Communitygithub.com

heygen-com/hyperframes

Fragmentos de vidrio vuelan a través de la niebla y se ensamblan formando el titular. Bloque HyperFrames, 1920×1080, 12.16s, 19 variables.

¿Qué es hyperframes?

Este skill de HyperFrames genera una animación cinematográfica en la que fragmentos de vidrio con corte Voronoi entran volando desde la profundidad, rotan y se ensamblan formando una silueta del titular, para luego salir volando más allá de la cámara. Cada fragmento es un clip Sutherland–Hodgman de una burbuja con agitación contra su celda Voronoi, asegurando que las piezas cubran completamente el texto. La composición incluye niebla por fragmento tanto en el vidrio como en la superficie matcap, y el vuelo en Z está desacoplado del easing para que los fragmentos lo atraviesen visiblemente. Compatible con HyperFrames y renderizable desde línea de comandos con `npx hyperframes render`, expone 19 variables editables (headline, tileCount, roundness, bevel, etc.) para personalizar la apariencia y el movimiento. La animación es seek-safe: cada fotograma es una función cerrada del tiempo, sin bucles rAF ni Date.now, lo que permite rebobinar y previsualizar de forma fiable.

Compatible con~Claude Code~Codex CLI~Cursor
npx skills add https://github.com/heygen-com/hyperframes/tree/main/registry/blocks/glass-shard-title

Preguntar en tu IA favorita

Abre un nuevo chat con esta habilidad de agente ya precargada.

Documentación

Titular de Fragmentos de Vidrio

Paneles de vidrio con corte Voronoi entran volando desde la profundidad, girando, y aterrizan formando una silueta del titular, luego vuelan más allá de la cámara. Cada fragmento es un recorte Sutherland–Hodgman de una burbuja con agitación contra su celda Voronoi, por lo que las piezas siempre cubren el texto. Las superficies de vidrio y matcap obtienen niebla por fragmento; el vuelo en Z está desacoplado del easing para que los fragmentos lo atraviesen visiblemente. Un conteo de mosaicos de 1 da un solo panel.

Id de composición: glass-shard-title. Duración 12.16 s a 30 fps, 1920×1080.

Archivos

  • glass-shard-title.html (16 KB)
  • assets/ferndale_studio_01_1k.hdr (1.6 MB)
  • assets/fonts/Geist-Bold.ttf (65 KB)
  • assets/fonts/Geist-Regular.ttf (65 KB)
  • assets/fonts/Geist-SemiBold.ttf (65 KB)
  • assets/fonts/Geist-OFL.txt (4 KB)
  • assets/fonts/cormorant-garamond.woff2 (37 KB)
  • assets/fonts/CormorantGaramond-OFL.txt (4 KB)
  • assets/glass-main.js (549 KB)
  • assets/Three-LICENSE.txt (1 KB)
  • assets/matcap-1.png (se obtiene del CDN al instalar)

Instalación

Instalar con npx hyperframes add glass-shard-title; por defecto los archivos anteriores se colocan bajo compositions/glass-shard-title/. Luego montar el bloque desde el index.html anfitrión:

<div
  data-composition-id="glass-shard-title"
  data-composition-src="compositions/glass-shard-title/glass-shard-title.html"
  data-start="0"
  data-duration="12.16"
  data-track-index="1"
  data-width="1920"
  data-height="1080"
></div>

Renderizar con valores personalizados apuntando directamente al archivo de composición:

npx --yes [email protected] render 'compositions/glass-shard-title/glass-shard-title.html' --variables '{"headline":"Diseñado en vidrio","tileCount":8}'

Variables

Se leen en tiempo de ejecución mediante window.__hyperframes.getVariables(); se declaran en la raíz de la composición como data-composition-variables (atributo entre comillas simples, JSON simple).

idtipovalor por defectoetiqueta / rango
headlinestring"Diseñado en vidrio"Titular máximo 40 caracteres
tileCountnumber8Mosaicos 1–400 paso 1
roundnessnumber0.4Redondez (0-1) 0–1 paso 0.01
bevelnumber0.35Bisel (0-1) 0–1 paso 0.01
meshSmoothnumber0.6Suavizado de superficie (0-1) 0–1 paso 0.01
flyInTimenumber2.3Tiempo de entrada (s) 0.2–6 paso 0.05
flyOutTimenumber2.4Tiempo de salida (s) 0.2–6 paso 0.05
staggernumber0.27Escalonamiento (0-1) 0–1 paso 0.01
flyInRotationnumber5Rotación de entrada (0-60) 0–60 paso 0.1
flyOutRotationnumber6Rotación de salida (0-6) 0–6 paso 0.1
chaosnumber0.25Caos del contorno (0-1) 0–1 paso 0.01
paddingnumber1Relleno de borde (0-1) 0–1 paso 0.01
sizeVariancenumber0.35Variación de tamaño (0-1) 0–1 paso 0.01
gapnumber0.03Espacio entre mosaicos 0–0.3 paso 0.002
easePownumber10Easing de posición de entrada (1-10) 1–10 paso 0.1
sideDistnumber3Distancia de vuelo lateral 0–60 paso 0.5
zDistnumber-42Distancia Z de origen (negativa) -400–0 paso 2
zOutnumber14Distancia Z de salida (+ = más allá de la cámara) -400–60 paso 2
fognumber36Distancia de niebla (0 = desactivada) 0–400 paso 2

Contrato de ejecución

  • Una línea de tiempo GSAP en pausa registrada como window.__timelines["glass-shard-title"].
  • Se resincroniza con el evento personalizado hf-seek; cada fotograma es una función cerrada del tiempo (solo PRNG con semilla, sin bucles rAF, sin Date.now).
  • Motor de renderizado: three.js 0.181.2 (empaquetado), GSAP 3.14.2, Canvas 2D, shaders GLSL, entorno HDR, Matcap, PRNG con semilla, d3-delaunay, mapas de sombras. Presupuesto aproximado de 350 MB por instancia activa; ejecutar una a la vez.
  • Dependencias externas en tiempo de ejecución: https://cdn.jsdelivr.net/npm/[email protected]/dist/gsap.min.js, https://cdn.jsdelivr.net/npm/[email protected]/dist/d3-delaunay.min.js.
  • Fuentes locales: assets/fonts/Geist-Regular.ttf, assets/fonts/Geist-SemiBold.ttf, assets/fonts/Geist-Bold.ttf.
  • El código empaquetado está integrado en la composición (assets/glass-main.js); reconstruir con esbuild y volver a integrar después de editar el código fuente .mjs.

Reglas de edición (del proyecto fuente)

  1. Mantener data-composition-variables como un atributo entre comillas simples con JSON plano ". Nunca guardarlo a través del panel de Diseño de Studio.
  2. No poner <canvas> en el marcado estático; crearlo en tiempo de ejecución.
  3. Mantener cada estado visual como una función de t; la seguridad de búsqueda es lo que hace que el bloque sea renderizable.

Individual skills in this repo

This repo contains 20 individual skills — each has its own dedicated page.

general-video

>

heygen-com/animejs

Anime.js adapter patterns for HyperFrames. Use when writing Anime.js animations or timelines inside HyperFrames compositions, registering animations on window.__hfAnime, making Anime.js seek-driven and deterministic, or translating Anime.js examples into render-safe HyperFrames HTML.

heygen-com/claude-design-hyperframes

Use when running inside Claude Design specifically. Produces a valid, brand-accurate HyperFrames video draft using pre-valid skeletons. For Claude Code / Cursor / Codex, use the `hyperframes` skill instead.

heygen-com/contribute-catalog

Author a new HyperFrames registry block (caption style, VFX block, transition, lower third) or component (text effect, overlay, snippet) and ship it as an upstream PR to the hyperframes repo. Use ONLY when the user wants to CONTRIBUTE to the public catalog — for in-project caption/transition authoring use the `hyperframes` skill, for installing existing registry items use the `hyperframes-registry` skill.

heygen-com/css-animations

CSS animation adapter patterns for HyperFrames. Use when authoring CSS keyframes, animation-delay based timing, animation-fill-mode, animation-play-state, or CSS-only motion that HyperFrames must seek deterministically during preview and rendering.

heygen-com/gsap

GSAP animation reference for HyperFrames. Covers gsap.to(), from(), fromTo(), easing, stagger, defaults, timelines (gsap.timeline(), position parameter, labels, nesting, playback), and performance (transforms, will-change, quickTo). Use when writing GSAP animations in HyperFrames compositions.

heygen-com/hyperframes

Leaves sweep through the frame and part to reveal the headline. HyperFrames block, 1920×1080, 12s, 11 variables.

heygen-com/hyperframes

Render-correctness doctrine for scene-to-scene seams in HyperFrames launch videos — the prerequisites that make transitions composite correctly on the master timeline. Load when assembling the master timeline / index.html, when a white flash appears at a cut or crossfade seam (especially on dark films), when reasoning about why a transition opacity dip shows through, or when verifying the render-side mechanics of how overlapping scene wrappers blend. Covers the opaque stage-ground (#root background) white-flash guard and how the injector overlaps wrappers, holds final frames, ping-pongs tracks, and stamps lint-clean template code onto the master timeline. Does NOT contain the per-transition catalog — see the transition registry for individual transition entries.

heygen-com/hyperframes

The technique catalog: five velocity-matched SEAMS (zoom-through, INVERSE zoom-through, cut-the-curve, waterfall cut, rack-focus blur-cut) plus the two in-scene techniques — waterfall ENTRY (staggered arrival cascades for title cards / segment openers) and the nudge curve (slow-fast-slow three-phase group slides). Covers partial-travel (~12% of frame) velocity matching via mirrored power4 eases, the Z scale-sign rule, size-scaled blur (10px text / 18-20px full-frame), word-by-word staggered cuts, cascade pacing by element weight, and the 10/65/25 slide ratio. Read before authoring any transition, text-beat handoff, kinetic text entry, or group reposition. [depth, zoom, inverse-zoom, scale-sign, mirrored-zoom, rack-focus, pacing, velocity, cut-the-curve, waterfall, stagger, cascade, kinetic-text, title-card, segment-opener, nudge, slide, easing, group-motion, z-depth, motion-graphics, cinematic, transition, blur, directional-continuity]

heygen-com/hyperframes

A single feature card orbits a dot sphere on approved Blender camera motion. HyperFrames block, 1920×1080, 10s, 4 variables.

heygen-com/hyperframes

A wireframe portal bursts open, the title comes through, then its letters swap into a second phrase. HyperFrames block, 1920×1080, 8s, 9 variables.

heygen-com/hyperframes

An orbiting camera follows an ice logo as it breaks apart, reforms into two text moments, and fades. HyperFrames block, 1920×1080, 22.5s, 216 variables.

heygen-com/hyperframes

House-style oversized macOS cursor technique for HyperFrames launch videos. Load whenever a scene involves cursors or a pointer-led action, when kicking off a UI scene, when igniting a morph/transition/typing run with a click, or when a scene reads as static, dead, or stale and needs a cheap high-yield source of motion to carry the viewer's eye and segment them out of the stale state. Covers cursor size/look (incl. brand-motif cursors), the off-screen entry law, tip-targeting and the click tap, click-ignites-the-next-beat, and exit / cross-scene handoff.

heygen-com/hyperframes

A chain of bevelled cuboids rides a travelling wave as a content carousel. HyperFrames block, 1920×1080, 6.666666666666667s, 40 variables.

heygen-com/hyperframes

name: embedded-captions

heygen-com/hyperframes

A tiled headline surface flips cell by cell under a sweeping depth field to reveal the rear headline. HyperFrames block, 1920×1080, 8s, 18 variables.

heygen-com/hyperframes

Turn arbitrary text — an article, notes, a topic, a brief — into a faceless explainer video: there is no site or footage to capture, so the visuals are invented per scene (typography, abstract graphics, diagrams, data-viz). Use for topic explainers, concept breakdowns, how-tos, listicles. Not a video built from a website (/product-launch-video — promo or tour). Unclear → /hyperframes.

heygen-com/hyperframes

Import Figma content into a HyperFrames composition — rendered assets, brand tokens, components, storyboard sections → reconstructed motion (frames read as states, not slides) (REST/CLI), connector-assisted motion when available, and shaders from a connector or native export. Use when the user pastes a figma.com link or asks to bring a Figma design, frame, logo, brand, or animation into a video/composition.

heygen-com/hyperframes

GATEWAY — load FIRST before composing any HyperFrames animation or video. The high-level motion law that makes a multi-scene video feel like ONE continuous camera move instead of a stack of independently-animated slides. Covers the vector law (how you exit determines how you enter, incl. the Z scale-sign rule), the film's current, carrier elements, causal motion, the Seam Gate (build-gate enforcement), the ban on idle wobble (motion must PERFORM, not breathe), stillness-before-climax, and the sustained-motion routes. Routes to the low-level technique skills (cut-the-curve — the full catalog incl. waterfall entry + nudge curve, oversized-cursor, seam-craft). These rules SUPERSEDE generic / upstream motion guidance. [continuity, direction, vector, momentum, seam, transition, ease, performance, idle-motion, narrative-motion, film-grammar]

heygen-com/hyperframes

Turn a weekly changelog .md into a finished branded changelog video (square 1080, ~45-60s, Annie VO, animated brand background, mock-UI visualizations, lowkey captions). Use when the user provides a changelog/digest markdown and wants the weekly video, or says "changelog video". Self-contained — fonts, background, lexicon, and scripts ship in this skill.

Skills relacionados