SuperAPI AI Directory

framefields-compose

Design & creation

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Updated 10-15 21:50

About this skill

framefields-compose

Setup

Import everything from the framefields npm package. If the project doesn't have framefields set up yet, follow the framefields skill first (install, project scaffold, first render).

Overview

framefields is a code-first, deterministic video composition SDK executing natively on WebGPU (Dawn) in Node.js. It replaces browser-based rendering (Puppeteer/Chromium) with high-performance GPU pipelines, Yoga flexbox layout, Slug vector typography, 3D camera transforms, and reactive audio/signal drivers.

Every composition is defined as a tree of layout nodes compiled into a deterministic execution program: (composition, frame) → pixels.


Architecture & Core Concepts

1. Composition Lifecycle

A Composition instance defines canvas dimensions, frame rate, background, registered fonts, global audio tracks, and the layer hierarchy:

import { Composition, Layer, FontManager } from "framefields";

// Always register fonts before assembling layers await FontManager.register({ family: "Inter", source: "assets/fonts/Inter.ttf" });

const comp = new Composition({ width: 1920, height: 1080, fps: 30, durationMs: 10000, // or computeDuration() backgroundColor: "#0E0D0C", fonts: ["assets/fonts/Inter.ttf"], });

comp.add(Layer.box({ /* ... */ })); comp.add(Layer.audio("assets/score.mp3", { volume: 1 }));


### 2. Scene Architecture (Production Pattern)
For commercials, films, and multi-shot videos, break the project into discrete, modular scene functions using scene-local frames:

- **Tokens first (`theme.ts`):** Centralize color palette, typography, easing curves, and a tempo-locked beat grid (`BEAT = Math.round(fps * 60 / BPM)`). Never use arbitrary margins or ad-hoc hex codes.
- **Scene modules (`scenes/hero.ts`):** Each scene returns a full-frame root box with `startFrame` and `durationFrames`. Children position themselves relative to scene start (`frame: 0` = scene onset).
- **Master assembly (`film.ts`):** Imports scenes, mounts them to `comp.add(scene())`, attaches the master soundtrack and composition-level grading/grain.

```typescript
// theme.ts
export const W = 1920;
export const H = 1080;
export const FPS = 30;
export const BEAT = 18; // 100 BPM at 30 fps
export const beats = (n: number) => Math.round(n * BEAT);

export const INK = "#0E0D0C";
export const PAPER = "#EEE9E0";
export const EMBER = "#FF5A1F";

export function scene(options: { id: string; from: number; to: number; children: unknown[] }) {
  return Layer.box({
    id: options.id,
    position: "absolute",
    x: 0,
    y: 0,
    width: W,
    height: H,
    startFrame: options.from,
    durationFrames: options.to - options.from,
    children: options.children as never,
  });
}

Layer Primitives (Layer.*)

All Layer.* builders return AnimatableNode<T> instances with chainable .animate(), .apply(), and effect methods.

Builder Node kind Description & Key Options
Layer.text(content, options) "text" Slug GPU vector text. Options: fontSize, fontFamily, fill, letterSpacing, lineHeight, align, direction, animators, spans. Arabic, Hebrew and Persian are shaped and laid out right to left automatically (direction: "auto"); set "rtl"/"ltr" to force it. align: "start"/"end" follow the direction.
Layer.box(options) "box" Rectangular container / card. Options: background, borderRadius, borderColor, borderWidth, overflow: "hidden", padding, children.
Layer.flex(options) "flex" Auto-layout container (Yoga). Options: dir: "row" | "column", gap, justify, align, padding, wrap, children.
Layer.video(src, options) "media" Video layer decoded via mediabunny. Options: fit: "cover" | "contain", trimStartSec, muted, volume.
Layer.image(src, options) "media" Static raster image (.png, .jpg, .webp). Options: fit: "cover" | "contain". For vector animations (.json, .lottie), use Layer.lottie.
Layer.svg(src, options) "media" Vector SVG asset. Options: fit: "contain".
Layer.lottie(src, options) "media" Lottie vector animation file (.json, .lottie). Decoded and rendered via ThorVG. Options: fit: "contain" | "cover" | "fill", width, height.
Layer.audio(src, options) "media" Audio track layer. Options: volume, startFrame, durationFrames.
Layer.shape(type, options) "shape" Parametric vector graphics ("rect", "circle", "ellipse", "polygon", "star", "arrow", "path"). Options: fill (a color or CSS gradient), d (SVG path data with arcs), strokeWidth, strokeColor, trimStart, trimEnd.
Layer.caption(src, options) "media" SRT-driven synchronized subtitle engine. Bottom-anchored auto-wrapping cues.
Layer.chart(options, props) "box" Charts built from native nodes (d3 scales and geometry). type: "line" | "area" | "bar" | "scatter" | "candlestick" | "pie" | "donut". Options: width, height, series: [{ name, data, color, type, curve, pointRadius }] or data, categories, stacked, xAxis/yAxis (min, max, ticks, grid, format: a d3-format string like "$,.0f"), legend, valueLabels, fontFamily, fontSize, colors, animate: { start, duration, stagger, ease } | false. props positions the chart box. Children get ids <id>-bar-<series>-<i>, <id>-line-<series>, <id>-slice-<i>. Keep scatter charts to a few hundred points: each point is a node.
Layer.camera(options) "camera" 3D scene camera with FOV, lens rack focus, and orbital coordinates.
Layer.light(options) "light" 3D lighting primitive (ambient, directional, point, spot). Directional and spot take castShadow: true (one per scene), shadowSoftness, shadowDarkness.
Layer.environment(preset, options) "light" The 3D scene's world: studio image-based light, exposure, tone mapping, fog, bloom. Adding one switches the scene to physically based shading. See 3D Look below.
Layer.sequence(entries, options) "box" Scenes back to back with Transitions between them; returns a box whose totalFrames is the length. See Scenes & Transitions.
Layer.model(options) "model3d" 3D mesh loader (.gltf, .glb, .obj, .fbx, .stl, .ply). Supports skinning and audio deformation compute shaders.
Layer3D.roundedBox / sphere / cylinder(options) "model3d" Procedural solid meshes, centered on x/y/z (y is down, so "top" is -y). roundedBox: width, height, depth, radius, segments, taper (top face scale, <1 for a keycap). sphere: radius. cylinder: radius or radiusTop/radiusBottom, height, openEnded. color is baked in; tint multiplies it and animates as the color prop. Surface: roughness, metallic, emissive, emissiveIntensity, castShadow. Equal shapes share one GPU buffer, so hundreds of copies are cheap.

Animation System (LayerAnimation)

Create animations using LayerAnimation.create() or fluent factory methods. Animations are composed of keyframed tracks or procedural drivers.

1. Keyframe Transitions (fromTo)

import { LayerAnimation } from "framefields";

// Fluent chain
const anim = LayerAnimation.create()
  .fadeIn(0, 20, "power2.out")
  .fromTo("y", 60, 0, { start: 0, end: 24, ease: "expo.out" })
  .fromTo("scale", 0.95, 1.0, { start: 0, end: 30, ease: "power3.out" });

// Easing bases: none, power1, power2, power3, sine, circ, expo, back, elastic, bounce, spring, cubic, hold
// Directions: in, out, inOut (e.g. "expo.out", "back.out(1.7)", "power2.inOut")

For more than two keyframes on one prop, list them with keys: each tuple is [frame, value, ease?], where the ease shapes the motion into that keyframe. Frames are rounded, so beat math (at + BEAT / 2) can go straight in:

const pop = LayerAnimation.create()
  .keys("scale", [[0, 0], [10, 1.12, "back.out(1.6)"], [16, 1, "power2.out"]])
  .keys("opacity", [[0, 0], [6, 1]]);
// Static form: LayerAnimation.keys("rotation", [[0, -8], [20, 0, "expo.out"]])

Keyframes past the layer's durationFrames never play; the render warns (animation_truncated) and renderVideo({ qa: true }) reports it.

2. Kinetic Typography (TextAnimator)

Text animators operate at the GPU glyph instancing level, cascading offsets across characters, words, or lines:

import { Layer, LayerAnimation, TextAnimator } from "framefields";

// Letter-by-letter wave rise with perspective tilt and blur
const headlineNode = Layer.text("PRECISION MOTION", {
  fontSize: 96,
  fontFamily: "Inter",
  fill: "#FFFFFF",
  animators: [
    TextAnimator.waveRise({
      y: 40,
      rotationX: 45,
      opacity: 0,
      blur: 10,
      easing: "expo.in"
    })
  ]
}).animate(
  // Sweep the selection offset across the text string
  LayerAnimation.create().kineticSweep(-1, 1, 0, 24, "power2.inOut")
);

Presets available: TextAnimator.waveRise(), TextAnimator.wordPop(), TextAnimator.blurIn(), TextAnimator.flip3D(), TextAnimator.colorSweep().

3. 3D Spatial Transforms & Camera Motion

Layers can be transformed in 3D perspective space:

const card = Layer.box({
  width: 600,
  height: 400,
  background: "#181715",
  borderRadius: 24,
  transformStyle: "preserve-3d",
  perspective: 1200,
}).animate(
  LayerAnimation.create()
    .fromTo("rotateX", 25, 0, { start: 0, end: 30, ease: "expo.out" })
    .fromTo("rotateY", -35, 0, { start: 0, end: 30, ease: "expo.out" })
    .fromTo("translateZ", -200, 0, { start: 0, end: 30, ease: "expo.out" })
);

For full 3D camera staging, use CameraAnimation:

import { CameraAnimation } from "framefields";

const camAnim = CameraAnimation.camera()
  .orbit({
    azimuth: { from: -45, to: 15 },
    elevation: { from: 10, to: 25 },
    radius: { from: 2000, to: 1400 },
    start: 0,
    end: 90,
    ease: "sine.inOut"
  })
  .rackFocus({
    fromDistance: 2000,
    toDistance: 1400,
    fromFStop: 1.8,
    toFStop: 4.0,
    start: 20,
    end: 60
  });

4. Procedural & Audio-Reactive Drivers

Properties can be bound to Perlin wiggles, harmonic springs, or audio-extracted signals:

// Organic floating drift
const floatAnim = LayerAnimation.create()
  .wiggle("x", { frequency: 1.5, amplitude: 25 })
  .wiggle("y", { frequency: 1.2, amplitude: 20 });

// Physics spring overshoot
const springAnim = LayerAnimation.create()
  .spring("scale", { damping: 14, stiffness: 190, mass: 1 });

// Audio reactivity: pass the signal object straight in…
const kick = Signal.fromArray(kickEnvelope, fps); // or Signal.builder({ type: "custom", fn })
const beatAnim = LayerAnimation.create()
  .signal("scale", kick, { multiplier: 0.12, offset: 1.0, smoothing: 2 });

// …or register it once by name and bind the name (handy when many layers share it)
comp.addSignal("drum_stem_signal", kick);
const beatAnim2 = LayerAnimation.create()
  .signal("opacity", "drum_stem_signal", { multiplier: 0.5, offset: 0.5 });

.signal() / .colorSignal() drive the prop with value × multiplier + offset every frame. A signal object is carried on its track and registered with the program automatically (under a generated inline_signal_N id, so the spec stays plain JSON); a string is looked up in comp.addSignal names. Anything else (a number, undefined) throws. Signals are sampled at the composition frame (ctx.frame), not the layer's local frame.


Color, Gradients & Text Metrics

Every color prop accepts hex, rgb(), hsl(), oklch(), oklab() and CSS names. Color keyframes blend perceptually (OKLab), so red → green passes through yellow, not mud. Color builds colors without hand-rolled math; every helper returns a hex string:

import { Color, Gradient } from "framefields";

Color.oklch(0.72, 0.16, 250);          // equal L = equal perceived brightness: balanced palettes
Color.mix("#ff5a1f", "#1f6bff", 0.5);  // perceptual mix
const wave = Color.ramp(["#3b82f6", "#8b5cf6", "#ec4899"]); wave(0.3);
Color.steps(["#0E0D0C", "#FF5A1F"], 5); // 5 swatches
Color.lighten(EMBER, 0.1); Color.alpha("#000", 0.4); Color.readableOn(bg);
Color.contrast(fg, bg);                 // WCAG ratio; ≥ 4.5 body text, ≥ 3 large

Gradients are CSS strings, usable in any background (boxes, flex, cards; rounded corners kept) and any shape fill. Linear, radial and conic, up to 8 stops, hard stops (red 0 50%, blue 0), transparent fades keep their hue:

Layer.box({ background: "linear-gradient(135deg, #ff5a1f, #ffb800 60%, #7c3aed)" });
Layer.shape("circle", { fill: Gradient.radial(["#fff", "transparent"]) });
Layer.box({ background: Gradient.conic(["red", "yellow", "lime", "aqua", "blue", "magenta", "red"]) });

Measure text with the real font instead of guessing advances (place carets, underline a word, size a pill):

const m = FontManager.measure("Hello, world", { fontFamily: "Inter", fontSize: 64 });
m.width; m.height; m.lines; m.caretX(5); m.glyphs[0].x; // px, relative to the text box

Composing Animations

.animate() layers onto what a node already has: call it several times, or pass several animations. Keyframe tracks on the same prop merge into one sorted track; a later key wins on a shared frame. Author behaviours separately and combine them:

const rainIn = LayerAnimation.keys("y", [[0, -300], [d, -300], [d + 12, 0, "back.out(1.5)"]]);
const press  = LayerAnimation.keys("y", [[40, 0], [42, 6, "power2.in"], [47, 0, "power2.out"]]);
const glow   = LayerAnimation.keys("color", [[42, GLOW], [60, REST, "sine.inOut"]]);
key.animate(rainIn).animate(press, glow);   // or LayerAnimation.merge(rainIn, press, glow)

Track Mattes (masks, wipes, reveals)

node.withMatte(matteLayer, mode) shows node only where the matte is opaque ("alpha", default), transparent ("alpha-inverted"), bright ("luma") or dark ("luma-inverted"). The matte is laid out like a sibling (same parent; absolute), keyed from the node's start, and covers the node's box when it has no x/y/width/height. It is never drawn by itself. On a 3D layer (or model) the matte works in screen space inside the 3D pass, so the layer still sorts by depth and its hidden part does not block what is behind it; a matte with its own z is projected like any 3D layer.

// Text revealed by a sliding bar
Layer.text("LAUNCH", { id: "title", position: "absolute", x: 560, y: 480, width: 800, height: 120, fontSize: 120 })
  .withMatte(
    Layer.box({ position: "absolute", x: 560, y: 480, width: 800, height: 120, background: "#fff" })
      .animate(LayerAnimation.keys("x", [[0, -240], [24, 560, "expo.out"]])),
  );

// Video inside type: the text is the matte
Layer.video("assets/surf.mp4", { position: "absolute", x: 0, y: 0, width: W, height: H, fit: "cover" })
  .withMatte(Layer.text("OCEAN", { position: "absolute", x: 0, y: 340, width: W, fontSize: 380, align: "center", fill: "#fff" }));

Scenes & Transitions

Layer.sequence places full-frame scenes end to end, overlapping each pair by its transition, and writes the scenes' startFrame / durationFrames for you (each scene keys from its own frame 0). Transitions are ordinary keyframes and mattes merged into the scenes:

import { Layer, Transition } from "framefields";

const film = Layer.sequence([
  { scene: hero(), duration: beats(8) },
  { scene: features(), duration: beats(12), transition: Transition.push("left", 18) },
  { scene: proof(), duration: beats(8), transition: Transition.wipe("right", 16) },
  { scene: outro(), duration: beats(6), transition: Transition.iris(20) },
], { width: W, height: H });
comp.add(film);                       // film.totalFrames → composition length
Transition Look
cut() hard cut
crossfade(frames) new scene fades in over the old
fadeThrough(frames) dip to the background color and back
push(dir, frames, ease) new scene pushes the old one out
slide(dir, frames) new scene slides over the old (which dims)
zoom(frames) old scene grows and fades, new one settles in
whip(dir, frames) fast motion-blurred push
wipe(dir, frames) hard edge sweeps across (matte)
iris(frames, { at }) circle opens from a point (matte)

3D Look: Environment, Materials, Shadows, Bloom

A scene without Layer.environment keeps the classic Blinn-Phong look. Add one and the whole 3D pass becomes physically based: linear-light GGX shading where roughness and metallic behave like in Blender, a procedural studio environment that lights and reflects off everything, exposure, tone mapping, and optional fog and bloom.

Fastest path to a great product shot: a lighting rig. It returns an environment plus placed key/rim(/fill) lights, the key casting a soft shadow:

import { Lighting } from "framefields";

comp.add(Lighting.studio({ target: [W / 2, H / 2, 0] }));   // also: soft, sunset, dramatic
comp.add(Lighting.dramatic({ target: [W / 2, H / 2, 0], bloom: true, fog: { color: BG, start: 2500, end: 6000 } }));
// knobs: intensity, exposure (stops), rotation (turns the rig), shadowSoftness, shadows: false

Or by hand:

comp.add([
  Layer.environment("studio", {        // presets: studio | soft | sunset | night | neutral
    exposure: 0.3,                     // stops
    toneMapping: "neutral",            // default; "agx" filmic, "aces" punchy, "none"
    rotation: 30,                      // turn the reflections
    fog: { color: BG, start: 2000, end: 5000 },   // surfaces fade into the background color
    bloom: true,                       // or { intensity: 0.3, threshold: 1.6, radius: 6 }
  }),
  Layer.directionalLight({ x: 400, y: -1200, z: -600, targetX: 960, targetY: 540, castShadow: true }),
]);

Layer3D.sphere({ radius: 90, color: "#e8e8e8", metallic: 1, roughness: 0.15 });  // chrome
Layer3D.roundedBox({ ..., color: "#ff5a1f", roughness: 0.45 });                  // satin plastic
Layer3D.cylinder({ ..., color: "#111", emissive: "#4da3ff", emissiveIntensity: 3 }); // neon tube
  • Tone mapping "neutral" (default) keeps brand colors as authored: orange stays orange. Use "agx" for a filmic roll-off.
  • Bloom only takes light well past white (emissive ≳ 3, hot speculars), so ordinary bright surfaces don't glow. Raise emissiveIntensity to make something glow.
  • Shadows: one castShadow directional or spot light per scene. Meshes cast by default (castShadow: false opts out); flat layers (planes, cards) cast only with castShadow: true. Everything receives.
  • Fog fades to fog.color exactly, so set it to the composition background for a seamless horizon.
  • Models: glTF materials bring base color, normal, metallic-roughness, occlusion and emissive maps.
  • emissive / emissiveIntensity / exposure animate like any prop (.keys("emissiveIntensity", …)).

Critical Authoring Rules & Gotchas

  1. Local Keyframe Coordinates: Keyframes are strictly relative to the node's own timeline window (0 = node appearance). Never offset keyframe frames by the parent's startFrame.
  2. Coordinate Overrides: Animating y overrides the node's layout y. If a node is placed at y: 400, animate fromTo("y", 440, 400), NOT fromTo("y", 40, 0).
  3. No String Styles for Borders: Use borderColor and borderWidth. CSS border: "1px solid red" is silently ignored.
  4. Font Registration is Mandatory: In headless WebGPU, system fonts do not exist. Every font must be registered via FontManager.register() and listed in comp.fonts. Emoji need a color emoji font too: framefields ships none, so register one with FontManager.registerEmojiFont("assets/fonts/NotoColorEmoji.ttf") (a CBDT/CBLC bitmap font such as Noto Color Emoji). Without it exports draw nothing for emoji.
  5. Integer Frames Only: Keyframe frames, start frames, and durations must be integers. Decimal frames cause schema validation errors.
  6. Relative vs. Absolute: Providing x or y without position: "relative" turns the node into an absolute-positioned layer removed from flex flow.
  7. Audio Layer Duration: Every Layer.audio() must be assigned durationFrames to prevent audio truncation in headless rendering.
  8. Premultiplied Alpha: Alpha shaders operate with premultiplied alpha. Never use "src-alpha" factor in custom blends.
  9. Lint before rendering: comp.lint() lists colors/gradients that would draw transparent, low-contrast text, off-canvas layers, shadow settings that do nothing and roughness/metallic without an environment. renderVideo({ qa: true }) includes these findings.
  10. Lottie vs. Image Layers: Use Layer.lottie("file.json" | "file.lottie", { width, height, fit }) for Lottie vector animations. Never pass .json or .lottie to Layer.image(), which only decodes raster formats and throws/warns if given a vector animation.