oversized-cursor
Kỹ thuật con trỏ macOS phóng to theo phong cách riêng cho video ra mắt HyperFrames. Tải khi cảnh có con trỏ hoặc hành động dẫn dắt bằng con trỏ, khi bắt đầu cảnh giao diện, khi kích hoạt một chuỗi biến hình/chuyển cảnh/gõ phím bằng cú nhấp chuột, hoặc khi cảnh trông tĩnh, chết, hoặc cũ và cần một nguồn chuyển động rẻ tiền nhưng hiệu quả cao để dẫn mắt người xem và đưa họ ra khỏi trạng thái cũ. Bao gồm kích thước và diện mạo con trỏ (bao gồm con trỏ theo motif thương hiệu), quy tắc vào từ ngoài màn hình, nhắm mục tiêu vào đầu mũi tên và cú nhấp chuột...
npx skills add https://github.com/heygen-com/hyperframes --skill oversized-cursorOversized Cursor — the eye-carrier
A deliberately oversized macOS-style pointer that travels the frame as a visible protagonist: it enters from off-screen, walks the viewer's eye to the next point of interest, clicks to cause the next thing that happens, and leaves. Production-proven across multiple launch films.
Why it exists. Big cursor movement is one of the cheapest high-yield motion sources in a launch video: one element, transform-only tweens, and it (1) brings the eye across the screen on scenes that would otherwise read as dead, (2) gives causal ignition to morphs/transitions ("the click did that"), and (3) segments the eye out of a stale state when kicking off a new scene or a complex animation sequence. Bigger is better — an actual-size cursor disappears at video scale.
Size & look (house convention)
- Full-frame scenes:
7cqw(≈134px at 1920). In-mock / small-frame variants:4.6–5.5cqw. Never smaller. - One SVG arrow geometry everywhere. Two proven fills — white body + black stroke, or
black body (
#1c1c1c) + white stroke (1.4px). Pick per scene contrast, keep it constant per film. - Brand-motif cursors (the power play). The macOS arrow is the DEFAULT, not a mandate. When the subject brand has a recognizable cursor identity — a collaborative design tool's colored multiplayer arrow with a name tag (Figma-style), a creative suite's precision crosshair, a distinctive product pointer — use THAT cursor instead: instantly legible brand language for anyone who knows the product. Same laws apply unchanged (oversized scale, physical entry/exit, tip-targeting, click-ignition), and a name-tag variant travels as one rigid unit (tag trailing the arrow). Reach for it only when the motif is genuinely referenceable; a cursor nobody recognizes is just a weird arrow — default back to macOS.
filter: drop-shadow(0 4px 6px rgba(0,0,0,.3)),pointer-events: none,z-indexabove all scene content,will-change: transform.
#root .cursor {
position: absolute;
left: 48%;
top: 115%; /* off-screen below — the resting pose IS off-screen */
width: 7cqw;
height: 7cqw;
z-index: 20;
filter: drop-shadow(0 4px 6px rgba(0, 0, 0, 0.3));
pointer-events: none;
will-change: transform;
}
Entry law — physical, never revealed
The cursor always enters from off-screen (canonical: from below, top:115–120%)
and travels to its first target in one decelerating glide. It must feel like it
entered the room. Never opacity-fade it in at a resting position, never mask-reveal
it — that reads as a glitch (a real, repeatedly observed failure mode).
- Default path: straight up the y-axis to the target — no fragmented diagonals. A diagonal is fine when it IS the story (entering toward an off-axis target), but it is one continuous vector either way.
duration: 0.4–0.92s,ease: power3.out,immediateRender: falseon the fromTo.
tl.fromTo(
cursor,
{ left: "48.6%", top: "115%" },
{ left: "48.6%", top: "55%", duration: 0.85, ease: "power3.out", immediateRender: false },
0.25,
);
Tip-targeting & the click tap
The hot-spot is the arrow TIP, not the box center. Land the tip on the target's
center, and pivot all press scaling on the tip: transformOrigin: '21% 14%' (for the
house arrow path in a 24-unit viewBox).
Click = asymmetric compress/expand (1:2 ratio reads as a real tap):
tl.to(cursor, { scale: 0.84, duration: 0.1, ease: "power2.in", transformOrigin: "21% 14%" }, t);
tl.to(
cursor,
{ scale: 1, duration: 0.22, ease: "power2.out", transformOrigin: "21% 14%" },
t + 0.1,
);
The target's reaction is a separate, parallel tween (button: scale: 0.94 + press
color/shadow, starting at the same t). Cursor-only taps (e.g. focusing a text input)
get NO target reaction. Pair with cursor-click-ripple / press-release-spring for
the target side.
The click IGNITES the next beat
Never let a morph, typing run, window transform, or scene-defining animation simply start. Park the cursor on the trigger and let the click cause it, same-frame:
- click ▸ menu/submenu cascade, toggle flip
- click ▸ typing kickoff into an input
- click ▸ composer morph-down / window shrink
- click ▸ logo ignition / flight launch
- click ▸ play-state flip + UI-life wake in a product mock
During long beats it doesn't own (typing, narration), the cursor drifts aside
(0.5–0.9s, power2.out) — never sits frozen on top of the action, never wobbles idly.
Exit law & cross-scene handoff
Two sanctioned exits — both physical, never an opacity fade in place:
- Leave the frame: accelerate off the nearest edge with
power2.in(left:'118%',left:'-12%', ortop:'116%'), 0.5–0.7s. - Cut-the-curve handoff: in the final ~0.3s before a hard cut, the cursor starts
accelerating (
power2.in) toward the NEXT scene's first click point, covering the first ~1/3 of that path; the next compositiongsap.sets the cursor at the handoff pose and continues withpower2.outat matched velocity. The cursor itself becomes the carrier element that stitches the seam:
// scene A, last 0.3s — start the journey:
tl.to(cursor, { left: "40.7%", top: "63.7%", duration: 0.3, ease: "power2.in" }, CUT - 0.3);
// scene B, t=0 — finish it at matched velocity:
gsap.set(cursorB, { left: "40.7%", top: "63.7%" });
tl.to(cursorB, { left: "22%", top: "45%", duration: 0.6, ease: "power2.out" }, 0);
Checklist
- ≥ 7cqw full-frame (4.6–5.5cqw inside a mock) — when unsure, bigger
- enters from off-screen on one continuous vector (no fade/mask reveal)
- tip lands on the target center; press pivots on
transformOrigin: '21% 14%' - every click causes something, same-frame
- drifts aside during beats it doesn't own; zero idle wobble
- exits physically (off-frame or cut-the-curve handoff) — no fade-in-place