hyperframes-animation

hyperframes-animation is a skill for Claude Code, Codex from waker240/FullVideoProductionSkill. It costs 33 tokens per session (1,928 once invoked), scanned A, original, Apache-2.0.

A guide and code toolkit for deterministic animation in HyperFrames, meaning the same inputs produce the same motion each time. It covers motion rules, multi-stage scene templates, transitions, and adapters for different runtimes.

In plain words
What is it for?
Use it to implement scene movement, camera behavior, transitions, and reusable animation blueprints in HyperFrames compositions.
Why use it?
It gives video scenes repeatable motion instead of timing that changes unpredictably between renders. It also helps choose between small motion recipes and pre-designed multi-stage patterns.

Skill for Claude CodeCodex

Written for no agent in particular: nothing here depends on one.

Needs its repository: it runs a file that does not travel with it, so clone the repository first. The line is node skills/hyperframes-animation/scripts/animation-map.mjs <composition-dir> \.

Good fit Use it to implement scene movement, camera behavior, transitions, and reusable animation blueprints in HyperFrames compositions.

Compare 6 skills from other repositories ↓
Install

Getting it into your agent

It runs from inside its repository, so the clone comes first — what it calls does not travel with the file alone.

Clone the repo
git clone --depth 1 https://github.com/waker240/FullVideoProductionSkill
agentmods
npx agentmods add skills/waker240/fullvideoproductionskill/hyperframes-animation

Made for: Claude Code, Codex.

Wrote this? Show the measurements

A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.

agentmods badge for hyperframes-animation

README.md
[![agentmods](https://agentmods.dev/badge/skills/waker240/fullvideoproductionskill/hyperframes-animation/github.svg)](https://agentmods.dev/skills/waker240/fullvideoproductionskill/hyperframes-animation)
Your own site
<a href="https://agentmods.dev/skills/waker240/fullvideoproductionskill/hyperframes-animation"><img src="https://agentmods.dev/badge/skills/waker240/fullvideoproductionskill/hyperframes-animation/github.svg" alt="Measured on agentmods" height="20"></a>

Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.

agentmods 80×15 button for hyperframes-animation

Your own site · 80×15
<a href="https://agentmods.dev/skills/waker240/fullvideoproductionskill/hyperframes-animation"><img src="https://agentmods.dev/badge/skills/waker240/fullvideoproductionskill/hyperframes-animation.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 33 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,928 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe.
Origin original No closer match found in the catalogue.
Token cost

What it costs to keep this loaded

Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.

ModelPer sessionOnce invoked
Fable 5.1 $0.00033 $0.01928
Opus 5.5 $0.00013 $0.00771
Sonnet 5.5 $0.00007 $0.00386
Haiku 4.5 $0.00003 $0.00193

Measured 20d ago against content hash 9c662bbf420b, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

hyperframes-animation scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 20d ago.

A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.

Nothing flagged

None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.

skills/hyperframes-animation/SKILL.md · 97 lines

How it starts

The opening of the file, as written. The whole thing — 97 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Install this skill with its sibling skills. See runtime setup and capability boundaries before executing commands. User instructions and the requested production stage take precedence over workflow defaults.

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 and compose them on a single paused GSAP timeline. When the project admits a Spatial Canvas or fast passage, its manifest is the choreography contract; rules serve the declared route/phases rather than inventing a parallel structure.

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
Build an admitted persistent Spatial Canvas (SPATIAL_CANVAS.json) with camera visits and cutaway/return blueprints/spatial-canvas.md + hyperframes-core/references/spatial-canvas.md
Direct camera focus, narration retiming, precise world/HUD ownership, meaningful returns and crop/registration review references/directed-camera.md
Implement an admitted FAST_PASSAGES.json trajectory after its arc is locked hyperframes-creative/references/fast-paced-editing.md, then transitions/overview.md / transitions/catalog.md plus the cited rules or blueprints
Animate paper folds, layered cutouts, material parallax or object-led edits in a selected paper-theatre direction ../hyperframes-creative/references/paper-theatre.md §4–5; then the applicable rules/adapters
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 after the visual-quality admission gate (AnimationMixer, hf-seek) adapters/three.md
Build admitted authored 3D — beveled geometry, lathe profiles, PMREM studio, seeded materials, analytic stops/deforming cables, resource readiness references/authored-three-workflow.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

Read the full file on GitHub · 97 lines

Files

What ships with it

60 files beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.

Changes

What this file has done since we first saw it

Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.

  1. 20d ago First seen · 97 lines · 33 tokens per session scan A 9c662bbf420b

Subscribe to this mod's changes

hyperframes-animation is a skill published in the GitHub repository waker240/FullVideoProductionSkill (205 stars, last pushed 20d ago), licensed Apache-2.0. It adds 33 tokens to every session and 1,928 once invoked, about $0.0001 per session on Opus 5.5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-09-27.

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