mcpbeat

Hyperframes Animation

coco-research/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.

This is a copy. The original lives at aiskillstore/hyperframes-animation.

299k tokens
context cost
the whole folder, loaded on every use
121
files
ships runnable scripts
0
copies elsewhere
how many repositories repackaged it
196
stars on the repo
on the repository, not the skill itself

Install

one command, takes just this skill from the repository
npx skills add https://github.com/coco-research/coco --skill hyperframes-animation

The instruction itself

8 sections, as written by the author

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-clinpx hyperframes lint / check / snapshot / preview / render

How to use it

Copy the folder

Take coco-research/hyperframes-animation from the repository into ~/.claude/skills for personal use, or into .claude/skills inside a project.

Check the name does not clash

The agent identifies a skill by the name field in its header. Two skills with the same name cannot sit side by side — one of them will be ignored.

Install what it needs

The instructions reference npx. Without those the skill loads but fails at the first command.