hyperframes-animation
この Skill は、HyperFrames のアニメーションに関する包括的な知識を提供します。原子的なモーションルール、多段階シーンの設計図、シーン遷移、広範なモーションデザイン技術を網羅し、GSAP、Lottie、Three.js など7つのランタイムアダプターを統合しています。これにより、開発者は複雑なアニメーションを効率的に構成し、シーンのオーケストレーションを管理し、多様なモーションデザインを様々なプラットフォームで実装でき、決定論的でシークセーフなアニメーション体験を保証します。
npx skills add https://github.com/heygen-com/hyperframes --skill hyperframes-animationBefore / After 効果比較
1 组この Skill がない場合、開発者は複雑なアニメーションの手動作成、異なるアニメーションライブラリの統合、クロスランタイム互換性の確保、シーン遷移の管理に多くの時間と労力を費やし、エラーが発生しやすかった。統一されたフレームワークがないため、決定論的でシークセーフなアニメーションの実現は困難であり、ユーザー体験の一貫性の欠如やデバッグ作業の増加につながっていた。
この Skill は、構造化されたルール、設計図、およびランタイムアダプターを提供することで、アニメーション開発を大幅に効率化します。異なるアニメーションツールを統合し、互換性の問題をデバッグする時間を劇的に削減し、開発者が洗練されたモーションデザインを迅速に構成し、アニメーションの決定論性とシークセーフ性を保証することで、開発効率とアニメーション品質を向上させます。
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, demo-page-scroll-spotlight, 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) and examples/<id>.html (runnable sample). 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 + examples/<id>.html |
| 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
ユーザーレビュー (0)
レビューを書く
レビューなし
統計データ
ユーザー評価
この Skill を評価