--- name: timing description: Interpolation curves in Remotion - linear, easing, spring animations metadata: tags: spring, bounce, easing, interpolation --- A simple linear interpolation is done using the `interpolate` function. ```ts title="Going from 0 to 1 over 100 frames" 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: ```ts title="Going from 0 to 1 over 100 frames with extrapolation" 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. ```ts title="Spring animation from 0 to 1 over 100 frames" 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: ```ts 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: ```tsx 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. ```tsx 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. ```tsx const spring = spring({ frame, fps, durationInFrames: 40, }); ``` ### Combining spring() with interpolate() Map spring output (0-1) to custom ranges: ```tsx const springProgress = spring({ frame, fps, }); // Map to rotation const rotation = interpolate(springProgress, [0, 1], [0, 360]);
; ``` ### Adding springs Springs return just numbers, so math can be performed: ```tsx 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: ```ts 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: ```ts const value1 = interpolate(frame, [0, 100], [0, 1], { easing: Easing.inOut(Easing.quad), extrapolateLeft: 'clamp', extrapolateRight: 'clamp', }); ``` Cubic bezier curves are also supported: ```ts const value1 = interpolate(frame, [0, 100], [0, 1], { easing: Easing.bezier(0.8, 0.22, 0.96, 0.65), extrapolateLeft: 'clamp', extrapolateRight: 'clamp', }); ```