Display Doctrine
The visual identity and motion language shared by every EO long-form video diagram — palette, the Trauma Gut signature, the entrance/hold/exit beat, and how one diagram now adapts across long and short video formats. Quick reference; the full technical mechanics live in the doc.
Doc →A closed set, five colors
Nothing outside this set ships on a diagram. Gold is reserved for emphasis and for the Trauma Gut identity — it is never a default color.
The Trauma Gut cell
Built once for the double-character crossover square variant, reused since so it reads as one continuous character across diagrams. Ring, fill and text are identical everywhere it appears; the glow (below) was added later, only on the two-walls tension diagram — not yet part of every instance.
Entrance → Hold → Exit
The standard three-beat structure for a diagram's lifetime. Continuous motifs (a wall's shake, a strand's sway) run underneath the whole way through, timed to end exactly when the exit begins — never frozen before it, never running past it.
Entrance
Elements fade or drop in with staggered delays. The Trauma Gut cell, when present, drops onto an already-visible composition and lands — it never appears on an empty frame.
Hold
Fully assembled, message duration. Shake/sway/pulse motifs keep the frame feeling alive without competing with the composition itself.
Exit
Everything fades out together, in one pass, via a single wrapper's opacity — not element by element.
One source, long and short
The newest addition (31/07/2026): a diagram built once can serve a 16:9 long-form cut and a 1:1 or 9:16 short cut from the same centered composition, instead of being rebuilt per format.
Glow falloff, validated 31/07/2026 — the ambient background glow (see the Trauma Gut cell above) reads as a spotlight on the subject if it fades to fully transparent before reaching the frame edges. Push the gradient radius past the farthest corner instead, kept faint at the edge (down to ~1.4% opacity) rather than zero, so the whole frame feels lit. Peak intensity stays subtle either way (~9%).
Measure, don't assume
Standing rule for anything geometric in this system. The full method is in the doc; the short version:
Finite duration, always
The render pipeline computes total length from every animation's delay + activeDuration. animation-iteration-count: infinite breaks it. Continuous motifs use a bounded, often fractional, count instead.
Measure the rendered output
getScreenCTM() caught a real bug code review missed: a static rotation attribute stacking with a CSS animation, doubling a 9° tilt to 18°.
Check at the rest angle
A shaking element only sits at its true construction angle at specific instants in its cycle. Verify touching-precision there, not mid-wobble.
Show options, not one guess
For a genuinely new creative call (an arrow tip, a strand style), concrete side-by-side options come before a final version — not after.