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.
npx skills add heygen-com/hyperframes --skill glass-shard-title -a claude-codeWhat 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-code2Manually: put the files in place
~/.claude/skills/glass-shard-title/SKILL.mdCopy the whole skill folder; for one project use .claude/skills/glass-shard-title/
1Skills CLI (Vercel)
npx skills add heygen-com/hyperframes --skill glass-shard-title -a codex2Manually: put the files in place
.agents/skills/glass-shard-title/SKILL.mdFor all projects use ~/.agents/skills/
1Skills CLI (Vercel)
npx skills add heygen-com/hyperframes --skill glass-shard-title -a cursor2Manually: put the files in place
.cursor/skills/glass-shard-title/SKILL.mdCursor also reads .agents/skills/ and .claude/skills/
1GitHub CLI
gh skill install heygen-com/hyperframes glass-shard-title2Manually: put the files in place
.github/skills/glass-shard-title/SKILL.md1Skills CLI (Vercel)
npx skills add heygen-com/hyperframes --skill glass-shard-title -a gemini-cli2Platform CLI
gemini skills install https://github.com/heygen-com/hyperframes --path registry/blocks/glass-shard-titleManually: put the files in place
.devin/skills/glass-shard-title/SKILL.mdThe legacy .windsurf/skills/ path still works
Skills CLI (Vercel)
npx skills add heygen-com/hyperframes --skill glass-shard-title -a opencodeClaude.ai
Zip the folder and upload it in Settings → Capabilities → Skills
From the same set14
The whole set →Similar
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