> ## Documentation Index
> Fetch the complete documentation index at: /llms.txt
> Use this file to discover all available pages before exploring further.

# Facet Morph

> A faceted low-poly mass of 36 triangles 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; lit facets lift toward a pale accent-tinted tone while turned-away facets fall toward near-black. One calm continuous morph, then a settled hold.

# Facet Morph

A faceted low-poly mass of 36 triangles 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; lit facets lift toward a pale accent-tinted tone while turned-away facets fall toward near-black. One calm continuous morph, then a settled hold.

**Facet Morph**

```html facet-morph.html theme={null}
<!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>
```

Copy npx hyperframes add facet-morph to the clipboard

That writes one file: `compositions/components/facet-morph.html`.

## Paste it into your composition

Open `compositions/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. |

Set them with `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:

```html wrap theme={null}
<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>
```

Tagged `motion-primitive` `intro` `morph` `low-poly` `svg` `deterministic`.

## Related topics

* [Browse the complete Catalog](/catalog.md)
* [Add assets and Catalog items in the browser editor](/studio/assets-and-blocks.md)
* [Put blocks together into one video](/concepts/compositions.md)


## Related topics

- [Menu Morph](/catalog/components/menu-morph.md)
- [Morph Text](/catalog/components/morph-text.md)
- [Modal Morph](/catalog/components/modal-morph.md)


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