ukimsanovandClaude Opus 4.7 f4a7961bc1 fix(skill): w2h-verify v2 — kill false positives from real-agent debrief
A fresh agent session ran the v1 verify script and the disclosure pasted
into their final summary showed 3 FAIL rows for things that weren't
actually defects:

  Headline font-size: flagged Beat 2 (wordmark SVG), Beat 3 (UI grid),
    Beat 5 (terminal). None of these legitimately have text headlines.
  Timeline coverage: flagged 5/6 beats because the script's regex only
    saw `tl.X(..., 2.5)` literal positions and missed forEach loops,
    variable-position tweens, and long-duration scaler tweens.
  Beat durations: flagged 2 beats because my "duration X.Xs near beat
    label" fallback false-matched non-beat durations
    (e.g., "shader runs — duration 0.7s" near a "Beat 1" mention).

The agent had to write ~5 paragraphs defensively justifying each false
FAIL. That's friction we can fix.

Tested against the agent's actual project (huly-launch-v4): went from
4 FAIL (3 false positives + 1 real bare-table parser miss) to 0 FAIL.
Also re-verified huly-v3 still correctly catches its 3 real issues
(48px wordmark, missing shaders, 3 SFX drifts) — no regression.

**Brand visuals check**

Switched from "≥30% asset usage" (gameable, rewards quantity over quality)
to "at least 1 beat references a captured hero/image/svg" — quality
signal that's cheap to satisfy when real, hard to fake. Excludes fonts,
logos, favicons, contact-sheets.

**Headline check**

Now only flags beats where the LARGEST font-size is in the 40–<80px
range — the "aspiring headline but too small" zone. Below 40px = beat
has no text headline by design (terminal, UI labels, SVG-only); skip.
≥80px = proper headline; pass. Eliminates the false positives on
SVG-dominated and UI-grid beats while still catching the real "headline
too small" failure (Beat 4 at 72px in this run; Beat 1 wordmark at 48px
in another).

**Timeline coverage check**

Three improvements:
1. Detects forEach loops + for-loops containing tl.X() calls — beats
   with these have events at positions the static parser can't read;
   mark as INFO-skipped rather than failed.
2. Detects long-duration tweens — if a single tween's duration covers
   ≥70% of the beat duration (camera dolly, breathing animation), the
   beat has full coverage via persistent motion; skip the position check.
3. New paren-balanced parser for extracting tl.X() position arguments —
   the v1 regex was matching `rgba(86,131,218,0.35)` and capturing 0.35
   as a tween position. The new parser walks paren depth and only
   captures top-level trailing numeric args. No more rgba false matches.

**Shader transitions check**

Two fixes:
1. Filter out inventory lines — lines listing 3+ shader names are
   "what's available," not "what's planned for use." Real use
   mentions one or two shaders per line.
2. Apply the same SFX-context exclusion to the declared side that the
   present-check side already had — "glitch" inside `sfx/glitch-1.mp3`
   no longer counts as a declared shader transition.

For huly-v3: was 6 declared (1 phantom from inventory + 5 + glitch
from SFX), now 2 declared (light-leak, cinematic-zoom) — matches the
storyboard's actual plan.

**Beat duration check**

1. Dropped the "duration X.Xs within 200 chars of beat label" fallback
   — too loose; matched shader durations, animation durations, anything
   labeled "duration". This was the source of the 0.70s misread in the
   debrief.
2. Added a bare-number timing-table parser for the format
   `| 1 | 0.00s | 5.20s | 5.20s | ... |` (with optional `>` blockquote
   prefix). Computes duration = end - start.
3. Added a negative lookahead so `\bB3\b` doesn't false-match "B3.1"
   sub-beats and grab the wrong row.
4. Filter buildBeatIds to only numbered beats — skips the root
   composition (`data-composition-id="main"`) so it doesn't inflate
   "parseable" count.

**Brand visuals + asset count**

Excluded fonts/ subdirectory (always-used via @font-face → would
always pass) and contact-sheet-*.jpg (pipeline outputs, not website
inputs). Both inflated the denominator and weakened the signal.

**Edge case fixes**

- Removed `basename` unused import (oxlint).
- Fixed shader-name substring overlap: longest-name-first matching so
  "cross-warp-morph" doesn't double-count as "cross-warp".
- SFX timestamps now collect ALL audio tags per file (multi-timestamp
  SFX like click×3); picks closest index timestamp to each storyboard
  timestamp instead of just keeping the last.

**Step 6 doc**

Updated the skill's "w2h-verify — the source of truth" section to
describe the new checks accurately and what failure mode each catches.

2 files changed, +486/-109. Format + lint clean.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-22 09:03:35 -07:00
2026-03-21 22:43:56 -07:00

HyperFrames

npm version npm downloads License Node.js Discord

Write HTML. Render video. Built for agents.

HyperFrames demo — HTML code on the left transforms into a rendered video on the right

Hyperframes is an open-source video rendering framework that lets you create, preview, and render HTML-based video compositions — with first-class support for AI agents.

Quick Start

Install the HyperFrames skills, then describe the video you want:

npx skills add heygen-com/hyperframes

This teaches your agent (Claude Code, Cursor, Gemini CLI, Codex) how to write correct compositions, GSAP timelines, Tailwind v4 browser-runtime styles, and first-party adapter animations. In Claude Code, the skills register as slash commands — invoke /hyperframes to author compositions, /hyperframes-cli for the dev-loop commands (init, lint, preview, render), /hyperframes-media for asset preprocessing (TTS, transcription, background removal), /tailwind for init --tailwind projects, /gsap for timeline animation help, or the adapter skills (/animejs, /css-animations, /lottie, /three, /waapi) when a composition uses those runtimes.

For Claude Design, open docs/guides/claude-design-hyperframes.md on GitHub and click the download button (↓) to save it, then attach the file to your Claude Design chat. It produces a valid first draft; refine in any AI coding agent. See the Claude Design guide.

For Codex specifically, the same skills are also exposed as an OpenAI Codex plugin — sparse-install just the plugin surface:

codex plugin marketplace add heygen-com/hyperframes --sparse .codex-plugin --sparse skills --sparse assets

For Claude Code, the repo also ships a Claude Code plugin manifest: test it locally with claude --plugin-dir .. The manifest intentionally omits skills because Claude Code auto-discovers the root skills/ directory by convention, and for marketplace submission use the title HyperFrames by HeyGen plus the black/white icon assets at assets/claude-code-icon-dark.svg and assets/claude-code-icon-light.svg for the two theme slots. For Cursor, the same skills are packaged as a Cursor plugin — install from the Cursor Marketplace, or sideload by cloning this repo and pointing Settings → Plugins → Load unpacked at the repo root.

Try it: example prompts

Copy any of these into your agent to get started. The /hyperframes prefix loads the skill context explicitly so you get correct output the first time.

Cold start — describe what you want:

Using /hyperframes, create a 10-second product intro with a fade-in title, a background video, and background music.

Warm start — turn existing context into a video:

Take a look at this GitHub repo https://github.com/heygen-com/hyperframes and explain its uses and architecture to me using /hyperframes.

Summarize the attached PDF into a 45-second pitch video using /hyperframes.

Turn this CSV into an animated bar chart race using /hyperframes.

Format-specific:

Make a 9:16 TikTok-style hook video about [topic] using /hyperframes, with bouncy captions synced to a TTS narration.

Iterate — talk to the agent like a video editor:

Make the title 2x bigger, swap to dark mode, and add a fade-out at the end.

Add a lower third at 0:03 with my name and title.

The agent handles scaffolding, animation, and rendering. See the prompting guide for more patterns.

Option 2: Start a project manually

npx hyperframes init my-video
cd my-video
npx hyperframes preview      # preview in browser (live reload)
npx hyperframes render       # render to MP4

hyperframes init installs skills automatically, so you can hand off to your AI agent at any point.

Requirements: Node.js >= 22, FFmpeg

Why Hyperframes?

  • HTML-native — compositions are HTML files with data attributes. No React, no proprietary DSL.
  • AI-first — agents already speak HTML. The CLI is non-interactive by default, designed for agent-driven workflows.
  • Deterministic rendering — same input = identical output. Built for automated pipelines.
  • Frame Adapter pattern — bring your own animation runtime (GSAP, Lottie, CSS, Three.js).

Hyperframes vs Remotion

Hyperframes is inspired by Remotion — we used Remotion at HeyGen in production, learned a ton from it, and kept attribution comments in the source for the patterns it pioneered (Chrome launch flags, image2pipe → FFmpeg streaming, frame buffering). Both tools drive headless Chrome and both are deterministic. They differ on one decision: what the primary author writes. Remotion's bet is React components; Hyperframes' bet is HTML.

Hyperframes Remotion
Authoring HTML + CSS + GSAP React components (TSX)
Build step None; index.html plays as-is Required (bundler)
Library-clock animations (GSAP, Anime.js, Motion One) Seekable, frame-accurate Plays at wall-clock during render
Arbitrary HTML / CSS passthrough Paste and animate Rewrite as JSX
Distributed rendering Single-machine today Lambda, production-ready

Licensing: fully open source vs source-available

Hyperframes is completely open source under Apache 2.0 — an OSI-approved license. Use it commercially at any scale, with no per-render fees, no seat caps, no company-size thresholds.

Remotion is source-available, not open source. The code is on GitHub under a custom Remotion License that requires a paid company license above small-team thresholds. It's a great product with a real team behind it — but if open-source licensing matters to you (OSI compliance, redistribution rights, no per-use fees), that's a first-order decision point.

Full write-up with benchmarks, an honest list of where each tool wins, and a GSAP side-by-side: Hyperframes vs Remotion guide.

How It Works

Define your video as HTML with data attributes:

<div id="stage" data-composition-id="my-video" data-start="0" data-width="1920" data-height="1080">
  <video
    id="clip-1"
    data-start="0"
    data-duration="5"
    data-track-index="0"
    src="intro.mp4"
    muted
    playsinline
  ></video>
  <img
    id="overlay"
    class="clip"
    data-start="2"
    data-duration="3"
    data-track-index="1"
    src="logo.png"
  />
  <audio
    id="bg-music"
    data-start="0"
    data-duration="9"
    data-track-index="2"
    data-volume="0.5"
    src="music.wav"
  ></audio>
</div>

Preview instantly in the browser. Render to MP4 locally or in Docker.

Catalog

50+ ready-to-use blocks and components — social overlays, shader transitions, data visualizations, and cinematic effects:

npx hyperframes add flash-through-white   # shader transition
npx hyperframes add instagram-follow      # social overlay
npx hyperframes add data-chart            # animated chart

Browse the full catalog at hyperframes.heygen.com/catalog.

Documentation

Full documentation at hyperframes.heygen.com/introductionQuickstart | Guides | API Reference | Catalog

Packages

Package Description
hyperframes CLI — create, preview, lint, and render compositions
@hyperframes/core Types, parsers, generators, linter, runtime, frame adapters
@hyperframes/engine Seekable page-to-video capture engine (Puppeteer + FFmpeg)
@hyperframes/producer Full rendering pipeline (capture + encode + audio mix)
@hyperframes/studio Browser-based composition editor UI
@hyperframes/player Embeddable <hyperframes-player> web component
@hyperframes/shader-transitions WebGL shader transitions for compositions

Skills

HyperFrames ships skills that teach AI agents framework-specific patterns that generic docs don't cover.

npx skills add heygen-com/hyperframes
Skill What it teaches
hyperframes HTML composition authoring, captions, TTS, audio-reactive animation, transitions
hyperframes-cli Dev-loop CLI: init, lint, inspect, preview, render, doctor
hyperframes-media Asset preprocessing: tts (Kokoro), transcribe (Whisper), remove-background (u2net) — voice/model/codec selection
hyperframes-registry Block and component installation via hyperframes add
website-to-hyperframes Capture a URL and turn it into a video — full website-to-video pipeline
remotion-to-hyperframes Translate a Remotion (React) composition into a HyperFrames HTML composition
gsap GSAP timelines for HyperFrames: paused registration, deterministic seeking, easing, sequencing, performance
animejs Anime.js animations and timelines registered on window.__hfAnime for deterministic HyperFrames seeking
css-animations CSS keyframe animation patterns that HyperFrames can discover, pause, and seek
lottie lottie-web and dotLottie players registered on window.__hfLottie with local assets and paused playback
three Three.js scenes that render from HyperFrames hf-seek events and window.__hfThreeTime instead of wall-clock time
waapi Web Animations API element.animate() patterns seeked through document.getAnimations()

Contributing

See CONTRIBUTING.md for guidelines.

Cloning the repo

The repo uses Git LFS for golden regression-test baselines under packages/producer/tests/**/output.mp4 (~240 MB of .mp4 files). If you're cloning the full repo for development, install Git LFS first:

# macOS
brew install git-lfs

# Ubuntu/Debian
sudo apt install git-lfs

# Windows
winget install GitHub.GitLFS
# (or install Git for Windows, which bundles Git LFS as an optional component)

# Then (once, per machine)
git lfs install

If you hit git-lfs filter-process: command not found during git clone or npx skills add heygen-com/hyperframes, install Git LFS and retry. You can also skip LFS content if you only need the source files:

GIT_LFS_SKIP_SMUDGE=1 git clone https://github.com/heygen-com/hyperframes.git

License

Apache 2.0

S
Description
Write HTML. Render video. Built for agents.
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