# Motion Node for Blender

**Categories**

- Deformers
- Fields
- Generators
- Selection
- Simulation node
- Utilities
- UVs
- Material node
- How instale

Help and How to Use

# Deformers

**Curve Deformer**

Deforms the geometry along the curve. **It is important that the deformation occurred along the Z axis**. Initially, the entire geometry will stretch along the entire curve, so make sure that there are enough polygons to work correctly.

In

- Geometry(Z Axis) – Geometry that needs to be deformed
- Curve – Curve along which the deformation occurs

Out

- Geometry – Outgoing Geometry

Controls

- Tilt – Geometry will rotate along the curve
- Raduis – Geometry will take the size of the curve points
- Trim Min – Trim the geometry from the starting point
- Trim Max – Trim the geometry from the ending point
- Offset – Offsets the geometry if it is trimmed
- Fit to Curve – Disables geometry stretching
- Fit scale – Size control if fit is disabled

**Wave Deformer**

Creates a wave on geometries. Curvatures are created only along the X axis or creates circular curvatures along the Z axis. **The Deformer is based on the wave textures node.**

Out

- X Wave – X-axis deformation
- Z Circle Wave – Z-axis deformation

Controls

- Position Offset – Connect a Vector Node to control the position of the wave
- Wave Count – The lower the value, the fewer the number of waves
- Deforms – Strength of deformations
- Distortion – Creates warps
- Time Offset – Wave animation

# Fields

**Box Fields**

Creates a field the size of a square. To control it, you will need a controller in the form of a Empty or another object. The field reacts to the size, rotation and position of the controlled object.

Out

- Result – Gives a value from 0 to 1, it is better to connect a ColorRamp here to control softness.

Controls

- Blur Fields – Blurs the boundaries of the cube, which creates softer transitions.
- Random Min/Max – Sets the randomness
- Random Seed – Just Seed

**Linear Fields**

Creates fields that control 1 of the axis. The limit allows you to more accurately determine where the field should be applied. To control it, you will need a controller in the form of a Empty or another object. The field reacts to the size, rotation and position of the controlled object.

Out

- Result – Gives a value from 0 to 1, it is better to connect a ColorRamp here to control softness.

Controls

- X/Y/Z – The axis on which the field will be applied. Now it can only work on 1 parameter
- Random Min/Max – Sets the randomness
- Random Seed – Just Seed
- LImit – Sets the limit on the auxiliary axis. For example, if you have enabled work on the X-axis, you can limit the impact by width, i.e. the Y-axis

**Sphere Fields**

Creates a field the size of a Sphere. To control it, you will need a controller in the form of a zero or another object. The field reacts to the size, and position of the controlled object..

Out

- Result – Gives a value from 0 to 1, it is better to connect a ColorRamp here to control softness.

Controls

- Random Min/Max – Sets the randomness
- Random Seed – Just Seed

**Get Position**

The main task of this node is to take the position of points from 1 object and transfer their position to other objects. The node does not perceive other information except points, so it will not work to take the position of the instances, before that they should be converted to points.

Out

- Position – Gives a value from 0 to 1, it is better to connect a ColorRamp here to control softness.

Controls

- Points From Geometry – Input data
- Geo Index – If enabled, it will use the indexes of the geometries from which it takes the position of the points. But it is possible to set your own index sheets, it is convenient for randomness.
- Index List – New index sheet
- Index – The index node should be connected here. You can switch it manually, then the geometry will move to the next index from the list or from the main geometry.

# Generators

**Grid Cloner**

The main feature of this cloner is that each of its points is connected to other points. Thus, if you use a short path, you can follow from one corner to another. But you can still use it as a regular cloner.

Out

- Geometry – If you have applied geometry, creates an instance at each point.
- Grid Out – Outputs a cube where each point is connected to its neighbor

Controls

- Geometry – if geometry is applied, outputs instances at each point
- X/Y/Z Size – Just Size
- X/Y/Z Vertex – Count of vertex

**Linear Cloner**

Creates copies of an object

Out

- Geometry – If you have applied geometry, creates an instance at each point.

Controls

- Geometry – Input Geometry
- Center – Centers the geometry
- Amount – Number of clones
- X/Y/Z Position – Position for next clone
- X/Y/Z Rotate– Rotate each clone
- Scale – Scale each clone, to control, connect the vector node

# Selection

**Select Edge**

The task of this node is to highlight the edge of the geometries, provided that there are enough polygons. The node uses 2 methods, determination by points, and by angles between polygons.

When the **Vertex to Angle option is disabled**, the node tries to determine what number of points are nearby. And if there are less than 4 of them, then it gives the truth.

When the Vertex to Angle option is enabled, the node tries to calculate the angle between polygons and returns true when the value is greater than the threshold.

You can also blur the value if the number of polygons of the object allows.

**Select Normal**

This node determines where the normals are looking and outputs the truth at the appropriate threshold. You can select either any normals or only positive ones.