEnd();
boilSeed('transition');
if (lt < .3) brushWipe(.5 + lt / .6, NIGHT);
if (lt > tIris) { // iris to a small circle on Clawd, hold a moment, then shut
const r = lt < tIris + .5 ? lerp(1500, 250, ease(seg(lt, tIris, tIris + .5))) : lt < dur - .3 ? lerp(250, 232, seg(lt, tIris + .5, dur - .3)) : lerp(232, 0, easeIn(seg(lt, dur - .3, dur - .05)));
iris(...eye, r);
}
}
shots([[0, shotFall], [4.4, shotReturn]]);
})();
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// sheets.js: Clawd's model sheets, as standalone loops. They're reference for you (and the model), not part of a video,
// so they're the one place labels are fine. Scrub them at studio.html?loop=views or ?loop=emotions, or render:
// node render.mjs --loop=emotions --sheet=1 --cols=1 --w=1920 --out=docs/emotions.jpg
(() => {
const label = (txt, x, y, size = 20) => letter(txt, x, y, size, PAL.ink, { ink: false, alpha: .8 });
const floor = (y, x0 = 0, x1 = W) => inkLine([[x0 + 40, y + 6], [W / 2, y + 4], [x1 - 40, y + 7]], .6, mixCol(PAL.paper, PAL.ink, .35), 'inkfine', .5);
// Every emotion in EMO, alive. Order follows EMO.
LOOPS.emotions = t => {
const names = Object.keys(EMO), cols = 8, cw = W / cols, ch = H / 4;
names.forEach((name, i) => {
const cx = cw * (i % cols) + cw / 2, gy = ch * Math.floor(i / cols) + ch - 58;
clawd(cx, gy, 11, feel(name, t, { seed: i }));
label(name, cx, gy + 32);
});
for (let r = 0; r < 4; r++) floor(ch * r + ch - 58);
};
LOOPS.emotions.len = 4;
// Views, motion helpers, hats.
LOOPS.views = t => {
// row 1: the five key views (flip any of them to face left)
const views = ['front', 'q', 'side', 'qback', 'back'];
views.forEach((v, i) => { const x = 240 + i * 360; clawd(x, 420, 19, { ...feel('neutral', t, { seed: i }), view: v }); label(v, x, 462, 24); });
floor(420);
// row 2: motion
const y2 = 730, u2 = 13, row = [
['walk (side)', x => clawd(x, y2, u2, { ...move('walk', t), view: 'side' })],
['turn / spinView', x => clawd(x, y2, u2, { ...feel('happy', t), ...spinView(Math.floor(t * 2) / 8) })],
['smear', x => clawd(x, y2, u2, { ...feel('excited', t), view: 'side', smear: .8, smearDir: 1, dx: Math.sin(t * TAU / 2) * .3 })],
['jump', x => { const k = t % 1.5; clawd(x, y2, u2, { ...feel('happy', t), ...jump(k, .35, .95, 3) }); }],
['take', x => clawd(x, y2, u2, { ...feel('surprised', t), ...take(t % 2, .5, 1.2), emoteAge: (t % 2) - .5, emoteK: seg(t % 2, .5, .7) })],
['lid', x => clawd(x, y2, u2, { ...feel('laugh', t), mouth: null, lid: .35 + .3 * Math.abs(Math.sin(t * TAU * 1.5)) })],
];
row.forEach(([name, f], i) => { const x = 180 + i * 312; f(x); label(name, x, y2 + 38); });
floor(y2);
// row 3: hats
const hats = ['party', 'hard', 'crown', 'halo', 'wizard', 'top', 'fedora', 'band', 'beanie', 'bow', 'flower', 'headphones', 'cat', 'masq', 'bowtie'];
hats.forEach((h, i) => { const x = 82 + i * 125.5; clawd(x, 985, 8, { ...feel('neutral', t, { seed: i }), hat: h }); label(h, x, 1015, 17); });
floor(985);
};
LOOPS.views.len = 4;
})();
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// timeline.js: the shot list, standalone loops, and a brush-wipe transition.
//
// shots([[t0, fn], [t1, fn], ...]) registers shots in time order. Each fn(t, lt, dur) is called with t = video time,
// lt = time since the shot started, dur = the shot's length. It paints the WHOLE frame, background included, and must be
// a pure function of t: frames render in parallel and out of order, so nothing may carry over from one frame to the next.
const SHOTS = [];
function shots(list) { SHOTS.push(...list); SHOTS.sort((a, b) => a[0] - b[0]); }
// Standalone loops (model sheets, GIFs, tests), outside the main timeline: window.LOOP = LOOPS[name] swaps the whole
// frame for that function, called with loop time. Give each a length: LOOPS.x = t => { ... }; LOOPS.x.len = 4;
const LOOPS = {};
function drawWorld(t) {
if (window.LOOP) window.LOOP(t);
else if (!SHOTS.length) placeholder(t);
else {
let i = 0; while (i + 1 < SHOTS.length && t >= SHOTS[i + 1][0]) i++;
const t0 = SHOTS[i][0], end = i + 1 < SHOTS.length ? SHOTS[i + 1][0] : DUR;
SHOTS[i][1](t, t - t0, end - t0);
CAM = null;
}
flushLetters();
}
function placeholder(t) {
paint(ellPts(960, 520, 520, 300, 30, 20), { fill: PAL.sky, fillOp: 90, bleed: .3, ink: null });
clawd(960, 820, 20, feel('happy', t));
}
// ---------- brush wipe ----------
// A transition: fat paint strokes sweep across to cover the frame (p 0 → .5), then drag off (p .5 → 1).
// Cut to the next shot at p = .5, under full cover. Call it last in both shots, in screen space (outside a camera):
// end of shot A: if (lt > dur - .3) brushWipe((lt - (dur - .3)) / .6);
// start of shot B: if (lt < .3) brushWipe(.5 + lt / .6);
function brushWipe(p, cols = [PAL.clayDk, PAL.clay]) {
if (p <= 0 || p >= 1) return;
const [c1, c2] = cols, n = 5, bh = (H + 420) / n + 40;
push(); translate(W / 2, H / 2); rotate(-.1); translate(-W / 2, -H / 2);
for (let i = 0; i < n; i++) {
const y0 = -230 + i * (H + 420) / n, d = [0, .14, .06, .18, .1][i];
const q = p < .5 ? easeOut(clamp((p * 2 - d) / (1 - d))) : ease(clamp(((p - .5) * 2 - d) / (1 - d)));
const x0 = p < .5 ? -300 : lerp(-300, W + 400, q), x1 = p < .5 ? lerp(-300, W + 400, q) : W + 400;
if (x1 - x0 < 30) continue;
const pts = [], rag = k => 40 + 50 * hash(i * 31 + k) + jit(12);
for (let k = 0; k <= 8; k++) pts.push([lerp(x0, x1, k / 8), y0 + Math.sin(k * .9 + i) * 14 + jit(5)]);
for (let k = 1; k < 9; k++) pts.push([x1 + rag(k) - 40, y0 + bh * k / 9]);
for (let k = 8; k >= 0; k--) pts.push([lerp(x0, x1, k / 8), y0 + bh + Math.sin(k * .8 + i * 2) * 14 + jit(5)]);
if (p >= .5) for (let k = 8; k > 0; k--) pts.push([x0 - rag(k + 20) + 40, y0 + bh * k / 9]);
paint(pts, { wash: i % 2 ? c1 : c2, washOp: 255, fill: i % 2 ? c2 : c1, fillOp: 70, bleed: .05, tex: .8, border: .6, ink: null,
hatch: { d: 44, a: 0, o: { rand: .6, gradient: .5 }, b: 'charcoal', c: i % 2 ? c2 : PAL.cream, w: .8 } });
}
pop();
}
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<!doctype html>
<html>
<head>
<meta charset="utf-8">
<title>Clawd studio</title>
<link rel="stylesheet" href="https://fonts.googleapis.com/css2?family=Permanent+Marker&display=block">
<style>
html, body { margin: 0; background: #1b1820; color: #eee; font: 13px system-ui, sans-serif; }
main { padding: 12px; display: grid; gap: 8px; }
#out { width: min(100%, 1280px); aspect-ratio: 16 / 9; height: auto; background: #F3EBDC; }
.p5Canvas { display: none !important; }
.bar { display: flex; gap: 10px; align-items: center; max-width: 1280px; }
#scrub { flex: 1; }
#tt { font-variant-numeric: tabular-nums; min-width: 190px; }
</style>
<script src="node_modules/p5/lib/p5.min.js"></script>
<script src="node_modules/p5.brush/dist/p5.brush.js"></script>
</head>
<body>
<main>
<canvas id="out" width="1920" height="1080"></canvas>
<div class="bar"><input id="scrub" type="range" min="0" max="11" step="0.0417" value="0"><span id="tt">loading…</span></div>
</main>
<!-- engine -->
<script src="src/config.js"></script>
<script src="src/core.js"></script>
<script src="src/clawd.js"></script>
<script src="src/timeline.js"></script>
<!-- reference sheets (standalone loops) -->
<script src="src/sheets.js"></script>
<!-- your video: add a script per scene file, in order -->
<script src="src/scenes/demo.js"></script>
<script>
// Open studio.html?loop=emotions (or views) to scrub a standalone loop instead of the video.
const q = new URLSearchParams(location.search).get('loop'); if (q && LOOPS[q]) window.LOOP = LOOPS[q];
</script>
</body>
</html>