A simple linear interpolation is done using the interpolate function.
```ts title="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:
```ts title="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.
```ts title="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", });