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remotion-dev / skills

remotion-interactivity

Add interactive and input-driven behavior to Remotion compositions and player experiences.

Install

npx skills add https://github.com/remotion-dev/skills --skill remotion-interactivity
version
4.0.543

Make markup editable in Studio by default. Keep a part programmatic only if it is generated from external data or computed per frame, and tell the user it won't be editable. Text you write yourself is not external data.

Studio edits the JSX nodes that create timeline items. Structure the code around what the user should be able to select, move, trim, or style independently. Keep editable values inline on each instance.

Before writing a scene or refactoring its layers, read editable timeline structure [blocked]. It covers editing units, tracks, shared timing, plain layout containers, and a complete component-to-root example. For a timeline built from footage, also read editable video timelines (video-editing.md in the remotion-markup skill).

Use connected compositions (connected-compositions.md in the remotion-markup skill) when a scene or reusable group needs its own timeline. Validate both its standalone view and the full parent timeline; a connection alone does not guarantee fewer visible rows.

Choose schema fields

Each key in the schema is a prop that Studio can read and edit at the call site. Props that are not in the schema still work, but are not editable in Studio. Keys may use dot notation, such as style.color.

TypeUse forKeyframable
stringStrings, such as a title, prompt, or code snippetNo
numberNumbers, with optional min, max, step, integerYes
booleanOn/off switchesYes (hold)
colorCSS color stringsYes
enumA choice between variants, each with its own nested schemaOpt-in (hold)
arrayLists of numbers, colors, enums and moreNo
assetMedia sources, with optional assetTypeNo
font-familyCSS font familyNo
font-weightFont weightYes
translate, scale, rotation-css, rotation-degrees, transform-originTransformsYes
uv-coordinateA normalized [x, y] point on the elementYes
svg-pathSVG path dataYes
remotion-captionsCaption[] dataNo
hiddenA value kept out of the controls—

Every field needs a default and should have a description, which Studio shows as the label. Set keyframable: false to show a static control.

Expose content and per-instance appearance, such as the text and an accent color. Do not add fields for style.translate, style.scale, style.rotate, style.transformOrigin and style.opacity: Interactive.create() adds them automatically.

To make CSS properties of the root editable per instance, spread the built-in schema fragments:

tsx
const cardSchema = {  ...Interactive.textSchema, // style.color, style.fontSize, style.fontWeight, ...  ...Interactive.backgroundSchema, // style.backgroundColor  ...Interactive.borderRadiusSchema, // style.borderRadius, ...} as const satisfies InteractivitySchema;

Also available: Interactive.borderSchema, and Interactive.captionsSchema for components that accept captions. For components that accept React.ReactNode children, add ...Interactive.childrenSchema. It provides controls for children content and may evolve to support richer content. Currently, it uses a string field labeled "Text" with a default of ''. If a component requires string-only children, declare an explicit children field with type: 'string' instead. Interactive.textSchema controls typography styles; childrenSchema controls content. The children fragment is not included in baseSchema or automatically added to custom components. Nested markup and computed children are currently read-only. text-content is a deprecated alias for the string field type. See InteractivitySchema for all options.

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:

tsx
<Interactive.Div  name="Greeting card"  style={{fontSize: 80, padding: 24}}>  Hello</Interactive.Div>

Use this for text or graphics that need independent controls. Keep layout-only containers and decorative internals as plain HTML; an interactive component already provides controls for its root.

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.

tsx
// 👍 Fixed copy stays editable<Interactive.Div name="Title">  Remotion Best Practices</Interactive.Div>

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.

tsx
<>  <Interactive.Div name="Hero title" style={{fontSize: 80}}>    Launch day  </Interactive.Div>  <Img name="Avatar" src="https://remotion.media/image.jpeg" />  <Video name="Background" src="https://remotion.media/video.mp4" />  <Interactive.Div name="Title">    Launch day  </Interactive.Div></>

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.

tsx
<Interactive.Div  style={{    fontSize: 80,    color: 'red',  }}>  Hello World!</Interactive.Div>
tsx
const baseStyle = useMemo(() => {  return {    fontSize: 12 // ❌ Non-inline styles are not supported  }}, []);
<Interactive.Div  style={{    ...baseStyle, // ❌ Spreading is not supported    color: RED, // ❌ Referring to constants is not supported    scale: frame * 10 // ❌ Math is not supported  }}>  Hello World!</Interactive.Div>

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.

tsx
const {fps, durationInFrames} = useVideoConfig();
// 👍 Inline values can be standardized and keyframed<Interactive.Div  name="Product card"  style={{    color: 'white',    fontSize: 80,    scale: interpolate(frame, [0, fps], [0, 1], {      easing: Easing.spring({damping: 200}),      output: 'perceptual-scale',      extrapolateLeft: 'clamp',      extrapolateRight: 'clamp'    }),    rotate: interpolate(frame, [0, 1 * fps], ['0deg', '20deg'], {      easing: Easing.spring({damping: 200}),      extrapolateLeft: 'clamp',      extrapolateRight: 'clamp'    }),    translate: interpolate(      frame,      [durationInFrames - 30, durationInFrames],      ['0px 0px', '0px 120px'],      {        easing: Easing.spring({damping: 200}),        extrapolateLeft: 'clamp',        extrapolateRight: 'clamp'      }    ),  }}/>
tsx
const translateY = interpolate(frame, [0, 30], [0, 120]); // ❌ Math should be directly in the markup
<Interactive.Div  name="Product card"  style={{    translate: translateY, // ❌ Only inline interpolate() calls are supported,    rotate: interpolate(frame, [start, start + 10], [0, Math.PI]), // ❌ Cannot use math with arbitrary variables, cannot use constants    scale: interpolate(anyVariable, [0, 30], [0, 1]) // ❌ Can only interpret the `frame` variable.  }}/>

Keep SVG paths editable with Interactive.Path

Use <Interactive.Path> from remotion instead of <path> inside an SVG to make the path visually editable.

Install @remotion/paths for path interpolation and Studio path keyframes:

sh
bunx remotion add @remotion/paths

If the geometry is meant to be static, put the path string directly in the d prop. Do not extract it into a constant.

tsx
import {Interactive} from 'remotion';
<Interactive.Svg width={300} height={300} viewBox="0 0 300 300">  <Interactive.Path    name="Triangle"    d="M 40 40 L 260 40 L 150 260 Z"    fill="#0b84f3"  /></Interactive.Svg>

Morph paths using inline interpolatePaths()

Use interpolatePaths() from @remotion/paths directly in d.
It accepts a frame, an input range, an equally sized array of path strings, and options for easing, extrapolation, and posterization. Keep the output paths, ranges, and options inline, following the same input-range rules as interpolate() above.
Do not use interpolatePath() API or extract the interpolated result into a variable when the path keyframes should remain editable in Studio.

tsx
import {interpolatePaths} from '@remotion/paths';import {Easing, Interactive, useCurrentFrame} from 'remotion';
export const MorphingPath = () => {  const frame = useCurrentFrame();
  return (    <Interactive.Svg width={300} height={300} viewBox="0 0 300 300">      <Interactive.Path        name="Morphing triangle"        d={interpolatePaths(          frame,          [0, 30, 60],          [            'M 40 40 L 260 40 L 150 260 Z',            'M 40 150 L 150 40 L 260 150 Z',            'M 40 260 L 150 40 L 260 260 Z',          ],          {            easing: Easing.bezier(0.42, 0, 0.58, 1),            extrapolateLeft: 'clamp',            extrapolateRight: 'clamp',          },        )}        fill="#0b84f3"      />    </Interactive.Svg>  );};

Studio can edit the path at the current frame, add or move keyframes, and adjust their easing.
Use strokeDasharray and strokeDashoffset to evolve paths.

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, use a JSX string literal for id, 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>.

tsx
import {Composition, type CalculateMetadataFunction} from 'remotion';import {MyComponent, type Props} from './MyComponent';
// 👍 Static values are in <Composition>, dynamic values are in calculateMetadata()const calculateMetadata: CalculateMetadataFunction<Props> = async () => {  const dimensions = await getDimensions(); // just an example  return {width: dimensions.width, height: dimensions.height};};
<Composition  id="my-video"  component={MyComponent}  durationInFrames={150}  fps={30}  calculateMetadata={calculateMetadata}  defaultProps={{title: 'Hello', color: '#0b84ff'}}/>
tsx
const defaultProps = {title: 'Hello', color: '#0b84ff'}; // ❌ Don't extract defaultProps, must be inlineconst calculateMetadata: CalculateMetadataFunction<Props> = () => {  // ❌ Unnecessary because no calculation is being done,  return {durationInFrames: 150, fps: 30, width: 1920, height: 1080};};
<Composition  id="my-video"  component={MyComponent}  calculateMetadata={calculateMetadata}  defaultProps={{    title: 'Hello',  } as Props} // ❌ Don't have type assertions, instead type MyComponent correctly/>

Use only calculateMetadata() for the part of the metadata that is dynamic.

Effects should be inline too

Keep effect arrays and parameters inline so their shape and keyframes remain editable. See Inline effects for examples.

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 (video-editing.md in the remotion-markup skill) for best practices on how to structure Remotion markup so the clips are interactively editable in the timeline.