Glossary
Mixture borrows words from design tools, video editors and spreadsheets, so a few of them mean something specific here. This is the whole vocabulary.
Structure
Section titled “Structure”Project : One piece of work, and what you open in the editor. A project holds compositions, assets, and its own saved components.
Composition : A finished output. Compositions sit side by side on the canvas — a 16:9 master next to a 9:16 social cut, say — and share the project’s assets. You export each one separately. Often shortened to “comp”.
Scene : A section of one composition, in time — hook, chapter, end card. Scenes sequence one after another and each holds its own layers. A scene is a timing container, not a separate canvas.
Layer : Anything on the canvas: a shape, a piece of text, a video, an image, a shader, a group, a 3D scene. Layers are what you select, style and animate.
Group : Several layers combined into one unit. A group can be moved, animated, masked and filtered as a whole — a filter on a group treats the composited children as one image.
Video and audio
Section titled “Video and audio”Asset : A file in your project — image, video, audio, font, 3D model, dataset, shader. Assets can be scoped to one project or shared across a workspace.
Clip : A video or audio layer on the timeline, showing a window into its source file.
Trim : Shortening a clip from either end.
Cut : Removing a span from the middle of a clip; the remaining material closes up. Non-destructive — the removed section stays visible as red hatching and can be dragged back.
Split : Severing a clip into two independent chunks at a moment. Frame-identical — nothing about the picture changes — but the halves can then be moved, retimed or deleted separately.
Chunk : One piece of a split clip. Chunks stay grouped as one timeline row.
Linked media : Clips from one take — a screen recording, a camera angle, a mic track — tied together so a cut or speed change on any one lands identically on all of them.
Transcript : Word-level timings for a clip’s speech, which unlock editing by words and data-driven captions.
Proxy / “Optimising source files” : A one-time, editing-optimised copy Mixture builds of a recording so cuts can land on any frame. Built in your browser, never uploaded, and never used for export — your originals are what get rendered.
Motion
Section titled “Motion”Keyframe : A recorded property value at a moment in time. Two keyframes define motion between them. They appear as diamonds on the timeline.
Easing : The curve describing how a value travels between keyframes — the difference between mechanical and natural movement.
Preset (Quick Animation) : A one-click entrance, exit or emphasis animation.
Entrance / Exit / Emphasis : How a layer arrives, how it leaves, and motion that draws attention while it’s on screen.
Stagger : Offsetting the same animation across many elements — words, list items, repeated cards — so they arrive in sequence rather than together.
Morph : Animating a shape’s geometry — the outline itself travelling from one form to another. See Morph shapes.
Beat anchor : Timing an animation to a beat Mixture detected in your audio, rather than to a typed-in number.
Effect : A classic layer treatment — drop shadow, blur, colour adjustments. Always on while the layer is.
Filter : A GPU pass over a layer’s finished pixels, with its own time window on the timeline: it starts, runs and ends, with optional fades. Halftone, colour grades, glass, motion blur.
Shader : A layer that generates its own pixels from code rather than from a file — animated gradients, grain, noise. You can write your own in WGSL.
LUT : A colour lookup table — a bundled cinematic grade you apply as a filter.
3D scene : A layer whose children are ordinary layers given a three-dimensional form. The children keep their content, styling and animations.
Form : The shape the content takes in 3D — flat, cylinder, curve, sphere, wave, extrude, shatter, or a model.
Model : A real 3D object — a bundled device, a catalogue model, or your own GLB file.
Animation clip : A movement baked into a model file — a Blender action, a rig’s walk cycle, a shape-key morph. A model can carry several; the 3D panel’s Animation row picks which one plays, timed to the scene.
The screen : On a device model, the first item in the scene, composited onto the display like real hardware.
Repeat : Turning one authored layer into one copy per row of data. The layer you design is the template.
Binding : A property that follows a formula instead of holding a fixed value — text from a column, a width from a calculation, a colour from a threshold.
Dataset : An uploaded CSV, TSV or JSON file whose rows drive a repeat.
Formula
: A spreadsheet-style expression, starting with =, that computes a value.
Component : A saved piece of design you can place many times. Every copy stays linked to the saved original, so fixing it once fixes it everywhere.
Slot / parameter : A named part of a component you can fill in per copy — the headline text, an accent colour — without breaking the link.
Recipe : A whole reusable method: written instructions, a worked example structure, and the ingredients. What an agent reads before making the next video in your style. See Recipes.
Workspace : Where projects, assets, components and recipes live, and who can see them. See Workspaces and sharing.
Agents
Section titled “Agents”Agent : A coding assistant — Claude Code, Codex, Cursor and friends — connected to your project so it can read and edit the canvas directly.
MCP : The Model Context Protocol, the standard your agent uses to talk to Mixture. Connecting is a one-time setup.
DSL / the document : The underlying JSON description of a project — every composition, scene, layer and animation. It’s what agents read and write, and what the editor is a view onto.
Headless render : An export run without the editor open, which an agent can trigger to hand you the finished MP4. Uses the same engine, so the output is identical.