Anchors & Colliders
Pin edges to other items or to the canvas with arrows, and keep items from overlapping with colliders.
Takes, glides and what Program and Preview show.
Anchors and colliders are solved every time a scene is drawn: on the canvas, in the Output tab, in the Program and Preview monitors and on the live page. What you see while editing is where items air. When data changes a text (a longer name), everything anchored to it moves in the same frame.
Takes and colliders
- Only what is on air counts. A rundown item that is not taken is hidden, so its colliders never block or push anything.
- When a take puts a collider in an anchored item's way, or takes one out, the item glides to its new place (about half a second, easing out) instead of cutting. A stretched item whose side a collider stops resizes the same way.
- Taking a collider out: the waiting item holds while the collider's Out clip plays, then glides on to its anchored place.
- Only moves a collider causes glide. An anchor that follows a growing name stays tight to it, frame by frame.
- An item that is just taken in never glides: it appears where it belongs.
| Output | Collider moves |
|---|---|
| Program monitor and the live page | Glide. |
| Preview monitor and the live page's preview bus | Shown at rest: the next take as it will settle. |
| Items with a mask, or clipped to another item | Move without a glide. |