Remotion Animation Timing and Audio Sync
Builds Remotion animations from a frame-accurate timing map so text, cuts, and captions land on the voiceover, beat, or caption cue.
Before & after
Same prompt, same agent — the only difference is the skill.
Animation timing in Remotion videos can be tricky. You need to make sure durations and frame rates align correctly. Common mistakes include mismatched FPS settings and frame calculations that don't account for the actual composition duration. Easing functions can also cause unexpected timing shifts. You'd want to test the output carefully. It helps to break animations into segments and verify each one. Do you have a specific timing issue you're seeing?
ANIMATION SYNC AUDIT
ISSUE 1: Sequence timing off by 200ms
PROBLEM: Fade-in animation set to 30 frames but composition assumes 60fps
FIX: Change fade duration to frame(60 * 0.5) for 0.5 seconds at 60fps
LINE: 24—change interpolate from frame-start 0 frame-end 30 input-min 0 input-max 1 to use fps prop instead
ISSUE 2: Text scale animation doesn't sync with audio
PROBLEM: Audio duration is 8.2 seconds; animation setup assumes 8 seconds
FIX: Use absDurationInFrames={Math.ceil(8.2 * 60)} to match audio length exactly
LINE: 45
ISSUE 3: Easing curve causing sync drift on secondary animations
PROBLEM: Using spring easing; overlapping sequences lose frame lock
FIX: Replace spring easing with linear for sync-critical animations
LINE: 67—change easing to Easing.linear()
TESTED OUTPUT: All animations now sync within 1-frame tolerance at 60fps. Video duration stable at 8.2 seconds.About this skill
Your Remotion text pops in a few frames after the voiceover says the word. Captions that start in sync are visibly off by the end. A spring that looked right in Studio lands late in the render. This skill treats timing as data: it turns every audio cue into an exact frame, then builds or fixes the composition around that map.
What it does
- Converts voiceover, caption, and music timestamps into a frame-accurate timing map. Every frame is calculated from the composition's fps, never from a hardcoded 30.
- Finds the usual sync bugs: offsets counted twice inside nested
<Sequence>s, rounding errors that pile up when durations are summed, trimmed audio whose timestamps were never shifted, and springs expected to settle on a fixed frame. - Places beats accurately at any BPM. At 128 BPM and 30fps a beat is 14.0625 frames, so stepping by a rounded 14 drifts.
- Picks
interpolatewith easing orspringdepending on whether a motion has to land on an exact frame or can settle naturally, and always clamps one-shot animations. - Sets the video's length from the actual audio duration and recalculates timing after you add transitions.
- Separates real desync from Studio preview lag and from screen recordings with a variable frame rate. Neither of those is fixed in code.
What you get
A timing table (event, source time, frame, lead, animation), a Sequence tree, and TypeScript component code that keeps every timing value in one place. For pasted code, you get a ranked list of sync issues with exact line fixes.
Best for
Developers and video creators building explainers, captioned shorts, lyric videos, or beat-synced motion graphics in Remotion, especially anyone whose animations drift away from the audio.
SKILL.md preview
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name: remotion-timing-audio-sync
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