9.3
Racket
This part explains how Animate works. Read it when a term or a design choice is
unclear. It is not a list of every function, and it is not a sequence of steps
you must finish before writing a program.
For code you can adapt, go to Cookbook. For a first complete
animation, go to Guide.
1 Objects, scenes, and output |
1.1 A few useful words |
1.2 Two ways to arrange a video |
1.3 Preparation does the work that must happen first |
1.4 Where to put your code |
2 Scenes and time |
2.1 A frame does not depend on the previous frame |
2.2 Durations and frame numbers are different |
2.3 Several clocks may be involved |
3 Position, size, and pixels |
3.1 Ordinary two-dimensional Scenes |
3.2 Slides and named parts |
3.3 Changing resolution is not changing format |
3.4 Fit has three common meanings |
4 Slides, builds, and continuity |
4.1 Hidden is not absent |
4.2 Builds happen within a clip |
4.3 Transitions happen between clips |
4.4 A role is not an identity |
4.5 What semantic matching can and cannot do |
4.6 Preparation and rendering are still separate |
5 Colors and Themes |
5.1 Categories and scales |
5.2 Inspecting a result |
6 Text roles, fonts, and size |
6.1 Roles and raw text |
6.2 World units become output pixels |
6.3 Typography and color are separate choices |
6.4 Backgrounds and borders |
6.5 Inspect the result |
7 Formula parts and source maps |
8 Objects that depend on other objects |
9 Three-dimensional coordinates |
9.1 The axes |
9.2 Scale, rotate, then move |
9.3 Geometry and drawing are separate |
10 Similar words, different values |
10.1 An object, a moment, and an animation |
10.2 A variable, an ID, and a path |
10.3 A group and a layout |
10.4 Duration, start time, and local time |
10.5 2D geometry, a construction, and 3D content |
10.6 Preparation, rendering, and encoding |