Files
heygen-com--hyperframes/skills/remotion-to-hyperframes/references/transitions.md
T
wehub-resource-sync 85453da49f
regression / regression-shards (style-16-prod style-9-prod style-17-prod iframe-render-compat variables-prod mp4-h265-sdr, shard-4) (push) Has been cancelled
regression / regression-shards (style-4-prod style-11-prod style-2-prod animejs-adapter typegpu-adapter parallel-capture-regression, shard-5) (push) Has been cancelled
regression / regression-shards (style-7-prod style-8-prod style-10-prod css-spinner-render-compat webm-transparency mp4-h264-sdr webm-vp9, shard-3) (push) Has been cancelled
regression / regression-shards (sub-composition-video style-18-prod raf-ball-render-compat font-variant-numeric sub-comp-t0 sub-comp-id-selector, shard-7) (push) Has been cancelled
Windows render verification / Detect changes (push) Has been cancelled
Windows render verification / Preflight (lint + format) (push) Has been cancelled
Windows render verification / Render on windows-latest (push) Has been cancelled
Windows render verification / Tests on windows-latest (push) Has been cancelled
CI / Detect changes (push) Has been cancelled
CI / Build (push) Has been cancelled
CI / Lint (push) Has been cancelled
CI / Fallow audit (push) Has been cancelled
CI / Format (push) Has been cancelled
CI / Typecheck (push) Has been cancelled
CI / Test (push) Has been cancelled
CI / Producer: integration tests (push) Has been cancelled
CI / Producer: unit tests (push) Has been cancelled
CI / File size check (push) Has been cancelled
CI / Test: skills (push) Has been cancelled
CI / Skills: manifest in sync (push) Has been cancelled
CI / CLI: npx shim (macos-latest) (push) Has been cancelled
CI / CLI: npx shim (ubuntu-latest) (push) Has been cancelled
CI / CLI: npx shim (windows-latest) (push) Has been cancelled
CI / SDK: unit + contract + smoke (push) Has been cancelled
CI / Test: runtime contract (push) Has been cancelled
CI / Studio: load smoke (push) Has been cancelled
CI / Smoke: global install (push) Has been cancelled
CI / CLI smoke (required) (push) Has been cancelled
CI / Semantic PR title (push) Has been cancelled
Player perf / Detect changes (push) Has been cancelled
Player perf / Preflight (lint + format) (push) Has been cancelled
Player perf / player-perf (push) Has been cancelled
Player perf / Perf: drift (push) Has been cancelled
Player perf / Perf: fps (push) Has been cancelled
Player perf / Perf: parity (push) Has been cancelled
Player perf / Perf: scrub (push) Has been cancelled
Player perf / Perf: load (push) Has been cancelled
preview-regression / Detect changes (push) Has been cancelled
preview-regression / Preflight (lint + format) (push) Has been cancelled
preview-regression / Preview parity (push) Has been cancelled
preview-regression / preview-regression (push) Has been cancelled
regression / regression (push) Has been cancelled
regression / Detect changes (push) Has been cancelled
regression / Preflight (lint + format) (push) Has been cancelled
regression / regression-shards (hdr-regression style-5-prod style-3-prod mov-prores, shard-1) (push) Has been cancelled
regression / regression-shards (overlay-montage-prod style-12-prod chat missing-host-comp-id png-sequence portrait-edge-bleed, shard-6) (push) Has been cancelled
regression / regression-shards (style-13-prod style-6-prod vignelli-stacking gsap-letters-render-compat audio-mux-parity, shard-8) (push) Has been cancelled
regression / regression-shards (style-15-prod hdr-hlg-regression style-1-prod many-cuts vfr-screen-recording render-symlinked-assets, shard-2) (push) Has been cancelled
CodeQL / Analyze (actions) (push) Has been cancelled
CodeQL / Analyze (javascript-typescript) (push) Has been cancelled
CodeQL / Analyze (python) (push) Has been cancelled
Docs / Validate docs (push) Has been cancelled
Sync skills to ClawHub / Publish changed skills (push) Has been cancelled
chore: import upstream snapshot with attribution
2026-07-13 12:58:35 +08:00

115 lines
4.4 KiB
Markdown

# Transitions translation: @remotion/transitions → HF crossfades / shader-transitions
The `@remotion/transitions` package is Remotion's library of pre-built
scene-to-scene transitions. HF has two paths to translate them:
1. **Manual GSAP crossfade** — for simple opacity/transform transitions. Free, no extra package.
2. **HF shader-transitions package** — for visually-rich transitions that match the @remotion/transitions presets.
## Pattern: `<TransitionSeries>` is `<Series>` with overlap
```tsx
<TransitionSeries>
<TransitionSeries.Sequence durationInFrames={60}>
<SceneA />
</TransitionSeries.Sequence>
<TransitionSeries.Transition
presentation={fade()}
timing={linearTiming({ durationInFrames: 15 })}
/>
<TransitionSeries.Sequence durationInFrames={60}>
<SceneB />
</TransitionSeries.Sequence>
</TransitionSeries>
```
Translates to scenes that overlap by the transition duration:
- SceneA: [0, 60] = `data-start="0" data-duration="2"`
- SceneB: [60-15, 60-15+60] = `data-start="1.5" data-duration="2"` (the transition window overlaps the end of A and start of B)
Then drive the transition with GSAP:
```js
// Manual fade (presentation={fade()})
tl.to(sceneA, { opacity: 0, duration: 0.5, ease: "none" }, 1.5);
tl.fromTo(sceneB, { opacity: 0 }, { opacity: 1, duration: 0.5, ease: "none" }, 1.5);
```
## Presentation table
| Remotion `presentation` | HF translation |
| ---------------------------------- | ----------------------------------------------------------------------------------------- |
| `fade()` | manual `gsap.to(opacity)` crossfade |
| `slide({direction: "from-right"})` | `gsap.fromTo(translateX: "100%" → 0)` on incoming + `to(translateX: "-100%")` on outgoing |
| `wipe({direction: "from-left"})` | `gsap.fromTo(clip-path: inset(0 100% 0 0) → inset(0 0 0 0))` on incoming |
| `clockWipe()` | use HF's `sdf-iris` shader-transition (`npx hyperframes add sdf-iris`) |
| `flip()` | `gsap.to(rotateY)` 180° split between scenes |
| `cube()` | use HF's `cinematic-zoom` or build manually with `rotateY` + `transform-origin` |
| `iris()` | use HF's `sdf-iris` shader-transition |
| `none()` | no transition; hard cut at the boundary |
## Timing translations
```tsx
linearTiming({durationInFrames: 15}) ease: "none"
linearTiming({durationInFrames: 15, easing: ...}) ease per the easing table in timing.md
springTiming({config: {damping: 12}}) ease: "back.out(1.4)" (~0.7 s)
```
Convert `durationInFrames` to seconds (`/fps`).
## When to use HF shader-transitions
For transitions Remotion presets that have visually-rich GLSL equivalents
(iris, ripple, zoom, glitch), use HF's [shader-transitions](https://hyperframes.heygen.com/catalog/blocks)
package. They produce richer output than manual GSAP transforms.
```bash
npx hyperframes add sdf-iris
```
Then in the composition:
```html
<div id="iris-transition" class="hf-shader-transition" data-start="1.5" data-duration="0.5">
<!-- bound scenes via the shader-transition's data-from / data-to -->
</div>
```
Each shader-transition has its own data attributes; see the catalog page
for the specific block.
## When the source uses a custom Presentation
Remotion supports custom `presentation` implementations:
```tsx
const customPresentation: PresentationComponent = ({
children,
presentationProgress,
presentationDirection,
}) => {
return (
<div
style={
{
/* compute transform from progress */
}
}
>
{children}
</div>
);
};
```
Translation: extract the math from the `style={...}` block and emit
equivalent GSAP tweens. Specifically the transform formula maps directly
to a `gsap.to(target, { transform: ... })` parameterized by `progress`.
If the custom presentation uses `useCurrentFrame()` internally to
animate something _outside_ the simple progress curve, treat the source
as untranslatable and bow out to the runtime interop pattern (see
[escape-hatch.md](escape-hatch.md)).