Mix Rotation
Mixes the rotation “from” and “to”. The animation is set using a factor.
Settings
Selection – geometry selection
Menu – geometry type
- Geometry – applies rotation to mesh vertices via position offset
- Instance – rotates instances directly
- Points – applies to point cloud
Mode
- Mix – blends current rotation with the target using Factor
- Set – overwrites the rotation completely. Use when the current rotation would cause incorrect results in Mix mode, for example after an Align operation.
Factor – blend strength (0–1). Works in Mix mode only.
From / To – start and end rotation in Euler XYZ.
Weight – distributes rotation by attributes such as index, noise, etc. Can be negative.
Snap – snaps the result to a fixed angle.
- None – no snapping
- 90° – snaps to nearest 90°
- 180° – snaps to 180°
- Free – custom snap angle via the Snap input
Position / Center – pivot point for rotation.
Local Space – if enabled, rotation is calculated in object local space.
How to use
- In Geometry mode rotation is applied by offsetting vertex positions — the mesh must have enough subdivisions to look smooth.
- In Instance mode rotation is applied directly to instance transforms, which is more efficient.
- Weight can be negative, which inverts the rotation direction.
- If Factor is 0 in Mix mode, geometry stays at the From value. If From is not set, it defaults to 0,0,0 — which may cause unexpected snapping.
1. In fact, you can use mesh mode for instances as well, the rotation will look different.
2. You can connect multiple nodes in series.
