5.1 From linear animation to multi-state experiences
Linear animation has a clear limitation: it plays once (or loops) regardless of what the viewer does. The viewer is passive. Sequences changes that relationship.
A Sequence is a separate "state" of your artwork. Your artwork always starts in the Artwork Sequence — the idle state that plays by default when someone first scans your trigger image. You can leave this empty (showing a static image) or fill it with an animation.
From there, you can add as many additional sequences as you like. Each sequence is a fully independent animation timeline with its own layers, actions, and timing. Sequences can be triggered by viewer taps, by the completion of another sequence, or by a timer.
The conceptual shift: Instead of thinking "what happens when someone scans this artwork," start thinking "what are the different states this artwork can be in, and what moves it from one state to another." This is the same mental model used in game design and interactive media.
A simple example: an artwork starts in an idle state showing a gentle floating animation. When the viewer taps a specific element, a new sequence plays — perhaps a transformation, a reveal, or an entirely different visual world. When that sequence ends, the artwork returns to the idle state (or moves to another sequence, depending on your logic).