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heygen-com/hyperframes

유리 조각들이 안개 속에서 날아와 헤드라인 문자 위에 타일처럼 배열되는 HyperFrames 블록입니다. 1920×1080, 12.16초, 19개 변수.

hyperframes란 무엇인가요?

이 스킬은 HyperFrames용 '유리 조각 타이틀(Glass Shard Title)' 컴포지션을 제공합니다. 보로노이 다각형으로 분할된 유리 조각들이 Z축 깊은 곳에서 회전하며 날아와 헤드라인 문자의 실루엣을 타일처럼 채운 후, 카메라를 지나쳐 날아가는 애니메이션을 구현합니다. 각 조각은 지터(흔들림)가 적용된 블롭(blob)을 서덜랜드-호지먼(Sutherland-Hodgman) 알고리즘으로 자신의 보로노이 셀에 클리핑한 형태로, 조각들이 항상 문자 영역을 덮도록 보장합니다. 유리 및 매트캡(matcap) 표면에는 픽셀 단위 안개 효과가 적용되며, Z축 비행과 이징(easing)이 분리되어 조각들이 공간을 입체적으로 가로지르는 듯한 시각적 효과를 냅니다. 타일 수를 1로 설정하면 하나의 단일 창문처럼 보입니다. 이 스킬은 헤드라인 텍스트, 타일 개수, 라운드니스, 베벨, 스태거 등 총 19개의 변수를 제공하며, GSAP 타임라인과 폐쇄형 시간 함수를 사용하여 seek-safe(탐색 안전성)을 보장합니다. three.js, GSAP, d3-delaunay를 기반으로 하며, HyperFrames CLI(`npx hyperframes add glass-shard-title`)로 설치하고 HTML에 data 속성으로 마운트하거나 명령줄에서 직접 렌더링할 수 있습니다.

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

즐겨 사용하는 AI에게 물어보기

이 에이전트 스킬이 미리 로드된 새 채팅을 엽니다.

문서

유리 조각 타이틀

보로노이 절단 유리창이 깊이에서 회전하며 날아와 헤드라인의 타일 실루엣으로 자리 잡은 후, 카메라 너머로 날아갑니다. 각 조각은 지터(흔들림)가 적용된 블롭(blob)을 서덜랜드-호지먼(Sutherland-Hodgman) 방식으로 보로노이 셀에 클리핑한 형태이므로 조각들이 항상 텍스트를 덮습니다. 유리 및 매트캡 표면에는 픽셀 단위 안개 효과가 적용되며, Z축 비행과 이징(easing)이 분리되어 조각들이 공간을 시각적으로 가로지릅니다. 타일 수가 1이면 단일 창문으로 표시됩니다.

컴포지션 ID: glass-shard-title. 30fps, 1920×1080에서 12.16초 동안 재생됩니다.

파일

  • 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 (설치 시 CDN에서 가져옴)

설치

npx hyperframes add glass-shard-title 명령으로 설치합니다. 기본적으로 위 파일들은 compositions/glass-shard-title/ 아래에 위치합니다. 그런 다음 호스트 index.html에서 블록을 마운트합니다:

<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>

컴포지션 파일을 직접 대상으로 사용자 정의 값으로 렌더링하려면:

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

변수

런타임에 window.__hyperframes.getVariables()를 통해 읽습니다. 컴포지션 루트에 data-composition-variables 속성(작은따옴표 속성, 일반 JSON)으로 선언됩니다.

id타입기본값레이블 / 범위
headlinestring"Designed in glass"헤드라인 최대 40자
tileCountnumber8타일 1–400 간격 1
roundnessnumber0.4라운드니스 (0-1) 0–1 간격 0.01
bevelnumber0.35베벨 (0-1) 0–1 간격 0.01
meshSmoothnumber0.6표면 매끄러움 (0-1) 0–1 간격 0.01
flyInTimenumber2.3비행-들어오기 시간 (초) 0.2–6 간격 0.05
flyOutTimenumber2.4비행-나가기 시간 (초) 0.2–6 간격 0.05
staggernumber0.27스태거 (0-1) 0–1 간격 0.01
flyInRotationnumber5비행-들어오기 회전 (0-60) 0–60 간격 0.1
flyOutRotationnumber6비행-나가기 회전 (0-6) 0–6 간격 0.1
chaosnumber0.25윤곽 혼란 (0-1) 0–1 간격 0.01
paddingnumber1가장자리 여백 (0-1) 0–1 간격 0.01
sizeVariancenumber0.35크기 변이 (0-1) 0–1 간격 0.01
gapnumber0.03타일 간격 0–0.3 간격 0.002
easePownumber10비행-들어오기 위치 이즈 (1-10) 1–10 간격 0.1
sideDistnumber3측면 비행 거리 0–60 간격 0.5
zDistnumber-42Z축 비행-출발점 (음수) -400–0 간격 2
zOutnumber14Z축 비행-도착점 (+ = 카메라 너머) -400–60 간격 2
fognumber36안개 거리 (0 = 끄기) 0–400 간격 2

런타임 계약

  • window.__timelines["glass-shard-title"]에 등록된 일시 정지된 GSAP 타임라인 1개.
  • hf-seek CustomEvent에서 다시 동기화됨. 모든 프레임은 시간의 폐쇄형 함수입니다(시드된 PRNG만 사용, rAF 루프 없음, Date.now 없음).
  • 렌더러: three.js 0.181.2 (번들), GSAP 3.14.2, Canvas 2D, GLSL 셰이더, HDR 환경, Matcap, 시드된 PRNG, d3-delaunay, 섀도우 맵. 활성 인스턴스당 약 350MB 예산; 한 번에 하나만 실행하세요.
  • 외부 런타임 의존성: https://cdn.jsdelivr.net/npm/[email protected]/dist/gsap.min.js, https://cdn.jsdelivr.net/npm/[email protected]/dist/d3-delaunay.min.js.
  • 로컬 폰트: assets/fonts/Geist-Regular.ttf, assets/fonts/Geist-SemiBold.ttf, assets/fonts/Geist-Bold.ttf.
  • 번들 코드는 컴포지션에 인라인됩니다(assets/glass-main.js). .mjs 소스를 편집한 후 esbuild로 재구축하고 다시 인라인하세요.

편집 규칙 (소스 프로젝트 기준)

  1. data-composition-variables는 일반 " JSON이 포함된 작은따옴표 속성으로 유지하세요. Studio의 디자인 패널을 통해 저장하지 마십시오.
  2. <canvas>를 정적 마크업에 넣지 마십시오. 런타임에 생성하세요.
  3. 모든 시각적 상태를 t의 함수로 유지하세요. seek-안전성이 블록을 렌더링 가능하게 만듭니다.

Individual skills in this repo

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

general-video

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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.

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