9.3

II Cookbook🔗ℹ

Pick a task. The short recipes with displayed results use executable Scribble examples: the manual build evaluates their code and shows or checks the result. Hidden setup supplies imports and other boilerplate. The worked-example chapters also contain source-only code fragments and commands for complete programs; those blocks are not evaluated by the manual build.

Recipes stay short. For whole source files, explanations of their structure, render commands, and selected frames, see Complete Example Programs. A recipe still uses an external file when its module or toolchain is part of the task.

A recipe is not a replacement for the Reference. Use the Reference when you need every option, contract, or restriction.

    11 Common Scene tasks

      11.1 Move one part of a diagram

      11.2 Start the second animation later

      11.3 Bring a faded object back

      11.4 Reveal a mathematical graph

      11.5 Inspect a frame without making a movie

    12 Draw plots while moving the camera

      12.1 Build the plotted Visuals

      12.2 Animate the plots and camera together

      12.3 Render explicitly

    13 Themed Mathematics

    14 Slide recipes

      14.1 Make a title card

      14.2 Reveal one bullet at a time

      14.3 Use your own theme

      14.4 Keep a title between slides

      14.5 Move children as their panel changes layout

      14.6 Move an equation while doing its algebra

      14.7 Reuse an animated construction

    15 Choose a slide transition

      15.1 Blend the pictures: crossfade

      15.2 Move both pictures: push

      15.3 Move only a boundary: wipe

      15.4 Move only one picture: cover and uncover

      15.5 Change size: zoom

      15.6 Pass through a color: fade-through

      15.7 Retain an idea: match

      15.8 Limit motion without changing the timing

    16 Combining Appearance and Text Effects

      16.1 Composing Exact Enter/Leave and Text Effects

      16.2 Stroke-Width Animation

      16.3 Fill and Stroke Color Animation

      16.4 Unified Style Transitions

    17 Camera Views and Fixed Overlays

      17.1 Animated Camera Views

      17.2 Automatic Camera Framing and Following

        17.2.1 Fitting a Rendered Box

        17.2.2 Fitting Visuals and Scene Targets

        17.2.3 Following a Moving Visual

      17.3 Fixed-in-Frame Overlays and Callouts

    18 Combining and Timing Animations

      18.1 Local Visual Animation Timing

      18.2 Successive Visual Animation Composition

      18.3 Parallel Visual Animation Composition

      18.4 Lagged Visual Animation Composition

      18.5 Duration-Scaled Visual Animation Composition

    19 Following Paths, Tangents, and Offsets

      19.1 Arc-Length Path Following

      19.2 Path Tangents, Orientation, and Normal Offsets

      19.3 Continuous Joined Offset Paths

      19.4 Path Reversal and Cyclic Starts

    20 Matching Path Outlines

      20.1 Automatic Closed-Loop Morph Correspondence

      20.2 Automatic Open-Path Morph Correspondence

      20.3 Automatic Compound-Path Morph Correspondence

      20.4 Automatic Open-Compound Morph Correspondence

      20.5 Automatic Mixed-Topology Compound Morph Correspondence

    21 Growing and Removing Subpaths

      21.1 Topology-Changing Morphs and Subpath Birth/Death

      21.2 Explicit Birth/Death Anchors

      21.3 Per-Subpath Birth/Death Anchors

      21.4 Penalized Topology-Changing Correspondence

      21.5 Per-Subpath Birth/Death Penalties

      21.6 Per-Pair Real-Match Penalties

    22 Combining Plot Areas and Observations

    23 3D objects and cameras

      23.1 Move the object, not its window

      23.2 Keep the object still and change the view

      23.3 Use the complete three-file lesson

      23.4 Use the ordinary software renderer

    24 Render and review recipes

      24.1 Render a slide video with ten workers

      24.2 Render a dark gallery

      24.3 Render only the examples you need

      24.4 Compare Pict and Scene output and keep the logs

      24.5 Inspect a slide in storyboard context