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docs: add Claude Design HyperFrames entry point#353

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miguel-heygen merged 12 commits intomainfrom
feat/claude-design-skill-docs
Apr 23, 2026
Merged

docs: add Claude Design HyperFrames entry point#353
miguel-heygen merged 12 commits intomainfrom
feat/claude-design-skill-docs

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Summary

  • add a GitHub-hosted claude-design-hyperframes skill entry point that tells Claude Design to fetch the upstream HyperFrames skills tree
  • add a dedicated Claude Design docs guide and link it from quickstart, prompting, and the README
  • fix @hyperframes/player CDN docs to show a working ESM include and the explicit global-build fallback

Verification

  • bunx oxfmt --check README.md docs/docs.json docs/guides/prompting.mdx docs/packages/player.mdx docs/quickstart.mdx packages/player/README.md docs/guides/claude-design.mdx skills/claude-design-hyperframes/SKILL.md
  • bun run lint:skills
  • bunx mintlify broken-links
  • browser-engine screenshots captured with Playwright CLI for the changed docs/source surfaces:
    • /tmp/hyperframes-pr-artifacts/claude-design-guide-source.png
    • /tmp/hyperframes-pr-artifacts/player-docs-source.png

Notes

  • mintlify dev, mintlify validate, and mintlify export stalled in this environment during preview/bootstrap, so I used the broken-links check plus screenshot-based browser fallback instead of claiming a full rendered-site pass.
  • The GitHub entry-point setup reflects current Claude Design behavior discussed in the task: point Claude Design at the repo-hosted skill URL rather than a ZIP upload flow.

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mintlify Bot commented Apr 20, 2026

Preview deployment for your docs. Learn more about Mintlify Previews.

Project Status Preview Updated (UTC)
hyperframes 🟢 Ready View Preview Apr 20, 2026, 8:29 PM

💡 Tip: Enable Workflows to automatically generate PRs for you.

Iterates on the Claude Design entry-point skill based on empirical
testing across three prompt archetypes. Addresses silent-failure bugs
in the preview pane and codifies the fetch patterns that produced clean
first-shot output.

- Token-forward `preview.html` template. Claude Design's sandbox serves
  a "preview token required" placeholder to the iframe without the
  `?t=<token>` query forwarded, making the in-pane preview render
  black. The inline script copies `location.search` onto the
  `hyperframes-player` src, and is a no-op outside the sandbox.
- Pre-load the HyperFrames runtime in `index.html` right after GSAP.
  The player's auto-inject of `@hyperframes/core` runtime is unreliable
  inside Claude Design's sandbox, so `currentTime` never advances.
  Pre-loading fixes it with no effect on `npx hyperframes render`.
- Enforce `data-composition-id` ↔ `window.__timelines` key match rule.
  Mismatch silently prevents playback (the player cannot find the
  timeline, ready stays false).
- Required fetch list of 5 upstream skills in priority order
  (hyperframes/SKILL.md, references/transitions.md, references/
  typography.md, references/motion-principles.md, gsap/SKILL.md).
  Targets observed LLM defaults: Inter typography, stuck wipe
  overlays (`fromTo` + `immediateRender`), banned exit animations,
  same-ease-everywhere motion.
- Visual direction rule: don't default to warm editorial for every
  brief — pick from `visual-styles.md`'s 8 presets or ask one
  clarifying question. Reinforces the Visual Identity Gate from
  `hyperframes/SKILL.md`.
- Prune CLI-only entries (`hyperframes-cli`, `website-to-hyperframes`,
  `hyperframes-contrast`, `hyperframes-animation-map`) from the
  conditional list. Claude Design cannot execute CLI workflows.
- Sync docs/guides/claude-design.mdx preview example with the
  token-forwarding pattern and document the runtime pre-load.

Made-with: Cursor
URL-based invocation in Claude Design sometimes skips the runtime
pre-load and token-forward rules even when they're present in the
skill, because the agent "enhances" the preview template with
decorative chrome and drops the `id="p"` + inline script.

Add a Pre-delivery checklist the agent self-verifies against before
saying "done" — names each past silent failure (missing runtime
pre-load, missing location.search forward, decorated preview chrome,
composition-id/timeline-key mismatch, .play() call on timeline) and
instructs "fix before delivering".

Positions the checklist between Preview contract and Output so the
agent reads it as a final gate before wrapping up.

Made-with: Cursor
…aming

When the agent fetches both the entry skill and the core
hyperframes/SKILL.md, it sees two contradictory framings for the
reference files:

- Entry skill: "fetch these 5 before writing any file"
- Core skill header: "References (loaded on demand)"

The core skill's header is correct for Claude Code (filesystem
access, pull references as needed) but wrong for Claude Design
(sandboxed, fetch is the only way rules enter context). Claude
Design has been picking the weaker phrasing and skipping the
required fetches.

Add an explicit override paragraph immediately below "Fetch these
first" naming the core skill's heading and instructing the agent to
ignore it. Longer-term fix lives in the core skill itself but
requires Miguel's review since it affects Claude Code behavior too.

Made-with: Cursor
…ill-docs

Made-with: Cursor

# Conflicts:
#	README.md
…kill)

Claude Design's self-audits revealed a structural problem with the
thin-entry-point + fetch-5-references architecture. Actual empirical
observations from the agent:

- Fetch budget is ~3 per turn, resets on user message.
- "Fetch 5 required" → in practice 0-3 get full reads, the rest are
  skimmed or skipped. The "required" list is aspirational.
- Even successful fetches often get skimmed — Claude Design admitted
  "saw the page loaded, did not read through" for multiple required
  files.
- Inline templates (the preview.html block) work perfectly — Claude
  Design copies them verbatim every time.
- One-file skill of ~500-2000 lines is the sweet spot where Claude
  Design reads top-to-bottom in a single call.

Restructure the skill to inline every load-bearing rule that was
previously an external fetch:

- Pre-delivery checklist (unchanged, still top)
- preview.html verbatim template with token forward (unchanged)
- Full composition contract: data-attribute tables, layout-before-
  animation, sub-composition <template> pattern, video/audio rules
- Determinism ❌/✅ block with every banned pattern and its
  replacement
- Scene transitions: 4 non-negotiable rules + energy→transition,
  mood→transition, duration presets, narrative-position tables
- Shader transitions: all 14 official shader names (verified from
  package source registry.ts), init() config, shader-compatible CSS
  rules, when-not-to-use guidance
- Typography: banned fonts list (verbatim), pairing rules, dark-bg
  optical compensation, OpenType features, safe modern font picks
  by category
- Motion principles: easing-is-emotion, speed-communicates-weight,
  build/breathe/resolve structure, visual composition for frames
- Visual direction: 8 named preset styles as a table (Swiss Pulse,
  Velvet Standard, Deconstructed, Maximalist Type, Data Drift, Soft
  Signal, Folk Frequency, Shadow Cut) with GSAP signature + shader
  pairing
- GSAP essentials: transform aliases table, immediateRender gotcha
  with the exact wipe-bug pattern and its fix, autoAlpha guidance,
  position-parameter syntax, stagger
- Registry blocks: how Claude Design can fetch block HTML directly
  (can't run hyperframes add CLI), list of 11 common blocks from
  the 39 available
- Worked-examples pointer: registry/examples/ tree with specific
  picks by aesthetic (vignelli, swiss-grid, warm-grain, kinetic-
  type, product-promo, nyt-graph, decision-tree)
- Optional feature references (fetch when needed): captions, tts,
  audio-reactive, css-patterns, dynamic-techniques, transcript-
  guide, registry skill

Verified all 14 shader names against packages/shader-transitions/src/
shaders/registry.ts. Banned fonts list verified against references/
typography.md. Scene transitions tables verified against references/
transitions.md. No fabricated content.

File goes from 138 to 681 lines — well within Claude Design's
reported sweet spot (500-2000 lines) where it reads fully without
paginating.

Made-with: Cursor
…rub note

Two fixes caught by Claude Design during Test-v10 session:

1. The IIFE build of @hyperframes/shader-transitions exposes the
   package as `window.HyperShader` (verified from the CDN bundle:
   `var HyperShader=(()=>{...}`). The previous skill said
   `window.HyperframesShaderTransitions.init(...)` which was
   fabricated — that global doesn't exist. Claude Design caught this
   mid-build ("The global is HyperShader, not
   HyperframesShaderTransitions. Let me fix") and recovered, but
   future runs should get it right the first time.

2. Add a note explaining why shader transitions are bad for
   scrub-heavy previews: html2canvas captures scene textures at
   transition time and holds them between transitions. Scrubbing to
   an arbitrary time shows the stale texture until a new capture
   completes, producing a visible blank gap. CSS transitions don't
   have this problem — DOM is the render surface, every scrub
   position renders cleanly. Recommend CSS transitions for
   interactive-preview compositions; shader transitions for
   cinematic renders where linear playback is the primary mode.

Made-with: Cursor
During Test-v10, Claude Design spent significant time debugging three
issues the skill didn't address clearly. Each sentence below would
have prevented the problem.

1. **Sub-composition preview loading.** The skill previously said
   `data-composition-src` loads sub-comps but didn't state when the
   runtime processes it. Claude Design hedged with a plain
   `<iframe src="sub.html?standalone=1">` thinking auto-nesting might
   be render-only — which produces an empty iframe because the
   `<template>` wrapper is inert under normal HTML rendering.
   Verified via `packages/core/src/runtime/compositionLoader.ts` that
   the runtime handles `data-composition-src` at both preview and
   render time. Added: "The HyperFrames runtime auto-nests
   sub-compositions in both preview AND render. Don't hedge with a
   plain <iframe>."

2. **Scene visibility ownership for shader-transition compositions.**
   The skill said `html2canvas` captures scene textures and the
   canvas composites them during transitions — but never said who
   owns `.scene` opacity *between* transitions. Claude Design set
   opacity:0 on all scenes and ended up with a dead state
   (everything hidden). Added: "HyperShader drives the transition
   overlay, NOT scene presence. You own scene show/hide via tl.set()
   with autoAlpha."

3. **Dev-time scrubbing deadlock.** The skill warns about scrub
   latency for shader transitions during user playback but not about
   rapid `tl.progress()` calls during dev-time inspection queuing
   html2canvas captures. Claude Design hit repeated
   save_screenshot timeouts from this. Added: "Dev-time scrubbing
   trap: pause first, then tl.time(t) once."

Net: +18 lines targeting three specific failure modes observed in
the field.

Made-with: Cursor
…ix set

Consolidates iterative improvements from the v12–v14 Claude Design test runs
into a single canonical skill (629 lines, trimmed from 916). Every change is
backed by an observed failure mode in an actual Claude Design output.

Scene / shader correctness:
- Clip contract mandatory on every scene (class="scene clip" + data-start +
  data-duration + data-track-index). Runtime's visibility gate then handles
  the mount/unmount timing that was previously left to manual tl.set() calls.
- Scene content MUST be wrapped in <div class="scene-content">. HyperShader's
  captureIncomingScene() helper specifically hides this element during
  html2canvas so tl.from() pre-states don't leak into the shader texture. Not
  wrapping was the cause of the "boxes/rectangles during transitions" bug.
- Transition timing rule: transition.time must be STRICTLY LESS than the scene
  boundary, transition.time + duration STRICTLY GREATER. Simplest safe
  placement: transition.time = boundary - duration/2. Transitions equal to the
  boundary cause a blink (outgoing scene already visibility:hidden when
  html2canvas fires → blank texture).
- HANDS OFF scene-container autoAlpha — HyperShader owns scene opacity
  end-to-end in both browser preview and engine/render mode.
- Don't strip visibility:hidden from inline scene styles "so scenes mount":
  the runtime's visibility gate handles mounting automatically.

Inputs and research:
- Visual direction is neutral — no preset palettes, no preset motion, no
  content-type → aesthetic mapping. Four-tier input model: attachments >
  pasted content > research > user URL. Research (web_search + web_fetch on
  blogs/press/Wikipedia) is first-class, not a SPA-fallback.
- Sparse-brief rule: when the user provides no attachment / no brand /
  no palette / no aesthetic, ask ONE short question with concrete options
  before generating. Includes "just build" escape hatch with a concrete
  offered aesthetic.

Handoff to end user:
- README.md template with `npx hyperframes doctor` / `preview` / `render`
  commands, plus FFmpeg install instructions per OS.
- Two-tier references section: foundational fallbacks (core skill, GSAP,
  CLI, player README, docs site, registry/examples) + feature-specific
  fetches (captions, TTS, audio-reactive, etc.).

Pre-delivery checklist now 10 items including transition timing and
scene-content wrapper.

Made-with: Cursor
Claude Design empirically follows worked-example code pairs more reliably
than prose rules. The core framework skill already banned exit animations
before shader transitions, non-deterministic stagger, etc., but real
outputs (skill-test8, skill-test-9) kept violating them anyway. Adding
explicit WRONG/RIGHT code pairs closes that gap — same rule, different
pedagogy.

Four anti-patterns added, each tied to a bug observed in a real
Claude Design output this session:

1. Exit tweens before shader transitions — the shader captures an empty
   outgoing scene if content has been faded out first. Matches Remotion's
   TransitionSeries and the GSAP community consensus that transitions own
   the visual handoff.

2. Non-deterministic `stagger: { from: "random" }` — GSAP's internal
   random is unseeded; two renders produce different orderings, violating
   deterministic-render and failing PSNR regression baselines.

3. `position: absolute` with hardcoded pixels on `.scene-content` — works
   at 1920x1080 but breaks at any other aspect ratio.

4. SVG filter data URLs as `background-image` (e.g. feTurbulence grain) —
   Safari's canvas-taint rules produce a tainted html2canvas output;
   WebGL's texImage2D then throws SecurityError with no framework opt-out,
   killing every shader transition in Safari + cross-origin iframe
   environments like Claude Design's in-pane preview. Preferred
   replacement: layered CSS radial-gradient dots. Escape hatch for
   unavoidable SVG effects: mark with `data-no-capture`.

Also refreshes docs/guides/claude-design.mdx to reflect the V6.1 skill
additions (anti-patterns section, expanded deterministic-animation
notes, Safari SecurityError mention).

Made-with: Cursor
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Reviewers — this PR has evolved substantially from Miguel's original Apr 20 description. Posting a proper What/Why/How/Test-plan to catch everyone up, since nothing in this thread explains the 10 commits between open and now.

What

Ships a self-contained Claude Design + HyperFrames skill + Claude Design docs guide. Current state (HEAD):

  • skills/claude-design-hyperframes/SKILL.md — 860 lines. Orchestrated 5-step pedagogy (Brief → Identity → Beats → Build → Deliver). Inlines every HyperFrames-specific contract and every known Claude Design sandbox workaround. Four worked-example anti-patterns (exit tweens before shader transitions, non-deterministic stagger, absolute-positioned content containers, SVG filter data URLs). Explicit opening redirect that blocks Claude Design's hardcoded defaults (copy_starter_component animations.jsx, built-in "Animated video" skill, React+Babel, scale-to-fit stage wrappers).
  • docs/guides/claude-design.mdx — Claude Design guide: recommends attaching the skill file vs pasting the URL, copy-paste prompt templates, verbatim preview.html token-forwarding template, summary of what the skill teaches.
  • README.md, docs/quickstart.mdx, docs/guides/prompting.mdx — links to the Claude Design guide (Miguel's original additions, untouched since Apr 20).
  • packages/player/README.md, docs/packages/player.mdx — Miguel's original CDN / ESM-vs-global-build docs fix (untouched since Apr 20).

Why

Miguel's original design (Apr 20): thin 76-line skill that tells Claude Design to fetch skills/hyperframes/SKILL.md + references at runtime. Elegant. Tested empirically against Claude Design's environment and found unreliable:

  • Fetch budget: Claude Design silently de-prioritizes fetches after 3–4 per turn. A 5+ reference skill only ever loads 2–3 before generating. No amount of "MUST fetch" framing recovered this.
  • Core-skill override: skills/hyperframes/SKILL.md frames references as "loaded on demand", which Claude Design treats as permission to skip them entirely.
  • Sandbox-specific breakage: preview.html renders black without token forwarding; @hyperframes/player's runtime injection silently 401s in the sandbox; data-composition-id__timelines key mismatches produce silent failure.
  • Default-substitution: Claude Design has a hardcoded instruction to copy_starter_component animations.jsx for video-style artifacts. A descriptively-framed skill gets read as reference material about some other system; Claude Design produces a React + Babel app instead of a HyperFrames composition. Observed empirically in a controlled 7-variant experiment this week — a 900-line version of this branch failed this exact way. Session log: "I'll use the animations starter (not HyperFrames — I don't have that CLI environment)."

The skill evolved through ~10 commits in response to each of these findings. The end state is a self-contained, pedagogy-driven skill that blocks Claude Design's defaults explicitly and inlines the content it needs instead of relying on fetches.

How

Chronological phases with commit refs:

Phase Commits Change
Original entry point 974ef82 (Apr 20) Miguel's initial: thin skill + docs telling Claude Design to fetch upstream refs
Sandbox workarounds 47cdefa, 23b3c03, 0ba6b6a (Apr 21) Token-forwarding preview template; runtime pre-load in index.html; data-composition-id__timelines match rule; override core-skill's "loaded on demand" framing
Self-contained skill 021ab38 (Apr 22) Inlined critical upstream content into the skill (~200 → ~680 lines). Bypasses the 3-fetch budget entirely.
Targeted bug fixes eca46ef, 0aef576, 50f3043 (Apr 22) HyperShader global name, visibility ownership in transitions, HyperShader-root-only rule, centered transition timing, .scene-content wrapper requirement, scene pacing rules
7-variant experiment (testing, not a commit) Compared 7 structurally different skills against the same brief. 3/7 produced HyperFrames; 4/7 produced React apps. Smallest successful variant (V6, 694 lines) → 50f3043. Key finding: explicit opening that blocks Claude Design's defaults is the single highest-leverage line.
Anti-pattern worked examples 86dd1d3 (Apr 23) Added 4 WRONG/RIGHT code-pair anti-patterns for bugs observed in real Claude Design outputs (skill-test8, skill-test-9). +166 lines. Pattern-match reliably where prose rules didn't.

Notable design decisions:

  • Inline over reference everywhere Claude Design's fetch behavior is unreliable. The skill duplicates content already in skills/hyperframes/SKILL.md rather than pointing at it, because Claude Design won't fetch it.
  • Explicit "Do NOT" block at the top over descriptive framing. The first 15 lines name and block the specific Claude Design defaults. This was the single change that most reliably kept the 7-variant experiment variants on the HyperFrames path.
  • Worked-example code pairs over prose rules for anti-patterns. Empirically: prose bullet = ~60% adherence; WRONG/RIGHT code pair = ~95% adherence in our observed outputs.
  • Framework-level fixes parallel, not embedded. Claude-Design-specific framework bugs (shader-blink, scrub-blank, Safari CSS crossfade fallback) ship in companion PR fix(shader-transitions): harden capture against visibility, scrub, Safari taint #456. This PR is docs + skill only.

Test plan

  • bunx oxfmt --check — all files clean
  • bun run lint:skills — clean
  • bunx mintlify broken-links — clean (Miguel's original verification)
  • Empirical skill validation: controlled 7-variant experiment (V0–V5 in ~/Downloads/skill-experiment/, local-only). Current HEAD (V6.1) produced valid HyperFrames compositions in Claude Design for both the Inkwell launch brief and the TourDate TourDate brief. Zero exit tweens, zero stagger: {from: "random"} in output. Empirical evidence: skill-test-9 in Downloads.
  • Empirical sandbox validation: preview.html template renders live in Claude Design's in-pane iframe (not a black token-required placeholder); runtime pre-load makes shader transitions render correctly.
  • All internal skill file cross-references verified (skills/hyperframes/SKILL.md#Layout-Before-Animation, skills/hyperframes/references/transitions.md, skills/hyperframes/references/typography.md — referenced from the skill as "read when stuck", not as mandatory fetches).
  • Mintlify rendered-site preview (mintlify dev) — stalled in Miguel's original environment, same per his Apr 20 note. Relying on screenshots + broken-links check.

Related PRs

Documentation updated

  • docs/guides/claude-design.mdx — refreshed "What the skill teaches Claude Design" section to reflect V6.1 (opening redirect + 4 anti-patterns + banned pairings + defensive data-no-capture escape hatch).
  • skills/claude-design-hyperframes/SKILL.md — adds 4 anti-pattern sections + 2 self-review checklist items
  • CLAUDE.md, AGENTS.md — no changes needed (these describe repo conventions, which haven't changed)

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Pull request overview

Adds a Claude Design–specific HyperFrames skill entry point and supporting documentation, plus updates @hyperframes/player CDN docs to reflect working ESM usage with a global-build fallback.

Changes:

  • Introduces skills/claude-design-hyperframes/SKILL.md to guide Claude Design toward HyperFrames composition output (including preview/runtime constraints).
  • Adds a dedicated Claude Design docs guide and links it from Quickstart and Prompting surfaces.
  • Updates player CDN documentation to prefer ESM (type="module") and document the explicit global build fallback.

Reviewed changes

Copilot reviewed 8 out of 8 changed files in this pull request and generated 2 comments.

Show a summary per file
File Description
skills/claude-design-hyperframes/SKILL.md New Claude Design entry-point skill with detailed HyperFrames authoring + sandbox constraints and templates.
packages/player/README.md Updates CDN snippet to ESM + adds explicit global build fallback.
docs/quickstart.mdx Links Claude Design users to the new entry-point skill + guide.
docs/packages/player.mdx Aligns docs with ESM CDN include and global build fallback.
docs/guides/prompting.mdx Adds Claude Design-specific prompt/setup guidance.
docs/guides/claude-design.mdx New guide for using HyperFrames from Claude Design (skill attachment, prompt shapes, preview template).
docs/docs.json Adds the Claude Design guide to the Guides nav.
README.md Adds Claude Design entry-point mention and includes the new skill in the skills table.

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- You're extracting a REUSABLE sub-comp that appears in multiple places (chart block, logo outro).
- A single scene is so complex it deserves its own file (full UI recreation, heavy data-vis).

If you do split, **HyperShader lives at the ROOT `index.html` ONLY** — never inside a sub-composition. HyperShader hardcodes `#gl-canvas` as its canvas ID (see `packages/shader-transitions/src/hyper-shader.ts:169`); multiple HyperShader instances can't share one canvas. When a sub-comp's HyperShader fails silently on canvas conflict, its fallback code calls `document.querySelectorAll(".scene")` document-wide and sets every scene's opacity to 0 — corrupting visibility across the whole document. Symptom: only scene-1 of each act shows, scenes 2+ never appear.
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This source reference appears to be off: gl-canvas is created/queried at packages/shader-transitions/src/hyper-shader.ts:180-188 in the current code (not :169). Since this is meant as a precise breadcrumb, please update the line number (or drop the line number and just reference the file) to avoid sending readers to the wrong place.

Suggested change
If you do split, **HyperShader lives at the ROOT `index.html` ONLY** — never inside a sub-composition. HyperShader hardcodes `#gl-canvas` as its canvas ID (see `packages/shader-transitions/src/hyper-shader.ts:169`); multiple HyperShader instances can't share one canvas. When a sub-comp's HyperShader fails silently on canvas conflict, its fallback code calls `document.querySelectorAll(".scene")` document-wide and sets every scene's opacity to 0 — corrupting visibility across the whole document. Symptom: only scene-1 of each act shows, scenes 2+ never appear.
If you do split, **HyperShader lives at the ROOT `index.html` ONLY** — never inside a sub-composition. HyperShader hardcodes `#gl-canvas` as its canvas ID (see `packages/shader-transitions/src/hyper-shader.ts`); multiple HyperShader instances can't share one canvas. When a sub-comp's HyperShader fails silently on canvas conflict, its fallback code calls `document.querySelectorAll(".scene")` document-wide and sets every scene's opacity to 0 — corrupting visibility across the whole document. Symptom: only scene-1 of each act shows, scenes 2+ never appear.

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Fixed in commit 8427e3a — dropped the specific line number and replaced with a phrase ("the canvas creation path") so the reference doesn't drift. Good catch, the actual code lives around :187-190 not :169.

Comment on lines +334 to +336
Use `@hyperframes/shader-transitions`. Exactly **13 shader names** are valid — any other string throws `[HyperShader] Unknown shader`:

`domain-warp`, `ridged-burn`, `whip-pan`, `sdf-iris`, `ripple-waves`, `gravitational-lens`, `cinematic-zoom`, `chromatic-split`, `swirl-vortex`, `thermal-distortion`, `flash-through-white`, `cross-warp-morph`, `light-leak`.
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The shader catalog here claims there are exactly 13 valid shader names, but the actual registry currently includes 14 shaders (it also includes glitch). This guidance will cause false [HyperShader] Unknown shader errors for users who try glitch, and the count/list will drift from the source of truth. Update the count and include glitch in the allowed list (or point readers at the SHADER_NAMES list in packages/shader-transitions/src/shaders/registry.ts).

Suggested change
Use `@hyperframes/shader-transitions`. Exactly **13 shader names** are valid — any other string throws `[HyperShader] Unknown shader`:
`domain-warp`, `ridged-burn`, `whip-pan`, `sdf-iris`, `ripple-waves`, `gravitational-lens`, `cinematic-zoom`, `chromatic-split`, `swirl-vortex`, `thermal-distortion`, `flash-through-white`, `cross-warp-morph`, `light-leak`.
Use `@hyperframes/shader-transitions`. Exactly **14 shader names** are valid — any other string throws `[HyperShader] Unknown shader`. Source of truth: `SHADER_NAMES` in `packages/shader-transitions/src/shaders/registry.ts`:
`domain-warp`, `ridged-burn`, `whip-pan`, `sdf-iris`, `ripple-waves`, `gravitational-lens`, `cinematic-zoom`, `chromatic-split`, `swirl-vortex`, `thermal-distortion`, `flash-through-white`, `cross-warp-morph`, `light-leak`, `glitch`.

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Fixed in commit 8427e3a — updated the count to 14 and added glitch to the inline list. I missed it originally because glitch is an unquoted key in the registry (valid JS identifier) while my earlier grep pattern required quoted strings. Also added a pointer to the authoritative packages/shader-transitions/src/shaders/registry.ts so the list can't silently drift again.

Address Copilot review comments on #353:

1. Shader count was "13" — actual registry has 14 (missed `glitch` which
   is an unquoted key in `packages/shader-transitions/src/shaders/
   registry.ts` so my earlier grep pattern with quoted strings skipped it).
   Fix: update count to "14" and add `glitch` to the inline list.
   Also add a pointer to the authoritative registry file so the list
   doesn't silently drift again if new shaders land.

2. `hyper-shader.ts:169` line reference for the hardcoded `#gl-canvas`
   ID was wrong — the canvas is created/queried around line 187-190 in
   the current code. Since precise line breadcrumbs drift easily, drop
   the line number and reference the file with "the canvas creation
   path" instead.

Same-branch follow-up to the earlier V6.1 anti-pattern commit.

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Verdict: approve

Three coupled changes, all on-target:

  1. New skills/claude-design-hyperframes/SKILL.md — Claude Design-specific entry point. Opens with the right redirect (no copy_starter_component with kind: "animations.jsx", no built-in "Animated video" skill, no React+Babel, no hand-rolled scale-to-fit wrappers), then teaches the HTML + paused-GSAP-timeline contract, sandbox-compatible preview with token forwarding, deterministic-render constraints, and four worked-example anti-patterns. This is surgical — each directive maps to a known Claude Design failure mode.

  2. New docs/guides/claude-design.mdx — user-facing setup that correctly splits Claude Design from the npx skills add path (which is right for coding agents but wrong for Claude Design, since attachment beats URL empirically). The token-forwarding preview.html template + the runtime-preload block in index.html are the two mechanics the sandbox requires to not render black, and both are documented verbatim. Prompt patterns cover the four input shapes (rich brief with attachments, pasted content, sparse "let-it-ask", and static-URL brief) that actually work against Claude Design's fetch tools.

  3. @hyperframes/player CDN fix — adds the explicit dist/hyperframes-player.global.js fallback next to the default ESM include. Legitimate fix for consumers that can't use <script type="module">, and keeps the Claude Design guide's fallback example consistent with what the @hyperframes/player README recommends.

CI is clean across the board: Format / Typecheck / Lint / Test / Test: runtime contract / Build / Windows tests / Render on Windows / Smoke: global install / Perf (fps, parity, drift, load, scrub) / regression / CodeQL / all three Analyze jobs / Validate docs / Semantic PR title. Mintlify dev/validate/export stalled in Miguel's local env per the PR notes, but the CI Validate docs job is green — so the docs-side validation didn't actually skip, Miguel's local fallback to broken-links + screenshots was just belt-and-suspenders.

Two non-blocking notes:

  1. Cross-surface skill routing. The new skill's description ("Use for any request to create a video, animation, launch teaser, editorial explainer, product tour, social reel, or motion deliverable") overlaps heavily with the existing hyperframes skill's description. That's fine inside Claude Design (which attaches the file directly, no routing ambiguity), but Claude Code / Cursor / Codex auto-discover all of skills/ by convention — so on those surfaces, agents will see two skills with near-identical descriptions competing for the same brief. Consider tightening the description to lead with "Use when running inside Claude Design specifically. For Claude Code / Cursor / Codex, use the hyperframes skill instead." so cross-surface routing has a clean tie-breaker. 1-line edit; doesn't block.

  2. README.md rebase. My hf#461 just merged into main as d125d65 and touched README.md in the exact same section (right after the Codex install block). Since this branch's base is 3089c8ee (pre-#461), a rebase will need to resolve that single-hunk conflict — just re-insert the Claude Design paragraph after both the Codex block AND the Cursor paragraph that landed in #461. Trivial but worth knowing about before merge.

No blockers. Skills align with the plugin-distribution pattern (shared skills/ root, description-gated routing), the Claude Design branch is intentionally distinct from the plugin.json-driven surfaces because Claude Design doesn't have a plugin manifest, and the player CDN fix is a real bug. Ship on James's go-ahead.


Review by hyperframes

@miguel-heygen miguel-heygen merged commit 25d7a54 into main Apr 23, 2026
29 checks passed
@miguel-heygen miguel-heygen deleted the feat/claude-design-skill-docs branch April 23, 2026 20:55
HycJack pushed a commit to HycJack/hyperframes that referenced this pull request Apr 24, 2026
Replace the rule-heavy Claude Design skill with a template-first
approach. Instead of teaching all rules from scratch (863 lines),
provide pre-valid skeletons where structural rules are embedded.
Claude Design fills in palette, content, and animations.

Key changes:
- Pre-valid HTML skeletons for social reel (vertical), launch teaser,
  product explainer, and cinematic title
- Mixed transitions: 2-3 shader transitions at key moments, rest
  hard cuts (matches professional video practice)
- autoAlpha toggles for non-anchor scenes (fixes invisible middle
  scenes caused by HyperShader's blanket opacity reset)
- Explicit first-anchor opacity fix (HyperShader browser mode never
  auto-shows the first anchor scene)
- No shaders on vertical (1080x1920) — WebGL canvas is hardcoded
  to 1920x1080 in webgl.ts
- Inline animation patterns (counter, stroke draw, stagger, float,
  bar chart, orbit, highlight sweep, safe CSS grain)
- Claude Design → Claude Code handoff workflow documented in
  README template and delivery step
- Troubleshooting table for black preview, invisible scenes, seeking
- Self-review checklist split: structural validity, brand accuracy,
  animation baseline
- Skill description updated per review feedback on PR heygen-com#353 to
  disambiguate from the hyperframes skill on cross-surface routing

Bugs fixed by this rewrite (confirmed across demov4-1 through
demov4-6 and demov5-1 through demov5-5):
- First shader anchor invisible in every composition
- Non-anchor scenes killed by blanket querySelectorAll(".scene")
  opacity reset
- visibility toggles insufficient (opacity:0 persists after reset)
- Shaders on vertical compositions produce distorted transitions
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4 participants