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docs: launch asset set (GIFs, screenshots, logo lockup) + shared capture pipeline - #53

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a-baran-orhan merged 3 commits into
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docs/launch-gif-set
Jul 13, 2026
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docs: launch asset set (GIFs, screenshots, logo lockup) + shared capture pipeline#53
a-baran-orhan merged 3 commits into
mainfrom
docs/launch-gif-set

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Description

Adds the Phase 2 "launch ammunition" — a set of shareable visual assets rendered directly from the real playground, plus the tooling to regenerate them. No product/source code changes; this is docs + capture scripts only.

Assets added

  • Launch GIFs (docs/launch-media/): wall-sit, jumping-jacks, jab-cross, dead-bug — tight looping clips, all <3MB. jumping-jacks (the Mixamo clip) is the lead/"money" GIF.
  • Static screenshots (docs/launch-media/): play-desktop.png (editor+viewer), play-transport.png (transport close-up), play-mobile.png — all rendered at 2× device scale.
  • Logo lockups (docs/brand/): posecode-logo.png (transparent) and posecode-logo-dark.png (ink bg) — the lime figure glyph + Pose/code wordmark in the real brand font (Hanken Grotesk), for profiles / Product Hunt / decks.

Tooling added / changed

  • scripts/lib/gif-capture.mjs — extracted the capture core into a shared lib with a reusable bootPlayground / gotoDoc helper and an optional per-target vertical crop anchor.
  • scripts/capture-gifs.mjs — refactored into a thin wrapper over the shared lib (behaviour unchanged; still emits the README GIF set).
  • scripts/capture-launch-gifs.mjs — new entry point for the launch GIF set → docs/launch-media/.
  • scripts/capture-screenshots.mjs — new: the three /play screenshots at 2×.
  • scripts/capture-logo.mjs — new: the two logo lockups.

Why

The project is visual, so the visuals are the marketing. Rendering every asset from the live playground (headless Chromium driving the real Three.js viewer) guarantees they stay pixel-identical to what visitors see — there's no second render path to drift out of sync. Consolidating onto one capture core means future asset refreshes are a single command.

Type of Change

  • Documentation update
  • Tooling (capture scripts) — additive, not wired into build

Regenerate

node scripts/capture-launch-gifs.mjs      # the 4 launch GIFs
node scripts/capture-screenshots.mjs      # the 3 /play screenshots
node scripts/capture-logo.mjs             # the 2 logo lockups
node scripts/capture-gifs.mjs             # the README GIF set (unchanged)

Checklist

  • Code follows project style; self-reviewed
  • npm run typecheck passes
  • No product/source code touched — changes are .mjs scripts + image assets only
  • npm run build / npm test — not run (no TypeScript/source changes; scripts are standalone dev tooling)

Reviewer notes: the capture scripts require a Playwright Chromium binary (resolved via POSECODE_CHROMIUM / PLAYWRIGHT_BROWSERS_PATH, falling back to playwright-core). They are manual dev tools, intentionally not part of npm run build.

Adds the Phase 2 launch-asset GIFs (wall-sit, jumping-jacks, jab-cross,
dead-bug) in docs/launch-media/, rendered from the real playground.

Extracts the capture core into scripts/lib/gif-capture.mjs (with an
optional per-target vertical crop anchor) so the README pipeline
(capture-gifs.mjs) and the new launch pipeline (capture-launch-gifs.mjs)
share one implementation.
Phase 2 "static images" set, all rendered from the real playground at 2x:
- docs/launch-media/play-{desktop,transport,mobile}.png — editor+viewer,
  transport close-up, and mobile viewport of /play (jumping-jacks hero frame)
- docs/brand/posecode-logo{,-dark}.png — logo lockup (lime figure + Pose/code
  wordmark in Hanken Grotesk) on transparent and ink backgrounds

Adds scripts/capture-screenshots.mjs and scripts/capture-logo.mjs, and
extends scripts/lib/gif-capture.mjs with a shared bootPlayground/gotoDoc
helper (the GIF core now reuses it, so there is one boot path).
@vercel

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Project Deployment Actions Updated (UTC)
posecode Ready Ready Preview, Comment Jul 13, 2026 9:14pm

@a-baran-orhan
a-baran-orhan merged commit fed21ab into main Jul 13, 2026
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