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Where are the Lesson Files? – Apple Pro Training Series: Motion 5 [Book]
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Apple motion 5 additional content free
Learn more about motion interpolation here. Each of the major TV brands uses different settings names to remove judder, so we’ve listed them below. These settings are valid for the models, but the settings haven’t changed much over the years. If you’re unsure about the judder-free setting, it usually has Film, Cinema, or Theatre in the name. Keep in mind that some TVs have De-Judder or Judder Reduction settings, but these control the motion interpolation feature.
Hisense: The models automatically remove judder without any settings required. In previous years, you had to set Motion Enhancement to ‘Film’ to remove judder. LG: Enable Cinema Screen. Sony: For native 24p sources, no additional settings are needed. Either a TV removes judder or it doesn’t, and it’s out of your control, so you need to get a TV with a judder-removal feature if it bothers you.
If it does, and you don’t know which sources it removes judder from, it’s best to watch movies from native apps or directly from a Blu-ray player because most TVs can at least remove judder from 24p sources. Should your TV not have a judder-free setting and judder bothers you, it may be your best bet to look for a new TV. Depending on your source, you can also adjust the settings to send a 24p signal directly instead of a 60p signal, making it easier for the TV to remove judder.
For example, in the video settings on Apple TV, you can select which resolution and refresh rate you want to use; select the one with 24Hz. If you have other devices go through their settings menu to see if there’s anything related to it.
Judder is caused by 24p films and is noticeable in slow, panning shows where the camera doesn’t look smooth. It happens because your TV displays each frame for an uneven amount of time, so some hold on longer than others. Most people won’t notice it, but if you do, it can be annoying to watch a movie with judder. Our judder tests check to see a TV can remove judder from four different sources and which settings are needed to do so.
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Guide Which TV Size? View all TV articles. Having trouble deciding between two TVs? This tool will clearly show you the differences. What TV size to buy. For example, if the video track header is points in height, this should be 36 points. This size should be used in the default style record and in any per-sample style records.
If a subtitle does not fit in the text box, the subtitle media handler may choose to shrink the font size so that the subtitle fits. For example, this would be 0,0,0, for opaque black or ,,, for opaque white. Dark colors are not recommended, as the text could be placed onto a dark background.
An atom of type ‘ftab’ that identifies the font to use to display the text. See Font Table Atom. An unsigned bit integer specifying how many fonts are described in this table. This must be 1. An unsigned bit integer that identifies the font. This can be any number to uniquely identify this font in this table, but it must match the font number specified in the subtitle sample description and in any per-sample style records ‘styl’.
Subtitle sample data consists of a bit word that specifies the length number of bytes of the subtitle text, followed by the subtitle text and then by optional sample extensions. There is no null termination for the text. Following the subtitle text, there may be one or more atoms containing additional information for selecting and drawing the subtitle.
Table lists the currently defined subtitle sample extensions. The presence of this atom indicates that the sample contains a forced subtitle. This extension has no data. Forced subtitles are shown automatically when appropriate without any interaction from the user. If any sample contains a forced subtitle, the Some Samples Are Forced 0x flag must also be set in the display flags. Consider an example where the primary language of the content is English, but the user has chosen to listen to a French dub of the audio.
If a scene in the video displays something in English that is important to the plot or the content such as a newspaper headline , a forced subtitle displays the content translated into French. If this atom is not present, the subtitle is typically simply a translation of the audio content, which a user can choose to display or hide. Style information for the subtitle. This atom allows you to override the default style in the sample description or to define more than one style within a sample.
See Subtitle Style Atom. Override of the default text box for this sample. Used only if the 0x display flag is set in the sample description and, in that case, only the top is considered. Even so, all fields should be set as though they are considered. See Text Box atom. This extension specifies changes to the appearance of a subtitle. The style information in the subtitle sample description provides the default style for the subtitle text. This extension allows you to override the default style for different parts, or all, of the subtitle text.
An unsigned bit integer specifying how many subtitle text style records follow this entry count. One record consists of the following fields. A bit value that is the offset of the first character that is to use the style specified in this record. Zero 0 is the first character in the subtitle. A bit value that is the offset of the character that follows the last character to use this style. You can enable other style options by using one or more of the bit masks listed in Text.
See Subtitle Sample Description for more information. This optional extension defines a text box for a subtitle sample, to be used as described in Table If present, this overrides the default text box in the associated sample description.
This rectangle must fill the track width dimensions exactly. The top and bottom coordinates can vary because they are used to place and size the subtitle text vertically. The top is used to place the text; the height is determined by the bottom minus the top. Neither the top nor the bottom should be outside the subtitle track dimensions. This is expressed relative to the main video track, allowing subtitles to overlay the video.
Typically, all subtitles are placed at the bottom of the video. Alternatively, subtitles can be placed at a different vertical location, which allows individual subtitles at the bottom or the top of the associated video. This section describes how this is controlled and how track and subtitle geometry is established. When Vertical Placement is not set, subtitles are always placed at the bottom of the video.
When Vertical Placement is set, the vertical position of subtitles can vary based upon the Text Box atom ‘tbox’ in each sample. In both cases, the subtitle track width must be the same as that of its associated main video ‘vide’ track. If the the Vertical Placement flag 0x display flag of the sample description is not set, the following should be true:. This allows room for two lines of subtitle text. For example, if the ‘vide’ track header height is pixels, then the ‘sbtl ‘ track header height should be pixels.
For a subtitle media handler that obeys the tx3g rules, this positions the subtitles atop the bottom 15 percent of the video.
Media handlers may choose to shift the subtitles further down in some modes; for example, in a playback mode that displays black bars above and below content, the video could be shifted up and the subtitles moved down into the black area. Subtitle samples must not contain a text box sample data extension ‘tbox’ because no control over vertical placement is allowed.
Alternatively, if the the Vertical Placement flag 0x display flag of the sample description is set, the following should be true:. The height of the subtitle track should be the height of the video track header instead of 0. Because the subtitle track dimensions match the video track dimensions, subtitle text can be positioned at the bottom or top of the video, unlike when the Vertical Placement flag is not set.
If the override text box sample data extension ‘tbox’ is present, it is used. Otherwise, the default text box in the sample description is used. Some players will use the top coordinate to determine whether the subtitle is in the top half of the track dimensions and place the subtitle at the top of the video, otherwise placing it at the bottom of the video. Other players might use the top coordinate precisely, placing the subtitle at the specified vertical coordinate. As both playback environments are possible for a piece of content, it is recommend that a top coordinate of 0 be used for placing at the top and a top coordinate equal to the track height minus the subtitle height be used.
In this way, if the content is played in either kind of player, its placement is predictable. A subtitle track can contain a track reference of type ‘forc’ to a paired subtitle track that contains only forced subtitles. Pairing two subtitle tracks might be necessary if the timing of forced subtitle samples see ‘frcd’ differs from the regular subtitle text, such as when a forced subtitle display would overlap in time with the display of the regular subtitle.
If timings are the same, a single subtitle track should be used. To pair two tracks, one subtitle track can contain any combination of forced and non-forced regular subtitle samples and the other track must contain only forced subtitles. The tracks must be in the same alternate group and be tagged with the same extended language tag and language code. The first, regular track then uses a track reference of type ‘forc’ to reference the second, forced-only track.
Mixing extended language tags or codes for the same language in the same alternate group is undefined. It has a media type of ‘musi’.
The music sample description uses the standard sample description header, as described in the section Sample Description Atoms. The data format field in the sample description is always set to ‘musi’. The music media handler adds an additional bit integer field to the sample description containing flags. Currently no flags are defined, and this field should be set to 0.
Following the flags field, there may be appended data in the QuickTime music format. This data consists of part-to-instrument mappings in the form of General events containing note requests. One note request event should be present for each part that will be used in the sample data. The sample data for music samples consists entirely of data in the QuickTime music format. Typically, up to 30 seconds of notes are grouped into a single sample.
It has a media type of ‘MPEG’. The data format field in the sample description is always set to ‘MPEG’. The MPEG-1 media handler adds no additional fields to the sample description.
This means that a single MPEG-1 sample may be several hundred megabytes in size. Sprite media is used to store character-based animation data in QuickTime movies. It has a media type of ‘sprt’. The sprite sample description uses the standard sample description header, as described in Sample Description Atoms.
The data format field in the sample description is always set to ‘sprt’. The sprite media handler adds no additional fields to the sample description. All sprite samples are stored in QT atom structures. The sprite media uses both key frames and differenced frames. A key frame always contains a shared data atom of type ‘dflt’. This atom contains data to be shared between the sprites, consisting mainly of image data and sample descriptions.
The shared data atom contains a single sprite image container atom, with an atom type value of ‘imct’ and an ID value of 1. The sprite image container atom stores one or more sprite image atoms of type ‘imag’. The sprite image atoms should have ID numbers starting at 1 and counting consecutively upward. The key frame also must contain definitions for each sprite in atoms of type ‘sprt’.
Sprite atoms should have ID numbers start at 1 and count consecutively upward. Each sprite atom contains a list of properties. Table shows all currently defined sprite properties. Depending on which image compressor is used to create the sprite images, other transformations, such as rotation, may be supported as well. Translation-only matrices provide the best performance. Specifies whether or not the sprite is visible. Contains a bit integer value specifying the layer into which the sprite is to be drawn.
Sprites with lower layer numbers appear in front of sprites with higher layer numbers. To designate a sprite as a background sprite, you should assign it the special layer number kBackgroundSpriteLayerNum. Specifies a graphics mode and blend color that indicates how to blend a sprite with any sprites behind it and with the background. The override sample differs from the key frame sample in two ways. First, the override sample does not contain a shared data atom. All shared data must appear in the key frame.
Second, only those sprite properties that change need to be specified. The override sample can be used in one of two ways: combined, as with video key frames, to construct the current frame; or the current frame can be derived by combining only the key frame and the current override sample. In addition to defining properties for individual sprites, you can also define properties that apply to an entire sprite track.
These properties may override default behavior or provide hints to the sprite media handler. The following sprite track properties are supported:. Specifies a background color for the sprite track. The background color is used for any area that is not covered by regular sprites or background sprites. If you do not specify a background color, the sprite track uses black as the default background color. The allowable values are 8 and To save memory, you should set the value of this property to the minimum depth needed.
If you do not specify a bit depth, the sprite track allocates an offscreen buffer with the depth of the deepest intersecting monitor. Specifies the sample format for the sprite track. If you do not specify a sample format, the sprite track uses the default format, kKeyFrameAndSingleOverride.
To specify sprite track properties, you create a single QT atom container and add a leaf atom for each property you want to specify. To add the properties to a sprite track, you call the media handler function SetMediaPropertyAtom. The sprite track properties and their corresponding data types are listed in Table The sprite track media format is hierarchical and based on QT atoms and atom containers.
A sprite track is defined by one or more key frame samples, each followed by any number of override samples. A key frame sample and its subsequent override samples define a scene in the sprite track. A key frame sample is a QT atom container that contains atoms defining the sprites in the scene and their initial properties. The override samples are other QT atom containers that contain atoms that modify sprite properties, thereby animating the sprites in the scene. Figure shows the high-level structure of a sprite track key frame sample.
Each atom in the atom container is represented by its atom type, atom ID, and, if it is a leaf atom, the type of its data. The QT atom container contains one child atom for each sprite in the key frame sample. Each sprite atom has a type of kSpriteAtomType. The sprite IDs are numbered from 1 to the number of sprites defined by the key frame sample numSprites. Each sprite atom contains leaf atoms that define the properties of the sprite, as shown in Figure Each sprite property atom has an atom type that corresponds to the property and an ID of 1.
The atoms contained by the shared data atom describe data that is shared by all sprites. The image container atom contains one atom of type kImageAtomType for each image in the key frame sample. The image atom IDs are numbered from 1 to the number of images numImages. Each image atom contains a leaf atom that holds the image data type kSpriteImageDataAtomType and an optional leaf atom type kSpriteNameAtomType that holds the name of the image.
QT Atom Container Description Key defines a grammar for constructing valid action sprite samples, which may include complex expressions. Both key frame samples and override samples support the sprite action atoms. Override samples override actions at the QuickTime event level. In effect, what you do by overriding is to completely replace one event handler and all its actions with another.
A complete description of the grammar for sprite media handler samples, including action sprite extensions, is included in the section Sprite Media Handler Track Properties QT Atom Container Format.
The following constants represent atom types for sprite track properties. These atoms are applied to the whole track, not just to a single sample.
The default value is false , so it is very important to add an atom of this type if you want interactivity to take place. You must add an atom of this type if you want the sprites in your sprite track to receive kQTEventIdle QuickTime events.
The value is the minimum number of ticks that must pass before the next QTIdle event is sent. It is possible that for small idle event frequencies, the movie will not be able to keep up, in which case idle events will be sent as fast as possible. Since sending idle events takes up some time, it is best to specify the largest frequency that produces the results that you desire, or kNoQTIdleEvents if you do not need them. You can cause the entire sprite track to be invisible by setting the value of this Boolean property to false.
This is useful for using a sprite track as a hidden button track—for example, placing an invisible sprite track over a video track would allow the characters in the video to be clickable. The default value is visible true. You can cause each sprite to be rescaled when the sprite track is resized by setting the value of this Boolean property to true.
Setting this property can improve the drawing performance and quality of a scaled sprite track. This is particularly useful for sprite images compressed with codecs that are resolution-independent, such as the Curve codec.
The default value for this property is false. The atom is a parent atom that describes a sprite. It contains atoms that describe properties of the sprite.
Optionally, it may also include an atom of type kSpriteNameAtomType that defines the name of the sprite. Optionally, it may also include an atom of type kSpriteNameAtomType that defines the name of the image. The atom is a parent atom that contains shared sprite data, such as an atom container of type kSpriteImagesContainerAtomType. The atom is a leaf atom that contains the name of a sprite or an image.
A leaf atom containing the image index property which is of type short. This atom is a child atom of kSpriteAtom. A leaf atom containing the layer property which is of type short. A leaf atom containing the matrix property which is of type MatrixRecord.
A leaf atom containing the visible property which is of type short. A leaf atom containing the background color property which is of type RGBColor. A leaf atom containing the preferred offscreen bit depth which is of type short. A leaf atom containing the sample format property, which is of type short.
Sprite images have a default registration point of 0, 0. To specify a different point, add an atom of type kSpriteImageRegistrationAtomType as a child atom of the kSpriteImageAtomType and set its leaf data to a FixedPoint value with the desired registration point. You must assign group IDs to sets of equivalent images in your key frame sample. For example, if the sample contains ten images where the first two images are equivalent, and the last eight images are equivalent, then you could assign a group ID of to the first two images, and a group ID of to the last eight images.
This divides the images in the sample into two sets. The actual ID does not matter, it just needs to be a unique positive integer. Each image in a sprite media key frame sample is assigned to a group. Important: You must assign group IDs to your sprite sample if you want a sprite to display images with non-equivalent image descriptions i. Specifies an ID of a string variable contained in a sprite track to display in the status area of the browser. Note: All sprite media—specifically the leaf data in the QT atom containers for sample and sprite track properties—should be written in big-endian format.
This atom allows a sprite to specify which images it uses—in other words, the subset of images that its imageIndex property can refer to. This array contains the IDs of the images used, not the indices. Although QuickTime does not currently use this atom internally, tools that edit sprite media can use the information provided to optimize certain operations, such as cut, copy, and paste.
To specify a different point, you add an atom of type kSpriteImageRegistrationAtomType as a child atom of the kSpriteImageAtomType and set its leaf data to a FixedPoint value with the desired registration point.
The actual ID does not matter; it just needs to be a unique positive integer. Important: You must assign group IDs to your sprite sample if you want a sprite to display images with non-equivalent image descriptions that is, images with different dimensions. You use the following atom types, which were added to QuickTime 4, to specify that an image is referenced and how to access it.
Its ID should be 1. Its data should contain the data reference similar to the dataRef parameter of GetDataHandler. Add this atom as a child of the kSpriteImageAtomType atom. Its data should contain the data reference type similar to the dataRefType parameter of GetDataHandler. You may optionally add this atom as a child of the kSpriteImageAtomType atom.
Its data should contain a short , which specifies an image index of a traditional image to use while waiting for the referenced image to load. The following constants represent formats of a sprite track. The value of the constant indicates how override samples in a sprite track should be interpreted.
The current state of the sprite track is defined by the most recent key frame sample and the current override sample. This is the default format. The current state of the sprite track is defined by the most recent key frame sample and all subsequent override samples up to and including the current override sample.
In QuickTime 4 and later, sprites in a sprite track can specify simple button behaviors. They also provide a shortcut for a common set of actions that may result in more efficient QuickTime movies. Button behaviors can be added to a sprite. These behaviors are intended to make the common task of creating buttons in a sprite track easy—you basically just fill in a template. Three types of behaviors are available; you may choose one or more behaviors.
Each change a type of property associated with a button and are triggered by the mouse states notOverNotPressed , overNotPressed , overPressed , and notOverPressed. The three properties changed are:. To use the behaviors, you fill in the new atoms as follows, using the description key specified in QT Atom Container Description Key :.
Because QT atom container—based data structures are widely used in QuickTime, a description key is presented here. The atom ID may be a number if it is required to be a constant, or it may be a list of valid atom IDs, indicating that multiple atoms of this type are allowed.
The atom index may be a 1 if only one atom of this type is allowed, or it may be a range from 1 to some constant or variable. The data may be leaf data in which its data type is listed inside of brackets [], or it may be a nested tree of atoms.
The wired action grammar shown in this section allows QT event handlers to be expressed in a QuickTime movie.
The sprite, text, VR, 3D, and Flash media handlers all support the embedding of QT event handlers in their media samples. In most cases, the kActionParameter atom is a leaf atom containing data; for a few parameters, it contains child atoms. Tween media is used to store pairs of values to be interpolated between in QuickTime movies. These interpolated values modify the playback of other media types by using track references and track input maps.
For example, a tween media could generate gradually changing volume levels to cause a sound track to fade out. It has a media type of ‘twen’. Every tween operation is based on a collection of one or more values from which a range of output values can be algorithmically derived. Each tween is assigned a time duration, and an output value can be generated for any time value within the duration. In the simplest kind of tween operation, a pair of values is provided as input and values between the two values are generated as output.
A tween track is a special track in a movie that is used exclusively as a modifier track. The data it contains, known as tween data, is used to generate values that modify the playback of other tracks, usually by interpolating values. The tween media handler sends these values to other media handlers; it never presents data. The tween sample description uses the standard sample description header, as described in Sample Table Atoms. The data format field in the sample description is always set to ‘twen’.
The tween media handler adds no additional fields to the sample description. Tween sample data is stored in QT atom structures. At the root level, there are one or more tween entry atoms; these atoms have an atom type value of ‘twen’. Each tween entry atom completely describes one interpolation operation.
These atoms should be consecutively numbered starting at 1, using the atom ID field. Each tween entry atom contains several more atoms that describe how to perform the interpolation.
The atom ID field in each of these atoms must be set to 1. This atom specifies the time at which the interpolation is to start. If this atom is not present, the starting offset is assumed to be 0. This atom specifies how long the interpolation is to last. If this atom is not present, the duration is assumed to be the length of the sample. This atom contains the actual values for the interpolation. The contents depend on the value of the tween type atom.
Table shows all currently defined tween types. All tween types are currently supported using linear interpolation. Two rectangles and a region. The tween entry atom must contain a ‘qdrg’ atom with an atom ID value of 1. The region is transformed through the resulting matrices. Two graphics modes with RGB color. Only the RGB color is interpolated. The graphics modes must be the same. Each tween type is distinguished from other types by these characteristics:. Tween operations for each tween type are performed by a tween component that is specific to that type or, for a number of tween types that are native to QuickTime, by QuickTime itself.
Movies and applications that use tweening do not need to specify the tween component to use; QuickTime identifies a tween type by its tween type identifier and automatically routes its data to the correct tween component or to QuickTime. When a movie contains a tween track, the tween media handler invokes the necessary component or built-in QuickTime code for tween operations and delivers the results to another media handler.
The receiving media handler can then use the values it receives to modify its playback. For example, the data in a tween track can be used to alter the volume of a sound track. Tweening can also be used outside of movies by applications or other software that can use the values it generates. Numeric tween types, which have pairs of numeric values, such as long integers, as input. For these types, linear interpolation is used to generate output values. QuickDraw tween types, most of which have pairs of QuickDraw structures, such as points or rectangles, as input.
For these types, one or more structure elements are interpolated, such as the h and v values for points, and each element that is interpolated is interpolated separately from others. For these types, a specific 3D transformation is performed on the data to generate output.
The polygon tween type, which takes three four-sided polygons as input. One polygon such as the bounds for a sprite or track is transformed, and the two others specify the start and end of the range of polygons into which the tween operation maps it.
You can use the output a MatrixRecord data structure to map the source polygon into any intermediate polygon. The intermediate polygon is interpolated from the start and end polygons for each particular time in the tween duration. Path tween types, which have as input a QuickTime vector data stream for a path.
Two other path tween types treat the path as a function: one returns the y value of the point on the path with a given x value, and the other returns the x value of the point on the path with a given y value. The list tween type, which has as input a QT atom container that contains leaf atoms of a specified atom type. For this tween type category, the duration of the tween operation is divided by the number of leaf atoms of the specified type. For time points within the first time division, the data for the first leaf atom is returned; for the second time division, the data for the second leaf atom is returned; and so on.
The resulting tween operation proceeds in discrete steps one step for each leaf atom , instead of the relatively continuous tweening produced by other tween type categories. A tween QT atom container can contain the atoms described in the following sections.
Specifies a tween atom, which can be either a single tween atom, a tween atom in a tween sequence, or an interpolation tween atom. The index of a kTweenEntry atom specifies when it was added to the QT atom container r ; the first added has the index 1, the second 2, and so on. A kTweenType atom that specifies the tween type. One or more kTweenData atoms that contain the data for the tween atom. Each kTweenData atom can contain different data to be processed by the tween component, and a tween component can process data from only one kTweenData atom a time.
For example, an application can use a list tween to animate sprites. The kTweenEntry atom for the tween atom could contain three sets of animation data, one for moving the sprite from left to right, one for moving the sprite from right to left, and one for moving the sprite from top to bottom. In this case, the kTweenEntry atom for the tween atom would contain three kTweenData atoms, one for each data set.
The application specifies the desired data set by specifying the ID of the kTweenData atom to use. A kTweenStartOffset atom that specifies a time interval, beginning at the start of the tween media sample, after which the tween operation begins. If this atom is not included, the tween operation begins at the start of the tween media sample.
A kTweenDuration atom that specifies the duration of the tween operation. If this atom is not included, the duration of the tween operation is the duration of the media sample that contains it. If a kTweenEntry atom specifies a path tween, it can contain the following optional child atom:. A kTweenFlags atom containing flags that control the tween operation.
If this atom is not included, no flags are set. Note that interpolation tween tracks are tween tracks that modify other tween tracks. The output of an interpolation tween track must be a time value, and the time values generated are used in place of the input time values of the tween track being modified.
If a kTweenEntry atom specifies an interpolation tween track, it must contain the following child atoms:. If this atom specifies an interpolation tween track, it can contain either of the following optional child atoms:.
A kTweenOutputMin atom that specifies the minimum output value of the interpolation tween atom. The value of this atom is used only if there is also a kTweenOutputMax atom with the same parent. If this atom is not included and there is a kTweenOutputMax atom with the same parent, the tween component uses 0 as the minimum value when scaling output values of the interpolation tween track.
A kTweenOutputMax atom that specifies the maximum output value of the interpolation tween atom. If this atom is not included, the tween component does not scale the output values of the interpolation tween track. For a tween atom in a tween track of a QuickTime movie, specifies a time offset from the start of the tween media sample to the start of the tween atom. The time units are the units used for the tween track. The ID of this atom is always 1.
The index of this atom is always 1. This atom is optional. If it is not included, the tween operation begins at the start of the tween media sample. Specifies the duration of a tween operation. When a QuickTime movie includes a tween track, the time units for the duration are those of the tween track. If a tween component is used outside of a movie, the application using the tween data determines how the duration value and values returned by the component are interpreted.
A kTweenEntry atom can contain only one kTweenDuration atom. If it is not included, the duration of the tween operation is the duration of the media sample that contains it. The index of a kTweenData atom specifies when it was added to the kTweenEntry atom; the first added has the index 1, the second 2, and so on. For single tween atoms, a kTweenData atom is a leaf atom.
It can contain data of any type. For polygon tween atoms, a kTweenData atom is a leaf atom. The data type of its data is Fixed[27] , which specifies three polygons. For path tweens, a kTweenData atom is a leaf atom. The data type of its data is Handle , which contains a QuickTime vector.
In interpolation tween atoms, a kTweenData atom is a leaf atom. An interpolation tween atom can be any tween atoms other than a list tween atom that returns a time value.
In list tween atoms, a kTweenData atom is a parent atom that must contain the following child atoms:. A kListElementType atom that specifies the atom type of the elements of the tween atom. One or more leaf atoms of the type specified by the kListElementType atom. The data for each atom is the result of a list tween operation. Specifies the name of a tween atom. The name, which is optional, is not used by tween components, but it can be used by applications or other software.
A kTweenEntry atom can contain only one kNameAtom atom. A kTweenEntry atom can contain only one kTweenType atom. Contains flags that control the tween operation. One flag that controls path tween atoms is defined:.
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