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Hyperframes Animation

Community
waker240
hyperframes-animation

Build deterministic animation for HyperFrames using motion rules, transitions, scene blueprints, and runtime adapters. Use when motion or camera behavior needs implementation.

Overview

Publisherwaker240
RepositoryFullVideoProductionSkill
Skill namehyperframes-animation
Stars
211
Forks
47
Bundled files
102
LicenseApache-2.0
Links
  • Markdown instructions

    A SKILL.md file the model loads on demand, so it only costs tokens when a request actually matches.

  • Works with any LLM

    AI skills are plain Markdown, not provider-specific code, so this works with GPT, Claude, Gemini, Grok, or a local model.

  • 102 bundled files

    Scripts, templates, and references the model can read while it works. Files are read-only and never executed.

  • Open source

    Published by waker240 on GitHub. Read the source before you install it.

Installation

Install the Hyperframes Animation AI skill in TypingMind to use it with any LLM, or drop it into another agent that reads SKILL.md.

1

Install in TypingMind

TypingMind installs a skill straight from its GitHub folder — it reads SKILL.md, bundles the resource files, and stores the result locally.

  1. Open the app and go to Plugins → Skills.
  2. Choose "Install from GitHub".
  3. Paste the skill folder URL below and confirm.
    https://github.com/waker240/FullVideoProductionSkill/tree/main/skills/hyperframes-animation
  4. Enable the skill in any chat where you want it available.
Plugins → Skills → Add skill → From GitHub URL, then paste the folder URL and press Continue.
2

Install in another agent

Any agent that reads the Agent Skills format can use this skill — copy the folder into that agent's skills directory.

Claude Code — .claude/skills
git clone --depth 1 https://github.com/waker240/FullVideoProductionSkill.git /tmp/FullVideoProductionSkill
mkdir -p .claude/skills
cp -r /tmp/FullVideoProductionSkill/skills/hyperframes-animation .claude/skills/hyperframes-animation
Restart Claude Code after copying so it picks up the new skill.

Use it in TypingMind

Enable Hyperframes Animation in any TypingMind chat and the model takes it from there. Its name and description sit in the system prompt, and the moment a request matches, the model loads the full instructions itself — you never invoke it by hand, and it costs no tokens until it is actually used.

The model loads Hyperframes Animation on its own as soon as a request matches it.

Works with any AI model

AI skills are plain Markdown instructions rather than provider-specific code, so Hyperframes Animation is not tied to the model it was written for. Install it once in TypingMind and use it with GPT-5, Claude, Gemini, Grok, DeepSeek, Mistral, Llama, or a local model you run yourself — all on your own API keys.

  • Loaded only when it is needed

    The system prompt carries just the name and description. The instructions are fetched on the first matching request, so an idle skill costs nothing.

  • Switch models mid-chat

    Because the skill is instructions rather than code, changing model does not break it — the next model reads the same SKILL.md.

Skill instructions

This is the SKILL.md content the model loads. Read it before installing — a skill is instructions your model will follow.

Install this skill with its sibling skills. See runtime setup and capability boundaries before executing commands. User instructions and the requested production stage take precedence over workflow defaults.

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 and compose them on a single paused GSAP timeline. When the project admits a Spatial Canvas or fast passage, its manifest is the choreography contract; rules serve the declared route/phases rather than inventing a parallel structure.

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 / 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
Build an admitted persistent Spatial Canvas (SPATIAL_CANVAS.json) with camera visits and cutaway/returnblueprints/spatial-canvas.md + hyperframes-core/references/spatial-canvas.md
Direct camera focus, narration retiming, precise world/HUD ownership, meaningful returns and crop/registration reviewreferences/directed-camera.md
Implement an admitted FAST_PASSAGES.json trajectory after its arc is lockedhyperframes-creative/references/fast-paced-editing.md, then transitions/overview.md / transitions/catalog.md plus the cited rules or blueprints
Animate paper folds, layered cutouts, material parallax or object-led edits in a selected paper-theatre direction../hyperframes-creative/references/paper-theatre.md §4–5; then the applicable rules/adapters
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 after the visual-quality admission gate (AnimationMixer, hf-seek)adapters/three.md
Build admitted authored 3D — beveled geometry, lathe profiles, PMREM studio, seeded materials, analytic stops/deforming cables, resource readinessreferences/authored-three-workflow.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 only when spatial causality, authored geometry/assets, and a coherent world clear adapters/three.md's admission gate. For abstract agents and mechanisms, semantic 2D/2.5D is the default—not a fallback.
  • 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.

“Spatial Canvas” is a world/camera composition grammar, not a runtime choice. Default to DOM/SVG + GSAP; Canvas 2D or true 3D is optional and must still satisfy its normal admission/seek contract. Keep one persistent world owner and animate camera pose as one coupled object; departure, cutaway, and consequential return are one move.

“Fast-paced” is a bounded edit trajectory, not a license to apply every transition. Follow the manifest's exact baseline → escalation → peak → release windows and focal receivers; add one density channel at a time, preserve caption/voice legibility, and make the release mechanically visible. A PASS for either grammar remains correct when it does not serve the argument.

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

bash
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. It cannot judge narration match, subject quality, or world coherence; pair it with hyperframes-creative/references/design-adherence.md's rendered-trajectory gate.

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-cli — npx hyperframes lint / validate / inspect / preview / render

Bundled files

The model reads these on demand while the skill is loaded. They are exposed as readable files and are never executed.

and 42 more files.

Frequently asked questions

What does the Hyperframes Animation AI skill do?

Build deterministic animation for HyperFrames using motion rules, transitions, scene blueprints, and runtime adapters. Use when motion or camera behavior needs implementation.

Why use Hyperframes Animation on TypingMind?

Because you install it once and use it with any model. Hyperframes Animation is plain Markdown rather than provider-specific code, so the same skill runs on GPT-5, Claude, Gemini, Grok, or a local model — and you can switch model mid-chat without it breaking. TypingMind runs on your own API keys, so you pay providers directly instead of a per-seat subscription, and your skills and chats stay in your own storage.

How do I install Hyperframes Animation in TypingMind?

Open Plugins → Skills → Install from GitHub in TypingMind and paste https://github.com/waker240/FullVideoProductionSkill/tree/main/skills/hyperframes-animation. TypingMind reads its SKILL.md and bundles its files and installs it as a skill you can enable per chat.

Which AI models can use Hyperframes Animation?

Any model you connect in TypingMind. AI skills are plain Markdown instructions rather than provider-specific code, so GPT, Claude, Gemini, Grok, and local models can all load this skill when a request matches it.

How many AI models can I use with Hyperframes Animation?

As many as you like. As long as a model supports skills, you can use Hyperframes Animation with it — GPT, Claude, Gemini, Grok, DeepSeek, Mistral, Llama and more — all on TypingMind with your own API keys.

Is the Hyperframes Animation AI skill free?

Yes. It is published on GitHub by waker240 under the Apache-2.0 license. You only pay your own AI provider for the tokens you use.

What are AI skills?

An AI skill is a reusable instruction bundle that teaches an AI model how to do one specific task. It follows the open Agent Skills format: a SKILL.md file with a name and description, plus any scripts, templates or reference files the model may need. The model reads the instructions only when your request matches the skill, so an installed skill costs nothing until it is used.

How are AI skills different from plugins or MCP servers?

A plugin or MCP server gives a model new tools to call — code that runs somewhere and returns a result. An AI skill gives the model knowledge and process instead: how to approach a task, which steps to follow, what good output looks like. Skills are plain Markdown, so they need no server, no API key and no runtime, and they work with any model.

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