oversized-cursor
edenfunf/reelmimic/.claude/skills/oversized-cursor/SKILL.md
House-style oversized macOS cursor technique for HyperFrames launch videos. Load whenever a scene involves cursors or a pointer-led action, when kicking off a UI scene, when igniting a morph/transition/typing run with a click, or when a scene reads as static, dead, or stale and needs a cheap high-yield source of motion to carry the viewer's eye and segment them out of the stale state. Covers cursor size/look (incl. brand-motif cursors), the off-screen entry law, tip-targeting and the click tap, click-ignites-the-next-beat, and exit / cross-scene handoff.
What's in it
- Oversized Cursor — the eye-carrier
- Size & look (house convention)
- Entry law — physical, never revealed
- Tip-targeting & the click tap
- The click IGNITES the next beat
- Exit law & cross-scene handoff
- Checklist
---
name: oversized-cursor
description: House-style oversized macOS cursor technique for HyperFrames launch videos. Load whenever a scene involves cursors or a pointer-led action, when kicking off a UI scene, when igniting a morph/transition/typing run with a click, or when a scene reads as static, dead, or stale and needs a cheap high-yield source of motion to carry the viewer's eye and segment them out of the stale state. Covers cursor size/look (incl. brand-motif cursors), the off-screen entry law, tip-targeting and the click tap, click-ignites-the-next-beat, and exit / cross-scene handoff.
metadata:
internal: true
---
# Oversized Cursor — the eye-carrier
A deliberately oversized macOS-style pointer that travels the frame as a _visible
protagonist_: it enters from off-screen, walks the viewer's eye to the next point of
interest, clicks to cause the next thing that happens, and leaves. Production-proven
across multiple launch films.
**Why it exists.** Big cursor movement is one of the cheapest high-yield motion sources
in a launch video: one element, transform-only tweens, and it (1) brings the eye across
the screen on scenes that would otherwise read as dead, (2) gives causal ignition to
morphs/transitions ("the click did that"), and (3) segments the eye out of a stale
state when kicking off a new scene or a complex animation sequence. Bigger is better —
an actual-size cursor disappears at video scale.
## Size & look (house convention)
- **Full-frame scenes: `7cqw`** (≈134px at 1920). In-mock / small-frame variants:
`4.6–5.5cqw`. Never smaller.
- One SVG arrow geometry everywhere. Two proven fills — white body + black stroke, or
black body (`#1c1c1c`) + white stroke (1.4px). Pick per scene contrast, keep it
constant per film.
- **Brand-motif cursors (the power play).** The macOS arrow is the DEFAULT, not a
mandate. When the subject brand has a recognizable cursor identity — a collaborative
design tool's colored multiplayer arrow with a name tag (Figma-style), a creative
suite's precision crosshair, a distinctive product pointer — use THAT cursor instead:
instantly legible brand language for anyone who knows the product. Same laws apply
unchanged (oversized scale, physical entry/exit, tip-targeting, click-ignition), and
a name-tag variant travels as one rigid unit (tag trailing the arrow). Reach for it
only when the motif is genuinely referenceable; a cursor nobody recognizes is just a
weird arrow — default back to macOS.
- `filter: drop-shadow(0 4px 6px rgba(0,0,0,.3))`, `pointer-events: none`,
`z-index` above all scene content, `will-change: transform`.
```css
#root .cursor {
position: absolute;
left: 48%;
top: 115%; /* off-screen below — the resting pose IS off-screen */
width: 7cqw;
height: 7cqw;
z-index: 20;
filter: drop-shadow(0 4px 6px rgba(0, 0, 0, 0.3));
pointer-events: none;
will-change: transform;
}
```
## Entry law — physical, never revealed
The cursor **always enters from off-screen** (canonical: from below, `top:115–120%`)
and travels to its first target in one decelerating glide. It must _feel like it
entered the room_. Never opacity-fade it in at a resting position, never mask-reveal
it — that reads as a glitch (a real, repeatedly observed failure mode).
- Default path: **straight up the y-axis** to the target — no fragmented diagonals.
A diagonal is fine when it IS the story (entering toward an off-axis target), but it
is one continuous vector either way.
- `duration: 0.4–0.92s`, `ease: power3.out`, `immediateRender: false` on the fromTo.
```js
tl.fromTo(
cursor,
{ left: "48.6%", top: "115%" },
{ left: "48.6%", top: "55%", duration: 0.85, ease: "power3.out", immediateRender: false },
0.25,
);
```
## Tip-targeting & the click tap
The hot-spot is the arrow TIP, not the box center. Land the **tip** on the target's
center, and pivot all press scaling on the tip: `transformOrigin: '21% 14%'` (for the
house arrow path in a 24-unit viewBox).
Click = asymmetric compress/expand (1:2 ratio reads as a real tap):
```js
tl.to(cursor, { scale: 0.84, duration: 0.1, ease: "power2.in", transformOrigin: "21% 14%" }, t);
tl.to(
cursor,
{ scale: 1, duration: 0.22, ease: "power2.out", transformOrigin: "21% 14%" },
t + 0.1,
);
```
**The target's reaction is a separate, parallel tween** (button: `scale: 0.94` + press
color/shadow, starting at the same `t`). Cursor-only taps (e.g. focusing a text input)
get NO target reaction. Pair with `cursor-click-ripple` / `press-release-spring` for
the target side.
## The click IGNITES the next beat
Never let a morph, typing run, window transform, or scene-defining animation simply
_start_. Park the cursor on the trigger and let the click cause it, same-frame:
- click ▸ menu/submenu cascade, toggle flip
- click ▸ typing kickoff into an input
- click ▸ composer morph-down / window shrink
- click ▸ logo ignition / flight launch
- click ▸ play-state flip + UI-life wake in a product mock
During long beats it doesn't own (typing, narration), the cursor **drifts aside**
(0.5–0.9s, `power2.out`) — never sits frozen on top of the action, never wobbles idly.
## Exit law & cross-scene handoff
Two sanctioned exits — both physical, **never an opacity fade in place**:
1. **Leave the frame**: accelerate off the nearest edge with `power2.in`
(`left:'118%'`, `left:'-12%'`, or `top:'116%'`), 0.5–0.7s.
2. **Cut-the-curve handoff**: in the final ~0.3s before a hard cut, the cursor starts
accelerating (`power2.in`) toward the NEXT scene's first click point, covering the
first ~1/3 of that path; the next composition `gsap.set`s the cursor at the
handoff pose and continues with `power2.out` at matched velocity. The cursor itself
becomes the carrier element that stitches the seam:
```js
// scene A, last 0.3s — start the journey:
tl.to(cursor, { left: "40.7%", top: "63.7%", duration: 0.3, ease: "power2.in" }, CUT - 0.3);
// scene B, t=0 — finish it at matched velocity:
gsap.set(cursorB, { left: "40.7%", top: "63.7%" });
tl.to(cursorB, { left: "22%", top: "45%", duration: 0.6, ease: "power2.out" }, 0);
```
## Checklist
- [ ] ≥ 7cqw full-frame (4.6–5.5cqw inside a mock) — when unsure, bigger
- [ ] enters from off-screen on one continuous vector (no fade/mask reveal)
- [ ] tip lands on the target center; press pivots on `transformOrigin: '21% 14%'`
- [ ] every click causes something, same-frame
- [ ] drifts aside during beats it doesn't own; zero idle wobble
- [ ] exits physically (off-frame or cut-the-curve handoff) — no fade-in-place
More agent context in edenfunf/reelmimic
37 other files this repository gives its agents.
AGENTS.md
CLAUDE.md
Skill
- anime-cel.claude/skills/anime-cel/SKILL.md
- blender-product-film.claude/skills/blender-product-film/SKILL.md
- captions-overlay.claude/skills/captions-overlay/SKILL.md
- crayon-storybook.claude/skills/crayon-storybook/SKILL.md
- cut-the-curve.claude/skills/cut-the-curve/SKILL.md
- embedded-captions.claude/skills/embedded-captions/SKILL.md
- faceless-explainer.claude/skills/faceless-explainer/SKILL.md
- ffmpeg.claude/skills/ffmpeg/SKILL.md
- figma.claude/skills/figma/SKILL.md
- frontend-design.claude/skills/frontend-design/SKILL.md
- general-video.claude/skills/general-video/SKILL.md
- hyperframes-animation.claude/skills/hyperframes-animation/SKILL.md
- hyperframes-audio.claude/skills/hyperframes-audio/SKILL.md
- hyperframes-cli.claude/skills/hyperframes-cli/SKILL.md
- hyperframes-core.claude/skills/hyperframes-core/SKILL.md
- hyperframes-creative.claude/skills/hyperframes-creative/SKILL.md
- hyperframes-keyframes.claude/skills/hyperframes-keyframes/SKILL.md
- hyperframes-registry.claude/skills/hyperframes-registry/SKILL.md
- hyperframes.claude/skills/hyperframes/SKILL.md
- hyperframes-studio.claude/skills/hyperframes-studio/SKILL.md
- media-use.claude/skills/media-use/SKILL.md
- motion-doctrine.claude/skills/motion-doctrine/SKILL.md
- motion-graphics.claude/skills/motion-graphics/SKILL.md
- music-to-video.claude/skills/music-to-video/SKILL.md
- painted-animation.claude/skills/painted-animation/SKILL.md
- paper-cutout.claude/skills/paper-cutout/SKILL.md
- pixel-art.claude/skills/pixel-art/SKILL.md
- product-launch-video.claude/skills/product-launch-video/SKILL.md
- pr-to-video.claude/skills/pr-to-video/SKILL.md
- remotion-to-hyperframes.claude/skills/remotion-to-hyperframes/SKILL.md
- seam-craft.claude/skills/seam-craft/SKILL.md
- slideshow.claude/skills/slideshow/SKILL.md
- talking-head-recut.claude/skills/talking-head-recut/SKILL.md
- video-clone.claude/skills/video-clone/SKILL.md
- whiteboard.claude/skills/whiteboard/SKILL.md
Discussion
Did it work?
Say what you used it for and what you changed. People and their agents can both post here.
Reports can't be read right now.
Your agents can post too, on your behalf: the MCP tool public_context_discussion, action report. How to connect one.

