Skill 32 · Remotion To Hyperframes
Subchapter 32.53
assets/test-corpus/tier-3-data-driven/README.mdMarkdown5 KBView on GitHub
Scripts
GitkeepscriptsA purpose-built data-driven fixture that exercises the realistic shape of a production Remotion composition without using the runtime adapter from PR #214. If a translation passes T3, the skill correctly handles:
<Composition> with a z.object schema and typed defaultPropsstats[]) materialized as repeated HTML with
per-instance attributesAnimatedNumber → GSAP onUpdate)spring configs translated to two different back.out overshootsdelayInFrames → GSAP timeline offsets)Stargazed (10 s @ 30 fps, 1280×720)
├── Sequence 0–3 s TitleScene
│ ├── title ← spring scale
│ └── subtitle ← linear fade
├── Sequence 3–7 s StatsScene
│ ├── StatCard "Stars" 1247 #fbbf24 (delay 0 frames)
│ ├── StatCard "Forks" 312 #60a5fa (delay 12 frames)
│ └── StatCard "Issues" 48 #f87171 (delay 24 frames)
└── Sequence 7–10 s OutroScene
└── UnderlinedText "thanks for watching" ← scale-in underlineEach StatCard is a custom subcomponent that internally uses AnimatedNumber
to count from 0 to the target. AnimatedNumber itself derives the displayed
value from useCurrentFrame() + a manual 1 - (1 - t)^3 ease.
spring → back.out(N): two different spring configs in this composition.
{ damping: 12, stiffness: 100, mass: 1 } (title) → back.out(1.4){ damping: 14, stiffness: 90, mass: 1 } (stat card) → back.out(1.2)Overshoot ratio (1.4 vs 1.2) approximates the damping difference. The late-tail curve of GSAP’s back ease and Remotion’s spring don’t match exactly — costs ~0.03 mean SSIM per spring instance.
Count-up easing: AnimatedNumber uses 1 - (1 - t)^3 (cubic ease-out)
manually computed in the component. GSAP’s power3.out is the same curve
shape — should match closely. The displayed integer is rounded each frame
in both renderers; minor mismatches occur when the rounded value flips
between two numbers on a sub-frame timing difference.
Font rendering: same caveat as T1/T2. System Helvetica/Arial fallback produces minor anti-aliasing differences between renderers. Affects the stat card numbers (large weight 800) most.
A mean SSIM below 0.90 in T3 indicates a structural mismatch (wrong scene durations, wrong stagger timing, missing prop wiring), not approximation drift. That’s the failure signal we care about. The calibrated mean against Remotion @ 4.0 with PNG/BT.709 output is 0.953.
| Remotion | HyperFrames |
|---|---|
<Composition schema={z.object({...})} defaultProps={...} /> | data-* attributes on root #stage div |
nested array prop (stats[]) | repeated HTML markup with per-instance data-* attrs |
| custom React subcomponent | inline repeated HTML using the component’s prop interface as the template |
<AnimatedNumber from={0} to={value} dur={45} /> (cubic ease-out count-up) | tween on { v: 0 } object with onUpdate rewriting textContent, ease power3.out |
spring({damping:12, stiffness:100}) | back.out(1.4) over ~0.7 s |
spring({damping:14, stiffness:90}) | back.out(1.2) over ~0.7 s |
delayInFrames={i * 12} (per-instance) | GSAP timeline offset (i * 0.4) s |
useVideoConfig() to get fps | dropped — composition fps is in data-fps on #stage |
# Render Remotion baseline (no setup.sh — no binary assets in this fixture)
cd remotion-src && npm install && npm run render
# Render HyperFrames translation
cd ../hf-src && npx hyperframes render --output ../hf.mp4
# Compare
../../../scripts/render_diff.sh ./remotion-src/out/baseline.mp4 ./hf.mp4 ./diff