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STARDUSTLC666STARDUSTLC666/dsh-hyperframes/skills/remotion-to-hyperframes/SKILL.md

remotion-to-hyperframes

Skill30 starsChanged 40 days agoMITView on GitHub

Bring existing video code or footage into HyperFrames and verify it frame by frame against the original - Remotion first, also Motion Canvas, Lottie, Three.js, p5.js, canvas or plain HTML/CSS animation, or renders from Manim, After Effects or Blender. Use to port, convert, migrate or reuse work made with another tool.

30 other projects use a version of this, 2 of them edited.

Adopted by

Most recently taken up by

Used with

Projects with it also use waapi, hyperframes-media and 8 more.

Other files people use alongside this one.

Files found in the same public projects as a version of this one, more often than they turn up anywhere else. Each project counts once, large collections count for less, and this file's own repository is left out.
  • anton-abyzovSkill

    waapi

    Web Animations API adapter patterns for HyperFrames. Use when authoring element.animate() motion, Animation currentTime seeking, document.getAnimations(), KeyframeEffect timing, fill modes, or native browser animations that must render deterministically in HyperFrames.

    Also in 5 projects that use this

  • anton-abyzovSkill

    hyperframes-media

    Asset preprocessing for HyperFrames compositions — text-to-speech narration (Kokoro), audio/video transcription (Whisper), and background removal for transparent overlays (u2net). Use when generating voiceover from text, transcribing speech for captions, removing the background from a video or image to use as a transparent overlay, choosing a TTS voice or whisper model, or chaining these (TTS → transcribe → captions). Each command downloads its own model on first run.

    Also in 10 projects that use this

  • soilmassSkill

    lottie

    Lottie animation format specification and usage. Use when exporting animations as Lottie JSON, working with dotLottie packages, or understanding Lottie capabilities and limitations. References LAC Lottie Spec v1.0 and dotLottie v2.0.

    Also in 5 projects that use this

  • FldicoahkiinSkill

    contribute-catalog

    Author a new HyperFrames registry block (caption style, VFX block, transition, lower third) or component (text effect, overlay, snippet) and ship it as an upstream PR to the hyperframes repo. Use ONLY when the user wants to CONTRIBUTE to the public catalog — for in-project caption/transition authoring use the `hyperframes` skill, for installing existing registry items use the `hyperframes-registry` skill.

    Also in 3 projects that use this

  • ElyzeSolutionsSkill

    captions-overlay

    Overlay doctrine for the embedded-captions workflow — the caption MODEL (drop / rail / embed) and the rule that captions are an OVERLAY composited on top of the film, never a reserved bottom band you shift content up to avoid. Load when adding captions/subtitles to a talking-head or launch video, when deciding whether a phrase should be dropped, ride the verbatim rail, or be promoted to a scarce embedded climax, when laying out a composition that will carry captions (do NOT reserve a keep-out band), or when centering a composition on the true frame center under captions. Quotes the rail+embed model from embedded-captions and constraint #13 (captions overlay, keep-out band retired) from the product-launch-video scene agent. Applies ON TOP of embedded-captions.

    Also in 3 projects that use this

  • ElyzeSolutionsSkill

    motion-doctrine

    GATEWAY — load FIRST before composing any HyperFrames animation or video. The high-level motion law that makes a multi-scene video feel like ONE continuous camera move instead of a stack of independently-animated slides. Covers the vector law (how you exit determines how you enter, incl. the Z scale-sign rule), the film's current, carrier elements, causal motion, the Seam Gate (build-gate enforcement), the ban on idle wobble (motion must PERFORM, not breathe), stillness-before-climax, and the sustained-motion routes. Routes to the low-level technique skills (cut-the-curve — the full catalog incl. waterfall entry + nudge curve, oversized-cursor, seam-craft). These rules SUPERSEDE generic / upstream motion guidance. [continuity, direction, vector, momentum, seam, transition, ease, performance, idle-motion, narrative-motion, film-grammar]

    Also in 3 projects that use this

  • +2 more from anton-abyzov
  • +2 more from ElyzeSolutions

The file

We split this skill into the rules it gives an agent

4 rules. 0 are common, 1 is distinctive, and 3 are very specific to this project.

  • 0

    Common

    Most of the 29 edited versions we read keep these.

  • 1

    Distinctive

    This author's own choices. Worth a look.

  • 3

    Very specific

    Tied to their project's names, files or tools. Probably skip.

  • Common
  • Distinctive
  • Very specific
  1. Distinctive:

    Plugin installs: Before setup or freshness commands, follow plugin execution rules when this skill is inside a HyperFrames plugin.

    line 6
  2. Very specific:

    Keep it editable: the source's props become data-composition-variables bound with data-var-text, data-var-src or var(--id).

    line 24
  3. Very specific:

    Write what didn't translate cleanly (dropped volume ramps, approximated presentations, substituted fonts) to TRANSLATION_NOTES.md.

    line 26
  4. Very specific:

    Before hand-building a named visual the source used, search npx hyperframes catalog --query "<the visual, in English>" --json: it ranks the …

    line 39

“Common” is measured: kept by at least 6 in 10 of the 29 edited versions of this file we could read. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.

Keep what fits and drop the rest. Your version, ready for your agents.
Files
SKILL.md

Plugin installs: Before setup or freshness commands, follow plugin execution rules when this skill is inside a HyperFrames plugin.

Import into HyperFrames

HyperFrames is the container: its tracks, sub-compositions and variables are editable in Studio whatever runs inside a clip. Bring each part in at the highest level it supports and record which level you used.

LevelForHowEditable in Studio afterwards
Nativecode that can become HTML + GSAP: most Remotion, HTML/CSS/GSAP animation, simple Motion Canvastranslate it, then verify frame by frameevery element; variables, catalog, presets apply
Hostedcode that can draw any requested frame in a browser: canvas, p5.js, Three.js, Lottie, WebGL, other JS animationkeep the code and drive it from HyperFrames timetiming, position, exposed parameters
Mediaanything that outputs video or frames: Manim, After Effects, Blender, PIL, moviepyrender to a file and use it as a clipcut, place, layer; not the pixels inside

Code that depends on wall-clock time, live physics or the network can only come in as media.

Native: translate, then verify

  1. For Remotion, run python3 <SKILL_DIR>/scripts/lint_source.py <source dir> first. Blockers (useState, useReducer, useEffect with dependencies, async calculateMetadata, React UI kits such as MUI, Chakra, Mantine, antd, shadcn, Radix, NextUI) don't translate: host them or refactor them out, never approximate (references/escape-hatch.md). Warnings (@remotion/lambda config, delayRender, useMemo, custom hooks) are dropped and noted.
  2. Translate to the /hyperframes contract: one sub-composition per scene, times in seconds (frame / fps), asset paths root-relative. Each Remotion API's equivalent is in references/api-map.md. Put Remotion's render-page rule * { box-sizing: border-box; } once in the root index.html <style>: without it every bordered or padded element grows by its border and padding.
  3. Keep it editable: the source's props become data-composition-variables bound with data-var-text, data-var-src or var(--id); each Sequence becomes a timed clip or a sub-composition; a reused component becomes one sub-composition mounted several times with data-variable-values.
  4. Compare frame by frame: npx hyperframes snapshot --at <t,…> --against <original.mp4> saves the original's frame at each time next to yours. Sample every scene and both sides of every cut; look for one late or recoloured element, not only the overall picture. For a scored check, scripts/render_diff.sh <original.mp4> <hf.mp4> <out> gives SSIM per frame and scripts/frame_strip.sh shows which frames diverged (thresholds per complexity tier in references/eval.md). Render the Remotion side with Config.setVideoImageFormat("png") and Config.setColorSpace("bt709"), or the diff measures the encoders (about 0.05 SSIM).
  5. Write what didn't translate cleanly (dropped volume ramps, approximated presentations, substituted fonts) to TRANSLATION_NOTES.md.
RemotionRead
Composition, defaultProps, schema, calculateMetadatareferences/parameters.md
Sequence, Series, Loop, AbsoluteFill, Freezereferences/sequencing.md
useCurrentFrame, interpolate, spring, Easing, interpolateColorsreferences/timing.md
Audio, Video, Img, IFrame, staticFile, delayRenderreferences/media.md
TransitionSeries, @remotion/transitionsreferences/transitions.md
@remotion/lottiereferences/lottie.md
@remotion/google-fonts, Font.loadFont, @font-facereferences/fonts.md
What can't be portedreferences/limitations.md

Before hand-building a named visual the source used, search npx hyperframes catalog --query "<the visual, in English>" --json: it ranks the whole registry with nothing installed.

Hosted

Keep the code and let HyperFrames own the clock: it draws the frame for the time it is given. The seek protocol and the built-in adapters for Lottie, Three.js, anime.js, WAAPI and CSS animations are in ../hyperframes/references/runtimes.md. No requestAnimationFrame loop or timer as the time source, seeded randomness only, and data-duration on the root when nothing else defines the length.

Media

<video class="clip" data-has-audio="true" src="assets/x.mp4" ...>, or muted when it is silent. Nothing else is needed.

In the final message, list each imported part with its level, what a person can change in Studio, and how the frame-by-frame comparison came out.

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