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2026-07-13 13:13:17 +08:00

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{
"FormatVersion": 3,
"Id": "9757618d-e72a-4507-8352-6f824b56cc58"/*DampAngle*/,
"Description": "Damps (i.e. smoothens or filters) an incoming float value. Avoids flips when jumping from 359 to 0 degrees.\n\nOther damping functions: [Damp], [DampVec2], [DampVec3] and [DampFloatList].",
"SymbolTags": "8",
"InputUis": [
{
"InputId": "0ff04a75-2f3b-4a80-80cb-e1c04cdadcfd"/*UseAppRunTime*/,
"Position": {
"X": 36.0,
"Y": 469.0
},
"Description": "Advanced setting. Checking this box will cause the damping calculations to use RunTime instead of FxTime for their timing. This means the damping shape/speed will not be affected by any changes you might make to playback speed (such as pausing or reversing the timeline)."
},
{
"InputId": "49366f9d-0d85-4e87-ae54-6f048b1dc4b0"/*Value*/,
"Relevancy": "Required",
"Position": {
"X": 36.0,
"Y": 334.0
},
"Description": "Input value to be dampened."
},
{
"InputId": "4b131e85-8c5f-410a-b91c-cfd87a613231"/*Method*/,
"Position": {
"X": 36.0,
"Y": 424.0
},
"Description": "0: LinearInterpolation. Linear interpolate between the current and target value by the damping amount. Set Damping to 0 for no damping, and to 1 to freeze the current value (and never reach the target).\n\n1: DampedSpring. Uses a \"critically damped spring\" to provide very smooth interpolation that will never overshoot. For reference, this method is used by Unity's SmoothDamp method."
},
{
"InputId": "eedfea53-3e92-455a-ab40-5d7660d0a837"/*Damping*/,
"Position": {
"X": 36.0,
"Y": 379.0
},
"Description": "Amount of damping to apply.\nThe ideal setting for this depends on the range of the input values: Generally, lower damping works better with very large changes in value.",
"Min": 0.0,
"Max": 1.0,
"ClampMin": true,
"ClampMax": true
}
],
"SymbolChildUis": [],
"OutputUis": [
{
"OutputId": "bdc667e1-2557-4f66-aeb3-d9deccb888f9"/*Result*/,
"Position": {
"X": 133.0,
"Y": 38.0
}
}
]
}