Every SKILL.md already declared the new name — name: frames, frames-cli, frames-core, and so on — but the directories were never moved, so the tree carried frames-* in content and hyperframes-* on disk. Everything that resolves a skill by path missed: the core-skill list, the plugin marketplace pin, and the docs the CLI reads at runtime. Eight tests failed on main because the files they open do not exist. The directories now match what the files say they are, and the guide the claude-design contract reads takes the name that contract already used.
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name, description
| name | description |
|---|---|
| frames-three | Three.js and WebGL adapter patterns for Frames. Use when creating deterministic Three.js scenes, WebGL canvas layers, AnimationMixer timelines, camera motion, shader-driven visuals, or canvas renders that respond to Frames hf-seek events. |
Three.js for Frames
Frames supports Three.js through its three runtime adapter. The adapter does not own your scene. It publishes Frames time and dispatches a seek event so your composition can render the exact frame.
Contract
- Create the scene, camera, renderer, materials, and assets synchronously when possible.
- Render from Frames time, not wall-clock time.
- Listen for the
hf-seekevent and render exactly that time. - Load models, textures, and HDRIs before render-critical seeking. Do not fetch them at seek time.
- Avoid
requestAnimationFrameorrenderer.setAnimationLoopas the source of truth for render-critical motion. - Always set
data-duration="<seconds>"on the root[data-composition-id]element. Unlike CSS/WAAPI/Lottie, thethreeadapter has no duration auto-inference — it only forwards time viahf-seek/__hfThreeTime, it doesn't inspect your scene for anAnimationClip/AnimationMixerlength. Withoutdata-duration(and no GSAP timeline), the render engine has no way to know how long to capture and fails with "Composition has zero duration".npx @hanzo/frames linterrors on this (root_composition_missing_duration_source).
The adapter sets window.__hfThreeTime and dispatches new CustomEvent("hf-seek", { detail: { time } }) on each seek.
Basic Pattern
<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;
}
Loading Addons (GLTFLoader, OrbitControls, etc.)
For anything under three/addons/, use an importmap so bare specifiers resolve. The Frames lint recognizes both this form and the inline +esm import above — pick whichever your composition needs.
<script type="importmap">
{
"imports": {
"three": "https://cdn.jsdelivr.net/npm/[email protected]/build/three.module.js",
"three/addons/": "https://cdn.jsdelivr.net/npm/[email protected]/examples/jsm/"
}
}
</script>
<script type="module">
import * as THREE from "three";
import { GLTFLoader } from "three/addons/loaders/GLTFLoader.js";
import { OrbitControls } from "three/addons/controls/OrbitControls.js";
// ...
</script>
Pin the three version in both entries to the same value. Mixing versions across the map and bare imports causes silent breakage.
AnimationMixer Pattern
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.
Good Uses
- Deterministic 3D objects, product spins, particles with seeded data, and shader plates.
- Camera moves derived from
time. - GLTF animation clips when assets are local and loaded before validation completes.
Avoid
- Using
Date.now(),performance.now(), or clock deltas to update scene state. - Leaving render-critical work inside a free-running animation loop.
- Loading remote models or textures at render time.
- Device-pixel-ratio dependent output. Pin renderer size and pixel ratio for video renders.
- Post-processing passes that depend on previous frame history unless you can reconstruct state from time.
Validation
After editing a Three.js composition:
npx @hanzo/frames lint
npx @hanzo/frames check
Credits And References
- Frames adapter source:
packages/core/src/runtime/adapters/three.ts. - Why
data-durationis required here specifically (no auto-inference for this adapter):packages/core/src/runtime/init.ts(resolveAdapterDurationFloorSeconds) and the CSS/WAAPI/Lottie adapters'getInferredDurationSeconds, which thethreeadapter deliberately does not implement. - Three.js
WebGLRendererdocs: https://threejs.org/docs/pages/WebGLRenderer.html - Three.js
AnimationMixer.setTime()docs: https://threejs.org/docs/pages/AnimationMixer.html