array | A collection of variables with the same data type. Also see: data type and variable |
asset | A digital resource that can be added and used in your Effect House project. An asset can be a texture, material, audio, or mesh. Also see: texture, mesh, and material |
augmented reality/AR | A technology that overlays computer-generated digital content, such as images, videos, or 3D models, onto the real world in real-time. TikTok effects are examples of AR. |
child object | Refers to an object that is bound to another object (parent). A child object inherits the properties and behaviors from its parent, such as position, rotation, and scale. Also see: parent object and bind |
comment box | A feature within the Graph panel that allows creators to create a box around a node or group of nodes and write notes or comments related to it. It is mainly used to organize and annotate nodes. |
component | An element added to an object to customize its functionality or appearance. Each component has a set of properties that can be customized to achieve a certain look or behavior. Also see: object and property |
data type | The characteristic of data required or stored in the variable. In visual scripting, it can be an array, number, string, Boolean, etc. Also see: variable |
depth buffer | A type of data buffer used in computer graphics to store depth information of objects in 3D space from a particular perspective. The depth represents the distance of an object from the camera. |
dock | To move a panel or window to a specific area of the interface, such as the edges or corners of the screen, in order to optimize the layout of the interface. Also see: undock |
dynamic chain | Also known as chain physics. A simulation that allows you to create interconnected objects, where each object is affected by the movements of its neighbors. Used to simulate ropes, chains, and other similar objects. |
effect | A proprietary TikTok overlay (including filters, stickers, and tools) that creators can add to their content. Not to be confused with "filters." Also see: filter |
filter | One of the post-processing features in Effect House. A type of visual overlay that can be applied to an object or scene to achieve a certain mood or look. |
frame | A single image from a sequence of images in a video clip or animation. Also see: sequence frame |
generate | In AI, it refers to creating new data, such as text, images, graphics, or sounds, using a machine learning or AI model. Also see: regenerate |
graph | A visual representation of a program or script using nodes and connections. Also see: subgraph |
hints | Short strings shown on the screen when an effect opens, used when an effect requires a certain action from the creator. |
input (v) | To provide data or information to a program or function as a parameter to perform an action. Usually used in visual scripting. Also see: output |
input/input value (n) | Any data or information that is provided to a program or function as a parameter to perform an action. Usually used in visual scripting. Also see: output/output value |
interaction | In mobile application, interaction refers to the action a user performs to elicit a response from the program or app. Action includes tapping, pinching, and swiping on a mobile surface, as well as facial or body movements. Also see: Interaction subgraph |
interactive effects | In Effect House, it refers to effects that has the ability to respond to a user's action. Also see: interaction |
material | A type of asset that defines how an object looks. You can apply materials to 3D objects to make them appear realistic, or to the camera to create visual filters. |
mesh | A collection of vertices, edges, and faces that defines the shape of a 3D object. |
node | In visual scripting, nodes represent programming functions or operations. Each node has inputs and outputs, which can be connected to other nodes to perform more complex operations. Also see: input and output |
object | Individual elements that make up a scene, animation, or effect. Objects are containers for components, and each component contains properties that can be customized to achieve a certian look or behavior. Also see: component and property |
output (v) | To produce or generate data or action based on inputs provided. Usually used in visual scripting. Also see: input |
output/output value (n) | The resulting action or data produced by a program or function based on the inputs provided. Usually used in visual scripting. Also see: input/input value |
package | A container that stores various types of assets. Could be raw assets (like material, texture, and mesh), prefab (asset created from scene objects), or subgraph. |
panel | A UI element that contains a set of controls and settings for modifying a specific aspect of a scene or effect. |
parent object | An object that has one or more child objects bound to it. A child object inherits the properties and behaviors from its parent, such as position, rotation, and scale. Also see: child object and bind |
port | Small white circles found on the left (input) and right (output) of each node. Ports are used to send and receive signals or triggers from one node to another. |
prefab | A prefab is a type of asset that allows you to create, configure, and store an object complete with all its components, property values, and child objects as a reusable asset. A prefab acts as a template from which you can create new prefab instances in the scene. |
preset | A pre-configured group of settings or pre-made styles that creators can easily use to create their effects. |
profile frame | A decorative border around a creator's photo or avatar on their TikTok Profile page. |
prompt | In AI, it is a text or instruction written in natural language by the user for the AI model to execute or use to generate content. |
property | An attribute or variable associated with a component or object. Each component has a set of properties that can be customized to achieve a certain look or behavior. Also see: object and component |
regenerate | To generate again. Also see: generate |
render group | A container that groups related objects together to optimize rendering. When an object is added to the Hierarchy panel, it is automatically included in an assigned render group. |
render order | The order by which the render groups will render. The placement of render groups in the Hierarchy panel determines the order by which they get rendered. |
scene | The field in Effect House that contains the objects and assets within the effect. |
scene space | Refers to the world or space where 3D objects exist. Also known as world space. |
screen space | Refers to the world or space where 2D objects exist. |
segmentation | The process of separating different parts of an image or video so they can be individually customized to achieve a certain look or effect. Effect House has 4 types of segmentation: Portrait, Hair, Hand, and Clothing. |
sequence frame | A single image from a sequence of images in a video clip or animation. Also see: frame |
source object | In the Look At component, it is the object that is looking or following the target object. Also see: target object |
sprite sheet | A single image file that contains multiple smaller images, called sprites, often used in 2D animations. |
string | A data type that represents textual data, including words, phrases, sentences, and even entire paragraphs. Also see: data type |
subgraph | A self-contained and reusable portion of a larger graph.In Effect House, it is used to organize and encapsulate a group of nodes and connections within a graph. Also see: graph |
target object | In the Look At component, it is the object that should be looked at or followed. Also see: source object |
template | Premade effects in Effect House that creators can open and modify to quickly create their own effect. Creators can access an entire list of templates from the Templates tab. |
toggle (n) | A UI button that allows users to switch between two modes. |
toggle (v) | To switch from one mode, feature, or state to another, usually by using the toggle or other triggers. |
trigger (n) | An event, action, or condition that initiates another action or event. Triggers can be a variety of things such as a tap or a mouse click or a facial movement. In generative effects, triggers can be used to control and manipulate algorithms to create dynamic and interactive experiences. |
trigger (v) | To cause or initiate a particular action or event based on a condition or another event or action. |
undock | The act of moving a UI element, such as a panel, away from the edge of the screen so that it becomes a free-floating window. |
variable | In programming and visual scripting, a variable is a container for stored data. A variable can hold various data types, including number, string, Boolean value, etc. Also see: data type |
vectorN | A data type used to represent a point in 2D or 3D space. N can be 2, 3, or 4 (Vector2, Vector3, etc). For example, vector2 can represent the x and y coordinates of a point in 2D space, while vector3 can represent the x, y, and z coordinates of a point in 3D space. |
visual scripting | A node-based programming that lets creators create AR experiences, like TikTok effects, without using traditional codes. |
world space | Refers to the world or space where all 3D objects exist. Also known as scene space. |
world transform | The Transform value relative to the world space. |