heygen-com/hyperframes

frost-sequence-camera-orbit

An orbiting camera follows an ice logo as it breaks apart, reforms into two text moments, and fades.

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Frost Sequence Camera Orbit

A complete 22.5-second ice sequence: logo, first text, second text, breakup, and fade. The camera orbits the fixed objects with slower front-facing passes for reading. The same particle field carries each transition. Customize the two text moments and SVG logo; the source includes editable camera and assembly timing.

Composition id: frost-sequence-rig. Duration 22.5 s at 30 fps, 1920×1080.

Files

  • frost-sequence-camera-orbit.html (131 KB)
  • assets/example-logo.svg (1 KB)
  • assets/fonts/Geist-Bold.ttf (65 KB)
  • assets/fonts/Geist-OFL.txt (4 KB)
  • assets/fonts/Geist-Regular.ttf (65 KB)
  • assets/fonts/Geist-SemiBold.ttf (65 KB)
  • assets/frost.js (1.5 MB)
  • assets/Three-LICENSE.txt (1 KB)
  • assets/ThreeMeshBVH-LICENSE.txt (1 KB)
  • assets/OpentypeJS-LICENSE.txt (1 KB)
  • assets/Clipper-LICENSE.txt (3 KB)
  • assets/gsap-3.14.2.min.js (128 KB)
  • assets/GSAP-NOTICE.txt (1 KB)
  • assets/logo.svg (1 KB)
  • assets/shards-atlas.png (fetched from the CDN at install)
  • assets/test-mark.svg (1 KB)
  • assets/textures/bluenoise64.png (12 KB)
  • assets/textures/ice-inclusions-generated.png (fetched from the CDN at install)

Install

Install with npx hyperframes add frost-sequence-camera-orbit; by default the files above land under compositions/frost-sequence-camera-orbit/. Then mount the block from the host index.html:

html
<div
  data-composition-id="frost-sequence-rig"
  data-composition-src="compositions/frost-sequence-camera-orbit/frost-sequence-camera-orbit.html"
  data-start="0"
  data-duration="22.5"
  data-track-index="1"
  data-width="1920"
  data-height="1080"
></div>

Render with custom values by targeting the composition file directly:

sh
npx --yes hyperframes@0.8.12 render 'compositions/frost-sequence-camera-orbit/frost-sequence-camera-orbit.html' --variables '{"headline1":"Hard to|break.","headline2":"Easy to|remember."}'

Variables

Read at runtime via window.__hyperframes.getVariables(); declared on the composition root as data-composition-variables (single-quoted attribute, plain JSON).

idtypedefaultlabel / range
headline1string`"Hard tobreak."`First text (= line break) max 60 chars
headline2string`"Easy toremember."`Second text (= line break) max 60 chars
logoUrlstring"assets/logo.svg"Logo SVG asset path (upload in Assets, then paste path) max 200 chars
assemblyModeenum"hybrid"Assembly response (physicaldirectedhybrid)
materialBaseColorcolor"#ffffff"Base color
baseRoughnessnumber0.31Base roughness 0–0.5 step 0.005
materialTransmissionbooleantrueTransmission
materialBacklightnumber0.27Backlight through ice 0–2 step 0.01
iornumber1.675Index of refraction 1–2 step 0.005
thicknessScalenumber2.04Thickness scale 0.1–3 step 0.01
materialAbsorptionbooleantrueAbsorption / tint
attenuationColorcolor"#d5f4ff"Attenuation colour (white = no absorption, clear glass)
attenuationDistancenumber6.54Attenuation distance 0.05–12 step 0.01
materialDispersionbooleanfalseDispersion
dispersionnumber0.12Dispersion (0 = off; on/off reloads) 0–0.3 step 0.005
materialReflectionsbooleantrueReflections
envIntensitynumber2.04Environment intensity 0–3 step 0.01
specularIntensitynumber1.44Specular intensity 0–2 step 0.01
materialFrostbooleantrueFrost
materialInteriorFrostnumber0Uniform frost 0–1 step 0.01
frostScalenumber0.7Scale 0.2–6 step 0.05
frostThresholdnumber0.62Threshold (1 = no frost, clear glass) 0–1 step 0.01
frostSoftnessnumber0.24Softness 0.01–1 step 0.01
frostRoughnessnumber0.73Roughness 0–1 step 0.01
frostDiffusenumber0.11Diffuse (how much light frosted areas catch) 0–1 step 0.01
materialSurfaceBumpsbooleanfalseObject surface bumps / crack notches
materialCrystalsbooleantrueCrystal bumps
crystalBumpnumber0.01Crystal bump 0–1 step 0.01
crystalScalenumber4Crystal scale 4–80 step 1
materialGrainbooleantrueGrain bumps
materialGrainAmountnumber0.47Grain strength 0–2 step 0.01
materialGrainScalenumber150Grain scale 1–150 step 1
materialCutNormalsbooleantrueFracture normals
materialMicrobooleantrueMicro bumps
microBumpnumber0.445Micro bump 0–1 step 0.005
microScalenumber10Micro scale 10–200 step 1
microCoveragenumber0.25Micro coverage 0–1 step 0.01
bumpMaskScalenumber1.45Mask scale 0.1–6 step 0.05
materialRipplesbooleantrueRipples
rippleBumpnumber0.22Ripple bump 0–1 step 0.01
rippleScalenumber23Ripple scale 2–30 step 0.5
materialSmudgesbooleantrueSmudges
smudgeAmountnumber0.78Amount 0–1 step 0.01
smudgeCoveragenumber0.58Coverage 0–1 step 0.01
smudgeMaskScalenumber1.85Mask scale 0.1–6 step 0.05
smudgeAnisotropynumber16.5Anisotropy 1–20 step 0.5
smudgeRoughnessnumber0.75Roughness 0–1 step 0.01
smudgeWhitenessnumber0.035Whiteness 0–0.5 step 0.005
smudgeScalenumber1.3Scale 0.5–10 step 0.1
materialCracksbooleantrueCracks
crackLargeScalenumber2.45Large scale 0.3–8 step 0.05
crackWarpnumber0.22Warp 0–1.5 step 0.01
crackCoveragenumber0.19Coverage 0–1 step 0.01
crackRegionScalenumber1.8Region scale 0.1–4 step 0.05
crackRegionCoveragenumber0.6Region coverage 0–1 step 0.01
veinScalenumber8Vein scale 1–20 step 0.25
veinContrastnumber0.55Vein contrast 0–1 step 0.01
crackWidthnumber0.0025Width 0.0005–0.02 step 0.0005
crackBrightnessnumber0.65Brightness 0–3 step 0.01
crackDarknessnumber0.69Darkness 0–1 step 0.01
crackRefractionnumber0.076Refraction 0–0.1 step 0.001
crackSurfaceStrengthnumber0.16Surface strength 0–1 step 0.01
fineScalenumber18.4Fine scale 2–20 step 0.1
fineAmountnumber0.52Fine amount 0–1 step 0.01
fineCoveragenumber1Fine coverage 0–1 step 0.01
materialScatterbooleantrueInternal scattering
materialInclusionScalenumber0.05Inclusion scale 0.05–3 step 0.01
materialInclusionAmountnumber2Photographic inclusions 0–2 step 0.01
interiorScatternumber0.09Interior scatter 0–1 step 0.01
materialClearcoatbooleantrueClearcoat
clearcoatnumber0Clearcoat 0–1 step 0.01
clearcoatRoughnessnumber0Clearcoat roughness 0–1 step 0.005
materialShardNormalsbooleantrueShard normals
spriteNormalnumber0.15Sprite normal strength 0–2.5 step 0.05
materialShardFrostbooleantrueShard frost
materialShardTransmissionbooleantrueShard transparency
spriteSeeThroughnumber1See-through (0 = off; on/off reloads) 0–1 step 0.01
materialShardReflectionsbooleantrueShard reflections
minPixelSizenumber0.25Minimum pixel size 0–4 step 0.05
grainSizeMultipliernumber1.05Grain size multiplier 0.2–4 step 0.05
spriteSizenumber1.9Sprite size 0.3–4 step 0.05
spriteTiltnumber12Sprite tilt 0–70 step 1
spriteAlphaCutnumber0.6Alpha cut 0.05–0.6 step 0.01
fontWeightenum"600"Type · Weight (Geist) (400600700)
letterSpacingnumber0.01Type · Letter spacing -0.1–0.4 step 0.005
shardAmountnumber0.44Shards · Visible fraction of the broken volume (Powder amount) 0.02–1 step 0.01
strayDustnumber24Shards · Ambient dust motes around the object (the experiment had 40) 0–200 step 1
sliceRadiusnumber0.6Break · First (diagonal) slice radius 0.05–1.5 step 0.01
sliceStrengthnumber21.5Break · First slice strength 1–40 step 0.5
finalEjectBoostnumber2.5Break · Last break: eject speed and speed cap multiplier 1–6 step 0.1
shatterRadiusnumber0.45Break · Follow-up slice radius (sets their spacing too) 0.1–1.5 step 0.01
shatterStrengthnumber32.5Break · Follow-up slice strength 1–40 step 0.5
cutThresholdnumber0.3Tune break · Cut threshold (surface gone above this erosion) 0.3–0.98 step 0.01
cutSoftnessnumber0.19Tune break · Cut softness 0.005–0.3 step 0.005
edgeWidthnumber0.19Tune break · Crumbly edge band width 0.05–0.8 step 0.01
edgeInsetnumber0Tune break · Edge inset 0–0.3 step 0.005
brushSoftnessnumber0.15Tune break · Brush softness (edge falloff of a slice) 0.02–1 step 0.01
brushNoisenumber0.4Tune break · Brush noise (ragged boundary) 0–1 step 0.01
crumbleRatenumber4.3Tune break · Crumble rate along cracks (high = the whole shape goes at once) 0–6 step 0.05
crumbleCrackBiasnumber5.1Tune break · Crumble crack bias 0–6 step 0.05
crumbleDurationnumber0.35Tune break · Crumble duration after a stroke 0–2 step 0.01
ejectSpeednumber0.91Flight · Eject speed 0–4 step 0.01
ejectSpreadnumber0.48Flight · Eject spread along the normal 0–3 step 0.01
ejectTurbulencenumber4Flight · Eject turbulence 0–4 step 0.01
dragnumber0Flight · Drag (speed decays by this per second) 0–8 step 0.01
gravitynumber0Flight · Gravity (0 = shards never fall) 0–2 step 0.005
turbulencenumber4Flight · Turbulence strength (curl noise) 0–4 step 0.01
turbulenceScalenumber2.65Flight · Turbulence scale 0.2–8 step 0.05
turbulenceDecaynumber3.65Flight · Turbulence decay with age (low = keeps swirling) 0.05–4 step 0.01
clumpCohesionnumber0.9Flight · Clump cohesion (shards orbit a leader; 0 = none) 0–10 step 0.05
followObjectnumber30Flight · Shards follow the object motion for (s; 30 = whole flight) 0–30 step 0.5
settleTimenumber2.2Flight · Settle time (velocity is killed after this; 12 = never) 0.3–12 step 0.05
settledDriftnumber1Flight · Organic drift once settled (curl noise) 0–1 step 0.005
maxSpeednumber26.3Flight · Speed cap 1–40 step 0.1
repelStrengthnumber30Flight · Push out of the solid shape while it breaks 0–30 step 0.1
repelRangenumber0.97Flight · Push range outside the surface 0.02–2 step 0.01
repelRadialnumber17.5Flight · Push away from the shape centre (clears pockets and the hole) 0–60 step 0.5
repelRadialRangenumber3.3Flight · Radial push range (object radii) 1–4 step 0.05
tumblenumber1.05Flight · Tumble rate 0–12 step 0.05
returnGroupStaggernumber1.35Assembly · Regional delay (seconds) 0–1.5 step 0.05
returnGroupScalenumber2.55Assembly · Region / noise size 0.1–3 step 0.05
returnGroupSeednumber60765Return · Group timing seed 0–65535 step 1
formSpreadnumber0Return · Wave spread (nearest shards leave first, seconds) 0–4 step 0.05
waveReachnumber10Return · Distance over which the wave spreads 0.2–10 step 0.1
formJitternumber2.8Return · Per-shard stagger (random delay up to this) 0–3 step 0.05
formFillnumber3Return · Fill-in rate for voxels no shard returns to 0.05–3 step 0.05
returnSpringnumber29.9Return · Spring stiffness 0.5–40 step 0.1
returnDampingnumber1.34Return · Spring damping 0.2–2 step 0.01
returnRampnumber0.45Return · Spring ramp-in (seconds until it pulls at full strength) 0–3 step 0.05
returnMaxSpeednumber60Return · Speed cap on the way home 1–60 step 0.5
alignToSurfacenumber1Return · Shards turn to lie on the surface (0 = keep tumbling) 0–1 step 0.01
alignCurvenumber3.75Return · Alignment curve over the flight home (1 linear, higher = later) 0.2–4 step 0.05
healRatenumber3Return · Neighbour heal rate 0.02–3 step 0.01
cellRestorenumber60Return · Cell restore rate 0–60 step 0.5
landedFadenumber1.65Return · Landed shard fade 0–2 step 0.01
refrostTimenumber10.6Return · Refrost time 0.2–12 step 0.1
keyColorcolor"#f0f7ff"Light · Key colour
keyIntensitynumber5.05Light · Key intensity 0–12 step 0.05
keyElevationnumber42Light · Key elevation 10–89 step 0.5
keyAzimuthnumber-38Light · Key azimuth -90–90 step 0.5
keySizenumber1.25Light · Key size (softbox) 0.2–3 step 0.01
fillnumber0.18Light · Fill intensity (hemisphere, diffuse only: barely shows on clear ice) 0–1.5 step 0.005
fillColorcolor"#cadde9"Light · Fill sky colour
fillGroundColorcolor"#172635"Light · Fill ground colour
rimnumber2.5Light · Rim spot intensity 0–5 step 0.01
rimColorcolor"#d9f1ff"Light · Rim colour
rimElevationnumber20Light · Rim elevation (0 = straight behind) 0–89 step 0.5
swayAmplitudenumber0Light · Key sway amplitude 0–0.15 step 0.001
swayPeriodnumber35Light · Key sway period 2–40 step 0.5
envSoftboxnumber1.1Light · Environment softbox (the main light on glass) 0–3 step 0.01
envRimnumber1.4Light · Environment rim strip 0–3 step 0.01
envFillnumber0.22Light · Environment front fill 0–1 step 0.005
backdropTopcolor"#050505"Backdrop · Top colour
backdropMidcolor"#050505"Backdrop · Mid colour
backdropBottomcolor"#050505"Backdrop · Bottom colour
backdropCenterXnumber0.73Backdrop · Bloom centre X 0–1 step 0.005
backdropCenterYnumber0.22Backdrop · Bloom centre Y 0–2 step 0.005
backdropRadiusnumber0.8Backdrop · Bloom radius 0.1–2 step 0.005
backdropFalloffnumber0.85Backdrop · Bloom falloff 0.5–6 step 0.01
backdropNoisenumber0Backdrop · Dither noise 0–3 step 0.05
bloomThresholdnumber3Post · Bloom threshold 0–3 step 0.01
bloomIntensitynumber0.04Post · Bloom intensity 0–1.5 step 0.005
bloomRadiusnumber1Post · Bloom radius 0–1 step 0.005
monochromenumber0.04Post · Monochrome 0–1 step 0.01
tonemapenum"aces"Post · Tonemap (agxacesneutrallinear)
exposurenumber1Post · Exposure 0.1–4 step 0.01
contrastnumber1.03Post · Contrast 0.6–1.6 step 0.005
blackLiftnumber0Post · Black lift 0–0.1 step 0.001
vignetteStrengthnumber0.14Post · Vignette strength 0–1 step 0.005
vignetteSoftnessnumber1.2Post · Vignette softness 0.1–1.5 step 0.005
vignetteRadiusnumber1.2Post · Vignette radius 0.2–1.6 step 0.005
grainStrengthnumber0Post · Film grain 0–0.15 step 0.001
qualityenum"full"Performance · Quality profile (fulllite)
upscalerenum"fsr1"Performance · Upscaler (fsr1taaubilinearnative)
renderScalenumber1Performance · Scene resolution scale (upscaled to 1080p) 0.35–1 step 0.05
shapeResolutionenum"256"Shape voxel resolution (128256384)
erosionResolutionenum"96"Performance · Erosion field resolution (voxels per axis) (6496128192)
particleCountenum"100k"Performance · Powder particles (100k250k500k1M)
logoMeshDetailnumber2Shape · Logo mesh detail (1-4; higher = finer surface) 1–4 step 1
deformStrengthnumber0Geometry · Ice deformation strength (0 = original) 0–0.08 step 0.001
deformScalenumber0.41Geometry · Noise feature size (larger = broader) 0.001–0.5 step 0.001
deformSeednumber7Geometry · Deformation seed 0–65535 step 1
rimAzimuthnumber-146Light · Rim azimuth -180–180 step 1
rimAnglenumber26Light · Rim beam angle 10–89 step 1
rimSizenumber0.45Light · Rim reflection size 0.1–3 step 0.05
fillReflectionStrengthnumber0.3Light · Fill reflection strength 0–2 step 0.01
accentCoolIntensitynumber3.71Studio Cool accent · intensity 0–4 step 0.01
accentCoolReflectionnumber2.31Studio Cool accent · reflection 0–3 step 0.01
accentCoolElevationnumber63Studio Cool accent · elevation -85–85 step 1
accentCoolAzimuthnumber22Studio Cool accent · azimuth -180–180 step 1
accentCoolSizenumber2.65Studio Cool accent · size 0.1–3 step 0.05
accentCoolColorcolor"#ff5900"Studio Cool accent · color
accentWarmIntensitynumber2.99Studio Warm accent · intensity 0–4 step 0.01
accentWarmReflectionnumber0.34Studio Warm accent · reflection 0–3 step 0.01
accentWarmElevationnumber30Studio Warm accent · elevation -85–85 step 1
accentWarmAzimuthnumber-30Studio Warm accent · azimuth -180–180 step 1
accentWarmSizenumber1.2Studio Warm accent · size 0.1–3 step 0.05
accentWarmColorcolor"#75aaff"Studio Warm accent · color
returnNoiseAmountenum"2"Assembly · Regional pattern (210)
assemblyFrontDurationnumber3.2Assembly · Growth duration (seconds) 0–6 step 0.05
assemblyOriginXnumber-0.65Assembly · Growth start X -1–1 step 0.01
assemblyOriginYnumber0.55Assembly · Growth start Y -1–1 step 0.01
assemblyAnglenumber-35Assembly · Seam direction (degrees) -180–180 step 1
assemblySpreadnumber0.65Assembly · Outward spread vs seam travel 0–1 step 0.01
assemblyFrontNoisenumber0.35Assembly · Growth edge irregularity 0–1 step 0.01
assemblySpeedVariationnumber0.65Assembly · Return speed variation 0–1 step 0.01
assemblyBendnumber1.2Assembly · Approach path bend 0–3 step 0.05
assemblySwirlnumber1.1Assembly · Approach twist 0–3 step 0.05
assemblyLandingVariationnumber0.8Assembly · Landing transition variation 0–1 step 0.01
rendererProfileenum"studio"Renderer experiment (reload required) (originallookupmeshstudiomatcap)
textWidthnumber6.5Type · Headline block width (the mark is 2.6 wide) 1.2–9 step 0.05
textLineHeightnumber0.95Type · Line height 0.7–1.4 step 0.01
textDepthnumber0.16Type · Extrusion depth (fraction of the font size) 0.05–0.8 step 0.01
textBevelnumber0.04Type · Bevel (fraction of the font size) 0–0.12 step 0.005
textCornernumber0.008Type · Corner rounding (fraction of the font size) 0–0.06 step 0.002
textMeshDetailnumber4Type · Text mesh detail (1-4; higher = smoother deformation) 1–4 step 1

Runtime contract

  • One paused GSAP timeline registered as window.__timelines["frost-sequence-rig"].
  • 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: WebGPU, GSAP, Matcap.
  • External runtime dependencies: none (served locally).

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.
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