### Table of Contents

# Spline Motion (Motion Plugin)

This node can evaluate Spline 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 Spline 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.