Scroll-Scrub Live Architecture Demo
Pinned viewport mapping user scroll position directly to animation state.
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Client Requirements & Technical Considerations
3D product frame sequence specifications (Blender / Cinema 4D) and site loading / performance considerations.
1. Product Frame Sequence Requirements (Blender / Cinema 4D)
To implement 3D product scroll-scrub animations, the 3D team / client needs to render and export an image frame sequence according to the following specifications:
| Specification | Requirement | Notes / Recommendations |
|---|---|---|
| Export Format | .webp or .png sequence |
Lossless/High-quality WebP is strongly preferred (70% smaller file size than PNG). |
| Frame Count | 60 โ 120 frames total | 60 frames is usually sufficient for a 360ยฐ rotation or disassembly; 120 frames gives ultra-smooth scrubbing. |
| Naming Convention | frame_0001.webp to frame_0120.webp |
Zero-padded 4-digit numeric sequencing simplifies automated programmatic preloading. |
| Background | Transparent (Alpha) OR exact Hex background | If background is transparent, ensure crisp edge anti-aliasing without white halo fringe. |
| Resolution | 1920ร1080 (Desktop), 1080ร1080 (Square/Mobile) | Crop tightly around the product bounding box to avoid wasted transparent pixels. |
| Camera & Lighting | Locked camera / smooth continuous interpolation | Ensure lighting is baked consistently across all rendered frames with no sudden flicker. |
2. Important Note on Site Loading & Performance
โ ๏ธ Network & Loading Bottleneck Warning
Because scroll-driven frame scrubbing requires pre-rendering multiple image frames (e.g., 60โ120 frames), total asset payload can quickly reach 15MB โ 40MB+ if not optimized. This will cause noticeable page load delays, high data consumption on mobile, or stuttering during initial scroll if frames are still downloading over slow connections.
๐ก Recommended Performance & Optimization Strategy
1. WebP Compression: Keep each frame under 30KBโ60KB through WebP compression.
2. Progressive Loading: Load critical keyframes first (every 5th frame), render immediately, and fetch intermediate frames in the background via requestIdleCallback.
3. Canvas Offscreen Buffering: Pre-cache loaded ImageBitmap objects to memory so canvas draws run at consistent 60fps without GC stutter.
4. Mobile Fallback: On mobile devices, serve lower resolution (720p) or a reduced 40-frame sequence to save bandwidth.