Hyperframes-animation
Updated August 13, 2026
1 Installations
1 Favorites
About
Making you better at handling all tasks related to motion, animation, and motion design.
Features
video
Files (121)
121 total, showing 90
SKILL.md
markdown7.6 KB
scripts/animation-map-sampling.mjs
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scripts/animation-map-sampling.test.mjs
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scripts/animation-map.mjs
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scripts/animation-map.test.mjs
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scripts/package-loader.mjs
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scripts/package-loader.test.mjs
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adapters/animate-text.md
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adapters/animejs.md
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adapters/css-animations.md
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adapters/gsap-easing-and-stagger.md
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adapters/gsap-timeline-and-labels.md
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adapters/gsap-transforms-and-perf.md
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adapters/gsap.md
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adapters/html-in-canvas-patterns.md
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adapters/lottie.md
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adapters/three.md
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adapters/typegpu.md
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adapters/waapi.md
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blueprints-index.md
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blueprints/agent-progress-theater.md
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blueprints/camera-journey.md
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blueprints/comparison-split.md
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blueprints/constellation-hub.md
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blueprints/cta-morph-press.md
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blueprints/cursor-ui-demo.md
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blueprints/dataviz-countup.md
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blueprints/device-surface-showcase.md
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blueprints/fixed-anchor-cycle.md
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blueprints/grid-card-assemble.md
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blueprints/kinetic-type-beats.md
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blueprints/logo-assemble-lockup.md
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blueprints/overwhelm-surround.md
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blueprints/panel-edit-live-sync.md
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blueprints/prompt-type-submit-generate.md
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blueprints/spatial-pan-stations.md
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blueprints/ticker-takeover.md
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blueprints/titlecard-reveal.md
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blueprints/transcript-scroll-artifact-reveal.md
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blueprints/typewriter-reveal.md
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blueprints/video-text-pivot.md
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blueprints/zoom-out-workspace-reveal.md
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examples/brand-reveal-assemble-zoom.html
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examples/comparison-split-cards.html
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examples/concept-demo-decode-pan.html
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examples/cta-morph-press.html
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examples/cta-orbit-collapse.html
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examples/demo-page-scroll-spotlight.html
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examples/hook-counter-burst.html
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examples/messaging-multi-phrase.html
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examples/metric-video-text-pivot.html
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examples/problem-mockup-overwhelm.html
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examples/proof-logo-chain.html
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examples/takeover-ticker-displace.html
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examples/workflow-approve-press.html
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rules-index.md
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rules/3d-camera-flight.md
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rules/3d-page-scroll.md
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rules/3d-text-depth-layers.md
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rules/ai-tracking-box.md
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rules/ambient-glow-bloom.md
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rules/anchored-layout-expand.md
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rules/asr-keyword-glow.md
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rules/avatar-cloud-network.md
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rules/camera-cursor-tracking.md
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rules/card-morph-anchor.md
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rules/center-outward-expansion.md
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rules/chart-scrub-readout.md
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rules/chromatic-glitch.md
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rules/context-sensitive-cursor.md
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rules/control-target-sync.md
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rules/coordinate-target-zoom.md
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rules/counting-dynamic-scale.md
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rules/css-marker-patterns.md
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rules/cursor-click-ripple.md
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rules/cursor-drag.md
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rules/depth-of-field-blur.md
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rules/depth-scatter-assemble.md
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rules/discrete-text-sequence.md
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rules/dynamic-content-sequencing.md
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rules/gradient-text-sweep.md
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rules/gsap-effects.md
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rules/hacker-flip-3d.md
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rules/kinetic-beat-slam.md
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rules/motion-blur-streak.md
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rules/multi-cursor-choreography.md
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rules/multi-phase-camera.md
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rules/nudge-curve.md
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rules/orbit-3d-entry.md
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rules/particle-burst.md
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Document
SKILL.mdRead-only
--- name: hyperframes-animation description: "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." --- # 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 ```bash 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-cli` — `npx hyperframes lint / check / snapshot / preview / render`