Design e UI
Animações determinísticas com HyperFrames
Componha regras, blueprints, transições e técnicas de motion no HyperFrames usando GSAP ou um dos runtimes suportados pela skill.
Ver código no GitHub Instala diretamente do repositório-fonte.
O que esta skill faz
Esta skill concentra o conhecimento de animação do HyperFrames em regras atômicas, blueprints de cenas, transições, técnicas e adapters. O padrão recomendado combina poucas regras em uma única timeline pausada, determinística e segura para seek.
Quando usar
- Compor animações a partir de regras atômicas
- Reutilizar uma coreografia de cena complexa
- Criar transições entre cenas
- Consultar APIs de GSAP, Lottie ou Three.js
- Usar Anime.js, CSS, Web Animations API ou TypeGPU
Como usar
- Revise a composição e o contrato do projeto HyperFrames
- Escolha de duas a quatro regras adequadas à cena
- Use uma única timeline pausada e determinística
- Carregue um blueprint apenas quando a cena justificar a coreografia
- Teste seek e reprodução em diferentes pontos
O que revisar antes de instalar
- Blueprints não devem ser carregados sem necessidade concreta
- A composição precisa respeitar o contrato definido em hyperframes-core
- Misturar runtimes exige consultar o adapter correspondente
- A animação deve permanecer determinística e segura para seek
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). HyperFrames-native: single paused timeline, seek-safe, deterministic." --- # 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, demo-page-scroll-spotlight, 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) and `examples/<id>.html` (runnable sample). 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` + `examples/<id>.html` | | Author a scene transition (CSS-driven, between two clips) | `transitions/overview.md`, `transitions/catalog.md` | | Look up a broader motion-design technique | `techniques.md` | | Analyze an existing composition's animation map | `scripts/animation-map.mjs` | | GSAP API — timeline / tweens / position parameters | `adapters/gsap.md` | | GSAP — drop-in effect recipes | `rules/gsap-effects.md` | | GSAP — transforms / perf | `adapters/gsap-transforms-and-perf.md` | | GSAP — eases / stagger | `adapters/gsap-easing-and-stagger.md` | | GSAP — timeline / labels | `adapters/gsap-timeline-and-labels.md` | | Lottie / dotLottie (After Effects exports, `window.__hfLottie`) | `adapters/lottie.md` | | Three.js / WebGL (3D scenes, `AnimationMixer`, `hf-seek`) | `adapters/three.md` | | Anime.js (`window.__hfAnime`) | `adapters/animejs.md` | | CSS keyframes (`animation-delay` / `play-state` / `fill-mode`) | `adapters/css-animations.md` | | Web Animations API (`element.animate()`, `currentTime` seek) | `adapters/waapi.md` | | TypeGPU / WebGPU (`navigator.gpu`, WGSL, compute pipelines) | `adapters/typegpu.md` | | HTML-as-texture + WebGL/GLSL post-fx (capture live DOM via `drawElementImage`) | `adapters/html-in-canvas-patterns.md` | | Named text-animation effects (24 IDs via external `animate-text` skill) | `adapters/animate-text.md` | ## Picking a runtime - **GSAP** is the default for 95% of motion work — covers timeline orchestration, transforms, easing, stagger. All atomic rules in this skill are GSAP-based. - **Lottie** when an asset has its own pre-baked timeline (typically After Effects exports). - **Three.js** for 3D scenes, camera motion, shader-driven visuals. - **Anime.js** for lightweight tweening when GSAP is overkill. - **CSS** for simple repeated motifs, decoration, shimmer — no JavaScript animation cost. - **WAAPI** for native browser keyframes without a GSAP dependency. - **TypeGPU / WebGPU** for GPU-rendered canvases (particles, liquid glass, custom shaders). Multiple runtimes can coexist in one composition. Each registers its instances on the runtime-specific global so HyperFrames can seek all of them in one pass. ## Critical Constraints **Prerequisite: `hyperframes-core` → Non-Negotiable Rules** (single paused timeline, `data-duration` governs length, no `Math.random` / `Date.now` / `performance.now`, no `repeat: -1`, no `gsap.set` on later-scene clips, no `display` / `visibility` animation, no timeline construction inside `async` / `setTimeout` / `Promise`). Don't restate those here. Animation-craft additions on top of core's contract: - **Pre-calculated layout constants** — never derive positions from `getBoundingClientRect()` at tween time. Tween-time DOM measurements desync because the renderer samples in parallel; compute coordinates once at composition setup and reuse. - **Spatial motion uses GSAP transform aliases only** (`x`, `y`, `scale`, `rotation`). Core's allowlist also permits `opacity` / `color` / `backgroundColor` / `borderRadius` for non-spatial property tweens — but never `width` / `height` / `top` / `left` for layout changes. ## Scripts ```bash node skills/hyperframes-animation/scripts/animation-map.mjs <composition-dir> \ --out <composition-dir>/.hyperframes/anim-map ``` Reads every GSAP timeline registered on `window.__timelines`, enumerates tweens, samples bboxes, computes flags, outputs `animation-map.json`. Use it to audit choreography (dead zones, stagger consistency, lifecycle warnings) after authoring. ## See Also - `hyperframes-core` — composition structure, data attributes, sub-compositions, deterministic render contract - `hyperframes-creative` — palettes, typography, narration, beat planning (non-animation creative direction) - `hyperframes-cli` — `npx hyperframes lint / validate / inspect / preview / render`