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/oversized-cursor

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

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hyperframes
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$ npx -y skills add heygen-com/hyperframes --skill oversized-cursor --agent claude-code

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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/oversized-cursor

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The summary Claude sees to decide when to auto-load this skill.

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

SKILL.md

oversized-cursor.SKILL.md
name: oversized-cursor
description: 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.

Oversized Cursor — the eye-carrier

A deliberately oversized macOS-style pointer that travels the frame as a _visible protagonist_: it enters from off-screen, walks the viewer's eye to the next point of interest, clicks to cause the next thing that happens, and leaves. Production-proven across multiple launch films.

**Why it exists.** Big cursor movement is one of the cheapest high-yield motion sources in a launch video: one element, transform-only tweens, and it (1) brings the eye across the screen on scenes that would otherwise read as dead, (2) gives causal ignition to morphs/transitions ("the click did that"), and (3) segments the eye out of a stale state when kicking off a new scene or a complex animation sequence. Bigger is better — an actual-size cursor disappears at video scale.

Size & look (house convention)

  • **Full-frame scenes: `7cqw`** (≈134px at 1920). In-mock / small-frame variants:

`4.6–5.5cqw`. Never smaller.

  • One SVG arrow geometry everywhere. Two proven fills — white body + black stroke, or

black body (`#1c1c1c`) + white stroke (1.4px). Pick per scene contrast, keep it constant per film.

  • **Brand-motif cursors (the power play).** The macOS arrow is the DEFAULT, not a

mandate. When the subject brand has a recognizable cursor identity — a collaborative design tool's colored multiplayer arrow with a name tag (Figma-style), a creative suite's precision crosshair, a distinctive product pointer — use THAT cursor instead: instantly legible brand language for anyone who knows the product. Same laws apply unchanged (oversized scale, physical entry/exit, tip-targeting, click-ignition), and a name-tag variant travels as one rigid unit (tag trailing the arrow). Reach for it only when the motif is genuinely referenceable; a cursor nobody recognizes is just a weird arrow — default back to macOS.

  • `filter: drop-shadow(0 4px 6px rgba(0,0,0,.3))`, `pointer-events: none`,

`z-index` above all scene content, `will-change: transform`.

#root .cursor {
  position: absolute;
  left: 48%;
  top: 115%; /* off-screen below — the resting pose IS off-screen */
  width: 7cqw;
  height: 7cqw;
  z-index: 20;
  filter: drop-shadow(0 4px 6px rgba(0, 0, 0, 0.3));
  pointer-events: none;
  will-change: transform;
}

Entry law — physical, never revealed

The cursor **always enters from off-screen** (canonical: from below, `top:115–120%`) and travels to its first target in one decelerating glide. It must _feel like it entered the room_. Never opacity-fade it in at a resting position, never mask-reveal it — that reads as a glitch (a real, repeatedly observed failure mode).

  • Default path: **straight up the y-axis** to the target — no fragmented diagonals.

A diagonal is fine when it IS the story (entering toward an off-axis target), but it is one continuous vector either way.

  • `duration: 0.4–0.92s`, `ease: power3.out`, `immediateRender: false` on the fromTo.
tl.fromTo(
  cursor,
  { left: "48.6%", top: "115%" },
  { left: "48.6%", top: "55%", duration: 0.85, ease: "power3.out", immediateRender: false },
  0.25,
);

Tip-targeting & the click tap

The hot-spot is the arrow TIP, not the box center. Land the **tip** on the target's center, and pivot all press scaling on the tip: `transformOrigin: '21% 14%'` (for the house arrow path in a 24-unit viewBox).

Click = asymmetric compress/expand (1:2 ratio reads as a real tap):

tl.to(cursor, { scale: 0.84, duration: 0.1, ease: "power2.in", transformOrigin: "21% 14%" }, t);
tl.to(
  cursor,
  { scale: 1, duration: 0.22, ease: "power2.out", transformOrigin: "21% 14%" },
  t + 0.1,
);

**The target's reaction is a separate, parallel tween** (button: `scale: 0.94` + press color/shadow, starting at the same `t`). Cursor-only taps (e.g. focusing a text input) get NO target reaction. Pair with `cursor-click-ripple` / `press-release-spring` for the target side.

The click IGNITES the next beat

Never let a morph, typing run, window transform, or scene-defining animation simply _start_. Park the cursor on the trigger and let the click cause it, same-frame:

  • click ▸ menu/submenu cascade, toggle flip
  • click ▸ typing kickoff into an input
  • click ▸ composer morph-down / window shrink
  • click ▸ logo ignition / flight launch
  • click ▸ play-state flip + UI-life wake in a product mock

During long beats it doesn't own (typing, narration), the cursor **drifts aside** (0.5–0.9s, `power2.out`) — never sits frozen on top of the action, never wobbles idly.

Exit law & cross-scene handoff

Two sanctioned exits — both physical, **never an opacity fade in place**:

1. **Leave the frame**: accelerate off the nearest edge with `power2.in` (`left:'118%'`, `left:'-12%'`, or `top:'116%'`), 0.5–0.7s. 2. **Cut-the-curve handoff**: in the final ~0.3s before a hard cut, the cursor starts accelerating (`power2.in`) toward the NEXT scene's first click point, covering the first ~1/3 of that path; the next composition `gsap.set`s the cursor at the handoff pose and continues with `power2.out` at matched velocity. The cursor itself becomes the carrier element that stitches the seam:

// scene A, last 0.3s — start the journey:
tl.to(cursor, { left: "40.7%", top: "63.7%", duration: 0.3, ease: "power2.in" }, CUT - 0.3);
// scene B, t=0 — finish it at matched velocity:
gsap.set(cursorB, { left: "40.7%", to
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