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The browser editor is the simplest place to export a project. Use the command line when an agent, script, CI job, or advanced delivery workflow needs to control the render. The whole loop: the project, the render command, progress, and the finished file playing. The flags shown are the ones people actually reach for — format, resolution, frame rate, quality.

Export a GIF from Studio

Open the Renders panel, choose GIF, set the loop count, and click Export. Use 0 to loop forever or an integer from 1 to 65535 for a finite loop count. GIF exports have no audio and are capped at 30 fps; the 60 fps option is disabled while GIF is selected. Finished GIFs preview in the render list and can be opened, downloaded, or deleted there.

Render a normal video

From the project folder:
If you omit --output, HyperFrames writes the result under renders/. The normal workflow is:
lint checks the project structure. check opens the project in a browser and looks for runtime, layout, motion, media, and contrast problems.

Choose a format

Examples:
GIF has no audio and limited transparency. Prefer MP4 or WebM for normal playback.

Transparent video

Use WebM for a transparent web overlay or MOV for a ProRes 4444 editing intermediate. Leave the composition background unpainted wherever the output must remain transparent; an opaque html, body, or full-frame background will be encoded as visible pixels.
MP4 is the normal opaque delivery format. After rendering transparency, inspect the file over a contrasting background rather than trusting a player that always shows black behind alpha. For VP9 WebM, ffprobe reporting pix_fmt=yuv420p does not by itself mean transparency was lost. FFmpeg’s default VP9 decoder can also produce an opaque image from a file that contains alpha. To inspect a frame, explicitly select the alpha-aware decoder before the input:
View the PNG over a checkerboard or contrasting background. If it is still opaque, compare it with the composition’s PNG-sequence output to check whether transparency was already missing before video encoding.

HLS streaming output

--format hls writes an HLS VOD stream into the output directory: master.m3u8, video.m3u8 and video_NNNNN.ts, plus audio.m3u8 and audio_NNNNN.ts when the composition has audio. The video and audio encodes are identical to MP4; only the delivery container differs, and packaging is a stream copy rather than a second encode.
Segments are exactly --hls-segment-seconds long (default 4) except the last, and every segment starts on a keyframe. HLS output is SDR only, so --hdr is rejected, and --gpu is rejected because GPU encoders ignore the forced-keyframe lock that fixed-length segments depend on. Cloud rendering (lambda, cloudrun) does not offer HLS yet.

Input video codecs

The browser editor, preview, check, and published projects normally create cached browser proxies for local video that Chrome cannot decode reliably, including common HEVC and ProRes inputs. The original file stays in the project and remains the render source. If a clip is black only in preview, keep automatic proxying enabled, confirm the source is local, and run npx hyperframes check. Disable proxying only when the browser already supports the source or you are diagnosing the proxy itself.

Choose quality and frame rate

The default looks quality (CRF 16) is the right choice for most finished work. MOV is an editing intermediate. It uses ProRes 4444 with alpha unless --prores-profile picks a smaller 4:2:2 profile (hq, 422, lt or proxy), which has no alpha: transparent areas render black. --crf and --video-bitrate do not map to ProRes and are rejected for MOV; choose MP4 or WebM when you need those controls.
For delivery to a player or platform, an MP4 render can also set how often a keyframe lands and how high the bitrate may peak. --keyframe-interval 2 puts a keyframe at least every two seconds. --max-bitrate 8M caps the peak while the quality target still decides the rest, and --buffer-size (default twice the cap) sets the window the cap is measured over. Left out, the encode is unchanged. On Lambda the interval is a maximum, because joining chunks adds keyframes, and the cap holds per chunk, so a join can burst up to one buffer.
Use a higher frame rate only when the source or destination needs it. It creates more frames, so rendering takes longer. The CLI uses the composition’s data-fps when present and otherwise defaults to 30 fps.

4:4:4 masters

MP4 output stores colour at half resolution in each direction (4:2:0). Thin coloured text, UI strokes and saturated edges can come out soft or fringed. For a master file that is mostly text and UI, render with full-resolution colour:
This encodes H.264 High 4:4:4 Predictive (yuv444p) and captures every frame as a lossless PNG, because Chrome’s JPEG capture is already 4:2:0 on Linux and on screenshot capture. Rendering is slower: in our tests a text and UI composition took about twice as long as the default render, and full-frame footage about three and a half times as long, because PNG encoding gets more expensive as the image gets more detailed. Measured at the same CRF against lossless masters, chroma PSNR rose by about 16 dB for coloured text and 13 dB for a UI screen recording, while camera footage and gradients showed no meaningful change. Keep the default for footage-heavy videos. 444 supports SDR MP4 with the software encoder only. It is rejected with --gpu, --hdr and other formats. Distributed renders (including Lambda and Cloud Run) encode 4:2:0 only and reject a chromaSubsampling of "444". Many players cannot decode 4:4:4, so use it for masters and editing handoff, not for files you publish directly: Tested with H.264 High 4:4:4 Predictive, 8-bit, 1920×1080. Every player above plays the default 4:2:0 output.

Local or Docker

Local rendering is the normal choice:
It starts quickly and can use the computer’s browser GPU. On WSL2, Chrome may not reach the GPU; see the render is slow under WSL2. Use Docker when a controlled Chrome, FFmpeg, and font environment matters:
Docker adds startup and infrastructure overhead. It is useful for CI and repeatable production environments, not a requirement for every final render.

Render another composition

The root index.html is rendered by default. To target another standalone composition:
Nested compositions that use <template> wrappers should be rendered through the root composition that includes them.

Batch and cloud work

For several variable-driven versions, use batch rendering. For remote infrastructure, use HyperFrames cloud, AWS Lambda, or Google Cloud Run. Those workflows involve output naming, credentials, concurrency, and infrastructure choices. Start in the CLI guide and use the complete CLI reference when you need every flag.

Render provenance

Rendered video carries two container metadata tags that say which tool wrote the file:
That is the whole of it. The tags name the renderer and its version, and nothing else: no file paths, usernames, machine names, project names, or anything about the composition. They are container metadata, not a visible watermark, so no pixel of your video changes. Matroska uppercases tag names on read, so a .webm reports HYPERFRAMES_RENDERER. Strip them whenever you like:
These tags are an unauthenticated diagnostic hint, not proof of origin. They are ordinary unsigned container keys, so anything can write the same two values with a single ffmpeg -metadata command: a tag that is present means the file claims to be HyperFrames output, not that HyperFrames wrote it. A tag that is absent means just as little, because re-encoding, remuxing, or any tool that drops unknown keys strips it, and files rendered by older versions never carried it. Treat it as a “what probably produced this file?” hint for support and debugging, never as an authenticity, attribution, or licensing check. Verifiable provenance needs signed claims such as C2PA.

Ask the agent for the right output

The flags above are what the agent sets for you. Say what you need in the request and it picks them. The defaults (MP4, 1920×1080, 30fps, looks quality) are deliberately good, so most of the skill is knowing when not to ask for more.

Quality tier

Say the tier by name and the agent selects the matching encode preset — you don’t specify CRF or encoder speed: The tiers trade encode time for fidelity. looks (the default) is already visually lossless at 1080p, so reserve delivery for the master you’ll actually hand off, and use draft freely while iterating.
  • Avoid: render everything at high quality
  • Instead: draft renders while we iterate, then one high-quality final — you spend the slow encode once, on the cut you’ve already approved

Format

MP4 is the default and the right answer for almost everything — it plays everywhere. Ask for a different container only when the delivery target needs one:
Render this as a transparent WebM overlay.
Export a MOV I can drop into Premiere with the background knocked out.
Transparency has a container hierarchy, and the tradeoffs are real: Transparency also only means something on a design that has empty space to see through. A lower third, a subscribe card, or a logo sting is mostly empty canvas — transparency lets it composite over other footage. A full-frame scene (edge-to-edge background, full-bleed video, a title card with its own backdrop) has nothing to be transparent; the request produces a file that looks identical to the opaque one but is larger and plays in fewer places.
  • Avoid: render my full-screen product promo as a transparent WebM
  • Instead: render the promo as MP4; export just the lower-third overlay as transparent WebM — transparency belongs to the layer meant to sit over other footage, not the finished full-frame film
A transparent VP9 WebM overlay previewed over a checkerboard. To verify alpha from the CLI: VP9 stores it out-of-band, so look for ALPHA_MODE=1 in ffprobe (a pix_fmt-only check false-negatives) or extract it with ffmpeg alphaextract.
A transparent render also depends on the composition leaving html / body backgrounds unset — the transparency comes through only where nothing is painted. The skills handle this; see the Rendering guide if you’re hand-authoring an overlay.

Resolution and framerate

1920×1080 at 30fps is the default. Both cost real time when you raise them, and both are frequently asked for out of habit rather than need. 4K is a render-time flag — the composition stays at its authored size and Chrome supersamples it to 3840×2160. That buys crisp text, SVG, and CSS at any scale, but it does nothing for content already locked to a pixel grid: a 1080p <video>, a fixed-size <canvas>, or a sub-4K image gain no detail from it. And it isn’t free — a 4K render is roughly 4× slower per frame and produces a 3–5× larger file. Ask for it when the delivery surface genuinely needs it (a 4K display, a client spec), not reflexively.
Render this at 4K for the trade-show display.
Framerate follows the same logic: 60fps doubles the frames the engine captures and encodes. It’s worth it for fast motion graphics destined for a high-refresh screen; it’s wasted on a talking-head clip or a slow title sequence.
  • Avoid: render in 4K 60fps for a clip headed to Instagram — the platform will transcode it down anyway, and you paid the slow render for nothing
  • Instead: say nothing for social; name 4K (or 60fps) only when the target actually resolves it
A few 4K constraints will stop a render before it starts (all grounded in the 4K guide): the target orientation must match the composition’s aspect ratio, the scale must be a whole number (1080p → 4K is exactly 2×), and 4K cannot be combined with HDR in one pass. If you need both, render HDR at composition resolution and upscale separately.

HDR

HDR output is HDR10 MP4 (H.265 10-bit, BT.2020) and it is source-driven — the render only goes HDR when your composition actually references HDR media (video tagged BT.2020 with PQ or HLG transfer, or a 16-bit PNG). Text, gradients, and GSAP animation are not HDR sources; a composition made entirely of them has nothing to render in HDR.
This composition has an HDR drone clip — render it as HDR10.
By default HDR is auto-detected, so with a real HDR source in the project you often need to say nothing. Force it explicitly only to override the probe:
  • “force HDR” → forces the HDR path even without a detected HDR source
  • “force SDR” → forces standard range even when HDR sources are present
HDR is MP4 only (a transparent MOV/WebM request falls back to SDR) and it is not available on Lambda (distributed rendering is SDR-only). See the HDR guide for source requirements and verification.

Where the render runs

Local rendering is the default and the right choice for the whole iteration loop. Reach for cloud rendering only when a single machine is the bottleneck:
Render this on Lambda.
That routes to HyperFrames’ AWS Lambda path, which fans the render across many parallel workers. It’s the right call for renders that are too long or too large for one host — multi-minute videos, 4K masters, or large parallel batches — and it needs AWS credentials configured first. For dev-loop iteration, stay on local render; the round-trip is faster than any cloud dispatch. Lambda is SDR-only (no HDR) and bills by compute time; the AWS Lambda guide covers setup, cost shape, and the conservative concurrency default.
  • Avoid: set up Lambda so I can preview edits faster — cloud dispatch adds latency to a fast local loop
  • Instead: render the final 3-minute 4K cut on Lambda — the workload that actually justifies fanning out
Lambda is not the only remote target. HeyGen-hosted cloud rendering (guide) takes the infrastructure off your hands entirely — no AWS account to configure — and Google Cloud Run (guide) is the option when your stack already lives on GCP. Name the one you want (“render this on Cloud Run”); the routing is explicit, never inferred.

Preview before you commit the slow render

The cheapest way to avoid a wasted high/4K/HDR render is to judge the frame first. The habit the skills follow:
  1. Keep preview running and scrub the timeline — same runtime as the render, so what you see is what you get.
  2. Iterate with draft renders when you need a real file to check.
  3. Only when the cut is locked, ask for the final tier / resolution / format.
  • Avoid: render the final 4K HDR master on a cut you haven’t watched end to end
  • Instead: draft render so I can check timing → approve → now the 4K final
Rendering is user-gated by design — the agent pauses at preview and renders only when you approve. Use that pause to lock the cut before you pay for the expensive export.

If rendering fails

Run:
Keep the first exact error rather than only the final “render failed” message. See Troubleshooting for the next checks.
Always watch the exported file itself. Preview proves that the project can play; the output file proves that the delivery is correct.