hyperframes-animation
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.
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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 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
This skill does not provide trigger words.
| Field | Description |
|---|---|
| format | Format tag (skill/v1) |
| skill_id | Unique skill ID |
| name | Skill name |
| version | Version |
| description | Description |
| category | Categories (array) |
| trigger_words | Trigger words |
| tags | Tags |
| source | Source |
| source_url | Source URL (this page) |
| exported_at | Exported at (set per download) |
| system_prompt | System prompt body |
| model_config | Model config: provider / model / temperature / max_tokens / top_p |
| examples | Examples |
| install_guide | Import guide for Coze / Dify / Claude / custom frameworks |