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shutter-slam.html
shutter-slam.html
<!doctype html>
<!--
shutter-slam: HyperFrames video primitive
One word thrown through six single-property beats, every frame integrated
over the camera shutter: two hard translate slams, a scale punch, then a
full turn about each of the three axes. It is the motion-blur primitive's
reference case — the beats are the ones measured off the After Effects
export the shutter model was fitted to, so every driver the model covers
(translate, scale, rotate, 3D rotate) is exercised in one mount.
Variables:
text: the slammed word
accent: green, blue, or violet word color
blur: shutter (integrated) or none (one instant per frame)
cues: comma seconds from mount start for each of the six beats
exit: none, fade, or up
Envelope, fixed beats with elastic HOLD:
BEATS = 5.97s at the authored rhythm (0.3s per slam, 0.6s per 3D turn,
0.73s for the Z turn)
HOLD = max(0, D - BEATS - OUT), the word at rest
OUT = 0.40s when exit is fade or up, else 0
If D is shorter than BEATS + OUT the beat clock compresses; the timeline
is never time-scaled.
Easing is power2.inOut because it measured best, not because it was the
default. A bezier fitted to the reference's own bbox centres looks like the
better curve on paper and renders worse: 1.3 dB down on the horizontal slam,
1.0 dB up on the vertical turn, 0.25 dB down over the clip. A blurred bbox
centre is the shutter window's average, not the instant, so on an
accelerating segment the fit is measuring its own blur.
Amplitudes are fractions of the host box (32.1cqw, 30.5cqh), so the slams
leave the frame on a wide mount exactly as far as they do on the reference.
The scale punch overflows on purpose; the clip crops it.
Mount contract: the runtime clones only this template. #root fills the host
box, establishes the container query basis, and has no data-width or
data-height. One paused timeline registers under the literal shutter-slam
key.
-->
<html
lang="en"
data-composition-id="shutter-slam"
data-composition-duration="6"
data-composition-variables='[
{ "id": "text", "type": "string", "role": "content", "label": "Word", "description": "The word driven through the six beats.", "default": "MOTION" },
{ "id": "accent", "type": "enum", "role": "style", "label": "Accent", "description": "Word color.", "default": "green", "options": [{ "value": "green", "label": "Green" }, { "value": "blue", "label": "Blue" }, { "value": "violet", "label": "Violet" }] },
{ "id": "blur", "type": "enum", "role": "motion", "label": "Blur", "description": "Integrate each frame over the shutter window, or capture one instant per frame.", "default": "shutter", "options": [{ "value": "shutter", "label": "Shutter" }, { "value": "none", "label": "None" }] },
{ "id": "cues", "type": "string", "role": "motion", "label": "Cues", "description": "Comma seconds from mount start for each of the six beats; empty keeps the authored rhythm.", "default": "" },
{ "id": "exit", "type": "enum", "role": "motion", "label": "Exit", "description": "How the word leaves.", "default": "none", "options": [{ "value": "none", "label": "None" }, { "value": "fade", "label": "Fade" }, { "value": "up", "label": "Up" }] }
]'
>
<head>
<meta charset="UTF-8" />
<title>Shutter Slam</title>
</head>
<body>
<template>
<div id="root" data-composition-id="shutter-slam" data-duration="6" data-fps="30">
<style>
*,
*::before,
*::after {
box-sizing: border-box;
}
#root {
position: absolute;
inset: 0;
overflow: hidden;
container-type: size;
isolation: isolate;
font-family: var(--font-display, Inter, system-ui, sans-serif);
pointer-events: none;
}
.ss-clip {
position: absolute;
inset: 0;
width: 100cqw;
height: 100cqh;
overflow: hidden;
}
/* The turns need a perspective ancestor, and the blur reads its
perspective off the word's own parent, so the stage that carries
it must be the word's direct parent. */
.ss-stage {
position: absolute;
inset: 0;
display: grid;
place-items: center;
perspective: 104cqw;
}
.ss-word {
color: var(--ss-accent, #71f5a7);
font-size: var(--ss-font-size, min(14cqw, 26cqh));
font-weight: 900;
line-height: 1;
letter-spacing: -0.02em;
white-space: nowrap;
transform-origin: 50% 50%;
will-change: transform;
}
</style>
<div
id="shutter-slam-clip"
class="ss-clip clip"
data-start="0"
data-duration="6"
data-track-index="0"
>
<div class="ss-stage">
<div class="ss-word" id="shutter-slam-word" role="heading" aria-level="1"></div>
</div>
</div>
<script src="https://cdn.jsdelivr.net/npm/gsap@3.14.2/dist/gsap.min.js"></script>
<script>
(function () {
if (!window._hfMbUid) window._hfMbUid = 0;
if (!window._hfMbAttached) window._hfMbAttached = new WeakSet();
// Shutter length is measured in frames, so the snippet must know the
// composition frame rate: explicit option, else the root's data-fps, else 30.
function resolveFps(optionFps) {
var explicit = Number(optionFps);
if (explicit > 0) return explicit;
var root = document.querySelector("[data-composition-id][data-fps]");
var rootFps = root ? Number(root.getAttribute("data-fps")) : 0;
if (rootFps > 0) return rootFps;
return 30;
}
function numOption(value, fallback) {
return value !== undefined ? Number(value) : fallback;
}
// A resolved `transform` is either "none", a 2D matrix(a,b,c,d,e,f) or a 3D
// matrix3d of 16. Splitting the numbers into the linear part and the
// translation is what lets the deadband below use a pixel tolerance on the
// one and an angle/ratio tolerance on the other.
function parseTransform(value) {
if (!value || value === "none") return { linear: [1, 0, 0, 1], translate: [0, 0, 0] };
var nums = value
.slice(value.indexOf("(") + 1, -1)
.split(",")
.map(parseFloat);
if (nums.length === 16) {
return {
linear: [
nums[0],
nums[1],
nums[2],
nums[4],
nums[5],
nums[6],
nums[8],
nums[9],
nums[10],
nums[3],
nums[7],
nums[11],
nums[15],
],
translate: [nums[12], nums[13], nums[14]],
};
}
return {
linear: [nums[0], nums[1], nums[2], nums[3]],
translate: [nums[4], nums[5], 0],
};
}
// Deadband: half a pixel of travel, a thousandth of a unit of linear change,
// about 0.06 degrees or 0.1% of scale. Below it the average is the source.
// The 2D and 3D forms have different arities, so a change of form counts as
// movement rather than being compared component by component.
function differs(a, b) {
if (a.linear.length !== b.linear.length) return true;
for (var i = 0; i < a.linear.length; i++) {
if (Math.abs(a.linear[i] - b.linear[i]) > 0.001) return true;
}
for (var j = 0; j < 3; j++) {
if (Math.abs(a.translate[j] - b.translate[j]) > 0.5) return true;
}
return false;
}
window.attachMotionBlur = function (selector, tl, opts) {
opts = opts || {};
var shutterAngle = numOption(opts.shutterAngle, 720);
var shutterPhase = numOption(opts.shutterPhase, -360);
var requestedSamples = numOption(opts.samplesPerFrame, 16);
var samples = Number.isFinite(requestedSamples)
? Math.max(2, Math.min(64, Math.round(requestedSamples)))
: 16;
var fps = resolveFps(opts.fps);
var items = Array.isArray(selector) ? selector : [selector];
var targets = items.reduce(function (acc, s) {
if (typeof s === "string") {
document.querySelectorAll(s).forEach(function (el) {
acc.push(el);
});
} else if (s instanceof Element) {
acc.push(s);
}
return acc;
}, []);
// `samples` counts sub-intervals of the shutter window, so there is one copy at
// every interval boundary — both ends of the window included — and each carries
// 1/samples of the source. That is what the reference export shows: the outermost
// copy sits exactly one frame away from the frame time, not half a step short.
var copies = samples + 1;
var alpha = String(1 / samples);
// A copy is styled by nothing that selected the original: dropping the id also
// drops every `#id` rule that gave it size, colour and font. So each copy carries
// its own resolved style inline. Chrome returns "" for a computed style's cssText,
// so the declarations are enumerated rather than taken wholesale.
function resolvedStyles(source, out) {
var cs = getComputedStyle(source);
var text = "";
for (var i = 0; i < cs.length; i++) {
text += cs[i] + ":" + cs.getPropertyValue(cs[i]) + ";";
}
// A copy is a still of one instant. Left live, an inherited transition or
// keyframe animation would carry it somewhere the timeline never sampled.
out.push(text + "transition:none;animation:none;");
for (var c = 0; c < source.children.length; c++) {
resolvedStyles(source.children[c], out);
}
return out;
}
function paintResolvedStyles(copy, styles, cursor) {
copy.style.cssText = styles[cursor.i++];
for (var c = 0; c < copy.children.length; c++) {
paintResolvedStyles(copy.children[c], styles, cursor);
}
}
// Perspective applies to a parent's children only, and a copy is a grandchild.
// Sharing the parent's 3D context would need preserve-3d on the group, which
// mix-blend-mode flattens, so each copy carries the perspective itself. See the
// header for what that does to the vanishing point.
function parentPerspective(el) {
var value = el.parentNode ? getComputedStyle(el.parentNode).perspective : "none";
return value && value !== "none" ? "perspective(" + value + ") " : "";
}
var state = targets
.filter(function (el) {
// One group per element. A second call on the same element would stack a
// second set of copies over the first and double the ink, so the first
// call owns it.
if (window._hfMbAttached.has(el)) return false;
window._hfMbAttached.add(el);
return true;
})
.map(function (el) {
var group = document.createElement("div");
group.setAttribute("data-hf-motion-blur", "hf-mb-" + window._hfMbUid++);
group.style.cssText =
"position:absolute;left:0;top:0;width:0;height:0;isolation:isolate;pointer-events:none;display:none;";
var clones = [];
for (var k = 0; k < copies; k++) {
var clone = el.cloneNode(true);
clone.removeAttribute("id");
clones.push(clone);
group.appendChild(clone);
}
el.parentNode.insertBefore(group, el);
var s = { el: el, group: group, clones: clones, samples: [], perspective: "" };
// Resolved styles and the parent's perspective are px once read, so a
// container-relative element needs them again when its box changes. Per frame
// that would walk the whole subtree once per copy; on resize it costs nothing
// on a fixed-size render and keeps a live preview honest.
function snapshot() {
var styles = resolvedStyles(el, []);
s.perspective = parentPerspective(el);
for (var c = 0; c < clones.length; c++) {
paintResolvedStyles(clones[c], styles, { i: 0 });
clones[c].style.position = "absolute";
clones[c].style.margin = "0";
clones[c].style.opacity = alpha;
clones[c].style.mixBlendMode = "plus-lighter";
}
}
snapshot();
if (typeof ResizeObserver === "function")
new ResizeObserver(snapshot).observe(el);
return s;
});
function readTransform(el) {
var cs = getComputedStyle(el);
return {
css: cs.transform,
origin: cs.transformOrigin,
opacity: cs.opacity,
parsed: parseTransform(cs.transform),
};
}
var scheduled = false;
function applyShutter() {
var shutterTime = shutterAngle / 360 / fps;
if (!(shutterTime > 0)) {
state.forEach(function (s) {
s.group.style.display = "none";
});
return;
}
var t0 = tl.time();
var duration = tl.duration();
var windowStart = t0 + shutterPhase / 360 / fps;
// Sample the real trajectory: seek to each sub-frame time with events
// suppressed (so no tween callbacks, including this tracker's, fire),
// read the resolved transform, then restore the frame time.
try {
for (var k = 0; k < copies; k++) {
var tk = windowStart + (k / samples) * shutterTime;
tl.time(Math.min(duration, Math.max(0, tk)), true);
state.forEach(function (s) {
s.samples[k] = readTransform(s.el);
});
}
} finally {
tl.time(t0, true);
}
state.forEach(function (s) {
var current = readTransform(s.el);
var moved = false;
for (var i = 0; i < copies; i++) {
if (differs(s.samples[i].parsed, current.parsed)) {
moved = true;
break;
}
}
if (!moved) {
s.group.style.display = "none";
return;
}
// The copies are absolutely positioned inside the group, and the group sits at
// the origin of the element's own containing block, so the element's offset box
// places them. Re-read every frame: a beat is free to move the box itself.
var left = s.el.offsetLeft + "px";
var top = s.el.offsetTop + "px";
var width = s.el.offsetWidth + "px";
var height = s.el.offsetHeight + "px";
for (var j = 0; j < copies; j++) {
var clone = s.clones[j];
clone.style.left = left;
clone.style.top = top;
clone.style.width = width;
clone.style.height = height;
clone.style.transformOrigin = s.samples[j].origin;
clone.style.transform =
s.perspective + (s.samples[j].css === "none" ? "" : s.samples[j].css);
}
// The copies are the element's own ink, so they have to carry its opacity too:
// a beat that moves and fades at once would otherwise leave a full-strength
// smear behind a vanishing element. It rides the group, not the copies, whose
// own opacity is the 1/N shutter weight.
s.group.style.opacity = current.opacity;
s.group.style.display = "";
});
}
// tl.eventCallback("onUpdate") is unavailable under the HyperFrames runtime proxy, so a
// tracker tween's onUpdate fires on every seek. Sampling is deferred to a microtask:
// seeking GSAP from inside its own render reads stale tween state, while the microtask
// runs after the seek returns and before the frame is captured or painted.
var _proxy = { t: 0 };
tl.to(
_proxy,
{
t: 1,
duration: Math.max(tl.duration(), 0.1),
ease: "none",
onUpdate: function () {
if (scheduled) return;
scheduled = true;
Promise.resolve().then(function () {
scheduled = false;
applyShutter();
});
},
},
0,
);
};
})();
</script>
<script>
(function () {
"use strict";
var root = document.getElementById("root");
var word = root.querySelector(".ss-word");
var vars =
window.__hyperframes && window.__hyperframes.getVariables
? window.__hyperframes.getVariables()
: {};
var text = vars.text == null ? "MOTION" : String(vars.text);
var accentColors = {
green: "var(--brand, #71f5a7)",
blue: "var(--accent, #61a8ff)",
violet: "var(--accent-2, #b895ff)",
};
var accent = Object.prototype.hasOwnProperty.call(accentColors, vars.accent)
? vars.accent
: "green";
var blurred = vars.blur !== "none";
var exit = vars.exit === "fade" || vars.exit === "up" ? vars.exit : "none";
root.style.setProperty("--ss-accent", accentColors[accent]);
word.textContent = text;
// One em per character keeps any word inside the box at rest, which is what
// the slam amplitudes are measured against; the scale punch is meant to
// overflow and the clip crops it.
var fittedCqw = Math.min(14, 76 / Math.max(1, Array.from(text).length));
root.style.setProperty("--ss-font-size", "min(" + fittedCqw.toFixed(3) + "cqw, 26cqh)");
// Measured best, not defaulted. A bezier fitted to the reference's own bbox
// centres renders 0.25 dB worse over the clip, because a blurred bbox centre
// is the shutter window's average rather than the instant. See the header.
var EASE = "power2.inOut";
var SLAM_X = 32.1; // cqw, the reference's 617 px on a 1920 px frame
var SLAM_Y = 30.5; // cqh, its 329 px on a 1080 px frame
var SLAM = 0.3;
var TURN = 0.6;
var TURN_Z = 0.733;
// Authored start of each beat.
var CUES_BASE = [0, 1.2, 2.4, 3.7, 4.5, 5.233];
var BEATS_BASE = CUES_BASE[5] + TURN_Z;
var OUT_BASE = exit === "none" ? 0 : 0.4;
var duration = Math.max(0.001, parseFloat(root.dataset.duration || "6"));
var baseTotal = BEATS_BASE + OUT_BASE;
var beatScale = duration < baseTotal ? duration / baseTotal : 1;
var slam = SLAM * beatScale;
var turn = TURN * beatScale;
var turnZ = TURN_Z * beatScale;
var out = OUT_BASE * beatScale;
// How long each beat runs, in beat order.
var LENGTHS = [slam * 4, slam * 4, slam * 4, turn, turn, turnZ];
// An authored cue replaces the rhythm rather than scaling it, so a beat locked
// to narration lands where the narration does. A missing or unreadable entry
// keeps its authored start; one that would run its beat past the mount is
// pulled back to end on the last frame, since past the end it never renders.
var authored = String(vars.cues == null ? "" : vars.cues)
.split(",")
.map(function (part) {
return parseFloat(part.trim());
});
var cues = CUES_BASE.map(function (base, index) {
var value = authored[index];
if (!Number.isFinite(value)) return base * beatScale;
return Math.min(Math.max(value, 0), Math.max(0, duration - out - LENGTHS[index]));
});
var tl = gsap.timeline({ paused: true, defaults: { ease: EASE } });
// Beat 1 — translate X, out and back twice.
tl.to(word, { x: SLAM_X + "cqw", duration: slam }, cues[0])
.to(word, { x: -SLAM_X + "cqw", duration: slam }, cues[0] + slam)
.to(word, { x: SLAM_X + "cqw", duration: slam }, cues[0] + slam * 2)
.to(word, { x: 0, duration: slam }, cues[0] + slam * 3);
// Beat 2 — translate Y, up first.
tl.to(word, { y: -SLAM_Y + "cqh", duration: slam }, cues[1])
.to(word, { y: SLAM_Y + "cqh", duration: slam }, cues[1] + slam)
.to(word, { y: -SLAM_Y + "cqh", duration: slam }, cues[1] + slam * 2)
.to(word, { y: 0, duration: slam }, cues[1] + slam * 3);
// Beat 3 — scale punch, up then down then up.
tl.to(word, { scale: 4.04, duration: slam }, cues[2])
.to(word, { scale: 0.466, duration: slam }, cues[2] + slam)
.to(word, { scale: 4.04, duration: slam }, cues[2] + slam * 2)
.to(word, { scale: 1, duration: slam }, cues[2] + slam * 3);
// Beats 4 to 6 — one full turn about each axis. A full turn ends where it
// started, so each is a single tween rather than an out-and-back pair.
tl.to(word, { rotationX: 360, duration: turn }, cues[3]);
tl.to(word, { rotationY: 360, duration: turn }, cues[4]);
tl.to(word, { rotation: 360, duration: turnZ }, cues[5]);
var beatsEnd = Math.max.apply(
null,
cues.map(function (cue, index) {
return cue + LENGTHS[index];
}),
);
var outStart = Math.max(beatsEnd, duration - out);
if (exit !== "none") {
var leaving = { opacity: 0, duration: out, ease: "power2.in" };
if (exit === "up") leaving.y = "-12cqh";
tl.to(word, leaving, outStart);
}
// Seeks past the last tween must still reach the blur's tracker, so the
// timeline runs to the mount's full duration.
tl.set(document.body, {}, duration);
// After every tween, before registration: the tracker tween the blur adds
// needs the timeline's final duration.
if (blurred) attachMotionBlur(word, tl, { fps: 30 });
tl.seek(0);
window.__timelines = window.__timelines || {};
window.__timelines["shutter-slam"] = tl;
})();
</script>
</div>
</template>
</body>
</html>
effect motion-blur shutter after-effects slam animation.