Skip to main content
A simple linear interpolation is done using the interpolate function.
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:
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.
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:
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.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:
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',
});