Animated bento feature grid for a product site
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Animated bento feature grid for a product website, where each tile plays a small scene showing what the feature does. Generated with Opus 5.5 from a detailed prompt the creator shares in the post.
Full prompt5,215 chars
# Small animations for a product site's feature tiles Give every tile in my site's feature grid a small animation: a tiny scene that shows what the feature does. ## 0. Before you build - Read the project: find out the tech stack (plain HTML/CSS, React, Vue, Svelte, Astro, Tailwind, Framer Motion…) and build it the way the project already does. Don't add an animation library unless the project already uses one. - Ask me which look to use: A. The Lumno material below, as written. B. My product's own style: take the colors, radii, borders and shadows from my existing design tokens and components, and keep only the structure and motion rules from this prompt. C. A mix: the Lumno material in my brand's accent color and radii. - Picking features: if I named features, animate those. If not, read the product's site, docs or code, list 3–5 features that a short scene can explain, and let me pick. ## 1. Lumno material (option A) Overall: quiet, neutral, precise. Hairlines instead of borders, soft shadows tinted warm, no gradients or color washes, one accent color. - Grid: one card with an outer radius of 28px. Cells are separated by 1px hairlines (a 1px grid gap over a hairline color). Cells are white. The card has a faint hairline ring and a soft shadow. - Art panel: inset 8px from the cell edge, with a radius of the card radius minus the inset (20px), so corners stay concentric. - Fill #fafafa, plus an inner 1px ring: box-shadow: inset 0 0 0 1px rgba(32,38,46,.07). - Texture: background: repeating-linear-gradient(-45deg, rgba(32,38,46,.06) 0 1px, transparent 1px 7px). - The scene sits centred on the panel, about 126×118px. - Text bars: body bars 4px tall with a 2px radius in #e5e9ef; heading bars 5px tall in #cdd4de. Vary the widths (34–92px). - Mini windows and cards: white with a 9px radius. - Shadow: 0 0 0 1px rgba(47,42,34,.06), 0 8px 20px -10px rgba(47,42,34,.25). - Tab strip: 20px tall, #eef1f5. Tabs: 16px tall with 6px top corners; the active tab is white. - Favicons: 10px. - Inner surfaces such as charts or fields: #f4f6fa. Secondary data: #b9c9e0. Accent: #3462ad, used only on the result. - Icon chip (top-left of each tile): 32px, 10px radius, 1px border rgba(32,38,46,.1), white, shadow 0 1px 2px rgba(32,38,46,.05), a line-style glyph in #4b5563. - Text color: a warm near-black, #2f2a22. - Hover: the cell darkens to about 2.5% grey; the panel goes to #f4f5f6 with its ring at .09; the icon chip grows 32→36px from its top-left corner, its glyph turns to the text color, and its shadow deepens slightly. - Dark mode (suggested values; keep the same relationships): - Cells #17181a, panel #1d1f22, inner ring rgba(255,255,255,.06), texture rgba(255,255,255,.04). - Body bars #2c2f34, heading bars #3a3e45. - Windows #24272b with a 1px rgba(255,255,255,.06) outline and a shadow of 0 8px 20px -10px rgba(0,0,0,.6). - Tab strip #1a1c1f, accent #6f9bea, text #ecebe8. ## 2. Scene - One idea per tile: 2–4 moves that show "action → result", such as "click → a small window opens" or "change here → the other side syncs". - Abstract wireframes only: no screenshots and no real text. Use at most one small icon where something needs to be recognisable. - Motion: ease-out for movement, cubic-bezier(.22,1,.36,1); a slight spring for appearing, cubic-bezier(.34,1.4,.64,1). Each move takes 250–600ms; the whole scene is done in about 3s. - Icon chip: when the tile plays, its glyph redraws stroke by stroke (draw, pop or slide per part), then hands back to the solid icon. ## 3. Playback - Resting styles are the final frame. Animations only describe where things come from (fill-mode: both or equivalent), so reduced motion shows the result and an interrupted play never jumps. - The art panel fades in (opacity, plus translateY 6px and scale .97 to none) as its tile first plays. - Play once in view: when about 70% of the tile is visible, wait ~200ms, then play. Tiles that enter together go ~250ms apart, in reading order. Stop on the final frame. - One "played" state (a class or data attribute) drives every animation in the tile. To replay: remove it, force a reflow, add it back (or re-key in a framework). - On mouse hover (mouse only) or keyboard focus, replay: blur the final frame out over ~160ms (blur 6px, opacity 0), restart under the blur, then clear it. Don't restart a play that hasn't finished. - Optional loop on hover: while the pointer stays on the tile, replay again ~600ms after each play ends. When the pointer leaves, finish the current play and rest on the final frame. - Touch: a tap follows the tile's link; nothing depends on hover. - prefers-reduced-motion: reduce: no animation; show the final frame. ## 4. Colors and dark mode - Every color is a variable on the art panel (panel, ring, texture, bars, windows, tab strip, accent, shadow); no hard-coded colors in the rules. - Follow prefers-color-scheme, and the project's manual theme switch too (a class or data-theme), if it has one. - Check it in both light and dark. ## 5. Delivery - Mark the art as decorative (aria-hidden) and keep translatable text out of it. - Check it in a real browser: first play, hover replay, keyboard focus, reduced motion, dark mode and a phone-width layout.
Source: the original post. Kept in its original language, unedited.
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Original post: https://x.com/Kubai087/status/2115393082472681875
All works are open data at GitHub · awesome-opus-5.5-video.
Model attribution is as stated by the creator and was not independently reproduced. View counts are a snapshot from 2026-10-30. The work belongs to its creator; DM @GoSailGlobal on X for corrections or removal.
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