HyperFrames Video Entry Point
heygen-com/hyperframes
Entry point for making, editing and rendering videos from HTML compositions with HyperFrames, routing each request to the right workflow.
Makes animated pixel-art videos in an indie-game style: a 480×270 canvas upscaled four times, limited palettes with dithering, procedural characters and dialogue captions, encoded as MP4.
$ npx skills add edenfunf/reelmimic --skill pixel-art -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install edenfunf/reelmimic pixel-art --agent claude-codeProject scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).
$ git clone --depth 1 https://github.com/edenfunf/reelmimic.git skills-src && mkdir -p .claude/skills && cp -r skills-src/.claude/skills/pixel-art .claude/skills/pixel-art && rm -rf skills-srcUse ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.
Claude Code skills documentation · loads skills from .claude/skills/
Install the "pixel-art" agent skill from https://github.com/edenfunf/reelmimic/tree/main/.claude/skills/pixel-art into .claude/skills/pixel-art/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "pixel-art", then confirm the skill loads.Claude Code copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$skill-installer install https://github.com/edenfunf/reelmimic/tree/main/.claude/skills/pixel-artType this inside Codex. $skill-installer <name> installs a curated skill from openai/skills. The installer writes to $CODEX_HOME/skills (default ~/.codex/skills). Restart Codex if the skill does not show up.
$ npx skills add edenfunf/reelmimic --skill pixel-art -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install edenfunf/reelmimic pixel-art --agent codexProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/edenfunf/reelmimic.git skills-src && mkdir -p .agents/skills && cp -r skills-src/.claude/skills/pixel-art .agents/skills/pixel-art && rm -rf skills-srcUse ~/.agents/skills/ instead of .agents/skills for a personal install.
Codex skills documentation · loads skills from .agents/skills/
Install the "pixel-art" agent skill from https://github.com/edenfunf/reelmimic/tree/main/.claude/skills/pixel-art into .agents/skills/pixel-art/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "pixel-art", then confirm the skill loads.Codex copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add edenfunf/reelmimic --skill pixel-art -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install edenfunf/reelmimic pixel-art --agent cursorProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/edenfunf/reelmimic.git skills-src && mkdir -p .cursor/skills && cp -r skills-src/.claude/skills/pixel-art .cursor/skills/pixel-art && rm -rf skills-srcUse ~/.cursor/skills/ instead of .cursor/skills for a personal install.
Cursor skills documentation · loads skills from .cursor/skills/, .agents/skills/, .claude/skills/, .codex/skills/
Install the "pixel-art" agent skill from https://github.com/edenfunf/reelmimic/tree/main/.claude/skills/pixel-art into .cursor/skills/pixel-art/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "pixel-art", then confirm the skill loads.Cursor copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gemini skills install https://github.com/edenfunf/reelmimic.git --path .claude/skills/pixel-art--scope user (default) or --scope workspace; --path is the subfolder of the repo that holds the skill; --consent skips the security confirmation prompt.
$ npx skills add edenfunf/reelmimic --skill pixel-art -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install edenfunf/reelmimic pixel-art --agent gemini-cliProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/edenfunf/reelmimic.git skills-src && mkdir -p .gemini/skills && cp -r skills-src/.claude/skills/pixel-art .gemini/skills/pixel-art && rm -rf skills-srcUse ~/.gemini/skills/ instead of .gemini/skills for a personal install, then run /skills reload.
Gemini CLI skills documentation · loads skills from .gemini/skills/, .agents/skills/
Install the "pixel-art" agent skill from https://github.com/edenfunf/reelmimic/tree/main/.claude/skills/pixel-art into .gemini/skills/pixel-art/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "pixel-art", then confirm the skill loads.Gemini CLI copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gh skill install edenfunf/reelmimic pixel-artInstalls for Copilot at project scope by default; add --scope user for a personal install. Preview a skill first with gh skill preview. Needs GitHub CLI 2.90.0 or later (public preview).
$ npx skills add edenfunf/reelmimic --skill pixel-art -a github-copilotProject install goes to .agents/skills/; add -g for ~/.copilot/skills/.
$ git clone --depth 1 https://github.com/edenfunf/reelmimic.git skills-src && mkdir -p .github/skills && cp -r skills-src/.claude/skills/pixel-art .github/skills/pixel-art && rm -rf skills-srcUse ~/.copilot/skills/ instead of .github/skills for a personal install. Commit .github/skills so cloud agent and code review can use it.
GitHub Copilot skills documentation · loads skills from .github/skills/, .claude/skills/, .agents/skills/
Install the "pixel-art" agent skill from https://github.com/edenfunf/reelmimic/tree/main/.claude/skills/pixel-art into .github/skills/pixel-art/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "pixel-art", then confirm the skill loads.GitHub Copilot copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add edenfunf/reelmimic --skill pixel-art -a opencodeOpenCode documents no install command of its own. Project install goes to .agents/skills/; add -g for ~/.config/opencode/skills/.
$ gh skill install edenfunf/reelmimic pixel-art --agent opencodeProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/edenfunf/reelmimic.git skills-src && mkdir -p .opencode/skills && cp -r skills-src/.claude/skills/pixel-art .opencode/skills/pixel-art && rm -rf skills-srcUse ~/.config/opencode/skills/ instead of .opencode/skills for a personal install.
OpenCode skills documentation · loads skills from .opencode/skills/, .claude/skills/, .agents/skills/
Install the "pixel-art" agent skill from https://github.com/edenfunf/reelmimic/tree/main/.claude/skills/pixel-art into .opencode/skills/pixel-art/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "pixel-art", then confirm the skill loads.OpenCode copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
pixel-artMakes animated pixel-art videos in an indie-game style: a 480×270 canvas upscaled four times, limited palettes with dithering, procedural characters and dialogue captions, encoded as MP4.
The skill is a code-driven pixel-art animation engine. Every frame is a pure function of time: shots draw into a 480×270 software framebuffer, the engine upscales it ×4 to 1920×1080 with nearest-neighbour scaling, and an overlay hook draws crisp pixel captions at full resolution. Drawing runs as Canvas 2D in headless Chrome and the frames are encoded with ffmpeg.
The workflow starts with scripts/new_project.sh, which scaffolds a project from the bundled template, then reading GUIDE.md in full. The agent storyboards each shot with a day, dusk or night palette and writes one scene file per shot in src/scenes. It reviews every shot using contact sheets, strips of actions and crops of faces made with render.mjs, then renders frames with parallel workers and encodes an MP4, optionally with audio.
The library covers camera and parallax layers, palette ramps and dithering, drawing primitives, world pieces such as skies, hills, forests and towns, light and weather effects, emote bubbles, and auto-outlined procedural characters with 16 expressions, walk cycles and jumps. Transitions include dither, diamond, iris and block, and captions support Latin and CJK text.
5 steps, taken from the first numbered list in SKILL.md.
Read from SKILL.md and the folder at commit 73492b0. It shows what the files ask for, not the result of running them.
Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.
From allowed-tools in the SKILL.md frontmatter.
Ships 1 file in scripts/ (JavaScript and Shell, from the files we listed), which the agent can run.
Shell commands in SKILL.md call:
nodebashFrom the folder's file list and the shell code blocks in SKILL.md.
No URLs in SKILL.md.
From URLs in SKILL.md, links to its own repository left out.
Names no API keys, tokens, secrets or passwords.
From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.
Pixel Art Video Engine loads about 1.4k tokens when it runs. Until then it costs about 192 tokens; SKILL.md has 626 words of instructions outside code blocks.
Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.
The automated check found no risky patterns in SKILL.md.
Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); the scripts in this folder are not scanned.
The full file from edenfunf/reelmimic at commit 73492b0, republished under its MIT licence (© edenfunf). 626 words, ~1,446 tokens.
.claude/skills/pixel-art/SKILL.md (or your agent's skills folder). This skill also uses 19 other files; get the full folder from GitHub.Every frame is a pure function of t. Shots draw into a 480×270 software framebuffer (world unit = one art
pixel), ENGINE.end upscales it ×4 to 1920×1080 with nearest-neighbour, and window.overlayHook draws crisp pixel
captions on top at full res. Same render contract and render.mjs CLI as painted-animation.
bash .claude/skills/pixel-art/scripts/new_project.sh <project-dir> [--keep-demo], then read
GUIDE.md in full (look rules, full API, character system, review loop). Look at docs/model-faces.png,
docs/model-views.png, docs/kit-sheet.png, docs/demo-sheet.jpg.pal('day'|'dusk'|'night'))
and a colour arc.src/scenes/, IIFE-wrapped, ending with shots([[t0, fn], ...]); add a <script> in
studio.html (replace the demo). Scenes call only the library + cast; never redraw a character's body.node render.mjs --sheet=0.5,1,1.5,2 --cols=4 --w=480 --out=out/check/a.jpg
node render.mjs --strip=3.3:4.3 --cols=6 --w=320 --out=out/check/jump.jpg
node render.mjs --sheet=4.5 --crop=780,380,700,560 --w=700 --out=out/check/face.jpg
node render.mjs --loop=faces --stills=0.5 --out=out/sheets # model sheets: faces | views | kit | wipesnode render.mjs --frames --workers=4 && node render.mjs --encode --out=out/video.mp4 [--audio=...].camAt(cx, cy) (snapped), layer(f) parallax, screenSpace(), punch(2, x, y) integer punch-in
(medium shots), shake(t, amt), clip()/noclip(), measure(fn) (dry-run a draw to get positions).pal(name) → P (ramps: sky cloud far mid grass earth stone wood light sun accent cool, ink paper rim),
shade(c, ±k) walks the ramp (hue-shifted beyond it), regRamp([...]), dith(x,y,d), qd(d).px rect line(w) pline curve disc oval ring poly ball sprite(rows,map,x,y) tile tilemap tinyText,
all with optional dither density d. Outlines: beginSpr(); part(); … endSpr({tint,z,flash}) or outlined(fn).sky sunDisc stars clouds hills forest city ground tree bush; light: glow light shadowAt vignette;
weather/fx: rain snow sparkles fireflies birds petals puff; emote(kind, x, y, {age}).dissolve(k), iris(k, x, y, {shape}), diamonds(k, {dir}),
blocks(k, {dir}), crossDither(k, drawA, drawB).say(c, t, t0, t1, text, { name }) RPG box + typewriter; pxText(c, text, x, y);
declare strings with useText('…') at load.pip(x, y, o) (round, 40 px), juno(x, y, o) (tall, 65 px); o = { t, face, view, flip, look, sq, dy, arm, bend, hold, walk, air, drag, wind, emote, emoteAge, emoteSide, tint, z } → { head, top, hands, face }.
act(t, keys) acted expression changes, walkTo() foot-planted walks, st(t) 12 fps sprite time, vel(f, t),
PROP.kite/spool/lantern/flower/balloon/mug/letter/star/umbrella, ARM.down/low/out/up/high, footShadow().G/Canvas
paths, never scale by non-integers, no anti-aliasing, no gradients except dithered ones, colours from P/CR ramps.st(t) (12 fps); positions and camera may move every
frame (snapped). Squash/stretch, jump anticipation, follow-through (drag via vel) as in any cartoon.punch(2) medium shots (characters
≈ half the frame height). Cut to a punch on an action or a take, never mid-stillness.tinyText for in-world signs/SFX.W H G P C st px rect line …): wrap scenes in IIFEs.act(...) overrides use 'emote' in over, so { emote: null } removes an expression's default emote.punch are post-effects on the low-res buffer: call punch() before transitions in the shot.hold: [fnBack, fnFront] so they join the character outline; in side view an arm raised above
~0.6 rad crosses the face — do reaches in front view (hands go beside the head).© edenfunf, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file
SKILL.md and 19 other files (scripts) in .claude/skills/pixel-art of edenfunf/reelmimic.
Open the folder on GitHubat commit 73492b0
Pixel Art Video Engine next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.
| Skill | Stars | Used in | Tokens | Auto-check | Licence | Repo updated |
|---|---|---|---|---|---|---|
| Pixel Art Video Engine this skilledenfunf/reelmimic | 1.7k | — | ~1.4k | Automated safety check: Pass | MIT | |
| HyperFrames Video Entry Pointheygen-com/hyperframes | 59k | 3 repos | ~5.2k | Automated safety check: Pass | Apache-2.0 | |
| Cut Silencesnateherkai/hyperframes-student-kit | 1.2k | — | ~1.2k | Automated safety check: Pass | Custom licence | |
| p5 Paint Animationheygen-com/hyperframes-community-skills | 178 | — | ~1.8k | Automated safety check: Pass | Apache-2.0 | |
| DoctorKumarSashank/motiscope | 122 | — | ~736 | Automated safety check: Notes | MIT | |
| Cut Mistakesnateherkai/hyperframes-student-kit | 1.2k | — | ~1.1k | Automated safety check: Pass | Custom licence |
heygen-com/hyperframes
Entry point for making, editing and rendering videos from HTML compositions with HyperFrames, routing each request to the right workflow.
nateherkai/hyperframes-student-kit
Agent 1 of the video editing pipeline. An agent skill from nateherkai/hyperframes-student-kit.
heygen-com/hyperframes-community-skills
Turns a text prompt, photo or short video into hand-made looking p5.js animation: self-writing handwriting, brushstroke repaints and living paintings rendered offline.
KumarSashank/motiscope
Check and configure motiscope — verify ffmpeg/ffprobe are installed and scaffold the API-key config used for optional (stubbed) asset generation.
nateherkai/hyperframes-student-kit
Agent 2 of the video editing pipeline. An agent skill from nateherkai/hyperframes-student-kit.
notivn/AIEV
Color grading video in the AI Edit Video system - delog/tonemap HDR-HLG-log footage, apply the color preset the user approved in the UI, and the visual verification workflow.
edenfunf/reelmimic
Agent Media OS, the single skill for every media need in a HyperFrames project.
edenfunf/reelmimic
Takes a reference video and a short brief, analyzes its cutting and visual style, then plans and builds a new MP4 in a matching style.
edenfunf/reelmimic
Builds Japanese TV-anime style MP4 videos in code, with cel-shaded characters, painted backgrounds and staging effects, rendered in headless Chrome and encoded with ffmpeg.
edenfunf/reelmimic
Renders premium 3D product films in headless Blender from JSON shot specs, building the product from a photo or procedurally, then finishing titles, music and cuts.
edenfunf/reelmimic
Builds children's picture-book MP4 animations drawn in crayon, colored pencil and pastel, rendered frame by frame with p5.js and encoded with ffmpeg.
edenfunf/reelmimic
Builds paper cut-out, stop-motion style MP4 videos in code, with jointed paper puppets, torn or scissor-cut edges and soft shadows, rendered frame by frame in headless Chrome.
Works with
Categories
Makes animated pixel-art videos in an indie-game style: a 480×270 canvas upscaled four times, limited palettes with dithering, procedural characters and dialogue captions, encoded as MP4. The skill is a code-driven pixel-art animation engine. Every frame is a pure function of time: shots draw into a 480×270 software framebuffer, the engine upscales it ×4 to 1920×1080 with nearest-neighbour scaling, and an overlay hook draws crisp pixel captions at full resolution.
Pixel Art Video Engine fits situations like: producing a retro or JRPG-style pixel-art animated video; recreating a reference video's look in 8-bit or 16-bit pixel art; making a cozy-game style scene with dithered light and weather; adding dialogue-box captions to a pixel-art animation.
Run `npx skills add edenfunf/reelmimic --skill pixel-art -a claude-code`. Or copy the skill folder (.claude/skills/pixel-art in edenfunf/reelmimic) into .claude/skills/pixel-art in your project. Claude Code loads it when a task matches its description.
Run `npx skills add edenfunf/reelmimic --skill pixel-art -a codex`. Or copy the skill folder (.claude/skills/pixel-art in edenfunf/reelmimic) into .agents/skills/pixel-art in your project. Codex loads it when a task matches its description.
Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add edenfunf/reelmimic --skill pixel-art -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/pixel-art, .gemini/skills/pixel-art, .github/skills/pixel-art and .opencode/skills/pixel-art in your project.
Going by SKILL.md and its folder, Pixel Art Video Engine needs JavaScript and a shell for the scripts in its folder and the command-line tools its instructions call (node and bash). Our summary lists: Node, to run render.mjs; Headless Chrome and ffmpeg; bash, for the scaffold script.
SKILL.md contains no URLs. Any network use would come from the scripts or tools the agent runs. This is read from the text; nothing was executed.
Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. The check reads SKILL.md only: the scripts in the folder are not scanned, so read them before running anything.
Pixel Art Video Engine is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.
About 1.4k tokens (SKILL.md is roughly 5.8k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full.
Skills that share tags, products or a category with Pixel Art Video Engine: HyperFrames Video Entry Point (heygen-com/hyperframes, 59k stars), Cut Silences (nateherkai/hyperframes-student-kit, 1.2k stars), p5 Paint Animation (heygen-com/hyperframes-community-skills, 178 stars) and Doctor (KumarSashank/motiscope, 122 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.
edenfunf (a GitHub user) maintains it in edenfunf/reelmimic, which has 1,701 GitHub stars. The repository holds 9 skills in this directory. The repository was last updated on October 7, 2026.
Source: edenfunf/reelmimic on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.