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====== Spline Evaluation (Node) ====== | ====== Spline Evaluation (Node) ====== | ||
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This node can evaluate [[primitive]] and return the position as well as the orientation at any position along the spline. | This node can evaluate [[primitive]] and return the position as well as the orientation at any position along the spline. | ||
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+ | ===== Controls ===== | ||
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+ | ==== Spline ==== | ||
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+ | Allows you to pick any of the [[primitive]] in the scene to evaluate. | ||
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+ | ==== Displacement ==== | ||
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+ | 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. | ||
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+ | ==== Displacement Type ==== | ||
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+ | This determines how the **Displacement** is interpreted to evaluate the spline. | ||
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+ | * **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. | ||
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+ | ==== Look Ahead ==== | ||
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+ | If Look Ahead is off, the rotation will align to the spline at the current position. | ||
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+ | 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**. | ||
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+ | ==== Look Ahead Displacement==== | ||
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+ | 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**. | ||
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+ | This value is added to the current position. | ||
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+ | ==== World Coordinates ==== | ||
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+ | Computes the point on the spline and the orientation in world as opposed to object coordinates. | ||
+ | ==== Pre/Post Behaviour ==== | ||
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+ | Determines what happens if the displacement would evaluate before the start or beyond the end of the spline respectively. | ||
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+ | These options are only available for open splines: | ||
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+ | * **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. | ||
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+ | ==== Position ==== | ||
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+ | The positions computed by the node may be modified here. | ||
+ | The input position is either the position connected to the Position input on the node or the values set in the **Position** control. | ||
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+ | === X/Y/Z Mode === | ||
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+ | * **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. | ||
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+ | === Position === | ||
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+ | A position that may be modified or overridden by the spline evaluation. | ||
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+ | ==== Rotation ==== | ||
+ | The rotation computed by the node may be modified here. | ||
+ | The input rotation is either the rotation connected to the Rotation input on the node or the values set in the **Rotation** control. | ||
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+ | === Heading/ | ||
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+ | * **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. | ||
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+ | === Rotation === | ||
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+ | A rotation that may be modified or overridden by the spline evaluation. | ||
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