Three independently ugly bugs that all fed the same log flood:
* Electron's `WebFrameMain.send` writes every "Render frame was disposed"
to stderr via `console.error`. When the worker fans a second
agent-event past a reloading renderer, we produced thousands of
identical lines and stalled the main loop on stderr I/O. Added a
`mainFrame.detached` guard so the send is short-circuited before
Electron's own catch block fires, and installed a targeted filter in
`suppress-warnings.ts` (now actually imported from the entry point)
so the specific `console.error("Error sending from webFrameMain:"…)`
noise never reaches the terminal. Any other payload still surfaces.
* `dispatchAgentMessage` accepted the human-reader sentinel as a wake
target when an agent replied to `__board__` — `wakeAgentIfPossible`
then called `db.getAgent("__board__")`, threw, and the dispatcher
kept repeating on every send. Strip `HUMAN_SENDER_ID` at
`resolveMessageWakeTargets`, and keep a defense-in-depth guard in the
heartbeat so a stray caller (future automation fan-out) cannot
reintroduce the crash.
* Pi's skills loader rejects any SKILL.md whose frontmatter `name`
diverges from its parent directory. The four bundled `my-writing-style`
copies declared `name: writing-style-skill`, so every install emitted
a warning and dropped the skill. They also lived as orphan gitlinks
(mode 160000 without .gitmodules), and the global `*.md` gitignore
hid every other SKILL.md from version control. Fixed the frontmatter
to match the dir, converted the dangling submodules to plain trees,
and allowlisted `builtin-skills/**/*.md` so a fresh clone carries the
catalogue instead of silently losing it.
5.7 KiB
name, description, metadata
| name | description | metadata | ||
|---|---|---|---|---|
| transitions | Scene transitions and overlays for Remotion using TransitionSeries. |
|
TransitionSeries
<TransitionSeries> arranges scenes and supports two ways to enhance the cut point between them:
- Transitions (
<TransitionSeries.Transition>) — crossfade, slide, wipe, etc. between two scenes. Shortens the timeline because both scenes play simultaneously during the transition. - Overlays (
<TransitionSeries.Overlay>) — render an effect (e.g. a light leak) on top of the cut point without shortening the timeline.
Children are absolutely positioned.
Prerequisites
npx remotion add @remotion/transitions
Transition example
import { TransitionSeries, linearTiming } from "@remotion/transitions";
import { fade } from "@remotion/transitions/fade";
<TransitionSeries>
<TransitionSeries.Sequence durationInFrames={60}>
<SceneA />
</TransitionSeries.Sequence>
<TransitionSeries.Transition
presentation={fade()}
timing={linearTiming({ durationInFrames: 15 })}
/>
<TransitionSeries.Sequence durationInFrames={60}>
<SceneB />
</TransitionSeries.Sequence>
</TransitionSeries>;
Overlay example
Any React component can be used as an overlay. For a ready-made effect, see the light-leaks rule.
import { TransitionSeries } from "@remotion/transitions";
import { LightLeak } from "@remotion/light-leaks";
<TransitionSeries>
<TransitionSeries.Sequence durationInFrames={60}>
<SceneA />
</TransitionSeries.Sequence>
<TransitionSeries.Overlay durationInFrames={20}>
<LightLeak />
</TransitionSeries.Overlay>
<TransitionSeries.Sequence durationInFrames={60}>
<SceneB />
</TransitionSeries.Sequence>
</TransitionSeries>;
Mixing transitions and overlays
Transitions and overlays can coexist in the same <TransitionSeries>, but an overlay cannot be adjacent to a transition or another overlay.
import { TransitionSeries, linearTiming } from "@remotion/transitions";
import { fade } from "@remotion/transitions/fade";
import { LightLeak } from "@remotion/light-leaks";
<TransitionSeries>
<TransitionSeries.Sequence durationInFrames={60}>
<SceneA />
</TransitionSeries.Sequence>
<TransitionSeries.Overlay durationInFrames={30}>
<LightLeak />
</TransitionSeries.Overlay>
<TransitionSeries.Sequence durationInFrames={60}>
<SceneB />
</TransitionSeries.Sequence>
<TransitionSeries.Transition
presentation={fade()}
timing={linearTiming({ durationInFrames: 15 })}
/>
<TransitionSeries.Sequence durationInFrames={60}>
<SceneC />
</TransitionSeries.Sequence>
</TransitionSeries>;
Transition props
<TransitionSeries.Transition> requires:
presentation— the visual effect (e.g.fade(),slide(),wipe()).timing— controls speed and easing (e.g.linearTiming(),springTiming()).
Overlay props
<TransitionSeries.Overlay> accepts:
durationInFrames— how long the overlay is visible (positive integer).offset?— shifts the overlay relative to the cut point center. Positive = later, negative = earlier. Default:0.
Available transition types
Import transitions from their respective modules:
import { fade } from "@remotion/transitions/fade";
import { slide } from "@remotion/transitions/slide";
import { wipe } from "@remotion/transitions/wipe";
import { flip } from "@remotion/transitions/flip";
import { clockWipe } from "@remotion/transitions/clock-wipe";
Slide transition with direction
import { slide } from "@remotion/transitions/slide";
<TransitionSeries.Transition
presentation={slide({ direction: "from-left" })}
timing={linearTiming({ durationInFrames: 20 })}
/>;
Directions: "from-left", "from-right", "from-top", "from-bottom"
Timing options
import { linearTiming, springTiming } from "@remotion/transitions";
// Linear timing - constant speed
linearTiming({ durationInFrames: 20 });
// Spring timing - organic motion
springTiming({ config: { damping: 200 }, durationInFrames: 25 });
Duration calculation
Transitions overlap adjacent scenes, so the total composition length is shorter than the sum of all sequence durations. Overlays do not affect the total duration.
For example, with two 60-frame sequences and a 15-frame transition:
- Without transitions:
60 + 60 = 120frames - With transition:
60 + 60 - 15 = 105frames
Adding an overlay between two other sequences does not change the total.
Getting the duration of a transition
Use the getDurationInFrames() method on the timing object:
import { linearTiming, springTiming } from "@remotion/transitions";
const linearDuration = linearTiming({
durationInFrames: 20,
}).getDurationInFrames({ fps: 30 });
// Returns 20
const springDuration = springTiming({
config: { damping: 200 },
}).getDurationInFrames({ fps: 30 });
// Returns calculated duration based on spring physics
For springTiming without an explicit durationInFrames, the duration depends on fps because it calculates when the spring animation settles.
Calculating total composition duration
import { linearTiming } from "@remotion/transitions";
const scene1Duration = 60;
const scene2Duration = 60;
const scene3Duration = 60;
const timing1 = linearTiming({ durationInFrames: 15 });
const timing2 = linearTiming({ durationInFrames: 20 });
const transition1Duration = timing1.getDurationInFrames({ fps: 30 });
const transition2Duration = timing2.getDurationInFrames({ fps: 30 });
const totalDuration =
scene1Duration +
scene2Duration +
scene3Duration -
transition1Duration -
transition2Duration;
// 60 + 60 + 60 - 15 - 20 = 145 frames