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hyperframes-animation

hyperframes-animation

github.com/heygen-comDesign & UI74.7k1.0M installsUpdated today
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About hyperframes-animation

A HyperFrames skill for authoring motion in HTML compositions, aimed at agents and developers building animated scenes. It combines atomic recipes, scene blueprints, transitions, and runtime-specific guidance, with GSAP as the default.

Key features

  1. 01Atomic motion rules and recipes
  2. 02Multi-phase scene blueprints
  3. 03Scene transition guidance
  4. 04Adapters for animation runtimes
  5. 05Timeline audit script

Use cases

  1. 01Compose a scene from reusable motion rules
  2. 02Build a multi-phase animated scene
  3. 03Choose an animation runtime for a composition

Install

Copy the command and run it in a terminal.

$npx skills add https://github.com/heygen-com/hyperframes --skill hyperframes-animation

After installing, type/hyperframes-animationin Claude Code to confirm it loaded.

Bundled files

References and scripts installed along with SKILL.md.

blueprints-index.md
adapters/
animate-text.md
animejs.md
css-animations.md
gsap-easing-and-stagger.md
gsap-timeline-and-labels.md
gsap-transforms-and-perf.md
gsap.md
html-in-canvas-patterns.md
lottie.md
three.md
typegpu.md
waapi.md
blueprints/
agent-progress-theater.md
camera-journey.md
comparison-split.md
constellation-hub.md
cta-morph-press.md
cursor-ui-demo.md
dataviz-countup.md
device-surface-showcase.md
fixed-anchor-cycle.md
grid-card-assemble.md
kinetic-type-beats.md
logo-assemble-lockup.md
overwhelm-surround.md
panel-edit-live-sync.md
prompt-type-submit-generate.md
spatial-pan-stations.md
ticker-takeover.md

Details

From the project README

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

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 / tagrules-index.md
Read one rule's full HTML / CSS / GSAP reciperules/<name>.md
Pick a multi-phase scene templateblueprints-index.md
Read one blueprint's full recipeblueprints/<id>.md
Author a scene transition (CSS-driven, between two clips)transitions/overview.md, transitions/catalog.md
Look up a broader motion-design techniquetechniques.md
Motion blur — shutter smear on an element, and when not to use itreferences/motion-blur.md
Analyze an existing composition's animation mapscripts/animation-map.mjs
GSAP API — timeline / tweens / position parametersadapters/gsap.md
GSAP — drop-in effect recipesrules/gsap-effects.md
GSAP — transforms / perfadapters/gsap-transforms-and-perf.md
GSAP — eases / staggeradapters/gsap-easing-and-stagger.md
GSAP — timeline / labelsadapters/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 permits opacity / color / backgroundColor / borderRadius for non-spatial property tweens — but never width / height / top / left for layout changes.

Scripts

node <SKILL_DIR>/scripts/animation-map.mjs <composition-dir> \
  --out <composition-dir>/.hyperframes/anim-map

Reads 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 contract
  • hyperframes-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
Blueprints
Guides
References
Rules
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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