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glass-shard-title — Claude skill: glass shard headline

Turns a headline into flying glass panes: shards drift in through fog, rotate, and tile themselves into the letters. A HyperFrames block at 1920×1080, 12.16s.

Install into Claude Code · Skills CLI (Vercel) All methods and platforms ↓
npx skills add heygen-com/hyperframes --skill glass-shard-title -a claude-code
Open on GitHub

What glass-shard-title does

The skill drops a glass-shard-title composition into your project. Glass panes are cut by Voronoi, fly in from depth while rotating, land as a tiled silhouette of the headline, then exit past the camera. Each shard is a Sutherland–Hodgman clip of a jittered blob against its cell, so the pieces always cover the type. Glass and matcap surfaces get per-fragment fog, and the z-flight is decoupled from the ease so shards visibly traverse it.

Inside there is one 16 KB HTML file, Geist and Cormorant Garamond fonts, an HDR environment, and a bundled assets/glass-main.js at 549 KB. Rendering runs on three.js 0.181.2 and GSAP 3.14.2, with some dependencies pulled from a CDN. Budget roughly 350 MB per live instance, so run one at a time.

Nineteen variables control the look: headline up to 40 chars, tileCount from 1 to 400, plus roundness, bevel, fog and the fly-in and fly-out times. Set tileCount to 1 and you get a single pane. Worth installing if you need an animated title card and don't mind three.js and GSAP in the project; for a plain text slide it's dead weight.

What it helps with

  • build an animated headline for a video intro
  • tile a title out of glass panes with depth flight
  • tune shard count and fog for a specific frame
  • render the block with a custom headline
  • mount a ready 1920×1080 composition into a host page

Example prompts for the agent

  • add the glass-shard-title block and mount it in index.html
  • render the composition with headline "Designed in glass" and tileCount 8
  • set tileCount to 1 and turn fog off, I want a single pane

How to install glass-shard-title

1Skills CLI (Vercel)

npx skills add heygen-com/hyperframes --skill glass-shard-title -a claude-code

2Manually: put the files in place

~/.claude/skills/glass-shard-title/SKILL.md

Copy the whole skill folder; for one project use .claude/skills/glass-shard-title/

From the same set14

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hyperframes heygen-com Instructs coding agents on creating, validating, and rendering HTML-based videos using the HyperFrames framework and CLI. Claude Code CX Codex Cursor +1 1,200,000installs hyperframes-cli heygen-com Controls HyperFrames video workflows from the CLI: audits layouts and contrast, edits timeline clips, captures snapshots, and renders locally or in cloud runtimes. Claude Code CX Codex Cursor +1 1,200,000installs media-use heygen-com Finds or generates media for HyperFrames videos, including voiceovers, music, cutouts, and color grades. Stores files locally in assets. Claude Code CX Codex Cursor +1 1,100,000installs hyperframes-registry heygen-com Finds and installs about 450 ready-made HyperFrames blocks and components as editable source code. Useful when adding video effects and titles without building markup from scratch. Claude Code CX Codex Cursor +1 1,000,000installs remotion-to-hyperframes heygen-com Imports Remotion animations or video footage into HyperFrames and verifies visual matching frame by frame against the original. Claude Code CX Codex Cursor +1 504,900installs slideshow heygen-com Build live HyperFrames decks with slides, fragment reveals, branching hotspots, and presenter notes. Use it when the output should be a presentation rather than a video. Claude Code CX Codex Cursor +1 415,500installs figma heygen-com Imports assets, brand tokens and components from Figma into a HyperFrames project, then turns storyboard frames into motion. Useful when a design has to move, not sit still. Claude Code CX Codex Cursor +1 329,500installs frost-sequence-camera-orbit heygen-com Builds a 22.5-second scene where an orbiting camera follows an ice logo that breaks apart, reforms into two text moments, and fades. Claude Code CX Codex Cursor +1 9,800installs

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Questions about glass-shard-title

How do I install glass-shard-title in Claude?

Run npx skills add heygen-com/hyperframes --skill glass-shard-title -a claude-code. The skill lands at ~/.claude/skills/glass-shard-title/SKILL.md.

What does glass-shard-title do?

It's a HyperFrames block: glass shards fly in through fog, rotate, and tile themselves into the headline silhouette, then fly out past the camera. Duration is 12.16s at 30 fps, 1920×1080.

What does the block need to run?

The composition uses three.js 0.181.2 and GSAP 3.14.2, with some dependencies loaded from a CDN. A live instance takes roughly 350 MB, so run one at a time.

Source text

SKILL.md · Apache-2.0
---
name: glass-shard-title
description: Glass shards fly in through fog and tile themselves into the headline. HyperFrames block, 1920×1080, 12.16s, 19 variables.
---

# Glass Shard Title

Voronoi-cut glass panes fly in from depth, rotating, and land as a tiled silhouette of the headline, then fly out past the camera. Each shard is a Sutherland–Hodgman clip of a jittered blob against its Voronoi cell, so the pieces always cover the type. Glass and matcap surfaces get per-fragment fog; the z-flight is decoupled from the ease so shards visibly traverse it. Tile count 1 gives a single pane.

Composition id: `glass-shard-title`. Duration 12.16 s at 30 fps, 1920×1080.

## Files

- `glass-shard-title.html` (16 KB)
- `assets/ferndale_studio_01_1k.hdr` (1.6 MB)
- `assets/fonts/Geist-Bold.ttf` (65 KB)
- `assets/fonts/Geist-Regular.ttf` (65 KB)
- `assets/fonts/Geist-SemiBold.ttf` (65 KB)
- `assets/fonts/Geist-OFL.txt` (4 KB)
- `assets/fonts/cormorant-garamond.woff2` (37 KB)
- `assets/fonts/CormorantGaramond-OFL.txt` (4 KB)
- `assets/glass-main.js` (549 KB)
- `assets/Three-LICENSE.txt` (1 KB)
- `assets/matcap-1.png` (fetched from the CDN at install)

## Install

Install with `npx hyperframes add glass-shard-title`; by default the files above land under `compositions/glass-shard-title/`. Then mount the block from the host `index.html`:

```html
<div
  data-composition-id="glass-shard-title"
  data-composition-src="compositions/glass-shard-title/glass-shard-title.html"
  data-start="0"
  data-duration="12.16"
  data-track-index="1"
  data-width="1920"
  data-height="1080"
></div>
```

Render with custom values by targeting the composition file directly:

```sh
npx --yes [email protected] render 'compositions/glass-shard-title/glass-shard-title.html' --variables '{"headline":"Designed in glass","tileCount":8}'
```

## 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                                 |
| ---------------- | ------ | --------------------- | --------------------------------------------- |
| `headline`       | string | `"Designed in glass"` | Headline max 40 chars                         |
| `tileCount`      | number | `8`                   | Tiles 1–400 step 1                            |
| `roundness`      | number | `0.4`                 | Roundness (0-1) 0–1 step 0.01                 |
| `bevel`          | number | `0.35`                | Bevel (0-1) 0–1 step 0.01                     |
| `meshSmooth`     | number | `0.6`                 | Surface smoothness (0-1) 0–1 step 0.01        |
| `flyInTime`      | number | `2.3`                 | Fly-in time (s) 0.2–6 step 0.05               |
| `flyOutTime`     | number | `2.4`                 | Fly-out time (s) 0.2–6 step 0.05              |
| `stagger`        | number | `0.27`                | Stagger (0-1) 0–1 step 0.01                   |
| `flyInRotation`  | number | `5`                   | Fly-in rotation (0-60) 0–60 step 0.1          |
| `flyOutRotation` | number | `6`                   | Fly-out rotation (0-6) 0–6 step 0.1           |
| `chaos`          | number | `0.25`                | Outline chaos (0-1) 0–1 step 0.01             |
| `padding`        | number | `1`                   | Edge padding (0-1) 0–1 step 0.01              |
| `sizeVariance`   | number | `0.35`                | Size variance (0-1) 0–1 step 0.01             |
| `gap`            | number | `0.03`                | Tile gap 0–0.3 step 0.002                     |
| `easePow`        | number | `10`                  | Fly-in position ease (1-10) 1–10 step 0.1     |
| `sideDist`       | number | `3`                   | Side fly distance 0–60 step 0.5               |
| `zDist`          | number | `-42`                 | Z fly-from (negative) -400–0 step 2           |
| `zOut`           | number | `14`                  | Z fly-out to (+ = past camera) -400–60 step 2 |
| `fog`            | number | `36`                  | Fog distance (0 = off) 0–400 step 2           |

## Runtime contract

- One paused GSAP timeline registered as `window.__timelines["glass-shard-title"]`.
- 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: three.js 0.181.2 (bundled), GSAP 3.14.2, Canvas 2D, GLSL shaders, HDR environment, Matcap, Seeded PRNG, d3-delaunay, Shadow maps. Budget roughly 350 MB per live instance; run one at a time.
- External runtime dependencies: `https://cdn.jsdelivr.net/npm/[email protected]/dist/gsap.min.js`, `https://cdn.jsdelivr.net/npm/[email protected]/dist/d3-delaunay.min.js`.
- Local fonts: assets/fonts/Geist-Regular.ttf, assets/fonts/Geist-SemiBold.ttf, assets/fonts/Geist-Bold.ttf.
- Bundled code is inlined into the composition (assets/glass-main.js); rebuild with esbuild and re-inline after editing the .mjs source.

## 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 · heygen-com/hyperframes

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