Agent Skills: 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). HyperFrames-native: single paused timeline, seek-safe, deterministic.

UncategorizedID: connorads/dotfiles/hyperframes-animation

Install this agent skill to your local

pnpm dlx add-skill https://github.com/connorads/dotfiles/tree/HEAD/.config/skills/vendor/.agents/skills/hyperframes-animation

Skill Files

Browse the full folder contents for hyperframes-animation.

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.config/skills/vendor/.agents/skills/hyperframes-animation/SKILL.md

Skill Metadata

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). 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 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 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-clinpx hyperframes lint / validate / inspect / preview / render