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focsuerandMiguel Ángel 67edb01bf4 docs(skills): fix anime.js v3 syntax in v4 adapter guidance (#3064)
* docs(skills): fix anime.js v3 syntax in v4 adapter guidance

The animejs adapter docs teach v3 syntax against a v4 build, so the examples
cannot run as written: every v4 bundle assigns a *namespace object* to the
global `anime`, making v3's `anime({ targets })` call form a TypeError. `easing:`
is now `ease:`, ease names lost their `ease` prefix, and `timeline.add()` takes
`(targets, parameters, position)`.

- Rewrite `skills/hyperframes-animation/adapters/animejs.md` for v4:
  `anime.animate()` / `anime.createTimeline()`, `ease:` names, targets-first
  `add()`, position shorthands, and a note that the producer fixtures pin
  4.0.2 (`lib/`) while 4.1+ moved bundles to `dist/bundles/`.
- Fix the same v3 `anime.timeline({ targets })` snippet in
  `skills/hyperframes-keyframes/references/keyframe-patterns.md`.
- Stop advertising `anime.running` auto-discovery as a safety net. No v4 build
  exports `running` (checked 4.0.2 and 4.5.0), so `discover()` returns
  immediately and any instance a composition forgets to push onto
  `window.__hfAnime` is silently never seeked. Marked v3-only/inert in the
  skill page and the adapter docstring; explicit registration is now stated
  as mandatory.
- Add render-safety notes the page lacked: `createSeededRandom()` as the
  deterministic replacement for `Math.random()`, and why
  `autoplay: onScroll(...)`, `createDraggable`, and pointer-driven
  `createAnimatable` cannot work under headless seek rendering.
- Regenerate skills-manifest.json.

Runtime behaviour is unchanged: the `packages/core` edit is comment-only, and
the seek path already works on v4 (registered instances expose
seek/pause/play). The now-dead `anime.running` branch in `discover()` is left
in place — it is guarded and try/caught, and removing it is a behaviour change
that belongs in its own PR.

* fix(core): align Anime.js globals with v4

---------

Co-authored-by: Miguel Ángel <miguel.sierra@heygen.com>
2026-08-16 14:01:38 -04:00

6.5 KiB

Keyframe Mechanism Reference

Use this after SKILL.md when choosing a concrete implementation mechanism. It is a parts shelf, not a style guide. Start with one primary mechanism; add supporting motion only when it clarifies the idea.

Runtime Skeletons

GSAP:

const root = document.querySelector("[data-composition-id]");
const id = root.dataset.compositionId;
const tl = gsap.timeline({ paused: true });
tl.to("<selector>", {
  keyframes: [
    /* derive poses from the scene */
  ],
  ease: "none",
});
window.__timelines = window.__timelines || {};
window.__timelines[id] = tl;

CSS:

.<subject > {
  animation: <name> <duration> <ease> both;
  animation-iteration-count: 1;
}
@keyframes <name> {
  0% {
    transform: <pose-a>;
    opacity: <a>;
  }
  100% {
    transform: <pose-b>;
    opacity: <b>;
  }
}

Anime.js:

const animation = anime.createTimeline({ autoplay: false });
animation.add("<selector>", {
  /* derived channels */
});
window.__hfAnime = window.__hfAnime || [];
window.__hfAnime.push(animation);

Three/WebGL:

const state = { progress: 0 };
tl.to(state, {
  progress: 1,
  duration: <duration>,
  onUpdate: () => {
    // derive camera/object/material values from state.progress
    renderer.render(scene, camera);
  },
});

Mechanisms

Mechanism Solves Keyframe Runtime Verify
Path travel Subject must visibly follow a route path progress, tangent rotation, follower offset, trail opacity GSAP MotionPath or sampled x/y/z strip shot at bends; final snapshot
Stroke draw A line, ring, or outline appears over time dash/draw range, stroke opacity, endpoint state DrawSVG or SVG dash fallback partial mid snapshot; complete final
Shape interpolation One silhouette becomes another source path, middle path, target path, fill/stroke MorphSVG or path tween first/mid/final snapshots
Shared element Same subject changes box or hierarchy source box, target box, x/y, scale, radius, context opacity GSAP Flip or manual FLIP one identity moves; no substitute crossfade
Clip/mask reveal Animated boundary exposes content clip path, mask position/size, edge softness, inner counter-motion CSS, SVG, GSAP, or shader snapshot edge frames and final unclipped state
Ordered repetition Many items enter, leave, or transform in order indexed delay, x/y, scale, opacity, final alignment GSAP stagger, Anime stagger, CSS vars check first/middle/last item timing
Text subdivision Text motion needs readable internal timing line/word/char/band wrappers, y/x, opacity, final fit SplitText, authored spans, Anime splitText strip shot plus final readability snapshot
Surface transform Image/card stretches, crops, or changes shape parent scale/skew/clip, child counter-scale, transform origin GSAP/CSS keyframes no accidental warped final
UI state machine Interface passes through semantic states closed, active, loading, success/error, final GSAP/CSS/Anime snapshots hit states in order
DOM depth HTML elements need 3D separation perspective, z, rotationX/Y, opacity, crossing layer order CSS 3D + GSAP/CSS/Anime angled --shot; overlap snapshot
Camera/object 3D Canvas/WebGL scene moves in depth camera, target, object transform, material opacity Three.js/WebGL + GSAP proxy --ghost; snapshots at proof poses
Shader uniform Pixel effect is driven by scalar progress progress, edge width, noise, color mix, opacity ShaderMaterial/WebGL uniforms --ghost; snapshot 0/edge/mid/final
Instanced system Many 3D objects move as one system instance transforms, scale, color/opacity, camera Three InstancedMesh snapshots, because DOM boxes miss internals
Imported model Model animation must scrub deterministically AnimationMixer.setTime, camera, material, lights Three AnimationMixer drive from HyperFrames time; --ghost