Remotion Bits
Animation components and utilities for building Remotion videos. The library's most powerful feature is Scene3D — a camera-based 3D presentation system (like impress.js) that enables cinematic multi-section compositions with flying camera moves, step-aware element animations, and Transform3D position management.
When building any non-trivial composition, prefer Scene3D as your foundation. It handles camera movement, timing, element positioning, and responsive layout all in one system. Individual components (AnimatedText, Particles, etc.) work best as content placed inside Scene3D steps.
Prerequisites: >= 4.0,
>= 18,
>= 18
bash
# Via npm
npm install remotion-bits
# Via jsrepo (copies source for customization)
npx jsrepo init https://unpkg.com/remotion-bits/registry.json
npx jsrepo add animated-text particle-system scene-3d
Imports
Everything is exported from
:
tsx
import {
// 3D Scene System (primary workflow)
Scene3D, Step, Element3D, StepResponsive,
Transform3D, Vector3,
useScene3D, useCamera, useActiveStep,
// Animation Components
AnimatedText, AnimatedCounter, TypeWriter, CodeBlock,
StaggeredMotion, GradientTransition, MatrixRain, ScrollingColumns,
Particles, Spawner, Behavior,
// Core
useViewportRect,
interpolate, Easing,
interpolateColorKeyframes, interpolateGradientKeyframes,
random, resolvePoint, createRect,
} from "remotion-bits";
Core Concepts
1. AnimatedValue
Most animation properties accept
: a static number OR an array of keyframes interpolated over the animation's duration.
tsx
opacity: 1 // Static
opacity: [0, 1] // Animate 0→1
opacity: [0, 1, 0.5, 0] // Multi-keyframe: 0→1→0.5→0 evenly spaced
scale: [0.8, 1] // Scale from 80% to 100%
y: [30, 0] // Slide up from 30px offset
Keyframes are evenly distributed across the duration. With 4 keyframes over 60 frames: frame 0→20→40→60.
2. Responsive Sizing with useViewportRect
Never hardcode pixel values. Always use viewport-relative units:
tsx
const rect = useViewportRect();
// rect.width — composition width (e.g. 1920)
// rect.height — composition height (e.g. 1080)
// rect.vw — 1% of width (19.2)
// rect.vh — 1% of height (10.8)
// rect.vmin — min(vw, vh) — USE THIS for most sizing
// rect.vmax — max(vw, vh)
// rect.cx, cy — center coordinates
const { vmin } = rect;
Use
for font sizes, element dimensions, spacing, and padding. This ensures compositions render identically at 1920×1080, 1080×1920, 3840×2160, etc.
Understanding vmin at Common Resolutions
=
.
Always compute what vmin equals in pixels for your composition size before choosing multipliers.
| Composition Size | Aspect Ratio | vmin (px) | vmin * 8 | vmin * 10 | vmin * 5 |
|---|
| 1920×1080 | 16:9 landscape | 10.8 | 86px | 108px | 54px |
| 1080×1920 | 9:16 portrait | 10.8 | 86px | 108px | 54px |
| 1080×1080 | 1:1 square | 10.8 | 86px | 108px | 54px |
| 3840×2160 | 16:9 4K | 21.6 | 173px | 216px | 108px |
| 1280×720 | 16:9 720p | 7.2 | 58px | 72px | 36px |
Font Size Reference (at 1920×1080, vmin = 10.8px)
Use these proven multipliers from production bits. Err on the side of LARGER, not smaller.
| Role | Multiplier | Pixels at 1080p | Example |
|---|
| Hero / main title | | 108–162px | Full-screen headline |
| Section heading | | 65–86px | Scene3D step titles |
| Subheading | | 43–54px | Card titles, counters |
| Body / card label | | 27–32px | Feature labels, descriptions |
| Code / small text | | 16–22px | Code blocks, captions |
| Fine print | | 11–13px | Code font in dense blocks |
Common mistake: using for headings. At 1080p that's only 32px — fine for body text but too small for any heading. For prominent headings, start at
minimum.
Aspect Ratio Awareness
The aspect ratio determines which dimension is the "min" for vmin:
- Landscape (16:9, 1920×1080): is based on height (1080/100 = 10.8). Horizontal space is abundant; vertical space is limited.
- Portrait (9:16, 1080×1920): is based on width (1080/100 = 10.8). Vertical space is abundant; horizontal space is limited.
- Square (1:1, 1080×1080): . All directions equal.
Layout implications:
- In landscape, full-width text can be very long — consider or constraints
- In portrait, titles may need to wrap — use fewer words or smaller multipliers for width-constrained text
- Use for sizes that should scale uniformly regardless of orientation
- Use / when sizing should follow a specific axis (e.g., full-width background: )
Element Size Reference
| Element | Multiplier | Description |
|---|
| Card width | | Floating card, info panel |
| Card height | | Match content needs |
| Card border-radius | | Subtle rounding |
| Spacing/gap | | Between elements |
| Padding | | Inside containers |
| Particle size | | Individual particle dot |
| Icon size | | Decorative icons |
3. Transition Props Pattern
Components accept a
prop with this shape:
tsx
transition={{
// Timing
duration: 30, // Duration in frames
delay: 10, // Delay before start
frames: [0, 60], // Or explicit frame range (alternative to duration)
easing: "easeOutCubic", // Easing curve
// Transform (all accept AnimatedValue)
x: [30, 0], // translateX
y: [30, 0], // translateY
z: [0, 100], // translateZ (3D)
scale: [0.8, 1], // uniform scale
scaleX, scaleY, // axis scale
rotate: [0, 360], // 2D rotation (degrees)
rotateX, rotateY, rotateZ, // 3D rotation (degrees)
skew, skewX, skewY, // skew (degrees)
transform: Transform3D[], // 3D transform keyframes (see Transform3D section)
// Visual (all accept AnimatedValue)
opacity: [0, 1],
blur: [10, 0], // Gaussian blur in pixels
borderRadius: [0, 20],
color: ["#ff0000", "#00ff00"], // CSS color interpolation
backgroundColor: ["#000", "#fff"],
}}
4. Easing Functions
tsx
type EasingName =
| "linear"
| "easeIn" | "easeOut" | "easeInOut"
| "easeInQuad" | "easeOutQuad" | "easeInOutQuad"
| "easeInCubic" | "easeOutCubic" | "easeInOutCubic"
| "easeInSine" | "easeOutSine" | "easeInOutSine"
| "easeInQuart" | "easeOutQuart" | "easeInOutQuart";
Most common:
for entries,
for camera moves.
5. Layout & Display Configuration
CRITICAL: Bits are pre-wrapped with a layout container when displayed in the docs. The wrapper (
) provides an
with default styling. When building standalone compositions, you must provide this layout yourself.
The Layout Wrapper
Bits displayed in docs are automatically wrapped with:
tsx
<AbsoluteFill style={{
backgroundColor: 'var(--color-background-dark)', // #100f0f
fontSize: `${config.width * 0.05}px`, // 5% of width
fontWeight: 700,
color: 'var(--color-primary-hover)', // #fcc192
display: 'flex',
alignItems: 'center',
justifyContent: 'center',
}}>
<Component />
</AbsoluteFill>
This means simple bits like
<AnimatedText>Hello</AnimatedText>
work because the wrapper centers them and provides background/color.
Building Standalone Compositions
When creating compositions for direct use (not displayed through the docs wrapper), you MUST provide your own layout:
tsx
import { AbsoluteFill } from 'remotion';
export const MyComposition: React.FC = () => {
const rect = useViewportRect();
const { vmin } = rect;
return (
<AbsoluteFill style={{
backgroundColor: '#100f0f',
color: '#fcc192',
fontFamily: 'system-ui, sans-serif',
}}>
{/* Your content here */}
<Scene3D perspective={1000} stepDuration={60} transitionDuration={60}>
{/* Steps... */}
</Scene3D>
</AbsoluteFill>
);
};
CSS Variables (Theming)
Bits use CSS variables for consistent theming. These are available when rendering within the docs but must be defined or replaced with literal values in standalone projects:
| Variable | Default Value | Usage |
|---|
| | Accent orange |
| | Light orange / text color |
| | Dark background |
| | Surface/card background |
| | Lighter surface |
| | Dark borders |
| | Light borders |
In standalone projects: Replace
with literal hex values, or define these variables in your HTML/CSS.
Common Layout Mistakes
- Missing background: Content renders on transparent/white background. Always set on the outermost container.
- Missing AbsoluteFill: Scene3D and full-viewport compositions need from remotion as their root.
- Using CSS vars without defining them: resolves to nothing in a bare Remotion project. Use literal colors.
- Hardcoded pixel sizes: Use -based sizing from instead.
- Missing font settings: Set , , , and explicitly — there are no inherited defaults in Remotion.
Three Layout Patterns
Simple (centered content, uses wrapper defaults):
tsx
// Relies on the outer wrapper for background, centering, font
export const Component = () => (
<AnimatedText transition={{ opacity: [0, 1] }}>Hello</AnimatedText>
);
Self-contained (own background and layout):
tsx
export const Component = () => (
<div style={{
width: '100%', height: '100%',
backgroundColor: '#09090b',
display: 'flex', alignItems: 'center', justifyContent: 'center',
}}>
<StaggeredMotion transition={{ scale: [0, 1], opacity: [0, 1] }}>
{items}
</StaggeredMotion>
</div>
);
Full 3D scene (recommended for complex work):
tsx
export const Component = () => {
const rect = useViewportRect();
return (
<AbsoluteFill style={{
background: '#100f0f',
color: '#fcc192',
}}>
<Scene3D perspective={1000} stepDuration={60} transitionDuration={60}>
<Step id="intro" {...positions.base.toProps()} />
{/* ... */}
</Scene3D>
</AbsoluteFill>
);
};
Transform3D (Critical for Complex Scenes)
represents a 3D transformation (position + rotation + scale) using Three.js internals. It is
immutable by convention — every method returns a new instance.
tsx
import { Transform3D, Vector3 } from "remotion-bits";
Creating Transforms
tsx
const base = Transform3D.identity(); // Origin: position(0,0,0), rotation(0,0,0), scale(1,1,1)
Chaining Transforms
Every method returns a new Transform3D. Chain freely:
tsx
const cardPosition = base
.translate(vmin * 50, vmin * -20, 0) // Move right and up
.rotateY(-15) // Rotate around Y axis (degrees)
.scaleBy(1.5); // Scale uniformly by 1.5x
Available Methods
tsx
// Position
transform.translate(x, y, z) // Add to position
transform.translate(vector3) // Add Vector3 to position
// Rotation (angles in DEGREES)
transform.rotateX(degrees) // Rotate around X axis
transform.rotateY(degrees) // Rotate around Y axis
transform.rotateZ(degrees) // Rotate around Z axis
transform.rotateAround(origin, axis, degrees) // Rotate around arbitrary point+axis
// Scale
transform.scaleBy(uniform) // Scale all axes equally
transform.scaleBy(sx, sy, sz) // Scale per-axis
// Composition
transform.multiply(other) // Matrix multiplication
transform.inverse() // Invert transform
transform.lerp(target, alpha) // Linear interpolation (0-1)
transform.clone() // Deep copy
// Randomization (deterministic via seed)
transform.randomTranslate([minX, maxX], [minY, maxY], [minZ, maxZ], seed)
transform.randomRotateX([minDeg, maxDeg], seed)
transform.randomRotateY([minDeg, maxDeg], seed)
transform.randomRotateZ([minDeg, maxDeg], seed)
// Conversion
transform.toProps() // → { x, y, z, rotateX, rotateY, rotateZ, scaleX, scaleY, scaleZ, rotateOrder }
transform.toCSSMatrix3D() // → "matrix3d(...)" CSS string
transform.toMatrix4() // → Three.js Matrix4
Using Transform3D with Step/Element3D
The
method converts a Transform3D to props that Step and Element3D accept:
tsx
const position = base.translate(vmin * 50, 0, 0).rotateY(-15);
// Spread directly into Step or Element3D
<Step id="my-step" {...position.toProps()} />
This is equivalent to manually specifying
x={...} y={...} z={...} rotateX={...} rotateY={...} rotateZ={...}
.
Using Transform3D as Keyframes
Pass
arrays as the
property for smooth 3D interpolation between positions:
tsx
const start = base.translate(0, vmin * 20, 0);
const end = base.translate(0, 0, 0);
<Element3D
centered
transition={{
duration: 35,
transform: [start, end], // Interpolates position, rotation, scale via slerp
opacity: [0, 1],
easing: "easeInOutCubic",
}}
>
<div>Animates from start to end</div>
</Element3D>
Transform keyframes use quaternion slerp for rotation (no gimbal lock) and linear interpolation for position and scale.
Vector3
Three.js
is re-exported for position math:
tsx
const offset = new Vector3(0, -vmin * 2, 0);
const farOffset = offset.clone().multiplyScalar(4.0); // Scale the offset
const combined = offset.clone().add(new Vector3(vmin * 5, 0, 0));
Scene3D System (3D Presentations)
Scene3D creates camera-based 3D presentations (like impress.js). The camera flies between Steps; content is placed in 3D space.
Architecture
Scene3D (perspective, timing)
├── Step (camera target 1) — children visible during this step
├── Step (camera target 2) — children visible during this step
├── ...
├── StepResponsive — element that animates differently per step
├── StepResponsive — another step-aware element
└── (any other children — always rendered)
Scene3D Container
tsx
<Scene3D
perspective={1000} // CSS perspective in px (depth effect)
stepDuration={60} // Default frames per step
transitionDuration={60} // Frames for camera transitions between steps
easing="easeInOutCubic" // Camera transition easing
>
{/* Steps and content */}
</Scene3D>
Steps (Camera Targets)
Steps define where the camera flies to. They execute sequentially. Content inside a Step is visible when that step is active.
tsx
<Step
id="intro" // Unique identifier (used by StepResponsive)
{...position.toProps()} // Camera target position/rotation/scale
duration={120} // Override stepDuration for this step (optional)
transition={{ // Animate children on step ENTRY (optional)
opacity: [0, 1],
blur: [10, 0],
duration: 20,
}}
exitTransition={{ // Animate children on step EXIT (optional)
opacity: [1, 0],
blur: [0, 10],
}}
>
{/* Content shown during this step */}
<FloatingCard>...</FloatingCard>
</Step>
Step timing model:
- Steps play sequentially: step1 → transition → step2 → transition → step3
- (on Scene3D): default duration each step is active
- (on Step): override for specific step
- (on Scene3D): how long the camera takes to move between steps
- Total composition should be ≥ sum of all step durations
Element3D (3D Positioned Content)
Places content at a specific 3D position, independent of camera:
tsx
<Element3D
centered // Center-align the element (transform-origin: center)
x={vmin * 50} y={0} z={0} // Position in 3D space
style={{ width: vmin * 60 }}
transition={{ // Animate on mount (optional)
delay: 20,
opacity: [0, 1],
duration: 35,
transform: [startTransform, endTransform], // 3D keyframes
easing: "easeInOutCubic",
}}
>
<div>Content positioned in 3D space</div>
</Element3D>
StepResponsive (Step-Aware Animations)
The key to complex scenes. Elements define how they should look/position at each step, and animate between states when the camera moves:
tsx
<StepResponsive
centered // Center the child
style={{ position: 'absolute', fontSize }}
steps={{
// Key = step ID, Value = properties at that step
'intro': {
transform: [base, shiftedPosition], // Transform3D keyframes
opacity: [0, 1],
},
'elements': {
transform: [elementPosition], // Hold at this position
},
'outro': {
transform: [outroStart, outroEnd],
opacity: [1, 1, 1, 0], // Hold visible, then fade
duration: "step", // Match step duration
easing: "easeInOutCubic",
},
}}
>
<h1>Title That Follows Camera</h1>
</StepResponsive>
StepResponsive key behaviors:
- Properties accumulate/inherit: if step "elements" doesn't set opacity, it keeps the value from the last step that set it
- Arrays flatten to their final value when moving to the next step (no re-animation of past keyframes)
- accepts arrays — the primary way to position elements in 3D
- makes the animation last the entire step duration
- You can map the same props to multiple step IDs to hold position across steps
Mapping same props to multiple steps (common pattern):
tsx
const mapToAllElementSteps = (props) => ({
'elements': props,
'element-particles': props,
'element-text': props,
'element-code': props,
});
<StepResponsive
steps={{
'intro': { transform: [introPosition] },
...mapToAllElementSteps({ transform: [elementPosition] }),
'outro': { transform: [outroPosition] },
}}
>
<h1>Elements</h1>
</StepResponsive>
Building Complex Scenes (Architecture Guide)
This is the recommended approach for any non-trivial composition. Scene3D provides camera management, step-based timing, 3D element positioning, and step-responsive animations — eliminating the need to manually manage
,
, or CSS transforms.\n\n### Step 1: Plan the Scene Structure
Decide on the major sections (acts) and what the camera shows in each:
intro → elements → element-particles → element-text → ... → transitions → scenes → outro
Each section = one Step. Steps execute sequentially.
Step 2: Pre-compute All Positions
Use
to build a position tree. This is THE critical architectural pattern:
tsx
const positions = useMemo(() => {
const { vmin } = rect;
const base = Transform3D.identity();
// Define base positions for each scene section
const elementsBase = base.translate(0, -vmin * 120, 0).rotateX(15);
const transitionsBase = base.translate(vmin * 200, vmin * 50, 0).rotateY(-15);
const scenesBase = base.translate(-vmin * 120, vmin * 70, 0).rotateY(15);
// Derive sub-positions from bases
const cardW = vmin * 70;
const particlesCard = elementsBase.translate(-cardW, -vmin * 40, 0).rotateY(15);
const textCard = elementsBase.translate(0, -vmin * 50, vmin * 10).rotateX(10);
return {
base,
elements: {
base: elementsBase,
cards: { particles: particlesCard, text: textCard },
},
transitions: { base: transitionsBase },
scenes: { base: scenesBase },
};
}, [rect.width, rect.height]); // Re-compute on resize
Why pre-compute positions?
- Separation of layout from rendering
- Positions can be derived from each other (hierarchy)
- Easy to adjust entire sections by changing the base
- StepResponsive needs position references, not inline calculations
Step 3: Define Steps
tsx
<Scene3D perspective={1000} stepDuration={60} transitionDuration={60}>
<Step id="intro" {...positions.base.toProps()} />
<Step id="elements" {...positions.elements.base.toProps()} />
<Step id="element-particles"
{...positions.elements.cards.particles.toProps()}
transition={{ opacity: [0, 1], blur: [10, 0] }}
>
<FloatingCard><ParticleDemo /></FloatingCard>
</Step>
<Step id="transitions" duration={120} {...positions.transitions.base.toProps()} />
<Step id="scenes" duration={120} {...positions.scenes.base.toProps()} />
<Step id="outro" {...positions.base.toProps()} duration={120} />
</Scene3D>
Step 4: Add Step-Responsive Elements
Titles, icons, and persistent elements that move with the camera:
tsx
<StepResponsive
centered
style={{ fontSize: vmin * 10, position: 'absolute' }}
steps={{
'intro': { transform: [positions.base, positions.base.translate(vmin * 7, 0, 0)] },
'elements': { transform: [positions.elements.base.translate(vmin * 7, 0, 0)] },
'outro': {
transform: [positions.base.translate(vmin * 7, 0, 0), positions.base],
duration: "step",
easing: "easeInOutCubic",
},
}}
>
<h1>Remotion Bits</h1>
</StepResponsive>
Step 5: Content Inside Steps
Steps can contain rich content — cards, particles, code blocks, counters:
tsx
<Step id="element-particles" {...cardPos.toProps()}
transition={{ opacity: [0, 1], blur: [10, 0] }}>
<FloatingCard>
<Particles style={{ position: 'absolute', inset: 0, opacity: 0.6 }}>
<Spawner rate={1} max={200} lifespan={80}
velocity={{ x: 0, y: -0.6, varianceX: 0.4, varianceY: 0.2 }}
area={{ width: rect.width, height: rect.height }}>
<div style={{ width: vmin * 2, height: vmin * 2, borderRadius: '50%',
background: 'var(--color-primary)' }} />
</Spawner>
<Behavior drag={0.96}
wiggle={{ magnitude: 0.6, frequency: 0.25 }}
opacity={[1, 0]}
scale={{ start: 1, end: 0.4 }} />
</Particles>
<span style={{ position: 'relative', zIndex: 1, fontWeight: 'bold',
fontSize: vmin * 3, fontFamily: 'monospace' }}>Particles</span>
</FloatingCard>
</Step>
Components Quick Reference
AnimatedText
tsx
<AnimatedText
style={{ fontSize: vmin * 5, fontWeight: 'bold' }}
transition={{
split: "character", // "none" | "word" | "character" | "line" | custom separator
splitStagger: 2, // Frames between each unit
opacity: [0, 1],
y: [15, 0],
blur: [2, 0],
duration: 20,
delay: 10,
easing: "easeOutCubic",
// Cycling text:
cycle: { texts: ["Build", "Create", "Ship"], itemDuration: 40 },
// Glitch effect:
glitch: [0.6, 0], // Glitch intensity AnimatedValue
}}
>
Hello World
</AnimatedText>
AnimatedCounter
tsx
<AnimatedCounter
transition={{
values: [0, 1000], // Number keyframes
color: ['#ff0000', '#00ff00'], // Color transition
scale: [0.8, 1],
duration: 30,
delay: 10,
}}
prefix="$"
postfix="+"
toFixed={0}
style={{ fontSize: vmin * 4, fontWeight: 'bold' }}
/>
TypeWriter
tsx
<TypeWriter
text="import { TypeWriter } from 'remotion-bits';"
typeSpeed={2} // Frames per character
deleteSpeed={1}
pauseAfterType={60} // Frames to wait before deleting
delay={30} // Start delay
cursor="▋"
style={{ fontSize: vmin * 2, fontFamily: 'monospace', whiteSpace: 'pre' }}
/>
// Multiple texts with cycling:
<TypeWriter
text={["First line", "Second line", "Third line"]}
deleteBeforeNext={true}
loop={false}
errorRate={0.05} // 5% chance of typo
/>
CodeBlock
tsx
<CodeBlock
code={`const x = useViewportRect();\nconsole.log(x.vmin);`}
language="tsx"
theme="dark"
showLineNumbers={false}
fontSize={vmin * 1.2}
padding={vmin * 1.5}
transition={{
duration: 20,
delay: 10,
lineStagger: 2, // Frames between lines
lineStaggerDirection: "forward", // "forward" | "reverse" | "center" | "random"
opacity: [0, 1],
y: [8, 0],
blur: [10, 0],
}}
highlight={[{ lines: [2, 3], color: "rgba(59,130,246,0.15)", opacity: [0, 1] }]}
focus={{ lines: [2, 3], dimOpacity: 0.3, dimBlur: 2 }}
/>
StaggeredMotion
tsx
<StaggeredMotion
transition={{
opacity: [0, 1],
scale: [0, 1],
y: [20, 0],
duration: 30,
delay: 5,
stagger: 3, // Frames between each child
staggerDirection: "forward", // "forward"|"reverse"|"center"|"random"
easing: "easeOutCubic",
borderRadius: 4,
}}
>
<div>Child 1</div>
<div>Child 2</div>
<div>Child 3</div>
</StaggeredMotion>
GradientTransition
tsx
<GradientTransition
gradient={[
"linear-gradient(0deg, #051226, #1e0541)",
"linear-gradient(180deg, #a5d4dd, #5674b1)",
]}
duration={90}
easing="easeInOut"
shortestAngle={true} // Interpolate angles via shortest path
/>
MatrixRain
tsx
<MatrixRain fontSize={18} color="#00FF00" speed={1.2} density={0.8} streamLength={20} />
ScrollingColumns
tsx
<ScrollingColumns
columns={[
{ images: ["/img1.jpg", "/img2.jpg"], speed: 100, direction: "up" },
{ images: ["/img3.jpg", "/img4.jpg"], speed: 150, direction: "down" },
]}
height={rect.vmin * 40}
gap={rect.vmin * 2}
/>
Particle System
tsx
<Particles style={{ position: 'absolute', inset: 0 }}>
<Spawner
rate={2} // Particles per frame
max={200} // Maximum alive particles
lifespan={100} // Frames each particle lives
burst={50} // Emit 50 on first frame (optional)
position={resolvePoint(rect, "center")}
area={{ width: rect.width, height: 0 }} // Spawn area
velocity={{ x: 0, y: -2, varianceX: 1, varianceY: 0.5 }}
>
{/* Multiple children = random selection per particle */}
<div style={{ width: vmin * 2, height: vmin * 2, borderRadius: '50%', background: '#fff' }} />
<div style={{ width: vmin * 1, height: vmin * 1, borderRadius: '50%', background: '#aaa' }} />
</Spawner>
<Behavior
gravity={{ y: 0.1 }} // Constant force
drag={0.96} // Air resistance (1=none, 0=instant stop)
wiggle={{ magnitude: 0.6, frequency: 0.25 }} // Random oscillation
opacity={[1, 0]} // Fade out over lifetime
scale={{ start: 1, end: 0.3, startVariance: 0.2 }} // Shrink over lifetime
/>
</Particles>
Procedural Content Generation
For grids, backgrounds, and data-driven visuals, use deterministic
:
tsx
import { random } from 'remotion-bits';
const items = useMemo(() => {
const palette = ['#fb4934', '#b8bb26', '#fabd2f', '#83a598'];
const result = [];
for (let r = 0; r < 10; r++) {
for (let c = 0; c < 20; c++) {
const seed = `grid-${r}-${c}`;
const colorIndex = Math.floor(random(seed + 'color') * palette.length);
const dist = Math.sqrt(r * r + c * c);
result.push(
<StaggeredMotion key={`${r}-${c}`}
transition={{
opacity: [0, 1],
scale: [0, 1],
delay: 30 + dist * 2, // Wave from top-left
duration: 40,
}}>
<div style={{
width: vmin * 5, height: vmin * 5,
background: palette[colorIndex],
}} />
</StaggeredMotion>
);
}
}
return result;
}, [vmin]);
is deterministic — same seed always returns same value. Use unique string seeds per element.
Utility Functions
interpolate (non-monotonic)
Unlike Remotion's built-in, supports non-monotonic input ranges:
tsx
import { interpolate, Easing } from "remotion-bits";
// Hold then animate
interpolate(frame, [0, 30, 30, 60], [0, 0, 100, 100]);
// With easing
interpolate(frame, [0, 60], [0, 100], { easing: "easeOutCubic" });
// Clamp extrapolation
interpolate(frame, [0, 60], [0, 100], { extrapolateLeft: 'clamp', extrapolateRight: 'clamp' });
Color Interpolation
tsx
import { interpolateColorKeyframes } from "remotion-bits";
// Perceptually uniform (Oklch) color transitions
const color = interpolateColorKeyframes(["#ff0000", "#00ff00", "#0000ff"], progress);
Geometry
tsx
import { resolvePoint, createRect, Rect } from "remotion-bits";
const point = resolvePoint(rect, "center"); // { x: 960, y: 540 }
const point2 = resolvePoint(rect, { x: "50%", y: "25%" }); // { x: 960, y: 270 }
Bit Metadata Format
Bits export a
object and a
:
tsx
export const metadata = {
name: "MyBit",
description: "Description of the bit.",
tags: ["tag1", "tag2"],
duration: 300, // Total frames
width: 1920,
height: 1080,
registry: {
name: "bit-my-bit",
title: "My Bit",
description: "Registry description.",
type: "bit" as const,
add: "when-needed" as const,
registryDependencies: ["animated-text", "scene-3d", "use-viewport-rect"],
dependencies: [],
files: [{ path: "path/to/MyBit.tsx" }],
},
};
export const Component: React.FC = () => { /* ... */ };
Common Patterns
Floating Card Container
tsx
const FloatingCard = ({ children }) => (
<div style={{
position: 'relative',
width: vmin * 60, height: vmin * 30,
background: 'rgba(20, 20, 30, 0.6)',
backdropFilter: 'blur(10px)',
border: '1px solid rgba(255,255,255,0.2)',
borderRadius: vmin * 1,
display: 'flex', alignItems: 'center', justifyContent: 'center',
overflow: 'hidden',
boxShadow: '0 0 20px rgba(0,0,0,0.2)',
}}>
{children}
</div>
);
Scene with Entry Animations per Step
tsx
<Step id="particles-demo" {...cardPosition.toProps()}
transition={{ opacity: [0, 1], blur: [10, 0] }}>
<FloatingCard>
{/* Content appears when camera arrives */}
</FloatingCard>
</Step>
Step-Responsive Title Tracking Camera
tsx
<StepResponsive
centered
style={{ fontSize: vmin * 10, position: 'absolute', width: 'max-content' }}
steps={{
'intro': { transform: [startPos] },
'main': { transform: [mainPos] },
'outro': { transform: [mainPos, endPos], duration: "step", easing: "easeInOutCubic" },
}}
>
<h1>Section Title</h1>
</StepResponsive>
Animated Grid with Wave Timing
tsx
const dist = Math.sqrt(Math.pow(r - centerRow, 2) + Math.pow(c - centerCol, 2));
const delay = 30 + dist * 2; // Ripple outward from center
<StaggeredMotion transition={{ opacity: [0, 1], scale: [0, 1], delay, duration: 40 }}>
<div style={{ width: size, height: size, background: color }} />
</StaggeredMotion>
Exit Transitions on Steps
tsx
<Step id="transitions" duration={120} {...pos.toProps()}
exitTransition={{ blur: [0, 10], opacity: [1, 0] }}>
{/* Content blurs out when camera leaves */}
</Step>
Element3D with Transform Keyframes
tsx
<Element3D centered
style={{ width: vmin * 32, height: vmin * 24 }}
transition={{
delay: 10,
opacity: [0, 1],
duration: 35,
transform: [
base.translate(0, vmin * 20, 0), // Start below
base.translate(0, 0, 0), // End at position
],
easing: 'easeInOutCubic',
}}>
<div>slides up into place</div>
</Element3D>
Reference Documentation
For exhaustive API details:
- references/components.md - Complete component props tables
- references/utilities.md - All utility functions
- references/patterns.md - More animation recipes and examples