Timing
A node of the Action graph, in the Filters group.
The motion given a wind-up before each fast move, an overshoot past where it stops and a squash where a fall stops, by how fast each part moves: what makes captured and library clips stop looking floaty.
Takes: channels (channels), strength (channels), anticipation (channels), overshoot (channels), squash (channels), time (channels) · Gives: channels
Settings
| Setting | What it does | Range | Default |
|---|---|---|---|
| Strength | How much of all three: 0 is the motion as it comes in, 2 twice as much. | 0 to 4 | 1 |
Wind-upanticipation | How far each part first moves the other way before a fast move. | 0 to 4 | 1 |
| Overshoot | How far each part goes past where a fast move stops, before it settles. | 0 to 4 | 1 |
| Squash | How much it squashes where a fall stops (a landing), and springs back. | 0 to 4 | 1 |
Secondstime | How long a wind-up and a settle take: longer is slower and softer. | 0.019999999552965164 to 1 | 0.1 |
Every setting is also an input: wire a value into it to change it over time. On the command line: pxr graph set game.pixor --which action --node timing --set KEY=VALUE.
What it wires to
Its channels input takes channels, which these give: Apply to, Instances, Output, Blend, Lag, Limit, Maths, Merge, Rename, Repeat, Reverse, Select, and 28 more.
What it gives, channels, goes into: Apply to, Instances, Output, Blend, Lag, Limit, Maths, Merge, Rename, Repeat, Reverse, Select, and 28 more.
In the app, drag a wire from one of its dots: every dot the wire fits is ringed.
How it fits with the rest: the Action graph in the manual.
In the same group
Maths · Blend · Merge · Sequence · Time shift · Speed · Trim · Repeat · Reverse · Lag · Step · Limit · Rename · Select