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skills/hyperframes-animation/rules/card-morph-anchor.md

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---
name: card-morph-anchor
description: Container morphs dimensions and border-radius between shots, serving as a visual transition anchor.
metadata:
  tags: morph, anchor, transition, border-radius, container, shape
---

# Card Morph Anchor

A free-floating container morphs apparent size, corner radius, and surface treatment between two shots — the morph itself IS the transition; the viewer's eye tracks the persistent container. Distinct from [anchored-layout-expand.md](anchored-layout-expand.md) (an edge-pinned live layout participant that grows along one axis and reflows neighbors — here nothing is pushed) and [theme-crossfade-morph.md](theme-crossfade-morph.md) (a whole-theme reskin under a fixed anchor — here a single container changes shape).

## How It Works

Since `width`/`height` tweens are forbidden, **substitute uniform `scale` for apparent size**; the remaining morph channels are **paint-only**: `borderRadius`, `background`, `boxShadow`. All channels ride ONE tween (one ease, one duration) so the shape morphs in lockstep. Content choreography: old content fades out during the first ~40% of the morph, new content fades in during the last ~40% — the shape-only gap between is the natural "blink." Optionally the morph card itself fades at the very end, revealing the real next-shot element rendered behind it.

## Recipe

```html
<!-- inside a standard scene clip (hyperframes-core) -->
<!-- DOM order = stacking: the anchor renders BEFORE the card, so the card is on top -->
<div class="next-shot-anchor"><img src="{nextShotAnchor}" alt="anchor" /></div>
<div class="morph-card">
  <div class="content-old">{shotOneContent}</div>
  <div class="content-new">{shotTwoContent}</div>
</div>
```

```css
.morph-card {
  width: SHOT_ONE_W;
  height: SHOT_ONE_H; /* shot-1 geometry; the morph is scale, never width/height */
  border-radius: SHOT_ONE_RADIUS;
  background: {surfaceShotOne};
  overflow: hidden; /* content must clip during the shape change */
  display: grid;
  place-items: center;
  will-change: transform;
}
.content-old,
.content-new {
  position: absolute;
  inset: 0;
  display: grid;
  place-items: center;
}
.content-new {
  opacity: 0; /* author its inner sizes at apparent-size ÷ END_SCALE — it scales with the card */
}
.next-shot-anchor {
  position: absolute;
  opacity: 0; /* fades in as the morph card fades out */
}
```

```js
const END_SCALE = SHOT_TWO_W / SHOT_ONE_W; // uniform — keep the two shots aspect-matched

// Hold shot 1 for HOLD_BEAT first — an instant morph reads as glitchy.

// One tween, all channels: uniform scale + paint-only properties.
tl.to(
  ".morph-card",
  {
    scale: END_SCALE,
    borderRadius: SHOT_TWO_RADIUS / END_SCALE, // borderRadius is pre-scale — divide to land the APPARENT radius
    background: "{surfaceShotTwo}",
    boxShadow: "{shadowShotTwo}",
    duration: MORPH_DUR,
    ease: "power2.inOut",
  },
  MORPH_START,
);

tl.to(
  ".content-old",
  { opacity: 0, duration: MORPH_DUR * OLD_FADE_FRAC, ease: "power1.in" },
  MORPH_START,
);
tl.to(
  ".content-new",
  { opacity: 1, duration: MORPH_DUR * NEW_FADE_FRAC, ease: "power1.out" },
  MORPH_START + MORPH_DUR * (1 - NEW_FADE_FRAC),
);

// Optional handoff — card fades out over the pixel-identical real anchor.
tl.to(
  ".morph-card",
  { opacity: 0, duration: MORPH_DUR * FINAL_FADE_FRAC, ease: "power1.in", immediateRender: false },
  MORPH_START + MORPH_DUR * (1 - FINAL_FADE_FRAC),
);
tl.to(
  ".next-shot-anchor",
  { opacity: 1, duration: MORPH_DUR * FINAL_FADE_FRAC, ease: "power1.out" },
  MORPH_START + MORPH_DUR * (1 - FINAL_FADE_FRAC),
);
```

## Morph channels

| channel        | how                                                                                            |
| -------------- | ---------------------------------------------------------------------------------------------- |
| apparent size  | uniform `scale` — the substitution for the forbidden `width`/`height` tween; aspect preserved  |
| `borderRadius` | paint-only; pre-scale units — tween to `APPARENT_RADIUS / END_SCALE`, ≤ half the smaller side  |
| `background`   | paint-only; gradients interpolate only with equal stop counts (solid→solid: `backgroundColor`) |
| `boxShadow`    | paint-only; base shadow → accent glow shifts emphasis                                          |

## Variations

- **Landing on a non-centered target** (dock icon, sidebar slot): add `x`/`y` to the same tween, computed as the FLIP-style delta between the card's and the target's rects — `getBoundingClientRect()` both at build time (single-scene only, per the contract) and tween the difference. Don't hand-compute from CSS values: paddings, borders, and parent transforms compound, and center-vs-edge arithmetic is the classic off-by-half bug.
- **Aspect change between shots**: uniform scale preserves aspect — morph to the nearest uniform fit and let the crossfade/handoff absorb the small delta, or drop the handoff and hold the card's final state.

## Values

| token             | range                     | notes                                                                                |
| ----------------- | ------------------------- | ------------------------------------------------------------------------------------ |
| HOLD_BEAT         | 0.6–1.5s                  | ≥ shot 1's entry settle; the viewer must register shot 1 first                       |
| MORPH_DUR         | 0.6–1.2s                  | < 0.5s can't fit both content fades                                                  |
| END_SCALE         | SHOT_TWO_W / SHOT_ONE_W   | icon-sized handoffs typically land at 80–400px apparent width                        |
| SHOT_TWO_RADIUS   | ≤ min(W, H)/2 apparent    | half the smaller side = perfect circle; beyond is clamped                            |
| OLD/NEW_FADE_FRAC | 0.3–0.5 each, sum ≤ 1     | the gap between is the shape-only "blink"                                            |
| FINAL_FADE_FRAC   | 0 (no handoff) or 0.1–0.2 | only when a pixel-identical anchor exists                                            |
| ease              | `power2.inOut` canonical  | `power3`/`expo.inOut` OK; never `back`/`elastic` — overshoot fights the shape change |

## Critical Constraints

- **❗ Uniform-scale substitution** — never tween `width`/`height`; `scale` + the paint-only channels (`borderRadius`, `background`, `boxShadow`) are the ONLY morph properties.
- **❗ Handoff anchor must be pixel-identical to the card's final state** — same apparent size, radius, background, shadow, inner icon dimensions. Any delta = a visible pop during the crossfade. Can't match exactly? Drop the handoff and hold the morph card.
- **❗ Stacking by DOM order, never a z-index snap mid-fade** — render the anchor before the card; a `tl.set({ zIndex })` during an active opacity tween flips stacking before the fade finishes and flickers.
- **`overflow: hidden`** on the card — content must clip as the radius changes.
- **Hold a beat before morphing**; same ease family for shape and crossfade (mixed eases read unsynchronized).

## See also

`anchored-layout-expand` (edge-pinned one-axis growth with reflow) · `theme-crossfade-morph` (whole-theme reskin under a fixed anchor) · `scale-swap-transition` (content swap without shape change) · `sine-wave-loop` (a breath on the final state).

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