Documentation
Get started with hyper-motion.
The install guide and Figma plugin setup for the v0.1.x research preview. CLI, MCP integration, and feature walkthroughs are coming soon.
Install on macOS
One line in Terminal. The installer detects your Mac’s architecture (Apple Silicon or Intel), pulls the latest release, copies the app into /Applications, strips macOS’s download quarantine, re-applies a local signature, and opens it. Works for every future update without changes.
curl -fsSL https://raw.githubusercontent.com/psiddharthdesign/hypermotion/main/install.sh | bash
That’s the whole install. The app opens at the end of the run. No drag-to-Applications, no “damaged” dialog, no per-version steps.
Want a specific version? Append a tag: | bash -s -- v0.1.6.
Prefer to install by hand?
Download the latest .dmg from GitHub Releases (*-arm64.dmg for Apple Silicon, *.dmg for Intel). Drag the app into /Applications, then run two lines in Terminal:
xattr -cr /Applications/hyper-motion.app codesign --force --deep --sign - /Applications/hyper-motion.app
Same effect as the one-liner above, just spelled out. macOS only asks once per install.
Why is any of this needed?
macOS Sequoia / Sonoma flag any unsigned download as “damaged” before they even check what’s inside the bundle. xattr -cr removes the com.apple.quarantine attribute that browsers add to downloaded files; codesign --force --deep --sign - re-applies an ad-hoc signature locally, which Gatekeeper trusts in a way it doesn’t trust the downloaded one. Apple Developer signing + notarization — which removes both steps entirely — is planned for v0.2.
Skip the steps: build from source
Locally-built apps never get the quarantine flag, so they open without warnings.
git clone https://github.com/psiddharthdesign/hypermotion.git cd hypermotion pnpm install pnpm build:dir open release/mac-arm64/hyper-motion.app
Requires Node 20+ and pnpm 9+. About 5 minutes end-to-end on a fresh machine.
Windows?
Not shipping yet. The Windows build pipeline works but we’re focusing on macOS polish first. Coming in a later v0.1.x release.
Figma plugin
Copy frames, text, layout, and strokes from Figma straight into hyper-motion. Auto-layout, gradients, image fills, and per-corner radii round-trip. Vector shapes get rasterized to inline SVG.
- 1Build the plugin
The plugin lives in figma-plugin/ inside the main repo. Clone and build:
git clone https://github.com/psiddharthdesign/hypermotion.git cd hypermotion/figma-plugin pnpm install pnpm build pnpm watch # keep this running while you use the plugin
pnpm build runs once and produces dist/code.js and dist/ui.html next to manifest.json. pnpm watch keeps the plugin in sync as you make changes — leave it running in a terminal while you use it inside Figma so edits to the plugin source are reflected on the next run.
- 2Import into Figma
In Figma desktop, open any file and choose Plugins → Development → Import plugin from manifest… then point at figma-plugin/manifest.json. The plugin appears under Plugins → Development → Hyper Motion Import.
- 3Copy and paste
Select layers in Figma, run the plugin, click Copy to Hyper Motion, then paste (Cmd+V) into the hyper-motion canvas. Layout sizing, fills, strokes, and per-corner radii come through.
Why not the Figma Community?
Figma Community publishing is on the v0.2 roadmap — one-click install, no terminal. For the v0.1.x research preview, dev-mode import is the path. The plugin source ships alongside the app so users can audit / modify it.
More docs, coming soon
v0.1.0 is a research preview, and the docs are catching up. Here’s what’s queued. Until each lands, the source of truth is the GitHub repo — README, AGENTS.md, RELEASES.md, CLAUDE.md.
Your first scene, layers, the auto-layout model, and how keyframes target semantic properties.
Install the CLI, render from the terminal, wire the MCP server into Claude Code or Codex. Reference for every flag and tool.
3D camera, multi-chapter exports, masks, effects, Figma import. What each one does and when to reach for it.
The load-bearing invariants: semantic keyframes, one-way data flow, scene → layout → render. How to contribute safely.
Common questions, troubleshooting, what works today vs. roadmap.
Per-version changes. Currently living in RELEASES.md on GitHub.
Have a doc you wish existed? Open an issue on GitHub — we prioritize docs by demand.