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Balance — the tipping point

Variant: Tipping point

A standing block pushed twice around the same corner: the first lean peaks at 17 degrees, centre still short of the plumb line, and gravity hauls it back; the second passes 26 and the same gravity finishes the job. The tell is the creep — at the balance point the block has no speed left, so time visibly slows before the commit — and the fall that follows is an honest ease-in, a body accelerating rather than an element entering. The centre-of-mass dot cuts clay to rust on the exact frame it crosses the line: a verdict, not a mood. Use it wherever a threshold deserves to be felt — destructive confirms, swipe-to-commit, any control with a point of no return.

physicsdiagramloop

The source

A complete HTML document. Paste it into an empty .html file and it plays — no stylesheet, script, font, or image to fetch.

<!doctype html>
<html lang="en">
  <head>
    <meta charset="utf-8" />
    <meta name="viewport" content="width=device-width, initial-scale=1" />
    <title>Balance — the tipping point</title>
    <style>
      :root {
        /* Neutrals — fixed, never remixed. */
        --ivory: #faf9f5;
        --paper: #ffffff;
        --oat: #e3dacc;
        --slate: #141413;

        /* Knobs — the remix API. A knob exists iff declared here and used below. */
        --hue: 38.8;
        --lift: 0;
        --chroma: 1;
        --round: 1;
        --speed: 1;

        /* Accents — derived from the knobs with the family's offsets baked in,
           so one hue roll moves them together. Defaults reproduce the original hex. */
        --clay: oklch(calc(0.6724 + var(--lift)) calc(0.1308 * var(--chroma)) var(--hue));
        --clay-d: oklch(calc(0.5797 + var(--lift)) calc(0.127 * var(--chroma)) var(--hue));
        --olive: oklch(
          calc(0.6118 + var(--lift)) calc(0.0713 * var(--chroma)) calc(var(--hue) + 88.3)
        );
        --rust: oklch(
          calc(0.5408 + var(--lift)) calc(0.1357 * var(--chroma)) calc(var(--hue) - 10.3)
        );

        /* Clock — every duration in the document runs off --t. */
        --cycle: 5.6s;
        --t: calc(var(--cycle) / var(--speed));

        --ease-out: cubic-bezier(0.23, 1, 0.32, 1);
        --ease-in-out: cubic-bezier(0.77, 0, 0.175, 1);
        /* The fall. Ease-in is banned on UI and correct here for the same
           reason the split-flap uses it: this is a body accelerating under
           gravity, not an element answering a person. */
        --ease-accent: cubic-bezier(0.55, 0, 0.88, 0.4);
      }

      * {
        box-sizing: border-box;
        margin: 0;
        padding: 0;
      }

      body {
        min-height: 100vh;
        display: grid;
        place-items: center;
        background: var(--ivory);
        font-family:
          system-ui,
          -apple-system,
          'Segoe UI',
          Roboto,
          sans-serif;
        color: var(--slate);
      }

      .stage {
        display: grid;
        gap: 10px;
        width: 240px;
      }

      .cap {
        font-size: 11px;
        letter-spacing: 0.04em;
        color: color-mix(in srgb, var(--slate) 52%, transparent);
      }

      .scene {
        position: relative;
        width: 240px;
        height: 140px;
      }

      .ground {
        position: absolute;
        left: 0;
        right: 0;
        top: 126px;
        height: 2px;
        background: var(--oat);
      }

      .rig {
        position: absolute;
        inset: 0;
        animation: rig-cycle var(--t) linear infinite;
      }

      /* The plumb line over the pivot corner — the only line in the piece that
         matters. Everything left of it, gravity restores; everything right of
         it, gravity finishes. */
      .plumb {
        position: absolute;
        left: 120.25px;
        top: 72px;
        width: 1.5px;
        height: 54px;
        background: repeating-linear-gradient(
          to bottom,
          color-mix(in srgb, var(--slate) 30%, transparent) 0 4px,
          transparent 4px 9px
        );
        /* Over the block, not under it: the lean sweeps across this line at
           the exact moment the verdict lands, and a hidden threshold is no
           threshold at all. */
        z-index: 1;
      }

      /* Pivot: the bottom-right corner. Critical angle for a 30x62 block is
         atan(15/31), just under 26 degrees. */
      .block {
        position: absolute;
        left: 91px;
        top: 64px;
        width: 30px;
        height: 62px;
        border-radius: calc(4px * var(--round));
        background: var(--paper);
        border: 1.5px solid var(--oat);
        transform-origin: 100% 100%;
        animation: lean var(--t) infinite;
      }

      /* The centre of mass, riding inside the block. Its colour is the
         verdict: a rust face stacked on the clay dot, stepped on the frame
         the centre crosses the plumb — a state change, not a mood. */
      .com {
        position: absolute;
        left: 10.5px;
        top: 27.5px;
        width: 7px;
        height: 7px;
        border-radius: 50%;
        background: var(--clay);
      }

      .com::after {
        content: '';
        position: absolute;
        inset: 0;
        border-radius: 50%;
        background: var(--rust);
        opacity: 0;
        animation: verdict var(--t) steps(1, end) infinite;
      }

      .finger {
        position: absolute;
        left: 40px;
        top: 78px;
        width: 9px;
        height: 9px;
        border-radius: 50%;
        background: var(--clay-d);
        animation: push var(--t) infinite;
      }

      /* Two pushes, one line. The first peaks at 17 degrees — centre still
         left of the corner — so gravity hauls it back and it rocks out on its
         base. The second carries it to 28: past the plumb the block creeps,
         nearly weightless, then the same gravity that refused the first push
         finishes this one. The creep is the piece — at the point of balance a
         body has no speed left, so time visibly slows there. */
      @keyframes lean {
        0%,
        6% {
          transform: rotate(0deg);
          animation-timing-function: var(--ease-out);
        }
        12% {
          transform: rotate(17deg);
          animation-timing-function: var(--ease-accent);
        }
        18% {
          transform: rotate(0deg);
          animation-timing-function: var(--ease-out);
        }
        20% {
          transform: rotate(2.2deg);
          animation-timing-function: var(--ease-accent);
        }
        22.5% {
          transform: rotate(0deg);
          animation-timing-function: var(--ease-out);
        }
        24% {
          transform: rotate(0.7deg);
          animation-timing-function: var(--ease-accent);
        }
        25.5%,
        36% {
          transform: rotate(0deg);
          animation-timing-function: var(--ease-out);
        }
        43% {
          transform: rotate(26.5deg);
          animation-timing-function: linear;
        }
        47.5% {
          transform: rotate(28.5deg);
          animation-timing-function: var(--ease-accent);
        }
        54% {
          transform: rotate(90deg);
          animation-timing-function: var(--ease-out);
        }
        56% {
          transform: rotate(84.5deg);
          animation-timing-function: var(--ease-accent);
        }
        58.5% {
          transform: rotate(90deg);
          animation-timing-function: var(--ease-out);
        }
        60% {
          transform: rotate(87.8deg);
          animation-timing-function: var(--ease-accent);
        }
        61.5%,
        93% {
          transform: rotate(90deg);
        }
        94%,
        100% {
          transform: rotate(0deg);
        }
      }

      /* The finger tracks the face it is pushing and exists only while it has
         business here — it arrives for each shove and withdraws after,
         because a hand parked in the frame is a second actor with no role.
         When the block commits it holds its ground and fades where it stands:
         the fall is not its doing, and a hand chasing home mid-fall would
         claim otherwise. */
      @keyframes push {
        0%,
        3% {
          transform: translateX(0);
          opacity: 0;
          animation-timing-function: var(--ease-in-out);
        }
        6% {
          transform: translateX(43px);
          opacity: 1;
          animation-timing-function: var(--ease-out);
        }
        12%,
        13.5% {
          transform: translateX(57px);
          opacity: 1;
          animation-timing-function: var(--ease-in-out);
        }
        18% {
          transform: translateX(14px);
          opacity: 0;
          animation-timing-function: var(--ease-in-out);
        }
        18.1%,
        30% {
          transform: translateX(0);
          opacity: 0;
          animation-timing-function: var(--ease-in-out);
        }
        34% {
          transform: translateX(43px);
          opacity: 1;
          animation-timing-function: var(--ease-out);
        }
        43% {
          transform: translateX(65px);
          opacity: 1;
          animation-timing-function: linear;
        }
        47.5%,
        49% {
          transform: translateX(67px);
          opacity: 1;
          animation-timing-function: ease;
        }
        52.5% {
          transform: translateX(67px);
          opacity: 0;
        }
        53%,
        100% {
          transform: translateX(0);
          opacity: 0;
        }
      }

      /* Cut on the frame the centre crosses the plumb — the ease-out lean
         passes the critical 25.8deg at 41.7% — not on the frame the fall
         becomes obvious. */
      @keyframes verdict {
        0%,
        41.6% {
          opacity: 0;
        }
        41.7%,
        100% {
          opacity: 1;
        }
      }

      /* The block is stood back up between 93% and 94%, strictly inside the
         dark window — a fallen thing righting itself is the one frame this
         piece must never show. */
      @keyframes rig-cycle {
        0% {
          opacity: 0;
        }
        3%,
        86% {
          opacity: 1;
        }
        92%,
        100% {
          opacity: 0;
        }
      }

      @media (prefers-reduced-motion: reduce) {
        /* The rotation is the vestibular load and all of it goes. What stays
           is the geometry lesson at rest: the block, its centre, and the line
           the centre must not cross — with the centre breathing to say it is
           the thing to watch. */
        .rig {
          animation: none;
          opacity: 1;
        }

        .block {
          animation: none;
          transform: none;
        }

        .finger {
          animation: none;
          transform: none;
          opacity: 0;
        }

        .com {
          animation: rest-cue calc(var(--t) * 1.6) ease infinite;
        }

        .com::after {
          animation: none;
          opacity: 0;
        }

        @keyframes rest-cue {
          0%,
          100% {
            opacity: 0.5;
          }
          50% {
            opacity: 1;
          }
        }
      }
    </style>
  </head>
  <body>
    <div
      class="stage"
      role="img"
      aria-label="A standing block is pushed twice: the first lean stops short of the plumb line over its corner and gravity sets it back; the second carries its centre past the line, it hesitates at the balance point, then tips over and lands on its side"
    >
      <p class="cap">the centre decides &middot; short of the corner it recovers, past it it commits</p>
      <div class="scene">
        <div class="ground"></div>
        <div class="rig">
          <span class="plumb"></span>
          <span class="finger"></span>
          <div class="block"><span class="com"></span></div>
        </div>
      </div>
    </div>
  </body>
</html>

The variant family

Same idea, one axis moved. Compare them side by side before you commit.