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oversized-cursor

House-style oversized macOS cursor technique for HyperFrames launch videos. Load whenever a scene involves cursors or a pointer-led action, when kicking off a UI scene, when igniting a morph/transition/typing run with a click, or when a scene reads as static, dead, or stale and needs a cheap high-yield source of motion to carry the viewer's eye and segment them out of the stale state. Covers cursor size/look (incl. brand-motif cursors), the off-screen entry law, tip-targeting and the click tap, click-ignites-the-next-beat, and exit / cross-scene handoff.

DeepseekModel Curated skill Quality Excellent · 90 v1.0.0

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name oversized-cursor description House-style oversized macOS cursor technique for HyperFrames launch videos. Load whenever a scene involves cursors or a pointer-led action, when kicking off a UI scene, when igniting a morph/transition/typing run with a click, or when a scene reads as static, dead, or stale and needs a cheap high-yield source of motion to carry the viewer's eye and segment them out of the stale state. Covers cursor size/look (incl. brand-motif cursors), the off-screen entry law, tip-targeting and the click tap, click-ignites-the-next-beat, and exit / cross-scene handoff. Oversized Cursor — the eye-carrier A deliberately oversized macOS-style pointer that travels the frame as a visible protagonist : it enters from off-screen, walks the viewer's eye to the next point of interest, clicks to cause the next thing that happens, and leaves. Production-proven across multiple launch films. Why it exists. Big cursor movement is one of the cheapest high-yield motion sources in a launch video: one element, transform-only tweens, and it (1) brings the eye across the screen on scenes that would otherwise read as dead, (2) gives causal ignition to morphs/transitions ("the click did that"), and (3) segments the eye out of a stale state when kicking off a new scene or a complex animation sequence. Bigger is better — an actual-size cursor disappears at video scale. Size & look (house convention) Full-frame scenes: 7cqw (≈134px at 1920). In-mock / small-frame variants: 4.6–5.5cqw . Never smaller. One SVG arrow geometry everywhere. Two proven fills — white body + black stroke, or black body ( #1c1c1c ) + white stroke (1.4px). Pick per scene contrast, keep it constant per film. Brand-motif cursors (the power play). The macOS arrow is the DEFAULT, not a mandate. When the subject brand has a recognizable cursor identity — a collaborative design tool's colored multiplayer arrow with a name tag (Figma-style), a creative suite's precision crosshair, a distinctive product pointer — use THAT cursor instead: instantly legible brand language for anyone who knows the product. Same laws apply unchanged (oversized scale, physical entry/exit, tip-targeting, click-ignition), and a name-tag variant travels as one rigid unit (tag trailing the arrow). Reach for it only when the motif is genuinely referenceable; a cursor nobody recognizes is just a weird arrow — default back to macOS. filter: drop-shadow(0 4px 6px rgba(0,0,0,.3)) , pointer-events: none , z-index above all scene content, will-change: transform . #root .cursor { position : absolute; left : 48% ; top : 115% ; /* off-screen below — the resting pose IS off-screen */ width : 7 cqw; height : 7 cqw; z-index : 20 ; filter : drop-shadow ( 0 4px 6px rgba ( 0 , 0 , 0 , 0.3 )); pointer-events : none; will-change : transform; } Entry law — physical, never revealed The cursor always enters from off-screen (canonical: from below, top:115–120% ) and travels to its first target in one decelerating glide. It must feel like it entered the room . Never opacity-fade it in at a resting position, never mask-reveal it — that reads as a glitch (a real, repeatedly observed failure mode). Default path: straight up the y-axis to the target — no fragmented diagonals. A diagonal is fine when it IS the story (entering toward an off-axis target), but it is one continuous vector either way. duration: 0.4–0.92s , ease: power3.out , immediateRender: false on the fromTo. tl. fromTo ( cursor, { left : "48.6%" , top : "115%" }, { left : "48.6%" , top : "55%" , duration : 0.85 , ease : "power3.out" , immediateRender : false }, 0.25 , ); Tip-targeting & the click tap The hot-spot is the arrow TIP, not the box center. Land the tip on the target's center, and pivot all press scaling on the tip: transformOrigin: '21% 14%' (for the house arrow path in a 24-unit viewBox). Click = asymmetric compress/expand (1:2 ratio reads as a real tap): tl. to (cursor, { scale : 0.84 , duration : 0.1 , ease : "power2.in" , transformOrigin : "21% 14%" }, t); tl. to ( cursor, { scale : 1 , duration : 0.22 , ease : "power2.out" , transformOrigin : "21% 14%" }, t + 0.1 , ); The target's reaction is a separate, parallel tween (button: scale: 0.94 + press color/shadow, starting at the same t ). Cursor-only taps (e.g. focusing a text input) get NO target reaction. Pair with cursor-click-ripple / press-release-spring for the target side. The click IGNITES the next beat Never let a morph, typing run, window transform, or scene-defining animation simply start . Park the cursor on the trigger and let the click cause it, same-frame: click ▸ menu/submenu cascade, toggle flip click ▸ typing kickoff into an input click ▸ composer morph-down / window shrink click ▸ logo ignition / flight launch click ▸ play-state flip + UI-life wake in a product mock During long beats it doesn't own (typing, narration), the cursor drifts aside (0.5–0.9s, power2.out ) — never sits frozen on top of the action, never wobbles idly. Exit law & cross-scene handoff Two sanctioned exits — both physical, never an opacity fade in place : Leave the frame : accelerate off the nearest edge with power2.in ( left:'118%' , left:'-12%' , or top:'116%' ), 0.5–0.7s. Cut-the-curve handoff : in the final ~0.3s before a hard cut, the cursor starts accelerating ( power2.in ) toward the NEXT scene's first click point, covering the first ~1/3 of that path; the next composition gsap.set s the cursor at the handoff pose and continues with power2.out at matched velocity. The cursor itself becomes the carrier element that stitches the seam: // scene A, last 0.3s — start the journey: tl. to (cursor, { left : "40.7%" , top : "63.7%" , duration : 0.3 , ease : "power2.in" }, CUT - 0.3 ); // scene B, t=0 — finish it at matched velocity: gsap. set (cursorB, { left : "40.7%" , top : "63.7%" }); tl. to (cursorB, { left : "22%" , top : "45%" , duration : 0.6 , ease : "power2.out" }, 0 ); Checklist ≥ 7cqw full-frame (4.6–5.5cqw inside a mock) — when unsure, bigger enters from off-screen on one continuous vector (no fade/mask reveal) tip lands on the target center; press pivots on transformOrigin: '21% 14%' every click causes something, same-frame drifts aside during beats it doesn't own; zero idle wobble exits physically (off-frame or cut-the-curve handoff) — no fade-in-place
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