Glass Shard Title

SkillDev tools

Lets your agent add an animated glass-shard title sequence to videos, with 19 adjustable settings.

Then ask your AI: use the Glass Shard Title skill

Details

Instructions available. Your AI can read the instructions. Execution depends on the setup they require.

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

Glass shards fly in through fog and tile themselves into the headline. HyperFrames block, 1920×1080, 12.16s, 19 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/glass-shard-title/SKILL.md and read by Ahel’s review.

Voronoi-cut glass panes fly in from depth, rotating, and land as a tiled silhouette of the headline, then fly out past the camera. Each shard is a Sutherland–Hodgman clip of a jittered blob against its Voronoi cell, so the pieces always cover the type. Glass and matcap surfaces get per-fragment fog; the z-flight is decoupled from the ease so shards visibly traverse it. Tile count 1 gives a single pane.

Composition id: glass-shard-title. Duration 12.16 s at 30 fps, 1920×1080.

Files

  • glass-shard-title.html (16 KB)
  • assets/ferndale_studio_01_1k.hdr (1.6 MB)
  • assets/fonts/Geist-Bold.ttf (65 KB)
  • assets/fonts/Geist-Regular.ttf (65 KB)
  • assets/fonts/Geist-SemiBold.ttf (65 KB)
  • assets/fonts/Geist-OFL.txt (4 KB)
  • assets/fonts/cormorant-garamond.woff2 (37 KB)
  • assets/fonts/CormorantGaramond-OFL.txt (4 KB)
  • assets/glass-main.js (549 KB)
  • assets/Three-LICENSE.txt (1 KB)
  • assets/matcap-1.png (fetched from the CDN at install)

Install

Install with npx hyperframes add glass-shard-title; by default the files above land under compositions/glass-shard-title/. Then mount the block from the host index.html:

<div
  data-composition-id="glass-shard-title"
  data-composition-src="compositions/glass-shard-title/glass-shard-title.html"
  data-start="0"
  data-duration="12.16"
  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/glass-shard-title/glass-shard-title.html' --variables '{"headline":"Designed in glass","tileCount":8}'

Variables

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

idtypedefaultlabel / range
headlinestring"Designed in glass"Headline max 40 chars
tileCountnumber8Tiles 1–400 step 1
roundnessnumber0.4Roundness (0-1) 0–1 step 0.01
bevelnumber0.35Bevel (0-1) 0–1 step 0.01
meshSmoothnumber0.6Surface smoothness (0-1) 0–1 step 0.01
flyInTimenumber2.3Fly-in time (s) 0.2–6 step 0.05
flyOutTimenumber2.4Fly-out time (s) 0.2–6 step 0.05
staggernumber0.27Stagger (0-1) 0–1 step 0.01
flyInRotationnumber5Fly-in rotation (0-60) 0–60 step 0.1
flyOutRotationnumber6Fly-out rotation (0-6) 0–6 step 0.1
chaosnumber0.25Outline chaos (0-1) 0–1 step 0.01
paddingnumber1Edge padding (0-1) 0–1 step 0.01
sizeVariancenumber0.35Size variance (0-1) 0–1 step 0.01
gapnumber0.03Tile gap 0–0.3 step 0.002
easePownumber10Fly-in position ease (1-10) 1–10 step 0.1
sideDistnumber3Side fly distance 0–60 step 0.5
zDistnumber-42Z fly-from (negative) -400–0 step 2
zOutnumber14Z fly-out to (+ = past camera) -400–60 step 2
fognumber36Fog distance (0 = off) 0–400 step 2

Runtime contract

  • One paused GSAP timeline registered as window.__timelines["glass-shard-title"].
  • 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: three.js 0.181.2 (bundled), GSAP 3.14.2, Canvas 2D, GLSL shaders, HDR environment, Matcap, Seeded PRNG, d3-delaunay, Shadow maps. Budget roughly 350 MB per live instance; run one at a time.
  • External runtime dependencies: https://cdn.jsdelivr.net/npm/gsap@3.14.2/dist/gsap.min.js, https://cdn.jsdelivr.net/npm/d3-delaunay@6.0.4/dist/d3-delaunay.min.js.
  • Local fonts: assets/fonts/Geist-Regular.ttf, assets/fonts/Geist-SemiBold.ttf, assets/fonts/Geist-Bold.ttf.
  • Bundled code is inlined into the composition (assets/glass-main.js); rebuild with esbuild and re-inline after editing the .mjs source.

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.

Signals

GitHub stars
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Forks
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Last commit
Oct 2026
Advanced
Item type
skill
Key
glass-shard-title
Source
github.com/unclecheng-li/ai_animation