Agent Skillsheygen-com/hyperframes › frost-sequence-camera-orbit

frost-sequence-camera-orbit

GitHub

提供22.5秒冰裂特效镜头环绕动画组件,支持自定义Logo和两行文本,通过HyperFrames集成到前端页面。

registry/blocks/frost-sequence-camera-orbit/SKILL.md heygen-com/hyperframes

Trigger Scenarios

需要添加品牌宣传视频或动态展示效果 前端项目需要集成复杂的CSS/JS动画组件

Install

npx skills add heygen-com/hyperframes --skill frost-sequence-camera-orbit -g -y
More Options

Non-standard path

npx skills add https://github.com/heygen-com/hyperframes/tree/main/registry/blocks/frost-sequence-camera-orbit -g -y

Use without installing

npx skills use heygen-com/hyperframes@frost-sequence-camera-orbit

指定 Agent (Claude Code)

npx skills add heygen-com/hyperframes --skill frost-sequence-camera-orbit -a claude-code -g -y

安装 repo 全部 skill

npx skills add heygen-com/hyperframes --all -g -y

预览 repo 内 skill

npx skills add heygen-com/hyperframes --list

SKILL.md

Frontmatter
{
    "name": "frost-sequence-camera-orbit",
    "description": "An orbiting camera follows an ice logo as it breaks apart, reforms into two text moments, and fades. HyperFrames block, 1920×1080, 22.5s, 216 variables."
}

Frost Sequence Camera Orbit

A complete 22.5-second ice sequence: logo, first text, second text, breakup, and fade. The camera orbits the fixed objects with slower front-facing passes for reading. The same particle field carries each transition. Customize the two text moments and SVG logo; the source includes editable camera and assembly timing.

Composition id: frost-sequence-rig. Duration 22.5 s at 30 fps, 1920×1080.

Files

  • frost-sequence-camera-orbit.html (131 KB)
  • assets/example-logo.svg (1 KB)
  • assets/fonts/Geist-Bold.ttf (65 KB)
  • assets/fonts/Geist-OFL.txt (4 KB)
  • assets/fonts/Geist-Regular.ttf (65 KB)
  • assets/fonts/Geist-SemiBold.ttf (65 KB)
  • assets/frost.js (1.5 MB)
  • assets/Three-LICENSE.txt (1 KB)
  • assets/ThreeMeshBVH-LICENSE.txt (1 KB)
  • assets/OpentypeJS-LICENSE.txt (1 KB)
  • assets/Clipper-LICENSE.txt (3 KB)
  • assets/gsap-3.14.2.min.js (128 KB)
  • assets/GSAP-NOTICE.txt (1 KB)
  • assets/logo.svg (1 KB)
  • assets/shards-atlas.png (fetched from the CDN at install)
  • assets/test-mark.svg (1 KB)
  • assets/textures/bluenoise64.png (12 KB)
  • assets/textures/ice-inclusions-generated.png (fetched from the CDN at install)

Install

Install with npx hyperframes add frost-sequence-camera-orbit; by default the files above land under compositions/frost-sequence-camera-orbit/. Then mount the block from the host index.html:

<div
  data-composition-id="frost-sequence-rig"
  data-composition-src="compositions/frost-sequence-camera-orbit/frost-sequence-camera-orbit.html"
  data-start="0"
  data-duration="22.5"
  data-track-index="1"
  data-width="1920"
  data-height="1080"
></div>

Render with custom values by targeting the composition file directly:

npx --yes hyperframes@0.8.12 render 'compositions/frost-sequence-camera-orbit/frost-sequence-camera-orbit.html' --variables '{"headline1":"Hard to|break.","headline2":"Easy to|remember."}'

Variables

Read at runtime via window.__hyperframes.getVariables(); declared on the composition root as data-composition-variables (single-quoted attribute, plain JSON).

id type default label / range
headline1 string `"Hard to break."`
headline2 string `"Easy to remember."`
logoUrl string "assets/logo.svg" Logo SVG asset path (upload in Assets, then paste path) max 200 chars
assemblyMode enum "hybrid" Assembly response (physical
materialBaseColor color "#ffffff" Base color
baseRoughness number 0.31 Base roughness 0–0.5 step 0.005
materialTransmission boolean true Transmission
materialBacklight number 0.27 Backlight through ice 0–2 step 0.01
ior number 1.675 Index of refraction 1–2 step 0.005
thicknessScale number 2.04 Thickness scale 0.1–3 step 0.01
materialAbsorption boolean true Absorption / tint
attenuationColor color "#d5f4ff" Attenuation colour (white = no absorption, clear glass)
attenuationDistance number 6.54 Attenuation distance 0.05–12 step 0.01
materialDispersion boolean false Dispersion
dispersion number 0.12 Dispersion (0 = off; on/off reloads) 0–0.3 step 0.005
materialReflections boolean true Reflections
envIntensity number 2.04 Environment intensity 0–3 step 0.01
specularIntensity number 1.44 Specular intensity 0–2 step 0.01
materialFrost boolean true Frost
materialInteriorFrost number 0 Uniform frost 0–1 step 0.01
frostScale number 0.7 Scale 0.2–6 step 0.05
frostThreshold number 0.62 Threshold (1 = no frost, clear glass) 0–1 step 0.01
frostSoftness number 0.24 Softness 0.01–1 step 0.01
frostRoughness number 0.73 Roughness 0–1 step 0.01
frostDiffuse number 0.11 Diffuse (how much light frosted areas catch) 0–1 step 0.01
materialSurfaceBumps boolean false Object surface bumps / crack notches
materialCrystals boolean true Crystal bumps
crystalBump number 0.01 Crystal bump 0–1 step 0.01
crystalScale number 4 Crystal scale 4–80 step 1
materialGrain boolean true Grain bumps
materialGrainAmount number 0.47 Grain strength 0–2 step 0.01
materialGrainScale number 150 Grain scale 1–150 step 1
materialCutNormals boolean true Fracture normals
materialMicro boolean true Micro bumps
microBump number 0.445 Micro bump 0–1 step 0.005
microScale number 10 Micro scale 10–200 step 1
microCoverage number 0.25 Micro coverage 0–1 step 0.01
bumpMaskScale number 1.45 Mask scale 0.1–6 step 0.05
materialRipples boolean true Ripples
rippleBump number 0.22 Ripple bump 0–1 step 0.01
rippleScale number 23 Ripple scale 2–30 step 0.5
materialSmudges boolean true Smudges
smudgeAmount number 0.78 Amount 0–1 step 0.01
smudgeCoverage number 0.58 Coverage 0–1 step 0.01
smudgeMaskScale number 1.85 Mask scale 0.1–6 step 0.05
smudgeAnisotropy number 16.5 Anisotropy 1–20 step 0.5
smudgeRoughness number 0.75 Roughness 0–1 step 0.01
smudgeWhiteness number 0.035 Whiteness 0–0.5 step 0.005
smudgeScale number 1.3 Scale 0.5–10 step 0.1
materialCracks boolean true Cracks
crackLargeScale number 2.45 Large scale 0.3–8 step 0.05
crackWarp number 0.22 Warp 0–1.5 step 0.01
crackCoverage number 0.19 Coverage 0–1 step 0.01
crackRegionScale number 1.8 Region scale 0.1–4 step 0.05
crackRegionCoverage number 0.6 Region coverage 0–1 step 0.01
veinScale number 8 Vein scale 1–20 step 0.25
veinContrast number 0.55 Vein contrast 0–1 step 0.01
crackWidth number 0.0025 Width 0.0005–0.02 step 0.0005
crackBrightness number 0.65 Brightness 0–3 step 0.01
crackDarkness number 0.69 Darkness 0–1 step 0.01
crackRefraction number 0.076 Refraction 0–0.1 step 0.001
crackSurfaceStrength number 0.16 Surface strength 0–1 step 0.01
fineScale number 18.4 Fine scale 2–20 step 0.1
fineAmount number 0.52 Fine amount 0–1 step 0.01
fineCoverage number 1 Fine coverage 0–1 step 0.01
materialScatter boolean true Internal scattering
materialInclusionScale number 0.05 Inclusion scale 0.05–3 step 0.01
materialInclusionAmount number 2 Photographic inclusions 0–2 step 0.01
interiorScatter number 0.09 Interior scatter 0–1 step 0.01
materialClearcoat boolean true Clearcoat
clearcoat number 0 Clearcoat 0–1 step 0.01
clearcoatRoughness number 0 Clearcoat roughness 0–1 step 0.005
materialShardNormals boolean true Shard normals
spriteNormal number 0.15 Sprite normal strength 0–2.5 step 0.05
materialShardFrost boolean true Shard frost
materialShardTransmission boolean true Shard transparency
spriteSeeThrough number 1 See-through (0 = off; on/off reloads) 0–1 step 0.01
materialShardReflections boolean true Shard reflections
minPixelSize number 0.25 Minimum pixel size 0–4 step 0.05
grainSizeMultiplier number 1.05 Grain size multiplier 0.2–4 step 0.05
spriteSize number 1.9 Sprite size 0.3–4 step 0.05
spriteTilt number 12 Sprite tilt 0–70 step 1
spriteAlphaCut number 0.6 Alpha cut 0.05–0.6 step 0.01
fontWeight enum "600" Type · Weight (Geist) (400
letterSpacing number 0.01 Type · Letter spacing -0.1–0.4 step 0.005
shardAmount number 0.44 Shards · Visible fraction of the broken volume (Powder amount) 0.02–1 step 0.01
strayDust number 24 Shards · Ambient dust motes around the object (the experiment had 40) 0–200 step 1
sliceRadius number 0.6 Break · First (diagonal) slice radius 0.05–1.5 step 0.01
sliceStrength number 21.5 Break · First slice strength 1–40 step 0.5
finalEjectBoost number 2.5 Break · Last break: eject speed and speed cap multiplier 1–6 step 0.1
shatterRadius number 0.45 Break · Follow-up slice radius (sets their spacing too) 0.1–1.5 step 0.01
shatterStrength number 32.5 Break · Follow-up slice strength 1–40 step 0.5
cutThreshold number 0.3 Tune break · Cut threshold (surface gone above this erosion) 0.3–0.98 step 0.01
cutSoftness number 0.19 Tune break · Cut softness 0.005–0.3 step 0.005
edgeWidth number 0.19 Tune break · Crumbly edge band width 0.05–0.8 step 0.01
edgeInset number 0 Tune break · Edge inset 0–0.3 step 0.005
brushSoftness number 0.15 Tune break · Brush softness (edge falloff of a slice) 0.02–1 step 0.01
brushNoise number 0.4 Tune break · Brush noise (ragged boundary) 0–1 step 0.01
crumbleRate number 4.3 Tune break · Crumble rate along cracks (high = the whole shape goes at once) 0–6 step 0.05
crumbleCrackBias number 5.1 Tune break · Crumble crack bias 0–6 step 0.05
crumbleDuration number 0.35 Tune break · Crumble duration after a stroke 0–2 step 0.01
ejectSpeed number 0.91 Flight · Eject speed 0–4 step 0.01
ejectSpread number 0.48 Flight · Eject spread along the normal 0–3 step 0.01
ejectTurbulence number 4 Flight · Eject turbulence 0–4 step 0.01
drag number 0 Flight · Drag (speed decays by this per second) 0–8 step 0.01
gravity number 0 Flight · Gravity (0 = shards never fall) 0–2 step 0.005
turbulence number 4 Flight · Turbulence strength (curl noise) 0–4 step 0.01
turbulenceScale number 2.65 Flight · Turbulence scale 0.2–8 step 0.05
turbulenceDecay number 3.65 Flight · Turbulence decay with age (low = keeps swirling) 0.05–4 step 0.01
clumpCohesion number 0.9 Flight · Clump cohesion (shards orbit a leader; 0 = none) 0–10 step 0.05
followObject number 30 Flight · Shards follow the object motion for (s; 30 = whole flight) 0–30 step 0.5
settleTime number 2.2 Flight · Settle time (velocity is killed after this; 12 = never) 0.3–12 step 0.05
settledDrift number 1 Flight · Organic drift once settled (curl noise) 0–1 step 0.005
maxSpeed number 26.3 Flight · Speed cap 1–40 step 0.1
repelStrength number 30 Flight · Push out of the solid shape while it breaks 0–30 step 0.1
repelRange number 0.97 Flight · Push range outside the surface 0.02–2 step 0.01
repelRadial number 17.5 Flight · Push away from the shape centre (clears pockets and the hole) 0–60 step 0.5
repelRadialRange number 3.3 Flight · Radial push range (object radii) 1–4 step 0.05
tumble number 1.05 Flight · Tumble rate 0–12 step 0.05
returnGroupStagger number 1.35 Assembly · Regional delay (seconds) 0–1.5 step 0.05
returnGroupScale number 2.55 Assembly · Region / noise size 0.1–3 step 0.05
returnGroupSeed number 60765 Return · Group timing seed 0–65535 step 1
formSpread number 0 Return · Wave spread (nearest shards leave first, seconds) 0–4 step 0.05
waveReach number 10 Return · Distance over which the wave spreads 0.2–10 step 0.1
formJitter number 2.8 Return · Per-shard stagger (random delay up to this) 0–3 step 0.05
formFill number 3 Return · Fill-in rate for voxels no shard returns to 0.05–3 step 0.05
returnSpring number 29.9 Return · Spring stiffness 0.5–40 step 0.1
returnDamping number 1.34 Return · Spring damping 0.2–2 step 0.01
returnRamp number 0.45 Return · Spring ramp-in (seconds until it pulls at full strength) 0–3 step 0.05
returnMaxSpeed number 60 Return · Speed cap on the way home 1–60 step 0.5
alignToSurface number 1 Return · Shards turn to lie on the surface (0 = keep tumbling) 0–1 step 0.01
alignCurve number 3.75 Return · Alignment curve over the flight home (1 linear, higher = later) 0.2–4 step 0.05
healRate number 3 Return · Neighbour heal rate 0.02–3 step 0.01
cellRestore number 60 Return · Cell restore rate 0–60 step 0.5
landedFade number 1.65 Return · Landed shard fade 0–2 step 0.01
refrostTime number 10.6 Return · Refrost time 0.2–12 step 0.1
keyColor color "#f0f7ff" Light · Key colour
keyIntensity number 5.05 Light · Key intensity 0–12 step 0.05
keyElevation number 42 Light · Key elevation 10–89 step 0.5
keyAzimuth number -38 Light · Key azimuth -90–90 step 0.5
keySize number 1.25 Light · Key size (softbox) 0.2–3 step 0.01
fill number 0.18 Light · Fill intensity (hemisphere, diffuse only: barely shows on clear ice) 0–1.5 step 0.005
fillColor color "#cadde9" Light · Fill sky colour
fillGroundColor color "#172635" Light · Fill ground colour
rim number 2.5 Light · Rim spot intensity 0–5 step 0.01
rimColor color "#d9f1ff" Light · Rim colour
rimElevation number 20 Light · Rim elevation (0 = straight behind) 0–89 step 0.5
swayAmplitude number 0 Light · Key sway amplitude 0–0.15 step 0.001
swayPeriod number 35 Light · Key sway period 2–40 step 0.5
envSoftbox number 1.1 Light · Environment softbox (the main light on glass) 0–3 step 0.01
envRim number 1.4 Light · Environment rim strip 0–3 step 0.01
envFill number 0.22 Light · Environment front fill 0–1 step 0.005
backdropTop color "#050505" Backdrop · Top colour
backdropMid color "#050505" Backdrop · Mid colour
backdropBottom color "#050505" Backdrop · Bottom colour
backdropCenterX number 0.73 Backdrop · Bloom centre X 0–1 step 0.005
backdropCenterY number 0.22 Backdrop · Bloom centre Y 0–2 step 0.005
backdropRadius number 0.8 Backdrop · Bloom radius 0.1–2 step 0.005
backdropFalloff number 0.85 Backdrop · Bloom falloff 0.5–6 step 0.01
backdropNoise number 0 Backdrop · Dither noise 0–3 step 0.05
bloomThreshold number 3 Post · Bloom threshold 0–3 step 0.01
bloomIntensity number 0.04 Post · Bloom intensity 0–1.5 step 0.005
bloomRadius number 1 Post · Bloom radius 0–1 step 0.005
monochrome number 0.04 Post · Monochrome 0–1 step 0.01
tonemap enum "aces" Post · Tonemap (agx
exposure number 1 Post · Exposure 0.1–4 step 0.01
contrast number 1.03 Post · Contrast 0.6–1.6 step 0.005
blackLift number 0 Post · Black lift 0–0.1 step 0.001
vignetteStrength number 0.14 Post · Vignette strength 0–1 step 0.005
vignetteSoftness number 1.2 Post · Vignette softness 0.1–1.5 step 0.005
vignetteRadius number 1.2 Post · Vignette radius 0.2–1.6 step 0.005
grainStrength number 0 Post · Film grain 0–0.15 step 0.001
quality enum "full" Performance · Quality profile (full
upscaler enum "fsr1" Performance · Upscaler (fsr1
renderScale number 1 Performance · Scene resolution scale (upscaled to 1080p) 0.35–1 step 0.05
shapeResolution enum "256" Shape voxel resolution (128
erosionResolution enum "96" Performance · Erosion field resolution (voxels per axis) (64
particleCount enum "100k" Performance · Powder particles (100k
logoMeshDetail number 2 Shape · Logo mesh detail (1-4; higher = finer surface) 1–4 step 1
deformStrength number 0 Geometry · Ice deformation strength (0 = original) 0–0.08 step 0.001
deformScale number 0.41 Geometry · Noise feature size (larger = broader) 0.001–0.5 step 0.001
deformSeed number 7 Geometry · Deformation seed 0–65535 step 1
rimAzimuth number -146 Light · Rim azimuth -180–180 step 1
rimAngle number 26 Light · Rim beam angle 10–89 step 1
rimSize number 0.45 Light · Rim reflection size 0.1–3 step 0.05
fillReflectionStrength number 0.3 Light · Fill reflection strength 0–2 step 0.01
accentCoolIntensity number 3.71 Studio Cool accent · intensity 0–4 step 0.01
accentCoolReflection number 2.31 Studio Cool accent · reflection 0–3 step 0.01
accentCoolElevation number 63 Studio Cool accent · elevation -85–85 step 1
accentCoolAzimuth number 22 Studio Cool accent · azimuth -180–180 step 1
accentCoolSize number 2.65 Studio Cool accent · size 0.1–3 step 0.05
accentCoolColor color "#ff5900" Studio Cool accent · color
accentWarmIntensity number 2.99 Studio Warm accent · intensity 0–4 step 0.01
accentWarmReflection number 0.34 Studio Warm accent · reflection 0–3 step 0.01
accentWarmElevation number 30 Studio Warm accent · elevation -85–85 step 1
accentWarmAzimuth number -30 Studio Warm accent · azimuth -180–180 step 1
accentWarmSize number 1.2 Studio Warm accent · size 0.1–3 step 0.05
accentWarmColor color "#75aaff" Studio Warm accent · color
returnNoiseAmount enum "2" Assembly · Regional pattern (2
assemblyFrontDuration number 3.2 Assembly · Growth duration (seconds) 0–6 step 0.05
assemblyOriginX number -0.65 Assembly · Growth start X -1–1 step 0.01
assemblyOriginY number 0.55 Assembly · Growth start Y -1–1 step 0.01
assemblyAngle number -35 Assembly · Seam direction (degrees) -180–180 step 1
assemblySpread number 0.65 Assembly · Outward spread vs seam travel 0–1 step 0.01
assemblyFrontNoise number 0.35 Assembly · Growth edge irregularity 0–1 step 0.01
assemblySpeedVariation number 0.65 Assembly · Return speed variation 0–1 step 0.01
assemblyBend number 1.2 Assembly · Approach path bend 0–3 step 0.05
assemblySwirl number 1.1 Assembly · Approach twist 0–3 step 0.05
assemblyLandingVariation number 0.8 Assembly · Landing transition variation 0–1 step 0.01
rendererProfile enum "studio" Renderer experiment (reload required) (original
textWidth number 6.5 Type · Headline block width (the mark is 2.6 wide) 1.2–9 step 0.05
textLineHeight number 0.95 Type · Line height 0.7–1.4 step 0.01
textDepth number 0.16 Type · Extrusion depth (fraction of the font size) 0.05–0.8 step 0.01
textBevel number 0.04 Type · Bevel (fraction of the font size) 0–0.12 step 0.005
textCorner number 0.008 Type · Corner rounding (fraction of the font size) 0–0.06 step 0.002
textMeshDetail number 4 Type · Text mesh detail (1-4; higher = smoother deformation) 1–4 step 1

Runtime contract

  • One paused GSAP timeline registered as window.__timelines["frost-sequence-rig"].
  • Re-syncs on the hf-seek CustomEvent; every frame is a closed-form function of time (seeded PRNG only, no rAF loops, no Date.now).
  • Renderer: WebGPU, GSAP, Matcap.
  • External runtime dependencies: none (served locally).

Editing rules (from the source project)

  1. Keep data-composition-variables a single-quoted attribute with plain " JSON. Never save it through Studio's Design panel.
  2. Do not put <canvas> in static markup; create it at runtime.
  3. Keep every visual state a function of t; seek-safety is what makes the block renderable.

Version History

  • a80d733 Current 2026-09-22 11:11

Same Skill Collection

.agents/skills/changelog-video/SKILL.md
.claude/skills/changelog-video/SKILL.md
registry/blocks/canopy-part-title/SKILL.md
registry/blocks/code-slice-hero/SKILL.md
registry/blocks/cuboid-carousel/SKILL.md
registry/blocks/glass-shard-title/SKILL.md
registry/blocks/orbit-card/SKILL.md
registry/blocks/wireframe-portal-title/SKILL.md
skills/faceless-explainer/SKILL.md
skills/figma/SKILL.md
skills/general-video/SKILL.md
skills/hyperframes-core/SKILL.md
skills/hyperframes-creative/SKILL.md
skills/hyperframes-keyframes/SKILL.md
skills/hyperframes-studio/SKILL.md
skills/music-to-video/SKILL.md
skills/pr-to-video/SKILL.md
skills/product-launch-video/SKILL.md
skills/remotion-to-hyperframes/SKILL.md
skills/slideshow/SKILL.md
skills/talking-head-recut/SKILL.md
.agents/skills/captions-overlay/SKILL.md
.agents/skills/cut-the-curve/SKILL.md
.agents/skills/motion-doctrine/SKILL.md
.agents/skills/oversized-cursor/SKILL.md
.agents/skills/seam-craft/SKILL.md
.claude/skills/captions-overlay/SKILL.md
.claude/skills/cut-the-curve/SKILL.md
.claude/skills/motion-doctrine/SKILL.md
.claude/skills/oversized-cursor/SKILL.md
.claude/skills/seam-craft/SKILL.md
skills/embedded-captions/SKILL.md
skills/hyperframes-animation/SKILL.md
skills/hyperframes-audio/SKILL.md
skills/hyperframes-cli/SKILL.md
skills/hyperframes-registry/SKILL.md
skills/hyperframes/SKILL.md
skills/media-use/SKILL.md
skills/motion-graphics/SKILL.md

Metadata

Files
0
Version
a80d733
Hash
e579e7f8
Indexed
2026-09-22 11:11

Home - Wiki
Copyright © 2011-2026 iteam. Current version is 2.155.2. UTC+08:00, 2026-09-22 13:03
浙ICP备14020137号-1