From hyperframes
Integrates Three.js scenes with HyperFrames time model for deterministic WebGL renders driven by hf-seek events. Supports AnimationMixer, camera motion, and shader visuals.
How this skill is triggered — by the user, by Claude, or both
Slash command
/hyperframes:threeThe summary Claude sees in its skill listing — used to decide when to auto-load this skill
HyperFrames supports Three.js through its `three` runtime adapter. The adapter does not own your scene. It publishes HyperFrames time and dispatches a seek event so your composition can render the exact frame.
HyperFrames supports Three.js through its three runtime adapter. The adapter does not own your scene. It publishes HyperFrames time and dispatches a seek event so your composition can render the exact frame.
hf-seek event and render exactly that time.requestAnimationFrame or renderer.setAnimationLoop as the source of truth for render-critical motion.The adapter sets window.__hfThreeTime and dispatches new CustomEvent("hf-seek", { detail: { time } }) on each seek.
<canvas id="three-layer"></canvas>
<script type="module">
import * as THREE from "https://cdn.jsdelivr.net/npm/[email protected]/+esm";
const canvas = document.getElementById("three-layer");
const renderer = new THREE.WebGLRenderer({ canvas, alpha: true, antialias: true });
// Match these to your composition's frame size.
renderer.setSize(1920, 1080, false);
renderer.setPixelRatio(1);
const scene = new THREE.Scene();
const camera = new THREE.PerspectiveCamera(35, 1920 / 1080, 0.1, 100);
camera.position.set(0, 0, 6);
const mesh = new THREE.Mesh(
new THREE.IcosahedronGeometry(1.4, 4),
new THREE.MeshStandardMaterial({ color: 0x64d2ff, roughness: 0.38 }),
);
scene.add(mesh);
scene.add(new THREE.HemisphereLight(0xffffff, 0x223344, 2));
function renderAt(time) {
mesh.rotation.y = time * 0.7;
mesh.rotation.x = Math.sin(time * 0.6) * 0.16;
renderer.render(scene, camera);
}
window.addEventListener("hf-seek", (event) => {
renderAt(event.detail.time);
});
renderAt(window.__hfThreeTime || 0);
</script>
#three-layer {
width: 100%;
height: 100%;
display: block;
}
For GLTF or authored clip animation, seek the mixer directly:
function renderAt(time) {
mixer.setTime(time);
renderer.render(scene, camera);
}
If several mixers exist, seek all of them from the same time.
time.Date.now(), performance.now(), or clock deltas to update scene state.After editing a Three.js composition:
npx hyperframes lint
npx hyperframes validate
packages/core/src/runtime/adapters/three.ts.WebGLRenderer docs: https://threejs.org/docs/pages/WebGLRenderer.htmlAnimationMixer.setTime() docs: https://threejs.org/docs/pages/AnimationMixer.htmlnpx claudepluginhub ffaassdfs/hyperframes7plugins reuse this skill
First indexed Jun 3, 2026
Showing the 6 earliest of 7 plugins
Integrates Three.js scenes with HyperFrames time model for deterministic WebGL renders driven by hf-seek events. Supports AnimationMixer, camera motion, and shader visuals.
Creates 3D scenes, interactive experiences, and visual effects using Three.js. Guides scene setup, geometry, lighting, and animation loops.
Builds interactive 3D web scenes with Three.js using WebGL/WebGPU. Guides on scenes, cameras, renderers, geometries, materials, meshes, lights, animations, and OrbitControls.