Interpolate
Overview
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.
Attributes
Input
Attribute | Type | Description |
---|---|---|
| Drop-down | The numerical Type of Data that will interpolated. |
| Float | The length of time that the Value will be interpolated over, in seconds. |
| Defined in the | The initial Value. |
| Defined in the | The end Value. |
Interpolation
Attribute | Type | Description |
---|---|---|
| Drop-down | The easing method, used to calculate the intermediate Values (see below). |
| Drop-down | The playback setting for repeated animations (see below). |
| Int | The amount of times the interpolation will run (not available in |
| Bool | If enabled, the animation repeats, or alternates indefinitely. |
| Float | The amount of times per second that the Value is calculated. |
More about the Mode Attribute
Once
means that the animation will play only once and then stop any further evaluation:
More about the Type Attribute
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.
Non-easing Interpolation Types
Linear
- interpolates between the Values linearly at a constant pace.Constant
- likeLinear
except that the Value is rounded down to the nearest whole number.
Easing Interpolation Types
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
:
Inputs
Input | Type | Description |
---|---|---|
| Float | The length of time that the Value will be interpolated over, in seconds. |
| Int | The amount of times the interpolation will run (not available in |
| Defined in the | The initial Value. |
| Defined in the | The end Value. |
| Pulse | Initiates the interpolation. |
| Pulse | Reverts the |
Outputs
Output | Type | Description |
---|---|---|
Pulse Output (►) | Pulse | Fires every time |
| Defined in the | The current intermediate Value between |
| Pulse | Fired once the interpolation has been reset by a Pulse plugged into the |
| Pulse | Triggers once all of the interpolations are complete (never triggers is |
External Links
Easing Function Cheat Sheet on Easings.net.
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