Driver EspressoOEBS STUDIOS
Editions

Templates

All 230 templates in Driver Espresso Premium, grouped by category exactly as in the catalogue. Each entry shows its real description, use cases and parameters — pulled directly from the shipped templates, not summarised. The generated expression for each recipe ships with the add-on.

Try a template right here

Six real templates from the catalogue, running in your browser. Move the controls and watch the motion change.

These previews illustrate what each recipe does. Inside Blender the same controls drive your own objects, lights and materials.

Value over time

A simplified preview of the recipe, not the add-on’s own maths. The real template carries more controls than are shown here.

Full reference →

Edition badges below show exact membership. Driver Espresso and Lite are subsets of this catalogue.

Light & Flicker 27#

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Alarm / Siren Pulse

Beacon & Emergency

Produces a deliberate on/off alarm cadence at a frame-rate-aware rate, with duty and phase controls instead of a breathing-style sine.

Use cases — An alarm or siren indicator running its deliberate on-off cadence during an alert.

Rest valueMINAlarm valueMAXPulse rateRATE_HZ (0.05…20 Hz)On-timeDUTY (0.01…0.99 cycle)Sync phasePHASE_DEG (-360…360 °)
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Ambulance: Amber

Beacon & Emergency

The rear caution colour. Builds a sequential arrow across the back of the vehicle telling following traffic which side to pass, then clears and repeats. Comes on when the vehicle slows, parks or blocks a lane. Drive every segment from this one template, each with its own index.

Use cases — The rear caution lights of an ambulance, sweeping as an arrow to push traffic around the vehicle.

Heads on the panelLIGHTS (2…24)Sweep framesSWEEP (2…600 frames)Clear framesHOLD (0…600 frames)Arrow directionDIRECTION (-1…1)Off valueMINOn valueMAX
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Ambulance: Green

Beacon & Emergency

The command colour, a single beacon on one roof corner marking the vehicle as the incident command post. Blinks slowly so it reads as a fixed marker rather than a warning, while the red heads keep flashing around it. Can be held permanently lit instead.

Use cases — The single green command light marking the incident commander's vehicle on scene.

Cycle framesPERIOD (1…6000 frames)Lit framesON_F (1…6000 frames)MinimumMINMaximumMAX
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Ambulance: Red

Beacon & Emergency

The primary warning colour, seen from every side of the vehicle. Fires a burst of hard-edged LED flashes then holds dark. Stays lit at the scene, usually slowed down.

Use cases — The primary warning colour on an ambulance, visible from every side. The one to apply first.

Burst rateRATE_FPM (60…240 fpm)Flashes per burstFLASHES (1…6)Flash speedFLASH_HZ (1…20 Hz)Group offsetGROUP_PHASE (0…1)MinimumMINMaximumMAX
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Ambulance: White

Beacon & Emergency

The clearing colour, mounted forward and to the sides. A short hard flash offset from the red head, bright enough to cut through daylight. Switched off once the vehicle parks, where it would dazzle approaching drivers.

Use cases — Forward and side clearing lights on an ambulance - the hard flash that cuts through at a distance.

Burst rateRATE_FPM (60…240 fpm)Flashes per burstFLASHES (1…6)Flash speedFLASH_HZ (1…20 Hz)Group offsetGROUP_PHASE (0…1)MinimumMINMaximumMAX
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Blinker / Turn Signal

Beacon & Emergency

Alternates evenly between Minimum and Maximum, with a phase control for paired indicators, hazards, and convoys.

Use cases — A vehicle indicator or turn signal, with the phase control for offsetting the opposite side.

PeriodPERIOD (1… frames)Phase offsetPHASE_DEG (-360…360 °)MinimumMINMaximumMAX
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Candle Flicker

Candle & Fire

Wanders organically between Minimum and Maximum with an uneven candle-like flicker.

Use cases — A candle, oil lamp, or tealight - the smallest and least predictable flame in the set.

MinimumMINMaximumMAXFlicker speedSPEED (0.0001…2 ×)
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Data Activity Flicker

Blink & Strobe

Clusters rapid deterministic activity into broader busy and idle periods, the cue that makes a status light read as data transfer rather than random blinking.

Use cases — A network, drive, or bus activity LED - busy in clusters, idle in between, never evenly spaced.

Idle valueMINActivity valueMAXActivity holdHOLD (1… frames)Activity thresholdTHRESHOLD (0…1)Burst / idle lengthBURST_HOLD (1… frames)Idle clusteringBURST_THRESH (0…1)Pattern seedSEED (0…)
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Double Flash

Blink & Strobe

Fires two quick hits up to Maximum with the chosen number of dark frames between them.

Use cases — A two-hit strobe pattern - European hazard beacons, emergency lighting, warning markers.

Cycle lengthPERIOD (1… frames)Flash widthFLASH_W (1…)Flash gapFLASH_GAP (1…)MinimumMINMaximumMAX
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Faulty Bulb Intermittent Contact

Spark & Electric

Deterministic held contact failures create readable dark and lit blocks instead of frame noise.

Use cases — A failing bulb with a bad connection, cutting out in readable blocks rather than flickering evenly.

Off brightnessMIN (0…)On brightnessMAX (0…)Contact holdHOLD (1… frames)Failure amountFAIL (0…1)Pattern seedSEED (0…)
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Fluorescent Tube Start and Buzz

Spark & Electric

Starter dropouts establish the tube before a restrained, frame-readable buzz remains; the visible rate is an animation proxy for mains-frequency modulation.

Use cases — A fluorescent tube striking - the stutter as the starter catches, then the steady buzz.

Off levelMIN (0…)Tube brightnessMAX (0…)Start frameSTART (frame)Starter durationWARM (1… frames)Starter dropoutDIP (0…1)Visible buzz amountBUZZ (0…)Visible buzz rateBUZZ_HZ (0.1…11.5 Hz)SpeedSPEED (0.0001… ×)VariationORGANIC (0…1)
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High-Frequency Flicker

Spark & Electric

Fast chaotic jitter whose authored rate remains visible instead of aliasing into unrelated frame-to-frame noise.

Use cases — Fast chaotic jitter, for broken electronics, interference, and damaged signals.

CenterCENTERAmplitudeAMPLITUDEFlicker rateFREQUENCY (0.1…11 Hz)
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Position Wave

Spatial Fields

A brightness wave that travels through a rig, using each lamp's own position along an axis as its place in the wave. Apply the same template to every lamp at once - no offsets to set up, and moving a lamp moves it within the wave.

Use cases — A brightness wave crossing a rig by each lamp's real position, so the wave follows the layout rather than the list order.

MinimumMIN (0…)MaximumMAX (0…)Wave durationPERIOD (2… frames)Spatial frequencySPREAD (0…8 /m)SpeedSPEED (0.0001… ×)
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Radial Sweep

Spatial Fields

A beam sweeping around a circle, using each lamp's own angle within the ring. Apply to every lamp at once - the sweep direction and spacing come from where the lamps actually sit, so an uneven ring still reads correctly. The ring's centre Empty carries it: move it and the ring follows, rotate it and the ring tilts with the sweep still running true.

Use cases — A beam sweeping around a ring of lights - radar displays, rotating beacons, circular installations.

MinimumMIN (0…)MaximumMAX (0…)Rotation durationPERIOD (2… frames)Beam tightnessSHARP (1…64)SpeedSPEED (0.0001… ×)
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Ripple from Origin

Spatial Fields

Rings of light spreading outward from a chosen object, using each lamp's true distance to it. Pick the centre as the Espresso input, then apply to every lamp. Because it measures real distance, the rings stay circular in any layout - and follow the centre if you animate it.

Use cases — Rings of light spreading out from a chosen object, for impacts, pulses, and shockwave lighting.

MinimumMIN (0…)MaximumMAX (0…)Ripple durationPERIOD (2… frames)Ring spacingSPREAD (0…8 /m)SpeedSPEED (0.0001… ×)
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Lightning Strike

Spark & Electric

Fires a sudden bright strike toward Maximum, then decays back toward Minimum with a choppy electrical tail.

Use cases — A single lightning flash lighting a scene, decaying back to the ambient level.

Strike frameSTRIKE_FDurationDURATION (1… frames)MinimumMINMaximumMAX
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Police Lights: Red

Beacon & Emergency

Drives the first half of an alternating emergency-light rhythm, strobing between Minimum and Maximum.

Use cases — The red half of a police light bar. Apply Police Lights: Blue to the other side so the pair alternates.

Full red-blue cyclePERIOD (1… frames)Flash intervalSTROBE_P (1…)Flash on-timeDUTY (0…1)Pattern offsetPHASE (0… frames)MinimumMINMaximumMAX
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Police Lights: Blue

Beacon & Emergency

Drives the second half of an alternating emergency-light rhythm, trading off against the paired light.

Use cases — The blue half of a police light bar, alternating against the red. Both halves are needed for the rhythm.

Full red-blue cyclePERIOD (1… frames)Flash intervalSTROBE_P (1…)Flash on-timeDUTY (0…1)Pattern offsetPHASE (0… frames)MinimumMINMaximumMAX
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Screen / TV Flicker

Spark & Electric

Phase-modulated brightness variation that reaches the declared Minimum and Maximum while remaining readable at 24 FPS.

Use cases — The light a TV, monitor, or phone throws onto a room, varying with what is on screen.

MinimumMINMaximumMAXSpeedSPEED (0.0001… ×)
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Status LED Boot Sequence

Blink & Strobe

Shows a steady boot glow, then switches to a repeating ready-state blink pattern.

Use cases — A device powering up: a steady boot glow that switches to a ready-state blink once it has started.

Boot frameSTART_F (frame)Boot glow timeBOOT_FRAMES (1… frames)Ready blink cyclePERIOD (1… frames)Ready flash widthFLASH (1… frames)Off valueOFFBoot valueBOOTReady valueON
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Strobe Flash

Blink & Strobe

Produces very short, sharp bursts to Maximum with a clean return to Minimum.

Use cases — A hard, short strobe: club lighting, camera flashes, or a warning beacon.

Cycle lengthPERIOD (1… frames)Flash widthFLASH_W (1…)MinimumMINMaximumMAX
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Traffic Advisor Arrow

Beacon & Emergency

Builds a sequential arrow across a row of light heads, then clears and repeats. Drive every head from this one template, each with its own index.

Use cases — A directional arrow bar on a police, recovery, or works vehicle telling traffic which way to pass.

Heads on the barLIGHTS (2…24)Sweep framesSWEEP (2…600 frames)Clear framesHOLD (0…600 frames)Arrow directionDIRECTION (-1…1)Off valueMINOn valueMAX
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Traffic Signal: Amber

Beacon & Emergency

The amber aspect of a signal head, including the UK/EU red+amber phase before green. Timed in frames.

Use cases — The amber aspect of a signal head, including the red-and-amber phase used in the UK and EU.

Green framesGREEN (1…6000 frames)Amber framesAMBER (1…6000 frames)Red framesRED (1…6000 frames)Red+amber framesRED_AMBER (0…240 frames)Off valueMINOn valueMAX
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Traffic Signal: Green

Beacon & Emergency

The green aspect of a signal head. Runs green, then dark while amber and red take their turns. Timed in frames so it lands straight on the timeline.

Use cases — The green aspect of a signal head, dark while red and amber take their turns.

Green framesGREEN (1…6000 frames)Amber framesAMBER (1…6000 frames)Red framesRED (1…6000 frames)Off valueMINOn valueMAX
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Traffic Signal: Red

Beacon & Emergency

The red aspect of a signal head. Lit while green and amber take their turns. Timed in frames.

Use cases — The red aspect of a traffic signal head. Apply the amber and green aspects to the other two lamps.

Green framesGREEN (1…6000 frames)Amber framesAMBER (1…6000 frames)Red framesRED (1…6000 frames)Off valueMINOn valueMAX
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Triple Burst

Blink & Strobe

Pops from Minimum to Maximum three times with the chosen dark gap between hits, then pauses before repeating.

Use cases — A three-hit strobe pattern for emergency and warning lights that need a busier signature.

Cycle lengthPERIOD (1… frames)Flash widthFLASH_W (1…)GapGAP (1…)MinimumMINMaximumMAX

Time & Clocks 7#

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Analogue Clock

Analog Hands

An analogue clock hand - second, minute, or hour - in either movement: Stepped snaps between tick positions like a quartz watch, Smooth sweep glides continuously. Both keep exactly the same time.

Use cases — One template for every analogue hand - use the Second/Minute/Hour Hand buttons above the parameters to set Marks on dial and Seconds per revolution together in one click. Switch Movement to Smooth sweep for a sweeping second hand or a continuously creeping hour hand. Set Start hour/minute/second to the time the clock should read at frame 1 - the same three fields Digital Clock uses, so both read the same time. Apply once per hand object.

MovementSMOOTHSteps per revolutionTICKS (1… steps)Seconds per revolutionSEC_PER_REV (0.0001… s)Hand model offsetSTART_DEG (°)Start hourSTART_H (0…23 h)Start minuteSTART_M (0…59 min)Start secondSTART_S (0…59 s)SpeedSPEED (0.0001… ×)
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Advance Clock Hand & Hold

Stopwatch & Timer

Moves a ticking hand by an exact amount of clock time over a chosen frame span, then holds the final position.

Use cases — A clock, stopwatch, or dial that jumps forward by a set amount of time and then stops - a time-skip beat.

Clock time to advanceCLOCK_SECONDS (0… s)Animation durationDURATION (2… frames)Marks on dialTICKS (1… marks)Start positionSTART_DEG (°)DirectionDIRECTION
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Advance Clock Hand & Repeat

Stopwatch & Timer

Moves a ticking hand by an exact amount of clock time, then restarts after the chosen frame span.

Use cases — The same time advance, repeating - a clock face for a montage or a looping background element.

Clock time to advanceCLOCK_SECONDS (0… s)Animation durationDURATION (2… frames)Marks on dialTICKS (1… marks)Start positionSTART_DEG (°)DirectionDIRECTION
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Countdown to Zero

Countdown

Ticks a property down to zero in visible chosen increments over an exact frame duration, then holds at zero. The starting number is whatever the property means - seconds on a timer, percent on a loading bar, points on a scoreboard.

Use cases — Drive a timer readout, a depleting progress or health bar, a fuel gauge, or a score ticking to zero. Set Countdown start to the number the property begins at and Animation duration to how many frames it should take to reach zero.

Countdown startCOUNTDOWN_START (0…)Animation durationDURATION (2… frames)Tick sizeTICK_STEP (0.0001…)
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24-Step Dial

Dials & Gauges

A dial that jumps between 24 evenly spaced positions rather than sweeping smoothly, one step at a time.

Use cases — Use for 24-hour selectors, indexed knobs, and day-cycle indicators.

Marks on dialTICKS (1… marks)Frames per turnREV_F (1…100000 frames)Start positionSTART_DEG (°)SpeedSPEED (0.0001… ×)
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Digital Clock

Digital Display

A digital time readout - hours, minutes, or seconds - from one shared clock start time, for driving a custom property or any numeric target.

Use cases — One template covering all three digit groups. Set Start hour/minute/second to the time the clock should read at frame 1, pick Value (Hours, Minutes, or Seconds), and apply. Repeat with a different Value for each remaining digit group. There is no built-in on-screen digit display in this release; drive a custom property and read it from your own text/geometry-nodes setup.

ValueUNIT (0…2)Hour formatHOUR_FMT (1…)Start hourSTART_H (0…23 h)Start minuteSTART_M (0…59 min)Start secondSTART_S (0…59 s)SpeedSPEED (0.0001… ×)
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Metronome (BPM)

Metronome & Tick

Swings a metronome arm from side to side at the chosen musical tempo; each extreme marks one beat.

Use cases — Drive the rotation of a metronome arm or another alternating tempo indicator. Use Beat Pulse (BPM) when the target should flash or pulse instead.

TempoBPM (1… BPM)Arm swingSWING_DEG (0…89 °)Rest angleREST_DEG (-360…360 °)

Architecture & Household 22#

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Appliance Compressor Cycle

Fabric & Appliances

Switches a small multi-axis compressor vibration on for a controllable portion of each appliance cycle.

Use cases — A fridge, freezer, or dehumidifier whose compressor kicks in for part of the hour and then goes quiet - the vibration is the tell, not the motion.

Compressor vibrationAMOUNT (0… m)Case vibrationROT (0… °)Compressor cyclePERIOD (1… frames)Run timeDUTY_PERCENT (5…95 %)SpeedSPEED (0.0001… ×)
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Automatic Door: Obstruction Reverse

Doors & Drawers

Runs a repeatable open-hold-close attempt, then reopens at the chosen obstruction frame. It does not sense geometry, collisions, or a live safety input.

Use cases — An automatic door that starts to close, senses something in the way, and reopens - the beat for a character catching a lift or a box in the threshold.

Open distanceDISTANCE (0… m)Opening frameSTART_F (frame)Opening timeOPEN_F (1… frames)Open holdHOLD_F (0… frames)Planned closing timeCLOSE_F (1… frames)Chosen obstruction frameOBSTRUCT_F (1… frame)Reopen timeREVERSE_F (1… frames)
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Automatic Sliding Door: Left Leaf

Doors & Drawers

Moves the left leaf through a deterministic open, hold, and close cycle; use the paired right-leaf role for a two-panel doorway.

Use cases — The left leaf of an automatic shop, lift, or station door. Apply the Right Leaf template to its partner so the pair opens together.

Open distanceDISTANCE (0… m)Opening frameSTART_F (frame)Opening timeOPEN_F (1… frames)Open holdHOLD_F (0… frames)Closing timeCLOSE_F (1… frames)
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Automatic Sliding Door: Right Leaf

Doors & Drawers

Moves the right leaf opposite the paired left leaf through the same deterministic open, hold, and close cycle.

Use cases — The right leaf of an automatic sliding pair, mirroring the left. Both leaves must share the same timing to read as one door.

Open distanceDISTANCE (0… m)Opening frameSTART_F (frame)Opening timeOPEN_F (1… frames)Open holdHOLD_F (0… frames)Closing timeCLOSE_F (1… frames)
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Ceiling Fan Spin

Fans

Accelerates a fan from rest towards its running RPM with a first-order response (the response time constant), then holds that speed.

Use cases — A ceiling or extractor fan starting from rest, where the blades take real time to come up to speed before settling into a steady spin.

Switch-on frameON_F (frame)Running speedRPM (0… RPM)Response time constantSPINUP (0… s)DirectionDIRECTION (-1…1)Start positionSTART_DEG (°)
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Door Close & Latch

Doors & Drawers

Closes smoothly, then adds a small damped latch contact instead of stopping dead.

Use cases — A door closing normally, where the latch bumping into the strike plate is the detail that sells it. Reach for this over Soft Close when the door is not on a hydraulic hinge.

Open angleOPEN_DEG (°)Latch bounceLATCH (0… °)Closing frameSTART_F (frame)Closing durationDURATION (2… frames)Latch settleSETTLE (1… frames)
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Door Open Soft

Doors & Drawers

Opens a door through an eased, endpoint-safe arc and holds it open.

Use cases — A door, gate, or hatch that swings open and stays open. The safe default when the shot just needs the door out of the way without drawing attention to itself.

Closed angleSTART_DEG (°)Open angleANGLE (°)Opening frameSTART_F (frame)Opening durationDURATION (2… frames)
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Door Slam & Rebound

Doors & Drawers

Drives the door hard into the frame and lets it spring back, decaying into place instead of stopping dead.

Use cases — A door thrown shut in anger or by wind, where it hits the frame hard enough to spring back off the stop before settling.

Open angleOPEN_DEG (°)Rebound angleBOUNCE (0… °)Slam frameSTART_F (frame)Slam durationDURATION (2… frames)Rebound settleSETTLE (1… frames)Rebound rateFREQ (0.1…4)
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Door Soft Close

Doors & Drawers

Closes on a hydraulic soft-close hinge: quick at first, then easing to a crawl so it never slams or bounces.

Use cases — A hydraulic or damped hinge - fire doors, high-end cabinetry, appliance lids - where the door crawls the last few degrees and never bangs.

Open angleOPEN_DEG (°)Damper strengthDAMP (0.5…8)Closing frameSTART_F (frame)Closing durationDURATION (2… frames)
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Door Wind-Up & Latch

Doors & Drawers

Pulls a door that failed to catch back open, then drives it home so the latch bites, ringing briefly on impact.

Use cases — The second attempt, after a door failed to catch: pulled back open and pushed home properly. Use it when the story beat is the door not closing the first time.

Closed angleSTART_DEG (°)Resting gapAJAR (0… °)Wind-up angleWIND (0… °)Latch impactLATCH (0… °)Wind-up frameSTART_F (frame)Wind-up timeWIND_D (1… frames)Slam timeSLAM (1… frames)Latch settleSETTLE (1… frames)Ring frequencyFREQ (1…4)
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Double-Action Door: Left Leaf

Doors & Drawers

Swings the left leaf outward and returns it to centre on a deterministic double-action spring-hinge curve.

Use cases — The left leaf of a saloon, kitchen, or hospital door that swings both ways and settles back to centre. Pair with the Right Leaf.

Swing angleSWING_DEG (0…180 °)Push frameSTART_F (frame)Opening timeOUT_F (1… frames)Return timeRETURN_F (1… frames)
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Double-Action Door: Right Leaf

Doors & Drawers

Swings the right leaf opposite the paired left leaf and returns it to centre on the same deterministic spring-hinge curve.

Use cases — The right leaf of a double-action pair, swinging opposite the left. Use both so the doors part and return together.

Swing angleSWING_DEG (0…180 °)Push frameSTART_F (frame)Opening timeOUT_F (1… frames)Return timeRETURN_F (1… frames)
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Drawer Soft Close

Doors & Drawers

Closes most of the travel quickly, then crawls through the final approach like a hydraulic drawer damper.

Use cases — A soft-close drawer, fridge tray, or sliding shelf pushed in - fast for most of the travel, then crawling the last inch.

Open distanceDISTANCE (0… m)Damper strengthDAMP (0.5…8)Closing frameSTART_F (frame)Closing durationDURATION (2… frames)
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Elevator Cabin Start/Stop

Cabins & Fixtures

Moves a cabin between floors with eased acceleration while motor vibration fades in and out during travel.

Use cases — A lift cabin travelling between floors, where the passenger feels the start and the stop. Also fits platform lifts and stage elevators.

Travel distanceDISTANCE (m)Departure frameSTART_F (frame)Travel durationDURATION (2… frames)Cabin vibrationAMOUNT (0… m)Motor vibration rateVIB_RATE (0.0001…)
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Hanging Lamp Sway

Cabins & Fixtures

Makes a pendant lamp trace a subtle elliptical sway rather than moving on one perfectly flat axis.

Use cases — A pendant lamp, caged bulb, or hanging light disturbed by a draught or a passing character - it traces an ellipse rather than swinging flat.

Sway angleROT (0… °)Sway cyclePERIOD (1… frames)Cross-sway amountELLIPSE (0…1)VariationORGANIC (0…1)
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Hanging Sign Creak

Cabins & Fixtures

Wind-driven sign swing with a smaller hinge-creak harmonic and suspension travel.

Use cases — A pub, shop, or motel sign hanging from a bracket, swinging and creaking in wind. Also fits hanging lanterns and inn signs.

Swing angleSWING (0… °)Swing durationPERIOD (2… frames)Creak irregularityCREAK (0…1)SpeedSPEED (0.0001… ×)VariationORGANIC (0…1)
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Kitchen Blender / Mixer Vibration

Fabric & Appliances

Fast motor vibration plus slower load-driven body rock for a countertop mixer.

Use cases — A countertop blender, food processor, or stand mixer walking slightly on the worktop while it runs.

Motor vibrationVIB (0… m)Body rockROCK (0… °)Load imbalanceIMBAL (0…1)SpeedSPEED (0.0001… ×)VariationORGANIC (0…1)
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Over-Centre Lid

Doors & Drawers

Opens from zero to the chosen angle, accelerating after the over-centre threshold. The snap curve is deterministic and does not model hysteresis or remember direction.

Use cases — A lid, hood, tailgate, or flight case that resists at first and then falls open once it passes the hinge's over-centre point.

Open angleOPEN_DEG (1…180 °)Snap thresholdSNAP_DEG (0…179 °)Opening frameSTART_F (frame)Opening durationDURATION (2… frames)
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Sewing Machine Rhythm

Fabric & Appliances

Machine-body vibration and restrained table rock at the rhythm of the needle mechanism, with slower variation as fabric feeds through.

Use cases — A sewing machine running a seam, with the table picking up the needle's rhythm.

Body vibration amountSTROKE (0… m)Table rockROCK (0… °)Fabric load variationLOAD (0…1)SpeedSPEED (0.0001… ×)VariationORGANIC (0…1)
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Up-and-Over Garage Door

Doors & Drawers

Raises and rotates one rigid, one-piece garage-door panel with a soft start and stop; it does not imitate a sectional roll-up door.

Use cases — A one-piece, rigid garage or hangar door that lifts and tilts as a single panel. Not for sectional doors that fold into segments.

Vertical travelLIFT (0… m)Panel rotationOPEN_DEG (0…180 °)Opening frameSTART_F (frame)Opening durationDURATION (2… frames)
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Washing Machine Imbalance

Fabric & Appliances

Uneven drum load drives correlated cabinet travel and rocking during a spin cycle.

Use cases — A washing machine on a spin cycle with an unbalanced load, rocking and creeping across the floor.

Drum shakeSHAKE (0… m)Cabinet rockROCK (0… °)Load imbalanceLOAD (0…1)SpeedSPEED (0.0001… ×)VariationORGANIC (0…1)
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Window Rattle in Wind

Cabins & Fixtures

Fast glazing and frame rattle whose size rises and falls with a slower wind-gust envelope.

Use cases — Loose glazing or a badly fitted frame buzzing during a storm - the rattle rides on the gust, so it comes and goes.

Frame movementMOVE (0… m)Rattle angleRATTLE (0… °)Gust strengthGUST (0…1)SpeedSPEED (0.0001… ×)VariationORGANIC (0…1)

Audio & Rhythm 8#

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Bass Wobble

Bass & Modulation

Creates a tempo-synced bass or filter wobble whose Wub shape blends from rounded motion into a descending sawtooth sweep.

Use cases — A dubstep or electronic bass wobble driving a filter, a mesh, or a light.

Center valueCENTERWobble amountAMOUNT (0…)TempoBPM (1… BPM)Wobbles per beatDIVISION (0.125…8)Wub shapeSHAPE (0…1)
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Beat Pulse (BPM)

Beat & Percussion

Creates a frame-rate-aware pulse on every beat at the requested musical tempo.

Use cases — Anything that should move on the beat of a track at a known BPM - the starting point for music-driven animation.

TempoBPM (1… BPM)Pulse lengthWIDTH (0.001…1 beat)Rest valueMINBeat valueMAX
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Four-Beat Accent

Mix & Accent

Emphasizes the first beat of every four-beat bar while retaining smaller pulses on the other beats.

Use cases — Emphasising the first beat of each bar, so a looping motion reads in bars instead of beats.

TempoBPM (1… BPM)Pulse lengthWIDTH (0.001…1 beat)Rest valueRESTNormal beatBEATBar accentACCENT
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Hi-Hat Tick

Beat & Percussion

Produces short evenly subdivided ticks for hi-hat, sequencer, or rapid indicator timing.

Use cases — Fast subdivisions on the hats - the busy layer above the kick and snare.

TempoBPM (1… BPM)Ticks per beatSTEPS (1…8)Tick widthWIDTH (0.001…0.9 tick)Rest valueMINTick valueMAX
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Kick Drum Thump

Beat & Percussion

Produces a strong fast-decaying kick envelope once per beat.

Use cases — A hit on the kick drum: speaker cones, camera punches, or a light stabbing on the low end.

TempoBPM (1… BPM)Peak thump amountAMOUNT (0…)Thump lengthDECAY (0.001…1 beat)
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Snare Double Hit

Beat & Percussion

Creates a primary snare hit followed by a controllable smaller second hit while keeping their combined envelope within Hit amount.

Use cases — A snare with a ghost note behind it, for backbeats that need more than a single hit.

TempoBPM (1… BPM)Hit amountAMOUNT (0…)Second-hit gapGAP (0.01…0.9 beat)Second-hit strengthSECOND (0…1)Hit softnessWIDTH (0.0001…0.2)
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Tempo Duck

Mix & Accent

Creates a predictable BPM-synchronised pumping curve without pretending to analyse audio. Use Sidechain Duck when a real envelope property is available.

Use cases — The pumping, ducking feel of sidechain compression when there is no audio envelope to read.

TempoBPM (1… BPM)Duck amountDUCK (0…1)Attack lengthATTACK (0…1 beat)Recovery lengthRECOVERY (0.001…1 beat)
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Tremolo Depth

Bass & Modulation

Modulates a value around its center at a tempo-synchronized tremolo rate.

Use cases — A tempo-synced tremolo on volume, brightness, or any value that should waver around its centre.

Center valueCENTERTremolo depthDEPTH (0…)TempoBPM (1… BPM)Cycles per beatRATE (0.125…16)

Trigger & State 11#

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Binary Trigger

One-shot

Stays at Minimum until the exact trigger frame, then switches instantly to Maximum.

Use cases — A switch that flips once on an exact frame and stays flipped - visibility, states, and hard cuts.

Trigger frameTRIGGER_FRAMEMinimumMINMaximumMAX
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Binary Window

One-shot

Jumps to Maximum only inside the exact chosen frame window and stays at Minimum outside it.

Use cases — Something on only between two frames and off outside them, for timed reveals and gated effects.

Start frameSTART_FRAMEEnd frameEND_FRAMEMinimumMINMaximumMAX
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Dead Zone Control

Gate & Latch

Ignore small source values around zero, then scale the remaining signal.

Use cases — Use for joystick-style controls, noisy custom properties, facial controls, or soft switches.

Dead zoneDEAD_ZONE (0…)ScaleSCALE
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Negative-Only Gate

Gate & Latch

Use only the portion of a source value below a threshold.

Use cases — Use when only negative movement should drive a target, such as compressing, closing, or dimming.

ThresholdTHRESHOLDScaleSCALE
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Positive-Only Gate

Gate & Latch

Use only the portion of a source value above a threshold.

Use cases — Use when only positive movement should drive a target, such as opening, stretching, or brightening.

ThresholdTHRESHOLDScaleSCALE
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Threshold Switch

Threshold

Switch between two values when a source property crosses a threshold.

Use cases — Use for visibility, light on/off, constraint gates, material switching values, or triggered effects.

ThresholdTHRESHOLDLow outputLOWHigh outputHIGH
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Delayed Start

Delay

Holds at Minimum through the delay frame, then advances once to Maximum by the scene end.

Use cases — Holding still until a chosen frame, then moving once. The simplest way to stagger a single object.

Delay frameDELAYMinimumMINMaximumMAX
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Linear Fade In

One-shot

Starts at Minimum, then rises in a straight line to Maximum over the ramp length and holds there.

Use cases — Bringing something up from nothing: a light, an opacity, an influence value.

Start frameSTART_FRAMERamp framesRAMP_FRAMES (1…)MinimumMINMaximumMAXSpeedSPEED (0.0001… ×)
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Fade In Then Out

One-shot

Rises from Minimum to Maximum, holds briefly, then falls back toward Minimum.

Use cases — A one-shot appearance: up, hold, and away again. Titles, pop-ups, and passing effects.

In startIN_STARTIn rampIN_RAMP (1…)Out startOUT_STARTOut rampOUT_RAMP (1…)MinimumMINMaximumMAXSpeedSPEED (0.0001… ×)
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Smooth Fade Out

One-shot

Starts near Maximum and fades back down toward Minimum after the chosen start frame.

Use cases — Taking something down to nothing, for exits, dissolves, and powering off.

Start frameSTART_FRAMERamp framesRAMP_FRAMES (1…)MinimumMINMaximumMAXSpeedSPEED (0.0001… ×)
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Repeating Pulse

Sequence & Stagger

Repeats a pulse that pops up to Maximum for the chosen duration, then returns to Minimum each cycle.

Use cases — A repeating on-off pulse, for warning lamps, heartbeats, and cyclic triggers.

Cycle lengthPERIOD (1… frames)DurationDURATION (0…)MinimumMINMaximumMAXSpeedSPEED (0.0001… ×)

Spin & Rotate 7#

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Bounce Rotation

Eased

Turns to the requested final angle while a chosen number of damped rebounds cross the destination and settle exactly on it.

Use cases — A turn that overshoots and rebounds before it settles - dials, levers, and stylised hero turns.

Rotation amountSPEED (0.0001… turns)Rebound amountBOUNCE (0…2)ReboundsBOUNCES (1…8)Rebound dampingDECAY (0…10)
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Constant Speed

Continuous

Climbs at a steady rate for as long as the scene runs, never resetting.

Use cases — Anything that turns or climbs forever without resetting - fans, drills, turntables, running counters.

SpeedSPEED (0.0001… /frame)
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Ease In Rotation

Eased

Holds still before the scene, spins up from a standstill over the chosen frames, then maintains full speed. Cruises at the same rate as Constant Speed for the same Speed value.

Use cases — A wheel, fan, or turntable that has to start from a genuine standstill rather than snapping into motion.

Cruise speedSPEED (0.0001… rad/frame)Spin-up framesSPINUP (1… frames)
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Loop in N Frames

Continuous

Complete a rotation over a custom frame period.

Use cases — One full rotation over a frame count you choose, when the loop has to match a cut or a beat rather than the scene.

FramesN (1…)
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Repeating Rotation Ramp

Continuous

Ramps through one full rotation in radians, then snaps back to zero and repeats.

Use cases — A ramp that snaps back to zero - use it where the reset is invisible, such as a texture offset or a wrapped angle.

Frames per turnN (1… frames)
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Scene Length Loop

Continuous

One or more rotations across the scene frame range.

Use cases — A rotation that comes out exactly even across the scene range, for turntables and looping renders.

LoopsN (1… loops)SpeedSPEED (0.0001… ×)
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Snap to Steps

Stepped

Climbs from Minimum to Maximum in discrete jumps, then holds without exceeding the selected range.

Use cases — Climbing in discrete jumps, for stepped meters, gear selectors, and quantised readouts.

StepsN (1… steps)MinimumMINMaximumMAXSpeedSPEED (0.0001… ×)

Swing & Oscillate 13#

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Breathing Pulse

Breathe

Swells smoothly from Minimum up to Maximum and eases back down like a breathing glow.

Use cases — A slow swell used as an ambient pulse - standby lights, magic, UI glow, anything that should feel alive but calm.

MinimumMINMaximumMAXCycle lengthPERIOD (1… frames)ShapeSHAPE (0.01…)
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Cosine Ping-Pong

Pendulum

Bounded loop that starts at the low value.

Use cases — A bounded loop starting at the low end, for values that should begin off and swell up.

StartSTARTEndENDSpeedSPEED (0.0001… ×)
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Cosine Starts at Max

Pendulum

Oscillation that starts at the maximum value.

Use cases — The same oscillation, but starting at the top - use it when the motion must already be at full swing on frame one.

SpeedSPEED (0.0001… ×)Swing angleSWING_DEG (°)
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Multiple Cosine Pulses

Pendulum

Multiple bounded cosine pulses.

Use cases — Several bounded pulses starting at the low value, for repeated swells that must begin at rest.

StartSTARTEndENDLoopsN (1… loops)SpeedSPEED (0.0001… ×)
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Multiple Sine Range Cycles

Pendulum

Repeats a generic value wave inside explicit Minimum and Maximum bounds rather than around zero.

Use cases — Several complete waves inside explicit limits, when the count of cycles matters more than the rate.

MinimumMINMaximumMAXLoopsN (1… loops)SpeedSPEED (0.0001… ×)
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Phase Offset Sine

Pendulum

Shift where the wave begins using a familiar degree control.

Use cases — Staggering copies of the same wave across several objects, so a row does not move in lockstep.

MinimumMINMaximumMAXSpeedSPEED (0.0001… ×)PhasePHASE_DEG (-360…360 °)
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Reverse Sawtooth

Waveform

Instant high value that ramps down.

Use cases — The opposite ramp: full immediately, then draining away. Depleting bars, cooldowns, discharges.

Cycle lengthPERIOD (1… frames)SpeedSPEED (0.0001… ×)Peak valueRANGE
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Generic Sawtooth Wave

Waveform

Ramps from zero to an arbitrary Peak value, then resets instantly; unlike Repeating Rotation Ramp it carries no angular meaning.

Use cases — A value that builds and drops instantly - reloading meters, sweeping scanners, wrapping offsets.

Cycle lengthPERIOD (1… frames)SpeedSPEED (0.0001… ×)Peak valueRANGE
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Sine Midpoint Loop

Bob & Float

Generic value loop that starts at center.

Use cases — A value loop that starts at its midpoint, for fades and modulations that should begin neutral.

CenterCENTERAmplitudeAMPLITUDESpeedSPEED (0.0001… ×)
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Multiple Sine Swings — Centered Zero

Pendulum

Repeats an angular swing equally to either side of zero, controlled by a familiar degree amplitude.

Use cases — Several swings either side of a centre, for wagging, scanning, and repeated angular motion measured in degrees.

LoopsN (1… loops)SpeedSPEED (0.0001… ×)Swing angleSWING_DEG (°)
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Sine Oscillation

Pendulum

Smooth back-and-forth oscillation.

Use cases — The default back-and-forth: pendulums, breathing, hovering, and any gentle repeating motion.

SpeedSPEED (0.0001… ×)Swing angleSWING_DEG (°)
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Square Wave

Waveform

Alternates between high and low.

Use cases — Hard on-off switching with no in-between - visibility, boolean toggles, stepped states.

HighHIGHLowLOWHalf periodHALF_PERIOD (1…)SpeedSPEED (0.0001… ×)
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Triangle Wave

Waveform

Linear up/down triangle wave.

Use cases — Even travel up and back with no easing, for mechanical scanning and linear shuttles.

Cycle lengthPERIOD (1… frames)SpeedSPEED (0.0001… ×)Peak valueRANGE

Camera & Cinematic 16#

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Lens: Dolly Zoom

Focus & Optics

Holds the subject's size on screen while the camera moves: focal length follows the live distance to the Subject. Move the camera by hand, with Dolly Move or along a Route.

Use cases — Holds the subject's size on screen while the camera moves: focal length follows the live distance to the Subject. Move the camera by hand, with Dolly Move or along a Route.

Focal length at referenceSTART_FOCAL (1… mm)Reference distanceSTART_DISTANCE (0.01… m)Lens characterCHARACTER (0…1)
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Flash Recovery

Focus & Optics

Exposure impulse with physically legible recovery timing for flashes and practical lights.

Use cases — Exposure impulse with physically legible recovery timing for flashes and practical lights.

Normal exposureBASEFlash liftFLASHFlash frameFLASH_FRAME (0… frames)Recovery timeRECOVERY (0.001… frames)CharacterCHARACTER (0…1)
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Lens: Focus (Distance)

Focus & Optics

Rack focus between two distances with a smooth pull (cosine) or a minimum-jerk pull (quintic), plus operator focus drift (hunting). Set Near and Far equal for a held focus that hunts.

Use cases — Rack focus between two distances with a smooth pull (cosine) or a minimum-jerk pull (quintic), plus operator focus drift (hunting). Set Near and Far equal for a held focus that hunts.

Near focusNEAR (0.01… m)Far focusFAR (0.01… m)Pull durationDURATION (1… frames)Focus drift / huntingDRIFT (0… m)Drift seedSEEDLens characterCHARACTER (0…1)
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Lens: Focus (Target)

Focus & Optics

Rack focus between two objects that may keep moving: focus travels from Rack From to Rack To over the Duration, following them live.

Use cases — Rack focus between two objects that may keep moving: focus travels from Rack From to Rack To over the Duration, following them live.

Pull durationDURATION (1… frames)Focus drift / huntingDRIFT (0… m)Drift seedSEEDLens characterCHARACTER (0…1)
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Hero Orbit

Deliberate Travel

Hero Orbit with editable endpoints and an authored arrival settle. Smooth travel is a cosine ease; Minimum jerk is the quintic trajectory with zero velocity and acceleration at both ends.

Use cases — Hero Orbit with editable endpoints and an authored arrival settle. Smooth travel is a cosine ease; Minimum jerk is the quintic trajectory with zero velocity and acceleration at both ends.

AngleANGLE (rad)Move durationDURATION (1… frames)Authored settleSETTLE (0…)Settle dampingDAMPING (0.001…)Rig characterCHARACTER (0…1)
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Lens: Shift

Focus & Optics

Animates optical shift for architectural correction and controlled reframing without rotating the camera.

Use cases — Animates optical shift for architectural correction and controlled reframing without rotating the camera.

Start shiftSTART (-2…2)End shiftEND (-2…2)Shift durationDURATION (1… frames)CharacterCHARACTER (0…1)
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Projector Pulse

Focus & Optics

Bounded projector shutter, film-density and splice character with deterministic playback.

Use cases — Bounded projector shutter, film-density and splice character with deterministic playback.

Minimum exposureLOWMaximum exposureHIGHShutter cadenceSPEED (0.001…)Film seedSEEDFilm characterCHARACTER (0…1)
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Lens: Focal Length

Focus & Optics

A shaped optical zoom with controllable ramp and subtle mechanical lens character.

Use cases — A shaped optical zoom with controllable ramp and subtle mechanical lens character.

Starting focal lengthSTART (1… mm)Ending focal lengthEND (1… mm)Zoom durationDURATION (1… frames)Lens characterCHARACTER (0…1)
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Bike / Handlebar Gravel Rattle

Mounted & Vehicle

Fork vibration, handlebar flex, and larger gravel jolts sharing one surface rhythm.

Use cases — Bicycle handlebars, helmet rigs, motorcycles, carts, and compact cameras on rough paths.

Surface roughnessROUGH (0… m)Large bump strengthJOLT (0… °)Mount stiffnessSTIFF (0.05…2 ×)Motion speedSPEED (0.0001… ×)Natural variationORGANIC (0…3)
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Boat-Deck Camera

Environmental Rigs

Long vessel swell, quicker chop, and coherent deck rotation for mounted cameras.

Use cases — Boats, ferries, floating docks, marine platforms, and cameras on moving decks.

Swell strengthSWELL (0… m)Secondary chopCHOP (0… m)Deck rollROLL (0… °)Motion speedSPEED (0.0001… ×)Natural variationORGANIC (0…3)
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Bodycam Walk

Operator Motion

Chest-mounted gait with torso asymmetry and a slower breathing layer.

Use cases — Body cameras, chest rigs, first-person patrol footage, and torso-mounted devices.

Step durationSTEP (2… frames)Torso bobBOB (0… m)Torso twistTWIST (0… °)Breathing layerBREATH (0…1)Motion speedSPEED (0.0001… ×)Organic characterORGANIC (0…3)
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Crane Head Flex

Environmental Rigs

Slow boom flex and remote-head sway with a single coherent structural response.

Use cases — Camera cranes, jibs, telescopic arms, suspended heads, and long flexible mounts.

Boom flexFLEX (0… m)Head swayROT (0… °)Structural dampingDAMP (0.1…5 ×)Motion speedSPEED (0.0001… ×)Natural variationORGANIC (0…3)
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Gimbal Catch-Up

Sci-Fi & Stabilized

Stabilized drift with delayed, small motor catch-up corrections instead of perfect locking.

Use cases — Gimbals, remote heads, stabilized drones, robotic cameras, and imperfect motorized rigs.

Target driftDRIFT (0… °)Motor huntingHUNT (0… °)StabilizationSTABLE (0.1…5 ×)Motion speedSPEED (0.0001… ×)Natural variationORGANIC (0…3)
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Heavy Cinema Rig Inertia

Operator Motion

Weighted six-channel response with slower direction changes and small delayed follow-through.

Use cases — Cinema shoulder rigs, large lenses, matte-box builds, steadicam sleds, and heavy handheld packages.

Operator movementMOVE (0… m)Rig rotationROT (0… °)Rig weightWEIGHT (0.2…6 ×)Motion speedSPEED (0.0001… ×)Organic characterORGANIC (0…3)
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Observational Handheld

Operator Motion

Slow six-channel operator drift for documentary, observational, and lightly handheld shots.

Use cases — Documentary and observational coverage, where the operator is watching rather than chasing.

Motion intensityLOC (0… m)Rotation amountROT (0… °)Motion speedSPEED (0.0001… ×)IrregularityIRREG (0…1)Phase offsetPHASEOrganic characterORGANIC (0…3)
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Dolly Move

Deliberate Travel

Dolly Move with editable endpoints and an authored arrival settle. Smooth travel is a cosine ease; Minimum jerk is the quintic trajectory with zero velocity and acceleration at both ends.

Use cases — Dolly Move with editable endpoints and an authored arrival settle. Smooth travel is a cosine ease; Minimum jerk is the quintic trajectory with zero velocity and acceleration at both ends.

Travel distanceDISTANCE (m)Move durationDURATION (1… frames)Authored settleSETTLE (0…)Settle dampingDAMPING (0.001…)Rig characterCHARACTER (0…1)

Fire & Energy 7#

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Campfire Flicker

Flames

Layers three flame rhythms into a warm, bounded campfire brightness pattern.

Use cases — A campfire, fireplace, or brazier - the warm, steady, unhurried flame.

Ember floorMINFlame peakMAXSpeedSPEED (0.0001… ×)
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Electrical Spark Event

Sparks & Arcs

Creates a finite, repeatable sequence of irregular electrical sparks, dark before and after the event.

Use cases — A shorting cable, failing junction box, or damaged panel throwing irregular sparks.

Spark startSTART_F (frame)Spark durationDURATION (1… frames)Variation seedSEEDSpark scarcityTHRESHOLD (0…1)No sparkMINSpark peakMAX
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Ember Glow

Embers

Breathes slowly like a cooling coal with a smaller uneven surface shimmer.

Use cases — Coals, embers, or cooling slag breathing slowly after the flame has gone out.

Cooling emberMINHot emberMAXCycle lengthPERIOD (1… frames)VariationORGANIC (0…1)
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Power Surge

Power & Reactor

Raises power smoothly to one strong midpoint peak, then returns exactly to normal.

Use cases — A one-off surge through a light, console, or power line that rises to a peak and returns.

Surge startSTART_F (frame)Surge durationDURATION (1… frames)Normal powerMINSurge peakMAX
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Reactor Pulse

Power & Reactor

Creates a smooth periodic reactor-energy pulse with an adjustable focused peak.

Use cases — A reactor, core, or power source pulsing steadily - the ambient throb of something running hot.

Idle outputMINPulse peakMAXCycle lengthPERIOD (1… frames)Pulse focusSHARPNESS (0.1…)
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Torch Flicker

Flames

Keeps a torch mostly bright while adding quick upward flutter and occasional fuel dips.

Use cases — A handheld torch or wall sconce, brighter and quicker than a campfire, with the odd flutter.

Low flameMINTorch peakMAXSpeedSPEED (0.0001… ×)
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Welding Arc

Sparks & Arcs

Produces deterministic irregular arc hits inside a repeating work-and-pause welding cycle.

Use cases — A welder working: harsh irregular arc light during the weld, then dark while they reposition.

Variation seedSEEDArc irregularityTHRESHOLD (0…1)Arc cyclePERIOD (1… frames)Active arc windowARC_WINDOW (1… frames)Arc offMINArc peakMAX

Path & Orbit 6#

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Circle Orbit: X

Orbit

X channel for a circular orbit with an adjustable starting point.

Use cases — The X half of a circular orbit. Apply Circle Orbit: Y to the same object's Y channel.

RadiusRADIUSSpeedSPEED (0.0001… ×)Start anglePHASE_DEG (-360…360 °)
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Circle Orbit: Y

Orbit

Y channel for a circular orbit with an adjustable starting point.

Use cases — The Y half of a circular orbit, paired with the X channel on the same object.

RadiusRADIUSSpeedSPEED (0.0001… ×)Start anglePHASE_DEG (-360…360 °)
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Figure-8: X

Figure & Lissajous

X channel for figure-8 motion.

Use cases — The X half of a figure-eight path, for patrolling drones and looping flight. Pair with the Y channel.

RadiusRADIUSSpeedSPEED (0.0001… ×)
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Figure-8: Y

Figure & Lissajous

Y channel for figure-8 motion.

Use cases — The Y half of a figure-eight path, paired with the X channel on the same object.

RadiusRADIUSSpeedSPEED (0.0001… ×)
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Spiral Path: X

Spiral

X channel for an outward or inward spiral.

Use cases — The X half of a spiral path, winding in or out. Pair with the Y channel.

Max radiusMAX_RADIUSLoopsLOOPS (1…)Travel directionDIRECTION (-1…1)SpeedSPEED (0.0001… ×)
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Spiral Path: Y

Spiral

Y channel for an outward or inward spiral.

Use cases — The Y half of a spiral path, paired with the X channel on the same object.

Max radiusMAX_RADIUSLoopsLOOPS (1…)Travel directionDIRECTION (-1…1)SpeedSPEED (0.0001… ×)

Remap & Blend 22#

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Degrees to Radians

Remap

Convert a live degrees property into the radians a rotation channel expects.

Use cases — Use when driving rotation values with artist-friendly degree controls.

ScaleSCALE
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0-1 to Bipolar -1..1

Blend & Mix

Convert a 0 to 1 control into a centered -1 to 1 style output.

Use cases — Use for left/right, up/down, forward/back controls from a normalized slider.

ScaleSCALE
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Clamped Bipolar Control

Clamp

Convert a centered input range into a clamped bipolar output.

Use cases — Use with custom properties where center is neutral and both sides drive opposite motion.

CenterCENTERHalf rangeRANGE (0.0001…)ScaleSCALE
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Exponential Control Response

Curve Shape

Apply a power curve to a mapped control.

Use cases — Use to make controls slow at first and stronger near the end, or use power below 1 for a fast start.

Input minIN_MINInput maxIN_MAXOutput minOUT_MINOutput maxOUT_MAXPowerPOWER (0.0001…)
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Scale and Offset Variable

Blend & Mix

Apply a simple multiplier and offset to a source property.

Use cases — Use for direct one-property-controls-another setups where only scale and offset are needed.

ScaleSCALEOffsetOFFSET
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Map Variable Range

Remap

Map a source property range into a target output range.

Use cases — Use when Property B from 1 to 2 should drive Property A from 0.2 to 0.8, 0.4 to 1.8, or any other range.

Input minIN_MINInput maxIN_MAXOutput minOUT_MINOutput maxOUT_MAX
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Normalize Variable to 0-1

Remap

Convert any source property range into a normalized 0 to 1 control signal.

Use cases — Use before feeding a property into another expression, shader control, constraint influence, or shape key value.

Input minIN_MINInput maxIN_MAX
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Map Variable Range Clamped

Clamp

Map a source range into an output range and clamp overshoot.

Use cases — Use for sliders, custom properties, color channels, influence values, and materials where output must stay inside limits.

Input minIN_MINInput maxIN_MAXOutput minOUT_MINOutput maxOUT_MAX
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0-1 Variable to Output Range

Remap

Convert a normalized 0 to 1 controller into any output range.

Use cases — Use with custom property sliders, shape keys, geometry node values, material strengths, and influence channels.

Output minOUT_MINOutput maxOUT_MAX
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Map Variable Range Inverted

Remap

Map a source range to the opposite output direction.

Use cases — Use when a controller rising should make the target fall, such as closing a lid, dimming a light, or reducing influence.

Input minIN_MINInput maxIN_MAXOutput minOUT_MINOutput maxOUT_MAX
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Reverse 0-1 Control

Remap

Invert a normalized 0 to 1 controller.

Use cases — Use when one control should drive an opposite influence, inverse fade, or complementary shape key.

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Sensitivity Curve

Curve Shape

Change control sensitivity while preserving the sign of the input.

Use cases — Use to make small values gentler while keeping large control motion expressive.

PowerPOWER (0.0001…)ScaleSCALE
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Smootherstep Variable Remap

Curve Shape

Ease a mapped control with a smoother S-curve.

Use cases — Use where smoothstep still feels too abrupt at the start or end.

Input minIN_MINInput maxIN_MAXOutput minOUT_MINOutput maxOUT_MAX
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Smoothstep Variable Remap

Curve Shape

Ease a mapped control with a smooth S-curve.

Use cases — Use for soft mechanical controls, shape-key blends, constraint influence, and material transitions.

Input minIN_MINInput maxIN_MAXOutput minOUT_MINOutput maxOUT_MAX
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Soft Limit Control

Clamp

Compress large source values into a soft output limit.

Use cases — Use when you want a target to approach a limit smoothly instead of hard clipping.

StrengthSTRENGTH (0.0001…)RangeRANGE
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Two-Wave Crossfade Custom Range

Blend & Mix

Seamless crossfade over a custom frame range.

Use cases — The same seamless crossfade over a frame range you choose, for loops that must match a cut.

MinimumMINMaximumMAXSpeedSPEED (0.0001… ×)Loop startLOOP_STARTLoop endLOOP_END (1…)
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Two-Wave Crossfade Scene Loop

Blend & Mix

Seamless non-integer cycle loop for scene range.

Use cases — Looping a wave seamlessly across the whole scene range when the cycle count is not a whole number.

MinimumMINMaximumMAXSpeedSPEED (0.0001… ×)
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Ping-Pong Between Minimum & Maximum

Remap

Moves linearly between two explicit bounds, making it the ping-pong choice for a range that does not begin at zero.

Use cases — Travel between two explicit limits and back, when the exact endpoints are what matter.

MinimumMINMaximumMAXSpeedSPEED (0.0001… ×)
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Ping-Pong from Zero to Target

Remap

Moves linearly from zero to one Target value and back, with one endpoint control instead of a Minimum/Maximum range.

Use cases — Travel from zero out to a target and back, when only the far end needs setting.

Target valueTARGET_VALUESpeedSPEED (0.0001… ×)
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Remap and Clamp

Clamp

Remap with hard output limits.

Use cases — The same remap with hard limits, for anything that must never exceed its bounds.

Input startIN_MINInput endIN_MAXOutput minOUT_MINOutput maxOUT_MAXSpeedSPEED (0.0001… ×)
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Remap Frame Window

Remap

Map a frame window into an output range.

Use cases — Turning a chosen span of frames into an output range, when the motion must fill exactly that window.

Input startIN_MINInput endIN_MAXOutput minOUT_MINOutput maxOUT_MAX
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Reverse Playback

Remap

Produces a normalized value that runs from Maximum at the scene start to Minimum at the scene end.

Use cases — Running a normalized value backwards through the scene, for rewinds and reversed effects.

MinimumMINMaximumMAX

Rig Utilities 2#

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Distance Falloff Control

Constraint Drivers

Fade output down as the source value moves away from a center.

Use cases — Use for proximity-like effects from a single controller channel, focus falloff, or influence zones.

CenterCENTERRadiusRADIUS (0.0001…)Output minOUT_MINOutput maxOUT_MAX
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Object Stagger

Multi-object Stagger

Ripples one eased move through an array, each object starting a fixed number of frames after the one before it.

Use cases — Rippling one move through an array so each copy starts a fixed number of frames after the last.

Move distanceDISTANCEDelay per objectDELAYMove durationMOVE_LEN (1…)Start valueSTART

Mechanical & Industrial 8#

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Conveyor Index Cycle (Simulated)

Belts & Presses

Runs a self-contained indexing demonstration when no shared conveyor controller is needed.

Use cases — A stop-start indexing conveyor for a demo or layout pass, where no shared controller has been set up yet.

Starting positionSTART (m)Index distancePITCH (0… m)Index framesINDEX_T (1… frames)Dwell framesDWELL (0… frames)DirectionDIRECTION
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Fan Speed Ramp Cycle

Cyclic Machines

Speed signal: a normalized speed that ramps up, cruises, and ramps down each cycle. Rotor motion: the angle a rotor turns under that speed, integrated exactly, so it keeps turning through the cruise and never unwinds.

Use cases — An extractor, cooling, or industrial fan that starts, runs, and spins down within the shot.

Maximum fan speedMAX_SPEED (0…)Run cyclePERIOD (1… frames)Acceleration timeRAMP_FRAMES (1… frames)
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Gauge Ticks

Dials & Gauges

Maps a live instrument value into discrete needle positions between the chosen empty and full angles.

Use cases — Use for fuel, pressure, battery, temperature, and other stepped instrument needles driven by a real property.

Empty readingIN_MINFull readingIN_MAXGauge positionsTICKS (1… marks)Needle rest angleSTART_DEG (°)Needle full angleEND_DEG (°)
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Meshed Gear Ratio

Gears & Linkages

Turns the driven gear from the driving gear's real rotation and the two tooth counts. Right-click the driving gear's rotation and Use as Espresso Input first - whatever moves that gear then moves this one, at the ratio the teeth dictate.

Use cases — A driven gear that must stay meshed with a driving gear - it reads the other gear's real rotation, so the teeth never slip.

Driver teethDRIVER_TEETH (1… teeth)Driven teethDRIVEN_TEETH (1… teeth)Mesh directionDIRECTIONStarting angleSTART_DEG (°)
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Machine Vibration

Vibration

Combines a primary motor vibration with one mechanical harmonic while preserving the amplitude bound.

Use cases — Any running machine that should buzz where it stands - pumps, generators, compressors, workshop tools.

Center valueCENTERVibration amountAMPLITUDE (0… m)Primary vibrationPERIOD (1… frames)SpeedSPEED (0.0001… ×)Mechanical harmonicHARMONIC (0…)
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Piston Demo Cycle

Gears & Linkages

A self-running demonstration cycle for previewing reciprocating travel when no crank object is available. It is intentionally time driven; use Piston from Crank for a real linkage.

Use cases — Previewing reciprocating travel when there is no crank to read yet - a self-running stand-in for look development.

Retracted positionCENTERPiston strokeSTROKE (0… m)Crank revolutionPERIOD (1… frames)Crank offsetPHASE_DEG (°)
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Simulated Rotating Beacon

Cyclic Machines

Simulates a rotating-beam brightness cycle without requiring a physical rotor or receiver.

Use cases — The brightness cycle of a rotating beacon when nothing actually spins - cheaper, and fine when the housing is never seen turning.

Away brightnessMINFacing brightnessMAXRotation periodPERIOD (1… frames)Beacon phasePHASE_DEG (°)Beam focusSHARPNESS (0.1…)Beams per turnLAMPS (1…6)
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Windshield Wiper

Cyclic Machines

Sweeps from the resting angle to the far edge and back once per chosen cycle.

Use cases — Wipers on a car, train, or boat, sweeping and returning at a set rate.

Rest angleREST_DEG (°)Sweep angleSWEEP_DEG (°)Wipe cyclePERIOD (1… frames)

Ease & Spring 7#

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Damped Oscillation

Damping

Spring-like oscillation that remains at rest before the scene begins, reaches the chosen first crest, then settles over time.

Use cases — Anything that should wobble to a stop after being disturbed - the general-purpose settle.

Peak amplitudeAMPLITUDEDecayDECAY (0…)FrequencyFREQ (0…)SpeedSPEED (0.0001… ×)
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Ease In Transition

Ease

Ease-in A to B transition that holds before and after the scene range.

Use cases — A move that starts gently and arrives at speed, for something being released or falling away.

FromAToBSpeedSPEED (0.0001… ×)
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Ease Out Transition

Ease

Ease-out A to B transition that holds before and after the scene range.

Use cases — A move that starts fast and settles, the most natural choice for a thing coming to rest.

FromAToBSpeedSPEED (0.0001… ×)
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Elastic Overshoot

Spring & Elastic

A to B transition that crosses the destination by the chosen fraction of the travel before settling exactly on it.

Use cases — A transition that overshoots past its destination before settling, for UI pops and stylised arrivals.

FromAToBSpeedSPEED (0.0001… ×)OvershootOVERSHOOT (0…2)
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Linear Transition

Ease

Linear A to B transition that holds before and after the scene range.

Use cases — A move from A to B at constant speed, for mechanical travel and readouts that must not ease.

FromAToBSpeedSPEED (0.0001… ×)
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Smootherstep Transition

Ease

Ultra-smooth A to B transition that holds before and after the scene range.

Use cases — The same move with even softer ends, for slow beauty shots where smoothstep still shows its start.

FromAToBSpeedSPEED (0.0001… ×)
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Smoothstep Transition

Ease

Smooth A to B transition that holds before and after the scene range.

Use cases — The standard eased A-to-B move, gentle at both ends. The safe default for reveals and fades.

FromAToBSpeedSPEED (0.0001… ×)

Noise & Randomize 4#

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Lazy Drifting Motion

Drift

Slow wandering drift.

Use cases — Slow aimless wandering, for drifting particles, lazy searchlights, and unsteady movement.

CenterCENTERAmplitudeAMPLITUDESpeedSPEED (0.0001… ×)
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Seamless Noise Loop Setup

Layered Noise

Three coordinated expressions for a seamless noise loop: W Offset 1, W Offset 2, and Mix Factor.

Use cases — Loop a noise texture seamlessly using two identical noise textures and a Mix node. Apply W Offset 1 to the first noise W, W Offset 2 to the second noise W, and Mix Factor to the Mix node Fac.

W RangeW_RANGE (0.01…)
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Organic Float

Drift

Layered slow drift that stays organic without turning into frame-to-frame jitter.

Use cases — Ambient drift for hovering craft, floating props, and magic - alive without ever twitching.

CenterCENTERAmplitudeAMPLITUDESpeedSPEED (0.0001… ×)
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Stepped Pseudo-Random

Seeded Random

Holds pseudo-random values for N frames.

Use cases — Values that hold for a few frames then jump - stop-motion looks, digital readouts, glitch cuts.

CenterCENTERAmplitudeAMPLITUDEHold framesN (1…)SpeedSPEED (0.0001… ×)

Characters & Creatures 15#

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Autonomous Ear Twitch

Appendages

Places an exact event-centred ear pulse inside a longer autonomous idle interval; use it as a repeatable demo when no external trigger drives the rig.

Use cases — An animal's ear flicking once in a while during an idle - the small autonomous beat that makes a creature look alive.

Base twitch angleANGLE (0… °)Twitch intervalPERIOD (1… frames)Twitch pointTWITCH_AT (0… frame in cycle)Twitch spreadWIDTH (0.0001…)Twitch rateRATE (0.0001…)Organic variationORGANIC (0…1)
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Eye Darting (Eyeball)

Head & Eyes

Flicks the gaze between resting points on an uneven beat, with the small tremor that keeps a real eye from ever holding perfectly still. For rigs where you turn the eyeball bone itself.

Use cases — Eyeballs rotated directly, with no aim target in the rig - the same darting, for rigs that turn the eye itself.

Look rangeROT (0… °)Horizontal biasBIAS (-1…1)Look holdHOLD (1… frames)Uneven holdsSTICK (0…1)Micro-dartsTREM (0…0.06)Pattern seedSEED (0…)
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Hand Tremor

Appendages

Three-axis fine tremor for hands, fingers, held props, or creature extremities.

Use cases — Hands, fingers, or a held prop that should shake - from cold, age, fear, strain, or a creature's fine muscle activity.

Tremor amountANGLE (0… °)SteadinessSTEADY (0.1…10 ×)SpeedSPEED (0.0001… ×)Organic variationORGANIC (0…1)
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Head Micro-Motion

Head & Eyes

Layers small mismatched rotations to keep an otherwise static head naturally alive.

Use cases — A head that has to hold still on camera - during dialogue, a portrait, or a listening beat - without going statue-stiff.

Motion amountROT (0… °)SpeedSPEED (0.0001… ×)IrregularityIRREG (0…1)
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Heartbeat / Bio-Pulse

Breathing & Pulse

Generates two quick pulses per cycle, rising toward Maximum and settling back to Minimum between beats.

Use cases — Drive a shape key, material emission strength, custom property, light energy, or any scalar response with a recognizable heartbeat. Also suits beacons, warning lights, and other lighting pulses.

Heart rateBPM (20…240 BPM)First beat positionBEAT1_PERCENT (0…100 % cycle)Second beat positionBEAT2_PERCENT (0…100 % cycle)Beat softnessSOFTNESS_PERCENT (0.1…30 % cycle)Second beat strengthSECOND_STRENGTH (0…1)Rest valueMINPeak valueMAX
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Heartbeat Body Pulse (Advanced)

Breathing & Pulse

Creates a recognizable two-hit pulse across coordinated body scale channels.

Use cases — A visible heartbeat: a creature's chest under strain, a character in fear, or a stylised pulse on a body or prop.

Pulse amountPULSE (0… scale)Heart rateBPM (20…240 BPM)First beat positionBEAT1_PERCENT (0…100 % cycle)Second beat positionBEAT2_PERCENT (0…100 % cycle)Beat softnessSOFTNESS_PERCENT (0.1…30 % cycle)
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Idle Body Breath

Breathing & Pulse

Adds a slow vertical breath and gentle chest expansion while preserving a stable idle base.

Use cases — Any standing character who must not look frozen between beats - the baseline idle you put on before anything else.

Vertical breathAMOUNT (0… m)Chest expansionEXPAND (0… scale)Breathing rateBREATHS_PER_MIN (1…120 breaths/min)SpeedSPEED (0.0001… ×)Organic variationORGANIC (0…1)
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Running Body Bob

Locomotion

Creates a faster, stronger running cadence with coordinated three-axis body travel and rotation.

Use cases — A character running or sprinting, with harder vertical impacts than a walk and more of the body committed to it.

Stride bounceAMOUNT (0… m)Body tiltROT (0… °)Steps per secondSTEPS (0.1… steps/s)Side travelSTRIDE (0… m)Organic variationORGANIC (0…1)
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Tail Wag

Appendages

Combines a main wag with a smaller harmonic so the tail changes direction less mechanically.

Use cases — A tail on a dog, cat, dragon, or creature, changing direction unevenly so it never reads as a metronome.

Rest angleCENTER_DEG (°)Wag angleANGLE (0… °)Wag cyclePERIOD (1… frames)SpeedSPEED (0.0001… ×)Phase offsetPHASE (frames)Organic variationORGANIC (0…1)
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Walking Body Bob

Locomotion

Builds a frame-rate-aware walking cadence with side sway, vertical steps, pitch, and body roll.

Use cases — A character walking, where the body should rise, sway, and turn with each step without hand-keying the cadence.

Step heightAMOUNT (0… m)Body tiltROT (0… °)Steps per secondSTEPS (0.1… steps/s)Side swaySTRIDE (0… m)Organic variationORGANIC (0…1)
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Weight-Shifting Idle: Chest

Locomotion

Part 3 of 3 — apply to the chest control. Tips the shoulders against the pelvis so the head stays over the feet, arriving a beat behind the transfer. The chest parks with one shared strength, the average of Hold Left, Hold Center and Hold Right; it does not hold each side separately as the hips and torso do.

Use cases — Part 3 of 3, on the chest. Counter-rotates the shoulders against the hips so the pose stays balanced.

Shoulder leanCOUNTER (0… °)Shift durationPERIOD (2… frames)Go Left / RightBAL (-1…1)Go CenterFC (0…1)Hold LeftHL (0…1.25)Hold CenterHC (0…1.25)Hold RightHR (0…1.25)Follow delayLAG (0…1.5 rad)SpeedSPEED (0.0001… ×)
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Weight-Shifting Idle: Hips

Locomotion

Part 2 of 3 — apply to the hips control. Tips the pelvis so the standing hip rises and the free hip drops. This is the part that reads as weight changing legs, and it deliberately rolls against the torso sway.

Use cases — Part 2 of 3, on the hips. Drops the pelvis onto the standing leg. Needs the torso and chest parts to read.

Pelvis rollTILT (0… °)Shift durationPERIOD (2… frames)Go Left / RightBAL (-1…1)Go CenterFC (0…1)Hold LeftHL (0…1.25)Hold CenterHC (0…1.25)Hold RightHR (0…1.25)SpeedSPEED (0.0001… ×)
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Weight-Shifting Idle

Locomotion

Part 1 of 3 — apply to the torso control. The sideways sway of the whole mass and the rise onto each planted foot. Translation only; the pelvis roll rides on the Hips part.

Use cases — Part 1 of 3, on the torso. A standing character shifting their weight during a long hold. Apply all three parts for the full idle.

Body swaySWAY (0… m)Hip liftLIFT (0… m)Shift durationPERIOD (2… frames)Go Left / RightBAL (-1…1)Go CenterFC (0…1)Hold LeftHL (0…1.25)Hold CenterHC (0…1.25)Hold RightHR (0…1.25)SpeedSPEED (0.0001… ×)
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Wing Flap Motion

Appendages

Coordinates flap, fold, and a smaller feathering twist across all three Euler channels.

Use cases — A bird, bat, insect, or winged creature in flight, with fold and feathering handled alongside the flap.

Flap angleROT (0… °)Flap rateFLAPS_PER_SEC (0.1…12 flaps/s)SpeedSPEED (0.0001… ×)Fold amountFOLD (0…1)Organic variationORGANIC (0…1)

Weapons & Impacts 9#

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Energy Weapon Charge & Fire

Energy Weapons

Separates a readable charge ramp, a stronger firing peak, and a finite recovery to rest.

Use cases — A sci-fi weapon that visibly charges before it fires: plasma casters, rail guns, boss weapons.

Charge startSTART_F (frame)Charge durationCHARGE_FRAMES (1… frames)Fire decayFLASH_FRAMES (1… frames)Rest energyMINCharged glowCHARGE_LEVELFiring peakFIRE_LEVEL
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Gun Recoil Kick

Recoil

Creates one damped half-sine recoil kick that returns exactly to rest after its duration.

Use cases — The weapon itself kicking back on a shot and returning exactly to its rest pose.

Fire frameTRIGGER_F (frame)Peak kick distanceKICKKick durationKICK_FRAMES (1… frames)Kick dampingDECAY (0…)
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Impact Flash & Decay

Impacts

Jumps to a bright impact peak, decays exponentially, then returns exactly to rest.

Use cases — The moment a round or projectile hits something - a bright pop that decays back to nothing.

Impact frameIMPACT_F (frame)Visible durationDURATION (1… frames)Fade speedDECAY (0…)Rest brightnessMINImpact brightnessMAX
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Automatic Muzzle Flash

Muzzle Flash

Fires once per rate slot while a bounded deterministic timing variation keeps the cadence from reading as mechanically perfect.

Use cases — Sustained automatic fire, where the timing varies slightly shot to shot instead of stuttering mechanically.

Frames between shotsRATE_FRAMES (1… frames)Flash widthFLASH_WIDTH (1… frames)Timing variationJITTER (0…24 frames)Rest brightnessMINFlash brightnessMAX
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Burst-Fire Muzzle Flash

Muzzle Flash

Fires a user-selected number of tightly spaced shots, then waits before the next burst.

Use cases — A burst-fire weapon - a controlled group of shots, then a pause before the next group.

Shots per burstSHOTS (1… shots)Frames between shotsSHOT_GAP (1… frames)Flash widthFLASH_WIDTH (1… frames)Burst repeatBURST_PERIOD (1… frames)Rest brightnessMINFlash brightnessMAX
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Single Muzzle Flash

Muzzle Flash

Hits full brightness on one exact fire frame, decays rapidly, then stays at rest.

Use cases — A single shot: pistol, rifle, or any weapon fired once on an exact frame.

Fire frameFLASH_F (frame)Flash decayDURATION (1… frames)Rest brightnessMINFlash brightnessMAX
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Recoil Settle Wobble

Recoil

Starts displaced after a shot, then settles exponentially with an optional mechanical wobble.

Use cases — The wobble after the kick - the weapon or the shooter's arms settling back down.

Recoil frameTRIGGER_F (frame)Initial offsetOFFSETSettle timeSETTLE_FRAMES (1… frames)Return wobbleWOBBLE (0…)Wobble cycleWOBBLE_PERIOD (1… frames)
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Ejected Shell Spin

Ejection & Tracer

Throws a casing into a fast tumble at the ejection frame, then lets air drag bleed the spin away.

Use cases — A spent casing thrown clear and tumbling in the air after ejection.

Ejection frameEJECT_F (frame)Ejection spinSPIN_DPS (0… °/s)Tumble decayDRAG (0… s)Starting angleSTART_DEG (°)
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Tracer Pulse Train

Ejection & Tracer

Creates a short repeating visibility pulse that can be offset across multiple tracer objects.

Use cases — Tracer rounds or repeating projectile flashes, offset across several objects so they read as a stream.

Tracer spacingPERIOD (1… frames)Visible framesWIDTH (1… frames)Sequence offsetOFFSET (frames)InvisibleMINVisibleMAX

Vehicles & Transport 5#

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Engine Idle Motion

Engine & Drivetrain

Layers mismatched vibration rates across location and rotation for a believable idling vehicle body.

Use cases — A vehicle parked with the engine running - a stakeout, a pickup waiting, anything idling in shot.

Vibration travelAMOUNT (0… m)Vibration rotationROT (0… °)Idle speedSPEED (0.0001… ×)IrregularityIRREG (0…1)
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Engine Rev Vibration

Engine & Drivetrain

Raises vibration strength and frequency together over a controllable engine-rev window.

Use cases — An engine being revved, where the vibration should get both stronger and faster as it climbs.

Rest valueCENTERIdle vibrationIDLE (0…)Peak vibrationPEAK (0…)Idle rateBASE_RATE (0.0001…)Rev rate increaseREV_GAIN (0…)Start frameSTART_F (frame)Rev durationDURATION (2… frames)
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Rail Car Sway

Rail & Rotor

Blends slow carriage sway with faster rail-joint rattle across four coordinated channels.

Use cases — A train carriage, tram, or subway car - the slow body sway plus the rattle of rail joints underneath it.

Carriage swayAMOUNT (0… m)Carriage rollROT (0… °)Track cyclePERIOD (1… frames)Rail rattleRATTLE (0…1)SpeedSPEED (0.0001… ×)
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Rotor Spin-Up

Rail & Rotor

Integrates a smooth acceleration from rest, then continues at an exact frame-rate-aware target RPM.

Use cases — A helicopter, drone, or turbine coming up to speed from rest and holding an exact running RPM.

Start angleSTART_ANGLE_DEG (°)Target speedRPM (0… RPM)Spin directionDIRECTION (-1…1)Start frameSTART_F (frame)Spin-up timeSPINUP (1… frames)
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Wheel Roll by Distance

Controls & Wheels

Converts a distance driver variable into physically matched wheel rotation using the wheel radius.

Use cases — A wheel, tyre, or roller that must match the distance the vehicle actually travels, so it never spins or skids.

Wheel radiusRADIUS (0.0001… m)Roll directionDIRECTION (-1…1)

Dynamics & Follow-Through 11#

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Impact Squash & Stretch

Squash & Stretch

Compresses one axis while widening the other two, then damps the impact deformation away.

Use cases — The frame of contact itself: a character landing, a fruit hitting a table, a cartoon prop taking a hit and deforming under it.

Peak lateral deformationAMOUNT (0… scale)Start frameSTART_F (frame)Recovery timeSETTLE (1… frames)Recovery cyclePERIOD (1… frames)
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Jelly Wobble

Squash & Stretch

Uses phase-shifted scale waves to create a soft volume-aware jelly motion.

Use cases — Jelly, custard, slime, tofu, or a stylised blob - a soft body wobbling on its own without needing a physics sim.

Wobble amountAMOUNT (0… scale)Wobble cyclePERIOD (1… frames)SpeedSPEED (0.0001… ×)VariationORGANIC (0…1)
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Landing Compression Recovery

Squash & Stretch

Combines a short vertical landing response with volume-aware squash and damped recovery.

Use cases — A character or creature touching down from a jump, where the legs compress and push back up.

Landing dropAMOUNT (0… m)Squash amountSQUASH (0… scale)Landing frameSTART_F (frame)Recovery timeSETTLE (1… frames)Recovery cyclePERIOD (1… frames)
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Loose Panel Impact Rattle

Settle & Overshoot

A single hit excites a fast loose-panel rattle that returns exactly to rest.

Use cases — An unsecured hatch, vent cover, hubcap, or ceiling tile buzzing after a nearby impact and going quiet again.

Impact frameIMPACT (frame)Rattle angleANGLE (0… °)Settle durationSETTLE (2… frames)Rattle countRATTLES (1…30 cycles)
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Overshoot & Hold

Settle & Overshoot

Moves toward a target with controlled overshoot, then holds it as the oscillation dies away.

Use cases — Any control that should arrive by going slightly too far first - a UI panel sliding in, a robot arm reaching a pose, a lid flipping up.

Start valueSTARTHeld valueENDStart frameSTART_F (frame)Settle timeSETTLE (1… frames)Overshoot cyclePERIOD (1… frames)
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Soft Body Settle

Settle & Overshoot

Adds a damped wobble after a chosen frame and settles precisely toward the rest value.

Use cases — A cushion, mattress, water balloon, or gel prop wobbling to a stop after something lands on it.

Rest valueCENTERPeak movementAMOUNT (0… m)Start frameSTART_F (frame)Settle timeSETTLE (1… frames)Wobble cyclePERIOD (1… frames)
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Ball Bounce: Bowling Ball

Settle & Overshoot

A heavy, rigid ball that gives its energy to the floor rather than storing it. Lane give controls how much the surface swallows, so the rebound dies quickly and the ball never deforms.

Use cases — A bowling ball, cannonball, boulder, or anything heavy enough that it thuds and stops rather than bouncing away.

Release / bounce frameSTART (frame)Release heightDROP_HEIGHT (0… m)Bounce heightHEIGHT (0… m)First flight durationPERIOD (2… frames)Drop durationDROP_DURATION (1… frames)BouncinessCOR (0.05…1)Lane giveLANE_GIVE_PERCENT (0…90 %)Stop below heightSTOP (0… m)
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Ball Bounce: Golf Ball

Settle & Overshoot

A dense, near-rigid ball whose dimples earn it lift. Backspin extends the hang and pushes the apex later, so the arc flattens out rather than falling symmetrically.

Use cases — A golf ball landing on a fairway or hard ground - dense, lively, and running on for a long time after the first hit.

Release / bounce frameSTART (frame)Release heightDROP_HEIGHT (0… m)Bounce heightHEIGHT (0… m)First flight durationPERIOD (2… frames)Drop durationDROP_DURATION (1… frames)BouncinessCOR (0.05…1)Backspin liftBACKSPIN_PERCENT (0…100 %)Air dragAIR_DRAG_PERCENT (0…80 %)Stop below heightSTOP (0… m)
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Ball Bounce: Ping-Pong Ball

Settle & Overshoot

Almost no mass behind a large frontal area, so air drag strongly reshapes and damps the flight even though the rigid shell retains substantial impact speed on a standard hard surface.

Use cases — A ping-pong ball, hollow plastic toy, or polystyrene prop - so light that the air stops it before the floor does.

Release / bounce frameSTART (frame)Release heightDROP_HEIGHT (0… m)Bounce heightHEIGHT (0… m)First flight durationPERIOD (2… frames)Drop durationDROP_DURATION (1… frames)BouncinessCOR (0.05…1)Air brakingAIR_BRAKE_PERCENT (0…100 %)Air dragAIR_DRAG_PERCENT (0…80 %)Stop below heightSTOP (0… m)
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Ball Bounce: Rubber Ball

Settle & Overshoot

The liveliest ball, and the only one that punishes a hard landing. Speed sensitivity lowers the effective bounciness as the release height rises, so a big drop settles sooner than the raw bounciness suggests.

Use cases — A superball, bouncy ball, or rubber toy - the ball that comes back highest and keeps going the longest.

Release / bounce frameSTART (frame)Release heightDROP_HEIGHT (0… m)Bounce heightHEIGHT (0… m)First flight durationPERIOD (2… frames)Drop durationDROP_DURATION (1… frames)BouncinessCOR (0.05…1)Speed sensitivitySPEED_SENS_PERCENT (0…100 %)Squash & stretchDEFORMMaterial flexibilityFLEX_PERCENT (0…100 %)Deformation exaggerationEXAGGERATION_PERCENT (0…300 %)First launch deformationSTART_DEFORM_PERCENT (0…100 %)Air stretch leadAIR_STRETCH_FRAMES (1…6 frames)Ball radiusRADIUS (0… m)Stop below heightSTOP (0… m)
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Ball Bounce: Tennis Ball

Settle & Overshoot

The reference flexible ball. Felt nap adds drag, and a long contact dwell keeps it squashed against the floor for a readable beat before it leaves. Stays round near the apex, stretches into contact, and snaps out again on the rebound.

Use cases — A tennis ball on court, and the sensible middle choice when you want a bouncing ball and do not want to think about materials.

Release / bounce frameSTART (frame)Release heightDROP_HEIGHT (0… m)Bounce heightHEIGHT (0… m)First flight durationPERIOD (2… frames)Drop durationDROP_DURATION (1… frames)BouncinessCOR (0.05…1)Contact dwellDWELL_FRAMES (1…4 frames)Nap dragAIR_DRAG_PERCENT (0…80 %)Squash & stretchDEFORMMaterial flexibilityFLEX_PERCENT (0…100 %)Deformation exaggerationEXAGGERATION_PERCENT (0…300 %)First launch deformationSTART_DEFORM_PERCENT (0…100 %)Air stretch leadAIR_STRETCH_FRAMES (1…6 frames)Ball radiusRADIUS (0… m)Stop below heightSTOP (0… m)

RGB & Neon Lighting 11#

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Neon Buzz

Neon Tubes

Holds coherent bright states with occasional short dark dropouts like a failing fluorescent or neon tube.

Use cases — A neon sign that is already lit but failing, dropping out briefly and coming back.

Dropout chanceDROPOUT (0…1)Dropout holdHOLD (1…120 frames)Tube colourCMinimumMINMaximumMAX
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Neon Tube Warm-Up

Neon Tubes

Ramps from an off glow while rapid start-up dropouts fade into stable neon output.

Use cases — A neon or cold-cathode sign warming up from cold into a stable glow.

Off glowMIN (0…)Full brightnessMAX (0…)Power-on frameSTART (frame)Warm-up durationWARM (1… frames)Start-up dropoutDROP (0…1)Tube colourCSpeedSPEED (0.0001… ×)VariationORGANIC (0…1)
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RGB Alternating Two-Colour

Sequenced & Chase

Holds one colour, then swaps hard to another and back - the Christmas-string look. Two colour swatches, no fade between them. Offsetting alternate lamps by one swap puts neighbours on opposite colours.

Use cases — Two colours swapping hard with no blend - Christmas lights, hazard markers, retro signage.

Colour intensityMAX (0…1)Swap durationPERIOD (1… frames)First colourASecond colourBSpeedSPEED (0.0001… ×)
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RGB Alternating Three-Colour

Sequenced & Chase

Cycles hard through three chosen colours, holding each in turn with no fade between them. Three colour swatches; offsetting consecutive lamps by one hold puts each on a different colour of the three.

Use cases — Three colours cycling in turn, for signage and light rigs that need more than a two-colour swap.

Colour intensityMAX (0…1)Hold durationPERIOD (1… frames)First colourASecond colourBThird colourCSpeedSPEED (0.0001… ×)
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RGB Breathing

Colour Cycling

Fades one chosen colour smoothly up and back down without ever changing its hue.

Use cases — One chosen colour fading in and out without shifting hue - standby indicators and calm accent lighting.

Minimum channelMIN (0…1)Maximum channelMAX (0…1)Breath cyclePERIOD (2… frames)Dim floorFLOOR (0…1)ColourCSpeedSPEED (0.0001… ×)
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RGB Marquee Chase

Sequenced & Chase

A hard-edged block of light marching along a row of lamps and wrapping at the end - the fairground marquee look. Apply to every lamp with Apply as Sequence, stepping by the step duration.

Use cases — A block of light marching along a row of lamps - marquee signs, arcade cabinets, runway markers.

Minimum channelMIN (0…1)Maximum channelMAX (0…1)Lamps in the rowCOUNT (2… lamps)Lit runWIDTH (0…24 lamps)Step durationSTEP (1… frames)ColourCSpeedSPEED (0.0001… ×)
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RGB Colour Cycle

Colour Cycling

Sweeps the full colour spectrum at an even pace, every hue at full saturation.

Use cases — A light or emissive material sweeping the full spectrum - party lighting, RGB hardware, idle sci-fi glow.

Minimum channelMIN (0…)Maximum channelMAX (0…)Colour cyclePERIOD (2… frames)SaturationSAT (0…1)BrightnessVAL (0…)Start colourSHue offsetPHASE (0…1)SpeedSPEED (0.0001… ×)
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RGB Comet

Sequenced & Chase

A bright head with a linear fading tail, travelling along a row and wrapping. Apply to every lamp with Apply as Sequence, stepping by the step duration.

Use cases — A bright head with a fading tail running along a strip, for LED strips and sci-fi conduits.

Minimum channelMIN (0…1)Maximum channelMAX (0…1)Lamps in the rowCOUNT (2… lamps)Tail lengthTAIL (0.25…24 lamps)Step durationSTEP (1… frames)ColourCSpeedSPEED (0.0001… ×)
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RGB Fire & Ember

Sparkle & Flicker

Flickers warm reds and oranges unevenly, the way a flame or a bed of embers does. Give each light its own seed so no two flicker together.

Use cases — A strip or cluster of lamps standing in for fire - warm colours flickering unevenly across the group.

Minimum channelMIN (0…1)Maximum channelMAX (0…1)Flame colourCFlicker seedSEED (0…)SpeedSPEED (0.0001… ×)
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RGB Colour Ramp Steps

Colour Cycling

Steps through the Colour Ramp configured in Parameters, holding each colour before moving on. Apply it to a colour socket and Driver Espresso copies that exact ramp into the material, then animates its Factor. Add as many colour stops as you like; the expression automatically follows the ramp's actual stop count.

Use cases — Stepping through a Colour Ramp you have authored, so the palette is exactly the one you picked.

Colour stopsSTOPS (2…64 stops)Step durationPERIOD (1… frames)Shuffle orderSHUFFLEPattern seedSEED (0…)SpeedSPEED (0.0001… ×)
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RGB Twinkle

Sparkle & Flicker

Each lamp holds a deterministic random on/off state and re-rolls on a beat - a starfield or fairy-light sparkle. Give every lamp a different seed rather than an offset, so they twinkle independently instead of in a marching pattern.

Use cases — Fairy lights, star fields, or city windows switching on and off independently.

Minimum channelMIN (0…1)Maximum channelMAX (0…1)Hold durationHOLD (1… frames)Lit chanceDENSITY (0…1)Pattern seedSEED (0…)ColourCSpeedSPEED (0.0001… ×)

Wind & Nature 4#

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Tree Trunk Sway

Foliage

Combines a slow trunk bend with a smaller secondary sway while remaining centered.

Use cases — A tree, mast, pole, or antenna bending as a whole from its base.

Rest angleCENTER_DEG (°)Sway angleANGLE_DEG (0… °)Cycle lengthPERIOD (1… frames)Secondary swaySECONDARY (0…)VariationORGANIC (0…1)
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Turbulent Wind

Gust

Layers three non-matching waves into organic, deterministic wind turbulence.

Use cases — Ongoing unsettled wind as an ambient condition, with no single gust to point at.

Base windBASETurbulence strengthSTRENGTH (0…)SpeedSPEED (0.0001… ×)Variation offsetPHASE
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Wind Chime Motion

Foliage

Layered, correlated swing for suspended chimes, ornaments, and light hanging pieces.

Use cases — Wind chimes, mobiles, dreamcatchers, or strings of small hanging ornaments moving together on the same air.

Chime swingANGLE (0… °)Main swingPERIOD (2… frames)Secondary motionLAYERS (0…1)SpeedSPEED (0.0001… ×)VariationORGANIC (0…1)
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Wind Gust Burst

Gust

Rises smoothly from the base wind to one shaped gust, then returns and holds at the base value.

Use cases — One named gust in a shot - the moment wind picks up and drops again, rather than a constant breeze.

Gust startSTART_F (frame)Gust durationDURATION (1… frames)Base windBASEGust strengthGUST (0…)Gust sharpnessSHAPE (0.1…)

Robotics & Electronics 8#

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Animatronic Head Turn

Arms & Actuators

Snaps a puppet head round to look, holds it there with the faint tremor of servos under load, then returns.

Use cases — A theme-park figure, a shop-window puppet, or a robot that turns to notice you and holds the look. The tremor on the hold is what reads as a servo under load rather than a keyframe.

Look angleLOOK (0… °)Turn timeSNAP (1… frames)HoldHOLD (0… frames)Servo tremorTREMOR (0… °)Servo characterCHARACTER (0…1)
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Robot Arm Pick & Place

Arms & Actuators

Swings a joint from pick to place and back on a repeating cycle, holding at each end long enough to grip and let go.

Use cases — A factory arm working a line, a printer gantry, or any joint that shuttles between two stations and pauses at each end to grip and let go. Apply it per joint and offset the phase for a whole arm.

SwingSWING (0… °)Cycle lengthCYCLE (2… frames)DwellDWELL (0… frames)Steps per moveSTEPS (1…)
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Radar Dish Sweep

Scan & Seek

Sweeps a dish steadily across its arc and flies back to start, tilting through elevation as it goes.

Use cases — A radar or satellite dish, an airport scanner, or a searchlight quartering the sky. The flyback is the tell: it sweeps its arc slowly and snaps back to start.

Sweep rangeSWEEP (0… °)Sweep timePERIOD (1… frames)ElevationELEVATION (0… °)Sweep portionRETURN (0.05…0.99)
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Drive Head Seek

Scan & Seek

Throws a drive head to a new track, over and over, arriving fast and settling before the next seek.

Use cases — A hard-drive actuator, a tape-library picker, or a plotter head - anything that throws itself at a new position, arrives fast and rings down before the next move.

Seek rangeRANGE (0… °)Seeks per secondRATE (0.01… Hz)Settle timeSETTLE (0.5… frames)
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Printer Head Travel

Scan & Seek

Bidirectional carriage travel with a small rail and belt vibration layer.

Use cases — The carriage of an inkjet, plotter, or label printer tracking back and forth across the page.

Head travelTRAVEL (0… m)Pass durationPERIOD (2… frames)Rail vibrationVIB (0… m)SpeedSPEED (0.0001… ×)
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Security Camera Sweep

Scan & Seek

Sweeps a robot sensor side to side while a smaller faster tilt checks different elevations.

Use cases — A sensor head, turret, or security camera sweeping an area while checking up and down.

Pan rangeROT (0… °)Tilt rangeTILT (0… °)Scan cyclePERIOD (1… frames)SpeedSPEED (0.0001… ×)
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Cooling Fan

Drives & Cooling

A cooling fan idling and spinning up as the machine warms, on a heat cycle it generates itself. Rotor motion turns the blades; Speed signal is the RPM envelope on its own, for a readout or a gauge. Use Cooling Fan Thermal Cycle instead when a real temperature or load property is available to read.

Use cases — The same thermal fan behaviour when there is no temperature property to read - it invents the heat cycle.

Idle speedMIN_RPM (0… RPM)Cooling speedMAX_RPM (0… RPM)Simulated heat cyclePERIOD (1… frames)Cooling thresholdTHRESHOLD (0…0.99)
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Vending Machine Coil

Drives & Cooling

Holds still, turns the product forward off the end of the spiral, and holds still again.

Use cases — A vending spiral pushing a product off its end, an auger feeding a hopper, or a screw drive indexing parts forward. One turn delivers one item, with dead time either side.

TurnsTURNS (0… rev)Dispense frameSTART_F (frame)Dispense timeDURATION (2… frames)CatchSTALL (0…1)