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sansayan01/finance_app_zo

Use when a HyperFrames composition needs seek-safe 2D/3D keyframes, GSAP timelines, CSS keyframes, Anime.js, WAAPI, FLIP, paths, masks, SVG morph/draw, text trails, 3D depth, or `hyperframes keyframes` diagnostics. Don't use for broad scene strategy, brand design, media sourcing, captions, or general video planning.

O que é finance_app_zo?

finance_app_zo is a Claude Code agent skill that use when a HyperFrames composition needs seek-safe 2D/3D keyframes, GSAP timelines, CSS keyframes, Anime.js, WAAPI, FLIP, paths, masks, SVG morph/draw, text trails, 3D depth, or `hyperframes keyframes` diagnostics. Don't use for broad scene strategy, brand design, media sourcing, captions, or general video planning.

Funciona com~Claude Code~Codex CLI~Cursor
npx skills add https://github.com/sansayan01/finance_app_zo/tree/HEAD/.agents/skills/hyperframes-keyframes

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Documentação

HyperFrames Keyframes

Keyframes are a pose contract: visible states, continuous subject identity, seek-safe runtime, verified pixels.

Use hyperframes-animation for broad scene recipes. Use hyperframes-cli for full command docs. Use references/keyframe-patterns.md only when choosing implementation mechanisms, not visual style.

Procedure

  1. Identify the animated subject, visible states, final state, and runtime.
  2. Choose the smallest mechanism that proves the prompt. Read references/keyframe-patterns.md only if the mechanism is unclear.
  3. Author seek-safe keyframes in the declared runtime. Build synchronously and register the runtime instance.
  4. Verify with lint, validate, hyperframes keyframes, one focused --shot, and snapshots at proof times.
  5. If proof fails, fix the source keyframes and rerun the smallest failing diagnostic before rendering.

Contract

  • Name the moving subject.
  • Name the poses needed to prove the intended motion, including the final state.
  • Keyframe visible channels, not hidden helper state.
  • Preserve object identity when continuity matters.
  • Crossfade only when the intended motion is replacement or dissolve.
  • Hold readable or semantic states long enough to see.
  • Final frame is part of the animation, not cleanup.
  • Do not reset to rest unless requested.
  • Do not end on black unless requested.
  • If editing a starter scene, preserve layout, copy, assets, colors, and final state unless asked to redesign.

Runtime Rules

GSAP:

  • build synchronously at page load
  • use gsap.timeline({ paused: true })
  • register as window.__timelines[compositionId]
  • registry key must match data-composition-id
  • do not call tl.play() for render-critical motion
  • keep repeats finite

CSS keyframes:

  • finite duration and iteration count
  • deterministic delay
  • animation-fill-mode: both
  • use data-start when timing belongs to a clip

Anime.js:

  • create synchronously
  • autoplay: false
  • finite duration and loops
  • push every instance to window.__hfAnime

WAAPI:

  • finite duration
  • fill: "both"
  • deterministic construction
  • the text surface does not list WAAPI; verify with --shot (it seeks WAAPI) and snapshots

Never use for render-critical motion:

  • Date.now()
  • performance.now()
  • unseeded Math.random()
  • hover/scroll triggers
  • timers
  • async-created timelines
  • unregistered requestAnimationFrame
  • infinite loops

GSAP Skeleton

const root = document.querySelector("[data-composition-id]");
const compositionId = root.dataset.compositionId;
const tl = gsap.timeline({ paused: true });

tl.addLabel("state-a", 0);
tl.to(".subject", {
  keyframes: [
    { x: 0, opacity: 1, duration: 0.2 },
    { x: 120, opacity: 1, duration: 0.4, ease: "power2.out" },
    { x: 100, opacity: 1, duration: 0.2, ease: "power2.inOut" },
  ],
  ease: "none",
});

window.__timelines = window.__timelines || {};
window.__timelines[compositionId] = tl;

Use labels for semantic states. Use position parameters instead of chained delays. Use immediateRender: false for later from()/fromTo() tweens touching the same property.

Keyframe Forms

  • Array keyframes: pose ladder with per-step duration/ease.
  • Percentage keyframes: exact timing inside one tween.
  • Property arrays: compact multi-stop changes.
  • ease: "none" on the parent when each stop carries its own easing.
  • easeEach when every segment should share the same feel.

Do not copy numeric distances or timing from examples. Derive them from the actual composition geometry and duration.

For one subject moving between two boxes, prefer one continuous transform tween or FLIP. Split x/y/scale into multiple eased keyframes only when the viewer should feel distinct beats; every segment changes velocity and can read as a hitch.

Channels

Prefer compositor/visual channels: x/y/z, xPercent/yPercent, scale, rotationX/Y/Z, skew, transformOrigin, svgOrigin, opacity, autoAlpha, clip-path, masks, CSS vars, SVG path/dash values, camera transforms, shader uniforms.

Avoid layout/lifecycle channels: top/left/right/bottom, width/height, margin/padding, display, visibility, late DOM creation, helper overlays doing subject motion.

Mechanism Choice

Choose the smallest mechanism that proves the prompt:

NeedMechanism
Same subject changes box or hierarchyshared element / FLIP
Subject travels a visible routepath travel
Stroke grows or tracesstroke draw
Shape becomes another shapeshape interpolation
Reveal boundary is visibleclip, mask, or shader uniform
Many items move with orderstagger / indexed delay
Text itself movesline, word, character, or band subdivision
Surface bends, stretches, or cropsparent/child counter-transform
UI has statesexplicit state machine
Scene has depthDOM 3D, Three.js, or WebGL camera/object keyframes

Mechanisms can combine, but each one must clarify the idea. Decoration is not proof.

Timing

  • Anticipation only when it clarifies cause or direction.
  • Acceleration leaves rest.
  • Peak proof shows the mechanism unmistakably.
  • Follow-through sells energy and direction.
  • Overshoot only when the subject should feel elastic or tactile.
  • Constant-speed path travel usually needs ease: "none".
  • Discrete UI states usually need a sharp ease-out.
  • Repeated elements need ordered offsets, not identical timing.
  • Final lockups need longer holds than transition poses.
  • Smoothness means continuous velocity on the same subject.
  • Do not overlap tweens that write the same transform property unless the overlap is intentional and verified.
  • Avoid animating large clip-path/mask changes while the same hero surface is also scaling or traveling; use nested reveals after the main move settles.

Text

Preserve line boxes, word spacing, readability, and final fit. If text moves internally, move the glyphs or masked bands, not only decorations around the text. Snapshot readable frames.

SVG

For stroke growth prefer DrawSVGPlugin, then stroke-dasharray/stroke-dashoffset. For shape interpolation prefer MorphSVGPlugin; convert primitives to paths when needed and split complex silhouettes into simpler parts.

3D

Scale alone is fake depth. Use perspective on a stable parent, transform-style: preserve-3d, z travel, rotation, camera/world motion, occlusion, and layer order when objects cross.

Use one or two diagnostic angles that expose the depth relationship. If angled proof shows no depth crossing, improve z/camera/occlusion.

Canvas / WebGL

Keyframe camera position, camera target, object transform, material opacity, shader uniforms, and postprocess intensity through deterministic state. Render from HyperFrames time. Use --ghost because marker boxes cannot see internal canvas motion.

CLI Proof

npx hyperframes lint
npx hyperframes check
npx hyperframes keyframes .
npx hyperframes keyframes . --json
npx hyperframes keyframes . --runtime all
npx hyperframes keyframes . --selector "<selector>" --shot "<file>" --samples <n>
npx hyperframes keyframes . --selector "<selector>" --shot "<file>" --layout strip --from <t0> --to <t1>
npx hyperframes keyframes . --shot "<file>" --ghost --angle <angle>
npx hyperframes snapshot . --at <times>

Choose <selector> for the real animated subject. Choose <times> for first frame, proof poses, final-minus-hold, and exact final. Choose <angle> only when depth must be proven.

ToolProves
keyframestargets, explicit stops, paths, traces, composed parent/child motion, CSS stops, Anime registration
--shotghosts, route shape, time spacing, DOM 3D projection, focused selector proof
--layout stripin-place motion, overlaps, contact, subtle scale/opacity, text waves
--ghostcanvas, WebGL, shader motion, rendered 3D
snapshot --atmasks, text readability, full state, final lockup, black/reset tails

If selector proof looks wrong:

  1. rerun --json
  2. find the actual animated target
  3. shoot that target
  4. snapshot full frames
  5. trust painted pixels over logs

Diagnostic Reading

flat means no explicit middle poses. keyframes means explicit stops exist. motionPath means a route exists. trace means multi-stroke drawing. composed with means child motion inherits parent motion.

Even ghost spacing means constant speed. Clustered ghosts mean slow-in or settle. Large gaps mean fast travel.

A helper-selector shot is not proof. An onion shot over a broken full frame is not proof.

Error Handling

FailureFix
endpoint-onlyadd middle poses, hold peak proof, rerun --shot
identity breakkeep one element alive, use shared source/final boxes, remove substitute crossfade
fake 3Dadd z/camera travel, occlusion, angled proof
wrong finaladd final hold, snapshot final-minus-hold and exact final
unseekable runtimepause autoplay, register instance, remove timers, build synchronously
unreadable textpreserve line boxes, reduce displacement, add final hold, snapshot text frames

Done

Run lint, validate, keyframes, one focused --shot, and snapshots. Confirm first frame, proof poses, final-minus-hold, exact final, subject-owned motion, and no debug overlays.

Individual skills in this repo

This repo contains 7 individual skills — each has its own dedicated page.

sansayan01/finance_app_zo

Add captions to a talking-head video. ONE catalog (CATALOG.md) of 36 visual identities behind two engines: column-flow (captions composited INTO the scene — matte occlusion + mix-blend; cream/ink/editorial/keynote/documentary/loud/neon/glitch/chrome/velocity) and themed constitutions (anchor/ordnance/terminal/neonsign/stardust/stomp/scoreboard/transit/vhs/arcade/dossier/laser/thunder/hologram/biolume/aurora/spectrum/papercut/popup/chalkboard/graffiti/brush/inkwater/ransom/lastpage/nightcity — e.g. a glyph-decode climax, a neon sign WRITTEN stroke by stroke, or the quiet `anchor` rail default). Route by identity, never by mode. Trigger on "captions/subtitles", "embed/cinematic captions", "VFX captions", "炸/特效/酷炫字幕", a named identity, or top-tier motion-graphics asks. Embedding every word is wrong for most talking-head content — `anchor` is the verbatim default. Runs locally end-to-end (transcribes and mattes the subject itself, no API key). Requires hyperframes and a single-subject clip (multi-shot clips ar...

sansayan01/finance_app_zo

The fallback workflow for authoring or editing any custom HyperFrames composition at any length or format — longer / multi-scene pieces, brand and sizzle reels, montages, title cards, static loops, freeform builds. Use only when no specialized workflow fits the input; routing table at /hyperframes.

sansayan01/finance_app_zo

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.

sansayan01/finance_app_zo

HyperFrames CLI dev loop. Use when running npx hyperframes init, add, catalog, capture, lint, check, snapshot, compare, grade-compare, preview, play, render, publish, cloud, feedback, lambda, doctor, browser, info, upgrade, skills, compositions, docs, benchmark, telemetry, transcribe, tts, or remove-background (validate/inspect/layout are deprecated aliases covered by check), or when troubleshooting the HyperFrames build/render environment. Entry point for HeyGen-hosted cloud rendering (`hyperframes cloud render / list / get / delete`) and self-managed AWS Lambda rendering (`hyperframes lambda deploy / render / progress / destroy / policies / sites`).

sansayan01/finance_app_zo

The HyperFrames composition contract — build one renderable project. Use for composition structure, the `data-*` timing attributes, `class="clip"`, tracks, sub-compositions, variables, framework-owned media playback, deterministic-render rules, and validation. Also covers Tailwind projects and the STORYBOARD.md / SCRIPT.md plan formats. Read before writing composition HTML.

sansayan01/finance_app_zo

Non-animation creative direction for HyperFrames videos. Use for design spec (frame.md / design.md) handling, palettes, typography, narration, beat planning, audio-reactive visuals, composition patterns, and brand / style decisions. For atomic motion patterns and scene blueprints, use `hyperframes-animation`.

sansayan01/finance_app_zo

MicroFlow Pro - MFI Staff Portal built with Flutter & Supabase

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