jeffna1/antigravity-voxel-godot-setup/remotion-interactivity
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Structure Remotion markup for interactivity
Install
npx vskill@latest install jeffna1/antigravity-voxel-godot-setup/remotion-interactivitySKILL.md
By writing Remotion markup in a specific way, the Remotion Studio is able to recognize the structure of the code and makes it interactive:
- Allowing items to be selected by clicking on them
- Allowing drag+drop, resizing and rotation
- Editing the CSS styles
- Making keyframes and easing values editable
If the markup is too complex for the Studio to make it interactive, then the values become grayed out.
Make an HTML element interactive using Interactive
Every HTML and SVG element (except <Img>, it already is interactive) such as <div> can be turned interactive using Interactive:
This allows styles and keyframes to be set in the Studio. Be sensible, if a component has many elements, the timeline might get messy.
Prefer inline text
If text is fixed and only used once, write it directly inside the interactive element instead of extracting it into a constant.
Use a prop or variable only when the text is dynamic or reused.
Give interactive elements a descriptive name
Add a name prop to elements to make them easily identifyable. Avoid computed names, hardcode them.
Keep all CSS styles inline
The best way is to just pass a plain object to style - no referring to constants, no object spreading, no math.
Animate using interpolate()
Write animations as inline interpolate() calls on the property that changes. The output range, easing, extrapolation and output property should use hardcoded values.
The input range may additionally use durationInFrames, fps, width and height destructured directly from useVideoConfig(). Bare identifiers such as durationInFrames, multiplication with a number such as 2 * fps or fps * 2, and subtraction of a number such as durationInFrames - 1 are supported.
Use scale, translate, rotate CSS properties
Avoid the transform CSS property. If possible, use scale, rotate and translate instead because only they are interactively editable.
Keep composition metadata inline
When scaffolding a composition, keep width, height, fps, durationInFrames and defaultProps inline and make no type assertions.
The Props editor can save visual edits back to your code when defaultProps is an inline object literal on <Composition> or <Still>.
Use only calculateMetadata() for the part of the metadata that is dynamic.
Effects should be inline too
The effects array should not be computed. The same rules for setting keyframes as interpolate() apply too here: All values should also be hardcoded: Input range, output range, easing, extrapolation, output property.
Render separate elements if one version should have effects and another should not.
Making your own component interactive
To make a custom userland component interactive, use: Make a component interactive
Video editing
If a Remotion component mainly consists of video and audio clips, see Video editing for best practices on how to structure Remotion markup so the clips are interactively editable in the timeline.
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Source
- SKILL.md in the repositoryCheckingskills/remotion-interactivity/SKILL.md
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