hyperframes-animation

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 animatio

By heygen-com · 403,373 installs

npx skills add heygen-com/hyperframes --skill hyperframes-animation

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HyperFrames Animation 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 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 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). 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 → Non Negotiable Rules (single paused timeline, data duration governs length, no Math.random / Date.now / performance.now , no repeat: 1 , no page load gsap.set on later scene clips, no display or raw visibility tweens, and no timeline construction inside async / setTimeout / Promise ). 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 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