Animejs
/install animejs
Anime.js for HyperFrames
HyperFrames can seek Anime.js instances through its animejs runtime adapter. The composition owns the animation objects; HyperFrames owns the clock.
Contract
- Create animations or timelines synchronously during composition initialization.
- Set
autoplay: falseso Anime.js does not advance on its own clock. - Register every returned animation or timeline on
window.__hfAnime. - Use finite durations and loop counts.
- Avoid callbacks that mutate DOM based on wall-clock time, network state, or unseeded randomness.
The adapter seeks every registered instance with instance.seek(timeMs), where timeMs is HyperFrames time in milliseconds.
Basic Pattern
\x3Cscript src="https://cdn.jsdelivr.net/npm/[email protected]/lib/anime.iife.min.js">\x3C/script>
\x3Cscript>
const anim = anime({
targets: ".mark",
translateX: 280,
rotate: "1turn",
opacity: [0, 1],
duration: 1200,
easing: "easeOutExpo",
autoplay: false,
});
window.__hfAnime = window.__hfAnime || [];
window.__hfAnime.push(anim);
\x3C/script>
Timeline Pattern
\x3Cscript>
const tl = anime.timeline({
autoplay: false,
easing: "easeOutCubic",
});
tl.add({
targets: ".title",
translateY: [40, 0],
opacity: [0, 1],
duration: 650,
}).add(
{
targets: ".accent",
scaleX: [0, 1],
duration: 450,
},
250,
);
window.__hfAnime = window.__hfAnime || [];
window.__hfAnime.push(tl);
\x3C/script>
Module Builds
If you use an ES module build, the adapter does not care how the instance was created. It only needs the returned object to expose seek(), pause(), and preferably play():
\x3Cscript type="module">
import { animate } from "https://cdn.jsdelivr.net/npm/animejs/+esm";
const anim = animate(".chip", {
x: "18rem",
duration: 900,
autoplay: false,
});
window.__hfAnime = window.__hfAnime || [];
window.__hfAnime.push(anim);
\x3C/script>
Good Uses
- Small SVG and DOM flourishes where Anime.js syntax is compact.
- Imported Anime.js examples that can be made seek-driven.
- Multiple independent micro-animations pushed into the same registry.
Use GSAP for complex scene sequencing unless the user specifically asks for Anime.js. GSAP is still the primary HyperFrames authoring path.
Avoid
- Leaving
autoplayat the Anime.js default. - Depending on
anime.runningauto-discovery instead of explicitwindow.__hfAnime.push(...). - Infinite loops. Compute a finite repeat count from the composition duration.
- Building animations in timers, promises, event handlers, or after async asset loads.
Validation
After editing a composition that uses Anime.js:
npx hyperframes lint
npx hyperframes validate
Credits And References
- HyperFrames adapter source:
packages/core/src/runtime/adapters/animejs.ts. - Anime.js documentation for
autoplay,pause(), andseek(): https://animejs.com/documentation/
- 确保已安装 OpenClaw(本地或 Docker 部署)
- 在对话框中输入安装命令:
/install animejs - 安装完成后,直接呼叫该 Skill 的名称或使用
/animejs触发 - 根据 Skill 的参数说明提供必要输入,即可获得结构化输出
Animejs 是什么?
Anime.js adapter patterns for HyperFrames. Use when writing Anime.js animations or timelines inside HyperFrames compositions, registering animations on windo... 它是一个面向 Claude Code / OpenClaw 的 AI Agent Skill 插件,目前累计下载 37 次。
如何安装 Animejs?
在 OpenClaw 或 Claude Code 对话框中运行命令「/install animejs」即可一键安装,无需额外配置。
Animejs 是免费的吗?
是的,Animejs 完全免费,采用 MIT-0 许可证,可自由下载、安装和使用。
Animejs 支持哪些平台?
Animejs 跨平台运行,可在任意部署了 OpenClaw / Claude Code 的环境中使用(cross-platform)。
谁开发了 Animejs?
由 Lucas-Kay8(@lucas-kay8)开发并维护,当前版本 v1.0.0。