Steps & actions

Steps are the timed beats of a segment; actions are what happens during them. Everything you see on the timeline flows from this one idea.

Steps: the beats of a scene

A segment is divided into an ordered sequence of steps. Each step has a duration (as short as 0.1 seconds), and the segment's total length is simply its steps laid end to end. Step boundaries appear as vertical guides on the timeline ruler, and each interior boundary is a draggable handle, so retiming a beat is a matter of sliding its edge.

Steps give a scene its rhythm. A slow ambient piece might be three long steps; a tightly choreographed reveal might be a dozen short ones. Steps are also where gates live: a gated step reaches its end and then holds — the scene waits for a tap before the next step begins. That's how a fixed timeline becomes a performance that breathes with its audience.

Actions: what happens, and when

Actions are the verbs of Chapter Vision: reveal this model, play that video, fade this audio, fire that particle burst. Every action belongs to a step, and its timing works one of two ways:

You don't usually think about this distinction while working; you just drop a chip where you want it to happen. Drops that land on a step boundary become step-start actions; drops inside a step become scheduled ones. Drops snap to the nearest boundary when you're close, so hitting a downbeat exactly is easy.

Action categories

The action library groups its chips by category, and timeline sections accept matching categories, so scene chips land on scene rows, audio on audio rows, and so on:

CategoryWhat it covers
SceneEntity verbs: reveal, hide, fade, move, scale, motion
AddBringing new things into the scene: primitives, text, lights, particle emitters
VideoPlaying, stopping, and trimming video on panels
AudioPlaying, stopping, and fading audio on named channels
EffectsInstant flourishes: pulse rings, spark bursts, custom events

Every action's parameters are editable in the inspector. The common ones (opacity, duration, volume, loop) have inline sliders and toggles right on the selected clip's card. For the full catalog of actions and their parameters, see the action reference.

Clips are derived, not drawn

Here's the mental shift that makes the timeline click: you never author a clip directly. A clip is a projection of a pair of actions:

So when you drag a clip's left edge, you're retiming the opening action; the right edge, the closing action; the clip body, both together. The timeline is a live view of your action stream rendered the way a film editor expects, which means it can never drift out of sync with what actually plays, because it is what actually plays.

Note. Clip colors and glyphs reflect the action behind them: a fade clip, a move clip, and a video clip each read differently at a glance, and the clip under the playhead pulses during playback.

Moving and duplicating

Steps and actions are freely rearrangeable, and every change is one undo entry:

Gates hold a step's end

When a step carries a gate, it plays to its end and then holds: animation curves freeze in pose, and the scene waits for a viewer tap or a timeout before the next step starts. Gates get a full treatment on their own page.

Tip. Scrub the ruler constantly. Clicking anywhere shows exactly what's on screen at that moment, even while stopped, so you can verify a beat without playing the whole segment.