# Terminology

## **Timeline**

<figure><img src="https://3312042618-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F9sVaJpWJhPbmscipukhh%2Fuploads%2FVLNzcMfIqTwXfD5wJ88I%2Fimage.png?alt=media&#x26;token=a5f22393-3a45-461a-bd9c-540227de62e1" alt=""><figcaption></figcaption></figure>

<figure><img src="https://3312042618-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F9sVaJpWJhPbmscipukhh%2Fuploads%2FYs7idJvO1pXDjGarSO3C%2Fimage.png?alt=media&#x26;token=932186b2-d79f-4b80-8b4d-f5de978ec0d9" alt=""><figcaption></figcaption></figure>

Timelines are where you sequence and composite content (layers), events and actions. LightAct can have several independent timelines. In every timeline you can have one or several:

* Tracks
* Sections
* Layers
* Markers

### **Timeline group**

<figure><img src="https://3312042618-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F9sVaJpWJhPbmscipukhh%2Fuploads%2F9BwqAsEpi3ql8DEyzafs%2Fimage.png?alt=media&#x26;token=bc2b4e96-915b-4d5e-a256-01cdf2f9b501" alt=""><figcaption></figcaption></figure>

Timeline group is a group of one or more Timelines. It is used to control syncing to external timecode sources and to control playstates of Timelines in that Timeline group.

### **Track**

<figure><img src="https://3312042618-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F9sVaJpWJhPbmscipukhh%2Fuploads%2FgJFeZfb6IoCqsxoAzu43%2Fimage.png?alt=media&#x26;token=dc8d22c3-27ac-403b-8f11-29aaccf840b9" alt=""><figcaption></figcaption></figure>

Each Timeline is divided into several Tracks. On each track you can have one or several layers.

### **Layer**

<div align="left"><img src="https://3312042618-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F9sVaJpWJhPbmscipukhh%2Fuploads%2Fgit-blob-45bcbbfb2f11e80c2fd75708ecb6d819bea870d2%2Fa%20layer.png?alt=media" alt=""></div>

A *layer* is an entity that exists in a *Timeline* and has a beginning and an end (determined by the **Duration** parameter). A *layer* can perform a variety of functions such as content processing & playback, video/image/image sequence/Notch block reading and playback or just some logic.

{% hint style="info" %}
**Good to know**: Layers in LightAct are called Layer Templates and you can easily create your own.
{% endhint %}

### **Layouts**

<figure><img src="https://3312042618-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F9sVaJpWJhPbmscipukhh%2Fuploads%2FmXIMkFMa4FDFj1xhV9Dw%2Fimage.png?alt=media&#x26;token=8473e8a6-bf54-46cf-9962-6ed52b010189" alt=""><figcaption></figcaption></figure>

Layouts are LightAct's node-based system. You can find them in:

* Layers
* Mappings (in Canvas Maps and Output Maps windows)
* Projectors

### **Variable**

<div align="left"><img src="https://3312042618-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F9sVaJpWJhPbmscipukhh%2Fuploads%2Fgit-blob-16b67e1b5b55a5c2d273193f83c832dd03a90d81%2Flayer%20variables.png?alt=media" alt=""></div>

A LightAct variable is a container holding information. The information can be a number (integer or float), color, texture or something else.

There are 2 types of variables:

* **Layer variables** are available only within one layer
* **Global variables** can be accessed anywhere

### Section

<div align="left"><figure><img src="https://3312042618-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F9sVaJpWJhPbmscipukhh%2Fuploads%2FWJaUBirIG7fKWFJQO4Li%2Fimage.png?alt=media&#x26;token=f5b4bd55-d757-47ab-89e4-c49711c64b6a" alt=""><figcaption></figcaption></figure></div>

Section is part of a timeline. Very often sections also serves as cues.

### **Marker**

<div align="left"><figure><img src="https://3312042618-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F9sVaJpWJhPbmscipukhh%2Fuploads%2FdLssya3bGCYJG4xTqcl8%2Fimage.png?alt=media&#x26;token=6e2a15ae-647f-49f3-855c-5174c77be387" alt=""><figcaption></figcaption></figure></div>

A *Timeline marker* indicates a position on a Timeline.

## **Viewport**

Serves as the visual preview area where you can see how your compositions and mappings will appear in the real world.&#x20;

### **Video screen**

<div align="left"><figure><img src="https://3312042618-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F9sVaJpWJhPbmscipukhh%2Fuploads%2FI2TIOzjSTCqD1PIE1bIT%2Fimage.png?alt=media&#x26;token=6d3a1606-d0b3-4f6f-9d82-e58d051b24f4" alt=""><figcaption></figcaption></figure></div>

A *video screen* is a virtual representation of a physical video screen.

### **Thrower**

<div align="left"><img src="https://3312042618-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F9sVaJpWJhPbmscipukhh%2Fuploads%2Fgit-blob-12aae80d9e06da1d8aaeeb56bda2baaf83c18551%2Fa%20thrower.png?alt=media" alt=""></div>

A *thrower* is a helper virtual object that facilitates mapping of content onto various viewport objects by taking into account their position in the 3D scene of the viewport.

### **3D model**

<div align="left"><img src="https://3312042618-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F9sVaJpWJhPbmscipukhh%2Fuploads%2Fgit-blob-8bcd47945092ac8aa12310a71f40d86e1a10340f%2Fa%203DObject.png?alt=media" alt=""></div>

A *3D model* is a virtual representation of a physical object. *3D models* are usually imported as an *.fbx* or .*obj* assets.

### **Primitive**

<div align="left"><img src="https://3312042618-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F9sVaJpWJhPbmscipukhh%2Fuploads%2Fgit-blob-2dd90bb7a7adbb8b0b9c8cc295d24030efe62289%2Fprimitives.png?alt=media" alt=""></div>

A *primitive* is a simple 3D model of a cube, a plane, a sphere or a cone.

### Null object

<div align="left"><figure><img src="https://3312042618-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F9sVaJpWJhPbmscipukhh%2Fuploads%2F7BaqJ93gREy1rcVfJsPC%2Fimage.png?alt=media&#x26;token=2cda7c8f-a7b6-4223-8f41-e34bc6845923" alt=""><figcaption></figcaption></figure></div>

A *null object* is an ‘empty’ object that can be used as a container of other objects.

<div align="left"><img src="https://3312042618-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F9sVaJpWJhPbmscipukhh%2Fuploads%2Fgit-blob-b0accb4cfdc127d3f713bcc05716d4709f44abdc%2F3%20projectors%20under%20a%20null%20object.png?alt=media" alt=""></div>

It allows you to group objects and move them together.

### **Marker in Viewport**

<div align="left"><img src="https://3312042618-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F9sVaJpWJhPbmscipukhh%2Fuploads%2Fgit-blob-2442262c02673c7bf642b825ab892a5194c05979%2Fviewport%20marker.png?alt=media" alt=""></div>

A *viewport marker* indicates a 3D position in the *Viewport window*.

## **Other**

### **Canvas**

![](https://3312042618-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F9sVaJpWJhPbmscipukhh%2Fuploads%2FcAEnjCukIEIipHWzVPm5%2Fimage.png?alt=media\&token=b2ae75e9-a4aa-41f6-a155-35bedadaae20)

A *canvas* is an entity that holds one texture. The texture can be of an arbitrary resolution. In most cases, content is rendered on a canvas through the Layers.

Content is then rendered to various viewport objects through Canvas maps window.

### **Assets**

<div align="left"><figure><img src="https://3312042618-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F9sVaJpWJhPbmscipukhh%2Fuploads%2FX9wLG3BTbmYoy2zUpk8s%2Fimage.png?alt=media&#x26;token=8c357569-ef3f-41e5-9641-bf5e0db227ad" alt=""><figcaption></figcaption></figure></div>

Asset is an external resource that LightAct uses in a specific project. Examples include:&#x20;

* images, image sequences or video files,
* Notch blocks, or TouchDesigner components,&#x20;
* Audio files,
* 3D models or
* Unreal Engine projects.&#x20;

### **Video output**

<div align="left"><figure><img src="https://3312042618-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F9sVaJpWJhPbmscipukhh%2Fuploads%2FNvckEHFc3QwRZPyL2Pds%2Fimage.png?alt=media&#x26;token=2357011a-38f2-4f9f-8466-77da4dd9dadc" alt=""><figcaption></figcaption></figure></div>

*Video output* is a virtual representation of a physical output on the system’s GPU.

## **DMX**

*DMX* stands for DMX512, which is a communication standard commonly used to control lighting and effects.

### **Art-Net**

*Art-Net* is a UDP based protocol used to transmit DMX data over Ethernet. It was developed by Artistic License.

### **sACN**

*sACN* is a UDP based protocol used to transmit DMX data over Ethernet. It was developed by ESTA. In many aspects it is comparable with Art-Net.

### **Fixture**

<div align="left"><img src="https://3312042618-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F9sVaJpWJhPbmscipukhh%2Fuploads%2Fgit-blob-7813f8a5b6f1999ab57fdf5065a71dbb128c4c72%2FdmxFixture%26DMXOutWindow.png?alt=media" alt=""></div>

*Fixture* refers to a *DMX light fixture*, i.e. a light fixture controlled by DMX.
