9.3

III Guide🔗ℹ

Start with the Quick Start and saving a video. Then choose a route. Within a route, each lesson introduces what the next example needs. You do not need to read the slide lessons to make a native 2D animation.

Know ordinary Racket already? The slide route starts at Make a slide and give it time. It uses a Pict for a still picture and a Scene for a timed animation, as explained in Quick Start: a moving circle. Recipes are independent tasks, not prerequisites.

The 3D route begins at Make a first 3D picture. Its first two chapters need only the Quick Start. The third combines 3D with text and, optionally, the slide and embedded-content tools introduced above.

Choose a route

Goal

  

Read next

Animate a diagram or graph

  

Build a small scene

Build a slide-based lesson

  

Make a slide and give it time

Make a 3D animation

  

Make a first 3D picture

Edit and preview a source program

  

Organize a source program

Diagnose a wrong result

  

Find the cause of a wrong result

The Concepts part is a place to look up an idea, not required reading before any code. The Cookbook has independent tasks; Reference has the contracts.

    25 Quick Start: a moving circle

      25.1 Describe one object

      25.2 Put it in a Scene

      25.3 See the Scene

      25.4 Give it a movement

      25.5 Keep the result visible

    26 Save frames and make a video

      26.1 Render the frames

      26.2 Encode an MP4

      26.3 Keep file-writing commands separate

    27 Build a small scene

      27.1 Give each object a name

      27.2 Move just one object

      27.3 Move several objects together

      27.4 Move one child inside a group

      27.5 Try one change

    28 Control time and visibility

      28.1 Start two movements together

      28.2 Run one movement after another

      28.3 Delay the second start

      28.4 Change the speed, not the schedule

      28.5 Introduce an object

      28.6 Hide an object, or remove it

      28.7 Keep a last picture on screen

    29 Draw a graph

      29.1 Choose the numbers and the drawing size

      29.2 Turn a function into a curve

      29.3 Draw the curve over time

      29.4 Keep the graph with its axes

      29.5 Choose the next step

    30 Make a slide and give it time

      30.1 Write a title card

      30.2 Make a clip

      30.3 Reveal the title, then the subtitle

      30.4 Give individual bullets names

      30.5 Actions within a beat

    31 Put slides together

      31.1 Start a short lesson

      31.2 Join the three clips

      31.3 Check the arithmetic of time

      31.4 Look closely at a matching title

      31.5 Choose another transition

    32 Change appearance and format

      32.1 Format is not resolution

      32.2 Choose a text style only when needed

    33 Pace a lesson with narration

      33.1 Replace the draft with a recording

      33.2 Subtitles and timeline output

    34 Put an animation inside a slide

      34.1 Choose the figure’s visible area

      34.2 Embed the Scene

      34.3 Start its own clock

      34.4 Prepare resource-dependent content

      34.5 A mathematical explanation has its own plan

      34.6 Reuse a geometry construction

    35 Make a first 3D picture

      35.1 Make an object

      35.2 Choose where to look from

      35.3 Put the object inside a view

      35.4 Use an ordinary Scene

      35.5 Ask for a picture

    36 Animate a 3D object and its camera

      36.1 Turn the object inside the view

      36.2 Move the camera around the object

      36.3 Move the whole window

      36.4 Build a complete six-second sequence

    37 Combine 3D with text and slides

      37.1 Choose what a label follows

      37.2 Put the animation in a slide

      37.3 Choose the next topic when you need it

    38 Keep parts connected across slides

      38.1 Name the parts you want to follow

      38.2 Freeze a point in an existing animation

      38.3 Replay the known interval while changing the layout

      38.4 The same idea works for a construction

      38.5 Let two domains advance in one bridge

      38.6 Choose the strictness and inspect the result

    39 Organize a source program

      39.1 A reusable source file

      39.2 Add blocks when you need frequent edits

    40 Preview, edit, and inspect

      40.1 Open the source program you just learned

      40.2 Review a short interval

      40.3 Inspect an object

    41 Render a larger project

      41.1 Declare a project when you need more control

      41.2 Inspect the plan before writing files

      41.3 Math and geometry use the same worker pool

      41.4 Finish with two kinds of review

    42 Find the cause of a wrong result

      42.1 Run three fast semantic checks

      42.2 The program finishes without showing anything

      42.3 The finished object never appears in the movie

      42.4 An object is missing, or its ID is already present

      42.5 The wrong thing moves

      42.6 Two changes happen together when they should not

      42.7 The embedded figure is visible but frozen

      42.8 The runner refuses the output directory

      42.9 A build or review reports errors