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HyperFrames 動畫知識庫

所有關於 HyperFrames 的動畫知識 — 原子運動規則、多階段場景藍圖、場景過渡、更廣泛的動態設計技術,以及七種運行時適配器(預設 GSAP,以及 Lottie、Three.js、Anime.js、CSS 關鍵幀、Web Animations API、TypeGPU)。用於任何動畫任務:挑選 2-4 條規則組合,或載入藍圖,或查詢特定運行時 API(例如 GSAP 緩動 / Lottie 播放器 / Three.js 混合器)。也涵蓋審查現有構圖的編舞(動畫圖譜)和 24 種具名文字動畫效果。HyperFrames 原生:單一暫停時間軸、可依時間點搜尋、確定性。

HyperFrames 動畫知識庫 是什麼?

這是一個為 HyperFrames 框架設計的全面性動畫知識技能,旨在將所有動畫相關知識集中在一個技能中,方便開發者或 AI 代理在處理任何動畫任務時查詢和組合。它主要包含五種知識類型:**原子運動規則**(規則)、**多階段場景藍圖**(藍圖)、**場景過渡**(過渡)、**更廣泛的動態設計技術**(技術),以及**七種運行時適配器**(適配器)。預設情況下,推薦的動畫引擎是 GSAP,但該技能也涵蓋了 Lottie、Three.js、Anime.js、CSS 動畫、Web Animations API 和 TypeGPU,允許不同運行時在同一構圖中共存。這個技能的核心設計哲學是遵循 HyperFrames 的關鍵約束:建立一個單一、暫停的 GSAP 時間軸,使用 `data-duration` 屬性控制時間長度,並避免任何不確定的行為(如 `Math.random` 或 `setTimeout`)。透過閱讀不同的索引文件(如 `rules-index.md` 或 `blueprints-index.md`),使用者可以快速定位所需的動畫配方或場景模板。此外,該技能還提供一個 `animation-map.mjs` 腳本用於審查動畫編排,幫助分析已創建的動畫圖譜,找出死區、延遲一致性問題和生命週期警告。它還包含對 GSAP 特定功能的深入參考(如緩動、轉換、時間軸)以及 24 種具名文字動畫效果。

相容平台~Claude Code~Codex CLI~Cursor
npx skills add https://github.com/heygen-com/hyperframes/tree/main/skills/hyperframes-animation

在你喜歡的 AI 中提問

開啟一個已預先載入此 Agent Skill 的新對話。

說明文件

外掛安裝: 在執行設定或更新命令前,若此技能位於 HyperFrames 外掛內,請遵循外掛執行規則。獨立安裝則保留下列更新說明。

HyperFrames 動畫

所有運動知識集於一項技能:規則(原子級配方)、藍圖(多階段場景範本)、過渡(場景到場景)、技術(更廣泛的動態設計模式)以及適配器(各運行時 API)。

關於構圖合約(資料屬性、子構圖、確定性),請參閱 hyperframes-core。

預設:組合原子規則

從 rules-index.md 挑選 2-4 條規則,用一個暫停的 GSAP 時間軸將它們組合起來即可。這比從藍圖開始編寫更快,產生的程式碼也更少。

在以下情況載入藍圖

  • 場景符合既有的預先設計多階段範本(品牌揭曉、社會證明等),且重複使用其階段流程能節省實際創作時間
  • 你想要一個可運行的真實程式碼,來實現複雜的 4-5 階段編舞

藍圖存放在 blueprints-index.md 中。每條項目指向 blueprints/<id>.md(配方)。請勿投機性地讀取;僅在你已決定需要場景級別編排時才載入它。

路由

你想要…請閱讀
透過觸發條件 / 標籤挑選一個原子運動模式rules-index.md
閱讀一條規則的完整 HTML / CSS / GSAP 配方rules/<name>.md
挑選一個多階段場景範本blueprints-index.md
閱讀一個藍圖的完整配方blueprints/<id>.md
創作一個場景過渡(CSS 驅動,在兩個片段之間)transitions/overview.md, transitions/catalog.md
查詢更廣泛的動態設計技術techniques.md
運動模糊 — 元素上的快門模糊效果,以及何時不應使用references/motion-blur.md
分析現有構圖的動畫圖譜scripts/animation-map.mjs
GSAP API — 時間軸 / 補間動畫 / 位置參數adapters/gsap.md
GSAP — 即插即用效果配方rules/gsap-effects.md
GSAP — 轉換 / 效能adapters/gsap-transforms-and-perf.md
GSAP — 緩動 / 交錯adapters/gsap-easing-and-stagger.md
GSAP — 時間軸 / 標籤adapters/gsap-timeline-and-labels.md
Lottie / dotLottie(After Effects 匯出,window.__hfLottie)adapters/lottie.md
角色動畫(行走循環、吉祥物、關節木偶、手勢)adapters/lottie.md → 角色
Three.js / WebGL(3D 場景,AnimationMixer,hf-seek)adapters/three.md
Anime.js(window.__hfAnime)adapters/animejs.md
CSS 關鍵幀(animation-delay / play-state / fill-mode)adapters/css-animations.md
Web Animations API(element.animate(),currentTime 尋址)adapters/waapi.md
TypeGPU / WebGPU(navigator.gpu、WGSL、計算管線)adapters/typegpu.md
HTML-作為紋理 + WebGL/GLSL 後期特效(透過 drawElementImage 捕捉即時 DOM)adapters/html-in-canvas-patterns.md
具名文字動畫效果(透過外部 animate-text 技能的 24 個 ID)adapters/animate-text.md

選擇運行時

  • GSAP 是 95% 動畫工作的預設引擎 — 涵蓋時間軸編排、轉換、緩動和交錯。此技能中的所有原子規則都以 GSAP 為基礎。
  • Lottie 用於資產本身具有預先烘焙的時間軸(通常是 After Effects 匯出)的情況,包括會行走、做手勢或做出反應的角色。
  • Three.js 用於 3D 場景、攝影機運動、著色器驅動的視覺效果。
  • Anime.js 用於輕量級補間動畫,當 GSAP 過於繁重時。
  • CSS 用於簡單的重複模式、裝飾、閃光效果 — 不需要 JavaScript 動畫成本。
  • WAAPI 用於原生瀏覽器關鍵幀動畫,避免 GSAP 依賴。
  • TypeGPU / WebGPU 用於 GPU 渲染的畫布(粒子、液體玻璃、自訂著色器)。

多種運行時可以在一個構圖中共存。每個運行時都會將其實例註冊到各自的運行時專用全域物件上,以便 HyperFrames 能夠一次性尋找到所有實例。

關鍵約束

先決條件:hyperframes-core → 不可協商的規則(單一暫停時間軸,data-duration 控制長度,無 Math.random / Date.now / performance.now,無 repeat: -1,無頁面載入時對後續場景片段執行 gsap.set,無 display 或原始 visibility 補間動畫,以及在 async / setTimeout / Promise 內部建構時間軸)。核心允許在明確的時間軸邊界使用 GSAP 的 autoAlpha 和零持續時間的可見性設定。僅在非片段元素或片段內部的包裝器上使用這些例外;框架擁有 .clip 的生命週期。此處不重述完整合約。

在核心合約之上的動畫製作補充:

  • 預計算的佈局常數 — 永遠不要在補間動畫執行時透過 getBoundingClientRect() 推導位置。補間動畫時的 DOM 測量會因為渲染器並行取樣而導致不同步;請在構圖設定時一次性計算座標並重複使用。
  • 空間運動僅使用 GSAP 轉換別名(x、y、scale、rotation)。核心的允許列表也允許對非空間屬性使用 opacity / color / backgroundColor / borderRadius 進行補間 — 但永遠不要使用 width / height / top / left 進行佈局更改。

腳本

node skills/hyperframes-animation/scripts/animation-map.mjs <composition-dir> \
  --out <composition-dir>/.hyperframes/anim-map

讀取所有註冊在 window.__timelines 上的 GSAP 時間軸,枚舉補間動畫,取樣邊界框,計算標記,並輸出 animation-map.json。用它在創作後審查編排(死區、交錯一致性、生命週期警告)。

animation-map.mjs 會優先從目前專案解析輔助套件,然後可以引導使用捆綁的 HyperFrames 套件版本。僅在技能於捆綁的 CLI/技能安裝外部執行,且你需要明確固定該引導版本時,才設定 HYPERFRAMES_SKILL_PKG_VERSION=<version>。

另請參閱

  • hyperframes-core — 構圖結構、資料屬性、子構圖、確定性渲染合約
  • hyperframes-creative — 調色盤、排版、敘事、節奏規劃(非動畫創意方向)
  • hyperframes-cli — npx hyperframes lint / check / snapshot / preview / render

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

Glass shards fly in through fog and tile themselves into the headline. HyperFrames block, 1920×1080, 12.16s, 19 variables.

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

name: embedded-captions

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

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]

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