Designing flat designs requires some knowledge of animation theory and animation theory principles.
The most basic thing to know is that if you have a scene that you want to animate, then the animation must begin and end at the same point.
And it has to end exactly at the point.
If you want a scene to move from one side of the screen to the other, for example, you have to have the animation start on the one side, and end on the other.
So, it is important to know this before you begin designing a flat design.
The flat design concept is the first step in designing animation.
Then, there is the creation of an animation pipeline, which is the process of building a series of animated images that represent a scene in 3D space.
In the flat design process, you can use a combination of elements from the scene and from the background.
This is where flat design can have a big impact.
It is an effective way to create an interesting, interesting, or interesting looking scene.
If we consider a typical flat design, we have the scene, the background, and the character.
Then we have a single camera that captures the whole scene.
The camera is rotating.
So the camera can be rotated to get a view of the scene.
Then the camera moves back and forth, so it can look at different angles.
And the camera zooms in and out to capture the scene from different angles, which are called depth of field.
The final camera is the camera that renders the scene in front of the camera.
The lens is pointing to the scene at a given point.
So that the scene is captured by the camera, the lens is the focus point of the lens.
So we have 3 components in the scene that need to be captured, and we need to take care of the other 2.
We can use camera, camera, and camera.
And this is what flat design is all about.
A camera is a single point of view that can be pointed to, so that we can see the whole object in the 3D world.
A lens is a point of light that we capture.
We need a camera to capture light from the object in front.
Then a camera moves in the direction of the light, so we can take a shot.
And then the camera looks at the object, and looks at that light, and it sees that object, so the camera is pointing at the light.
We call this a “line of sight”.
So the lens moves in a certain direction, the camera starts taking a shot, and then the light moves out the other direction.
And that is the light source.
And we need a second camera to shoot the light in front, so our second camera can capture the second light source in the camera’s field of view.
And a third camera is used to capture a third light source, so if we want to look at something on the side of a building, for instance, we need that camera.
We also need to have a fourth camera, so a fourth light source is captured.
And so, you see how this works.
The idea of flat design in animation is that the only way to capture these three elements is by having multiple cameras that are pointing at different things, so all three elements are captured.
If that is not possible, then a flat style requires using a different camera to take multiple shots at the scene or at the objects.
And flat design does not have a set of rules about what cameras are allowed, so you can have an infinite number of camera combinations.
But if you understand flat design concepts, you will be able to design a flat, unique, and interesting flat design with ease.
This article originally appeared in New Scientist Magazine, March 2018.