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Both sides previous revision Previous revision Next revision | Previous revision Next revisionBoth sides next revision | ||
curvy:documentation:controllers [2015/10/13 17:50] – Jake | documentation:controllers [2018/04/23 21:29] – Made Animation clearer _Aka_ | ||
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Whether to use cached values when appropriate or not | Whether to use cached values when appropriate or not | ||
====Cross Position==== | ====Cross Position==== | ||
- | // | + | //VolumeController only.// This section defines the lateral starting position: |
- | + | ||
- | This section defines the lateral starting position | + | |
- | : | + | |
== Cross Range == | == Cross Range == | ||
Defines the range within the cross section the controller uses. The base point (the point ' | Defines the range within the cross section the controller uses. The base point (the point ' | ||
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==Speed== | ==Speed== | ||
The speed, using the above mode, or delta (if animated) | The speed, using the above mode, or delta (if animated) | ||
+ | <note important> | ||
==Clamping== | ==Clamping== | ||
- | Determines what to do when the source' | + | Determines what to do when the source' |
* **Clamp** - controller will stop | * **Clamp** - controller will stop | ||
* **Loop** - controller will start over at the opposite | * **Loop** - controller will start over at the opposite | ||
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==Animate== | ==Animate== | ||
- | If enabled, the controller | + | If enabled, the controller |
- | ==Animation== | + | |
- | The animation | + | |
==Time Scale== | ==Time Scale== | ||
The duration in seconds a single animation sequence takes | The duration in seconds a single animation sequence takes | ||
+ | ==Animation== | ||
+ | The animation curve to apply. Defines how the controller is moved through time from it's initial position.\\ | ||
+ | X axis has values between 0 and 1. A value of x means a time in the animation of x * "Time Scale" | ||
+ | On the Y axis, a value of y means that the controller is moved from it's initial position by a distance of y * the absolute value of Speed. | ||
==Single Shot== | ==Single Shot== | ||
If enabled, the animation will only play once, then the controller stops | If enabled, the animation will only play once, then the controller stops | ||
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==Ignore direction== | ==Ignore direction== | ||
If enabled, only the forward direction will be considered, even if the object is moving with negative speed. Otherwise the object will switch direction when moving backwards | If enabled, only the forward direction will be considered, even if the object is moving with negative speed. Otherwise the object will switch direction when moving backwards | ||
+ | |||
+ | < | ||
+ | |||
+ | ==Offset Angle== | ||
+ | The Angle (-180 to 180) starting from the Up vector, defining the direction to offset | ||
+ | ==Offset Radius== | ||
+ | The distance to offset | ||
+ | ==Compensate Offset== | ||
+ | If enabled, curve distance deviation will be compensated | ||
+ | |||
====Events==== | ====Events==== | ||
//(Spline Controller only)// | //(Spline Controller only)// |