Glossary¶
Designer-specific terms. For framework concepts (signals, effects, Tweens) see the Framework glossary.
A¶
Action id: Machine-readable identifier for a menu / toolbox /
shortcut. Looks like mesh.transfer_polar_normal. Used by Aether
and by scripting.
Aether: The in-app AI agent. Chat panel; 123 tools across 15 modules.
Animation Clip: A reusable animation track. See Trax and Time Editor.
AOV: Arbitrary Output Variable: a render pass isolating one component (diffuse / specular / depth / normal / etc.).
B¶
Bake: Commit a derived result into a baked texture or per-frame keys. The texture transfer pipelines bake albedos + normals; sims bake to keys.
BBox-warp: A texture transfer pipeline that maps the source photo's bounding box onto the target mesh's UV bounding box.
Brush Library: Searchable panel of brush presets.
Brush Studio: Full editor for authoring a brush from scratch.
C¶
Channel Box: Right-column numeric editor for the selection.
Code Link: Two-way wiring between the Designer and your editor.
D¶
Dope Sheet: Per-key timing editor.
E¶
.esk: The skin bundle format. See
.esk bundle format.
Eyedrop: Tool that samples a color (or tileable swatch) from the canvas.
H¶
HUD: Heads-up display overlay on the View Panel.
Hypershade: Node-graph material editor.
L¶
Landmark: One half of a paired source ↔ target point used by the texture transfer pipelines. Six pairs is the sweet spot for butterflies.
Loft: Build a surface from a sequence of input curves.
M¶
MASH: Procedural duplication system; scatter copies of a source in a grid / random / curve / mesh distribution.
Menu set: Maya-style mode switching the menu bar's contents (Modeling, Rigging, Animation, FX, Rendering).
Mesh3D: A 3D model placement.
N¶
NURBS: Non-Uniform Rational B-Spline curve.
O¶
Orient Joint: Align a joint's local axes (X toward child, Y up, Z cross).
P¶
Path: A 2D vector shape placement.
Pivot Edit: Tool that moves a placement's pivot point without moving its content.
Placement: One item in a skin's document.json. Has an id
and a kind.
Polar pipeline: A texture transfer pipeline using polar coordinates centered on the model body. Fast, smooth.
Preview Skin: Run > Preview Skin opens a borderless
transparent window loading the live .esk as the framework would
load it.
Project Explorer: Right-column tree view of the project (Objects, Assets, History, Sets).
R¶
Render Layer: A named collection of placements rendered as one pass.
Render Part Mask: A per-placement region that narrows operations (paint, bake, deform) to a subset of vertices.
S¶
Shelf: Customizable toolbar below the menu bar.
Snapshot: A named scene state restore point. Aether references snapshots for rollback.
spp: Samples per pixel. Render quality measure.
T¶
Toolbox: Left-edge column of 17 tools.
Trax Editor: Clip-level animation editor.
V¶
View Panel: The big center region. Where you actually edit.