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The SVG + CSS animation idiom behind the agent posters, as an operable rig: one clock drives every element through its own ramp() window — plus the six recipes that keep the motion stable across themes, sizes and SSR.
Every poster runs on this: a single clock emits a global progress g, and each element animates inside its own ramp() window. Scrub the run, then click a track and drag its window — the choreography is just numbers.
Click a track to edit its window — start shifts when it plays, span sets how long it takes.
const [t, setT] = useState(0) // ONE clock per card
useEffect(() => {
const id = setInterval(() => setT(v => v + 0.1), 100)
return () => clearInterval(id)
}, [])
const g = Math.min(t / RUN_SECONDS, 1) // global progress 0..1
const p = clamp01((g - start) / span) // one window per elementThe recipes below keep SVG motion stable — but first, is SVG even the right tool? It shines when the thing being animated is geometry; it fights you when the thing is a rendered image.
Line draws, bar and area fills, gauge sweeps — the geometry is the data, so animating it reads as watching the number arrive.
Menu↔close, play↔pause, check, expand. Path morphs, draws and in-place spins — tiny payload, crisp at any size.
Stroke the mark on, rotate a piece into place, stage the assembly. A one-time first-paint moment.
Marching dashes on the connectors, a dot riding the path — the most convincing way to show how A reaches B.
Pulsing grids, scan lines, drifting particles. Restrained, it just makes a surface feel alive.
Jelly blobs, glossy mascots, soft focal glows. SVG can't fake the volume, and forcing it is heavy and ugly.
Hand-drawn or keyframed movement with many in-betweens.
SVG is the DOM; animating a few hundred elements per frame drops frames.
Anything with a captured image in it is natively raster.
A “features” block usually layers two visual languages at once. Animate the geometric half with SVG; leave the rendered half as an asset and only animate the geometry around it (the card lifting, a toggle flipping, a border drawing on).
Set pathLength={1} and drawing any geometry becomes dashoffset = 1 − p. Guess the length instead and the pace is wrong — and the tail may never draw.
<path d={d} pathLength={1} // any geometry → length 1
strokeDasharray={1} // one dash covers the path
strokeDashoffset={1 - p} /> // no getTotalLength() neededAn “active connector” is stroke-dasharray plus a keyframe sliding dashoffset. Keyframes live in a CSS Module, and reduced motion turns the loop off.
.march {
stroke-dasharray: 3 5;
animation: dash 0.6s linear infinite; /* CSS Module */
}
@keyframes dash { to { stroke-dashoffset: -8; } }
@media (prefers-reduced-motion: reduce) {
.march { animation: none; }
}CSS transforms on SVG elements default to the view-box origin, so a “spinning” rect orbits (0,0) and flies off canvas. transform-box: fill-box + transform-origin: center pins the rotation to the element.
rect {
transform-box: fill-box; /* rotate around OWN box */
transform-origin: center;
}
/* default is view-box ⇒ it orbits (0,0) instead */Cards stretch, viewBoxes don’t. Under preserveAspectRatio=none a plain stroke fattens and thins with the container; vectorEffect=non-scaling-stroke keeps it crisp at any width.
<svg viewBox="0 0 200 80" preserveAspectRatio="none">
<path vectorEffect="non-scaling-stroke" … />
{/* stroke stays 2px at any container width */}
</svg>Module-scope data renders on the server first: Math.random() or new Date() there hydrates differently on the client. A seeded PRNG (mulberry32) looks random but replays identically.
same seed ⇒ same curve, on the server and on every refresh.
const rnd = mulberry32(7) // SSR and client agree
const points = walk(rnd) // Math.random() at module
// scope = hydration mismatchPanels never hardcode colors: a category hue comes from the theme palette (var(--color-<hue>-500)) and color-mix derives the body tint, border and chip from it — so the same panel survives light/dark untouched.
body 6% · border 20% · chip 12/45 · bar 32
const mix = (accent, pct, base = "transparent") =>
`color-mix(in oklab, ${accent} ${pct}%, ${base})`
// body mix(accent, 6%, var(--background))
// border mix(accent, 20%) · chip mix 12/45
// accent = var(--color-<hue>-500) ⇒ survives light/dark