/hyperframes-keyframes
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
$ npx -y skills add coco-research/coco --skill hyperframes-keyframes --agent claude-codeHow it fires
How this skill gets triggered: by you, by Claude, or both.
- Fires itselfAuto-invocation. Claude auto-loads it when your prompt matches the work.Auto-invocation is when the right skill fires by itself at the right moment, driven by a FLOW.md router and a hook, instead of you invoking it by name. It is the difference between a skill being installed and a skill actually getting used.Read the full definition →
- You can call itInvoke it directly when you want it.
- Slash command
/hyperframes-keyframes
Context preview
The summary Claude sees to decide when to auto-load this skill.
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
SKILL.md
hyperframes-keyframes.SKILL.mdname: hyperframes-keyframes
description: >
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.
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 `hyperframes lint`, `hyperframes check`, `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.
For visibility changes, use `autoAlpha` on the registered seekable GSAP timeline, or a zero-duration `tl.set()` at an explicit boundary. Target only a non-clip element or a wrapper inside the clip; never target `.clip` itself. Never duration-tween raw `visibility`, and never tween `display`.
Mechanism Choice
Choose the smallest mechanism that proves the prompt:
| Need | Mechanism | | ------------------------------------- | -------------------------------------------------- | | Same subject changes box or hierarchy | shared element / FLIP | | Subject travels a visible route | path travel | | Stroke grows or traces | stroke draw | | Shape becomes another shape | shape interpolation | | Reveal boundary is visible | clip, mask, or shader uniform | | Many items move with order | stagger / indexed delay | | Text itself moves | line, word, character, or band subdivision | | Surface bends, stretches, or crops | parent/child counter-transform | | UI has states
Read more
name: hyperframes-keyframes description: > 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.
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 `hyperframes lint`, `hyperframes check`, `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.
For visibility changes, use `autoAlpha` on the registered seekable GSAP timeline, or a zero-duration `tl.set()` at an explicit boundary. Target only a non-clip element or a wrapper inside the clip; never target `.clip` itself. Never duration-tween raw `visibility`, and never tween `display`.
Mechanism Choice
Choose the smallest mechanism that proves the prompt:
| Need | Mechanism | | ------------------------------------- | -------------------------------------------------- | | Same subject changes box or hierarchy | shared element / FLIP | | Subject travels a visible route | path travel | | Stroke grows or traces | stroke draw | | Shape becomes another shape | shape interpolation | | Reveal boundary is visible | clip, mask, or shader uniform | | Many items move with order | stagger / indexed delay | | Text itself moves | line, word, character, or band subdivision | | Surface bends, stretches, or crops | parent/child counter-transform | | UI has states
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