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HyperFrames — Complete Capabilities Inventory

Everything possible in HyperFrames as of today's workspace, synthesized from direct source reads of all 7 packages, 16 skills, and the full registry.

How to read this file. Scan the Table of Contents below first. Do NOT read this file linearly — it is a 700+ line inventory; reading top-to-bottom every session wastes context. When the storyboard or a specific beat needs a particular capability (HTML-in-Canvas, shader transitions, audio-reactive, dynamic counters, etc.), jump straight to that section.

You are NOT limited to what was captured from the website. You can create shaders from scratch, search for and download registry blocks, build Three.js scenes, write custom WebGL effects, use any web API — anything a browser can render.

For implementation patterns (working code), see techniques.md. This file is the WHAT; techniques.md is the HOW.

Essential Rules

  • Deterministic: No Math.random(), no Date.now(), no requestAnimationFrame, no repeat: -1. The render engine seeks to exact timestamps.
  • Timeline contract: window.__timelines["composition-id"] = tl must be set synchronously. The timeline length defines the composition duration.
  • Sub-compositions: External .html files loaded via data-composition-src. Auto-nested timelines, scoped CSS, scoped scripts.
  • Linter: 60+ rules. Run npx hyperframes lint before render. Catches missing timelines, overlapping clips, broken paths, GSAP errors.

Table of Contents

# Section What it covers
1 Composition fundamentals Data attributes, timeline contract, resolution presets (1080p, 4K, portrait, square, custom)
2 Animation engines (6 adapters) GSAP + 15 plugins, Anime.js v4, CSS @keyframes, WAAPI, Lottie (lottie-web + dotlottie), Three.js (hf-seek event)
3 Shader transitions (14 WebGL) domain-warp, ridged-burn, whip-pan, sdf-iris, ripple-waves, gravitational-lens, cinematic-zoom, chromatic-split, swirl-vortex, thermal-distortion, flash-through-white, cross-warp-morph, light-leak, glitch — plus custom GLSL
4 CSS scene transitions (30+) Push/slide, scale/zoom, radial/clip, 3D flip, blur, dissolve, cover/blinds, light leak/burn, distortion/glitch, mechanical/shutter, grid dissolve, destruction/burn, VHS/gravity/morph — 6 timing presets
5 Visual effects + textures Text markers (highlight, circle, burst, scribble, sketchout), grain/noise, light leaks, film burn, vignette, glow, paper texture, shimmer sweep
6 Caption techniques Per-word karaoke, intensity tiers, 5 exit styles, 6 tone mappings, per-word styling triggers, 7 audio source formats, positioning helpers
7 Audio-reactive animation Bass→scale, mid→shape, treble→glow; any GSAP property; band extraction script; banned patterns
8 HTML-in-canvas Live DOM as GPU texture (drawElementImage), Three.js planes, WebGL shaders on HTML, 7 VFX blocks (iPhone/MacBook device, liquid, glass, magnetic, portal, shatter, text cursor)
9 Three.js / WebGL custom scenes Full 3D: AnimationMixer, custom GLSL, post-processing, GLTF models, lights, cameras, materials — all deterministic via hf-seek
10 SVG / canvas / variable fonts SVG path drawing, Canvas 2D procedural art, CSS 3D card, per-word type, variable font axes, character typing, velocity-matched cuts, MotionPath
11 Media: video, audio, TTS Video compositing + frame injection, audio mixer (multi-track), Kokoro TTS (54 voices, 9 languages), Whisper/Groq/OpenAI transcription, background removal (u2net)
12 Registry (51 blocks + 4 components + 8 examples) Social overlays (8), showcases (5), data viz (2), logo branding (1), 3D/VFX (7), shader transitions (14), transition galleries (13), components (grain, shimmer, pixelate, texture-mask), 8 starter examples
13 CLI (25 commands) init, add, catalog, play, preview, publish, render (MP4/WebM/MOV/PNG, HDR, GPU, parallel), lint, validate, inspect, snapshot, capture, tts, transcribe, remove-background, doctor, and more
14 Linter (60+ rules) Core, media, GSAP, captions, composition, adapters, textures, fonts — plus async URL checks
15 Player web component <hyperframes-player> with seek/play/pause API, 11 events, media mirror, runtime auto-inject
16 Engine + Producer MP4/WebM/MOV/PNG output, HDR (PQ/HLG), transparency (ProRes), GPU encoding (NVENC/VideoToolbox/VAAPI/QSV), parallel rendering, video frame injection
17 Studio (in-browser NLE) Timeline editor, drag/resize clips, asset browser, render queue, lint modal, caption editor, element picker
18 Determinism guarantees No Math.random, no Date.now, no RAF, no repeat:-1, no callbacks, synchronous construction
19 Variables / parameterization Typed runtime variables (string, color, number, boolean, enum), CLI override, strict validation
20 Sub-compositions External file or inline template, auto-nested timelines, scoped CSS, scoped scripts, variable inheritance
21 Global runtime APIs 25+ window globals for timelines, player, variables, adapters, hooks
22 Skills (16) hyperframes, cli, media, registry, contrast, animation-map, website-to-video, remotion, gsap, animejs, css-animations, waapi, lottie, three, tailwind, contribute-catalog
23 References (15 docs) transitions, css-patterns, dynamic-techniques, motion-principles, typography, narration, captions, audio-reactive, transcript-guide, techniques, beat-direction, visual-styles, and more
24 Documentation (27 pages) Guides + package docs covering rendering, HDR, html-in-canvas, performance, prompting, troubleshooting, etc.

1. Composition fundamentals

Data attributes recognized by the runtime

  • Root composition: data-composition-id, data-start, data-duration, data-width, data-height, data-composition-src (external sub-comp), data-composition-duration, data-composition-variables (JSON), data-variable-values (override)
  • Every clip: id, data-start, data-duration, data-track-index, class="clip", optional data-media-start, data-volume, data-playback-start
  • Sub-composition host: data-composition-id, data-composition-src OR inline <template id="${compId}-template">
  • Parser also reads: data-type (composition|text), data-end, data-keyframes (JSON), data-x|y|scale|opacity, data-color|font-size|font-weight|font-family|text-shadow|outline|highlight*, data-layer (z-index, deprecated for timeline but used for audio mixer layers), data-resolution, data-composition-width|height

Timeline contract

  • gsap.timeline({ paused: true }) registered on window.__timelines["<composition-id>"]
  • Master clock (TransportClock + WebAudioTransport) drives the timeline via tl.totalTime(t, false) or tl.seek(t, false)
  • Framework auto-nests sub-comp timelines
  • Duration sourced from data-duration on root, not from GSAP length
  • Synchronous timeline construction required (no async/await/setTimeout)
  • Looping handled by <hyperframes-player>, not GSAP repeat: -1

Resolution presets

VALID_CANVAS_RESOLUTIONS: 1920×1080 default, 1080×1920 portrait, 1080×1080 square, 4K, 1440×2560, plus normalizeResolutionFlag for --resolution CLI flag.


2. Animation engines (6 deterministic frame adapters)

The runtime registers these adapters in order; each implements discover() / seek({time}) / pause / play? / revert:

Adapter What it drives How to load Notable
GSAP (createGsapAdapter) The primary timeline + all tweens registered on window.__timelines[<id>] CDN https://cdn.jsdelivr.net/npm/gsap@3.14.2/dist/gsap.min.js Plugins via standard GSAP register; HyperFrames does NOT patch THREE.Clock (uses __hfThreeTime instead)
Anime.js v4 (createAnimeJsAdapter) Anime instances pushed to window.__hfAnime CDN animejs@4.0.2/lib/anime.iife.min.js or ESM Adapter multiplies composition seconds by 1000 for ms
CSS animations (createCssAdapter) Any element with computed animation-name Declarative @keyframes Falls back to negative animation-delay when WAAPI unavailable
WAAPI (createWaapiAdapter) All Animation objects on document element.animate() Uses document.getAnimations()
Lottie (createLottieAdapter) window.__hfLottie array; supports lottie-web + dotlottie-web CDN lottie.min.js + @lottiefiles/dotlottie-web goToAndStop(time*1000) or setCurrentRawFrameValue / seek(%)
Three.js (createThreeAdapter) window.__hfThreeTime + dispatches CustomEvent("hf-seek", {detail:{time}}) ESM CDN three@0.181.2/+esm Composition's render loop listens to hf-seek; pattern: mixer.setTime(time)

GSAP plugins (documented patterns)

  • TextPlugin — text mutation in tl.call (skills/gsap/references/effects.md)
  • MotionPathPlugin — curve-constrained tweens (skills/hyperframes/references/techniques.md)
  • CustomEase — bezier eases imported from Remotion-style timing
  • ScrollTrigger / Flip / SplitText / Draggable / Inertia / Observer / ScrambleText / CustomWiggle / CustomBounce / ScrollSmoother / GSDevTools — work natively if loaded and tweens are on the registered paused timeline, but no special HyperFrames adapter
  • Producer injects ScrollTrigger CDN automatically when needed (packages/producer/src/services/htmlCompiler.ts)

3. Shader transitions — @hyperframes/shader-transitions

14 named WebGL fragment shaders. All share the same uniforms: u_from, u_to, u_progress, u_resolution, u_accent, u_accent_dark, u_accent_bright.

The 14 shaders

Name Visual Notes
domain-warp Multi-octave FBM warps both scenes oppositely; organic dissolve edge with accent flash Uses NQ noise bundle
ridged-burn Ridged multifractal mask reveals B; accent → bright → white burn ramp; sparks NQ
whip-pan 10-sample horizontal motion blur + lateral crossfade No noise
sdf-iris Aspect-corrected circle SDF expansion + accent-tinted glow rings
ripple-waves Radial standing-wave UV displacement + tinted crossfade
gravitational-lens Pinch pull toward center + R/B chromatic separation
cinematic-zoom 12 RGB-offset radial zoom blur samples (chromatic zoom streak)
chromatic-split R/B radial channel shift outward / inward; G fixed Distinct from CSS chromatic aberration
swirl-vortex CCW swirl with FBM noise; reciprocal on incoming NQ
thermal-distortion Vertical sin + FBM horizontal displacement; warm haze NQ
flash-through-white Fade through white midpoint — a visible white flash between scenes No accent. Use only when the brand specifically calls for a white-flash beat boundary; this is NOT a neutral "default" transition.
cross-warp-morph FBM vector field displaces both scenes; third FBM biases irregular wipe NQ
light-leak Fixed off-frame leak with exponential falloff + accent warmth + ridge flare Hard-coded leak anchor
glitch Line displacement + RGB lateral split + scan modulation + posterization + flicker Deterministic

Public API

HyperShader.init({
  bgColor: "#0b0f14",
  accentColor: "#f59e42",
  scenes: ["scene1", "scene2"],
  transitions: [{ time: 3, shader: "sdf-iris", duration: 0.65, ease: "power2.inOut" }],
  timeline: gsap.timeline({ paused: true }),
  compositionId: "main",
  previewCaptureFps: 30,
});
  • Capability probe: isHtmlInCanvasCaptureSupported() (Chrome layoutSubtree/drawElementImage)
  • Tuning: ?__hf_shader_capture_scale= (0.251), ?__hf_shader_loading= (internal|player|none)
  • Cache: IndexedDB for PNG snapshots; max 2 textured transitions live at once
  • Fallback (applyFallbackTransition): smoothstep opacity tween when capture / texImage2D fails
  • Engine mode skips GL/capture when window.__HF_VIRTUAL_TIME__ set (producer uses metadata)

You can also write custom GLSL shaders from scratch — any fragment shader works with the standard uniforms.


4. CSS scene transitions (30+ named patterns)

Documented in skills/hyperframes/references/transitions/ across 14 category files. All GSAP-driven, none mixable with shader transitions in same composition.

By category

Category Patterns
Push / slide (css-push.md) Push slide, vertical push, elastic push, squeeze
Scale / zoom (css-scale.md) Zoom through, zoom out, scale-up swap
Radial / clip (css-radial.md) Circle iris, diamond iris, diagonal split
3D (css-3d.md) 3D card flip, hinge door
Blur (css-blur.md) Crossfade, blur crossfade, focus pull
Dissolve (css-dissolve.md) Color dip (gap-to-black), staggered color blocks (2-block, 5-block)
Cover (css-cover.md) Horizontal blinds, vertical blinds (variable strip counts: 6 / 12 / 20)
Light (css-light.md) Light leak overlays, overexposure burn, film burn
Distortion (css-distortion.md) Glitch (CSS — RGB layer jitter), chromatic aberration, ripple
Mechanical (css-mechanical.md) Shutter (two-half), clock wipe (9-point rotating wedge)
Grid (css-grid.md) Grid dissolve (12 or 120 cells), grid pixelate wipe
Destruction (css-destruction.md) Page burn (SVG clip-path + canvas char rim)
Other (css-other.md) VHS tape (strip-based seeded jitter), gravity drop, morph circle, blur through, directional blur
Rejected Star iris, tilt-shift, lens flare (don't use — non-CSS-realistic)

Timing presets

Preset duration ease
snappy 0.2s power4.inOut
smooth 0.4s power2.inOut
gentle 0.6s sine.inOut
dramatic 0.5s power3.in → power3.out
instant 0.15s expo.inOut
luxe 0.7s power1.inOut

5. Visual effects + textures

Marker/emphasis patterns (css-patterns.md)

Mode What it does Implementation
highlight Yellow bar wipes behind text CSS bar + GSAP scaleX 0→1
circle Hand-drawn red ring around word CSS border ellipse + back.out scale
burst 12 radial spikes from word center DOM line array, --len/--angle vars
scribble Wavy underline drawn over time SVG <path> quadratic + stroke-dash GSAP
sketchout Cross-hatch x-out over text Two 2px rotated lines

Grain / noise

  • grain-overlay (registry component): SVG feTurbulence data-URL + CSS keyframe jitter, steps(1), default opacity 0.15
  • Layered radial-gradient grain (preferred pattern): no SVG, no canvas-taint, fast everywhere

Light / film

  • Light leak transitions (CSS + shader variants)
  • Overexposure burn — brightness() ramp + flash overlay
  • Film burn — multi-layer amber/orange/red radials
  • Vignette — radial-gradient overlay
  • Paper texture (in registry/examples/warm-grain/)

Glow

  • Caption text glow: textShadow radius keyed to treble bands (always on active words only, never parents)
  • Radial glow backgrounds: CSS gradients / blurred blobs

6. Caption techniques

Animation styles

  • Baseline: per-word karaoke highlight (every energy level)
  • Intensity tiers: accent + glow + 15% scale (high energy) → 3% scale (low energy)
  • Exits by energy (dynamic-techniques.md): scatter, drop, collapse, fade+slide, fade
  • Tone mappings (captions.md): scale-pop back.out(1.7), fade+slide power3.out, typewriter, bounce, elastic.out, word-by-word

Per-word styling triggers

  • Brand/product names
  • ALL CAPS
  • Numbers / stats
  • Emotional keywords
  • CTAs
  • Marker highlight modes (5 listed above)

Audio sources for caption timing

Source Format Granularity
hyperframes transcribe (local whisper.cpp) JSON Word-level
OpenAI verbose_json JSON Word-level
Groq verbose_json JSON Word-level
Manually authored JSON Word-level
SRT text Phrase-level only
VTT text Phrase-level only
hyperframes tts → transcribe chain wav→json Word-level

Positioning helpers

  • Landscape: bottom 80120px centered
  • Portrait: ~600700px from bottom
  • window.__hyperframes.fitTextFontSize(text, {maxWidth, fontFamily, fontWeight}) for dynamic sizing

7. Audio-reactive animation

Data shape

window.AUDIO_DATA = {
  fps: 30,
  totalFrames: 900,
  frames: [{ bands: [0.42, 0.18, ...] }]  // bands normalized 01 per band across track
};

Index 0 = bass, higher = treble. Bands range 01, normalized across full track length.

Mappings documented

Band Property
Bass (bands[01]) scale (pulse)
Mid (bands[48]) borderRadius, width
Treble (bands[1214]) textShadow, boxShadow (glow)
Overall amplitude opacity, y, backgroundColor

Any GSAP-tweenable property is fair game — including clipPath, filter, SVG attrs, CSS variables.

Extraction

python3 .../extract-audio-data.py audio.mp3 --fps 30 --bands 8

Pre-extracted only — no Web Audio at render time.

Banned in audio-reactive

EQ bars, spectrum UI, generic waveforms, note clip-art, generic particles, rainbow cycling, white strobe on beats, abstract pulsing orbs.


8. HTML-in-canvas

Documented in skills/hyperframes/references/html-in-canvas-patterns.md (504 lines).

Capability

  • Chrome's experimental layoutSubtree + drawElementImage rasterizes live DOM into canvas
  • Feature detection: isHtmlInCanvasCaptureSupported()
  • Used by shader-transitions for scene textures
  • Combined with Three.js: CanvasTexture + post-processing

Available patterns

  • HTML on a Three.js plane (displacement, distortion, liquid sim)
  • HTML in shaders (texture sampling for VFX)
  • Recursive HTML-in-canvas-in-shader-in-HTML

Experimental VFX blocks using this

  • vfx-iphone-device (GLTF iPhone + MacBook, HTML screens)
  • vfx-liquid-background (liquid sim displaces HTML)
  • vfx-liquid-glass
  • vfx-magnetic
  • vfx-portal
  • vfx-shatter
  • vfx-text-cursor (chromatic edges, canvas post)

9. Three.js / WebGL custom scenes

Integration pattern

window.addEventListener("hf-seek", (e) => {
  const time = e.detail.time;
  mixer.setTime(time);
  shaderUniforms.u_time.value = time;
  renderer.render(scene, camera);
});
  • Load: import * as THREE from "https://cdn.jsdelivr.net/npm/three@0.181.2/+esm"
  • Deterministic: every frame must derive from time, never requestAnimationFrame / Date.now()
  • Includes: AnimationMixer, custom GLSL shaders, post-processing, GLTF models, lights, cameras, materials

10. SVG / canvas / variable fonts (other authored techniques)

(From skills/hyperframes/references/techniques.md)

Technique Mechanism
SVG path drawing strokeDasharray + getTotalLength() + GSAP stroke offset
Canvas 2D procedural art Seeded hash function + tl.to proxy {time} onUpdate
CSS 3D card GSAP rotationY + perspective: 900
Per-word kinetic type GSAP timings array, sliding decay
Variable font axes Animate CSS vars → font-variation-settings: "opsz" var(--opsz), "wght" var(--wght)
Character typing tl.call text mutation + steps(1) cursor blink
Velocity-matched cuts Match outgoing blur/translate velocity to incoming for seamless beats
MotionPathPlugin gsap.registerPlugin(MotionPathPlugin) + path string

11. Media: video, audio, TTS

Video compositing

  • <video muted playsinline data-start="..." data-duration="..." data-track-index="..." src="...">
  • HyperFrames extracts frames at render via videoFrameInjector (avoids unreliable headless <video> playback)
  • Linter forbids <video> with audio at the same time — split into separate <video muted> + <audio>
  • Video frame extraction uses FFmpeg
  • HDR videos: PQ or HLG transfer detection + x265 with mastering metadata

Audio mixer

  • <audio id="..." data-start="..." data-duration="..." data-volume="0.8" data-track-index="2" src="...">
  • Multiple tracks mixed with amix normalize=0 + per-track adelay + volume
  • Master audioGain from EngineConfig
  • Output: AAC 192kbps

TTS (Kokoro-82M, local)

  • 54 bundled voices with prefixes: a American EN, b British EN, e Spanish, f French, h Hindi, i Italian, j Japanese, p Brazilian Portuguese, z Mandarin
  • Default voice: af_heart
  • Speed: 0.13.0 (default 1.0)
  • Languages: en-us, en-gb, es, fr-fr, hi, it, pt-br, ja, zh (non-EN needs system espeak-ng)
  • Output: WAV; no pitch/volume CLI flags
  • No API key required

Transcription

  • Whisper.cpp models: tiny, base, small, medium, large-v3, small.en, medium.en (default small)
  • Groq API: whisper-large-v3 with word granularities
  • OpenAI API: whisper-1 verbose_json
  • Imports: SRT, VTT, JSON formats
  • Quality gates: music-token detection, garbage cleaning, retry with medium.en

Background removal

  • u2net ONNX models
  • Devices: auto / cpu / coreml / cuda
  • Quality presets: fast / balanced / best
  • Outputs: transparent WebM, ProRes MOV, PNG sequence
  • Optional dual output (foreground + extracted background)

12. Registry — 51 blocks + 4 components + 8 examples

Blocks by category

Social overlays (8): instagram-follow, tiktok-follow, yt-lower-third, x-post, reddit-post, spotify-card, macos-notification, blue-sweater-intro-video

Showcases (5): app-showcase (3D phones), north-korea-locked-down (map + annotation), apple-money-count (counter + SFX), vpn-youtube-spot (app-store scroll), nyc-paris-flight (map + plane path)

Data viz (2): data-chart (animated bar+line, NYT-style), flowchart + flowchart-vertical (decision tree with SVG connectors, typing correction)

Logo / branding (1): logo-outro (build + glow + tagline + URL pill)

3D / experimental VFX (8): ui-3d-reveal, vfx-iphone-device (GLTF), vfx-liquid-background, vfx-liquid-glass, vfx-magnetic, vfx-portal, vfx-shatter, vfx-text-cursor

Single shader transitions (14): one block per named shader — domain-warp-dissolve, ridged-burn, whip-pan, sdf-iris, ripple-waves, gravitational-lens, cinematic-zoom, chromatic-radial-split, glitch, swirl-vortex, thermal-distortion, flash-through-white, cross-warp-morph, light-leak

Transition galleries (13 showcase pieces): transitions-3d, transitions-blur, transitions-cover, transitions-destruction, transitions-dissolve, transitions-distortion, transitions-grid, transitions-light, transitions-mechanical, transitions-other, transitions-push, transitions-radial, transitions-scale

Components (4 reusable snippets)

  • grain-overlay — SVG feTurbulence + CSS keyframes
  • shimmer-sweep — Light sweep gradient mask on text
  • grid-pixelate-wipe — Grid squares stagger fade scene wipe
  • texture-mask-text — Luminance-masked letterforms with 66 mask PNGs (Masonry, Stone, Ground/Road, Wood, Metal, Organic/Soft texture categories)

Examples (8 starter projects)

warm-grain, play-mode, swiss-grid, vignelli, decision-tree, kinetic-type, product-promo, nyt-graph

Install: npx hyperframes add <name> for blocks/components, hyperframes init <dir> --example <name> for examples.


13. CLI — 25 commands

Command Purpose
init Scaffold project from template/example (interactive or --non-interactive)
add Install registry block / component
catalog Browse registry blocks/components (--type, --tag, --json, --human-friendly picker)
play Lightweight browser player (default port 3003)
preview Studio dev server (port 3002; --force-new, --list, --kill-all)
publish Zip + upload + return hyperframes.dev URL
render Render to MP4 / WebM / MOV / PNG sequence — flags: --fps 24/30/60, --quality draft/standard/high, --workers, --docker, --hdr/--sdr, --crf, --video-bitrate, --gpu, --browser-gpu auto/software/hardware, --max-concurrent-renders 1-10, --variables JSON, --variables-file PATH, --strict-variables, --resolution preset
lint Static lint (--json, --verbose)
validate Bundle + headless Chrome + console + contrast (--contrast default true, --timeout 3000)
inspect / layout Visual layout audit (overflow detection at N timestamps; --samples 9, --at, --tolerance 2, --max-issues 80)
info Print project metadata
compositions List compositions (root + sub-comps)
benchmark 5 preset configs × N runs (--runs 3)
browser Manage Chrome (ensure/path/clear)
remove-background u2net + FFmpeg → transparent video
transcribe whisper.cpp or import SRT/VTT/JSON
tts Kokoro-82M (--voice, --speed, --lang, --list)
docs Print bundled markdown topics (data-attributes, examples, rendering, gsap, troubleshooting, compositions)
doctor Environment checklist (Node, CPU, memory, disk, FFmpeg, FFprobe, Chrome, Docker)
upgrade npm update check + optional global install
skills Run npx skills add heygen-com/hyperframes --all
telemetry enable/disable/status
snapshot PNG screenshots at timeline timestamps
capture Capture URL → site assets + screenshots + design tokens (uses Puppeteer + optional Gemini vision)

Website capture (hyperframes capture <url>)

Detects these libraries on captured sites (for context labeling): GSAP / ScrollTrigger, Three.js, Lottie, Anime.js, PixiJS, Babylon.js, Rive, Matter.js, Lenis, Framer Motion, Tailwind CSS, WebGL (shader fingerprinting). Captured outputs feed the website-to-video skill workflow.


14. Linter — 60+ rules

Across 8 files in packages/core/src/lint/rules/:

Rule file Catches
core Missing composition-id, missing dimensions, missing timeline registry, registry mismatch, invalid script syntax, scoped-CSS issues, non-deterministic code
media Duplicate media id, video missing muted, video nested in timed element, placeholder URLs, base64 prohibited, missing src/start/id, imperative play()/pause()/seek()
gsap Overlapping tweens, exit missing hard kill, GSAP animating .clip element, unscoped selectors, CSS transform conflict, missing GSAP script, infinite repeat (repeat: -1), repeat ceil overshoot, scene layer visibility kill, audio-reactive single-tween-per-group
captions Caption exit missing kill, text overflow risk, transcript not inline, parse error, container position, scale mismatch, textShadow on parent container
composition File too large, dense tracks, missing class="clip", deprecated data-layer/data-end, split attribute selectors, external script deps, RAF in composition, invalid variable JSON
adapters Missing Lottie script, missing Three script
textures Drop-shadow on text, class missing base, text missing mask, unknown texture class
fonts Google Fonts import (use @font-face), font-family without @font-face

Plus async URL checks (lintMediaUrls, lintScriptUrls — HEAD probes).

validateCompositionGsap also forbids: Math.random, Date.now, new Date, setTimeout, setInterval, requestAnimationFrame, repeat: -1.

Note: onUpdate callbacks, tl.call(), and GSAP event callbacks (onComplete, onStart, etc.) are NOT banned by the linter — they are required for canvas/WebGL rendering and character-by-character typing patterns. The linter only catches the determinism violations listed above.


15. Player — <hyperframes-player> web component

Attributes

src, srcdoc, width, height, controls, muted, volume, poster, playback-rate, audio-src, shader-capture-scale, shader-loading (internal|player|none), loop, autoplay, speed-presets

Public API

seek(t) (synchronous when same-origin — uses iframe.contentWindow.__player.seek directly), play(), pause(), currentTime, duration, paused, ready, playbackRate, iframeElement

Events

ready, timeupdate, play, pause, ended, volumechange, ratechange, shadertransitionstate, playbackerror, error, audioownershipchange

Media mirror

Parent audio/video elements with data-start are proxied; _mirrorParentMediaTime corrects drift; _audioOwner promotes to parent if autoplay blocked.

Runtime auto-inject

Loads RUNTIME_CDN_URL (@hyperframes/core/dist/hyperframe.runtime.iife.js) if missing __hf/__player but timelines exist.


16. Engine + Producer — rendering pipeline

Output formats

mp4, webm, mov, png-sequence — with HDR (PQ / HLG / SDR / auto-detect), transparency (ProRes MOV / WebM / PNG), or standard 8-bit SDR

Encoding controls

  • --fps: 24 / 30 / 60
  • --quality: draft / standard / high
  • --crf: integer (mutually exclusive with --video-bitrate)
  • --video-bitrate: e.g. 8M
  • --gpu: NVENC, VideoToolbox, VAAPI, QSV
  • --browser-gpu: auto / software / hardware
  • --workers: parallel render workers
  • --max-concurrent-renders: 110 (sets PRODUCER_MAX_CONCURRENT_RENDERS)
  • --resolution: preset (1080p, 4k, portrait, etc.)
  • --docker: render inside Dockerfile.test image (reproducibility)
  • --hdr / --sdr: force HDR or SDR pipeline

Engine subsystems

  • Frame capture: BeginFrame on Linux headless-shell (fast, no alpha) or Page.captureScreenshot (alpha + supersample)
  • Video frame injector: pre-extracts video to images, swaps <video> for <img> during capture (LRU cache by path + byte budget)
  • Audio mixer: FFmpeg-based; per-track delay, volume, master gain, AAC 192k output
  • Chunk encoder: H.264 / H.265 / VP9 / ProRes presets with optional GPU
  • Streaming encoder: streamingEncodeMaxDurationSeconds for long renders
  • HDR compositing: rgba16float WebGPU readback (headed Chrome), PQ OETF helpers
  • Layer compositor: groups DOM by z-order; splits HDR elements into separate layers
  • Alpha blit: matrix3d affine extraction, blitRgba8OverRgb48le, blitRgb48leAffine
  • Parallel coordinator: concurrency, coresPerWorker, minParallelFrames, largeRenderThreshold
  • Browser pool: optional with timeout configs

Producer-only

  • RenderConfig with hdrMode (auto / force-hdr / force-sdr), outputResolution mapped to deviceScaleFactor
  • File server injects HF_EARLY_STUB, HF_BRIDGE_SCRIPT, virtual-time so window.__hf bridges window.__player.renderSeek
  • HDR-aware shader transition compositing via window.__hf.transitions metadata

17. Studio — in-browser NLE

Full editor in packages/studio/:

  • NLELayout: NLE preview + timeline + controls
  • Timeline: clip rendering, drag to move (data-start), resize (data-duration), data-track-index reassignment, asset drop, file drop
  • PlayerControls: scrub, play, pause, frame step (stepFrameTime), STUDIO_PREVIEW_FPS
  • useTimelinePlayer: resolves __player / __timeline / __timelines
  • LeftSidebar: compositions list, asset browser
  • RenderQueue + useRenderQueue: queue multiple renders
  • LintModal: in-app lint output
  • MediaPreview + AudioWaveform: waveform rendering
  • CaptionOverlay, CaptionTimeline, CaptionPropertyPanel: caption editor
  • useCaptionSync: word-level sync
  • useElementPicker: click-to-inspect picker mode
  • Built with Tailwind v3 (separate from Tailwind v4 browser runtime used by compositions).

18. Determinism guarantees

  • No Math.random() (use seeded PRNGs; mulberry32 is the pattern in skills)
  • No Date.now() / new Date()
  • No setTimeout / setInterval in timeline construction
  • No requestAnimationFrame (timeline-driven; engine seeks per frame)
  • No repeat: -1 (calculate exact repeats: Math.ceil(duration / cycleDuration) - 1)
  • No onComplete/onStart/onRepeat callbacks (engine doesn't fire them). Exception: onUpdate and tl.call() ARE supported — they're required for canvas/WebGL rendering, character-by-character typing, and counter patterns. See §10 (Canvas 2D procedural art) for the documented pattern.
  • No gsap.set on clips from later scenes (use tl.set(selector, vars, position))
  • Synchronous timeline construction (no async)
  • Master clock can clamp at composition end

19. Variables / parameterization

Compositions support typed runtime variables:

<html
  data-composition-variables='[
  {"name":"brand","type":"string","default":"Stripe"},
  {"name":"primary","type":"color","default":"#635BFF"},
  {"name":"duration","type":"number","default":15},
  {"name":"darkMode","type":"boolean","default":false},
  {"name":"layout","type":"enum","options":["hero","split","stacked"]}
]'
></html>

Access via window.__hyperframes.getVariables(). Override at render time:

npx hyperframes render --variables '{"brand":"Linear","primary":"#5E6AD2"}'
npx hyperframes render --variables-file vars.json
npx hyperframes render --strict-variables  # error if unused / mismatched

validateVariables() checks values against declarations at the CLI/tooling boundary.


20. Sub-compositions

Two loading mechanisms:

  • External file: data-composition-src="compositions/act-1.html" — fetched at runtime
  • Inline template: <template id="<id>-template"> — extracted by loadInlineTemplateCompositions

Each sub-comp:

  • Has its own data-composition-id
  • Has its own window.__timelines[<id>]
  • Auto-nested into the root timeline
  • Scoped CSS via scopeCssToComposition ([data-composition-id="<id>"] selector)
  • Wrapped scripts via wrapScopedCompositionScript
  • Reads data-variable-values merged with own defaults into window.__hfVariablesByComp[<id>]
  • External scripts load with EXTERNAL_SCRIPT_LOAD_TIMEOUT_MS timeout. Failed loads emit external_composition_load_failed / external_composition_script_load_issue diagnostics.

21. Global runtime APIs (window.*)

Global Purpose
__hyperframes { fitTextFontSize, getVariables }
__timelines { [compositionId]: GsapTimeline }
__player Internal player bridge: seek, play, pause, renderSeek, etc.
__clipManifest Computed clip array (for Studio)
__playerReady Resolved when player ready
__renderReady Resolved when ready for render capture
__HF_PARITY_MODE Engine parity flag
__HF_FPS Render FPS hint
__HF_MAX_DURATION_SEC Engine clamp
__HF_VIRTUAL_TIME__ Set by engine in render mode (shader-transitions switches paths)
__hfThreeTime Current time for Three.js adapter
__HF_PICKER_API Element picker hook for Studio
__hfAnime Array of Anime.js instances
__hfLottie Array of Lottie animations
__hfVariables Resolved root variables
__hfVariablesByComp Per-composition variable map
__hfRuntimeTeardown Cleanup function
__tailwindReady Tailwind browser build ready (gates capture)
__hf.transitions Shader transition metadata (read by producer for HDR-aware compositing)
__beforeTimeline, __afterTimeline Optional user hooks
__afterRender, __beforeRender Optional user hooks
gsap, THREE, anime, lottie Library globals

Control bridge actions: play, pause, seek, set-muted, set-playback-rate, enable-pick-mode, disable-pick-mode, set-volume, set-media-output-muted.


22. Skills available — 16

Skill Purpose
hyperframes Core framework skill (composition authoring)
hyperframes-cli All CLI commands as an agent skill
media-use Media workflows (TTS, transcribe, captions integration)
hyperframes-registry Installing blocks/components
hyperframes-contrast WCAG audit (scripts/contrast-report.mjs)
hyperframes-animation-map Per-tween bbox + flags report
website-to-video Capture → DESIGN.md → brief → storyboard+script → VO → build → validate
remotion-to-hyperframes Migration patterns + API map + CustomEase
gsap GSAP API + plugins reference
animejs Anime.js v4 patterns
css-animations @keyframes patterns
waapi Web Animations API
lottie Lottie integration
three Three.js + deterministic seek
tailwind Tailwind browser runtime v4
contribute-catalog Adding blocks to registry

23. References inventory (skills/hyperframes/references/)

16 reference docs covering:

  • text-effects.md — 24 named text animation effects (per-character, per-word, per-line, whole) — vocabulary reference for the separate pixel-point/animate-text skill (load it via npx skills add pixel-point/animate-text or /animate-text). Specs live in that upstream skill, not in this repo.
  • transitions.md + transitions/catalog.md + 14 category subfiles
  • css-patterns.md (marker patterns)
  • dynamic-techniques.md (caption animation)
  • motion-principles.md (easing as emotion, choreography)
  • typography.md (banned-font list, pairing rules, variable fonts)
  • narration.md (script + VO pacing)
  • captions.md (caption authoring contract)
  • audio-reactive.md (band mappings + extraction)
  • transcript-guide.md (whisper, Groq, OpenAI workflows)
  • techniques.md (the big technique catalog — SVG, canvas 2D, 3D, kinetic, lottie, variable fonts, MotionPath, audio-reactive)
  • beat-direction.md, design-picker.md, prompt-expansion.md, video-composition.md
  • visual-styles.md (8 named visual styles: Swiss Pulse, Velvet Standard, Deconstructed, Maximalist Type, Data Drift, Soft Signal, Folk Frequency, Shadow Cut — available via the visual-style skill)

24. Documentation pages (docs/)

27 mdx pages in docs/guides/ and docs/packages/:

Guides: 4k-rendering, claude-design, common-mistakes, deploy, gsap-animation, hdr, html-in-canvas, hyperframes-vs-remotion, open-design, performance, prompting, remove-background, rendering, timeline-editing, troubleshooting, video-editor-cheatsheet, website-to-video, etc.

Packages: cli.mdx, core.mdx, engine.mdx, player.mdx, producer.mdx, studio.mdx