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hyperframes-animation

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. Skill: hyperframes-animation Owner: heygen-com Summary: 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

OpenClaw

Rank

62

Safety

84

Downloads

3.1k

Updated

Oct 9, 2026

Version

1.0.36

Source

CLAWHUB

About

What it does, and when to use it.

Capability contract not published. No trust telemetry is available yet. 3.1K downloads reported by the source. Last updated 10/9/2026.

Avoid when

  • Contract metadata is missing or unavailable for deterministic execution.

Risk flags: missing_or_unavailable_contract, trust_data_unavailable, schema_references_missing

Public facts

Every fact links back to the source it came from.

Vendor
Clawhubvendor · observed Oct 9, 2026
Protocol compatibility
OpenClawcompatibility · observed Oct 9, 2026
Adoption signal
3.1K downloadsadoption · observed Oct 9, 2026
Latest release
1.0.36release · observed Oct 8, 2026
Handshake status
UNKNOWNsecurity

Install and run

Setup complexity: low.

clawhub skill install s17fpgb0p797dzkbtbrxw5x1hh89qs64:hyperframes-animation
  1. Setup complexity is classified as HIGH. You must provision dedicated cloud infrastructure or an isolated VM. Do not run this directly on your local workstation.
  2. Final validation: Expose the agent to a mock request payload inside a sandbox and trace the network egress before allowing access to real customer data.

Contract: missing

curl -s "https://www.xpersona.co/api/v1/agents/clawhub-heygen-com-hyperframes-animation/snapshot"

Documentation

CLAWHUB

160,000 characters of source documentation, loaded on request.

Extracted files

5 files captured from the source.

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                                      | `techni

_meta.json

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references/motion-blur.md

# Motion blur — shutter smear on any animated element

## Read this part before you blur anything

Blur is not polish. It is the smear a real shutter leaves while the subject
crosses the frame, so it only reads as correct when the subject crosses enough
of the frame to have smeared. Applied to motion that was never fast enough, it
reads as a soft, cheap render: the eye sees mush where it expected an edge.

Do not blur:

| Case                                             | Why                                                                                                    | Do instead                          |
| ------------------------------------------------ | ------------------------------------------------------------------------------------------------------ | ----------------------------------- |
| Travel under about one element-width per frame   | The copies pile up inside the element's own silhouette, so the result is a softer element, not a smear | Leave it sharp                      |
| A fade, a color change, a blur-in, a filter beat | Nothing reaches `transform`, so there is no trajectory to integrate and no smear to draw               | Leave it sharp                      |
| Text meant to be read at that moment             | A smeared word is an unreadable word, which is usually the opposite of the brief                       | Blur the approach, land sharp, hold |
| A slow drift, a parallax layer, a breathing loop | Below the half-pixel deadband it renders sharp anyway; above it, it looks like a mistake               | Leave it sharp                      |
| The whole scene, or a container of many elements | Cost is the copies of an entire subtree, and a container that never moves smears nothing inside it     | Point it at the element that moves  |

Blur the beats that snap: a slam, a whip, a hard cut in position, a spin, a
scale punch. One to three of them in a composition, not every tween.

## Two routes, and they are not interchangeable

| Route                                   | What it is                                                                                                       | Use when                                                                                                             |
| --------------------------------------- | ---------------------------------------------------------------------------------------------------------------- | -------------------------------------------------------------------------------------------------------------------- |
| The `motion-blur` registry component    | A DOM shutter synthesised in the page: N+1 additively blended copies of the element along its sampled trajectory | You want the smear visible in the preview, on selected elements, authored per element                                |
| The engine's `motionBlur` render option | The renderer integrates real sub-frame samples of the whole frame                                                | You want every 

adapters/animate-text.md

# Text Effects — Reference

For deterministic text-animation specs (e.g., `typewriter` at exact `240ms / 46ms stagger / steps(1, end) easing`), this skill defers to the separate **`animate-text`** skill maintained by Pixel Point at [github.com/pixel-point/animate-text](https://github.com/pixel-point/animate-text). It provides a catalog of 24 named text effects with portable contracts and per-library implementation recipes (GSAP, Anime.js, WAAPI).

**We do NOT ship the catalog inside this repo.** Pixel Point's `animate-text` is the source of truth; vendoring its files here would violate the upstream's licensing (no explicit license declared upstream as of this writing). Loading the skill separately keeps the legal picture clean while giving you the same catalog.

## How to use it

When a beat needs a deterministic text animation, load the upstream skill alongside this one:

```bash
# In your project root, install the upstream skill into .agents/skills/
npx skills add pixel-point/animate-text
```

Or in a skill-aware agent runtime, the skill is invoked by name:

```
/animate-text
```

Once installed, the specs live at:

```
.agents/skills/animate-text/assets/effects/<id>.json   # per-library implementation recipe
.agents/skills/animate-text/assets/specs/<id>.json     # portable motion contract
```

Sub-agents reading those files get exact GSAP timings, easing strings, DOM split rules, and stagger algorithms — no creative invention needed.

## When you don't need the upstream skill

If a beat's text animation is simple enough to describe in prose ("headline fades up word-by-word, 80ms stagger"), implement it inline using the GSAP knowledge already in these skills (`hyperframes-creative` → `references/motion-principles.md` and `references/beat-direction.md`; `hyperframes-animation` → `techniques.md`, entry #4 "Per-Word Kinetic Typography"). The upstream catalog is most valuable when:

- You want a specific NAMED effect across multiple beats (so they feel like one design system, not one-offs)
- You're choosing between several similar effects (typewriter vs per-character-rise vs bottom-up-letters) and want to see all 24 in one place
- You need layout-aware effects (`kinetic-center-build`, `short-slide-right`, `short-slide-down`) where parameters alone aren't enough — those ship with custom layout algorithms

## Effect names — vocabulary (do NOT use this as the implementation source)

For convenience while writing storyboards: the upstream skill provides 24 effects. Their IDs are listed here so you can name them in `STORYBOARD.md` even before loading the upstream skill. **The implementation specs are in the upstream skill, not here.**

- **Per-character (7):** soft-blur-in, per-character-rise, typewriter, bottom-up-letters, top-down-letters, stagger-from-center, stagger-from-edges
- **Per-word (8):** per-word-crossfade, spring-scale-in, shared-axis-y, blur-out-up, kinetic-center-build, short-slide-right, short-slide-down, depth-parallax-words
- **Per-li

adapters/animejs.md

---
name: hyperframes-animejs
description: 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.
---

# Anime.js for HyperFrames

HyperFrames can seek Anime.js instances through its `animejs` runtime adapter. The composition owns the animation objects; HyperFrames owns the clock.

**This page targets v4 (examples pinned to 4.5.0, MIT).** v4 is a hard break from v3 — there is no callable `anime()`, `easing:` is now `ease:`, and ease names lost their `ease` prefix. Writing v3 from memory produces a composition that throws or silently animates nothing.

The repo's own producer fixtures pin `[email protected]/lib/anime.iife.min.js`, which still resolves — but that build predates `splitText` / `scrambleText` / `createSeededRandom` / `createLayout` used below, and 4.1+ moved the bundles to `dist/bundles/`, so a version bump needs the path changed too.

## Contract

- Create animations or timelines synchronously during composition initialization.
- Set `autoplay: false` so Anime.js does not advance on its own clock.
- Register every returned animation or timeline on `window.__hfAnime` — **explicitly. There is no working auto-discovery on v4** (see Avoid).
- Use finite durations and loop counts.
- Avoid callbacks that mutate DOM based on wall-clock time, network state, or unseeded randomness.

The adapter seeks every registered instance with `instance.seek(timeMs)`, where `timeMs` is HyperFrames time **in milliseconds** (`ctx.time` seconds × 1000). It also calls `pause()` and `play()` on each instance; anything exposing those three methods works, whatever created it.

## Loading v4

```html
<!-- UMD: the global `anime` is a NAMESPACE OBJECT, not a function -->
<script src="https://cdn.jsdelivr.net/npm/[email protected]/dist/bundles/anime.umd.min.js"></script>
```

`anime.animate(...)`, `anime.createTimeline(...)`, `anime.utils.*`, `anime.svg.*`, `anime.stagger(...)`. **Calling `anime(...)` is a TypeError** — every v4 build (UMD and IIFE alike) assigns a namespace object to the global, so v3's `anime({ targets })` form cannot work no matter which v4 file you load.

## Basic Pattern

```html
<script>
  const anim = anime.animate(".mark", {
    x: 280, // v4 shorthand for translateX
    rotate: "1turn",
    opacity: [0, 1],
    duration: 1200,
    ease: "outExpo", // NOT easing: "easeOutExpo"
    autoplay: false,
  });

  window.__hfAnime = window.__hfAnime || [];
  window.__hfAnime.push(anim);
</script>
```

## Timeline Pattern

`createTimeline` replaces `anime.timeline`, and `add()` takes **targets as its first argument** — `add(targets, parameters, position)`:

```html
<script>
  const tl = anime.createTimeline({
    autoplay: false,
    defaults: { ease: "outCubic" }, // per-timeline defaults, not a bare `easing`
  });

  tl.add(".tit
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Record generated Oct 9, 2026.

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