vvvv offers different approaches to animate objects in interactive environments. In many cases, it's not enough to just place static keyframes on a timeline and let the playhead do the job. The animation may need to react to actions or events coming from sensors, networks, input devices or beat-detectors. So in these cases the direction of movement needs to change spontaneously and you often want the transition to the new movement to occur as smoothly as possible. Time- and frame-based approaches can do this trick. Still, often you also want to timeline some behavior and even combine the different techniques. So here are the three basic approaches: |
Time-based vs. frame-based approaches: Time-based:
Frame-based:
Interested in particle systems? |
Related nodesGenerators: Filters: ...and many more, see the Animation category. |
When there must be a transition between a starting point (A) and a target point (B) and the animation of the value depends only on time, then the nodes from the Animation category do the tweening for you. These nodes are building a function curve to animate from A to B and sample this curve as the time goes (independent from the framerate), returning a new value every frame. If point B changes during the animation, the node builds a new curve and smoothly animates to the new target. If you just want to smoothen (filter) input values, besides Damper (Value) or Newton (Value) there is also OneEuroFilter (Animation) worth checking out. See also: |
Related nodesto built up your loops: to accumulate values over time or get changes between frames: to measure time itself: nodes that are frame-based implementations of some algorithm: |
Scenario: an object shall react to events by applying forces. But you also can do your own frame-based animation, simply by patching. The basic idea here is that the current value of the animation is simply calculated based upon the value of the last frame and tweaked a bit in a certain way. See more about Loops. When doing this naively, higher frame rates will result in faster animations. To avoid that, here is a simple trick:
As a result your animation will be framerate independent. See also: |
Related nodes |
If you have static predefined animations, the Timeliner is the easy way to animate properties in time. Check this dedicated page on how to use it. AutomataThe Timeliner has an Automata built in. You can define states (and animations for them) then jump between these states upon the arrival of the events. Every event gets its own input pin. See also:
Thirdparty OSC Timelines
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