Glossary
The words you meet in the guide and the editor, by chapter. Each definition is the same one you see when you click a word with a dotted underline on any page.
Get started
| Term | Meaning | Read more |
|---|---|---|
| .sshow file | SSHOW’s own file that holds an entire project. Download it with Save a Copy in the editor menu, and open it again with Upload .sshow file in the New Project window in Studio. Unlike an exported PDF or PPT, it brings back the original project exactly as it was. | Save and undo |
| auto-save | A project opened from Studio saves itself while you work, and “Saved” next to the Studio button in the top bar means everything is saved. A local file in the desktop app, or a project after a notice that real-time collaboration stopped, needs the Save button instead. | Save and undo |
| local file | A file on this computer that you opened from the desktop app’s File menu with New Local Project or Open .sshow File. The top bar marks it as local, and it does not save on its own, so you save it with the Save button. Share links, the remote, and co-editing are not available for it. | Save and undo |
| object | Anything you place on a scene. Shapes, text, images, video, audio, tables, and frames are all objects, and each scene stacks them as layers in the Objects list at the bottom left. | SSHOW at a glance |
| Playground | The screen where you can try the editor without signing in. It shows “Playground” at the top, and nothing there is saved, even after you sign in. To keep your work, download a .sshow file with Save a Copy in the menu. | Save and undo |
| project | One piece of work you make in SSHOW. It holds the scenes and their objects, motion, and interactions, and a project opened from Studio saves itself as you work. | Create your first project |
| right panel | The stack of panels on the right side of the editor. The Scene panel at the top changes the scene’s size and fill. When you select an object, the Object panel and the panels for its kind appear below it, for size, position, fill, stroke, and effects. | Tour the editor |
| undo | Takes back your last action. Each click of the left arrow button next to the project name goes back one step, and it works only while the editor stays open: close and reopen the editor, and the history is empty. | Save and undo |
Projects
| Term | Meaning | Read more |
|---|---|---|
| space | A place for projects inside a team. Studio nests them as team › space › project, and signing up gives you a personal team with one space. | Tour Studio |
| Studio | Where you keep and manage your projects. You create and open projects there, and move between teams and spaces to organize them. | Tour Studio |
| team | The largest grouping in Studio, which holds spaces. Signing up creates a personal team just for you; to work with others, make a team with Create new team and invite members. | Teams and spaces |
Basics
| Term | Meaning | Read more |
|---|---|---|
| anchor point | The point an object rotates and scales around. Choose Edit Anchor Points in the toolbar to see it as a crosshair, and drag it to snap it to a corner, an edge midpoint, or the center. It is not the same as the path points that Add Anchor and Delete Anchor work on in path editing. | Toolbar tools |
| Auto Size | A setting that makes text grow sideways to fit what you type. New text has it on, so dragging a handle changes the font size. Turn it off in the sub-toolbar to set the box width with the handles, and the text wraps at that width. | Add text |
| canvas | The large workspace in the middle of the editor. The open scene sits on it as a white rectangle, and you pan and zoom around it as you work. | Move around the canvas |
| edit mode | Design, Animation, and Interaction mode: the editor’s three ways of working. Switch them with the mode button at the top left. The tools are the same in every mode, but how your edits are recorded and which panel docks at the bottom change. | The three edit modes |
| group | Several objects bundled into one. Select them and choose Group from the right-click menu, and a row such as “Group 1” appears in the Objects list with the grouped rows inside it. Clicking anything in a group on the canvas selects the whole group, so to change one object, double-click the group, then click that object. | Layers and groups |
| handle | One of the white squares on the corners and edge midpoints of the blue selection box around a selected object. Drag one to resize the object, or drag just outside a corner handle to rotate it. | Select and move |
| hidden scene | A scene you hid with the eye button in the Scenes list. Its card dims, and it stays in the project but is left out of playback and export. | Work with scenes |
| layer | An object as one row in the Objects list at the bottom left. The higher the row, the further in front the object appears on the canvas, and you drag rows to change the order. | Layers and groups |
| lock | A setting that keeps an object from being selected on the canvas or in the Objects list, so it cannot be moved or deleted. Turn it on and off with the lock button that appears when you point at the object’s row in the Objects list. | Layers and groups |
| Objects list | The panel at the bottom left of the editor. It stacks the current scene’s objects as layers, with higher rows in front, and in Animation mode it spreads across the bottom of the screen and becomes the timeline. | Layers and groups |
| scene | One screen, like a single slide. A project is a sequence of scenes, and playback moves through them in the order of the Scenes list. | Work with scenes |
| scene size | The width and height that every scene in a project shares. A new project is 1920 × 1080, and when you type W and H under Size in the Scene panel on the right, every scene changes together. | Work with scenes |
| Scenes list | The panel at the top left of the editor. It shows the project’s scenes in playback order, and this is where you add, duplicate, reorder, and hide scenes. | Work with scenes |
| snap guide | The pink line that appears when an object you drag comes close to another object or to the scene’s edges or center. The object snaps into place there, and × marks appear when the spacing becomes equal. | Select and move |
| sub-toolbar | The row of buttons that appears right under the toolbar when you select an object. Align and flip buttons always come first, followed by buttons that fit the selection, such as Distribute for several objects, or text alignment, Bold, and Auto Size for text. Number keys 1–9 and 0 press its buttons in order from the left. | Align and number keys |
| toolbar | The row of tools at the top center of the editor. Its 16 tools draw or add objects and move the view. | Toolbar tools |
Design
| Term | Meaning | Read more |
|---|---|---|
| backdrop blur | An effect that blurs whatever is behind an object, like frosted glass. The blur shows only through a see-through fill, so lower the opacity of the object’s fill. | Effects and blend modes |
| blend mode | How an object’s colors mix with what is behind it. Choose it from the Blend list under Opacity in the Transform section of the Object panel; it starts at Normal, which simply covers what is behind. There are sixteen, such as Multiply, Screen, and Overlay. | Effects and blend modes |
| color picker | The window that opens when you click the color swatch in a fill or stroke row. Choose solid or gradient, type a color value and opacity, or take a color from the canvas with the eyedropper. Colors you have used collect under Recent. | Fills and gradients |
| connector | A line that joins two objects. Draw from one object to another with the Line tool, and it redraws itself to follow when you move or animate them. Change its route and where its ends attach under Connector in the Path panel. | Lines and connectors |
| corner radius | The value that rounds corners, on rectangles, frames, images, video, and tables. Drag the blue dot inside a corner, or type in the Corner radius fields in the right panel. There is one field per corner, and 0 makes a square corner. | Shapes and frames |
| Distort | Bends an object into perspective by dragging its four corners separately. Select one object and click Distort in the sub-toolbar to put round handles on its corners, and click it again to turn it off. It works on everything except audio and connectors. | 3D and distortion |
| dynamic fill | A fill with a pattern that keeps moving: Aurora, Ink, Fire, or Lens Flare. All but Lens Flare move both while you edit and during playback. An object can have only one, and text cannot have one. | Fills and gradients |
| effect | A look such as a shadow, blur, glow, or glass that you add to an object. The effects are Drop Shadow, Inner Shadow, Outer Glow, Blur, Backdrop Blur, Glass, Noise, and Adjustment, and you can stack several. | Effects and blend modes |
| eyedropper | The button that takes a color from the canvas, to the left of the color value field in the color picker. Click it, then click the canvas, and the color at that spot goes into the paint you are editing. It can take colors only from inside the editor’s canvas. | Fills and gradients |
| fill | Paint for the inside of an object: solid, gradient, image, or dynamic. You can stack several fills, and lower rows in the list paint on top. New rectangles and ellipses start with one gray fill, and new text with one black fill. | Fills and gradients |
| font embedding | Packing the font files you use into the .sshow file. It is on from the start, so the fonts go in when you save a .sshow file, and the project looks the same on a computer without those fonts or with no internet. Change it with the gear-shaped Font settings button in the font window. | Fonts and text effects |
| frame | A container that holds other objects. Draw one with the Frame tool; anything you draw or drop inside goes into it, and a new frame has Clip Contents on, so it hides whatever spills outside. The frame in frame rate is something else: one of the pictures drawn each second. | Shapes and frames |
| gradient | Paint that blends smoothly between two or more colors. On the Gradient tab of the color picker, choose how it spreads (Linear, Radial, Angular, or Diamond) and use stops to set which color goes where. | Fills and gradients |
| gradient stop | A point in a gradient where a color is set, called a stop in the color picker. Stops show as handles on the color bar: click the bar to add one, and double-click a handle to remove it. It is not the same as a stop on the timeline. | Fills and gradients |
| image editing | The state you enter by double-clicking an image, for changing its pixels right on the canvas. The sub-toolbar switches to select, paint, crop, and adjustment tools, and you can undo each change one at a time. | Image editing |
| import | Rebuilding a PowerPoint, PDF, SVG, or Lottie file as scenes and objects you can edit. In a project opened from Studio, the file’s scenes go right after the current scene; in a local file in the desktop app or in the Playground, the file’s content replaces the open document. | Import |
| line head | A shape on the start or end of an open path. Choose Triangle, Open, Diamond, Circle, Square, or Bar in the Stroke window; it scales with the stroke width and takes the stroke color. Lines drawn with the Line tool are open paths too, so they can have heads, but closed paths and shapes cannot. | Stroke styles |
| mask | Shows the objects above it only inside the shape of the object at the back. Select two or more objects and choose Use as Mask from the right-click menu to put them in a new group. Right-click the group and choose Invert Mask to cut a hole in that shape instead. | Masks |
| notes | Where you write what to say on each scene and memos for the project. Open them with the book-shaped Notes button in the button row at the top right: the Scene tab holds that scene’s notes, and the Project tab memos to see throughout the talk. They never appear on the audience’s screen, only in Presenter view. | Search and notes |
| parent | The frame or scene that holds an object. When the parent changes size, each object inside it moves according to its own pins. | Resize with pins |
| path | A shape made of points joined by straight or curved lines. Draw one with the Pen or Path tool, then double-click it to open path editing and change its points and handles one by one. An open path has no fill, so close the ends of any shape you want to fill. | Paths and the Pen |
| path editing | The state for changing a path’s points and handles. Double-click a path to open it: corner points show as squares and curve points as circles. Double-click an empty spot to finish. | Paths and the Pen |
| perspective | A setting that makes the near side look bigger when you tilt an object with Rotation X and Y. Turn on Perspective under Transform in the Object panel to show a distance field; the smaller the number, the stronger the tilt looks. With it off, a tilted object just looks flattened. | 3D and distortion |
| pin | A rule for where an object goes when its parent, such as a frame or a scene, changes size. Set it for each direction under Pin in the Object panel; new objects are pinned to the left and top and keep those distances. It does not lock an object in place. | Resize with pins |
| regular expression | A search written as a pattern of characters. Turn on Regular expression, the .* button in the Search panel, to read the search as a pattern; a part in parentheses can go back into the replacement as $1. | Search and notes |
| Search panel | The panel that finds the same words in text, names, and notes across every scene, and replaces them one at a time or all at once. Open it with the magnifier button, fifth in the button row at the top right. Click a result to open its scene with the object selected. | Search and notes |
| Split Text | Splits one text object into separate text objects, one per word or one per letter. The pieces are grouped under the original text’s name and keep their places, font, and color, ready for animations where letters appear one by one. | Fonts and text effects |
| stroke | The outline of an object or the line of a path. Each row has a color and a width, and the Stroke window sets the alignment (Outside, Center, or Inside), cap, dashes, heads, and trim. It is not the same as a line object drawn with the Line tool. | Stroke styles |
| system variable | A variable SSHOW fills from the current state. The System tab of the Variables panel has four (project name, scene name, page number, and total pages), and you cannot edit or delete them. | Variables |
| table editing | The state for picking and changing a table’s cells. Double-click a cell to enter it, and blue bars appear above each column and to the left of each row. Click outside the table to finish, and the table is selected. | Tables |
| token | A variable’s name wrapped in double curly braces. Put it in text or in a request’s address, headers, or body, and the variable’s current value takes its place. While you edit the text, you see the token instead of the value. | Variables |
| trim | A setting that draws only part of a stroke: Start and End (%) in the Stroke window set the part to draw, and Offset (%) slides that part along the line. Give End different values in two scenes and turn on the transition, and the line draws itself on. Trim in the Video and Audio panels is a different feature that cuts off the start and end of a clip. | Stroke styles |
| variable | A named value in a project. Put it in text as a token or link a color to it, and changing the value once updates that spot in every scene. During playback, interactions read and change it. | Variables |
Animation
| Term | Meaning | Read more |
|---|---|---|
| auto-keyframe | The button that records values you change in Animation mode as keyframes at the playhead. It sits just left of Add key on the timeline, shaped like a diamond with a hollow center, and it starts on. When it is off, only values that already have keyframes are recorded, and other changes go to the object itself. | Timeline |
| clip band | The bar in the row of a video or audio clip synced to the timeline. It shows when the clip plays, with a waveform inside if it has sound, and dragging it changes when the clip starts. | Media on the timeline |
| clock | The timeline a scene or a frame owns. Every scene has a clock that holds its keyframes, stops, and work area, and a clock given to a frame is a frame clock. The name of the clock you are working on shows at the start of the timeline’s button row, and a clock starts 5000 ms long. | Timeline |
| easing | A single curve that sets how the speed of a motion changes over time, used by transitions and by the motion between keyframes. New keyframes start with an easing that sets off gently and slows to a stop. | Fine-tune transitions |
| frame clock | A timeline that keeps the motion inside a frame in that frame. Only the frame and what it holds move, and there are two kinds: an animation that plays from start to end, and states, the looks a frame rests in. | Frame clocks |
| frame rate | How many pictures playback draws per second. Set it from 1 to 240 in the timeline’s view and clock settings; it starts at 60, and a low value such as 12 makes motion move in visible steps. This frame is not the container you draw with the Frame tool. | Timeline |
| Graph view | A view that turns the timeline’s keyframe rows into curves of value over time. On the curves you change keyframe values and times, and the speed between keyframes. | Graph view |
| keyframe | A point that records an object’s value at a moment in time. Change an object in Animation mode and a keyframe appears at the playhead, and SSHOW fills in the motion between two keyframes. | Work with keyframes |
| Motion panel | The panel that sets transitions and the motion between keyframes. Open it with the curve-shaped button, first in the button row at the top right. With nothing selected it edits the current scene’s transition, and with an object selected, that object’s transition. | Fine-tune transitions |
| playhead | The blue vertical line on the timeline that marks the current time. The canvas always shows the scene at that moment, and values you change in Animation mode become keyframes there. | Timeline |
| preset | A named, ready-made motion that you pick in the Cue plugin to add in one go. There are entrances, emphasis, exits, and loops, and they go in as keyframes on the timeline, so you can still adjust each one. | One-click presets |
| ruler | The time scale at the top of the timeline. Click or drag on it to move the playhead to that moment, and the canvas shows the scene at that time. | Timeline |
| spring | Motion that bounces into place, like a spring. Three values set it (Stiffness, Damping, and Mass), and the lower the damping, the more it bounces. Its length is not set separately but follows from the three values. | Fine-tune transitions |
| Step | Motion that does not blend between keyframes: the value holds, then jumps all at once at the next keyframe. Keyframes have it, but transitions do not. | Work with keyframes |
| stop | A point where the scene’s clock pauses and waits for the presenter’s click. It shows as a hollow triangle on the timeline ruler, and when you present, a click plays on to the next stop. | Stops and the work area |
| Sync to Timeline | A setting under Playback in the Video and Audio panels. When it is on, the scene’s timeline drives the clip, so it plays on the same timeline as keyframe animation and pauses with it at stops. Autoplay and turning playback on and off with a click during a presentation no longer apply. | Media on the timeline |
| tangent handle | The round handle at the end of the line that extends from a keyframe you select in Graph view. Drag it to change that segment’s easing curve, and with it how quickly the motion sets off and arrives. | Graph view |
| timeline | Where you make motion that changes over time within one scene. In Animation mode the Objects list spreads across the bottom of the screen and becomes the timeline, with each object’s keyframes laid out in time. | Timeline |
| transition | The motion when one scene moves to the next. Turn on the transition of the scene you leave in the Motion panel, and SSHOW carries objects that have the same name in both scenes from one to the other. Without it, the scene changes at once. | Two ways to make things move |
| work area | The part of a scene’s clock that plays when you present, in a play link, and in an exported video. It shows as a band at the very top of the timeline ruler, and in Animation mode the B and N keys set its start and end. | Stops and the work area |
Interaction
| Term | Meaning | Read more |
|---|---|---|
| action | What a sentence does when its trigger happens, in its “what” slot. Going to a scene, playing an animation, setting a variable, and waiting are actions, and when you chain several, they run in the order listed. | Triggers, actions, and conditions |
| condition | A check you add after the trigger in a sentence. The actions run only when a variable’s value or a frame’s state matches; otherwise the sentence is skipped. | Triggers, actions, and conditions |
| frame state | A look a frame rests in. Make the looks to switch between as states, such as a button’s normal and pressed looks, and move between them with the Set state action. When a scene opens in a presentation, each frame starts in its initial state. | Make buttons with frame states |
| interaction | A rule you attach to an object or a scene. When something happens, such as a click, a hover, or a key press, it does what you set during playback. You make interactions in Interaction mode, and while you edit, they work only with Preview on. | How interactions work |
| Interactions panel | The panel that docks next to the Objects list at the bottom of the screen in Interaction mode. Its list shows the sentences of the selected object or scene, with recipes and the editing column on the right. Turn on the Preview button in its title bar to try the sentences right away. | Edit and preview |
| message | A named signal that sentences send each other. When a Send a message action sends one, every sentence that starts on a message of that name runs, wherever it is in the current scene and its objects. Use it to move many objects at once with one button. | Triggers, actions, and conditions |
| preview log | The record that builds up at the right end of the Interactions panel while Preview is on. The newest entry is at the top, and each row shows the elapsed time, the object’s name, and the sentence that ran. Dimmed rows are sentences or actions that did not run, with the reason. | Edit and preview |
| recipe | A ready-made bundle that builds a common interaction for you. Pick one under “What should it do?” on the right of the Interactions panel and apply it, and the sentences, animations, and variables it needs appear at once; a single undo removes them all. | Recipes |
| request | An interaction action that gets a value such as the weather or an exchange rate from a web service during playback. Choose the Fetch action to open the request panel, and the value you pick from the response goes into the variable you set. The next action waits until the response arrives. | Requests and variables |
| sentence | One row in the Interactions panel list: the rule that makes up one interaction. It reads like “On click → Next scene”, a trigger followed by actions, sometimes with conditions in between. You write it on one object or one scene. | How interactions work |
| trigger | What a sentence reacts to, in its “when” slot. A click, a hover, a key press, entering the scene, a delay, and others set what has to happen for the sentence to run. | Triggers, actions, and conditions |
| warning | A note in dim text under a sentence in the Interactions panel. It points out where running the sentence as written may not do what you expect, and it never blocks saving or playback. | Warning messages |
AI and plugins
| Term | Meaning | Read more |
|---|---|---|
| .sshowplugin file | A file that holds one plugin. Import it with the + button (Import plugin) in the title bar of the Plugins panel, and it goes into only the editor you have open; close or reload the editor, and it leaves the list. | The 13 plugins |
| AI app | An AI service you use outside SSHOW, such as Claude or ChatGPT. Connected to SSHOW over MCP, it changes the project you have open in the editor as you ask in a chat. It is not the same as the AI assistant inside the editor. | Connect an AI app (MCP) |
| AI credit | Your account’s allowance for the AI assistant and Create with AI. There is a monthly and a daily limit, and every request the assistant answers uses some. A large request handled in parts uses some for each part. Create with AI uses some for each scene the AI designs. If your account has limits, the bottom line of the AI dock shows how much you have used and when it resets. | AI Assistant |
| AI dock | The input box where you tell the AI assistant what to do in a sentence. Click the AI button at the right end of the toolbar to open it at the bottom center of the canvas, and the assistant creates and changes objects, scenes, and motion as you asked. One undo takes back a whole request. | AI Assistant |
| change receipt | The line such as “2 changes” under an AI assistant reply. Point at it and the changed objects glow, and click it to select them. The Undo next to it takes back everything that request changed at once. | AI Assistant |
| cloud connector | The connection from AI apps to your SSHOW account. Claude, ChatGPT, and any app you connect at https://s.show/mcp all use it, and they can change projects opened on the web, in the desktop app, or in the tablet app. It cannot reach local files in the desktop app. | Connect an AI app (MCP) |
| MCP | Short for Model Context Protocol, an open standard that lets AI apps use other apps’ features. Connect SSHOW over MCP, and AI apps such as Claude and ChatGPT can read and change the project you have open in the editor. | Connect an AI app (MCP) |
| MCP server | A connection point built into the SSHOW desktop app that accepts connections only from inside this computer. Turn it on in the AI apps tab of Settings to connect Claude Desktop, Cursor, or Claude Code straight to the desktop app without going through s.show, and to work on local files too. It starts off. | Connect an AI app (MCP) |
| MCP tool | One feature an AI app uses in SSHOW. There is a tool for each job, such as reading a scene, changing it, or taking a screenshot, and the AI app reads the conversation and picks the tools it needs on its own, sometimes showing their names in the chat. It is not the same as a tool in the toolbar. | What AI apps can do |
| plugin | An add-on that puts one more panel in the editor for one job. Open plugins with the light-bulb Plugins button in the button row at the top right; the 13 plugins SSHOW made come with every editor, with nothing to install. | The 13 plugins |
| top-level frame | A frame placed directly on a Figma page; frames inside a section, a group, or another frame do not count. The SSHOW Figma plugin turns each top-level frame into one scene. | Figma plugin |
Developers
| Term | Meaning | Read more |
|---|---|---|
| manifest | The plugin.json file in a plugin package. It must list five things (the plugin’s id, name, version, API version, and UI document name), and if its API version differs from the editor’s, the editor does not import the plugin. | Plugin API |
| sandbox | The frame, separate from the editor, where a plugin’s UI runs. The network is blocked, so external scripts, images, and web fonts cannot load, and the plugin reads and changes the editor’s document only through the plugin API. | Plugin API |
Was this page helpful?
Updated 10/12/2026