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UI motion

MacOS AirPods-based air mouse app and launch site

MacOS AirPods-based air mouse app and launch site is a 35.8-second Claude Opus motion design reference by @0xMovez, built around Three.js. [Note: the creator shared a partial prompt. Copy this UI motion prompt, keep the creator's frame counts and palette, and adapt the subject for your own launch film.

@0xMovezView post

Prompt

[Note: the creator shared a partial prompt. Wording below is theirs.] GOAL: Build "PodMouse": a native macOS menu bar app that turns AirPods into an air mouse, plus its launch site, from scratch. MOTION: Aim the open case to move the pointer, tap it to click. Or wear the AirPods and point with your head. Credit m-afham/AirCursor (MIT) as the base of the pointer mapping. Use no code from repositories without a licence. The AirPods 4 model must be our own work. Keep the name, logo and copy original, and state that the project is not affiliated with Apple. ## How to work 1. Hardware first, UI later. Build `--probe [secs]` and `--record <csv>` before any interface. `--record` guides me through labelled moves in the notch: rest, slow sweeps, fast sweeps, taps, twists, lid ajar, lid closed. Tune nothing without a recording. 2. Write the core first: `PodMouseCore`, pure Swift, no UI and no hardware. Everything compiles against `MotionFrame`. Commit a real recording as a fixture, and have the tests replay it. 3. I judge the cursor by feel, not you by metrics. Start from the simple mapping below. Don't add hysteresis, one-euro filters or axis snapping to improve a number: that version scored better and felt terrible. Once I approve the feel, nobody changes the pointer code. 4. Design before code. Make 3 different visual concepts as clickable HTML mockups. Let me pick and give feedback, then build. 5. Build in parallel with sub-agents in separate git worktrees: the app UI and the site. No two agents edit the same file. Nothing reaches main without my approval. 6. After the build, run a separate HONESTY agent. It checks every claim on the site and in the README against code or recordings, and removes what it can't prove. 7. Verify for real: run the app with my actual AirPods and show me screenshots. Tests passing doesn't mean the pointer works. ## Stack - Swift 6 tools, language mode 5, macOS 15+. SwiftPM targets: PodMouseCore, PodMouse, PodMouseCoreTests. MenuBarExtra + LSUIElement. No sandbox. - CMHeadphoneMotionManager for motion, CGEvent for pointer output (needs Accessibility), AXUIElement to probe what is clickable, MPRemoteCommandCenter for stem presses, Carbon hotkeys, CoreAudio to route sound to the AirPods. - SceneKit for the 3D model, Metal for the aura. Mesh exported from three.js. - Site: Vite + three.js on Vercel, with `site/` as the root directory. No framework. ## Hardware facts (measured on AirPods 4, re-check on yours) - Motion arrives at about 50 Hz, only while the AirPods are the active audio output. Keep a silent audio stream running. - With Automatic Ear Detection on, motion stops outside the ears and AirPods in the case aren't an audio device. With it off and the lid open, motion keeps flowing. - A lid ajar by 2–3 mm kept streaming in one recording. A fully closed lid disconnects. Never promise closed-lid use.
Author original
Build "PodMouse": a native macOS menu bar app that turns AirPods into an air mouse, plus its launch site, from scratch. Aim the open case to move the pointer, tap it to click. Or wear the AirPods and point with your head. Credit m-afham/AirCursor (MIT) as the base of the pointer mapping. Use no code from repositories without a licence. The AirPods 4 model must be our own work. Keep the name, logo and copy original, and state that the project is not affiliated with Apple. ## How to work 1. Hardware first, UI later. Build `--probe [secs]` and `--record <csv>` before any interface. `--record` guides me through labelled moves in the notch: rest, slow sweeps, fast sweeps, taps, twists, lid ajar, lid closed. Tune nothing without a recording. 2. Write the core first: `PodMouseCore`, pure Swift, no UI and no hardware. Everything compiles against `MotionFrame`. Commit a real recording as a fixture, and have the tests replay it. 3. I judge the cursor by feel, not you by metrics. Start from the simple mapping below. Don't add hysteresis, one-euro filters or axis snapping to improve a number: that version scored better and felt terrible. Once I approve the feel, nobody changes the pointer code. 4. Design before code. Make 3 different visual concepts as clickable HTML mockups. Let me pick and give feedback, then build. 5. Build in parallel with sub-agents in separate git worktrees: the app UI and the site. No two agents edit the same file. Nothing reaches main without my approval. 6. After the build, run a separate HONESTY agent. It checks every claim on the site and in the README against code or recordings, and removes what it can't prove. 7. Verify for real: run the app with my actual AirPods and show me screenshots. Tests passing doesn't mean the pointer works. ## Stack - Swift 6 tools, language mode 5, macOS 15+. SwiftPM targets: PodMouseCore, PodMouse, PodMouseCoreTests. MenuBarExtra + LSUIElement. No sandbox. - CMHeadphoneMotionManager for motion, CGEvent for pointer output (needs Accessibility), AXUIElement to probe what is clickable, MPRemoteCommandCenter for stem presses, Carbon hotkeys, CoreAudio to route sound to the AirPods. - SceneKit for the 3D model, Metal for the aura. Mesh exported from three.js. - Site: Vite + three.js on Vercel, with `site/` as the root directory. No framework. ## Hardware facts (measured on AirPods 4, re-check on yours) - Motion arrives at about 50 Hz, only while the AirPods are the active audio output. Keep a silent audio stream running. - With Automatic Ear Detection on, motion stops outside the ears and AirPods in the case aren't an audio device. With it off and the lid open, motion keeps flowing. - A lid ajar by 2–3 mm kept streaming in one recording. A fully closed lid disconnects. Never promise closed-lid use.

Questions

What is this ui motion prompt for?

It is a Claude Opus motion design brief for “MacOS AirPods-based air mouse app and launch site”. Paste it into Claude and keep the timings already written in the prompt.

Where is the original film?

The creator is @0xMovez. Use View post to open the X video this prompt belongs to.

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