hyperframes-animation Checked
Installation
Copy the prompt below and send it to your AI assistant (e.g. Claude Code) — it will follow the instructions and install automatically.
Install the "hyperframes-animation" skill by following the instructions at https://skill123.me/install/hyperframes-animation.
Run in your terminal — downloads and installs to ~/.claude/skills/.
curl -fsSL https://skill123.me/install/hyperframes-animation.sh | bash
Download the zip and extract it into your skills directory (e.g. ~/.claude/skills/), then restart your session.
⬇ Download v1.0.0 · 37.5 MBNot live-tested yet — this skill is rated on static analysis only.
About this skill
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). 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.
Documentation
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). 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
View full documentation
| 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 gsap.set on later-scene clips, no display / visibility animation, no timeline construction inside async / setTimeout / Promise). Don't restate those 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.
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 / validate / inspect / preview / render
Score breakdown
Assessment methodology
Version history
Imported from calesthio/OpenMontage@main