Basics

Design fundamentals

Scenes, objects, and the styling system that gives everything its look — fills, strokes, and effects.

Design in SSHOW is built on three ideas: scenes hold your composition, objects are the things inside a scene, and styles control how each object looks. Master these and the rest of the editor falls into place.

Scenes

A project is an ordered set of scenes. One scene is shown at a time, and motion happens when you move from one scene to the next.

  • All scenes share a single canvas size — set the width and height once in the Scene inspector.
  • Each scene has its own background color and effects, plus a name and description for organization.
  • Turn on Clip Contents to hide anything that spills outside the scene bounds.

Tip Duplicate a scene before making changes — the transition engine animates between the original and the copy automatically.

Objects

Objects are everything you place on the canvas: rectangles, ellipses, paths, lines, text, images, video, and audio. They can be grouped, and groups can be nested.

Transform & size
Position, rotation, scale, skew, and anchor point — plus width and height. The anchor sets the pivot for rotation and scaling.
Appearance
Opacity, blend mode, visibility, and lock. Locked objects can't be selected on the canvas until unlocked.
Order & grouping
Reorder objects front-to-back in the Objects panel. Group related objects to move and animate them together.

Images, video & audio

Media objects extend the shared object model — transform, opacity, blend mode, fills, strokes, and effects all still apply — and add their own fields for source media and playback.

Image properties

Source
The image asset to display. Swap it any time without losing the object's transform or styles.
Origin size
The asset's intrinsic pixel width and height. Resizing the object scales from this — use it to reset to the original aspect ratio.
Corner radius
Round the image corners individually as [top-left, top-right, bottom-right, bottom-left] — from a single rounded card to a full pill.
Distort
Drag the four corners independently for a free-perspective warp. Off by default; turn it on to fake 3D placement or fit a surface.

Video properties

Playback
Autoplay (off), Loop (off), Muted (on), and Volume (0–1). Video stays muted by default so scenes open quietly.
Trim
Set Trim In and Trim Out to play only a portion of the clip; the rest is left untouched on the asset.
Timeline sync
Turn on to bind playback to the scene timeline so the clip scrubs with your animation instead of playing on its own.
Shape
Video shares the image corner-radius and distort controls, so a clip can be rounded or perspective-warped like any picture.

Audio properties

Playback
Autoplay (off), Loop (off), Muted (off), and Volume (0–1) — the same transport as video, minus the picture.
Trim
Trim In and Trim Out clip the track to the part you need.
Timeline sync
Bind the track to the scene timeline so sound follows your animation's playhead.
Canvas marker
Audio has no visible picture, so it shows as a small marker (20×20 by default) you can position freely on the canvas.

Note Images, video, and audio all accept fills, strokes, and effects too — so you can tint a photo, outline a clip, or drop a shadow under any of them.

Editing paths

Double-click a path (or press Enter with it selected) to enter path-edit mode. The sub-tool strip swaps to anchor tools so you can reshape the curve point by point. Drag an anchor to move it, or drag its handles to bend the bezier. Marquee-drag to select several anchors at once.

Add anchor +
Insert a new anchor point on the path — click an edge, or press the key.
Delete anchor Delete
Remove the selected anchor and reconnect its neighbors.
Make corner Shift + S
Turn the selected anchor into a sharp corner by retracting its handles.
Make smooth Shift + C
Convert the selected anchor into a smooth point with symmetric handles.
Join path
Connect two open endpoints into a single continuous path.
Split path
Break the path at the selected anchor to create an open end.
Align & distribute anchors
Line selected anchors up or space them evenly — the same align controls as objects, applied to points.

Tip Press Enter again, or click empty canvas, to finish editing and return to the select tool.

Editing images

Double-click an image to enter image-edit mode — a lightweight pixel editor built into the canvas. Make a selection, then paint, erase, or adjust within it. Without a selection, edits apply to the whole image.

Selection tools

Lasso
Draw a freehand selection around any region.
Rectangle select
Select a rectangular region.
Ellipse select
Select an elliptical region.
Invert selection
Flip the selection so everything outside it becomes selected.

Paint tools

Brush
Paint pixels with the current color.
Eraser
Erase pixels to transparency.
Fill
Flood-fill the selection or the connected region with the current color.
Stamp (clone)
Sample one area and paint copies of it elsewhere.

Brush and eraser share four controls: Size (1–500 px), Hardness (0–100), Opacity (0–100), and Flow (0–100).

Color & adjustments

Tone
Brightness, Contrast, and Exposure, each −100 to 100.
Color
Hue (−180–180°) and Saturation (−100–100).
Color balance
Shift Cyan/Red, Magenta/Green, and Yellow/Blue independently in shadows, midtones, and highlights.
Curves
Remap tonal values with a draggable curve for precise contrast and color control.

Note There's also Invert Colors for a one-click negative. Adjustments apply non-destructively within the current selection; the original pixels stay intact until you commit.

Fills

Fills paint the inside of an object. You can layer multiple fills on one object and toggle each independently.

Solid A single color with adjustable opacity.
Gradient Smooth blends across multiple color stops, in four shapes.
Image Place an image as a fill with scale, offset, rotation, and tiling.
Dynamic Procedural, animated textures generated in real time.

Gradient shapes

  • Linear
  • Radial
  • Angular
  • Diamond

Dynamic fill presets

  • Aurora
  • Smoke
  • Cloud
  • Fire
  • Liquid metal
  • Lens flare
  • Caustic light

Strokes

Strokes outline an object's edge. Like fills, you can stack multiple strokes, each with its own color or gradient.

Width & alignment
Set the thickness in pixels and align the stroke inside, centered, or outside the edge.
Color & gradient
Strokes accept a solid color or any gradient type, with independent opacity.
Caps & joins
Choose butt, round, or square line caps, and miter, round, or bevel corners.
Dashes
Define a dash pattern to turn a solid line into dashes or dots.
Trim
Reveal only part of a stroke with start, end, and offset — great for drawing-on animations.
Line heads
Add arrowheads or other endpoint markers to lines and open paths.

Effects

Effects add depth and atmosphere. They apply on top of fills and strokes and can be combined.

Drop shadow Offset, blur, spread, and color for a cast shadow.
Blur A smooth Gaussian blur of the whole object.
Outer glow A soft luminous halo around the object's edge.
Inner shadow A shadow cast inward for recessed, inset looks.
Backdrop blur Blurs whatever sits behind the object — the frosted-glass look.
Glass Advanced glass-morphism with refraction and a fresnel edge.
Noise Adds film grain or texture with adjustable scale and opacity.
Adjustment Tune brightness, contrast, saturation, and hue.

Parameters per effect

Drop shadow
Offset X / Y (−100–100), Blur (0–250), Spread (−200–200), Color, Alpha (0–1).
Blur
Strength (0–250) — the Gaussian blur radius.
Outer glow
Blur (0–250), Spread (−200–200), Color, Alpha (0–1), Intensity (0–4).
Inner shadow
Offset X / Y (−100–100), Blur (0–250), Spread (−200–200), Color, Alpha (0–1).
Backdrop blur
Strength (0–250) — how much the backdrop behind the object is blurred.
Glass
Refraction (0–2), Chromatic aberration (0–2), Blur (0–10), Tint (0–1).
Noise
Amount (0–1), Scale (1–10), Monochrome (on/off), Seed (0–100).
Adjustment
Brightness / Contrast / Exposure (−100–100), Hue (−180–180°), Saturation (−100–100), per-range Color Balance (shadows · midtones · highlights), and Black & White conversion with an optional tint.

Tip Effects render on the GPU, so stacking several stays smooth — but a heavy blur on a very large object is the most expensive. Keep an eye on it for long animations.

Masking

Masking clips a set of objects to the silhouette of another shape. Select two or more objects, then apply a mask — they become a group whose visibility is shaped by the top object.

Mask Ctrl / ⌘ + M
The topmost object becomes the mask; everything below it shows only where the mask covers them.
Inverted mask Ctrl / ⌘ + Shift + M
Flips the mask so the shape punches a hole instead — the content shows everywhere except under the mask.
Release
Apply the same shortcut again on a masked group to turn masking off and get the plain objects back.

How masks behave

  • Any shape can be a mask — a rectangle, ellipse, star, or custom path. The top object in the group is always the mask.
  • Text masks by its alpha: brighter, more opaque letters reveal more of the content beneath, so you can knock a photo out through type.
  • A normal mask takes the bounds of the mask shape; an inverted mask takes the bounds of the masked content.

Tip Edit either part later — double-click into the group to restyle or move the mask shape, and the clip updates live.