# Terminology

## **Timeline**

<figure><img src="/files/SHeK0kIB0B1iXYtcFbn1" alt=""><figcaption></figcaption></figure>

<figure><img src="/files/BzGtILWtpN3ZoCxoXihx" 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="/files/bZV3HkUOqzIm4hun3IRX" 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="/files/PxkBoF2jCOhsGGLWCUhP" 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="/files/bVNtypIq2VNBSs8uFMHJ" 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="/files/JI6UzCbIV0KHGhOQijhy" 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="/files/QxHNhcWJqoltKjRMAGAV" 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="/files/i3Hv0rL40lsri4upADmL" 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="/files/6xQvZgBKV6ksBMybZxC6" 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.

### **Video screen**

<div align="left"><figure><img src="/files/IiAwzTgfcCwXeWORH7yc" alt=""><figcaption></figcaption></figure></div>

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

### **Thrower**

<div align="left"><img src="/files/E6sj8OiKH39M4FexP9P1" 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="/files/H7CBIW1KwF0WhAz3Vvfs" 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="/files/8SHVOi4Pu0Rsp4C7X4OA" 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="/files/vgLIHw6eEfYEQgYiABfq" 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="/files/5yq3R2miaweZidWdO7UA" alt=""></div>

It allows you to group objects and move them together.

### **Marker in Viewport**

<div align="left"><img src="/files/DEPH2cB1TtLE1AKntets" alt=""></div>

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

## **Other**

### **Canvas**

![](/files/dWh0DDVHrSUsiMqBgjkv)

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="/files/itoRflhufiI8mVAi7W1Q" alt=""><figcaption></figcaption></figure></div>

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

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

### **Video output**

<div align="left"><figure><img src="/files/peSCbnvhWeMuYf5ztbTl" 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="/files/eqssgDgW3rmEfIQ00ySw" alt=""></div>

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


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