* chore(skills): remove 1,685 lines of redundant and irrelevant skill content - Remove 5 GSAP references irrelevant to HyperFrames (scrolltrigger, plugins, react, frameworks, utils) — no scroll, no frameworks, no interactive plugins in video compositions - Remove shader-setup.md and shader-transitions.md — duplicated by @hyperframes/shader-transitions package (packages/shader-transitions/) - Remove marker-highlight.md and examples.md — JS library docs superseded by css-patterns.md (deterministic, GSAP-driven, fully seekable) - Trim CLAUDE.md to dev-only instructions — move product docs (transcription, TTS, player) to skills where they belong - Deduplicate house-style.md typography/motion sections — point to dedicated references instead of repeating rules - Clean up stale references to deleted files across SKILL.md and catalog.md - Update gsap skill description to reflect HyperFrames-only scope Skills: 5,230 → 3,714 lines (29% reduction) CLAUDE.md: 204 → 50 lines (75% reduction) Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com> * fix(skills): update broken marker-highlight.md references in captions.md Point to css-patterns.md instead of deleted marker-highlight.md. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com> * fix(skills): update stale shader CSS rule to reference package API BG_COLOR was from the old manual setup. Now it's bgColor in the @hyperframes/shader-transitions init() config. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com> * fix(skills): address 6 doc gaps surfaced by eval agents P0: Document HyperShader as IIFE global name in shader-transitions README P1: Replace async fetch() with sync XHR in effects.md audio data loading (fetch violates synchronous timeline construction rule in SKILL.md) P1: Change <div> to <span> in css-patterns.md marker highlight patterns (<div> inside <p> is invalid HTML, breaks layout in inline contexts) P2: Clarify bgColor as fallback color in shader-transitions README P2: Add data-start to Composition Clips table in SKILL.md (root composition element needs data-start="0", linter enforces it) Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com> * fix(templates): update init templates to match trimmed skill scope - Remove ScrollTrigger/plugins/React/Vue/Svelte from gsap skill description - Replace class="clip" with accurate pattern examples in skill intro text (class="clip" is still in Key Rules where it belongs) Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com> * fix(skills): remove contradictory 5:1 contrast threshold from house-style house-style.md said 5:1 minimum, but hyperframes validate enforces WCAG AA (4.5:1 normal text, 3:1 large text). Now defers to validate instead of stating a conflicting number. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com> --------- Co-authored-by: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
8.6 KiB
GSAP Effects for HyperFrames
Drop-in animation patterns for HyperFrames compositions. Each effect is self-contained with HTML, CSS, and code.
All effects follow HyperFrames composition rules — deterministic, no randomness, timelines registered via window.__timelines.
Table of Contents
Typewriter
Reveal text character by character using GSAP's TextPlugin.
Required Plugin
<script src="https://cdn.jsdelivr.net/npm/gsap@3.14.2/dist/gsap.min.js"></script>
<script src="https://cdn.jsdelivr.net/npm/gsap@3.14.2/dist/TextPlugin.min.js"></script>
<script>
gsap.registerPlugin(TextPlugin);
</script>
Basic Typewriter
const text = "Hello, world!";
const cps = 10; // chars per second: 3-5 dramatic, 8-12 conversational, 15-20 energetic
tl.to(
"#typed-text",
{ text: { value: text }, duration: text.length / cps, ease: "none" },
startTime,
);
With Blinking Cursor
Three rules:
- One cursor visible at a time — hide previous before showing next.
- Cursor must blink when idle — after typing, during pauses.
- No gap between text and cursor — elements must be flush in HTML.
<span id="typed-text"></span><span id="cursor" class="cursor-blink">|</span>
@keyframes blink {
0%,
100% {
opacity: 1;
}
50% {
opacity: 0;
}
}
.cursor-blink {
animation: blink 0.8s step-end infinite;
}
.cursor-solid {
animation: none;
opacity: 1;
}
.cursor-hide {
animation: none;
opacity: 0;
}
Pattern: blink → solid (typing starts) → type → solid → blink (typing done).
tl.call(() => cursor.classList.replace("cursor-blink", "cursor-solid"), [], startTime);
tl.to("#typed-text", { text: { value: text }, duration: dur, ease: "none" }, startTime);
tl.call(() => cursor.classList.replace("cursor-solid", "cursor-blink"), [], startTime + dur);
Backspacing
TextPlugin removes from front — wrong for backspace. Use manual substring removal:
function backspace(tl, selector, word, startTime, cps) {
const el = document.querySelector(selector);
const interval = 1 / cps;
for (let i = word.length - 1; i >= 0; i--) {
tl.call(
() => {
el.textContent = word.slice(0, i);
},
[],
startTime + (word.length - i) * interval,
);
}
return word.length * interval;
}
Spacing with Static Text
When a typewriter word sits next to static text, use margin-left on a wrapper span. Don't use flex gap (spaces cursor from text) or trailing space in static text (collapses when dynamic is empty).
<div style="display:flex; align-items:baseline;">
<span style="font-size:40px; color:#555;">Ship something</span>
<span style="margin-left:14px;"><span id="word"></span><span id="cursor">|</span></span>
</div>
Word Rotation
Type → hold → backspace → next word. Cursor blinks during every idle moment (holds, after backspace).
words.forEach((word, i) => {
const typeDur = word.length / 10;
// Solid while typing
tl.call(() => cursor.classList.replace("cursor-blink", "cursor-solid"), [], offset);
tl.to("#typed-text", { text: { value: word }, duration: typeDur, ease: "none" }, offset);
// Blink during hold
tl.call(() => cursor.classList.replace("cursor-solid", "cursor-blink"), [], offset + typeDur);
offset += typeDur + 1.5; // hold
if (i < words.length - 1) {
tl.call(() => cursor.classList.replace("cursor-blink", "cursor-solid"), [], offset);
const clearDur = backspace(tl, el, word, offset, 20);
tl.call(() => cursor.classList.replace("cursor-solid", "cursor-blink"), [], offset + clearDur);
offset += clearDur + 0.3;
}
});
Appending Words
Build a sentence word-by-word into the same element:
let accumulated = "";
words.forEach((word) => {
const target = accumulated + (accumulated ? " " : "") + word;
const newChars = target.length - accumulated.length;
tl.to("#typed-text", { text: { value: target }, duration: newChars / 10, ease: "none" }, offset);
accumulated = target;
offset += newChars / 10 + 0.3;
});
Multi-Line Cursor Handoff
When handing off between typewriter lines: hide previous → blink new → pause → solid when typing. Never go hidden→solid (skips idle state).
tl.call(
() => {
prevCursor.classList.replace("cursor-blink", "cursor-hide");
nextCursor.classList.replace("cursor-hide", "cursor-blink");
},
[],
handoffTime,
);
const typeStart = handoffTime + 0.5; // brief blink pause
tl.call(() => nextCursor.classList.replace("cursor-blink", "cursor-solid"), [], typeStart);
tl.to("#next-text", { text: { value: text }, duration: dur, ease: "none" }, typeStart);
tl.call(() => nextCursor.classList.replace("cursor-solid", "cursor-blink"), [], typeStart + dur);
Timing Guide
| CPS | Feel | Good for |
|---|---|---|
| 3-5 | Slow, deliberate | Dramatic reveals, suspense |
| 8-12 | Natural typing | Dialogue, narration |
| 15-20 | Fast, energetic | Tech demos, code |
| 30+ | Near-instant | Filling long blocks |
Audio Visualizer
Pre-extract audio data, drive canvas/DOM rendering from GSAP timeline.
Extract Audio Data
python scripts/extract-audio-data.py audio.mp3 -o audio-data.json
python scripts/extract-audio-data.py video.mp4 --fps 30 --bands 16 -o audio-data.json
Requires ffmpeg and numpy.
Data Format
{
"fps": 30, "totalFrames": 5415,
"frames": [{ "time": 0.0, "rms": 0.42, "bands": [0.8, 0.6, 0.3, ...] }]
}
- rms (0-1): overall loudness, normalized across track
- bands[] (0-1): frequency magnitudes. Index 0 = bass, higher = treble. Each normalized independently.
Loading the Data
// Option A: inline (small files, under ~500KB)
var AUDIO_DATA = {
/* paste audio-data.json contents */
};
// Option B: sync XHR (large files — must be synchronous for deterministic timeline construction)
var xhr = new XMLHttpRequest();
xhr.open("GET", "audio-data.json", false);
xhr.send();
var AUDIO_DATA = JSON.parse(xhr.responseText);
Do NOT use async fetch() to load audio data. HyperFrames requires synchronous timeline construction — the capture engine reads window.__timelines synchronously after page load. Building timelines inside .then() callbacks means the timeline isn't ready when capture starts.
Rendering Approaches
Canvas 2D (most common — bars, waveforms, circles, gradients):
for (let f = 0; f < AUDIO_DATA.totalFrames; f++) {
tl.call(
() => {
const frame = AUDIO_DATA.frames[f];
ctx.clearRect(0, 0, canvas.width, canvas.height);
// draw using frame.rms and frame.bands
},
[],
f / AUDIO_DATA.fps,
);
}
WebGL / Three.js — HyperFrames patches THREE.Clock for deterministic time. Update uniforms from audio data each frame.
DOM Elements — fine for < 20 elements, less performant than Canvas for many.
Spatial Mapping
- Horizontal: bass left, treble right (iterate bands left-to-right)
- Vertical: bass bottom, treble top
- Circular: bass at 12 o'clock, wrap clockwise; mirror for full circle
Smoothing
let prev = null;
const smoothing = 0.25; // 0.1-0.2 snappy, 0.3-0.5 flowing
function smooth(f) {
const raw = AUDIO_DATA.frames[f];
if (!prev) {
prev = { rms: raw.rms, bands: [...raw.bands] };
return prev;
}
prev = {
rms: prev.rms * smoothing + raw.rms * (1 - smoothing),
bands: raw.bands.map((b, i) => prev.bands[i] * smoothing + b * (1 - smoothing)),
};
return prev;
}
Motion Principles
- Bass drives big moves — scale, glow, position shifts
- Treble drives detail — shimmer, flicker, edge effects
- RMS drives globals — background brightness, overall energy
- Pick 2-3 properties to animate. More looks noisy.
- Keep minimums above zero — quiet sections need life.
Band Count
| Bands | Detail | Good for |
|---|---|---|
| 4 | Low | Background glow, pulsing |
| 8 | Medium | Bar charts, basic spectrum |
| 16 | High | Detailed EQ (default) |
| 32 | Very high | Dense radial layouts |
Layering
Layer multiple canvases with CSS z-index for depth — a background layer driven by bass/rms and a foreground layer driven by individual bands creates depth without complexity.
<canvas id="bg-layer" style="position:absolute;top:0;left:0;z-index:1;"></canvas>
<canvas id="main-layer" style="position:absolute;top:0;left:0;z-index:2;"></canvas>