hyperframes-animation
Skill9 starsChanged 15 days agoMITView on GitHub
All animation knowledge for HyperFrames — atomic motion rules, multi-phase scene blueprints, scene transitions, broader motion-design techniques, AND the seven runtime adapters (GSAP default, plus Lottie, Three.js, Anime.js, CSS keyframes, Web Animations API, TypeGPU). Use for any motion or animation task: pick 2-4 rules and compose, or load a blueprint, or look up runtime-specific API (e.g. GSAP eases / Lottie player / Three.js mixer). Also covers auditing an existing composition's choreography (animation map) and 24 named text-animation effects. HyperFrames-native: single paused timeline, seek-safe, deterministic.
27 other projects use a version of this, 25 of them edited.
Adopted by
Most recently taken up by
- cblain100-prog/motion-design-claude-codeedited, first seen Nov 8, 2026
- OpenMontageInc/OpenMontageedited, first seen Nov 8, 2026
- calesthio/OpenMontageedited, first seen Nov 8, 2026
- edenfunf/reelmimicedited, first seen Nov 4, 2026
- vikneshwaran16032005-alt/claude-skillsedited, first seen Nov 1, 2026
- Rajveerx11/skillsedited, first seen Oct 25, 2026
Used with
Projects with it also use talking-head-recut, website-to-video and 9 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.
jaron-goh-centrSkilltalking-head-recut
Package an existing talking-head / interview / podcast video with timed, designed GRAPHIC OVERLAY cards — kinetic titles, lower-thirds, data callouts, quotes, side panels, picture-in-picture — synced to the transcript, on a 16:9 / 9:16 / 4:5 canvas of your choice; the clip plays untouched underneath. Trigger on "graphic overlays", "on-screen graphics", "package / dress up my video". Not plain subtitles (/embedded-captions). Unclear → /hyperframes.
Also in 10 projects that use this
jaron-goh-centrSkillwebsite-to-video
Capture a general website/URL and turn it into a video OF the site — tour, showcase, or social clip built from captured screenshots and the site's own brand assets. Use for portfolio / blog / docs / landing-page showcases. Not a product launch or promo, even from a URL (/product-launch-video). Unclear → /hyperframes.
Also in 8 projects that use this
anton-abyzovSkillhyperframes-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 8 projects that use this
LinHao-citySkillbfl-api
BFL FLUX API integration guide covering endpoints, async polling patterns, rate limiting, error handling, webhooks, and regional endpoints with Python and TypeScript code examples.
Also in 3 projects that use this
LinHao-citySkillflux-best-practices
Comprehensive guide for BFL FLUX image generation models. Covers prompting, T2I, I2I, structured JSON, hex colors, typography, multi-reference editing, and model-specific best practices for FLUX.2 and FLUX.1 families.
Also in 3 projects that use this
EveryIncSkillproduct-launch-video
Build polished product launch videos in Remotion from brief → storyboard → render → multi-agent review → iterate. Designed for 15-30s social clips for product launches, feature demos, and before/after transformations. Triggers on: product video, launch video, demo video, remotion video, make a video for launch.
Also in 13 projects that use this
- +5 more from LinHao-city
Other versions27 projects use a version of this.
Word for word · 1
- tuan3w/herdr-mobile★ 29100% same
Edited · 25
- calesthio/OpenMontage★ 78k92% same
- OpenMontageInc/OpenMontage★ 78k92% same
- edenfunf/reelmimic★ 1.8k96% same
- EvovexAI/EvoFlow★ 61292% same
- langchain-ai/design-agent★ 596100% same
- duyet/clickhouse-monitoring★ 30389% same
- PinkR1ver/vibe-roast★ 4995% same
- cblain100-prog/motion-design-claude-code★ 1797% same
- Jakeschincariol/video-production-skills★ 1595% same
- EthanYoQ/Skill-hub★ 1195% same
15 more not listed
Wrote their own version · 1
- STARDUSTLC666/dsh-hyperframes★ 30same name
How matches are found. Word for word: the exact same text. Edited: shares passages with this file (“99% same” means 99% of its five-word phrases also appear here; 10% or more counts). Their own version: similar meaning, or, weakest, the same name. We can’t tell which project had it first. Projects are counted among the 200 most-starred candidates, and mentions are links to the repository we found, up to 50 per site, so both counts are a floor.
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The file
We split this skill into the rules it gives an agent
4 rules. 2 are common, 2 are distinctive, and 0 are very specific to this project.
2
Common
Most of the 24 edited versions we read keep these.
2
Distinctive
This author's own choices. Worth a look.
0
Very specific
Tied to their project's names, files or tools. Probably skip.
- Common
- Distinctive
- Very specific
- Distinctive: line 6
Plugin installs: Before setup or freshness commands, follow plugin execution rules when this skill is inside a HyperFrames plugin.
- Common: line 21
All motion knowledge in one skill: rules (atomic recipes), blueprints (multi-phase scene templates), transitions (scene-to-scene), …
- Common: line 66
Lottie: when an asset has its own pre-baked timeline (typically After Effects exports), including characters that walk, gesture or react.
- Distinctive: line 103
Read the matching file directly when its topic applies.
“Common” is measured: kept by at least 6 in 10 of the 24 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.
Files
Plugin installs: Before setup or freshness commands, follow plugin execution rules when this skill is inside a HyperFrames plugin. Standalone installs keep the update instructions below.
HyperFrames Animation
Contents
- Default: compose atomic rules
- Load a blueprint when
- Routing
- Picking a runtime
- Critical Constraints
- Scripts
- See Also
- Reference files
All motion knowledge in one skill: rules (atomic recipes), blueprints (multi-phase scene templates), transitions (scene-to-scene), techniques (broader motion-design patterns), and adapters (per-runtime APIs).
For the composition contract (data attributes, sub-compositions, determinism) see hyperframes-core.
Default: compose atomic rules
Pick 2-4 rules from rules-index.md, glue them together with a single paused GSAP timeline, done. This is faster and produces less code than starting from a blueprint.
Load a blueprint when
- The scene matches an existing pre-designed multi-phase template (brand-reveal, social-proof, etc.) and reusing its phase pipeline saves real authoring time
- You want runnable ground-truth code for a complex 4-5 phase choreography
Blueprints live in blueprints-index.md. Each entry points to blueprints/<id>.md (recipe). Do not read it speculatively; load it when you've already decided you need scene-level orchestration.
Routing
| Want to… | Read |
| Pick an atomic motion pattern by trigger / tag | rules-index.md |
| Read one rule's full HTML / CSS / GSAP recipe | rules/<name>.md |
| Pick a multi-phase scene template | blueprints-index.md |
| Read one blueprint's full recipe | blueprints/<id>.md |
| Author a scene transition (CSS-driven, between two clips) | transitions/overview.md, transitions/catalog.md |
| Look up a broader motion-design technique | techniques.md |
| Motion blur — shutter smear on an element, and when not to use it | references/motion-blur.md |
| Analyze an existing composition's animation map | scripts/animation-map.mjs |
| GSAP API — timeline / tweens / position parameters | adapters/gsap.md |
| GSAP — drop-in effect recipes | rules/gsap-effects.md |
| GSAP — transforms / perf | adapters/gsap-transforms-and-perf.md |
| GSAP — eases / stagger | adapters/gsap-easing-and-stagger.md |
| GSAP — timeline / labels | adapters/gsap-timeline-and-labels.md |
Lottie / dotLottie (After Effects exports, window.__hfLottie) | adapters/lottie.md |
| Character animation (walk cycle, mascot, jointed puppet, gestures) | adapters/lottie.md → Characters |
Three.js / WebGL (3D scenes, AnimationMixer, hf-seek) | adapters/three.md |
Anime.js (window.__hfAnime) | adapters/animejs.md |
CSS keyframes (animation-delay / play-state / fill-mode) | adapters/css-animations.md |
Web Animations API (element.animate(), currentTime seek) | adapters/waapi.md |
TypeGPU / WebGPU (navigator.gpu, WGSL, compute pipelines) | adapters/typegpu.md |
HTML-as-texture + WebGL/GLSL post-fx (capture live DOM via drawElementImage) | adapters/html-in-canvas-patterns.md |
Named text-animation effects (24 IDs via external animate-text skill) | adapters/animate-text.md |
Picking a runtime
- GSAP is the default for 95% of motion work — covers timeline orchestration, transforms, easing, stagger. All atomic rules in this skill are GSAP-based.
- Lottie when an asset has its own pre-baked timeline (typically After Effects exports), including characters that walk, gesture or react.
- Three.js for 3D scenes, camera motion, shader-driven visuals.
- Anime.js for lightweight tweening when GSAP is overkill.
- CSS for simple repeated motifs, decoration, shimmer — no JavaScript animation cost.
- WAAPI for native browser keyframes without a GSAP dependency.
- TypeGPU / WebGPU for GPU-rendered canvases (particles, liquid glass, custom shaders).
Multiple runtimes can coexist in one composition. Each registers its instances on the runtime-specific global so HyperFrames can seek all of them in one pass.
Critical Constraints
Prerequisite: hyperframes-core → One paused timeline + Non-negotiable rules (single paused timeline, data-duration governs length, no Math.random / Date.now / performance.now, no repeat: -1 without a finite root data-duration, no page-load gsap.set on later-scene clips, no display or raw visibility tweens, and register the timeline only after it is fully built, including when the build runs inside an async callback such as document.fonts.ready). GSAP autoAlpha and zero-duration visibility sets at explicit timeline boundaries remain allowed by core. Use those exceptions only on non-clip elements or wrappers inside a clip; the framework owns .clip lifecycle. Don't restate the full contract here.
Animation-craft additions on top of core's contract:
- Pre-calculated layout constants — never derive positions from
getBoundingClientRect()at tween time. Tween-time DOM measurements desync because the renderer samples in parallel; compute coordinates once at composition setup and reuse. - Spatial motion uses GSAP transform aliases only (
x,y,scale,rotation). Core's allowlist also permitsopacity/color/backgroundColor/borderRadiusfor non-spatial property tweens — but neverwidth/height/top/leftfor layout changes.
Scripts
node <SKILL_DIR>/scripts/animation-map.mjs <composition-dir> \
--out <composition-dir>/.hyperframes/anim-mapReads every GSAP timeline registered on window.__timelines, enumerates tweens, samples bboxes, computes flags, outputs animation-map.json. Use it to audit choreography (dead zones, stagger consistency, lifecycle warnings) after authoring.
animation-map.mjs resolves helper packages from the current project first, then can bootstrap the bundled HyperFrames package version. Set HYPERFRAMES_SKILL_PKG_VERSION=<version> only when running the skill outside the bundled CLI/skill install and you need to pin that bootstrap version explicitly.
See Also
hyperframes-core— composition structure, data attributes, sub-compositions, deterministic render contracthyperframes-creative— palettes, typography, narration, beat planning (non-animation creative direction)hyperframes-cli—npx hyperframes lint / check / snapshot / preview / render
Reference files
Read the matching file directly when its topic applies; the indexes remain available for choosing among recipes.
Adapters
- Text Effects — Reference — Read when using this animation runtime or adapter API.
- Anime.js for HyperFrames — Read when using this animation runtime or adapter API.
- CSS Animations for HyperFrames — Read when using this animation runtime or adapter API.
- Easing, Stagger, and Function-Based Values — Read when using this animation runtime or adapter API.
- Timelines and Labels — Read when using this animation runtime or adapter API.
- Transforms and Performance — Read when using this animation runtime or adapter API.
- HyperFrames GSAP — Read when using this animation runtime or adapter API.
- HTML-in-Canvas Patterns — Read when using this animation runtime or adapter API.
- Lottie for HyperFrames — Read when using this animation runtime or adapter API.
- Three.js for HyperFrames — Read when using this animation runtime or adapter API.
- TypeGPU / WebGPU for HyperFrames — Read when using this animation runtime or adapter API.
- Web Animations API for HyperFrames — Read when using this animation runtime or adapter API.
Blueprints
- agent-progress-theater — Agent Progress Theater — Read when composing this multi-phase scene.
- camera-journey — Camera Journey — Read when composing this multi-phase scene.
- comparison-split — Comparison Split-Cards — Read when composing this multi-phase scene.
- constellation-hub — Constellation / Hub + Satellites — Read when composing this multi-phase scene.
- cta-morph-press — CTA Morph & Press — Read when composing this multi-phase scene.
- cursor-ui-demo — Cursor-Driven UI Demo — Read when composing this multi-phase scene.
- dataviz-countup — Data-Viz / Count-Up — Read when composing this multi-phase scene.
- device-surface-showcase — Device / Surface Showcase — Read when composing this multi-phase scene.
- fixed-anchor-cycle — Fixed Anchor, Cycling World — Read when composing this multi-phase scene.
- grid-card-assemble — Grid / Card Assemble — Read when composing this multi-phase scene.
- kinetic-type-beats — Kinetic-Type Beats — Read when composing this multi-phase scene.
- logo-assemble-lockup — Logo Assemble → Lockup — Read when composing this multi-phase scene.
- overwhelm-surround — Overwhelm / Close-In — Read when composing this multi-phase scene.
- panel-edit-live-sync — Panel Edit, Live Sync — Read when composing this multi-phase scene.
- prompt-type-submit-generate — Prompt, Submit, Generate — Read when composing this multi-phase scene.
- spatial-pan-stations — Spatial Pan / Stations — Read when composing this multi-phase scene.
- ticker-takeover — Ticker Displace / Takeover — Read when composing this multi-phase scene.
- titlecard-reveal — Title-Card / Single-Card Reveal — Read when composing this multi-phase scene.
- transcript-scroll-artifact-reveal — Transcript-Scroll Artifact Reveal — Read when composing this multi-phase scene.
- typewriter-reveal — Typewriter Reveal — Read when composing this multi-phase scene.
- video-text-pivot — Video → Text Pivot — Read when composing this multi-phase scene.
- zoom-out-workspace-reveal — Zoom-Out Workspace Reveal — Read when composing this multi-phase scene.
Guides
- Blueprints (the proven shapes) — Read when choosing a scene blueprint.
- Rules Index — Read when choosing atomic motion rules by trigger or tag.
- Visual Techniques Reference — Read when choosing broader motion-design techniques.
References
- Motion blur — shutter smear on any animated element — Read when choosing element-level motion blur and its limits.
Rules
- 3D Camera Flight — Read when applying this atomic motion recipe.
- 3D Page Scroll — Read when applying this atomic motion recipe.
- 3D Text Depth Layers — Read when applying this atomic motion recipe.
- AI Tracking Box — Read when applying this atomic motion recipe.
- Ambient Glow Bloom — Read when applying this atomic motion recipe.
- Anchored Layout Expand — Read when applying this atomic motion recipe.
- ASR Keyword Glow — Read when applying this atomic motion recipe.
- Avatar Cloud Network — Read when applying this atomic motion recipe.
- Two-Phase Camera Cursor Tracking — Read when applying this atomic motion recipe.
- Card Morph Anchor — Read when applying this atomic motion recipe.
- Center-Outward Expansion — Read when applying this atomic motion recipe.
- Chart Scrub Readout — Read when applying this atomic motion recipe.
- Chromatic Glitch — Read when applying this atomic motion recipe.
- Context-Sensitive Cursor — Read when applying this atomic motion recipe.
- Control-Target Sync — Read when applying this atomic motion recipe.
- Coordinate Target Zoom — Read when applying this atomic motion recipe.
- Counting with Dynamic Scale — Read when applying this atomic motion recipe.
- CSS Patterns for Marker Highlighting — Read when applying this atomic motion recipe.
- Cursor Click Ripple — Read when applying this atomic motion recipe.
- Cursor Drag — Read when applying this atomic motion recipe.
- Depth-of-Field Blur (Selective Focus / Rack Focus) — Read when applying this atomic motion recipe.
- Depth Scatter ↔ Assemble — Read when applying this atomic motion recipe.
- Discrete Text Sequence — Read when applying this atomic motion recipe.
- Dynamic Content Sequencing — Read when applying this atomic motion recipe.
- Gradient Text Sweep — Read when applying this atomic motion recipe.
- GSAP Effects for HyperFrames — Read when applying this atomic motion recipe.
- Hacker Flip 3D Reveal — Read when applying this atomic motion recipe.
- Kinetic Beat Slam — Read when applying this atomic motion recipe.
- Motion-Blur Streak — Read when applying this atomic motion recipe.
- Multi-Cursor Choreography — Read when applying this atomic motion recipe.
- Multi-Phase Camera — Read when applying this atomic motion recipe.
- Nudge Curve — Read when applying this atomic motion recipe.
- Orbit with 3D Entry — Read when applying this atomic motion recipe.
- Particle Burst — Read when applying this atomic motion recipe.
- Physics Press Reaction (Cursor + Element Synced) — Read when applying this atomic motion recipe.
- Press-Release Spring Chain — Read when applying this atomic motion recipe.
- Reactive Displacement — Read when applying this atomic motion recipe.
- Scale-Swap Transition — Read when applying this atomic motion recipe.
- Sine Wave Loop (subtle jitter / bounded ambient) — Read when applying this atomic motion recipe.
- Split Tilt Cards — Read when applying this atomic motion recipe.
- Spring-Pop Entrance — Read when applying this atomic motion recipe.
- Stat Bars & Fills — Read when applying this atomic motion recipe.
- SVG Icon Enrichment — Read when applying this atomic motion recipe.
- SVG Path Draw — Read when applying this atomic motion recipe.
- Theme Crossfade Morph — Read when applying this atomic motion recipe.
- Vertical Spring Ticker (Slot Machine) — Read when applying this atomic motion recipe.
- Viewport Change (Virtual Camera) — Read when applying this atomic motion recipe.
- Waterfall Entry — Read when applying this atomic motion recipe.
Transitions
- Transition Registry — machine source of truth — Read when choosing or implementing this scene transition.
- Transition Catalog — Read when choosing or implementing this scene transition.
- 3D — Read when choosing or implementing this scene transition.
- Blur — Read when choosing or implementing this scene transition.
- Cover — Read when choosing or implementing this scene transition.
- Destruction — Read when choosing or implementing this scene transition.
- Dissolve — Read when choosing or implementing this scene transition.
- Distortion — Read when choosing or implementing this scene transition.
- Grid — Read when choosing or implementing this scene transition.
- Light — Read when choosing or implementing this scene transition.
- Mechanical — Read when choosing or implementing this scene transition.
- Other — Read when choosing or implementing this scene transition.
- Linear / Push — Read when choosing or implementing this scene transition.
- Radial / Shape — Read when choosing or implementing this scene transition.
- Scale / Zoom — Read when choosing or implementing this scene transition.
- Scene Transitions — Read when choosing or implementing this scene transition.
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