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.

Camera Motion

Pure CSS-transform physics, no dependencies beyond Remotion.

Shader

Textured, organic transitions driven by frame-synced shaders. They install @paper-design/shaders-react.

Stylized

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

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.

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.