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hyperframes-motion

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.

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

설치 방법 보기

포함된 파일(106)

  • SKILL.md7.0 KB
  • adapters/animate-text.md4.0 KB
  • adapters/animejs.md3.2 KB
  • adapters/css-animations.md3.8 KB
  • adapters/gsap-easing-and-stagger.md6.1 KB
  • adapters/gsap-timeline-and-labels.md3.6 KB
  • adapters/gsap-transforms-and-perf.md3.4 KB
  • adapters/gsap.md6.7 KB
  • adapters/html-in-canvas-patterns.md16.8 KB
  • adapters/lottie.md3.3 KB
  • adapters/three.md4.3 KB
  • adapters/typegpu.md7.3 KB
  • adapters/waapi.md3.2 KB
  • blueprints-index.md12.4 KB
  • blueprints/brand-reveal-assemble-zoom.md14.7 KB
  • blueprints/comparison-split-cards.md14.8 KB
  • blueprints/concept-demo-decode-pan.md16.7 KB
  • blueprints/cta-morph-press.md16.1 KB
  • blueprints/cta-orbit-collapse.md17.8 KB
  • blueprints/demo-page-scroll-spotlight.md16.5 KB
  • blueprints/hook-counter-burst.md14.8 KB
  • blueprints/messaging-multi-phrase.md14.7 KB
  • blueprints/metric-video-text-pivot.md19.0 KB
  • blueprints/problem-mockup-overwhelm.md16.7 KB
  • blueprints/proof-logo-chain.md17.2 KB
  • blueprints/takeover-ticker-displace.md14.8 KB
  • blueprints/workflow-approve-press.md16.3 KB
  • examples/assets/avatars/01.png45.6 KB
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  • examples/assets/background-tech-data-flow.mp415.9 MB
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  • examples/assets/hyperframes-showcase-hypecard.mp419.8 MB
  • examples/assets/logo-hyperframes.png1.3 MB
  • examples/brand-reveal-assemble-zoom.html12.0 KB
  • examples/comparison-split-cards.html21.2 KB
  • examples/concept-demo-decode-pan.html18.0 KB
  • examples/cta-morph-press.html14.8 KB
  • examples/cta-orbit-collapse.html49.5 KB
  • examples/demo-page-scroll-spotlight.html24.4 KB
  • examples/hook-counter-burst.html22.5 KB
  • examples/messaging-multi-phrase.html11.9 KB
  • examples/metric-video-text-pivot.html25.0 KB
  • examples/problem-mockup-overwhelm.html43.4 KB
  • examples/proof-logo-chain.html28.2 KB
  • examples/takeover-ticker-displace.html10.7 KB
  • examples/workflow-approve-press.html20.2 KB
  • rules-index.md10.7 KB
  • rules/3d-page-scroll.md8.7 KB
  • rules/3d-text-depth-layers.md11.4 KB
  • rules/ai-tracking-box.md14.7 KB
  • rules/avatar-cloud-network.md13.7 KB
  • rules/camera-cursor-tracking.md12.3 KB
  • rules/card-morph-anchor.md12.0 KB
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  • rules/gsap-effects.md5.2 KB
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  • rules/multi-phase-camera.md10.3 KB
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  • rules/physics-press-reaction.md12.3 KB
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  • scripts/animation-map.mjs19.0 KB
  • scripts/package-loader.mjs8.1 KB
  • techniques.md13.7 KB
  • transitions/catalog.md6.5 KB
  • transitions/css-3d.md421 B
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  • transitions/css-grid.md370 B
  • transitions/css-light.md2.3 KB
  • transitions/css-mechanical.md1.6 KB
  • transitions/css-other.md838 B
  • transitions/css-push.md1.2 KB
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  • transitions/css-scale.md715 B
  • transitions/overview.md13.5 KB
  • transitions/TRANSITION-REGISTRY.md7.8 KB

SKILL.md(원문)

설치하기 전에 에이전트에게 전달되는 지시 내용을 확인할 수 있습니다.

HyperFrames Motion

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 / tagrules-index.md
Read one rule's full HTML / CSS / GSAP reciperules/<name>.md
Pick a multi-phase scene templateblueprints-index.md
Read one blueprint's full recipeblueprints/<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 techniquetechniques.md
Analyze an existing composition's animation mapscripts/animation-map.mjs
GSAP API — timeline / tweens / position parametersadapters/gsap.md
GSAP — drop-in effect recipesrules/gsap-effects.md
GSAP — transforms / perfadapters/gsap-transforms-and-perf.md
GSAP — eases / staggeradapters/gsap-easing-and-stagger.md
GSAP — timeline / labelsadapters/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-motion/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 contract
  • /hyperframes-design — palettes, typography, beat planning (non-animation creative direction)
  • /hyperframes → cli/ — npx hyperframes lint / validate / inspect / preview / render

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같은 저장소의 스킬

architect

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Sketch types, signatures, and module structure before code, then stay in the loop while implementation fills in. Use for /architect, 'architect this', 'design this', or non-trivial work where jumping to code would lock in the wrong shape.

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

Sma1lboy/rove1762026년 10월 19일 업데이트

arena

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Spawn N parallel candidates at the same task, pick a base, graft the strongest parts of the losers into it. Use for /arena, 'arena this', 'throw it in the arena', or when one attempt at a non-trivial artifact would lock in the wrong shape.

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

Sma1lboy/rove1762026년 10월 19일 업데이트

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한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

Sma1lboy/rove1762026년 10월 19일 업데이트

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한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

Sma1lboy/rove1762026년 10월 19일 업데이트

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한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

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한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

Sma1lboy/rove1762026년 10월 19일 업데이트

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