Opus 5.5 video guide
Turn a clear brief into editable motion graphics and an MP4.
An Opus 5.5 video workflow uses Claude to plan scenes and write animation code, then a renderer such as HyperFrames turns that project into an MP4. This works well as a starting point for product explainers, animated diagrams and kinetic typography. You keep an editable project, so a correction can change a label or scene without rebuilding the entire brief.
Anthropic lists Opus 5.5 as text and image input, text output. The animation framework, supplied footage and any image, voice or music services determine how the final frames and sound are produced. That distinction matters when a demo says it was “made with Opus.”
Sources checked September 29, 2026. This is a documentation-based production guide. Public examples retain their creators' attribution; we have not independently verified their model calls or reproduced their results. The prompt below is our own planning example, and the cost example is arithmetic rather than a measured video bill.
Opus 5.5 video examples: what to look for
The source-linked Opus video directory distinguishes rendering code, external models, supplied footage and recorded apps. Skillry's gallery collects creator posts, prompts and remakes. Use the original-post links to check what each creator supplied and which tools they disclosed.
| Example to inspect | How the workflow can produce it | What to check before copying it |
|---|---|---|
| Product launch with animated text and UI | Opus writes scene code; HyperFrames renders it | Whether screenshots and product claims came from real source material |
| Diagram or educational explainer | Code controls labels, shapes and transitions | Whether the explanation is correct and readable at delivery size |
| A 3D scene or a narrated promotional clip | Code may combine 3D libraries, footage and external audio | Which assets and services contributed to the result |
Three creator disclosures in the gallery show the difference. ik_builds describes a HyperFrames + GSAP product film without footage or voiceover. Majin_AppSheet describes code-rendered visuals with separate Gemini Lyria music. mattworkman lists HyperFrames and Three.js alongside externally generated images and video. In the first, the code controls the visible graphic elements; in the others, reproducing the result also requires the disclosed media pipeline. These are attributed accounts, not independently verified model traces.
These are useful production patterns, not a ranking of model quality. A polished clip does not reveal the number of revisions, rendering time or total spend. Start with one short scene and the assets you already have.
Make a video with Opus 5.5 and HyperFrames
1. Prepare the project and select the model
The HyperFrames repository requires Node.js 22 or later. You also need a working Claude Code installation and access to Opus 5.5 through your account or provider. Keep the brief, approved copy and media in a dedicated project folder.
HyperFrames documents these Claude Code plugin commands:
claude plugin marketplace add heygen-com/hyperframes
claude plugin install hyperframes@hyperframes
claude --model claude-opus-5-5
Restart Claude Code if needed to load the plugin. Its router is /hyperframes:hyperframes. The official quickstart also documents standalone core skills; use the installation route that matches your agent. Confirm the selected model in Claude Code because provider aliases and access can differ.
2. Give it a storyboard, constraints and a deliverable
Here is an original 15-second product-explainer brief. Replace the bracketed fields with approved facts. Start with typography and shapes; add voice or generated footage after the story works.
Use /hyperframes:hyperframes to create an editable 15-second video.
Audience: [who should understand this]. Product: [name].
Verified promise: [one sentence]. Final action: [one action].
Format: 1920x1080, 30 fps. Use only supplied assets, text and shapes.
0-3 s: show one concrete problem in a short headline.
3-7 s: explain the product with one diagram or a supplied screenshot.
7-12 s: demonstrate one benefit using the approved facts.
12-15 s: hold the product name and final action long enough to read.
Use a restrained palette, large type and consistent spacing.
No invented metrics, customer logos, voiceover or music.
Make animation seekable and keep each scene separately editable.
First show the scene plan. Then build, run the checks and open a preview.
Deliver the source folder and an MP4 after I approve the preview.
Fifteen seconds at 30 fps is 450 frames, a planning calculation rather than a model limit. For a vertical version, change the composition to 1080×1920 and reflow the layout. Cropping a finished landscape video often cuts labels and diagrams.
3. Review specific moments and revise them
Open the preview from the project folder:
npx hyperframes preview
Watch it once without stopping. Can you read the opening, understand the benefit and remember the final action? Then give timestamped feedback: “At 6 seconds the label overlaps the arrow; shorten the label and keep the transition timing.” A bounded correction is easier to assess than asking for more impact everywhere.
4. Check and export the MP4
The official finishing guide separates structural checks, browser checks and final-file review. Run these from the actual HyperFrames project directory:
npx hyperframes lint
npx hyperframes check
npx hyperframes render --fps 30 --output final.mp4
Fix reported errors before exporting again. Watch final.mp4 itself, including its first and last seconds. Check duration, dimensions, missing fonts, clipped text and audio if you added any. Deliver the source project as well as the video when someone needs to edit it later.
When to use Remotion or a generative video model
Remotion's coding-agent guide offers another route when your team prefers React components. Its rendering guide documents Studio export and npx remotion render. Choose the framework that fits the project you want to maintain; using Opus does not require one particular renderer.
For footage such as a person walking through a changing environment, evaluate a dedicated video model and bring the resulting clip into the edit. Our Wan video comparison covers that separate model-selection task. Code animation is especially practical when precise labels, diagrams, UI and timing are the main requirement.
How much does an Opus 5.5 video cost?
Budget for model usage, rendering and optional media services. HyperFrames says local rendering uses no HeyGen credits; your computer or cloud renderer still supplies compute. Voice, music, avatars, stock assets and generated footage can add their own charges.
Anthropic's standard direct Opus 5.5 API rate is $4 per million input tokens and $20 per million output tokens. An assumed session with 20K uncached input and 3K billable output costs 0.02 × $4 + 0.003 × $20 = $0.14. Include billed thinking in output; revisions, history, cache operations and tools change the total. This is not a fixed price for a video or a Claude subscription allowance.
The Opus 5.5 review explains the wider model and pricing contract. For a gateway route, check the current OmniaKey catalog; a direct Anthropic calculation is not an OmniaKey quote.
Common problems and useful boundaries
- Preview works but export fails: keep the first error and run
npx hyperframes doctor, then check fonts, assets and animation timing against the rendering documentation. - Text is unreadable: reduce words per scene and extend the hold. Raising resolution does not create more reading time.
- Sound is missing: the text-output model does not itself supply a voice track. Add an existing recording or a separate audio service, then inspect the final mix.
- You want to analyze an existing video: send selected timestamped frames and a transcript through a suitable workflow. Anthropic's vision API accepts images; animated images use only their first frame. Sparse samples cannot establish everything that happened between frames.
For your first attempt, finish one short explanation with readable copy and a clean export. Save the working project, then change one variable at a time: format, pacing, narration or visual style.