Animation
An animation is everything an item does over its time on a video: how it arrives, what it does while it is on screen, where it travels and how it leaves. Select the item, open its Animate menu and pick a card, and its Recipe holds the settings listed below — each kind of arrival, motion or departure a choice inside its section, with the settings that choice uses.
Arrive and Leave hold the same settings, one for each end of the item's time. A motion's settings — what it moves, how it is spread across the item's letters, words or copies, and what drives it — stand under Animations, as do the settings of a stepped arrival or departure. The item's own pivot, Pivot X and Pivot Y, stands under Animations too, listed with every item's own settings. A saved animation keeps the item's arrival, motions, path and departure; a clip's Speed and what a mark Follows stay with that item. Hover a row of the Recipe, or hold a finger still on it, and it shows what that setting does — the sentence this page lists for it — with Learn more leading to its section here; the value does not change.
Where you can use an animation
- Video — Video · Image · 3D · Text · Emoji · Shape · Freeform · Table · Mask · Blur · Captions · Groups
- 3D
What you can do with an animation you made
You can keep an animation you have tuned, share it, or put it on another item:
Star · Post · Copy
Arrive · Leave
- Duration — How long the item takes to arrive or leave.
- Delay — How long after the item starts it arrives, or before it ends it leaves.
- Angle — Which way the item travels as it arrives or leaves.
- Ease — How the arrival or the exit moves across its length: evenly, easing in or out, overshooting, springing or bouncing.
- Linear · In · Out · In/Out · Overshoot · Spring · Ball · Hold
- Steps — How many times a second a scrambling letter changes.
- Amount — How large the item starts as it arrives, against its own size.
- Amount — How much of the item’s line is already drawn as it starts.
- Amount — How far the item spins as it arrives, in degrees.
- Amount — How far the item is turned as it arrives, in degrees.
- Amount — How far the item travels as it arrives, a share of the frame.
- Fill from — Where in the drawing the shape’s fill starts to come up.
Dissolve
- Block size — How large the blocks the dissolve tears the picture into are.
- Jitter — How far the dissolve’s blocks jump.
- Slices — How much of the picture the dissolve’s tear slices.
- Colour split — How far the dissolve pulls the picture’s colours apart.
Morph
- Zoom — How far the morph zooms as one picture becomes the other.
- Melt — How far the morph melts one picture into the other.
Black
- Edge softness — How soft the moving edge between the two pictures is.
Whip
- Motion blur — How much the whip blurs the pictures as they fly past.
Cube
- Perspective — How far away the eye stands as the pictures turn: nearer turns more strongly.
Flip
- Perspective — How far away the eye stands as the pictures turn: nearer turns more strongly.
Page
- Curl radius — How tightly the page curls as it turns.
Warp
- Ripple — How far the ripple bends the picture.
- Ripples — How many ripple rings cross the picture.
- Phase — How far the ripple’s rings travel in as it settles.
Shatter
- Pieces — How many pieces the glass breaks into.
- Flight — How far the broken pieces fly.
Clock
- Edge softness — How soft the moving edge between the two pictures is.
- Centre X — Where across the frame the wipe turns about or spreads from.
- Centre Y — Where down the frame the wipe turns about or spreads from.
Radial
- Edge softness — How soft the moving edge between the two pictures is.
- Centre X — Where across the frame the wipe turns about or spreads from.
- Centre Y — Where down the frame the wipe turns about or spreads from.
Zoom
- Zoom-blur — How much the pictures blur as they zoom past each other.
- Leave scale — How large the leaving picture is as it goes.
- Arrive scale — How large the arriving picture is as it comes in.
Film Burn
- Burn softness — How soft the moving edge between the two pictures is.
- Scale — How coarse the pattern the wipe spreads along is.
Ink Bleed
- Bleed softness — How soft the moving edge between the two pictures is.
- Scale — How coarse the pattern the wipe spreads along is.
Depth
- Edge softness — How soft the moving edge between the two pictures is.
Tiles
- Tiles — How many tiles the picture breaks into.
- Spacing — How far apart the cells start turning: all at once, or one after another.
- Jitter — How far each cell’s start strays from its place in the sweep.
- Seed — Which order the tiles break up in.
Blinds
- Slats — How many slats the blinds turn in.
- Spacing — How far apart the cells start turning: all at once, or one after another.
- Jitter — How far each cell’s start strays from its place in the sweep.
Old TV
- Static — How much snow the screen shows as it switches off.
Smear
- Warp — How far the picture is pushed out of shape as it changes.
Animations
- Intensity — How far every part of the motion goes.
- Speed — How fast every part of the motion runs.
- Phase — Where in its cycle the motion starts.
- Reverse — Runs the motion backwards.
- Angle — Which way the motion moves on the frame, turned from its own way.
- Axis — Which axis a turn runs about.
- Rotation · Turn Y · Turn X
- Seed — Which of its random patterns the jitter follows.
- Start zoom — How far in the move starts.
- Start X — Where across the frame the move starts.
- Start Y — Where down the frame the move starts.
- End zoom — How far in the move ends.
- End X — Where across the frame the move ends.
- End Y — Where down the frame the move ends.
- By — What inside the item the animation runs over: its lines, words, letters, strokes or copies.
- Whole · Line · Word · Letter · Stroke · Copy
- Order — Which unit goes first.
- First to last · Last to first · From the centre · From the edges · Left to right · Random
- Spacing — How far apart the units run: all at once, or one after another.
- Shape — How much of the animation each unit takes across their order.
- Seed — Which shuffle a random order or shape plays.
- Tint — The colour each unit wears while it is off its rest.
- Ramp — How softly a word’s animation comes up and goes as the word is said.
- Size — How large the last unit stands against the first.
- Curves — How each unit’s size changes across their order.
- Fade — How faded the last unit stands against the first.
- Curves — How each unit’s fade changes across their order.
- Turn — How far the last unit is turned against the first.
- Curves — How each unit’s turn changes across their order.
- Offset — How unevenly the units are placed.
- Turn — How unevenly the units are turned.
- Size — How unevenly the units are sized.
- Fade — How unevenly the units are faded.
- Seed — Which unevenness the units take.
- Amount — How far this part moves the item, a share of the frame.
- Amount — How far this part turns the item, in degrees.
- Amount — How much this part grows or shrinks the item.
- Amount — How much this part grows the item, a share of its own size.
- Amount — How far this part fades the item.
- Amount — How far this part runs the line’s dashes along it.
- Amount — How large each word grows as it pops.
- Entry — How long each word takes to come up to its size.
- Rate — How many times a second this part cycles.
- Fineness — How much finer, fainter detail the jitter carries.
- From rest — Starts the jitter from where the item stands.
- Pulse — Makes the jitter hit in bursts instead of drifting.
- Wind-up — How far the punch winds back before it hits.
- Amount — Where this part stands at a key of its curve, a share either way of its rest.
- Amount — How far this part has turned at a key of its curve.
- Amount — How big this part makes the item at a key of its curve, a factor of its own size.
- Amount — How see-through this part makes the item at a key of its curve.
- Read — Whether the setting follows the reading itself or how fast it changes.
- Value · Speed
- Hold — How many times a second the reading steps instead of flowing.
- Rise — How long the reading takes to rise to a new value.
- Bounce — How much the reading overshoots and settles.
- Fall — How long the reading takes to fall back.
- Response — How the reading is reshaped before it moves the setting.
- Shape — The shape the wave takes over each cycle.
- Sine · Triangle · Square · Saw · Hop · Punch
- Rate — How many times a second the wave or the noise cycles.
- Reads — What the setting reads of the tracked subject: its speed, where it stands, its size or how it faces.
- Speed · Across · Down · Size · Tilt · Turn · Nod
- Reverse — Plays the motion’s keys from the end of its window back to the start.
- Stretch — Stretches the motion’s keys with the item when it is trimmed, instead of keeping their seconds.
- On every — Starts the motion over at every beat of the sound or every spoken word of the item, or never.
- Off · Beat · Word
- Steps — How many poses a second the item’s motion holds, like hand-drawn animation.
- On twos · On threes · On fours
- Morph starts — How far into the item’s life the shape starts to change.
- Morph ends — How far into the item’s life the shape has finished changing.
Path
- Line shape — How round or sharp the line bends through its points.
- Rotate to follow path — Turns the item to face the way it travels along the line.
- Text along the line — Lays the text’s letters along the line instead of moving the item along it.
- Along line — Where along the line the text stands.
Speed
- Freeze — How long a frozen frame holds before the clip plays on.
Follow
- Subject — Which tracked subject the mark is pinned to, measured from where it stands now.
- Size — Grows and shrinks the item with what it follows.
- Turn — Turns the item with what it follows.
- Position — Moves the item with the item it follows.
- Size — Grows and shrinks the item with the item it follows.
- Turn — Turns the item with the item it follows.
- Opacity — Fades the item with the item it follows.
- Item — Which clip, mark or caption the item follows.
- Lag — How far behind the item it follows the item runs, in seconds.
Emit
- Count — How many sprites of the item are in the air at once.
- Life — How long each sprite lives, in seconds.
- From — Where on the item a sprite is born: its middle, inside it, its edge or along its way.
- Middle · Inside · Edge · Along its way
- Speed — How fast a sprite leaves, in shares of the frame’s width a second.
- Direction — Which way a sprite leaves, in degrees clockwise from straight up.
- Fan — How wide a fan the sprites leave in, in degrees.
- Gravity — How hard the sprites fall, or rise where it is below zero.
- Drag — How fast the air takes a sprite’s speed away.
- Size — How big a sprite is at its birth, as a share of the item.
- End size — How big a sprite is at its death, as a share of its birth.
- Fade — How much of its opacity a sprite has lost by its death.
- Spin — How fast a sprite turns, in degrees a second at the most, each its own way.
- Wind — A steady sideways wind the sprites drift in, in widths of the frame a second; left below zero.
- Turbulence — How far an air current bends each sprite’s path as it flies.
- Pull — How strongly the sprites gather toward the pull’s point by the end of their life.
- Pull across — Where across the frame the sprites gather toward, from the item’s centre.
- Pull down — Where down the frame the sprites gather toward, from the item’s centre.
- Curves — How a sprite’s pull grows over its life.
- Speed — How unevenly fast the sprites leave: each slower by up to this share.
- Size — How unevenly sized the sprites are: each smaller by up to this share.
- Turn — How unevenly the sprites face: each turned by up to this share of a whole turn.
- Curves — How a sprite’s size goes from its birth to its end size over its life.
- Curves — How a sprite fades over its life.
- Picture — The picture each sprite is: the item’s own, a library sprite, or a picture of yours.
- Burst — How close together a round of sprites is born: evenly through their life, or all at once.
- Seed — Which of its random patterns the sprites follow.
- In front of the item — Stands the sprites over the item, instead of the item over them.
- Hide the item — Shows only the sprites, the item itself hidden.
Physics
- Gravity — How hard the item falls, or rises where it is below zero.
- Bounce — How much of its speed the item keeps when it hits something.
- Friction — How much what the item slides on grips it.
- Drag — How fast the air takes the item’s speed away.
- Floor — Where the floor the item lands on stands, from the top of the frame.
- Sides of the frame stop it — Stops the item at the sides of the frame.
- Throw — How fast the item is thrown.
- Throw direction — Which way the item is thrown, in degrees clockwise from straight up.
- Spin — How fast the item is set turning, in degrees a second.
- Stiffness — How firmly the line holds the shape it was drawn in.
- Damping — How soon the line stops swinging.
- Droop — How hard the line hangs down, or floats up where it is below zero.
- Wind — How hard the wind pushes the line.
- Gust rate — How fast the wind gusts.
- Gust seed — Which gusts of wind the line meets.
- Held by its far end — Holds the line by its far end instead of its start.
- Held by its far end
Automate
- Position — How far across the frame the item stands from its own place.
- Position — How far down the frame the item stands from its own place.
- Scale — How wide the item stands, a factor of its own width.
- Scale — How tall the item stands, a factor of its own height.
- Rotation — How far the item is turned on the frame, in degrees.
- Tilt X — How far the item leans left or right, as if turned away.
- Tilt Y — How far the item leans up or down, as if turned away.
- Opacity — How see-through the item is.
- Turn X — How far the item turns over, top toward or away from you, in degrees.
- Turn Y — How far the item turns around, side toward or away from you, in degrees.
- Skew X — How far the item slants sideways, in degrees.
- Skew Y — How far the item slants up or down, in degrees.
- Depth — How far the item comes toward you or goes away.
- Time — Which moment of its own time the item’s moving effects show.