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

AttributeTypeDescription

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.

Interpolation

AttributeTypeDescription

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.

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 - like Linear 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

InputTypeDescription

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.

Outputs

OutputTypeDescription

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.

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