orbital-hud-motionlisted
Install: claude install-skill MAX-786/claude-3d-harness
# Orbital HUD Motion
Decorative circles are design elements, not filler. They must be derived from the reference composition and support the subject.
## Design rules
- Keep the avatar/subject dominant; rings should frame, not trap or overpower it.
- Derive radii, arc breaks, marker positions, and dash density from the reference image when possible.
- Separate layers:
- far/background aura: faint, slow, soft;
- mid orbit: thin arcs/dashes;
- markers/dots: sparse and synchronized;
- foreground accents: rare and short-lived.
- Prefer opacity/emission/dash phase over large rotation/scale changes.
- Never animate all rings in the same direction/speed; use subtle counter-motion/parallax.
- Do not include context rings in the base avatar mesh/export unless explicitly requested.
## Animation recipe
1. Create an `HUD_CONTEXT` collection separate from `AVATAR_BASE`.
2. Build arcs/dots from a manifest of normalized radii and angles.
3. Keyframe:
- dash offset or arc reveal;
- emission strength pulse;
- subtle rotation (1–12 degrees per loop, not full spin unless requested);
- marker opacity/scale blips at beats.
4. Render a contact sheet with subject-only and with-HUD views.
5. Reject if rings obscure the face/silhouette or dominate the frame.
## Hard rules
- No random full circles when the reference has broken arcs/dashed guides.
- No oversized markers unless the source has them.
- No HUD animation until static avatar baseline is locked.
- For GLB, use object