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oversized-cursor

by @heygen-comv
4.7(120)

Generates oversized cursor animations that guide viewer's eye, trigger scene changes, and add motion to launch videos. Uses physically believable off-screen entry, click ignition, and exit to provide cheap high-yield visual dynamics.

cursor-animationvideo-productionmotion-designui-animationGitHub
Installation
npx skills add https://github.com/heygen-com/hyperframes --skill oversized-cursor
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Before / After Comparison

1 组
Before

Without this skill, developers had to manually adjust cursor size, position, animation curves, and timelines per scene, spending significant time debugging and risking inconsistent results.

After

This Skill provides standardized oversized cursor animation templates, automatically handling entry, click, and exit logic. Developers only need to specify target position and click timing to quickly generate professional animations.

SKILL.md

Oversized Cursor — the eye-carrier

A deliberately oversized macOS-style pointer that travels the frame as a visible protagonist: it enters from off-screen, walks the viewer's eye to the next point of interest, clicks to cause the next thing that happens, and leaves. Production-proven across multiple launch films.

Why it exists. Big cursor movement is one of the cheapest high-yield motion sources in a launch video: one element, transform-only tweens, and it (1) brings the eye across the screen on scenes that would otherwise read as dead, (2) gives causal ignition to morphs/transitions ("the click did that"), and (3) segments the eye out of a stale state when kicking off a new scene or a complex animation sequence. Bigger is better — an actual-size cursor disappears at video scale.

Size & look (house convention)

  • Full-frame scenes: 7cqw (≈134px at 1920). In-mock / small-frame variants: 4.6–5.5cqw. Never smaller.
  • One SVG arrow geometry everywhere. Two proven fills — white body + black stroke, or black body (#1c1c1c) + white stroke (1.4px). Pick per scene contrast, keep it constant per film.
  • Brand-motif cursors (the power play). The macOS arrow is the DEFAULT, not a mandate. When the subject brand has a recognizable cursor identity — a collaborative design tool's colored multiplayer arrow with a name tag (Figma-style), a creative suite's precision crosshair, a distinctive product pointer — use THAT cursor instead: instantly legible brand language for anyone who knows the product. Same laws apply unchanged (oversized scale, physical entry/exit, tip-targeting, click-ignition), and a name-tag variant travels as one rigid unit (tag trailing the arrow). Reach for it only when the motif is genuinely referenceable; a cursor nobody recognizes is just a weird arrow — default back to macOS.
  • filter: drop-shadow(0 4px 6px rgba(0,0,0,.3)), pointer-events: none, z-index above all scene content, will-change: transform.
#root .cursor {
  position: absolute;
  left: 48%;
  top: 115%; /* off-screen below — the resting pose IS off-screen */
  width: 7cqw;
  height: 7cqw;
  z-index: 20;
  filter: drop-shadow(0 4px 6px rgba(0, 0, 0, 0.3));
  pointer-events: none;
  will-change: transform;
}

Entry law — physical, never revealed

The cursor always enters from off-screen (canonical: from below, top:115–120%) and travels to its first target in one decelerating glide. It must feel like it entered the room. Never opacity-fade it in at a resting position, never mask-reveal it — that reads as a glitch (a real, repeatedly observed failure mode).

  • Default path: straight up the y-axis to the target — no fragmented diagonals. A diagonal is fine when it IS the story (entering toward an off-axis target), but it is one continuous vector either way.
  • duration: 0.4–0.92s, ease: power3.out, immediateRender: false on the fromTo.
tl.fromTo(
  cursor,
  { left: "48.6%", top: "115%" },
  { left: "48.6%", top: "55%", duration: 0.85, ease: "power3.out", immediateRender: false },
  0.25,
);

Tip-targeting & the click tap

The hot-spot is the arrow TIP, not the box center. Land the tip on the target's center, and pivot all press scaling on the tip: transformOrigin: '21% 14%' (for the house arrow path in a 24-unit viewBox).

Click = asymmetric compress/expand (1:2 ratio reads as a real tap):

tl.to(cursor, { scale: 0.84, duration: 0.1, ease: "power2.in", transformOrigin: "21% 14%" }, t);
tl.to(
  cursor,
  { scale: 1, duration: 0.22, ease: "power2.out", transformOrigin: "21% 14%" },
  t + 0.1,
);

The target's reaction is a separate, parallel tween (button: scale: 0.94 + press color/shadow, starting at the same t). Cursor-only taps (e.g. focusing a text input) get NO target reaction. Pair with cursor-click-ripple / press-release-spring for the target side.

The click IGNITES the next beat

Never let a morph, typing run, window transform, or scene-defining animation simply start. Park the cursor on the trigger and let the click cause it, same-frame:

  • click ▸ menu/submenu cascade, toggle flip
  • click ▸ typing kickoff into an input
  • click ▸ composer morph-down / window shrink
  • click ▸ logo ignition / flight launch
  • click ▸ play-state flip + UI-life wake in a product mock

During long beats it doesn't own (typing, narration), the cursor drifts aside (0.5–0.9s, power2.out) — never sits frozen on top of the action, never wobbles idly.

Exit law & cross-scene handoff

Two sanctioned exits — both physical, never an opacity fade in place:

  1. Leave the frame: accelerate off the nearest edge with power2.in (left:'118%', left:'-12%', or top:'116%'), 0.5–0.7s.
  2. Cut-the-curve handoff: in the final ~0.3s before a hard cut, the cursor starts accelerating (power2.in) toward the NEXT scene's first click point, covering the first ~1/3 of that path; the next composition gsap.sets the cursor at the handoff pose and continues with power2.out at matched velocity. The cursor itself becomes the carrier element that stitches the seam:
// scene A, last 0.3s — start the journey:
tl.to(cursor, { left: "40.7%", top: "63.7%", duration: 0.3, ease: "power2.in" }, CUT - 0.3);
// scene B, t=0 — finish it at matched velocity:
gsap.set(cursorB, { left: "40.7%", top: "63.7%" });
tl.to(cursorB, { left: "22%", top: "45%", duration: 0.6, ease: "power2.out" }, 0);

Checklist

  • ≥ 7cqw full-frame (4.6–5.5cqw inside a mock) — when unsure, bigger
  • enters from off-screen on one continuous vector (no fade/mask reveal)
  • tip lands on the target center; press pivots on transformOrigin: '21% 14%'
  • every click causes something, same-frame
  • drifts aside during beats it doesn't own; zero idle wobble
  • exits physically (off-frame or cut-the-curve handoff) — no fade-in-place

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Statistics

Installs59.7K
Rating4.7 / 5.0
Version
Updated2026年10月23日
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Compatible Platforms

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Timeline

Created2026年7月18日
Last Updated2026年10月23日
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