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remotion-to-hyperframes — Claude Code skill: install and usage

Imports Remotion animations or video footage into HyperFrames and verifies visual matching frame by frame against the original.

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

What remotion-to-hyperframes does

The skill migrates video projects into HyperFrames across three support levels. The Native level translates Remotion into HTML and GSAP, making properties editable in Studio. The Hosted level keeps Three.js or Lottie code while driving playback from the HyperFrames timeline. Renders from Blender or After Effects come in as standard media clips.

Remotion migrations start by running python3 /scripts/lint_source.py. State hooks like useState, async calculateMetadata, and UI libraries like shadcn or MUI cannot be translated natively and must be refactored or hosted. Verification runs via npx hyperframes snapshot and scripts/render_diff.sh, calculating per-frame SSIM scores against the original video.

Use this skill when moving existing procedural video into HyperFrames Studio for editing. If your source code relies on live network requests or physics, direct native translation will not work.

What it helps with

  • translate Remotion code into HTML and GSAP sub-compositions
  • detect untranslatable React hooks and UI kits using lint_source.py
  • drive Three.js and Lottie animations from the HyperFrames clock
  • verify render accuracy against the source mp4 using per-frame SSIM

Example prompts for the agent

  • Run lint_source.py on my Remotion directory and port it to HyperFrames.
  • Compare the rendered video against original.mp4 using render_diff.sh.
  • Import this Three.js animation as a hosted clip driven by HyperFrames time.

How to install remotion-to-hyperframes

1Skills CLI (Vercel)

npx skills add heygen-com/hyperframes --skill remotion-to-hyperframes -a claude-code

2Manually: put the files in place

~/.claude/skills/remotion-to-hyperframes/SKILL.md

Copy the whole skill folder; for one project use .claude/skills/remotion-to-hyperframes/

From the same set14

The whole set →
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 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 orbit-card heygen-com Adds a 10-second 1920×1080 HyperFrames motion block where a single feature card orbits a dot sphere using exported Blender camera paths. Claude Code CX Codex Cursor +1 9,800installs

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Questions about remotion-to-hyperframes

How to install remotion-to-hyperframes in Claude Code?

Run npx skills add heygen-com/hyperframes --skill remotion-to-hyperframes -a claude-code in your terminal.

What does remotion-to-hyperframes do?

It ports code-based animations into HyperFrames and verifies fidelity frame by frame against the original output.

What breaks native Remotion translation?

Blockers include useState, useReducer, useEffect with dependencies, async calculateMetadata, and React UI kits such as MUI or shadcn.

Source text

SKILL.md · Apache-2.0
---
name: remotion-to-hyperframes
description: Bring existing video code or footage into HyperFrames and verify it frame by frame against the original - Remotion first, also Motion Canvas, Lottie, Three.js, p5.js, canvas or plain HTML/CSS animation, or renders from Manim, After Effects or Blender. Use to port, convert, migrate or reuse work made with another tool.
---

**Plugin installs:** Before setup or freshness commands, follow [plugin execution rules](../hyperframes/references/plugin-installation.md) when this skill is inside a HyperFrames plugin.

# Import into HyperFrames

HyperFrames is the container: its tracks, sub-compositions and variables are editable in Studio whatever runs inside a clip. Bring each part in at the highest level it supports and record which level you used.

| Level | For | How | Editable in Studio afterwards |
| --- | --- | --- | --- |
| Native | code that can become HTML + GSAP: most Remotion, HTML/CSS/GSAP animation, simple Motion Canvas | translate it, then verify frame by frame | every element; variables, catalog, presets apply |
| Hosted | code that can draw any requested frame in a browser: canvas, p5.js, Three.js, Lottie, WebGL, other JS animation | keep the code and drive it from HyperFrames time | timing, position, exposed parameters |
| Media | anything that outputs video or frames: Manim, After Effects, Blender, PIL, moviepy | render to a file and use it as a clip | cut, place, layer; not the pixels inside |

Code that depends on wall-clock time, live physics or the network can only come in as media.

## Native: translate, then verify

1. For Remotion, run `python3 <SKILL_DIR>/scripts/lint_source.py <source dir>` first. Blockers (`useState`, `useReducer`, `useEffect` with dependencies, async `calculateMetadata`, React UI kits such as MUI, Chakra, Mantine, antd, shadcn, Radix, NextUI) don't translate: host them or refactor them out, never approximate (`references/escape-hatch.md`). Warnings (`@remotion/lambda` config, `delayRender`, `useMemo`, custom hooks) are dropped and noted.
2. Translate to the `/hyperframes` contract: one sub-composition per scene, times in seconds (`frame / fps`), asset paths root-relative. Each Remotion API's equivalent is in `references/api-map.md`.
3. Keep it editable: the source's props become `data-composition-variables` bound with `data-var-text`, `data-var-src` or `var(--id)`; each `Sequence` becomes a timed clip or a sub-composition; a reused component becomes one sub-composition mounted several times with `data-variable-values`.
4. Compare frame by frame: `npx hyperframes snapshot --at <t,…> --against <original.mp4>` saves the original's frame at each time next to yours. Sample every scene and both sides of every cut; look for one late or recoloured element, not only the overall picture. For a scored check, `scripts/render_diff.sh <original.mp4> <hf.mp4> <out>` gives SSIM per frame and `scripts/frame_strip.sh` shows which frames diverged (thresholds per complexity tier in `references/eval.md`). Render the Remotion side with `Config.setVideoImageFormat("png")` and `Config.setColorSpace("bt709")`, or the diff measures the encoders (about 0.05 SSIM).
5. Write what didn't translate cleanly (dropped volume ramps, approximated presentations, substituted fonts) to `TRANSLATION_NOTES.md`.

| Remotion | Read |
| --- | --- |
| `Composition`, `defaultProps`, `schema`, `calculateMetadata` | `references/parameters.md` |
| `Sequence`, `Series`, `Loop`, `AbsoluteFill`, `Freeze` | `references/sequencing.md` |
| `useCurrentFrame`, `interpolate`, `spring`, `Easing`, `interpolateColors` | `references/timing.md` |
| `Audio`, `Video`, `Img`, `IFrame`, `staticFile`, `delayRender` | `references/media.md` |
| `TransitionSeries`, `@remotion/transitions` | `references/transitions.md` |
| `@remotion/lottie` | `references/lottie.md` |
| `@remotion/google-fonts`, `Font.loadFont`, `@font-face` | `references/fonts.md` |
| What can't be ported | `references/limitations.md` |

Before hand-building a named visual the source used, search `npx hyperframes catalog --query "<the visual, in English>" --json`: it ranks the whole registry with nothing installed.

## Hosted

Keep the code and let HyperFrames own the clock: it draws the frame for the time it is given. The seek protocol and the built-in adapters for Lottie, Three.js, anime.js, WAAPI and CSS animations are in `../hyperframes/references/runtimes.md`. No `requestAnimationFrame` loop or timer as the time source, seeded randomness only, and `data-duration` on the root when nothing else defines the length.

## Media

`<video class="clip" data-has-audio="true" src="assets/x.mp4" ...>`, or `muted` when it is silent. Nothing else is needed.

In the final message, list each imported part with its level, what a person can change in Studio, and how the frame-by-frame comparison came out.

© heygen-com · Apache-2.0 · heygen-com/hyperframes

See also

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