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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

SettingWhat it doesRangeDefault
Strength How much of all three: 0 is the motion as it comes in, 2 twice as much. 0 to 4 1
Wind-up
anticipation
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
Seconds
time
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