Free SKILL.md scraped from GitHub. Clone the repo or copy the file directly into your Claude Code skills directory.
npx versuz@latest install heygen-com-hyperframes-skills-animejsgit clone https://github.com/heygen-com/hyperframes.gitcp hyperframes/SKILL.MD ~/.claude/skills/heygen-com-hyperframes-skills-animejs/SKILL.md---
name: animejs
description: Anime.js adapter patterns for HyperFrames. Use when writing Anime.js animations or timelines inside HyperFrames compositions, registering animations on window.__hfAnime, making Anime.js seek-driven and deterministic, or translating Anime.js examples into render-safe HyperFrames HTML.
---
# Anime.js for HyperFrames
HyperFrames can seek Anime.js instances through its `animejs` runtime adapter. The composition owns the animation objects; HyperFrames owns the clock.
## Contract
- Create animations or timelines synchronously during composition initialization.
- Set `autoplay: false` so Anime.js does not advance on its own clock.
- Register every returned animation or timeline on `window.__hfAnime`.
- Use finite durations and loop counts.
- Avoid callbacks that mutate DOM based on wall-clock time, network state, or unseeded randomness.
The adapter seeks every registered instance with `instance.seek(timeMs)`, where `timeMs` is HyperFrames time in milliseconds.
## Basic Pattern
```html
<script src="https://cdn.jsdelivr.net/npm/animejs@4.0.2/lib/anime.iife.min.js"></script>
<script>
const anim = anime({
targets: ".mark",
translateX: 280,
rotate: "1turn",
opacity: [0, 1],
duration: 1200,
easing: "easeOutExpo",
autoplay: false,
});
window.__hfAnime = window.__hfAnime || [];
window.__hfAnime.push(anim);
</script>
```
## Timeline Pattern
```html
<script>
const tl = anime.timeline({
autoplay: false,
easing: "easeOutCubic",
});
tl.add({
targets: ".title",
translateY: [40, 0],
opacity: [0, 1],
duration: 650,
}).add(
{
targets: ".accent",
scaleX: [0, 1],
duration: 450,
},
250,
);
window.__hfAnime = window.__hfAnime || [];
window.__hfAnime.push(tl);
</script>
```
## Module Builds
If you use an ES module build, the adapter does not care how the instance was created. It only needs the returned object to expose `seek()`, `pause()`, and preferably `play()`:
```html
<script type="module">
import { animate } from "https://cdn.jsdelivr.net/npm/animejs/+esm";
const anim = animate(".chip", {
x: "18rem",
duration: 900,
autoplay: false,
});
window.__hfAnime = window.__hfAnime || [];
window.__hfAnime.push(anim);
</script>
```
## Good Uses
- Small SVG and DOM flourishes where Anime.js syntax is compact.
- Imported Anime.js examples that can be made seek-driven.
- Multiple independent micro-animations pushed into the same registry.
Use GSAP for complex scene sequencing unless the user specifically asks for Anime.js. GSAP is still the primary HyperFrames authoring path.
## Avoid
- Leaving `autoplay` at the Anime.js default.
- Depending on `anime.running` auto-discovery instead of explicit `window.__hfAnime.push(...)`.
- Infinite loops. Compute a finite repeat count from the composition duration.
- Building animations in timers, promises, event handlers, or after async asset loads.
## Validation
After editing a composition that uses Anime.js:
```bash
npx hyperframes lint
npx hyperframes validate
```
## Credits And References
- HyperFrames adapter source: `packages/core/src/runtime/adapters/animejs.ts`.
- Anime.js documentation for `autoplay`, `pause()`, and `seek()`: https://animejs.com/documentation/