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Animation

Waveshapes

VVVV contains different Waveshape nodes which convert an 0 - 1 signal into a certain wave form. - SineWave - CosineWave - TriangleWave - SawToothWave - RectangleWave

To create moving values these nodes expect a Phase input like LFO.

Transition from one value to another

To control the transition from one value to another with a Lerp node and set the Scalar parameter.

Lerp between values

Smooth Animation to value, hold value and then animate back

We can convert a Bang trigger into a smooth value that gets hold for a specific time by connecting it to a MonoFlop and then add a Damper to it.

Smooth Animation to Value

On input move object to new position

OnInputMoveObjectToNewPosition

Smoothed Random Position

If you want to move an object to random positions on every time interval we can set the interval with an LFO and connect it to a S + H node which holds a random value. Adding a damper creates a smooth transition between these random values.

DampedRandomValue

Simplex Noise

A simplex noise is a type of gradient noise algorithm designed to be more efficient and less prone to visual artifacts compared to Perlin noise.

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In comparison to Random the values of SimplexNoise are related to the values next to them.

Voronoi and Delaunay

To use voronoi value patterns we can import the VL.2D.Voronoi package with nuget install VL.2D.Voronoi -pre

Wanderer

The Wanderer nodes create a smooth transition movement. It has many settings to create different kind of movements effects.

Size and Width define the constrains in which the wanderer values can move.

Range mode allows us to define how the values that are out of range get clamped. - None - No limitation of the values - Clamp - If values reach the width value gets clamped at width - Mirror - Values gets mirrored so the object moves in the opposite direction - Wrap - Values get inversed - object jumps back to opposite side / beginning of the width value.

Main Direction sets the angle(range 0-1 and starting from 3 o'clock) of the movement. Main Direction will only be considered if Main Direction Tendency is bigger than zero.

Direction Deviation defines the angle deviation per step. 0 -> straight walk 1 -> nervous jittery walk

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