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All three GIFs share one knock timeline: first knock at 0.5 s, 0.3 s between knocks, and the action 0.4 s after the last knock. The knock kinds and timing loops are both 2.4 s, so they stay in step. Knocks move on eased keyframes: a small pull back, a speed-up into the contact, a slowing rebound, and a settle with a slight overshoot. The controllers swing from the wrist, bursts fly out behind them, and the controllers buzz after the action. In the hero, the panel cross-fades and the captions fade out, then rise in. The timing strip now runs in real time with 0.1 s ticks. Its dots pop in, labels fade in, the wait bracket grows with the playhead, and the strip fades out before it loops. The FrameDrop button moves into the second install step.