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- hyperframes-core skill (for composition contract, single paused timeline, and determinism rules)
- Node.js (for animation-map auditing script)
How to use hyperframes-animation
- 1.Review rules-index.md to find atomic motion patterns matching your trigger or tag
- 2.Select 2–4 rules and read their full recipes in rules/<name>.md
- 3.Compose them into a single paused GSAP timeline using the provided HTML/CSS/GSAP code
- 4.For complex multi-phase scenes, check blueprints-index.md and load the matching blueprint from blueprints/<id>.md
- 5.For scene transitions, consult transitions/overview.md and transitions/catalog.md
- 6.Look up runtime-specific APIs in adapters/<runtime>.md (e.g., adapters/gsap.md for easing and stagger)
- 7.After authoring, run animation-map.mjs to audit choreography and identify issues
Use cases
- 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
- 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
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.
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.
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).
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.
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 / 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 |
| Motion blur — shutter smear on an element, and when not to use it | references/motion-blur.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 |
| 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 permitsopacity/color/backgroundColor/borderRadiusfor non-spatial property tweens — but neverwidth/height/top/leftfor 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 contracthyperframes-creative— palettes, typography, narration, beat planning (non-animation creative direction)hyperframes-cli—npx hyperframes lint / check / snapshot / preview / render
Related skills
More from heygen-com/hyperframes and the wider catalog.

hyperframes-audio
Mix and process audio in HyperFrames compositions with fades, effects, automation, and voiceover ducking.

hyperframes-cli
CLI for authoring, previewing, and rendering video compositions with HyperFrames.

hyperframes-core
Technical contract for building HyperFrames compositions—define timing, clips, tracks, and deterministic rendering in HTML.

hyperframes-creative
Creative direction for HyperFrames videos: palettes, typography, narration, composition, and brand style.

hyperframes-keyframes
Author 2D/3D keyframes, camera moves, and visual transitions for HyperFrames compositions.

hyperframes-media
Multi-provider TTS, background music, sound effects, transcription, and captions for HyperFrames video compositions.