Add motion-design skills from iart-ai/motion-design-skills
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_013TAaJBzbmePTECuv62BXYX
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# Remotion API & Patterns
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Detailed cookbook for building and rendering Remotion compositions.
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## interpolate: full options
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```jsx
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import {interpolate, Easing} from 'remotion';
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interpolate(frame, [0, 30, 60], [0, 100, 0], {
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easing: Easing.bezier(0.25, 0.1, 0.25, 1), // CSS ease equivalent
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extrapolateLeft: 'clamp', // 'extend' (default) | 'clamp' | 'identity' | 'wrap'
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extrapolateRight: 'clamp',
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});
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```
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- Input ranges must be strictly monotonically increasing.
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- Multi-stop ranges (`[0,30,60]`) create keyframe chains.
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- `extrapolate: 'extend'` (default) continues the linear slope past the range — almost always clamp instead.
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- `extrapolate: 'wrap'` repeats the range — handy for loops.
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Common easings: `Easing.linear`, `Easing.ease`, `Easing.in(Easing.quad)`, `Easing.out(Easing.cubic)`, `Easing.inOut(Easing.ease)`, `Easing.elastic(1)`, `Easing.bezier(x1,y1,x2,y2)`.
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## spring: config recipes
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```jsx
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spring({frame, fps, config, durationInFrames, delay, from, to});
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```
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| Feel | config |
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|---|---|
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| Smooth, no overshoot | `{damping: 200}` |
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| Gentle bounce | `{damping: 12, stiffness: 100, mass: 1}` |
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| Snappy UI pop | `{damping: 20, stiffness: 200, mass: 0.6}` |
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| Heavy / slow | `{mass: 3, damping: 40, stiffness: 80}` |
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- `from`/`to` remap the 0→1 output to any range without an extra `interpolate`.
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- `durationInFrames` time-stretches the spring to fit a fixed window.
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- `delay` postpones the start (in frames).
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- `measureSpring({fps, config})` returns how many frames the spring needs to settle — use it to size sequences.
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```jsx
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// Spring from 100px down to 0, settling in 40 frames, starting at frame 10
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const y = spring({frame, fps, from: 100, to: 0, durationInFrames: 40, delay: 10});
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```
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## Sequence & Series scheduling
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```jsx
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<Sequence from={30} durationInFrames={60} name="Caption" layout="none">
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<Caption />
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</Sequence>
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```
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- `from` offsets local time; inside, `useCurrentFrame()` returns `globalFrame - from`.
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- `durationInFrames` clips visibility; omit for infinite.
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- `layout="none"` removes the default absolute-fill wrapper (use when the child manages its own layout, e.g. inline text).
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- `name` labels the sequence in the Studio timeline.
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Crossfade between two Series segments by overlapping with negative `offset` and fading:
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```jsx
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<Series>
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<Series.Sequence durationInFrames={90}><Slide src="a.jpg" /></Series.Sequence>
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<Series.Sequence durationInFrames={90} offset={-20}>
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<Slide src="b.jpg" fadeInFrames={20} />
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</Series.Sequence>
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</Series>
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```
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## Audio + beat sync
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```jsx
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import {Audio, staticFile} from 'remotion';
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<Audio
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src={staticFile('music.mp3')}
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startFrom={30} // trim: start 30 frames into the file
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endAt={300}
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volume={(f) => interpolate(f, [0, 30], [0, 1], {extrapolateRight: 'clamp'})} // fade-in
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/>
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```
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Detect beats offline and store them as props:
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```js
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// build step (Node) — produce beats.json
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import {guess} from 'web-audio-beat-detector';
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// ...decode audio buffer, then:
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const {bpm, offset} = await guess(audioBuffer);
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const period = 60 / bpm;
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const beats = Array.from({length: 64}, (_, i) => offset + i * period);
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```
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Then in the component, snap motion to the nearest beat using `frame / fps`.
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## Parametric defaultProps + zod + calculateMetadata
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```jsx
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import {Composition} from 'remotion';
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import {z} from 'zod';
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import {zColor} from '@remotion/zod-types';
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export const promoSchema = z.object({
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title: z.string(),
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rows: z.array(z.object({label: z.string(), value: z.number()})),
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accent: zColor(), // gives a color picker in the Studio
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});
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export const Root = () => (
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<Composition
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id="DataPromo"
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component={DataPromo}
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fps={30}
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width={1080}
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height={1080}
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schema={promoSchema}
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defaultProps={{title: 'Q3', rows: [], accent: '#5b8cff'}}
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// Compute duration from data BEFORE rendering:
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calculateMetadata={({props}) => ({
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durationInFrames: 30 + props.rows.length * 20,
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})}
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/>
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);
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```
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`zColor()` from `@remotion/zod-types` renders a color picker; plain `z.string()` renders a text field.
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## CLI rendering
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```bash
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# Render with inline props
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npx remotion render DataPromo out.mp4 --props='{"title":"Q3"}'
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# Render from a props file (per-record batch)
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npx remotion render DataPromo out/$ID.mp4 --props=./data/$ID.json
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# Quality / format flags
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npx remotion render Promo out.mp4 --codec=h264 --crf=18 --jpeg-quality=90
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npx remotion render Promo out.webm --codec=vp8
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npx remotion render Promo still.png --frame=45 # single still
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npx remotion render Promo out.gif --codec=gif --every-nth-frame=2
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# Concurrency / scale
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npx remotion render Promo out.mp4 --concurrency=4 --scale=2
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```
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## Programmatic render with @remotion/renderer
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Bundle once, then render many outputs — the right pattern for data-driven pipelines.
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```js
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import {bundle} from '@remotion/bundler';
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import {renderMedia, selectComposition} from '@remotion/renderer';
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import path from 'path';
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const serveUrl = await bundle({entryPoint: path.resolve('src/index.ts')});
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for (const record of records) {
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const composition = await selectComposition({
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serveUrl,
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id: 'DataPromo',
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inputProps: record, // drives calculateMetadata too
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});
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await renderMedia({
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composition,
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serveUrl,
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codec: 'h264',
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outputLocation: `out/${record.id}.mp4`,
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inputProps: record,
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crf: 18,
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concurrency: 4,
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});
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}
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```
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`selectComposition` resolves `calculateMetadata`, so per-record duration works automatically. Reusing one `serveUrl` across renders avoids re-bundling.
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For stills, use `renderStill({composition, serveUrl, output, frame})`.
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## Embedding shaders / Three.js
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Use `@remotion/three` to drive a Three.js scene by frame:
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```jsx
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import {ThreeCanvas, useVideoTexture} from '@remotion/three';
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import {useCurrentFrame, useVideoConfig} from 'remotion';
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const Scene = () => {
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const frame = useCurrentFrame();
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return (
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<mesh rotation={[0, frame * 0.02, 0]}>
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<boxGeometry args={[2, 2, 2]} />
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<meshStandardMaterial color="#5b8cff" />
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</mesh>
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);
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};
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export const ThreeComp = () => {
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const {width, height} = useVideoConfig();
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return (
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<ThreeCanvas width={width} height={height}>
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<ambientLight intensity={0.6} />
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<pointLight position={[10, 10, 10]} />
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<Scene />
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</ThreeCanvas>
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);
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};
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```
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For a raw GLSL shader background, render a full-screen quad with a `shaderMaterial` whose `uTime` uniform is set to `frame / fps` each render (driven by `useFrame` in react-three-fiber). Because the canvas re-renders per Remotion frame, the shader is deterministic.
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Heavy WebGL benefits from `--gl=angle` (or `swangle` for headless servers without a GPU) on the render command.
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## Determinism checklist
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- Replace `Math.random()` with `random('seed' + frame)` from `remotion`.
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- Wrap async asset loads with `delayRender()` / `continueRender(handle)`.
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- Preload fonts with `@remotion/google-fonts` or `delayRender` around `document.fonts.load`.
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- Avoid `Date.now()`, `performance.now()`, and real timers entirely.
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---
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Drive every frame from props and Remotion renders video as code. Built by **[iart.ai](https://iart.ai/?utm_source=github&utm_medium=readme&utm_campaign=motion-design-skills&utm_content=skill_footer&utm_term=remotion-video)** — the AI motion agent for editable, on-brand motion graphics.
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