Transforming means moving, scaling and rotating objects. In HypeHype, you can do this using the Mover, Scaler, Rotator, and Advanced Rotator nodes. These are usually used for kinematic objects, but can also be used for dynamic objects.
Difference between kinematic and dynamic objects
A physical object can be defined as Kinematic in the Advanced details. Kinematic objects can be transformed with logic, but they are not affected by physics.
Dynamic objects can also be moved and rotated with force.
See Physics and Force for more information.
In HypeHype there are nodes for each different transform types. See mover, rotator and scaler for more information.
Operation | Description |
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Move | Move the object from the starting position to the vector or X, Y & Z values over the duration. If the Node is executed again, the movement will happen again with the last end position as the starting position. |
Set Position | Move the object from the starting position to the final position over the duration. If the Node is executed again with the same values, nothing will happen as the object has already been moved to the set position. |
Set Position Offset | In Set Position Offset, the starting position of the object is always zero. It moves the object from the starting position to the vector or X, Y & Z values over the duration just like Move, but if the Node is executed again with the same values the movement will not happen again as the object has already been moved to the set position. Good if being used in conjunction with the Wave node. |
Operation | Description |
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Scale | Scale the object from the starting size to the vector or X, Y & Z values over the duration. If the Node is executed again the scale will happen again with the last end size as the starting size. |
Set Scale | Scale the object from the starting size to the final size over the duration. If the Node is executed again with the same values, nothing will happen as the object has already been scaled to the set size. |
Set Scale Offset | In Set Scale Offset, the starting position of the object doesn't reset after it has been scaled. It scales the object from the starting size to the vector or X, Y & Z values over the duration just like Scale, but if the Node is executed again with the same values the scaling will not happen again as the object has already been scaled to the set size. Good if being used in conjunction with the Wave node. |
Note: Unlike movement or rotation where the starting value is always zero, with scaling the starting value is 1. A value of zero would scale the the object down until it is essentially gone.
Operation | Description |
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Rotate | Rotate the object from the starting rotation to the final rotation over the duration. If the Node is executed again with the same values the rotation will happen again with the last end rotation as the starting rotation. |
Set Rotation | Rotate the object from the starting rotation to the final rotation over the duration. If the Node is executed again with the same values nothing will happen as the object has already been rotated to the set rotation. |
Set Rotation Offset | In Set Rotation Offset, the starting rotation of the object is always zero. It rotates the object from the starting rotation to the final rotation over the duration just like Rotate, but if the Node is executed again with the same values the rotation will not happen again as the object has already been rotated to the set rotation. Good if being used in conjunction with the Wave node. |
Each Transform type has three operations and space.
Space | Description |
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Local | Transform will align with the orientation of the target object. |
Parent | Transform will align with the orientation of the target object's parent (only if the object is glued to another object). |
Global | Transform will align with global X, Y & Z coordinates. |