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…/hyperframes/oversized-cursor
home/skills/heygen-com/hyperframes/oversized-cursor
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oversized-cursor

byheygen-com· 46 skills

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Category

Generative Media

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TL;DR

House-style oversized macOS cursor technique for HyperFrames launch videos. Load whenever a scene involves cursors or a pointer-led action, when kicking off a UI scene, when igniting a morph/transition/typing run with a click, or when a scene reads as static, dead, or stale and needs a cheap high-yield source of motion to carry the viewer's eye and segment them out of the stale state. Covers cursor size/look (incl. brand-motif cursors), the off-screen entry law, tip-targeting and the click tap, click-ignites-the-next-beat, and exit / cross-scene handoff.

How to install oversized-cursor?

heygen-com/hyperframes/oversized-cursor
$npx -y skills add heygen-com/hyperframes --skill oversized-cursor

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Run `npx skills use "https://github.com/heygen-com/hyperframes" --skill "heygen-com/hyperframes/oversized-cursor"` and follow the generated skill instructions now. Read its complete output, redirecting it to a temporary file first if necessary. Resolve relative paths from the supporting-files directory it provides.

Use the whole pack

Use the skills in "https://github.com/heygen-com/hyperframes" that are relevant to the current task. Run `npx skills add "https://github.com/heygen-com/hyperframes"` and select the relevant skills, then follow their instructions.

Files · 1

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SKILL.md
1# Oversized Cursor — the eye-carrier
2 
3A deliberately oversized macOS-style pointer that travels the frame as a _visible
4protagonist_: it enters from off-screen, walks the viewer's eye to the next point of
5interest, clicks to cause the next thing that happens, and leaves. Production-proven
6across multiple launch films.
7 
8**Why it exists.** Big cursor movement is one of the cheapest high-yield motion sources
9in a launch video: one element, transform-only tweens, and it (1) brings the eye across
10the screen on scenes that would otherwise read as dead, (2) gives causal ignition to
11morphs/transitions ("the click did that"), and (3) segments the eye out of a stale
12state when kicking off a new scene or a complex animation sequence. Bigger is better —
13an actual-size cursor disappears at video scale.
14 
15## Size & look (house convention)
16 
17- **Full-frame scenes: `7cqw`** (≈134px at 1920). In-mock / small-frame variants:
18 `4.6–5.5cqw`. Never smaller.
19- One SVG arrow geometry everywhere. Two proven fills — white body + black stroke, or
20 black body (`#1c1c1c`) + white stroke (1.4px). Pick per scene contrast, keep it
21 constant per film.
22- **Brand-motif cursors (the power play).** The macOS arrow is the DEFAULT, not a
23 mandate. When the subject brand has a recognizable cursor identity — a collaborative
24 design tool's colored multiplayer arrow with a name tag (Figma-style), a creative
25 suite's precision crosshair, a distinctive product pointer — use THAT cursor instead:
26 instantly legible brand language for anyone who knows the product. Same laws apply
27 unchanged (oversized scale, physical entry/exit, tip-targeting, click-ignition), and
28 a name-tag variant travels as one rigid unit (tag trailing the arrow). Reach for it
29 only when the motif is genuinely referenceable; a cursor nobody recognizes is just a
30 weird arrow — default back to macOS.
31- `filter: drop-shadow(0 4px 6px rgba(0,0,0,.3))`, `pointer-events: none`,
32 `z-index` above all scene content, `will-change: transform`.
33 
34```css
35#root .cursor {
36 position: absolute;
37 left: 48%;
38 top: 115%; /* off-screen below — the resting pose IS off-screen */
39 width: 7cqw;
40 height: 7cqw;
41 z-index: 20;
42 filter: drop-shadow(0 4px 6px rgba(0, 0, 0, 0.3));
43 pointer-events: none;
44 will-change: transform;
45}
46```
47 
48## Entry law — physical, never revealed
49 
50The cursor **always enters from off-screen** (canonical: from below, `top:115–120%`)
51and travels to its first target in one decelerating glide. It must _feel like it
52entered the room_. Never opacity-fade it in at a resting position, never mask-reveal
53it — that reads as a glitch (a real, repeatedly observed failure mode).
54 
55- Default path: **straight up the y-axis** to the target — no fragmented diagonals.
56 A diagonal is fine when it IS the story (entering toward an off-axis target), but it
57 is one continuous vector either way.
58- `duration: 0.4–0.92s`, `ease: power3.out`, `immediateRender: false` on the fromTo.
59 
60```js
61tl.fromTo(
62 cursor,
63 { left: "48.6%", top: "115%" },
64 { left: "48.6%", top: "55%", duration: 0.85, ease: "power3.out", immediateRender: false },
65 0.25,
66);
67```
68 
69## Tip-targeting & the click tap
70 
71The hot-spot is the arrow TIP, not the box center. Land the **tip** on the target's
72center, and pivot all press scaling on the tip: `transformOrigin: '21% 14%'` (for the
73house arrow path in a 24-unit viewBox).
74 
75Click = asymmetric compress/expand (1:2 ratio reads as a real tap):
76 
77```js
78tl.to(cursor, { scale: 0.84, duration: 0.1, ease: "power2.in", transformOrigin: "21% 14%" }, t);
79tl.to(
80 cursor,
81 { scale: 1, duration: 0.22, ease: "power2.out", transformOrigin: "21% 14%" },
82 t + 0.1,
83);
84```
85 
86**The target's reaction is a separate, parallel tween** (button: `scale: 0.94` + press
87color/shadow, starting at the same `t`). Cursor-only taps (e.g. focusing a text input)
88get NO target reaction. Pair with `cursor-click-ripple` / `press-release-spring` for
89the target side.
90 
91## The click IGNITES the next beat
92 
93Never let a morph, typing run, window transform, or scene-defining animation simply
94_start_. Park the cursor on the trigger and let the click cause it, same-frame:
95 
96- click ▸ menu/submenu cascade, toggle flip
97- click ▸ typing kickoff into an input
98- click ▸ composer morph-down / window shrink
99- click ▸ logo ignition / flight launch
100- click ▸ play-state flip + UI-life wake in a product mock
101 
102During long beats it doesn't own (typing, narration), the cursor **drifts aside**
103(0.5–0.9s, `power2.out`) — never sits frozen on top of the action, never wobbles idly.
104 
105## Exit law & cross-scene handoff
106 
107Two sanctioned exits — both physical, **never an opacity fade in place**:
108 
1091. **Leave the frame**: accelerate off the nearest edge with `power2.in`
110 (`left:'118%'`, `left:'-12%'`, or `top:'116%'`), 0.5–0.7s.
1112. **Cut-the-curve handoff**: in the final ~0.3s before a hard cut, the cursor starts
112 accelerating (`power2.in`) toward the NEXT scene's first click point, covering the
113 first ~1/3 of that path; the next composition `gsap.set`s the cursor at the
114 handoff pose and continues with `power2.out` at matched velocity. The cursor itself
115 becomes the carrier element that stitches the seam:
116 
117```js
118// scene A, last 0.3s — start the journey:
119tl.to(cursor, { left: "40.7%", top: "63.7%", duration: 0.3, ease: "power2.in" }, CUT - 0.3);
120// scene B, t=0 — finish it at matched velocity:
121gsap.set(cursorB, { left: "40.7%", top: "63.7%" });
122tl.to(cursorB, { left: "22%", top: "45%", duration: 0.6, ease: "power2.out" }, 0);
123```
124 
125## Checklist
126 
127- [ ] ≥ 7cqw full-frame (4.6–5.5cqw inside a mock) — when unsure, bigger
128- [ ] enters from off-screen on one continuous vector (no fade/mask reveal)
129- [ ] tip lands on the target center; press pivots on `transformOrigin: '21% 14%'`
130- [ ] every click causes something, same-frame
131- [ ] drifts aside during beats it doesn't own; zero idle wobble
132- [ ] exits physically (off-frame or cut-the-curve handoff) — no fade-in-place

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heygen-com/hyperframesheygen-com/hyperframes

$ npx -y skills add heygen-com/hyperframes --skill oversized-cursor

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Repoheygen-com/hyperframes
TypeSkills
CategoryGenerative Media
ForDesigner
UpdatedJul 2026
License—
First seenJul 26, 2026

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