Interpolate
Last updated
Last updated
The Interpolate Node is used primarily for animating the Attributes of Objects.
The Node calculates the intermediate Values between a start (From
) and end (To
) Value. These transitional Values are calculated a number of times per second, defined in the Frame Rate (fps)
Attribute, over a certain length of time, defined in the duration Duration (s)
Attribute.
Every time a new Value is calculated, the Output Pulse is also triggered.
Data Type
Drop-down
The numerical Type of Data that will interpolated.
Duration (s)
Float
The length of time that the Value will be interpolated over, in seconds.
From
Defined in the Data Type
Attribute.
The initial Value.
To
Defined in the Data Type
Attribute.
The end Value.
Type
Drop-down
The easing method, used to calculate the intermediate Values (see below).
Mode
Drop-down
The playback setting for repeated animations (see below).
Count
Int
The amount of times the interpolation will run (not available in Once
mode or when Infinite
is enabled).
Infinite
Bool
If enabled, the animation repeats, or alternates indefinitely.
Frame Rate (fps)
Float
The amount of times per second that the Value is calculated.
Once
means that the animation will play only once and then stop any further evaluation:
INCARI offers many different interpolation types, which determine the way that the transition between To
and From
is calculated, and the easing of the animation.
Linear
- interpolates between the Values linearly at a constant pace.
Constant
- like Linear
except that the Value is rounded down to the nearest whole number.
Although linear interpolation does have its uses, a more stylised effect is often required to make an animation more interesting. This is often achieved using an acceleration and/or deceleration of the animation speed over time. In animation, this is often referred to as easing.
The easing functions in INCARI are named, based on a naming convention, which offers some insight into how the interpolation is calculated.
First we have the prefixes, which represent different "levels" of easing. Some are very strong, while others are more subtle. The prefixes are Circ
, Cube
, Exp
, Quad
and Sin
.
Then we have the suffixes, which show whether the animation eases in (EaseIn
), eases out (EaseOut
), or both (EaseInOut
).
ExpEaseIn
:
Duration (s)
Float
The length of time that the Value will be interpolated over, in seconds.
Count
Int
The amount of times the interpolation will run (not available in Once
mode or when Infinite
is enabled).
From
Defined in the Data Type
Attribute.
The initial Value.
To
Defined in the Data Type
Attribute.
The end Value.
Start
Pulse
Initiates the interpolation.
Reset
Pulse
Reverts the Value
to the initial From
Value and cancels any further Pulse Outputs.
Pulse Output (►)
Pulse
Fires every time Value
is evaluated (defined in the Frame Rate (fps)
Attribute.
Value
Defined in the Data Type
Attribute.
The current intermediate Value between From
and To
.
OnReset
Pulse
Fired once the interpolation has been reset by a Pulse plugged into the Reset
Input Socket.
OnEnd
Pulse
Triggers once all of the interpolations are complete (never triggers is Infinite
is enabled).
Easing Function Cheat Sheet on Easings.net.