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ZacharyZhang-NY e74dafcd36 Silence render-disposed spam, unbreak bundled skills, drop board wake
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.
2026-04-20 08:13:48 -04:00

3.9 KiB

name, description, metadata
name description metadata
timing Interpolation curves in Remotion - linear, easing, spring animations
tags
spring, bounce, easing, interpolation

A simple linear interpolation is done using the interpolate function.

import { interpolate } from "remotion";

const opacity = interpolate(frame, [0, 100], [0, 1]);

By default, the values are not clamped, so the value can go outside the range [0, 1].
Here is how they can be clamped:

const opacity = interpolate(frame, [0, 100], [0, 1], {
  extrapolateRight: "clamp",
  extrapolateLeft: "clamp",
});

Spring animations

Spring animations have a more natural motion.
They go from 0 to 1 over time.

import { spring, useCurrentFrame, useVideoConfig } from "remotion";

const frame = useCurrentFrame();
const { fps } = useVideoConfig();

const scale = spring({
  frame,
  fps,
});

Physical properties

The default configuration is: mass: 1, damping: 10, stiffness: 100.
This leads to the animation having a bit of bounce before it settles.

The config can be overwritten like this:

const scale = spring({
  frame,
  fps,
  config: { damping: 200 },
});

The recommended configuration for a natural motion without a bounce is: { damping: 200 }.

Here are some common configurations:

const smooth = { damping: 200 }; // Smooth, no bounce (subtle reveals)
const snappy = { damping: 20, stiffness: 200 }; // Snappy, minimal bounce (UI elements)
const bouncy = { damping: 8 }; // Bouncy entrance (playful animations)
const heavy = { damping: 15, stiffness: 80, mass: 2 }; // Heavy, slow, small bounce

Delay

The animation starts immediately by default.
Use the delay parameter to delay the animation by a number of frames.

const entrance = spring({
  frame: frame - ENTRANCE_DELAY,
  fps,
  delay: 20,
});

Duration

A spring() has a natural duration based on the physical properties.
To stretch the animation to a specific duration, use the durationInFrames parameter.

const spring = spring({
  frame,
  fps,
  durationInFrames: 40,
});

Combining spring() with interpolate()

Map spring output (0-1) to custom ranges:

const springProgress = spring({
  frame,
  fps,
});

// Map to rotation
const rotation = interpolate(springProgress, [0, 1], [0, 360]);

<div style={{ rotate: rotation + "deg" }} />;

Adding springs

Springs return just numbers, so math can be performed:

const frame = useCurrentFrame();
const { fps, durationInFrames } = useVideoConfig();

const inAnimation = spring({
  frame,
  fps,
});
const outAnimation = spring({
  frame,
  fps,
  durationInFrames: 1 * fps,
  delay: durationInFrames - 1 * fps,
});

const scale = inAnimation - outAnimation;

Easing

Easing can be added to the interpolate function:

import { interpolate, Easing } from "remotion";

const value1 = interpolate(frame, [0, 100], [0, 1], {
  easing: Easing.inOut(Easing.quad),
  extrapolateLeft: "clamp",
  extrapolateRight: "clamp",
});

The default easing is Easing.linear.
There are various other convexities:

  • Easing.in for starting slow and accelerating
  • Easing.out for starting fast and slowing down
  • Easing.inOut

and curves (sorted from most linear to most curved):

  • Easing.quad
  • Easing.sin
  • Easing.exp
  • Easing.circle

Convexities and curves need be combined for an easing function:

const value1 = interpolate(frame, [0, 100], [0, 1], {
  easing: Easing.inOut(Easing.quad),
  extrapolateLeft: "clamp",
  extrapolateRight: "clamp",
});

Cubic bezier curves are also supported:

const value1 = interpolate(frame, [0, 100], [0, 1], {
  easing: Easing.bezier(0.8, 0.22, 0.96, 0.65),
  extrapolateLeft: "clamp",
  extrapolateRight: "clamp",
});