Documentation
Animation animation.motion
The Motion node on the VFX Loom graph canvas.
Fig. 1 The Motion node in its resting, collapsed state on the VFX Loom graph canvas.

Overview

Builds a Vector2 displacement from graph time, direction, speed, and an initial offset. It is a graph value node, not an Animation Editor control.

Outputs Initial Offset + Direction × Speed × Time; direction is not normalized.

Category
Animation
Internal ID
animation.motion
Version
VFX Loom 1.0

Inputs

InputTypeRequiredDefaultMeaning
time Scalar Required 0 graph time/driver
direction Vector2 Required (1,0) not normalized
speed Scalar Required 1 See the overview for the node's documented behavior.
initialOffset Vector2 Required (0,0) See the overview for the node's documented behavior.

Properties

PropertyTypeDefaultAnimatableRange / optionsEffect
Direction Vector2 (1,0) Yes Animatable control; changing it over time varies the node response.
Speed Scalar 1 Yes UI range: soft Animatable control; changing it over time varies the node response.
Initial Offset Vector2 (0,0) Yes Animatable control; changing it over time varies the node response.

Outputs

OutputTypeMeaning
displacement Vector2 The production node output described by the overview.

Usage

In practice

  • Connect Time or another scalar driver to time when the movement should follow a project timeline; direction is not normalized, so its magnitude also affects displacement.
  • Use Speed to control signed travel rate and Initial Offset to place the starting point. Negative Speed reverses travel along the supplied direction.
  • Feed displacement into Animated Mapping, Transform, or another Vector2 input when the graph needs procedural movement rather than authored keyframes.

Worked example: Time → Motion → Animated Mapping

Scroll a coordinate field at a deterministic rate while keeping the movement controls in the graph.

  1. Connect Time to Motion time and set Direction to the intended travel vector.
  2. Adjust Speed for rate and sign, then use Initial Offset to choose the starting position.
  3. Connect displacement to Animated Mapping or another Vector2 consumer. Use the Animation Editor only when the motion should be authored as keyframes.

Examples

These examples show Motion in supplied VFX Loom graph setups. Each graph link opens the corresponding node reference; the explanation below the media is specific to this node's role in that setup.

Shape / Warp / Glow with a moving wave branch

Two branches meet at Mask: a Shape branch is warped, outlined, and bloomed, while Time drives Motion → Mapping → Wave Texture → Transform to create a moving secondary field.

VFX Loom graph showing Shape, Warp, Outline, Glow / Bloom, Time, Motion, Mapping, Wave Texture, Transform, and Mask connected around a white striped preview.
Fig. 2The two-branch mask setup in the graph canvas, shown at a single flipbook frame.
Fig. 3The same setup running: the Time-driven branch advances through the flipbook while the graph remains unchanged.

How Motion contributes

Motion converts Time into a displacement vector. Direction and Speed determine how the mapped wave travels through the field.

Notes / limitations

  • Direction is not normalized; (2,0) travels twice as far per unit time as (1,0).
  • The source does not declare component bounds or parameter steps for Direction, Speed, or Initial Offset.
  • See the Animation guide for the separate keyframe and Animation Editor workflow.