Files
hyperframes/skills/remotion-to-hyperframes/assets/test-corpus/tier-3-data-driven

Tier 3 — stargazed-data-driven

What it tests

A purpose-built data-driven fixture that exercises the realistic shape of a production Remotion composition without using the runtime adapter from PR #214. If a translation passes T3, the skill correctly handles:

  • A <Composition> with a z.object schema and typed defaultProps
  • Custom React subcomponents reused with different props across scenes
  • A nested data structure (stats[]) materialized as repeated HTML with per-instance attributes
  • A frame-driven count-up animation (AnimatedNumber → GSAP onUpdate)
  • Two different spring configs translated to two different back.out overshoots
  • Per-instance delays via component props (delayInFrames → GSAP timeline offsets)

Composition shape

Stargazed (10 s @ 30 fps, 1280×720)
├── Sequence 03 s   TitleScene
│                    ├── title  ← spring scale
│                    └── subtitle ← linear fade
├── Sequence 37 s   StatsScene
│                    ├── StatCard "Stars" 1247 #fbbf24 (delay 0 frames)
│                    ├── StatCard "Forks" 312 #60a5fa  (delay 12 frames)
│                    └── StatCard "Issues" 48 #f87171  (delay 24 frames)
└── Sequence 710 s  OutroScene
                     └── UnderlinedText "thanks for watching" ← scale-in underline

Each StatCard is a custom subcomponent that internally uses AnimatedNumber to count from 0 to the target. AnimatedNumber itself derives the displayed value from useCurrentFrame() + a manual 1 - (1 - t)^3 ease.

The lossy parts (and why threshold = 0.90)

  1. spring → back.out(N): two different spring configs in this composition.

    • { damping: 12, stiffness: 100, mass: 1 } (title) → back.out(1.4)
    • { damping: 14, stiffness: 90, mass: 1 } (stat card) → back.out(1.2)

    Overshoot ratio (1.4 vs 1.2) approximates the damping difference. The late-tail curve of GSAP's back ease and Remotion's spring don't match exactly — costs ~0.03 mean SSIM per spring instance.

  2. Count-up easing: AnimatedNumber uses 1 - (1 - t)^3 (cubic ease-out) manually computed in the component. GSAP's power3.out is the same curve shape — should match closely. The displayed integer is rounded each frame in both renderers; minor mismatches occur when the rounded value flips between two numbers on a sub-frame timing difference.

  3. Font rendering: same caveat as T1/T2. System Helvetica/Arial fallback produces minor anti-aliasing differences between renderers. Affects the stat card numbers (large weight 800) most.

A mean SSIM below 0.90 in T3 indicates a structural mismatch (wrong scene durations, wrong stagger timing, missing prop wiring), not approximation drift. That's the failure signal we care about. The calibrated mean against Remotion @ 4.0 with PNG/BT.709 output is 0.953.

Translation walk-through (skill cheat sheet)

Remotion HyperFrames
<Composition schema={z.object({...})} defaultProps={...} /> data-* attributes on root #stage div
nested array prop (stats[]) repeated HTML markup with per-instance data-* attrs
custom React subcomponent inline repeated HTML using the component's prop interface as the template
<AnimatedNumber from={0} to={value} dur={45} /> (cubic ease-out count-up) tween on { v: 0 } object with onUpdate rewriting textContent, ease power3.out
spring({damping:12, stiffness:100}) back.out(1.4) over ~0.7 s
spring({damping:14, stiffness:90}) back.out(1.2) over ~0.7 s
delayInFrames={i * 12} (per-instance) GSAP timeline offset (i * 0.4) s
useVideoConfig() to get fps dropped — composition fps is in data-fps on #stage

How to render and evaluate

# Render Remotion baseline (no setup.sh — no binary assets in this fixture)
cd remotion-src && npm install && npm run render

# Render HyperFrames translation
cd ../hf-src && npx hyperframes render --output ../hf.mp4

# Compare
../../../scripts/render_diff.sh ./remotion-src/out/baseline.mp4 ./hf.mp4 ./diff