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Skill
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Audit score 90

hyperframes-animation

heygen-com/hyperframes

Atomic motion rules, blueprints, and seven runtime adapters for HyperFrames animation composition.

What is hyperframes-animation?

Comprehensive animation knowledge for HyperFrames covering atomic motion rules, multi-phase scene blueprints, transitions, and runtime-specific APIs (GSAP, Lottie, Three.js, Anime.js, CSS, WAAPI, TypeGPU). Use this skill to compose animations by picking 2–4 rules, load pre-designed blueprints, audit existing choreography, or look up runtime-specific documentation.

  • Compose animations from 2–4 atomic motion rules with a single paused GSAP timeline
  • Load multi-phase scene blueprints for brand reveals, social proof, and other templated sequences
  • Author scene transitions between clips using CSS-driven patterns
  • Look up runtime-specific APIs and drop-in effect recipes for GSAP, Lottie, Three.js, Anime.js, CSS keyframes, Web Animations API, and TypeGPU
  • Audit existing compositions' animation maps and choreography using the animation-map script
  • Apply 24 named text-animation effects via the animate-text skill integration

How to install hyperframes-animation

npx skills add https://github.com/heygen-com/hyperframes --skill hyperframes-animation
Prerequisites
  • hyperframes-core skill (for composition contract, single paused timeline, and determinism rules)
  • Node.js (for animation-map auditing script)
Claude Code
Cursor
Windsurf
Cline

How to use hyperframes-animation

  1. 1.Review rules-index.md to find atomic motion patterns matching your trigger or tag
  2. 2.Select 2–4 rules and read their full recipes in rules/<name>.md
  3. 3.Compose them into a single paused GSAP timeline using the provided HTML/CSS/GSAP code
  4. 4.For complex multi-phase scenes, check blueprints-index.md and load the matching blueprint from blueprints/<id>.md
  5. 5.For scene transitions, consult transitions/overview.md and transitions/catalog.md
  6. 6.Look up runtime-specific APIs in adapters/<runtime>.md (e.g., adapters/gsap.md for easing and stagger)
  7. 7.After authoring, run animation-map.mjs to audit choreography and identify issues

Use cases

Good for
  • Quickly compose a motion sequence by selecting atomic rules and combining them on a single timeline
  • Reuse a pre-designed multi-phase template (e.g., brand reveal) to save authoring time on complex choreography
  • Integrate character animation from Lottie/After Effects exports with gesture and walk-cycle support
  • Build 3D scene animations with Three.js camera motion and AnimationMixer
  • Audit a completed composition to identify dead zones, stagger inconsistencies, and lifecycle warnings
Who it's for
  • Motion designers building HyperFrames compositions
  • Frontend developers implementing complex choreography with multiple animation runtimes
  • Teams reusing pre-designed scene templates and blueprints
  • Developers auditing and optimizing existing animation code

hyperframes-animation FAQ

When should I use a blueprint instead of composing atomic rules?

Load a blueprint when your scene matches an existing pre-designed template (e.g., brand reveal, social proof) and reusing its multi-phase pipeline saves real authoring time. Otherwise, composing 2–4 atomic rules is faster and produces less code.

Can I use multiple animation runtimes in one composition?

Yes. GSAP is the default for 95% of work, but Lottie, Three.js, Anime.js, CSS, WAAPI, and TypeGPU can coexist. Each registers instances on its runtime-specific global so HyperFrames can seek all of them in one pass.

What are the critical constraints for HyperFrames animation?

Use a single paused timeline, never derive positions from getBoundingClientRect() at tween time (pre-calculate layout constants), use only GSAP transform aliases (x, y, scale, rotation) for spatial motion, and follow hyperframes-core's non-negotiable rules (no Math.random, no repeat: -1, no timeline construction inside async/setTimeout).

How do I audit an existing composition's animation map?

Run `node skills/hyperframes-animation/scripts/animation-map.mjs <composition-dir>` to enumerate GSAP tweens, sample bboxes, and output animation-map.json. This identifies dead zones, stagger inconsistencies, and lifecycle warnings.

Which runtime should I pick for character animation?

Use Lottie for pre-baked character animations from After Effects exports, including walk cycles, gestures, and reactions. For custom jointed puppets or real-time control, combine Lottie with GSAP orchestration.

Full instructions (SKILL.md)

Source of truth, from heygen-com/hyperframes.


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."

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

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 → 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-cli — npx hyperframes lint / check / snapshot / preview / render