remotion-animation by ncklrs/startup-os-skills
npx skills add https://github.com/ncklrs/startup-os-skills --skill remotion-animation生成定义 Remotion 视频的弹簧行为、插值映射、缓动曲线和时序常数的动画配置文档。此技能专注于动画参数,不生成组件代码。
生成以下动画配置:
范围内:
范围外:
/remotion-component-gen)/remotion-composition)/remotion-asset-coordinator)广告位招租
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接受来自自然语言或动效规范的动画规格说明:
来自自然语言:
Create smooth entrance animations with gentle bounce for logo.
Scale from 0.8 to 1.0 over 30 frames.
Stagger text words with 5 frame delay between each.
来自动效规范:
## Scene 1 Animation Details
**Logo Entrance:**
- Spring animation: Scale 0.8 → 1.0
- Timing: Frames 0-30
- Config: Smooth with slight bounce (damping: 180)
- Opacity: 0 → 1 (linear)
**Text Stagger:**
- Word-by-word reveal
- Stagger delay: 5 frames
- Individual word animation: 15 frames
- Spring config: Snappy (damping: 20, stiffness: 200)
生成包含所有动画参数的配置文档:
# Animation Configuration: ProductDemo
## Status
✅ Animation parameters defined
⏳ Ready for implementation in components
## Spring Configurations
```typescript
export const SPRING_CONFIGS = {
// Smooth, elegant entrance - minimal bounce
smooth: {
damping: 200,
mass: 1,
stiffness: 100,
},
// Snappy, responsive - quick settle
snappy: {
damping: 20,
stiffness: 200,
mass: 0.5,
},
// Bouncy, playful - noticeable oscillation
bouncy: {
damping: 8,
mass: 1,
stiffness: 100,
},
// Gentle, soft - slow and smooth
gentle: {
damping: 30,
stiffness: 80,
mass: 1,
},
} as const;
export const INTERPOLATIONS = {
// Logo scale animation
logoScale: {
input: [0, 1], // Progress from spring (0 to 1)
output: [0.8, 1], // Scale value (0.8 to 1.0)
extrapolate: 'clamp',
},
// Text slide-in
textSlide: {
input: [0, 1],
output: [-50, 0], // Translate X from -50px to 0
extrapolate: 'clamp',
},
// Fade effect
fade: {
input: [0, 1],
output: [0, 1], // Opacity 0 to 1
extrapolate: 'clamp',
},
} as const;
export const ANIMATION_TIMING = {
// Global timing constants
fps: 30,
// Stagger animations
stagger: {
textWords: 5, // Frame delay between words
listItems: 3, // Frame delay between list items
cards: 8, // Frame delay between card reveals
},
// Durations
durations: {
fadeIn: 15, // Frames for fade in
fadeOut: 10, // Frames for fade out
hold: 30, // Frames to hold on screen
quickTransition: 5, // Frames for quick change
},
// Scene-specific timing
scene1: {
logoEnter: { start: 0, end: 30 },
textReveal: { start: 20, end: 60 },
},
scene2: {
contentFadeIn: { start: 0, end: 20 },
bulletStagger: { start: 25, delay: 8 },
},
} as const;
export const EASING = {
// Standard easing curves
easeInOut: (t: number) =>
t < 0.5 ? 2 * t * t : -1 + (4 - 2 * t) * t,
easeOut: (t: number) =>
t * (2 - t),
easeIn: (t: number) =>
t * t,
// Cubic bezier approximations
cubicBezier: {
ease: [0.25, 0.1, 0.25, 1],
easeIn: [0.42, 0, 1, 1],
easeOut: [0, 0, 0.58, 1],
easeInOut: [0.42, 0, 0.58, 1],
},
} as const;
// Pattern 1: Simple spring progress
const logoProgress = spring({
frame,
fps,
config: SPRING_CONFIGS.smooth,
});
// Pattern 2: Delayed spring (for stagger)
const itemProgress = spring({
frame: frame - (index * ANIMATION_TIMING.stagger.textWords),
fps,
config: SPRING_CONFIGS.snappy,
});
// Pattern 3: Frame-based linear progress
const linearProgress = interpolate(
frame,
[startFrame, endFrame],
[0, 1],
{ extrapolateLeft: 'clamp', extrapolateRight: 'clamp' }
);
// Pattern 4: Eased progress
const easedProgress = EASING.easeOut(linearProgress);
// Pattern 5: Looping animation
const loopProgress = (frame % loopDuration) / loopDuration;
import { useCurrentFrame, useVideoConfig, spring, interpolate } from 'remotion';
import { SPRING_CONFIGS, INTERPOLATIONS, ANIMATION_TIMING } from '../constants';
// In component:
const frame = useCurrentFrame();
const { fps } = useVideoConfig();
// Apply spring animation
const logoProgress = spring({
frame,
fps,
config: SPRING_CONFIGS.smooth,
});
// Apply interpolation
const scale = interpolate(
logoProgress,
INTERPOLATIONS.logoScale.input,
INTERPOLATIONS.logoScale.output
);
const opacity = logoProgress; // Direct 0-1 progress
// Use in styles
<div style={{
transform: `scale(${scale})`,
opacity,
}} />
/remotion-component-gen弹簧配置已定义
插值范围已指定
时序常量已计算
进度模式已记录
已集成到组件中(下一步)
已在预览中测试(下一步)
Spring-based entrance with scale and opacity:
const entranceProgress = spring({
frame,
fps,
config: { damping: 200 },
});
const scale = interpolate(entranceProgress, [0, 1], [0.8, 1]);
const opacity = entranceProgress;
const translateY = interpolate(entranceProgress, [0, 1], [20, 0]);
Multiple items animating with delay:
const items = ['Item 1', 'Item 2', 'Item 3'];
const STAGGER_DELAY = 5;
items.map((item, index) => {
const itemProgress = spring({
frame: frame - (index * STAGGER_DELAY),
fps,
config: SPRING_CONFIGS.snappy,
});
return (
<div style={{ opacity: itemProgress }}>
{item}
</div>
);
});
Smooth transition using frame ranges:
const transitionProgress = interpolate(
frame,
[startFrame, endFrame],
[0, 1],
{ extrapolateLeft: 'clamp', extrapolateRight: 'clamp' }
);
// State A → State B
const value = interpolate(
transitionProgress,
[0, 1],
[stateAValue, stateBValue]
);
Continuous cycling animation:
const LOOP_DURATION = 60; // frames
const loopProgress = (frame % LOOP_DURATION) / LOOP_DURATION;
const rotation = loopProgress * 360; // 0 to 360 degrees
const pulse = Math.sin(loopProgress * Math.PI * 2) * 0.1 + 1; // 0.9 to 1.1
Spring with intentional overshoot:
const overshootProgress = spring({
frame,
fps,
config: {
damping: 10, // Low damping = more bounce
stiffness: 100,
},
});
const scale = interpolate(overshootProgress, [0, 1], [0, 1.2]); // Overshoots to 1.2
Controls how quickly oscillation stops:
// High damping (200+) - Smooth, minimal/no bounce
damping: 200 // → Smooth entrance, elegant
// Medium damping (20-80) - Visible bounce, quick settle
damping: 40 // → Snappy, responsive
// Low damping (8-15) - Strong bounce, playful
damping: 10 // → Bouncy, fun
// Very low damping (2-5) - Extreme bounce
damping: 5 // → Jello-like
Controls animation speed:
// High stiffness (200+) - Fast animation
stiffness: 300 // → Quick, snappy
// Medium stiffness (80-150) - Standard speed
stiffness: 100 // → Balanced
// Low stiffness (30-60) - Slow animation
stiffness: 50 // → Gentle, relaxed
Controls inertia and weight:
// Light mass (0.5) - Responsive, quick
mass: 0.5 // → Featherlight
// Standard mass (1) - Balanced
mass: 1 // → Normal weight
// Heavy mass (2+) - Sluggish, weighty
mass: 2 // → Heavy, substantial
Standard easing curves:
// Linear - Constant speed
easeLinear: (t) => t
// Ease Out - Fast start, slow end (most common)
easeOut: (t) => t * (2 - t)
// Ease In - Slow start, fast end
easeIn: (t) => t * t
// Ease In-Out - Slow start and end, fast middle
easeInOut: (t) => t < 0.5 ? 2*t*t : -1+(4-2*t)*t
// Ease Out Cubic - Smooth deceleration
easeOutCubic: (t) => (--t)*t*t + 1
// Ease In Cubic - Smooth acceleration
easeInCubic: (t) => t*t*t
Common frame calculations:
// Convert seconds to frames
const secondsToFrames = (seconds: number, fps: number) => seconds * fps;
// Calculate stagger frame offset
const staggerFrame = (index: number, delay: number, startFrame: number = 0) =>
startFrame + (index * delay);
// Calculate animation end frame
const endFrame = (startFrame: number, durationFrames: number) =>
startFrame + durationFrames;
// Check if animation is active
const isActive = (frame: number, start: number, end: number) =>
frame >= start && frame <= end;
// Get progress within range
const rangeProgress = (frame: number, start: number, end: number) =>
Math.max(0, Math.min(1, (frame - start) / (end - start)));
config: { damping: 200 }
scale: [0.8, 1]
opacity: [0, 1]
translateY: [20, 0]
config: { damping: 20, stiffness: 200 }
staggerDelay: 5 frames
translateX: [-30, 0]
opacity: [0, 1]
loopDuration: 60 frames
scale: [1, 1.05, 1]
easing: easeInOut
duration: 15 frames
opacity: [1, 0] (out), [0, 1] (in)
translateX: [0, -100] (out), [100, 0] (in)
针对不同动画类型的推荐时序范围:
// Micro-interactions
button hover: 5-10 frames
tooltip appear: 8-12 frames
// Standard animations
fade in/out: 10-20 frames
slide in/out: 15-25 frames
scale entrance: 20-30 frames
// Stagger delays
individual items: 3-8 frames
word-by-word: 4-6 frames
large groups: 2-4 frames
// Hold durations
text on screen: 60-120 frames (2-4 seconds)
quick message: 30-60 frames (1-2 seconds)
此技能输出到:
remotion-animation (this skill)
↓ outputs: ANIMATION_CONFIG.md
remotion-component-gen
↓ applies animation configs in components
remotion-composition
↓ coordinates timing across scenes
配合使用:
/motion-designer — 来自设计文档的动画规范/remotion-scaffold — 配置放入 constants.ts/remotion-component-gen — 组件应用这些配置/remotion-composition — 时序与 Sequence 布局协调/remotion-spec-translator — 在翻译规范时编排此技能此技能提供精确的动画参数定义,确保 Remotion 视频项目中一致、生产质量的动效。
每周安装数
133
代码仓库
GitHub 星标数
9
首次出现
Jan 27, 2026
安全审计
安装于
opencode119
gemini-cli118
github-copilot116
codex116
cursor99
kimi-cli96
Generates animation configuration documents that define spring behaviors, interpolation mappings, easing curves, and timing constants for Remotion videos. This skill focuses exclusively on animation parameters and does NOT generate component code.
Generates animation configurations for:
IN SCOPE:
OUT OF SCOPE:
/remotion-component-gen)/remotion-composition)/remotion-asset-coordinator)Accepts animation specifications from natural language or motion specs:
From Natural Language:
Create smooth entrance animations with gentle bounce for logo.
Scale from 0.8 to 1.0 over 30 frames.
Stagger text words with 5 frame delay between each.
From Motion Spec:
## Scene 1 Animation Details
**Logo Entrance:**
- Spring animation: Scale 0.8 → 1.0
- Timing: Frames 0-30
- Config: Smooth with slight bounce (damping: 180)
- Opacity: 0 → 1 (linear)
**Text Stagger:**
- Word-by-word reveal
- Stagger delay: 5 frames
- Individual word animation: 15 frames
- Spring config: Snappy (damping: 20, stiffness: 200)
Generates a configuration document with all animation parameters:
# Animation Configuration: ProductDemo
## Status
✅ Animation parameters defined
⏳ Ready for implementation in components
## Spring Configurations
```typescript
export const SPRING_CONFIGS = {
// Smooth, elegant entrance - minimal bounce
smooth: {
damping: 200,
mass: 1,
stiffness: 100,
},
// Snappy, responsive - quick settle
snappy: {
damping: 20,
stiffness: 200,
mass: 0.5,
},
// Bouncy, playful - noticeable oscillation
bouncy: {
damping: 8,
mass: 1,
stiffness: 100,
},
// Gentle, soft - slow and smooth
gentle: {
damping: 30,
stiffness: 80,
mass: 1,
},
} as const;
export const INTERPOLATIONS = {
// Logo scale animation
logoScale: {
input: [0, 1], // Progress from spring (0 to 1)
output: [0.8, 1], // Scale value (0.8 to 1.0)
extrapolate: 'clamp',
},
// Text slide-in
textSlide: {
input: [0, 1],
output: [-50, 0], // Translate X from -50px to 0
extrapolate: 'clamp',
},
// Fade effect
fade: {
input: [0, 1],
output: [0, 1], // Opacity 0 to 1
extrapolate: 'clamp',
},
} as const;
export const ANIMATION_TIMING = {
// Global timing constants
fps: 30,
// Stagger animations
stagger: {
textWords: 5, // Frame delay between words
listItems: 3, // Frame delay between list items
cards: 8, // Frame delay between card reveals
},
// Durations
durations: {
fadeIn: 15, // Frames for fade in
fadeOut: 10, // Frames for fade out
hold: 30, // Frames to hold on screen
quickTransition: 5, // Frames for quick change
},
// Scene-specific timing
scene1: {
logoEnter: { start: 0, end: 30 },
textReveal: { start: 20, end: 60 },
},
scene2: {
contentFadeIn: { start: 0, end: 20 },
bulletStagger: { start: 25, delay: 8 },
},
} as const;
export const EASING = {
// Standard easing curves
easeInOut: (t: number) =>
t < 0.5 ? 2 * t * t : -1 + (4 - 2 * t) * t,
easeOut: (t: number) =>
t * (2 - t),
easeIn: (t: number) =>
t * t,
// Cubic bezier approximations
cubicBezier: {
ease: [0.25, 0.1, 0.25, 1],
easeIn: [0.42, 0, 1, 1],
easeOut: [0, 0, 0.58, 1],
easeInOut: [0.42, 0, 0.58, 1],
},
} as const;
// Pattern 1: Simple spring progress
const logoProgress = spring({
frame,
fps,
config: SPRING_CONFIGS.smooth,
});
// Pattern 2: Delayed spring (for stagger)
const itemProgress = spring({
frame: frame - (index * ANIMATION_TIMING.stagger.textWords),
fps,
config: SPRING_CONFIGS.snappy,
});
// Pattern 3: Frame-based linear progress
const linearProgress = interpolate(
frame,
[startFrame, endFrame],
[0, 1],
{ extrapolateLeft: 'clamp', extrapolateRight: 'clamp' }
);
// Pattern 4: Eased progress
const easedProgress = EASING.easeOut(linearProgress);
// Pattern 5: Looping animation
const loopProgress = (frame % loopDuration) / loopDuration;
import { useCurrentFrame, useVideoConfig, spring, interpolate } from 'remotion';
import { SPRING_CONFIGS, INTERPOLATIONS, ANIMATION_TIMING } from '../constants';
// In component:
const frame = useCurrentFrame();
const { fps } = useVideoConfig();
// Apply spring animation
const logoProgress = spring({
frame,
fps,
config: SPRING_CONFIGS.smooth,
});
// Apply interpolation
const scale = interpolate(
logoProgress,
INTERPOLATIONS.logoScale.input,
INTERPOLATIONS.logoScale.output
);
const opacity = logoProgress; // Direct 0-1 progress
// Use in styles
<div style={{
transform: `scale(${scale})`,
opacity,
}} />
/remotion-component-genSpring configs defined
Interpolation ranges specified
Timing constants calculated
Progress patterns documented
Integrated into components (next step)
Tested in preview (next step)
Spring-based entrance with scale and opacity:
const entranceProgress = spring({
frame,
fps,
config: { damping: 200 },
});
const scale = interpolate(entranceProgress, [0, 1], [0.8, 1]);
const opacity = entranceProgress;
const translateY = interpolate(entranceProgress, [0, 1], [20, 0]);
Multiple items animating with delay:
const items = ['Item 1', 'Item 2', 'Item 3'];
const STAGGER_DELAY = 5;
items.map((item, index) => {
const itemProgress = spring({
frame: frame - (index * STAGGER_DELAY),
fps,
config: SPRING_CONFIGS.snappy,
});
return (
<div style={{ opacity: itemProgress }}>
{item}
</div>
);
});
Smooth transition using frame ranges:
const transitionProgress = interpolate(
frame,
[startFrame, endFrame],
[0, 1],
{ extrapolateLeft: 'clamp', extrapolateRight: 'clamp' }
);
// State A → State B
const value = interpolate(
transitionProgress,
[0, 1],
[stateAValue, stateBValue]
);
Continuous cycling animation:
const LOOP_DURATION = 60; // frames
const loopProgress = (frame % LOOP_DURATION) / LOOP_DURATION;
const rotation = loopProgress * 360; // 0 to 360 degrees
const pulse = Math.sin(loopProgress * Math.PI * 2) * 0.1 + 1; // 0.9 to 1.1
Spring with intentional overshoot:
const overshootProgress = spring({
frame,
fps,
config: {
damping: 10, // Low damping = more bounce
stiffness: 100,
},
});
const scale = interpolate(overshootProgress, [0, 1], [0, 1.2]); // Overshoots to 1.2
Controls how quickly oscillation stops:
// High damping (200+) - Smooth, minimal/no bounce
damping: 200 // → Smooth entrance, elegant
// Medium damping (20-80) - Visible bounce, quick settle
damping: 40 // → Snappy, responsive
// Low damping (8-15) - Strong bounce, playful
damping: 10 // → Bouncy, fun
// Very low damping (2-5) - Extreme bounce
damping: 5 // → Jello-like
Controls animation speed:
// High stiffness (200+) - Fast animation
stiffness: 300 // → Quick, snappy
// Medium stiffness (80-150) - Standard speed
stiffness: 100 // → Balanced
// Low stiffness (30-60) - Slow animation
stiffness: 50 // → Gentle, relaxed
Controls inertia and weight:
// Light mass (0.5) - Responsive, quick
mass: 0.5 // → Featherlight
// Standard mass (1) - Balanced
mass: 1 // → Normal weight
// Heavy mass (2+) - Sluggish, weighty
mass: 2 // → Heavy, substantial
Standard easing curves:
// Linear - Constant speed
easeLinear: (t) => t
// Ease Out - Fast start, slow end (most common)
easeOut: (t) => t * (2 - t)
// Ease In - Slow start, fast end
easeIn: (t) => t * t
// Ease In-Out - Slow start and end, fast middle
easeInOut: (t) => t < 0.5 ? 2*t*t : -1+(4-2*t)*t
// Ease Out Cubic - Smooth deceleration
easeOutCubic: (t) => (--t)*t*t + 1
// Ease In Cubic - Smooth acceleration
easeInCubic: (t) => t*t*t
Common frame calculations:
// Convert seconds to frames
const secondsToFrames = (seconds: number, fps: number) => seconds * fps;
// Calculate stagger frame offset
const staggerFrame = (index: number, delay: number, startFrame: number = 0) =>
startFrame + (index * delay);
// Calculate animation end frame
const endFrame = (startFrame: number, durationFrames: number) =>
startFrame + durationFrames;
// Check if animation is active
const isActive = (frame: number, start: number, end: number) =>
frame >= start && frame <= end;
// Get progress within range
const rangeProgress = (frame: number, start: number, end: number) =>
Math.max(0, Math.min(1, (frame - start) / (end - start)));
config: { damping: 200 }
scale: [0.8, 1]
opacity: [0, 1]
translateY: [20, 0]
config: { damping: 20, stiffness: 200 }
staggerDelay: 5 frames
translateX: [-30, 0]
opacity: [0, 1]
loopDuration: 60 frames
scale: [1, 1.05, 1]
easing: easeInOut
duration: 15 frames
opacity: [1, 0] (out), [0, 1] (in)
translateX: [0, -100] (out), [100, 0] (in)
Recommended timing ranges for different animation types:
// Micro-interactions
button hover: 5-10 frames
tooltip appear: 8-12 frames
// Standard animations
fade in/out: 10-20 frames
slide in/out: 15-25 frames
scale entrance: 20-30 frames
// Stagger delays
individual items: 3-8 frames
word-by-word: 4-6 frames
large groups: 2-4 frames
// Hold durations
text on screen: 60-120 frames (2-4 seconds)
quick message: 30-60 frames (1-2 seconds)
This skill feeds into:
remotion-animation (this skill)
↓ outputs: ANIMATION_CONFIG.md
remotion-component-gen
↓ applies animation configs in components
remotion-composition
↓ coordinates timing across scenes
Works with:
/motion-designer — Animation specs from design documents/remotion-scaffold — Configs go into constants.ts/remotion-component-gen — Components apply these configs/remotion-composition — Timing coordinates with Sequence layout/remotion-spec-translator — Orchestrates this skill when translating specsThis skill provides precise animation parameter definitions that ensure consistent, production-quality motion across Remotion video projects.
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First Seen
Jan 27, 2026
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Installed on
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