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charts

charts

CHARTS — primitive showcase. Every chart element in the kit, five scenes, five layouts, every native content animation.

Read the rig's notes
  1. THE HERO      (6.0s) — one big line-chart panel flips in and draws its
                            line left→right (chart-draw). Headline "CHARTS."
  2. THE GRID      (7.0s) — a 2×2 dashboard: line-chart, bar-chart,
                            progress-bar stack, stat-ring trio. Staggered
                            entrances (slide / depth-pop / rise), staggered
                            chart-draw + bar-fill + ring-fill. A cursor tours it.
  3. THE DUO       (6.5s) — light vs dark: a dark bar-chart card and a white
                            Adaptive pie-chart card flip in from opposite sides.
  4. THE ORBIT     (7.0s) — five 480×300 chart panels on a pentagon rig,
                            stepping 72° per beat (mini line / bar / rings /
                            progress / pie).
  5. THE CONSOLE   (7.5s) — ONE dense dark ops board: KPI chips, hero
                            throughput line, deploy bars, health rings and a
                            rollout progress stack, all firing staggered.
  6. THE BOARD     (7.5s) — ONE big white Adaptive review board: budget
                            donut, velocity bars, adoption line, initiative
                            progress, rating + goal rings.
  7. THE OUTRO     (6.0s) — a hero stat-ring fills to 100% while reading "5";
                            sign-off copy and a CTA chip that presses itself.

Chains (match key → scenes): haze-a / haze-b / dot-a / dot-b — every scene,
classic colour/pose morph. All transitions match-move.

Palette — aurora-dark over deep blue void (the charts' native defaults):
void #0a1322/#050505 · surfaces #0d1520/#0c1926 · strokes #22384c/#2a6b85 ·
teal #35e0ff · violet #a855f7 · pink #ff3d77 · green #41e6a0 · amber #f59e0b ·
text #f2fbff/#8fa6bd/#64748b · white Adaptive tile #ffffff (pie-chart scene).
Haze recipe: blue #0f6fd6 lobe + violet #5e2a9d lobe + two drifting dots,
unreal_bloom 0.18–0.2 on every scene.

Authoring notes for this reel's 1920x1080 world units:
  • UIs are PURE FLEX FLOW: every ui3d root is a column (align=center +
    padding-top), cards are w=<px> h=hug with padding, rows/columns/gap/
    margins/justify=space-between do all placement. No anchor/inset/x/y
    anywhere; chart w/h (and ring r, bar h) are intrinsic surface knobs.
  • every ELEMENT position/rotation/scale keyframe is a RELATIVE offset onto
    the node's base attribute, so transform tracks are deltas that start and
    settle at 0. Camera tracks are absolute (never rebased).
  • line-chart points are chart-local SVG coords (y-down, origin top-left of
    the chart surface) sized to each chart's own w×h.
  • bar-chart/pie-chart are Adaptive-Card styled: bar-chart takes a dark
    background= override; pie-chart always paints a white card, so it is
    framed by a white tile on purpose.

Preview: /packages/runtime/index.html?project=promos/primitives/uis/charts/charts.promo
Topic
uis
Scenes
7
Kind
reference rig
//
    CHARTS — primitive showcase. Every chart element in the kit, five scenes,
    five layouts, every native content animation.

      1. THE HERO      (6.0s) — one big line-chart panel flips in and draws its
                                line left→right (chart-draw). Headline "CHARTS."
      2. THE GRID      (7.0s) — a 2×2 dashboard: line-chart, bar-chart,
                                progress-bar stack, stat-ring trio. Staggered
                                entrances (slide / depth-pop / rise), staggered
                                chart-draw + bar-fill + ring-fill. A cursor tours it.
      3. THE DUO       (6.5s) — light vs dark: a dark bar-chart card and a white
                                Adaptive pie-chart card flip in from opposite sides.
      4. THE ORBIT     (7.0s) — five 480×300 chart panels on a pentagon rig,
                                stepping 72° per beat (mini line / bar / rings /
                                progress / pie).
      5. THE CONSOLE   (7.5s) — ONE dense dark ops board: KPI chips, hero
                                throughput line, deploy bars, health rings and a
                                rollout progress stack, all firing staggered.
      6. THE BOARD     (7.5s) — ONE big white Adaptive review board: budget
                                donut, velocity bars, adoption line, initiative
                                progress, rating + goal rings.
      7. THE OUTRO     (6.0s) — a hero stat-ring fills to 100% while reading "5";
                                sign-off copy and a CTA chip that presses itself.

    Chains (match key → scenes): haze-a / haze-b / dot-a / dot-b — every scene,
    classic colour/pose morph. All transitions match-move.

    Palette — aurora-dark over deep blue void (the charts' native defaults):
    void #0a1322/#050505 · surfaces #0d1520/#0c1926 · strokes #22384c/#2a6b85 ·
    teal #35e0ff · violet #a855f7 · pink #ff3d77 · green #41e6a0 · amber #f59e0b ·
    text #f2fbff/#8fa6bd/#64748b · white Adaptive tile #ffffff (pie-chart scene).
    Haze recipe: blue #0f6fd6 lobe + violet #5e2a9d lobe + two drifting dots,
    unreal_bloom 0.18–0.2 on every scene.

    Authoring notes for this reel's 1920x1080 world units:
      • UIs are PURE FLEX FLOW: every ui3d root is a column (align=center +
        padding-top), cards are w=<px> h=hug with padding, rows/columns/gap/
        margins/justify=space-between do all placement. No anchor/inset/x/y
        anywhere; chart w/h (and ring r, bar h) are intrinsic surface knobs.
      • every ELEMENT position/rotation/scale keyframe is a RELATIVE offset onto
        the node's base attribute, so transform tracks are deltas that start and
        settle at 0. Camera tracks are absolute (never rebased).
      • line-chart points are chart-local SVG coords (y-down, origin top-left of
        the chart surface) sized to each chart's own w×h.
      • bar-chart/pie-chart are Adaptive-Card styled: bar-chart takes a dark
        background= override; pie-chart always paints a white card, so it is
        framed by a white tile on purpose.

    Preview: /packages/runtime/index.html?project=promos/primitives/uis/charts/charts.promo
promo#charts
  // =============================================================
  // SCENE 1 · THE HERO — one line-chart, drawn like it means it
  // =============================================================
  scene#s1-hero(duration=6 transition=match-move)
    camera(type=perspective fov=48 near=0.1 far=8000 position="960 540 1500" look_at="960 540 0")
      position
        0 960 540 1500
        2.6 easeInOutCubic 960 520 1330
        4.6 easeInOutCubic 990 540 1380
        6 easeInOutCubic 960 540 1430
      look_at
        0 960 540 0
        2.6 easeInOutCubic 960 520 0
        4.6 easeInOutCubic 990 540 0
        6 easeInOutCubic 960 540 0
      fov
        0 48
        6 easeInOutCubic 48
    layers
      layer#world(space=world z-index=0)
    background(top=#0a1322 bottom=#