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.
180 lines
3.9 KiB
Markdown
180 lines
3.9 KiB
Markdown
---
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name: timing
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description: Interpolation curves in Remotion - linear, easing, spring animations
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metadata:
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tags: spring, bounce, easing, interpolation
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---
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A simple linear interpolation is done using the `interpolate` function.
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```ts title="Going from 0 to 1 over 100 frames"
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import { interpolate } from "remotion";
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const opacity = interpolate(frame, [0, 100], [0, 1]);
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```
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By default, the values are not clamped, so the value can go outside the range [0, 1].
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Here is how they can be clamped:
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```ts title="Going from 0 to 1 over 100 frames with extrapolation"
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const opacity = interpolate(frame, [0, 100], [0, 1], {
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extrapolateRight: "clamp",
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extrapolateLeft: "clamp",
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});
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```
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## Spring animations
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Spring animations have a more natural motion.
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They go from 0 to 1 over time.
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```ts title="Spring animation from 0 to 1 over 100 frames"
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import { spring, useCurrentFrame, useVideoConfig } from "remotion";
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const frame = useCurrentFrame();
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const { fps } = useVideoConfig();
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const scale = spring({
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frame,
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fps,
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});
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```
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### Physical properties
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The default configuration is: `mass: 1, damping: 10, stiffness: 100`.
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This leads to the animation having a bit of bounce before it settles.
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The config can be overwritten like this:
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```ts
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const scale = spring({
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frame,
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fps,
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config: { damping: 200 },
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});
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```
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The recommended configuration for a natural motion without a bounce is: `{ damping: 200 }`.
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Here are some common configurations:
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```tsx
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const smooth = { damping: 200 }; // Smooth, no bounce (subtle reveals)
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const snappy = { damping: 20, stiffness: 200 }; // Snappy, minimal bounce (UI elements)
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const bouncy = { damping: 8 }; // Bouncy entrance (playful animations)
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const heavy = { damping: 15, stiffness: 80, mass: 2 }; // Heavy, slow, small bounce
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```
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### Delay
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The animation starts immediately by default.
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Use the `delay` parameter to delay the animation by a number of frames.
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```tsx
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const entrance = spring({
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frame: frame - ENTRANCE_DELAY,
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fps,
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delay: 20,
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});
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```
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### Duration
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A `spring()` has a natural duration based on the physical properties.
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To stretch the animation to a specific duration, use the `durationInFrames` parameter.
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```tsx
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const spring = spring({
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frame,
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fps,
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durationInFrames: 40,
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});
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```
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### Combining spring() with interpolate()
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Map spring output (0-1) to custom ranges:
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```tsx
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const springProgress = spring({
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frame,
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fps,
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});
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// Map to rotation
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const rotation = interpolate(springProgress, [0, 1], [0, 360]);
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<div style={{ rotate: rotation + "deg" }} />;
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```
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### Adding springs
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Springs return just numbers, so math can be performed:
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```tsx
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const frame = useCurrentFrame();
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const { fps, durationInFrames } = useVideoConfig();
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const inAnimation = spring({
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frame,
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fps,
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});
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const outAnimation = spring({
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frame,
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fps,
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durationInFrames: 1 * fps,
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delay: durationInFrames - 1 * fps,
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});
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const scale = inAnimation - outAnimation;
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```
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## Easing
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Easing can be added to the `interpolate` function:
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```ts
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import { interpolate, Easing } from "remotion";
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const value1 = interpolate(frame, [0, 100], [0, 1], {
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easing: Easing.inOut(Easing.quad),
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extrapolateLeft: "clamp",
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extrapolateRight: "clamp",
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});
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```
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The default easing is `Easing.linear`.
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There are various other convexities:
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- `Easing.in` for starting slow and accelerating
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- `Easing.out` for starting fast and slowing down
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- `Easing.inOut`
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and curves (sorted from most linear to most curved):
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- `Easing.quad`
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- `Easing.sin`
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- `Easing.exp`
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- `Easing.circle`
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Convexities and curves need be combined for an easing function:
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```ts
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const value1 = interpolate(frame, [0, 100], [0, 1], {
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easing: Easing.inOut(Easing.quad),
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extrapolateLeft: "clamp",
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extrapolateRight: "clamp",
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});
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```
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Cubic bezier curves are also supported:
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```ts
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const value1 = interpolate(frame, [0, 100], [0, 1], {
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easing: Easing.bezier(0.8, 0.22, 0.96, 0.65),
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extrapolateLeft: "clamp",
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extrapolateRight: "clamp",
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});
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```
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