Agent skill

Frost Sequence Camera Orbit

by heygen-com in heygen-com/hyperframes

A ready-made HyperFrames video block where an orbiting camera follows an ice logo that shatters, reforms into two text lines and fades, at 1920×1080.

Apache-2.0Auto-check passedMedia & Creative

Install Frost Sequence Camera Orbit

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

Project install by default; add -g for ~/.claude/skills/.

GitHub CLI
$ gh skill install heygen-com/hyperframes frost-sequence-camera-orbit --agent claude-code

Project scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).

Manual copy
$ git clone --depth 1 https://github.com/heygen-com/hyperframes.git skills-src && mkdir -p .claude/skills && cp -r skills-src/registry/blocks/frost-sequence-camera-orbit .claude/skills/frost-sequence-camera-orbit && rm -rf skills-src

Use ~/.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/

Facts

Skill name
frost-sequence-camera-orbit
GitHub stars
59k
Used in
1 other repo
Token cost
~9.6k tokens
SKILL.md length
2,341 words
Files
99 (incl. assets)
Skills in repo
32
Repo updated
First seen
Licence
Apache-2.0

At a glance

A ready-made HyperFrames video block where an orbiting camera follows an ice logo that shatters, reforms into two text lines and fades, at 1920×1080.

  • Works in 3 steps: Keep data-composition-variables a… → Do not put in static markup; create it… → Keep every visual state a function of t;…
  • Adding a branded ice-logo intro or outro to a HyperFrames video
  • SKILL.md covers Files, Install, Variables and Runtime contract, plus 1 more section
  • Runs JavaScript scripts from its folder; calls npx

What it does

This is a finished 22.5-second ice animation rather than an instruction set: logo, first text, second text, breakup and fade, rendered at 30 fps with the composition id `frost-sequence-rig`. The camera orbits fixed objects and slows into front-facing passes so the text stays readable, and one particle field drives every transition. You replace the two text moments and the SVG logo; camera and assembly timing are editable in the source.

Install it with `npx hyperframes add frost-sequence-camera-orbit`, which places the files under `compositions/frost-sequence-camera-orbit/`, then mount it from your host `index.html` using the composition id and source attributes. Rendering with custom values goes through `npx hyperframes render` and a `--variables` JSON string; the 216 variables are read at runtime through `window.__hyperframes.getVariables()`. The package bundles `frost.js`, GSAP, Geist fonts and licence notices, and two textures are fetched from a CDN at install.

When your agent uses it

  • Adding a branded ice-logo intro or outro to a HyperFrames video
  • Rendering a 22.5-second title sequence with two customizable text lines
  • Starting from an editable camera-orbit and particle-breakup composition

Example prompts

  • “Add the frost-sequence-camera-orbit block to my project and swap in our logo.svg.”
  • “Render the frost sequence with new text for both moments at 1920×1080.”
  • “Install the frost block and change the first headline to Hard to break.”

Requirements

  • Node.js with npx to run the hyperframes CLI
  • A HyperFrames project with a host index.html
  • Network access at install to fetch two CDN textures

Workflow steps

3 steps, taken from the first numbered list in SKILL.md.

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

What it can do on your machine

Read from SKILL.md and the folder at commit 0c76e52. It shows what the files ask for, not the result of running them.

  • Tool permissions

    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.

  • Runs code

    Ships script files (JavaScript, from the files we listed), which the agent can run.

    Shell commands in SKILL.md call:

    • npx

    From the folder's file list and the shell code blocks in SKILL.md.

  • Network

    No URLs in SKILL.md. Its commands use npx, which can reach the network depending on how they are called.

    From URLs in SKILL.md, links to its own repository left out.

  • Credentials

    Names no API keys, tokens, secrets or passwords.

    From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.

Context cost

Frost Sequence Camera Orbit loads about 9.6k tokens when it runs. Until then it costs about 45 tokens; SKILL.md has 2,341 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~45
When it runs · the whole SKILL.md, loaded when a task matches
~9.6k

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.

Safety

Auto-check passed

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); files beside SKILL.md are not scanned.

SKILL.md

The full file from heygen-com/hyperframes at commit 0c76e52, republished under its Apache-2.0 licence (© heygen-com). 2,341 words, ~9,628 tokens.

Download SKILL.mdSave it as .claude/skills/frost-sequence-camera-orbit/SKILL.md (or your agent's skills folder). This skill also uses 98 other files; get the full folder from GitHub.
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:

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:

sh
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." | First text ( | = line break) max 60 chars | | headline2 | string | "Easy to | remember." | Second text ( | = line break) max 60 chars | | logoUrl | string | "assets/logo.svg" | Logo SVG asset path (upload in Assets, then paste path) max 200 chars | | assemblyMode | enum | "hybrid" | Assembly response (physical | directed | hybrid) | | 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 | 600 | 700) | | 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 | aces | neutral | linear) | | 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 | lite) | | upscaler | enum | "fsr1" | Performance · Upscaler (fsr1 | taau | bilinear | native) | | renderScale | number | 1 | Performance · Scene resolution scale (upscaled to 1080p) 0.35–1 step 0.05 | | shapeResolution | enum | "256" | Shape voxel resolution (128 | 256 | 384) | | erosionResolution | enum | "96" | Performance · Erosion field resolution (voxels per axis) (64 | 96 | 128 | 192) | | particleCount | enum | "100k" | Performance · Powder particles (100k | 250k | 500k | 1M) | | 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 | 1 | 0) | | 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 | lookup | mesh | studio | matcap) | | 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 |

Show full SKILL.md (90 more words)Show less

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.

© heygen-com, Apache-2.0. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file

Files

SKILL.md and 98 other files (assets) in registry/blocks/frost-sequence-camera-orbit of heygen-com/hyperframes.

  • SKILL.md
  • assets/Clipper-LICENSE.txt
  • assets/GSAP-NOTICE.txt
  • assets/OpentypeJS-LICENSE.txt
  • assets/Three-LICENSE.txt
  • assets/ThreeMeshBVH-LICENSE.txt
  • assets/example-logo.svg
  • assets/fonts/Geist-Bold.ttf
  • assets/fonts/Geist-OFL.txt
  • assets/fonts/Geist-Regular.ttf
  • assets/fonts/Geist-SemiBold.ttf
  • assets/frost.js
  • assets/gsap-3.14.2.min.js
  • assets/logo.svg
  • assets/test-mark.svg
  • assets/textures/bluenoise64.png
  • frost-sequence-camera-orbit.html
  • registry-item.json
  • … and 81 more

Open the folder on GitHubat commit 0c76e52

Used in 1 other repository

We found 1 copy of this SKILL.md (exact, near-identical or edited) in other folders, from 1 other GitHub owner. This page covers the copy in heygen-com/hyperframes, which our catalogue first saw on October 7, 2026.

Compare with similar skills

Frost Sequence Camera Orbit 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.

Frost Sequence Camera Orbit compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
Frost Sequence Camera Orbit this skillheygen-com/hyperframes59k1 repos~9.6kAutomated safety check: PassApache-2.0
Plotbeat Data VideosUnclecheng-li/AI_Animation1.5k—~2.6kAutomated safety check: PassMIT
Yuv Viral Videohoodini/ai-agents-skills281—~7.5kAutomated safety check: NotesNone
Duo Foldable Phone Comparisonheygen-com/hyperframes-community-skills1781 repos~2kAutomated safety check: PassApache-2.0
Talking-Head Video Pipelinenaive-kun/naive-video-skill132—~3.3kAutomated safety check: PassMIT
X Posting License Videoheygen-com/hyperframes-community-skills1781 repos~1.2kAutomated safety check: PassApache-2.0

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Works with

Questions about Frost Sequence Camera Orbit

What does Frost Sequence Camera Orbit do?

A ready-made HyperFrames video block where an orbiting camera follows an ice logo that shatters, reforms into two text lines and fades, at 1920×1080. 5-second ice animation rather than an instruction set: logo, first text, second text, breakup and fade, rendered at 30 fps with the composition id `frost-sequence-rig`. The camera orbits fixed objects and slows into front-facing passes so the text stays readable, and one particle field drives every transition.

When should I use Frost Sequence Camera Orbit?

Frost Sequence Camera Orbit fits situations like: adding a branded ice-logo intro or outro to a HyperFrames video; rendering a 22.5-second title sequence with two customizable text lines; starting from an editable camera-orbit and particle-breakup composition.

How do I install Frost Sequence Camera Orbit in Claude Code?

Run `npx skills add heygen-com/hyperframes --skill frost-sequence-camera-orbit -a claude-code`. Or copy the skill folder (registry/blocks/frost-sequence-camera-orbit in heygen-com/hyperframes) into .claude/skills/frost-sequence-camera-orbit in your project. Claude Code loads it when a task matches its description.

How do I install Frost Sequence Camera Orbit in Codex?

Run `npx skills add heygen-com/hyperframes --skill frost-sequence-camera-orbit -a codex`. Or copy the skill folder (registry/blocks/frost-sequence-camera-orbit in heygen-com/hyperframes) into .agents/skills/frost-sequence-camera-orbit in your project. Codex loads it when a task matches its description.

Can I use Frost Sequence Camera Orbit in Cursor, Gemini CLI or GitHub Copilot?

Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add heygen-com/hyperframes --skill frost-sequence-camera-orbit -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/frost-sequence-camera-orbit, .gemini/skills/frost-sequence-camera-orbit, .github/skills/frost-sequence-camera-orbit and .opencode/skills/frost-sequence-camera-orbit in your project.

What does Frost Sequence Camera Orbit need to run?

Going by SKILL.md and its folder, Frost Sequence Camera Orbit needs JavaScript for the scripts in its folder and the command-line tools its instructions call (npx). Our summary lists: Node.js with npx to run the hyperframes CLI; A HyperFrames project with a host index.html; Network access at install to fetch two CDN textures.

Does Frost Sequence Camera Orbit access the network?

SKILL.md contains no URLs. Its commands use npx, which can reach the network depending on how they are called. This is read from the text; nothing was executed.

Is Frost Sequence Camera Orbit safe to install?

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. Review the folder before installing.

What licence does Frost Sequence Camera Orbit use?

Frost Sequence Camera Orbit is published under the Apache-2.0 licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does Frost Sequence Camera Orbit use?

About 9.6k tokens (SKILL.md is roughly 39k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full.

What are the alternatives to Frost Sequence Camera Orbit?

Skills that share tags, products or a category with Frost Sequence Camera Orbit: Plotbeat Data Videos (Unclecheng-li/AI_Animation, 1.5k stars), Yuv Viral Video (hoodini/ai-agents-skills, 281 stars), Duo Foldable Phone Comparison (heygen-com/hyperframes-community-skills, 178 stars) and Talking-Head Video Pipeline (naive-kun/naive-video-skill, 132 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Frost Sequence Camera Orbit?

heygen-com (a GitHub organization) maintains it in heygen-com/hyperframes, which has 58,669 GitHub stars. The repository holds 32 skills in this directory. The repository was last updated on October 8, 2026.

Source: heygen-com/hyperframes on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.