Transitions

Scene transitions built as presentations for TransitionSeries

Most transitions here are presentations for @remotion/transitions — pass one to a TransitionSeries.Transition between two sequences and control the pace with linearTiming or springTiming. The sequencers at the bottom work differently: they own the whole run of scenes themselves.

Showing 59 of 59 components

Camera Motion

Pure CSS-transform physics, no dependencies beyond Remotion.

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Shader

Textured, organic transitions driven by frame-synced shaders. Most use @paper-design/shaders-react; Shader Seam and Shader Spiral Pass use a local OpenShaders export.

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Stylized

Kinetic, interface-flavored transitions — typed wipes, scattering icons, and messaging motion.

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Canvas

Pixel-level transitions. These read the actual pixels of both scenes through the experimental html-in-canvas browser API and post-process them per frame, which is what makes tearing, burning, and shattering possible at all. Chrome 149+ behind chrome://flags/#canvas-draw-element shows the real effect; every other browser degrades to a CSS approximation of the same edit, so previews and renders never break.

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Graphic Cuts

Bold, showy cuts built from plain CSS and SVG: shapes, slats, torn paper, streaks and light. No dependencies beyond Remotion.

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Scene Sequencers

Not presentations. Each of these takes the whole list of scenes and runs the timeline itself, so the boundary is a property of the film rather than something dropped between two sequences. Scenes never overlap and the stage is continuous, which is what makes a run of them read as one cut instead of a slideshow.

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