hyperframes-animation✓ ناجح

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.

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// تثبيت المهارة

تثبيت المهارة

المهارات هي كود تابع لأطراف ثالثة من مستودعات GitHub العامة. يفحص SkillHub الأنماط الخبيثة المعروفة، لكنه لا يستطيع ضمان السلامة. راجع الكود المصدري قبل التثبيت.

تثبيت عام (على مستوى المستخدم):

npx skillhub install heygen-com/hyperframes/hyperframes-animation

تثبيت في المشروع الحالي:

npx skillhub install heygen-com/hyperframes/hyperframes-animation --project

skill.install.customTargetHelp

npx skillhub install heygen-com/hyperframes/hyperframes-animation --target-dir /path/to/skills

المسار المقترح: ~/.claude/skills/hyperframes-animation/

مراجعة الذكاء الاصطناعي

78
من ١٠٠
جودة التعليمات80
دقة الوصف95
الفائدة75
السلامة التقنية80
تمت المراجعة بواسطة review-skill-gateway(z-ai/glm-5.2) في 21‏/7‏/2026

⚠ المراجعة مبنية على إصدار سابق

محتوى SKILL.md

---
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). Also covers auditing an existing composition's choreography (animation map) and 24 named text-animation effects. HyperFrames-native: single paused timeline, seek-safe, deterministic."
---

**Plugin installs:** Before setup or freshness commands, follow [plugin execution rules](../hyperframes/references/plugin-installation.md) when this skill is inside a HyperFrames plugin. Standalone installs keep the update instructions below.

# 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`                                     |
| Motion blur — shutter smear on an element, and when not to use it              | `references/motion-blur.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`                                |
| Character animation (walk cycle, mascot, jointed puppet, gestures)             | `adapters/lottie.md` → Characters                   |
| 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), including characters that walk, gesture or react.
- **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` → One paused timeline + Non-negotiable rules** (single paused timeline, `data-duration` governs length, no `Math.random` / `Date.now` / `performance.now`, no `repeat: -1` without a finite root `data-duration`, no page-load `gsap.set` on later-scene clips, no `display` or raw `visibility` tweens, and register the timeline only after it is fully built, including when the build runs inside an async callback such as `document.fonts.ready`). 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

```bash
node <SKILL_DIR>/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-cli` — `npx hyperframes lint / check / snapshot / preview / render`

الترخيص

الترخيص المُعلن: Apache-2.0

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