station-handoff
station-handoff
STATION HAND-OFF — one object carried from device to device in a room reel.
Read the rig's notes
THE IDEA. A room reel is one continuous take: the camera settles on station 1,
holds, travels to station 2, holds. Here the travel is not empty: the poster
the viewer tapped on the phone LIFTS off the glass, rides the camera move
across the bench, and MORPHS on the way into the laptop's hero tile for the
same title, landing flush on the laptop's glass exactly where the laptop's
real tile sits — then the real tile takes over in the same frame.
0.0– 2.6 approach wide on the bench → the phone
2.6– 5.0 station 1 Streamly home on the phone; the Hollow Tide poster is tapped (4.4)
5.0– 5.9 lift-off the carrier replaces the poster in place (5.0), the poster's
own copy is hidden (5.1), the carrier peels 48 mm off the glass
5.9– 9.2 travel + morph the carrier rides a Bezier arc to the laptop; its window grows
portrait 25.5×38.2 → landscape 189.3×106.5 mm
9.2 land + swap the laptop's real lp-hero appears under it, the carrier fades
9.2–13.6 station 2 the title page fills in, Play is pressed, the bar runs, episodes scroll
13.6–15.5 pull back
THE MORPH (faked — the runtime's morph-to bakes its proxy against a STILL camera,
and this one has to happen during the camera's biggest move). The carrier is a
free-standing ui3d panel in WORLD space (world_width/height set, so it is centred
on its position and turns about its centre), sized to the laptop tile:
cv-win a clip card authored at the TILE size, scaled (0.1346, 0.3590) → (1, 1):
at the start it is exactly the poster's box, at the end the tile's
cv-art the ONE key art inside it, counter-scaled on x by sy/sx so the picture
never stretches — the window changes shape, the picture only crops
(a portrait centre-crop of the same 16:9 art is exactly what the
phone's cover-fit poster shows, so the first frame matches)
cv-poster the phone poster's own overlays (TOP 10, title) on top; fades as it lifts
cv-over the tile's overlays (shade, kicker, HOLLOW TIDE); fades in as it lands
Path, rotation and window keys are samples of one eased curve (u = easeInOutSine
over 5.9–9.2 s through a cubic Bezier L1 → C1 → C2 → land), written linear, so
the flight carries its velocity through every key. The camera kfs are samples of
the same curve plus an offset that swells mid-flight, so the carrier stays in
frame with the laptop ahead of it.
THE NUMBERS come from the live scene (world matrices of the two stage cards):
phone poster centre (-420.40 806.59 143.55) yaw 19.6° stage k (1.0039, 1.0042)
laptop tile centre ( 135.78 901.19 -216.47) tilt -19.98° stage k (1.0070, 1.0112)
The carrier sits 1.2 mm in front of each (along the glass normal) and carries the
stage's k as its own scale, so its first and last frames coincide with the stage.
Screens: Tailwind HTML (station-handoff.screens.html) → html2ui via
scripts/html-screens.mts (…sections.json → …screens.json). Units are mm.
Preview: http://localhost:4444/runtime?project=promos/primitives/morphs/station-handoff/station-handoff.promo- Topic
- morphs
- Scenes
- 1
- Kind
- reference rig
//
STATION HAND-OFF — one object carried from device to device in a room reel.
THE IDEA. A room reel is one continuous take: the camera settles on station 1,
holds, travels to station 2, holds. Here the travel is not empty: the poster
the viewer tapped on the phone LIFTS off the glass, rides the camera move
across the bench, and MORPHS on the way into the laptop's hero tile for the
same title, landing flush on the laptop's glass exactly where the laptop's
real tile sits — then the real tile takes over in the same frame.
0.0– 2.6 approach wide on the bench → the phone
2.6– 5.0 station 1 Streamly home on the phone; the Hollow Tide poster is tapped (4.4)
5.0– 5.9 lift-off the carrier replaces the poster in place (5.0), the poster's
own copy is hidden (5.1), the carrier peels 48 mm off the glass
5.9– 9.2 travel + morph the carrier rides a Bezier arc to the laptop; its window grows
portrait 25.5×38.2 → landscape 189.3×106.5 mm
9.2 land + swap the laptop's real lp-hero appears under it, the carrier fades
9.2–13.6 station 2 the title page fills in, Play is pressed, the bar runs, episodes scroll
13.6–15.5 pull back
THE MORPH (faked — the runtime's morph-to bakes its proxy against a STILL camera,
and this one has to happen during the camera's biggest move). The carrier is a
free-standing ui3d panel in WORLD space (world_width/height set, so it is centred
on its position and turns about its centre), sized to the laptop tile:
cv-win a clip card authored at the TILE size, scaled (0.1346, 0.3590) → (1, 1):
at the start it is exactly the poster's box, at the end the tile's
cv-art the ONE key art inside it, counter-scaled on x by sy/sx so the picture
never stretches — the window changes shape, the picture only crops
(a portrait centre-crop of the same 16:9 art is exactly what the
phone's cover-fit poster shows, so the first frame matches)
cv-poster the phone poster's own overlays (TOP 10, title) on top; fades as it lifts
cv-over the tile's overlays (shade, kicker, HOLLOW TIDE); fades in as it lands
Path, rotation and window keys are samples of one eased curve (u = easeInOutSine
over 5.9–9.2 s through a cubic Bezier L1 → C1 → C2 → land), written linear, so
the flight carries its velocity through every key. The camera kfs are samples of
the same curve plus an offset that swells mid-flight, so the carrier stays in
frame with the laptop ahead of it.
THE NUMBERS come from the live scene (world matrices of the two stage cards):
phone poster centre (-420.40 806.59 143.55) yaw 19.6° stage k (1.0039, 1.0042)
laptop tile centre ( 135.78 901.19 -216.47) tilt -19.98° stage k (1.0070, 1.0112)
The carrier sits 1.2 mm in front of each (along the glass normal) and carries the
stage's k as its own scale, so its first and last frames coincide with the stage.
Screens: Tailwind HTML (station-handoff.screens.html) → html2ui via
scripts/html-screens.mts (…sections.json → …screens.json). Units are mm.
Preview: http://localhost:4444/runtime?project=promos/primitives/morphs/station-handoff/station-handoff.promo
promo#station-handoff(width=1920 height=1080 fps=30)
materials
standard#lacquer(color=#0c0b0a metalness=0.5 roughness=0.1)
standard#walnut(color=#1d1611 metalness=0.05 roughness=0.5 envmap-intensity=0.8)
standard#wall(color=#141419 metalness=0 roughness=0.85)
standard#obsidian(color=#09090c metalness=0 roughness=0.05)
standard#shell(color=#26262b metalness=0.45 roughness=0.3 envmap-intensity=1.1)
standard#chrome(color=#d8d8dc metalness=1 roughness=0.2 envmap-intensity=1.2)
physical#gloss(color=#16151c metalness=0 roughness=0.4 clearcoat=1 clearcoat-roughness=0.06 envmap-intensity=1.1)