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forked from jeremy-prt/bloub

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SVG recreation of the x.ai bot avatar. One shape morphing through 14 states, measured off the reference video frame by frame.

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bloub

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An SVG recreation of the x.ai bot avatar: one filled black shape that morphs between 14 states, two white shapes for the eyes that morph independently, on a plain background. No animation library.

The avatar going through idle, wink, orbit and burst

Running it

bun install
bun run dev

Then open http://localhost:5190.

bun run test     # Vitest
bun run build    # strict type check, demo build, and package build

SolidJS, Vite, TypeScript, Tailwind 4, and Bun. No ESLint and no Prettier: strict TypeScript is the source gate, so run bun run build before you call something done.

What's in it

The rail on the left switches between three views. Customise offers 8 body shapes, 12 colours and 16 rest expressions, kept between visits. Animations is a small editor: arrange states into a timeline, set how long each is held, save the result. Settings holds the language (French, English or Chinese) and the credits.

Anything on screen can be exported: the avatar as SVG, PNG or an animated GIF, and a whole timeline as GIF or MP4. The still formats need no library at all, and the video encoder is only fetched the first time you ask for one.

Two URLs are worth knowing:

  • #planche: the 14 states side by side, frozen. Quick visual check.
  • #etat=orbit&stop: opens one state directly, playback paused.

The 14 states, frozen side by side

Why the numbers look arbitrary

They're measured, not chosen. The reference video was cut at 10 fps and each state measured off the frames: silhouettes by sub-pixel ray casting, eyes by capsule fitting, colours and stroke widths by direct sampling.

So the constants in the code are measurements, and rounding them to friendlier values breaks the resemblance, which is the only thing this project is trying to get right. A few are counter-intuitive enough to be worth knowing before you correct anything:

What you'd assume What the video shows
The eyes lean // They lean \\, around 26° off vertical
The body is a squircle It's a perfect circle, radial deviation under 0.7%
Transitions are springs Exponential ease-outs; the body never overshoots
The comet crosses the screen The dot stays put, the trail orbits it
The avatar floats at rest It doesn't. The life is gaze drift and blinking

docs/measurements.md has the rest, including how to regenerate the extracted profiles.

How it's put together

src/bot/ is framework-free and clock-free: engine.sample(t) is a pure function of time. Pausing, resuming, jumping to an arbitrary date and running tests all produce the same image, which is what makes the frozen state board and the DOM-less test suite possible.

docs/architecture.md The engine, radial-profile morphing, eyes as mask holes
docs/measurements.md What was measured, and regenerating profiles.ts
docs/intro.md The arrival sequence, and why it only plays one state
docs/interface.md Layout, the three-column scene, CSS traps
docs/export.md Exporting to SVG, PNG, GIF and MP4
docs/i18n.md The hand-rolled translation layer

Using the package

npm install @norbert_bodziony/bloub solid-js@2.0.0-rc.0 @solidjs/web@2.0.0-rc.0
# or: bun add @norbert_bodziony/bloub solid-js@2.0.0-rc.0 @solidjs/web@2.0.0-rc.0
import { createSignal } from 'solid-js'
import { BloubBot, defaultCycle, type BloubBotRef } from '@norbert_bodziony/bloub'

const [playing, setPlaying] = createSignal(false)
let bot: BloubBotRef | undefined

<BloubBot
  ref={(value) => (bot = value)}
  cycle={defaultCycle().blocks}
  playing={playing()}
  onPlayingChange={setPlaying}
/>

block is the playback cursor. A montage can play the same state twice, so the index identifies the current item. state follows it as an output. Pass frozenAt to render one exact frame with no animation loop. The component also exports a ref with svg, seek(index, offset?), and renderAt(seconds).

The package contains the complete avatar engine, all measured state transitions, shapes, colours, expressions, cycles, and gaze helpers. It does not contain the editor, Tailwind, export dialogs, video encoder, or application translations. solid-js and @solidjs/web stay peer dependencies, so an application keeps one Solid runtime. The package supports SolidJS 2, starting with 2.0.0-rc.0.

Props: size, shape, color, expression, paper, frozenAt, cycle, follow, gaze, ariaLabel, block, state, playing, elapsed, fps, autoPause, and initialPhase. Each playback value has a matching on...Change callback. See BloubBot.tsx for the details.

initialPhase starts the bot at that time of its cycle, in seconds. The component reads it once, on mount. Give each bot in a list a different value, and the bots do not breathe in step.

An animated bot costs a style recalculation, a layout and a paint per drawn frame, so its price is set by how often it draws and by how many of them are on screen. fps caps the rate — a 40 px avatar in a list is indistinguishable at 30 from the screen's 120 — and autoPause, on by default, stops the loop when the bot is off screen or its tab is in the background. Neither changes what the bot looks like while someone is watching it.

Changes

CHANGELOG.md, one entry per release — which is how you tell whether the copy you have carries a given fix.

License

MIT. See LICENSE.

Not affiliated with, endorsed by or connected to x.ai. It recreates the visual behaviour of their bot avatar as an exercise; "Grok" and "x.ai" belong to their owners. The MIT licence covers the code in this repository, not the design it imitates.

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SVG recreation of the x.ai bot avatar. One shape morphing through 14 states, measured off the reference video frame by frame.

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