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Motion design, defined

40 terms you will meet in any motion tool, each defined once and then shown where it lives in Premation.

Adjustment layer
A layer with no content of its own whose effects apply to everything rendered beneath it in the stack.
Anchor point
The origin a layer rotates and scales around. Moving it changes what a rotation pivots on without moving the layer itself.
Blend mode
How a layer's pixels combine with what is already drawn beneath it: multiply darkens, screen lightens, difference inverts where they overlap.
Bone
One rigid segment of a skeleton. Bones chain into a hierarchy; rotating a parent rotates every child with it.
Composition
A canvas with a size, frame rate, duration and background, plus the stack of layers drawn on it. The unit you animate in and export from.
Depth of field
The range of distances that appear sharp. Everything nearer or farther than the focus distance blurs, more with a wider aperture.
Easing
The rate at which a value travels between two keyframes. Linear is constant speed; an ease slows into or out of a keyframe, which is what makes motion read as physical.
Effect stack
The ordered list of effects applied to one layer. Order matters: a blur before a glow and a glow before a blur are different pictures.
Expression
Code that computes a property's value every frame instead of reading it from keyframes. Wiggle, loops and links between properties are the classic uses.
Frame blending
Synthesising in-between frames when footage is slowed down or its frame rate does not match the composition, instead of duplicating or dropping frames.
Graph editor
A view of animation as curves: value over time, or speed over time. Dragging the handles reshapes how a property moves between keyframes.
Hold keyframe
A keyframe with no interpolation after it: the value stays fixed until the next keyframe, then jumps. Used for cuts, blinks and stepped motion.
IK and FK
Two ways to pose a chain of bones. Forward kinematics rotates each bone and the children follow. Inverse kinematics moves a target and the chain solves to reach it.
Keyframe
A recorded value at a point in time. Two keyframes and an interpolation between them are the whole basis of animation.
Layer
One element in a composition: a shape, text, image, video, audio clip, camera, light, null or nested composition, with its own transform and time span.
Layer style
A treatment that follows a layer's shape rather than its pixels: drop shadow, inner glow, bevel, satin, stroke. Photoshop's idea, borrowed by every motion tool.
Linear blend skinning
How a mesh follows a skeleton: every vertex takes a weighted mix of the transforms of the bones near it. The weights decide how smoothly a joint bends.
Lottie
A JSON animation format (bodymovin) that plays natively on the web, iOS and Android. Vector shapes and transforms travel; raster effects do not.
Mask
A vector path on a layer that limits what part of it is visible. Feather softens the edge; mask modes add, subtract and intersect several paths.
MOGRT
Motion Graphics Template: a composition with a few fields exposed so an editor can change the text or colours without opening the animation.
Motion path
The spatial trajectory an animated position follows, drawn as a line through its keyframes. Editing the path's Bézier handles changes the route without touching the timing.
Motion tracking
Following a feature in footage from frame to frame and writing its position as keyframes, so graphics can be attached to something that moves.
Null object
An invisible layer with a full transform, used as a parent so a group of layers can be moved, rotated or scaled together.
Parenting
Linking one layer's transform to another's so the child inherits the parent's position, rotation and scale, on top of its own.
Pick-whip
A drag gesture that links one thing to another: a layer to a parent, or a property to an expression that reads another property.
Pre-composition
A composition nested inside another as a single layer. Its layers render to their own buffer and composite as one unit, which is how complex scenes stay editable.
Puppet pin
A control point placed on a mesh generated over flat artwork. Dragging the pin deforms the artwork around it, so a drawing can bend without a skeleton.
Range selector
The part of a text animator that decides which characters, words or lines an animation applies to. Animating the selector, not the property, is what makes text arrive letter by letter.
Render snapshot
A flat, immutable description of one frame, produced by sampling every animated value at one time. Everything that draws reads from it, so preview and export cannot disagree.
Repeater
A shape operator that fans one shape into many copies, each offset by a transform, so a single dot becomes a ring, a grid or a spiral.
Shape layer
A layer made of vector paths with fills and strokes, plus a chain of operators that modify them. Resolution-independent and animatable down to the vertex.
Shy and solo
Two timeline switches that people confuse. Shy hides a layer from the timeline list without hiding it in the picture. Solo renders only the soloed layers.
Speed ramp
A smooth change in a clip's playback speed: slowing into a moment and speeding back out, rather than a hard cut to slow motion.
SVG
Scalable Vector Graphics, the web's vector format. Paths, fills, strokes and groups in XML that any browser draws at any size.
Text animator
A set of property offsets applied to a text layer through a selector, so each glyph can move, fade, scale or rotate on its own schedule.
Time remapping
Keyframing a clip's internal time: which source frame plays at which composition frame. Freezes, reverses and ramps are all time-remap curves.
Track matte
Using one layer's luminance or alpha to decide another layer's transparency. A luma matte uses brightness; an alpha matte uses the shape.
Trim paths
A shape operator that reveals only part of a stroke, from a start to an end percentage. Animating End draws a line on; animating Offset chases a dash along it.
Two-node camera
A camera with a point of interest it always looks at. Move the camera and it keeps aiming at the subject; move the point and the camera turns to follow.
WebGPU and WebGL2
Two GPU programming interfaces. WebGPU is the newer one with compute shaders; WebGL2 is the older fallback available almost everywhere.