hyperframes-animation

Semua pengetahuan animasi untuk HyperFrames — aturan gerak atomik, cetak biru adegan multi-fase, transisi adegan, teknik desain gerak yang lebih luas, DAN tujuh adaptor runtime (GSAP default, plus Lottie, Three.js, Anime.js, CSS keyframes, Web Animations API, TypeGPU). Gunakan untuk tugas gerak atau animasi apa pun: pilih 2-4 aturan dan susun, atau muat cetak biru, atau cari API khusus runtime (mis. GSAP eases / Lottie player / Three.js mixer). Asli HyperFrames: linimasa jeda tunggal, aman-cari,...

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

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 / 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
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
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

node skills/hyperframes-animation/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-clinpx hyperframes lint / check / snapshot / preview / render

Lebih banyak skill dari heygen-com

hyperframes-cli
heygen-com
HyperFrames CLI dev loop — `npx hyperframes` for scaffolding (init), validation (lint, inspect), preview, render, and environment troubleshooting (doctor, browser, info, upgrade). Use when running any of these commands or troubleshooting the HyperFrames build/render environment. For asset preprocessing commands (`tts`, `transcribe`, `remove-background`), invoke the `hyperframes-media` skill instead.
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hyperframes-core
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Kontrak komposisi HTML HyperFrames. Digunakan untuk struktur komposisi, atribut data, klip, trek, sub-komposisi, variabel, pemutaran media, aturan render deterministik, dan validasi proyek minimal yang dapat dirender.
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hyperframes-media
heygen-com
Prapemrosesan aset untuk komposisi HyperFrames — TTS multi-penyedia (HeyGen / ElevenLabs / Kokoro lokal), BGM multi-penyedia (Google Lyria / MusicGen lokal), transkripsi Whisper, penghapusan latar belakang, dan pembuatan takarir. Gunakan untuk npx hyperframes tts, bgm, transcribe, remove-background, pemilihan suara/penyedia, pengaturan suasana musik, takarir / subtitle / lirik / karaoke / gaya per kata.
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hyperframes-registry
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Pasang dan hubungkan blok serta komponen registry ke dalam komposisi HyperFrames. Gunakan saat menjalankan hyperframes add, memasang blok atau komponen, menghubungkan item yang sudah terpasang ke index.html, atau bekerja dengan hyperframes.json. Mencakup perintah add, lokasi pemasangan, penghubungan sub-komposisi blok, penggabungan cuplikan komponen, penemuan registry, serta pembuatan blok atau komponen baru untuk kontribusi ke hulu (ide → kerangka → validasi → PR).
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hyperframes-read-first
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Mulailah di sini untuk setiap permintaan membuat, menciptakan, menghasilkan, mengedit, menganimasikan, atau merender video, animasi, grafik gerak, video penjelas, kartu judul, hamparan, video dengan teks, promosi produk, video situs web, video PR atau changelog, montase data, poster gerak, atau komposisi HTML HyperFrames. Gunakan sebelum keterampilan video atau animasi lainnya ketika pengguna ingin HyperFrames menulis atau merender video MP4/web yang sudah jadi, memilih alur kerja, atau merutekan antara video peluncuran produk, video penjelas tanpa wajah, situs web-ke-video,...
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hyperframes-creative
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Non-animation creative direction for HyperFrames videos. Use for design spec (frame.md / design.md) handling, palettes, typography, narration, beat planning, audio-reactive visuals, composition patterns, and brand / style decisions. For atomic motion patterns and scene blueprints, use `hyperframes-animation`.
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