kenectai-keyframes
Skill0 starsChanged 4 months agoApache-2.0View on GitHub
Use when a KENECT AI composition needs seek-safe 2D/3D keyframes, GSAP timelines, CSS keyframes, Anime.js, WAAPI, FLIP, paths, masks, SVG morph/draw, text trails, 3D depth, or `kenectai keyframes` diagnostics. Don't use for broad scene strategy, brand design, media sourcing, captions, or general video planning.
In this repository21 other files it gives its agents.
- AGENTS.mdAGENTS.md
- CLAUDE.mdCLAUDE.md
- embedded-captionsSkill
- faceless-explainerSkill
- figmaSkill
- general-videoSkill
- kenectai-animationSkill
- kenectai-cliSkill
- kenectai-coreSkill
- kenectai-creativeSkill
- kenectai-registrySkill
- kenectaiSkill
- media-useSkill
- motion-graphicsSkill
- music-to-videoSkill
- product-launch-videoSkill
- pr-to-videoSkill
- remotion-to-kenectaiSkill
- slideshowSkill
- talking-head-recutSkill
- website-to-videoSkill
The file
Show its rules and text
We split this skill into the rules it gives an agent
24 rules. About 0 are common, 9 are distinctive, and 15 are very specific to this project.
≈0
Common · estimate
Many files like this have a rule of this kind.
≈9
Distinctive · estimate
This author's own choices. Worth a look.
15
Very specific
Tied to their project's names, files or tools. Probably skip.
- Common
- Distinctive
- Very specific
- Very specific: line 15
Use kenectai-animation for broad scene recipes.
- Very specific: line 16
Use kenectai-cli for full command docs.
- Very specific: line 17
Use references/keyframe-patterns.md only when choosing implementation mechanisms, not visual style.
- Very specific: line 24
Verify with lint, validate, kenectai keyframes, one focused --shot, and snapshots at proof times.
- Distinctive: line 25
If proof fails, fix the source keyframes and rerun the smallest failing diagnostic before rendering.
- Distinctive: line 36
Do not reset to rest unless requested.
- Distinctive: line 37
Do not end on black unless requested.
- Distinctive: line 38
If editing a starter scene, preserve layout, copy, assets, colors, and final state unless asked to redesign.
- Very specific: line 48
do not call tl.play() for render-critical motion
- Very specific: line 56
use data-start when timing belongs to a clip
- Distinctive: line 72
Never use for render-critical motion:
- Very specific: line 104
Use labels for semantic states.
- Very specific: line 105
Use position parameters instead of chained delays.
- Very specific: line 106
Use immediateRender: false for later from()/fromTo() tweens touching the same property.
- Distinctive: line 116
Do not copy numeric distances or timing from examples.
- Very specific: line 122
Prefer compositor/visual channels: x/y/z, xPercent/yPercent, scale, rotationX/Y/Z, skew, transformOrigin, svgOrigin, opacity, autoAlpha, …
- Very specific: line 125
Avoid layout/lifecycle channels: top/left/right/bottom, width/height, margin/padding, display, visibility, late DOM creation, helper …
- Distinctive: line 152
Follow-through sells energy and direction.
- Distinctive: line 159
Do not overlap tweens that write the same transform property unless the overlap is intentional and verified.
- Very specific: line 160
Avoid animating large clip-path/mask changes while the same hero surface is also scaling or traveling.
- Very specific: line 174
Use perspective on a stable parent, transform-style: preserve-3d, z travel, rotation, camera/world motion, occlusion, and layer order when …
- Very specific: line 176
Use one or two diagnostic angles that expose the depth relationship.
- Distinctive: line 208
If selector proof looks wrong:
- Very specific: line 237
Run lint, validate, keyframes, one focused --shot, and snapshots.
≈ “Common” is an estimate: at least 1 in 5 of the 350,495 skill files we read have a rule of the same kind, not the same words. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.
Files
KENECT AI Keyframes
Keyframes are a pose contract: visible states, continuous subject identity, seek-safe runtime, verified pixels.
Use kenectai-animation for broad scene recipes.
Use kenectai-cli for full command docs.
Use references/keyframe-patterns.md only when choosing implementation mechanisms, not visual style.
Procedure
- Identify the animated subject, visible states, final state, and runtime.
- Choose the smallest mechanism that proves the prompt. Read
references/keyframe-patterns.mdonly if the mechanism is unclear. - Author seek-safe keyframes in the declared runtime. Build synchronously and register the runtime instance.
- Verify with lint, validate,
kenectai keyframes, one focused--shot, and snapshots at proof times. - If proof fails, fix the source keyframes and rerun the smallest failing diagnostic before rendering.
Contract
- Name the moving subject.
- Name the poses needed to prove the intended motion, including the final state.
- Keyframe visible channels, not hidden helper state.
- Preserve object identity when continuity matters.
- Crossfade only when the intended motion is replacement or dissolve.
- Hold readable or semantic states long enough to see.
- Final frame is part of the animation, not cleanup.
- Do not reset to rest unless requested.
- Do not end on black unless requested.
- If editing a starter scene, preserve layout, copy, assets, colors, and final state unless asked to redesign.
Runtime Rules
GSAP:
- build synchronously at page load
- use
gsap.timeline({ paused: true }) - register as
window.__timelines[compositionId] - registry key must match
data-composition-id - do not call
tl.play()for render-critical motion - keep repeats finite
CSS keyframes:
- finite duration and iteration count
- deterministic delay
animation-fill-mode: both- use
data-startwhen timing belongs to a clip
Anime.js:
- create synchronously
autoplay: false- finite duration and loops
- push every instance to
window.__hfAnime
WAAPI:
- finite
duration fill: "both"- deterministic construction
- the text surface does not list WAAPI; verify with
--shot(it seeks WAAPI) and snapshots
Never use for render-critical motion:
Date.now()performance.now()- unseeded
Math.random() - hover/scroll triggers
- timers
- async-created timelines
- unregistered
requestAnimationFrame - infinite loops
GSAP Skeleton
const root = document.querySelector("[data-composition-id]");
const compositionId = root.dataset.compositionId;
const tl = gsap.timeline({ paused: true });
tl.addLabel("state-a", 0);
tl.to(".subject", {
keyframes: [
{ x: 0, opacity: 1, duration: 0.2 },
{ x: 120, opacity: 1, duration: 0.4, ease: "power2.out" },
{ x: 100, opacity: 1, duration: 0.2, ease: "power2.inOut" },
],
ease: "none",
});
window.__timelines = window.__timelines || {};
window.__timelines[compositionId] = tl;Use labels for semantic states.
Use position parameters instead of chained delays.
Use immediateRender: false for later from()/fromTo() tweens touching the same property.
Keyframe Forms
- Array keyframes: pose ladder with per-step duration/ease.
- Percentage keyframes: exact timing inside one tween.
- Property arrays: compact multi-stop changes.
ease: "none"on the parent when each stop carries its own easing.easeEachwhen every segment should share the same feel.
Do not copy numeric distances or timing from examples. Derive them from the actual composition geometry and duration.
For one subject moving between two boxes, prefer one continuous transform tween or FLIP. Split x/y/scale into multiple eased keyframes only when the viewer should feel distinct beats; every segment changes velocity and can read as a hitch.
Channels
Prefer compositor/visual channels:
x/y/z, xPercent/yPercent, scale, rotationX/Y/Z, skew, transformOrigin, svgOrigin, opacity, autoAlpha, clip-path, masks, CSS vars, SVG path/dash values, camera transforms, shader uniforms.
Avoid layout/lifecycle channels:
top/left/right/bottom, width/height, margin/padding, display, visibility, late DOM creation, helper overlays doing subject motion.
Mechanism Choice
Choose the smallest mechanism that proves the prompt:
| Need | Mechanism |
| Same subject changes box or hierarchy | shared element / FLIP |
| Subject travels a visible route | path travel |
| Stroke grows or traces | stroke draw |
| Shape becomes another shape | shape interpolation |
| Reveal boundary is visible | clip, mask, or shader uniform |
| Many items move with order | stagger / indexed delay |
| Text itself moves | line, word, character, or band subdivision |
| Surface bends, stretches, or crops | parent/child counter-transform |
| UI has states | explicit state machine |
| Scene has depth | DOM 3D, Three.js, or WebGL camera/object keyframes |
Mechanisms can combine, but each one must clarify the idea. Decoration is not proof.
Timing
- Anticipation only when it clarifies cause or direction.
- Acceleration leaves rest.
- Peak proof shows the mechanism unmistakably.
- Follow-through sells energy and direction.
- Overshoot only when the subject should feel elastic or tactile.
- Constant-speed path travel usually needs
ease: "none". - Discrete UI states usually need a sharp ease-out.
- Repeated elements need ordered offsets, not identical timing.
- Final lockups need longer holds than transition poses.
- Smoothness means continuous velocity on the same subject.
- Do not overlap tweens that write the same transform property unless the overlap is intentional and verified.
- Avoid animating large
clip-path/mask changes while the same hero surface is also scaling or traveling; use nested reveals after the main move settles.
Text
Preserve line boxes, word spacing, readability, and final fit. If text moves internally, move the glyphs or masked bands, not only decorations around the text. Snapshot readable frames.
SVG
For stroke growth prefer DrawSVGPlugin, then stroke-dasharray/stroke-dashoffset.
For shape interpolation prefer MorphSVGPlugin; convert primitives to paths when needed and split complex silhouettes into simpler parts.
3D
Scale alone is fake depth.
Use perspective on a stable parent, transform-style: preserve-3d, z travel, rotation, camera/world motion, occlusion, and layer order when objects cross.
Use one or two diagnostic angles that expose the depth relationship. If angled proof shows no depth crossing, improve z/camera/occlusion.
Canvas / WebGL
Keyframe camera position, camera target, object transform, material opacity, shader uniforms, and postprocess intensity through deterministic state. Render from KENECT AI time. Use --ghost because marker boxes cannot see internal canvas motion.
CLI Proof
npx @kenectai/cli lint
npx @kenectai/cli check
npx @kenectai/cli keyframes .
npx @kenectai/cli keyframes . --json
npx @kenectai/cli keyframes . --runtime all
npx @kenectai/cli keyframes . --selector "<selector>" --shot "<file>" --samples <n>
npx @kenectai/cli keyframes . --selector "<selector>" --shot "<file>" --layout strip --from <t0> --to <t1>
npx @kenectai/cli keyframes . --shot "<file>" --ghost --angle <angle>
npx @kenectai/cli snapshot . --at <times>Choose <selector> for the real animated subject.
Choose <times> for first frame, proof poses, final-minus-hold, and exact final.
Choose <angle> only when depth must be proven.
| Tool | Proves |
keyframes | targets, explicit stops, paths, traces, composed parent/child motion, CSS stops, Anime registration |
--shot | ghosts, route shape, time spacing, DOM 3D projection, focused selector proof |
--layout strip | in-place motion, overlaps, contact, subtle scale/opacity, text waves |
--ghost | canvas, WebGL, shader motion, rendered 3D |
snapshot --at | masks, text readability, full state, final lockup, black/reset tails |
If selector proof looks wrong:
- rerun
--json - find the actual animated target
- shoot that target
- snapshot full frames
- trust painted pixels over logs
Diagnostic Reading
flat means no explicit middle poses. keyframes means explicit stops exist. motionPath means a route exists. trace means multi-stroke drawing. composed with means child motion inherits parent motion.
Even ghost spacing means constant speed. Clustered ghosts mean slow-in or settle. Large gaps mean fast travel.
A helper-selector shot is not proof. An onion shot over a broken full frame is not proof.
Error Handling
| Failure | Fix |
| endpoint-only | add middle poses, hold peak proof, rerun --shot |
| identity break | keep one element alive, use shared source/final boxes, remove substitute crossfade |
| fake 3D | add z/camera travel, occlusion, angled proof |
| wrong final | add final hold, snapshot final-minus-hold and exact final |
| unseekable runtime | pause autoplay, register instance, remove timers, build synchronously |
| unreadable text | preserve line boxes, reduce displacement, add final hold, snapshot text frames |
Done
Run lint, validate, keyframes, one focused --shot, and snapshots. Confirm first frame, proof poses, final-minus-hold, exact final, subject-owned motion, and no debug overlays.
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