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* fix(ci): resolve cross-platform test failures - Sanity check script (check-codex-global-state.sh) now falls back to grep -E when ripgrep is not available, fixing the codex-hooks sync test on all CI platforms. Patterns converted to POSIX ERE for portability. - Unicode safety test accepts both / and \ path separators so the executable-file assertion passes on Windows. - Gacha test sets PYTHONUTF8=1 so Python uses UTF-8 stdout encoding on Windows instead of cp1252, preventing UnicodeEncodeError on box-drawing characters. - Quoted-hook-path test skipped on Windows where NTFS disallows double-quote characters in filenames. * feat: port remotion-video-creation skill (29 rules), restore missing files New skill: - remotion-video-creation: 29 domain-specific Remotion rules covering 3D/Three.js, animations, audio, captions, charts, compositions, fonts, GIFs, Lottie, measuring, sequencing, tailwind, text animations, timing, transitions, trimming, and video embedding. Ported from personal skills. Restored: - autonomous-agent-harness/SKILL.md (was in commit but missing from worktree) - lead-intelligence/ (full directory restored from branch commit) Updated: - manifests/install-modules.json: added remotion-video-creation to media-generation - README.md + AGENTS.md: synced counts to 139 skills Catalog validates: 30 agents, 60 commands, 139 skills. * fix(security): pin MCP server versions, add dependabot, pin github-script SHA Critical: - Pin all npx -y MCP server packages to specific versions in .mcp.json to prevent supply chain attacks via version hijacking: - @modelcontextprotocol/server-github@2025.4.8 - @modelcontextprotocol/server-memory@2026.1.26 - @modelcontextprotocol/server-sequential-thinking@2025.12.18 - @playwright/mcp@0.0.69 (was 0.0.68) Medium: - Add .github/dependabot.yml for weekly npm + github-actions updates with grouped minor/patch PRs - Pin actions/github-script to SHA (was @v7 tag, now pinned to commit) * feat: add social-graph-ranker skill — weighted network proximity scoring New skill: social-graph-ranker - Weighted social graph traversal with exponential decay across hops - Bridge Score: B(m) = Σ w(t) · λ^(d(m,t)-1) ranks mutuals by target proximity - Extended Score incorporates 2nd-order network (mutual-of-mutual connections) - Final ranking includes engagement bonus for responsive connections - Runs in parallel with lead-intelligence skill for combined warm+cold outreach - Supports X API + LinkedIn CSV for graph harvesting - Outputs tiered action list: warm intros, direct outreach, network gap analysis Added to business-content install module. Catalog validates: 30/60/140. * fix(security): npm audit fix — resolve all dependency vulnerabilities Applied npm audit fix --force to resolve: - minimatch ReDoS (3 vulnerabilities, HIGH) - smol-toml DoS (MODERATE) - brace-expansion memory exhaustion (MODERATE) - markdownlint-cli upgraded from 0.47.0 to 0.48.0 npm audit now reports 0 vulnerabilities. * fix: resolve markdown lint and yarn lockfile sync - MD047: ensure single trailing newline on all remotion rule files - MD012: remove consecutive blank lines in lottie, measuring-dom-nodes, trimming - MD034: wrap bare URLs in angle brackets (tailwind, transcribe-captions) - yarn.lock: regenerated to sync with npm audit changes in package.json * fix: replace unicode arrows in lead-intelligence (CI unicode safety check)
180 lines
3.8 KiB
Markdown
180 lines
3.8 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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