Frost Sequence Camera Orbit
SkillDev toolsLets your agent render a 22.5-second animation of an ice logo breaking apart and reforming into two text lines.
Then ask your AI: use the Frost Sequence Camera Orbit skill
Details
Instructions available. Your AI can read the instructions. Execution depends on the setup they require.
Account requirements not reviewed. Check the skill instructions before use; Ahel provides instructions and does not run this skill.
No other account needed.
Add it as a step in a pipeline you build on Ahel, or connect Ahel to Claude, ChatGPT, Cursor, Claude Code or Codex and ask your AI to use it.
About this skill
An orbiting camera follows an ice logo as it breaks apart, reforms into two text moments, and fades. HyperFrames block, 1920×1080, 22.5s, 216 variables.
What this skill tells your AI
The instructions your AI receives, as published by unclecheng-li/ai_animation in skills/ui2v-motions/01_动效库/itelmn/frost-sequence-camera-orbit/SKILL.md and read by Ahel’s review.
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:
<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:
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).
| id | type | default | label / range |
| --------------------------- | ------- | ------------------- | --------------------------------------------------------------------------------------------- | ------------- | -------------------------- | ------- | ------- |
| headline1 | string | "Hard to | break." | First text ( | = line break) max 60 chars |
| headline2 | string | "Easy to | remember." | Second text ( | = line break) max 60 chars |
| logoUrl | string | "assets/logo.svg" | Logo SVG asset path (upload in Assets, then paste path) max 200 chars |
| assemblyMode | enum | "hybrid" | Assembly response (physical | directed | hybrid) |
| materialBaseColor | color | "#ffffff" | Base color |
| baseRoughness | number | 0.31 | Base roughness 0–0.5 step 0.005 |
| materialTransmission | boolean | true | Transmission |
| materialBacklight | number | 0.27 | Backlight through ice 0–2 step 0.01 |
| ior | number | 1.675 | Index of refraction 1–2 step 0.005 |
| thicknessScale | number | 2.04 | Thickness scale 0.1–3 step 0.01 |
| materialAbsorption | boolean | true | Absorption / tint |
| attenuationColor | color | "#d5f4ff" | Attenuation colour (white = no absorption, clear glass) |
| attenuationDistance | number | 6.54 | Attenuation distance 0.05–12 step 0.01 |
| materialDispersion | boolean | false | Dispersion |
| dispersion | number | 0.12 | Dispersion (0 = off; on/off reloads) 0–0.3 step 0.005 |
| materialReflections | boolean | true | Reflections |
| envIntensity | number | 2.04 | Environment intensity 0–3 step 0.01 |
| specularIntensity | number | 1.44 | Specular intensity 0–2 step 0.01 |
| materialFrost | boolean | true | Frost |
| materialInteriorFrost | number | 0 | Uniform frost 0–1 step 0.01 |
| frostScale | number | 0.7 | Scale 0.2–6 step 0.05 |
| frostThreshold | number | 0.62 | Threshold (1 = no frost, clear glass) 0–1 step 0.01 |
| frostSoftness | number | 0.24 | Softness 0.01–1 step 0.01 |
| frostRoughness | number | 0.73 | Roughness 0–1 step 0.01 |
| frostDiffuse | number | 0.11 | Diffuse (how much light frosted areas catch) 0–1 step 0.01 |
| materialSurfaceBumps | boolean | false | Object surface bumps / crack notches |
| materialCrystals | boolean | true | Crystal bumps |
| crystalBump | number | 0.01 | Crystal bump 0–1 step 0.01 |
| crystalScale | number | 4 | Crystal scale 4–80 step 1 |
| materialGrain | boolean | true | Grain bumps |
| materialGrainAmount | number | 0.47 | Grain strength 0–2 step 0.01 |
| materialGrainScale | number | 150 | Grain scale 1–150 step 1 |
| materialCutNormals | boolean | true | Fracture normals |
| materialMicro | boolean | true | Micro bumps |
| microBump | number | 0.445 | Micro bump 0–1 step 0.005 |
| microScale | number | 10 | Micro scale 10–200 step 1 |
| microCoverage | number | 0.25 | Micro coverage 0–1 step 0.01 |
| bumpMaskScale | number | 1.45 | Mask scale 0.1–6 step 0.05 |
| materialRipples | boolean | true | Ripples |
| rippleBump | number | 0.22 | Ripple bump 0–1 step 0.01 |
| rippleScale | number | 23 | Ripple scale 2–30 step 0.5 |
| materialSmudges | boolean | true | Smudges |
| smudgeAmount | number | 0.78 | Amount 0–1 step 0.01 |
| smudgeCoverage | number | 0.58 | Coverage 0–1 step 0.01 |
| smudgeMaskScale | number | 1.85 | Mask scale 0.1–6 step 0.05 |
| smudgeAnisotropy | number | 16.5 | Anisotropy 1–20 step 0.5 |
| smudgeRoughness | number | 0.75 | Roughness 0–1 step 0.01 |
| smudgeWhiteness | number | 0.035 | Whiteness 0–0.5 step 0.005 |
| smudgeScale | number | 1.3 | Scale 0.5–10 step 0.1 |
| materialCracks | boolean | true | Cracks |
| crackLargeScale | number | 2.45 | Large scale 0.3–8 step 0.05 |
| crackWarp | number | 0.22 | Warp 0–1.5 step 0.01 |
| crackCoverage | number | 0.19 | Coverage 0–1 step 0.01 |
| crackRegionScale | number | 1.8 | Region scale 0.1–4 step 0.05 |
| crackRegionCoverage | number | 0.6 | Region coverage 0–1 step 0.01 |
| veinScale | number | 8 | Vein scale 1–20 step 0.25 |
| veinContrast | number | 0.55 | Vein contrast 0–1 step 0.01 |
| crackWidth | number | 0.0025 | Width 0.0005–0.02 step 0.0005 |
| crackBrightness | number | 0.65 | Brightness 0–3 step 0.01 |
| crackDarkness | number | 0.69 | Darkness 0–1 step 0.01 |
| crackRefraction | number | 0.076 | Refraction 0–0.1 step 0.001 |
| crackSurfaceStrength | number | 0.16 | Surface strength 0–1 step 0.01 |
| fineScale | number | 18.4 | Fine scale 2–20 step 0.1 |
| fineAmount | number | 0.52 | Fine amount 0–1 step 0.01 |
| fineCoverage | number | 1 | Fine coverage 0–1 step 0.01 |
| materialScatter | boolean | true | Internal scattering |
| materialInclusionScale | number | 0.05 | Inclusion scale 0.05–3 step 0.01 |
| materialInclusionAmount | number | 2 | Photographic inclusions 0–2 step 0.01 |
| interiorScatter | number | 0.09 | Interior scatter 0–1 step 0.01 |
| materialClearcoat | boolean | true | Clearcoat |
| clearcoat | number | 0 | Clearcoat 0–1 step 0.01 |
| clearcoatRoughness | number | 0 | Clearcoat roughness 0–1 step 0.005 |
| materialShardNormals | boolean | true | Shard normals |
| spriteNormal | number | 0.15 | Sprite normal strength 0–2.5 step 0.05 |
| materialShardFrost | boolean | true | Shard frost |
| materialShardTransmission | boolean | true | Shard transparency |
| spriteSeeThrough | number | 1 | See-through (0 = off; on/off reloads) 0–1 step 0.01 |
| materialShardReflections | boolean | true | Shard reflections |
| minPixelSize | number | 0.25 | Minimum pixel size 0–4 step 0.05 |
| grainSizeMultiplier | number | 1.05 | Grain size multiplier 0.2–4 step 0.05 |
| spriteSize | number | 1.9 | Sprite size 0.3–4 step 0.05 |
| spriteTilt | number | 12 | Sprite tilt 0–70 step 1 |
| spriteAlphaCut | number | 0.6 | Alpha cut 0.05–0.6 step 0.01 |
| fontWeight | enum | "600" | Type · Weight (Geist) (400 | 600 | 700) |
| letterSpacing | number | 0.01 | Type · Letter spacing -0.1–0.4 step 0.005 |
| shardAmount | number | 0.44 | Shards · Visible fraction of the broken volume (Powder amount) 0.02–1 step 0.01 |
| strayDust | number | 24 | Shards · Ambient dust motes around the object (the experiment had 40) 0–200 step 1 |
| sliceRadius | number | 0.6 | Break · First (diagonal) slice radius 0.05–1.5 step 0.01 |
| sliceStrength | number | 21.5 | Break · First slice strength 1–40 step 0.5 |
| finalEjectBoost | number | 2.5 | Break · Last break: eject speed and speed cap multiplier 1–6 step 0.1 |
| shatterRadius | number | 0.45 | Break · Follow-up slice radius (sets their spacing too) 0.1–1.5 step 0.01 |
| shatterStrength | number | 32.5 | Break · Follow-up slice strength 1–40 step 0.5 |
| cutThreshold | number | 0.3 | Tune break · Cut threshold (surface gone above this erosion) 0.3–0.98 step 0.01 |
| cutSoftness | number | 0.19 | Tune break · Cut softness 0.005–0.3 step 0.005 |
| edgeWidth | number | 0.19 | Tune break · Crumbly edge band width 0.05–0.8 step 0.01 |
| edgeInset | number | 0 | Tune break · Edge inset 0–0.3 step 0.005 |
| brushSoftness | number | 0.15 | Tune break · Brush softness (edge falloff of a slice) 0.02–1 step 0.01 |
| brushNoise | number | 0.4 | Tune break · Brush noise (ragged boundary) 0–1 step 0.01 |
| crumbleRate | number | 4.3 | Tune break · Crumble rate along cracks (high = the whole shape goes at once) 0–6 step 0.05 |
| crumbleCrackBias | number | 5.1 | Tune break · Crumble crack bias 0–6 step 0.05 |
| crumbleDuration | number | 0.35 | Tune break · Crumble duration after a stroke 0–2 step 0.01 |
| ejectSpeed | number | 0.91 | Flight · Eject speed 0–4 step 0.01 |
| ejectSpread | number | 0.48 | Flight · Eject spread along the normal 0–3 step 0.01 |
| ejectTurbulence | number | 4 | Flight · Eject turbulence 0–4 step 0.01 |
| drag | number | 0 | Flight · Drag (speed decays by this per second) 0–8 step 0.01 |
| gravity | number | 0 | Flight · Gravity (0 = shards never fall) 0–2 step 0.005 |
| turbulence | number | 4 | Flight · Turbulence strength (curl noise) 0–4 step 0.01 |
| turbulenceScale | number | 2.65 | Flight · Turbulence scale 0.2–8 step 0.05 |
| turbulenceDecay | number | 3.65 | Flight · Turbulence decay with age (low = keeps swirling) 0.05–4 step 0.01 |
| clumpCohesion | number | 0.9 | Flight · Clump cohesion (shards orbit a leader; 0 = none) 0–10 step 0.05 |
| followObject | number | 30 | Flight · Shards follow the object motion for (s; 30 = whole flight) 0–30 step 0.5 |
| settleTime | number | 2.2 | Flight · Settle time (velocity is killed after this; 12 = never) 0.3–12 step 0.05 |
| settledDrift | number | 1 | Flight · Organic drift once settled (curl noise) 0–1 step 0.005 |
| maxSpeed | number | 26.3 | Flight · Speed cap 1–40 step 0.1 |
| repelStrength | number | 30 | Flight · Push out of the solid shape while it breaks 0–30 step 0.1 |
| repelRange | number | 0.97 | Flight · Push range outside the surface 0.02–2 step 0.01 |
| repelRadial | number | 17.5 | Flight · Push away from the shape centre (clears pockets and the hole) 0–60 step 0.5 |
| repelRadialRange | number | 3.3 | Flight · Radial push range (object radii) 1–4 step 0.05 |
| tumble | number | 1.05 | Flight · Tumble rate 0–12 step 0.05 |
| returnGroupStagger | number | 1.35 | Assembly · Regional delay (seconds) 0–1.5 step 0.05 |
| returnGroupScale | number | 2.55 | Assembly · Region / noise size 0.1–3 step 0.05 |
| returnGroupSeed | number | 60765 | Return · Group timing seed 0–65535 step 1 |
| formSpread | number | 0 | Return · Wave spread (nearest shards leave first, seconds) 0–4 step 0.05 |
| waveReach | number | 10 | Return · Distance over which the wave spreads 0.2–10 step 0.1 |
| formJitter | number | 2.8 | Return · Per-shard stagger (random delay up to this) 0–3 step 0.05 |
| formFill | number | 3 | Return · Fill-in rate for voxels no shard returns to 0.05–3 step 0.05 |
| returnSpring | number | 29.9 | Return · Spring stiffness 0.5–40 step 0.1 |
| returnDamping | number | 1.34 | Return · Spring damping 0.2–2 step 0.01 |
| returnRamp | number | 0.45 | Return · Spring ramp-in (seconds until it pulls at full strength) 0–3 step 0.05 |
| returnMaxSpeed | number | 60 | Return · Speed cap on the way home 1–60 step 0.5 |
| alignToSurface | number | 1 | Return · Shards turn to lie on the surface (0 = keep tumbling) 0–1 step 0.01 |
| alignCurve | number | 3.75 | Return · Alignment curve over the flight home (1 linear, higher = later) 0.2–4 step 0.05 |
| healRate | number | 3 | Return · Neighbour heal rate 0.02–3 step 0.01 |
| cellRestore | number | 60 |
Shortened here. Read the whole file on GitHub.
Signals
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- Last commit
- Oct 2026
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frost-sequence-camera-orbit- Source
- github.com/unclecheng-li/ai_animation
github.com/unclecheng-li/ai_animation
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