Animate

Animate Frames

Animate the atoms of a structure, based on the frames of a trajectory from the Frames collection in the input. The structure animates through the trajectory from the given start frame to the given end frame, as the Animate 0..1 value moves from 0 to 1. Values higher than 1 start at the beginning again and the trajectory will loop repeating every 1.00. Position and b_factor are interpolated if available. By default linear interpolation is used. Smoothing in and out of each frame can be applied with the Smoother Step, or no interpolation at all.

Outputs

Description Socket
Atomic geometry with new positions based on the trajectory Atoms

Inputs

Socket Default Description
Atoms None Atomic geometry that contains vertices and edges
Selection True Selection of atoms to apply this node to
Frames None Collection which holds the frames of the trajectory
Smoother Step False Ease in and out of the individual frames if interpolating
Interpolate True Whether to interpolate between frames of a trajectory or snap
Frame 0.0 Which frame to select from the collection. The fraction component of the float is how much to interpolate between the current and next frame

Animate Value

Animate a float value between the specified min and max values, over specified range of frames. If clamped, frames above and below the start and end will result in the min and max output values, otherwise it will continue to linearly interpolate the value beyond the min and max values.

Outputs

Description Socket
Animated value that interpolates from min to max over frames Value

Inputs

Socket Default Description
Smoother Step False Ease out and in from the min and max values
Clamped False Whether to clamp the interpolated value to the max
Frame Start 1 Frame to start the animation on
Frame End 250 Frame to finish the animation on
Value Min 0.0 Value to start animation from
Value Max 1.0 Value to end animation at

Animate Trails

Add trails to the atoms as they are animated, which trail the specified number of frames behind the atoms

Outputs

Description Socket
Geometry

Inputs

Socket Default Description
Atoms None Atomic geometry that contains vertices and edges
Selection True Selection of atoms to apply this node to
Trail Frames 5 Number of previous frames from the trajectory to display
Trail Radius 1.0
Trail Cutoff (A) 10.0
Trail Subdivisions 6
Trail Resolution 6 Tail radial resolution
Shade Smooth True Apply smooth shading to the created geometry
Material None Material to apply to the resulting geometry

Animate Wiggle

Create a procedural animation of side-chain movement. ‘Wiggles’ the side-chains of peptide amino acids based on the b_factor attribute. Wiggle is currently only supported for protein side-chains and does not check for steric clashing so higher amplitudes will result in strange results. The animation should seamlessly loop every 1.00 of the Animate 0..1 input.

Outputs

Description Socket
The animated atomic geometry Atoms

Inputs

Socket Default Description
Atoms None Atomic geometry that contains vertices and edges
Selection True Selection of atoms to apply this node to
b_factor 1.0 Amount that b_factor changeds the amplitude of wiggling
Amplitude 1.0 Overall amplitude of the wiggling
Amp. Axis 1.0 Aplitude for the rotation around the bond axes
Amp. Euler 0.4 Amplitude for applying euler rotations separate to the axis
Speed 3.0 Speed at which the wiggle is applied, 3 will repeat 3 times
Animate 0.0 Controls the animation of the wiggle, repeating every 1.00

Animate Peptide to Curve

Take the protein residues from a structure and align then along an input curve. Editing the curve will change how the atoms are arranged. The output atoms can be styled as normal.

Outputs

Description Socket
Atoms

Inputs

Socket Default Description
Atoms None Atomic geometry that contains vertices and edges
Curve None
Offset 0.0
Start 0.0
End 1.0
Rotate 0.5
Twist 1.0

Falloff Object

Falloff computed from the location on the input object

Outputs

Description Socket
Value between 0 and 1, computed based on the Position attribute and the distance of it from the Object’s position Falloff
Vector from the current Position to the object’s position Vector

Inputs

Socket Default Description
Object None
From Min 0.0
From Max 1.0

Falloff Geometry

Falloff computed from the proximity of the nearest geometry

Outputs

Description Socket
Value between 0 and 1, based on the Sample Position and it’s distance from the nearest geometry Falloff
Vector from the current Position to the closest point on the nearest geometry Vector

Inputs

Socket Default Description
Geometry None
Target Geometry Points
Group ID 0
Sample Position Position
Sample Group ID 0
From Min 0.0
From Max 1.0

Noise Vector

Noise that can be evolved over time with Animate based on the Position attribute

Outputs

Description Socket
Vector
Fac

Inputs

Socket Default Description
Position [0.0, 0.0, 0.0]
Animate 0.0
Scale 5.0
Detail 2.0
Roughness 0.5
Lacunarity 2.0
Distortion 0.0

Noise Repeat

Noise that repeats ever x period, based on some of the Position attribute

Outputs

Description Socket
Vector
Factor

Inputs

Socket Default Description
Position [0.0, 0.0, 0.0]
Animate 0.5
Amplitude 1.0
Detail 0.5
Roughness 0.5
Speed 0.5
Distortion 0.0

MN_animate_noise_position

Create 3D noise vector based on the position of points in 3D space. Evolve the noise function with the Animate input, and change the characteristics of the noise function with the other inputs such as scale and detail. There is also a 1-dimensional noise output called Fac. An example of using this noise is to offset the positions of atoms with the Set Position node.

Outputs

Description Socket
Vector
Fac

Inputs

Socket Default Description
Amplitude 0.25
Animate 0.0
Scale 1.0
Detail 3.0
Roughness 1.0
Distortion 0.0

MN_animate_noise_field

Create a 3D noise vector based on the input field. Evolve the noise function with the Animate input, and change the characteristics of the noise function with the other inputs such as scale and detail. There is also a 1-dimensional noise output called Fac. An example of using this noise is to offset the positions of atoms with the Set Position node. Different field inputs result in different noise being applied. Using the chain_id results in the same noise being generated for each atom in each chain, but different between chains.

Outputs

Description Socket
Noise
Fac

Inputs

Socket Default Description
Field [0.0, 0.0, 0.0]
Amplitude 0.25
Animate 0.0
Scale 1.0
Detail 3.0
Roughness 1.0
Distortion 0.0

MN_animate_noise_repeat

Create a 3D noise vector based on the input field, that repeats every 1.00 for the Animate 0..1 input. Evolve the noise function with the Animate input, and change the characteristics of the noise function with the other inputs such as scale and detail. There is also a 1-dimensional noise output called Fac. An example of using this noise is to offset the positions of atoms with the Set Position node. Different field inputs result in different noise being applied. Using the chain_id results in the same noise being generated for each atom in each chain, but different between chains.

Outputs

Description Socket
Noise Float
Noise Vector

Inputs

Socket Default Description
Amplitude 1.0
Detail 0.5
Roughness 0.5
Distortion 0.0
Vector [0.0, 0.0, 0.0]
Speed 0.5
Animate 0..1 0.5