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.
3.9 KiB
name, description, metadata
| name | description | metadata | ||
|---|---|---|---|---|
| timing | Interpolation curves in Remotion - linear, easing, spring animations |
|
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.infor starting slow and acceleratingEasing.outfor starting fast and slowing downEasing.inOut
and curves (sorted from most linear to most curved):
Easing.quadEasing.sinEasing.expEasing.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",
});