3.8 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',
});