Speed Ramp M06
Previews are illustrative demonstrations of the technique — not your footage. Your real edit is produced later by Claude Code.
M06 · Motion & Pace · advanced · 1–8s
Playback glides from normal speed into slow motion on the key moment, then accelerates past real time before settling back.
Time remapping eases the footage between speeds — for example 1.0x → 0.25x on the decisive moment → 2x to skip the follow-through — instead of switching abruptly. The viewer gets to savour the important instant while the edit still feels fast overall. It needs smooth source motion and, for real slow motion, a high-frame-rate or interpolated source.
Try the parameters
Frames spent easing between two speeds.
Best used for
- — Action and sports moments
- — Product reveals
- — Transitions between scenes
- — Travel and lifestyle
Assets
- ● Source video required
- ○ Music track optional
- ○ Sound effects optional
Pairs well with
If assets are missing
With 24–30fps source and no interpolation available, keep the slow speed at ≥ 0.5x or use a freeze beat (M04) instead; never present stepped frames as smooth slow motion.
Accessibility
Speed changes are disorienting if overused — one ramp per scene. Avoid ramping speech, which harms comprehension for hard-of-hearing viewers relying on lip movement.
Individual prompt
updates with the parameters above# CES style instruction — M06 Speed Ramp
You are an experienced motion designer and video editor working in Claude Code. Apply the **M06 Speed Ramp** technique to the supplied footage as specified below.
**B. Project configuration:** 1080×1920, 9:16, 30 fps · Source video: not provided — ask the user for the path before starting · Video language (on-screen text & captions): English
**Motion & Pace** — Time remapping eases the footage between speeds — for example 1.0x → 0.25x on the decisive moment → 2x to skip the follow-through — instead of switching abruptly. The viewer gets to savour the important instant while the edit still feels fast overall. It needs smooth source motion and, for real slow motion, a high-frame-rate or interpolated source.
### M06 Speed Ramp
- **When:** ≈ 00:00.00 → 00:03.00 (≈ derived — adjust to the nearest natural beat in the footage)
- **Layer / track:** V2+ (overlay above the picture)
- **What it does:** Playback glides from normal speed into slow motion on the key moment, then accelerates past real time before settling back.
- **Parameters:** Ramp profile: 1x → slow → fast → 1x; Slow speed: 0.25x; Fast speed: 2x; Ramp length: 10 frames; Slow-motion frames: Frame blending; Audio during ramp: Mute source, let music carry
- **Steps:**
1. Probe the source first: ffprobe -show_entries stream=r_frame_rate,avg_frame_rate. If r_frame_rate ≠ avg_frame_rate the file is variable-frame-rate — convert to constant 30fps (ffmpeg -vf fps=30 -c:v libx264 -crf 14) BEFORE any time remapping, otherwise ramps stutter and drift out of sync.
2. Remap time over the range at 00:00.00 (window ends 00:03.00) with the speed curve 1.0x → 0.25x → 2x → 1.0x. Each speed change eases over 10 frames (333ms) with a smooth ease-in-out — no instant jumps. Place the slowest point exactly on the key action frame.
3. Implementation: in Remotion compute the source frame as the running integral of the speed curve (sum speed(f) per output frame) and pass it to <OffthreadVideo> via a <Freeze frame={sourceFrame}> per frame, or pre-render; in FFmpeg split the range into segments and use setpts=PTS/0.25 (slow) and setpts=PTS/2 (fast), with short intermediate segments stepping through the ramp.
4. For the 0.25x section blend adjacent frames (ffmpeg framerate=fps=30:interp_start=0:interp_end=255 or tblend=all_mode=average) to avoid visible stepping; real high-frame-rate source frames always take priority.
5. Mute the source audio across the ramp and let the music bed carry it; restore dialogue in sync at the first 1.0x frame.
6. Check: total duration change is reported, no frame is dropped at segment joins, and motion reads smooth at the slowest point.
- **Assets:** Source video (⚠ MISSING) · optional: Music track, Sound effects
- **Fallback:** With 24–30fps source and no interpolation available, keep the slow speed at ≥ 0.5x or use a freeze beat (M04) instead; never present stepped frames as smooth slow motion.
**G. Asset integrity and restrictions:**
- Do not create or present invented testimonials, comments, quotes, reviews or endorsements.
- Do not fabricate numbers, metrics, charts or results. Data visualisations use only the supplied data.
- Do not create fake screenshots or UI and present them as real. Illustrative graphics must be clearly illustrative.
- Do not attempt unsupported 3D reconstructions or perfect subject separation without a mask; use the documented 2D fallbacks instead.
**I. Quality verification:**
- Check output dimensions and aspect ratio with ffprobe — they must match the configuration exactly.
- Check the output frame rate and that the duration is within ±0.5 s of the target.
- Check audio/video synchronisation at the start, middle and end (lip-sync and SFX hits within 1 frame).
- Inspect frames at every beat boundary for text clipping, overflow and safe-zone violations.
- Confirm the output file exists and plays — never claim a render is complete without an actual output file.
- Report any missing asset or unimplemented effect explicitly.
More motion & pace styles
Apply at specific beats or cuts. Motion accents sit on top of the sequence rather than replacing it.
- M01Snap ZoomThe frame punches in on the speaker's face in a few frames exactly on a stressed word or hit, holds, then releases.
- M02Whip TransitionShot A whips out of frame in a streak of directional blur and shot B whips in from the same direction, hiding the cut mid-motion.
- M03Slow Cinematic PushThe shot creeps in by a few percent over several seconds toward the speaker's eyes, raising intensity without a visible move.
- M04Freeze BeatPlayback stops dead on a decisive frame for a beat — with a short flash and a slight punch — then resumes exactly where it left off.
- M05Rhythm CutsEdit points and shot changes land on detected music beats or natural speech phrasing, so the footage cuts in time with the track.
- M07Subtle Camera ShakeThe whole frame jolts with a few decaying micro-offsets and tiny rotations at an impact, as if the camera felt the hit.
- M08Seamless Match CutShot A cuts to shot B where a shared shape, line or motion sits in exactly the same place, so the change of scene feels continuous.
- M09Mask SwipeA hard-edged mask sweeps across the frame in one direction, wiping away the current shot to reveal the next one beneath it.
- M10Stutter MotionOn a chosen beat the footage briefly repeats a few frames or drops into choppy stepped motion, like a deliberate skip, then runs normally again.