Install
That writes one file:compositions/components/facet-morph.html.
Paste it into your composition
Opencompositions/components/facet-morph.html and copy what is inside into your own composition.
A component has no size or duration of its own. It takes both from the composition
you paste it into.
Variables
Every one of these has a default, so the piece works untouched. Set the ones you want to change on the element:| Variable | Default | Accepts | What it does |
|---|---|---|---|
forms | blob,mark,badge | string | Comma-separated silhouette sequence from blob, mark, badge. |
hold_last | true | boolean | True settles dead still on the final silhouette; false keeps the mass slowly breathing through the hold. |
accent | green | green, blue, violet | Tint of the lit facets. |
exit | none | none, fade, up | Outgoing transition. None holds the settled mass. |
data-variable-values on the element that mounts it. These are the
defaults, so this behaves exactly like the preview above until you change one:
<div
data-composition-id="facet-morph"
data-composition-src="compositions/components/facet-morph.html"
data-variable-values='{"forms":"blob,mark,badge","hold_last":true,"accent":"green","exit":"none"}'
></div>
Source
facet-morph.html
facet-morph.html
<!doctype html>
<!--
facet-morph: HyperFrames video primitive (intros and reveals / morph)
Concept: a faceted low-poly mass (36 triangles, one SVG) continuously
reshapes between three authored silhouettes (blob, mark, badge) with
per-facet flat shading that recomputes as the vertices move. Light reads
from the upper left: facets turned toward it lift toward a pale accent-
tinted tone, facets turned away fall toward near-black. The register is
the ordinaryfolk reshaping-mass beat: one calm continuous morph, no pops.
Wave L, unit L2. Reference: motion-reference/ordinaryfolkco
2001090228958752945 sheet-02 (the continuously reshaping faceted mass).
Determinism: vertex positions are authored keyframe tables (per-silhouette
radius, jitter, and center rows) interpolated as a PURE FUNCTION of
timeline time. One linear driver tween owns the whole life of the mass;
its onUpdate recomputes every vertex and every facet fill from t alone,
so forward, backward, and shuffled seeks land byte-identical frames.
The wobble that keeps the mass alive is built from fixed-phase sine
terms (phases from a fixed-seed LCG, baked once at mount).
Paint law: facet geometry AND facet color are written as ATTRIBUTES
(points / fill / stroke) on every update. Nothing tweens a var() color
string and nothing relies on CSS repaint of SVG presentation properties
under seeks. Contract tokens are resolved to concrete rgb once at mount
(via a probe element), then mixed numerically in JS.
Variables (declared in data-composition-variables below):
- forms (string, default "blob,mark,badge"): comma-separated silhouette
sequence. Valid names: blob, mark, badge. Unknown names are dropped;
an empty result falls back to the default sequence.
- hold_last (boolean, default true): true decays the wobble and holds
the final silhouette dead still; false keeps the mass slowly
breathing between the last two silhouettes through the hold.
- accent (green | blue | violet, default green): tint of the lit
facets. green maps to --brand, blue to --accent, violet to --accent-2.
- exit (none | fade | up, default none): outgoing transition. none
holds the settled mass (frame roots own transitions).
Envelope (fixed IN/OUT, elastic HOLD only, never gsap.timeScale()):
IN = 0.55s entrance + one 1.45s morph leg per silhouette step
(0.35s dwell between legs) + 0.55s wobble decay
HOLD = elastic = max(0, D - (IN + OUT))
OUT = 0.45s when exit is fade or up, 0 when exit is none
If D < IN + OUT, IN and OUT scale down together so IN + OUT == D.
Sync point: form-lock when the mass reaches its final silhouette
(3.95s at the 3-form default). Dispatches a bubbling hf:sfx CustomEvent
with id "facet-settle-soft" there. This primitive never plays audio.
Mount contract: MOUNTABLE SUB-COMPOSITION. The runtime clones only
<template> contents; #root fills the host box (inset:0, container-type:
size), has no data-width/data-height, and registers one paused timeline
under the literal "facet-morph" key. Variables come from
window.__hyperframes.getVariables().
-->
<html
lang="en"
data-composition-id="facet-morph"
data-composition-duration="5"
data-composition-variables='[
{ "id": "forms", "type": "string", "role": "content", "label": "Forms", "description": "Comma-separated silhouette sequence from blob, mark, badge.", "default": "blob,mark,badge" },
{ "id": "hold_last", "type": "boolean", "role": "timing", "label": "Hold last", "description": "True settles dead still on the final silhouette; false keeps the mass slowly breathing through the hold.", "default": true },
{ "id": "accent", "type": "enum", "role": "style", "label": "Accent", "description": "Tint of the lit facets.", "default": "green", "options": [{ "value": "green", "label": "Green" }, { "value": "blue", "label": "Blue" }, { "value": "violet", "label": "Violet" }] },
{ "id": "exit", "type": "enum", "role": "timing", "label": "Exit", "description": "Outgoing transition. None holds the settled mass.", "default": "none", "options": [{ "value": "none", "label": "None" }, { "value": "fade", "label": "Fade" }, { "value": "up", "label": "Up" }] }
]'
>
<head>
<meta charset="UTF-8" />
<title>Facet Morph</title>
</head>
<body>
<template>
<div id="root" data-composition-id="facet-morph" data-duration="5" data-fps="30">
<style>
*,
*::before,
*::after {
box-sizing: border-box;
}
#root {
position: absolute;
inset: 0;
container-type: size;
isolation: isolate;
overflow: hidden;
background: var(--bg, #0b0c0e);
color: var(--fg, #f8fafc);
font-family: var(--font-body, Inter, system-ui, sans-serif);
}
.fm-clip {
position: absolute;
inset: 0;
display: grid;
place-items: center;
overflow: hidden;
}
/* A very soft stage vignette keeps the mass grounded on flat
token backgrounds without inventing a light band (that is
light-sweep-pass territory). */
.fm-clip::before {
content: "";
position: absolute;
inset: 0;
background: radial-gradient(
ellipse at 42% 38%,
color-mix(in srgb, var(--fg, #f8fafc) 4%, transparent) 0%,
transparent 68%
);
}
.fm-stage {
display: grid;
place-items: center;
width: 100%;
height: 100%;
will-change: transform, opacity;
}
.fm-svg {
width: 74cqmin;
height: 74cqmin;
overflow: visible;
}
.fm-svg polygon {
stroke-width: 0.22;
stroke-linejoin: round;
}
</style>
<div
id="facet-morph-clip"
class="fm-clip clip"
data-start="0"
data-duration="5"
data-track-index="0"
>
<div class="fm-stage">
<svg
class="fm-svg"
viewBox="0 0 100 100"
role="img"
aria-label="Reshaping faceted mass"
>
<g class="fm-mesh"></g>
</svg>
</div>
</div>
<script src="https://cdn.jsdelivr.net/npm/gsap@3.14.2/dist/gsap.min.js"></script>
<script>
(function () {
"use strict";
var SVG_NS = "http://www.w3.org/2000/svg";
var root = document.getElementById("root");
// Literal id: mount flattening strips data-composition-id from the
// live root before this timeline registers.
var compositionId = "facet-morph";
var stage = root.querySelector(".fm-stage");
var mesh = root.querySelector(".fm-mesh");
var vars =
window.__hyperframes && window.__hyperframes.getVariables
? window.__hyperframes.getVariables()
: {};
/* ---------------- variables ---------------- */
var accentTokens = {
green: "var(--brand, #22c55e)",
blue: "var(--accent, #38bdf8)",
violet: "var(--accent-2, #c5a3ff)",
};
var accent = Object.prototype.hasOwnProperty.call(accentTokens, vars.accent)
? vars.accent
: "green";
// The bundler mirrors composition variables as scoped CSS custom
// props, so this unit's own accent variable can shadow the contract
// --accent token ("blue" is a valid CSS color). When the shadow is
// present, fall back to the literal contract value.
var shadowedAccent = getComputedStyle(root).getPropertyValue("--accent").trim();
if (
shadowedAccent === "green" ||
shadowedAccent === "blue" ||
shadowedAccent === "violet"
) {
accentTokens.blue = "#38bdf8";
}
var holdLast = !(vars.hold_last === false || vars.hold_last === "false");
// INVARIANT: only none | fade | up reaches the timeline.
var exit = vars.exit === "fade" || vars.exit === "up" ? vars.exit : "none";
/* ---------------- authored keyframe tables ----------------
Each silhouette is one row set: 18 outer radii, 18 outer
angular jitters (deg), 9 inner radii, 9 inner jitters (deg),
a center, and a whole-mass rotation (deg). Angles are fixed
spokes (outer every 20deg, inner every 40deg offset 20deg,
both starting at 12 o'clock), so any two rows interpolate
vertex-for-vertex. */
var FORMS = {
// Irregular craggy rock, the reference's opening mass.
blob: {
outerR: [34, 39, 31, 36, 41, 33, 29, 37, 40, 32, 35, 30, 38, 34, 28, 36, 39, 33],
outerJ: [3, -5, 6, -2, 4, -6, 2, 5, -4, 3, -3, 6, -5, 2, 4, -2, -6, 5],
innerR: [16, 19, 14, 20, 17, 13, 18, 15, 19],
innerJ: [8, -10, 12, -6, 9, -12, 7, 11, -8],
cx: 50,
cy: 51,
rot: 0,
},
// A peaked asymmetric shard, the reference's closing frames.
mark: {
outerR: [48, 40, 28, 22, 19, 17, 16, 17, 19, 21, 23, 22, 19, 17, 19, 25, 34, 44],
outerJ: [-2, 6, -8, 4, -3, 5, -6, 2, 4, -5, 3, -4, 6, -2, 5, -7, 3, -4],
innerR: [20, 13, 10, 8, 9, 8, 10, 11, 15],
innerJ: [-6, 9, -11, 7, -8, 10, -7, 6, -9],
cx: 50,
cy: 56,
rot: -7,
},
// A wide-shouldered shield settling toward a point.
badge: {
outerR: [36, 37, 35, 34, 33, 30, 27, 25, 24, 33, 24, 25, 27, 30, 33, 34, 35, 37],
outerJ: [0, 2, -2, 1, -1, 2, -2, 1, 3, 0, -3, -1, 2, -2, 1, -1, 2, -2],
innerR: [18, 17, 16, 13, 12, 12, 13, 16, 17],
innerJ: [4, -5, 6, -4, 5, -6, 4, -5, 6],
cx: 50,
cy: 49,
rot: 5,
},
};
var requested = String(vars.forms == null ? "" : vars.forms)
.split(",")
.map(function (name) {
return name.trim().toLowerCase();
})
.filter(function (name) {
return Object.prototype.hasOwnProperty.call(FORMS, name);
});
var formNames = requested.length > 0 ? requested : ["blob", "mark", "badge"];
var formRows = formNames.map(function (name) {
return FORMS[name];
});
/* ---------------- fixed-seed facet tables ----------------
Wobble phases and per-facet tilts come from one LCG baked at
mount. Same seed, same mesh, every mount. */
var OUTER = 18;
var INNER = 9;
var lcgState = 0x0f4c37ed;
function lcg() {
lcgState = (Math.imul(1664525, lcgState) + 1013904223) >>> 0;
return lcgState / 4294967296;
}
var outerPhase = [];
for (var i = 0; i < OUTER; i += 1) outerPhase.push(lcg());
var innerPhase = [];
for (var j = 0; j < INNER; j += 1) innerPhase.push(lcg());
/* Triangulation: for each inner vertex j, spokes a=2j, b=2j+1,
c=2j+2 close the outer ring band (27 triangles), then the
inner ring fans to the center (9 triangles). 36 facets. */
var facets = [];
for (var k = 0; k < INNER; k += 1) {
var a = 2 * k;
var b = 2 * k + 1;
var c = (2 * k + 2) % OUTER;
facets.push(["o", a, "o", b, "i", k]);
facets.push(["o", b, "o", c, "i", k]);
facets.push(["o", c, "i", k, "i", (k + 1) % INNER]);
}
for (var f = 0; f < INNER; f += 1) {
facets.push(["i", f, "i", (f + 1) % INNER, "c", 0]);
}
var facetTilt = facets.map(function () {
return (lcg() - 0.5) * 0.62;
});
var polygons = facets.map(function () {
var polygon = document.createElementNS(SVG_NS, "polygon");
mesh.appendChild(polygon);
return polygon;
});
/* ---------------- token color resolution ----------------
Resolve contract tokens to concrete rgb once at mount via a
probe element, then mix numerically. Facet fills are literal
rgb() attribute strings; no var() ever reaches a tween. */
var probe = document.createElement("span");
probe.style.display = "none";
root.appendChild(probe);
function resolveColor(cssColor, fallback) {
probe.style.color = fallback;
probe.style.color = cssColor;
var raw = getComputedStyle(probe).color;
var match = raw.match(/rgba?\(([^)]+)\)/);
if (!match) return [128, 128, 128];
var parts = match[1].split(/[,\s/]+/).map(Number);
return [parts[0] || 0, parts[1] || 0, parts[2] || 0];
}
var fgRgb = resolveColor("var(--fg, #f8fafc)", "#f8fafc");
var surfaceRgb = resolveColor("var(--surface, #14171c)", "#14171c");
var accentRgb = resolveColor(accentTokens[accent], "#22c55e");
probe.remove();
function mix(colorA, colorB, amount) {
var w = Math.max(0, Math.min(1, amount));
return [
colorA[0] + (colorB[0] - colorA[0]) * w,
colorA[1] + (colorB[1] - colorA[1]) * w,
colorA[2] + (colorB[2] - colorA[2]) * w,
];
}
function rgbString(color) {
return (
"rgb(" +
Math.round(color[0]) +
"," +
Math.round(color[1]) +
"," +
Math.round(color[2]) +
")"
);
}
// Base mass tone contrasts the background on light and dark
// hosts alike (fg-heavy). Lit facets climb toward a pale
// accent-tinted white; shadow facets fall toward black.
var baseRgb = mix(fgRgb, surfaceRgb, 0.24);
var litTarget = mix([255, 255, 255], accentRgb, 0.2);
var darkTarget = [8, 9, 11];
/* ---------------- envelope ---------------- */
var ENTER_BASE = 0.55;
var LEG_BASE = 1.45;
var DWELL_BASE = 0.35;
var DECAY_BASE = 0.55;
var steps = Math.max(0, formRows.length - 1);
var MORPH_BASE = steps > 0 ? steps * LEG_BASE + (steps - 1) * DWELL_BASE : 0;
var IN_BASE = ENTER_BASE + MORPH_BASE + DECAY_BASE;
var OUT_BASE = exit === "none" ? 0 : 0.45;
var duration = Math.max(0.001, parseFloat(root.dataset.duration || "5"));
var totalBase = IN_BASE + OUT_BASE;
var envScale = duration < totalBase ? duration / totalBase : 1;
var ENTER = ENTER_BASE * envScale;
var LEG = LEG_BASE * envScale;
var DWELL = DWELL_BASE * envScale;
var DECAY = DECAY_BASE * envScale;
var IN = IN_BASE * envScale;
var OUT = OUT_BASE * envScale;
var HOLD = Math.max(0, duration - (IN + OUT));
var OUT_START = IN + HOLD;
var MORPH_START = ENTER * 0.55;
var MORPH_END = MORPH_START + (MORPH_BASE > 0 ? MORPH_BASE * envScale : 0);
var DECAY_END = MORPH_END + DECAY;
/* ---------------- pure functions of time ---------------- */
function smooth(s) {
// sine in-out, the quiet register's ease.
return 0.5 - 0.5 * Math.cos(Math.PI * Math.max(0, Math.min(1, s)));
}
// Form progress p(t): one leg per silhouette step with a dwell
// between legs, then (hold_last false) an endless slow breath
// between the last two silhouettes. Continuous everywhere.
function progressAt(t) {
if (steps === 0) return 0;
if (t <= MORPH_START) return 0;
var local = t - MORPH_START;
var span = LEG + DWELL;
for (var s = 0; s < steps; s += 1) {
var legStart = s * span;
if (local < legStart + LEG) {
return s + smooth((local - legStart) / LEG);
}
if (local < legStart + span) return s + 1;
}
if (holdLast || steps < 1) return steps;
// Breathe between the final two forms: depth 0.45, 6s period,
// starting and ending each cycle exactly on the final form.
var breathe = t - MORPH_END;
return steps - 0.45 * (0.5 - 0.5 * Math.cos((2 * Math.PI * breathe) / 6));
}
// Wobble amplitude a(t): ramps in with the entrance, then decays
// to zero before the hold when hold_last is true.
function wobbleAmpAt(t) {
var ramp = smooth(t / Math.max(0.001, ENTER));
if (!holdLast) return ramp;
if (t <= MORPH_END) return ramp;
return ramp * (1 - smooth((t - MORPH_END) / Math.max(0.001, DECAY)));
}
var WOBBLE_R = 1.6; // radial wobble, viewBox units
var WOBBLE_HZ = 0.42;
function lerp(valueA, valueB, w) {
return valueA + (valueB - valueA) * w;
}
// Light arrives from the upper left.
var LIGHT_X = -0.62;
var LIGHT_Y = -0.78;
var outerPts = [];
for (var oi = 0; oi < OUTER; oi += 1) outerPts.push([0, 0]);
var innerPts = [];
for (var ii = 0; ii < INNER; ii += 1) innerPts.push([0, 0]);
var centerPt = [50, 50];
function render(t) {
var p = progressAt(t);
var kA = Math.max(0, Math.min(formRows.length - 1, Math.floor(p)));
var kB = Math.min(formRows.length - 1, kA + 1);
var w = Math.max(0, Math.min(1, p - kA));
var rowA = formRows[kA];
var rowB = formRows[kB];
var amp = wobbleAmpAt(t) * WOBBLE_R;
var cx = lerp(rowA.cx, rowB.cx, w);
var cy = lerp(rowA.cy, rowB.cy, w);
var rot = (lerp(rowA.rot, rowB.rot, w) * Math.PI) / 180;
for (var o = 0; o < OUTER; o += 1) {
var wobO = amp * Math.sin(2 * Math.PI * (WOBBLE_HZ * t + outerPhase[o]));
var radO = lerp(rowA.outerR[o], rowB.outerR[o], w) + wobO;
var angO =
((-90 + o * 20 + lerp(rowA.outerJ[o], rowB.outerJ[o], w)) * Math.PI) / 180 + rot;
outerPts[o][0] = cx + radO * Math.cos(angO);
outerPts[o][1] = cy + radO * Math.sin(angO);
}
for (var n = 0; n < INNER; n += 1) {
var wobI = amp * 0.7 * Math.sin(2 * Math.PI * (WOBBLE_HZ * t + innerPhase[n]));
var radI = lerp(rowA.innerR[n], rowB.innerR[n], w) + wobI;
var angI =
((-70 + n * 40 + lerp(rowA.innerJ[n], rowB.innerJ[n], w)) * Math.PI) / 180 + rot;
innerPts[n][0] = cx + radI * Math.cos(angI);
innerPts[n][1] = cy + radI * Math.sin(angI);
}
centerPt[0] = cx;
centerPt[1] = cy + amp * 0.4 * Math.sin(2 * Math.PI * (WOBBLE_HZ * t + 0.31));
for (var fi = 0; fi < facets.length; fi += 1) {
var facet = facets[fi];
var pts = "";
var sumX = 0;
var sumY = 0;
for (var v = 0; v < 3; v += 1) {
var kind = facet[v * 2];
var index = facet[v * 2 + 1];
var pt =
kind === "o" ? outerPts[index] : kind === "i" ? innerPts[index] : centerPt;
pts += pt[0].toFixed(2) + "," + pt[1].toFixed(2) + (v < 2 ? " " : "");
sumX += pt[0];
sumY += pt[1];
}
var nx = sumX / 3 - cx;
var ny = sumY / 3 - cy;
var len = Math.hypot(nx, ny) || 1;
// Pseudo-normal: outward direction plus the facet's fixed
// tilt. Facets turned toward the upper-left light lift.
var shade = (nx / len) * LIGHT_X + (ny / len) * LIGHT_Y + facetTilt[fi];
shade = Math.max(-1, Math.min(1, shade));
var fill =
shade >= 0
? mix(baseRgb, litTarget, shade * 0.85)
: mix(baseRgb, darkTarget, -shade * 0.78);
var fillString = rgbString(fill);
var polygon = polygons[fi];
polygon.setAttribute("points", pts);
polygon.setAttribute("fill", fillString);
polygon.setAttribute("stroke", fillString);
}
}
/* ---------------- timeline ---------------- */
function fireSfx(id, t) {
root.dispatchEvent(
new CustomEvent("hf:sfx", { detail: { id: id, t: t }, bubbles: true }),
);
}
gsap.set(stage, { opacity: 0, scale: 0.94, y: 0 });
render(0);
var tl = gsap.timeline({ paused: true });
// ONE linear driver owns every vertex and every fill; render is a
// pure function of the driver's time.
var driver = { t: 0 };
tl.fromTo(
driver,
{ t: 0 },
{
t: duration,
duration: duration,
ease: "none",
onUpdate: function () {
render(driver.t);
},
},
0,
);
// IN: quiet entrance while the wobble ramps up.
tl.to(stage, { opacity: 1, duration: ENTER, ease: "power2.out" }, 0);
tl.to(stage, { scale: 1, duration: ENTER * 1.4, ease: "power2.out" }, 0);
tl.call(
function () {
fireSfx("facet-settle-soft", MORPH_END);
},
[],
MORPH_END,
);
// HOLD: still (hold_last true) or the slow breath, both inside
// the driver's pure function. No extra tweens.
// OUT: only when the exit variable asks for one.
if (exit !== "none") {
tl.to(stage, { opacity: 0, duration: OUT, ease: "power2.in" }, OUT_START);
if (exit === "up") {
tl.to(stage, { y: "-6cqh", duration: OUT, ease: "power2.in" }, OUT_START);
}
}
tl.seek(0);
window.__timelines = window.__timelines || {};
window.__timelines[compositionId] = tl;
})();
</script>
</div>
</template>
</body>
</html>
motion-primitive intro morph low-poly svg deterministic.