====== Spline Motion (Motion Plugin) ====== {{ :tools:s-tk:pasted:20190808-160212.png}} This node can evaluate [[primitive]] and return the position as well as the orientation at any position along the spline. ===== Controls ===== ==== Spline ==== Allows you to pick any of the [[primitive]] in the scene to evaluate. ==== Displacement ==== This is the position on the spline. Depending on the **Displacement Type**, 0-100% is either the complete length of a spline or the first span. 100%-200% would then be the second span respectively. ==== Displacement Type ==== This determines how the **Displacement** is interpreted to evaluate the spline. * **Complete Spline** In this mode, the spline is taken as a whole, 0% is the start of the spline, 50% the middle of it and 100% the end. * **Per Span** In this mode, every successive value of 100% corresponds to a span. For example, an open spline has five knots - which is four spans. 400% would then be the and of the spline. 250% would evaluate half way between the third and the fourth knot. ==== Look Ahead ==== If Look Ahead is off, the rotation will align to the spline at the current position. If Look Ahead is turned on, the rotation will be align to a different position on the spline, depending on the value of **Look Ahead Displacement**. ==== Look Ahead Displacement==== If **Look Ahead** is enabled, this determines how far ahead (or back) along the spline the point is that the rotation aligns to. This is using the same units as **Displacement** and also depends on **Displacement Type**. This value is added to the current position. ==== World Coordinates ==== Computes the point on the spline and the orientation in world as opposed to object coordinates. ==== Pre/Post Behaviour ==== Determines what happens if the displacement would evaluate before the start or beyond the end of the spline respectively. These options are only available for open splines: * **Hold** Holds the position at the start or the end of the spline respectively. * **Loop** Loops the position on the spline. * **Mirror** Mirrors the position on the spline. ==== X/Y/Z Mode ==== The positions computed by the node may be modified here. The input position is whatever the motion stack provides up to the plugin, usually the keyframed position. * **Replace** (default) The position value of the axis is overwritten with the value computed by the node. * **Ignore** The computed position on the spline is ignored and the original value passes through. * **Add** The computed value on the spline is added to the position. * **Multiply** The computed value on the spline is multiplied by the position. ==== Heading/Pitch/Bank Mode ==== The rotation computed by the node may be modified here. The input rotation is whatever the motion stack provides up to the plugin, usually the keyframed rotation. * **Replace** (default) The rotation value of the axis is overwritten with the value computed by the node. * **Ignore** The computed rotation on the spline is ignored and the original value passes through. * **Add** The computed value on the spline is added to the rotation.