Evolution

Most elements are compatible with transformation evolution animations. In simple terms, evolution consists of an infinite animation driven by a dedicated set of parameters.

The most common types of evolution are position evolution, rotation evolution, and scale evolution. Each of these is further subdivided into Continue, Repeat, Repeat Mirrored, Continue Exp, Repeat Exp, and Repeat Mirrored Exp.

Continue

Creates a continuous animation.

Use Start Offset to define the frame at which the animation starts. The default value is 0.

In the following example, a radial element made of squares is used. The Rotation Evolution is set to "Continue", with the Z Angle Speed set to -1.5, while all other rotation evolution settings remain at their default values.

Repeat

Repeats the animation over a specified duration.

Use Start Offset to define the frame at which the animation starts. The default value is 0.

The duration of the animation before it restarts is controlled by the Length parameter. The default value is 10.

In the following example, a radial element made of squares is used. The Rotation Evolution is set to "Repeat", with the length set to 40, the Z Angle Speed set to -1.25, and all other rotation evolution settings at their default values.

Repeat Mirrored

Creates a mirrored version of the Repeat animation.

Use Start Offset to define the frame at which the animation starts. The default value is 0.

The duration of the animation before it restarts is controlled by the Length parameter. The default value is 10.

In the following example, a radial element made of squares is used. The Rotation Evolution is set to "Repeat Mirrored", with the length set to 40, the Z Angle Speed speed set to -1.25, and all other rotation evolution settings left at their default values.

Continue Exp

Similar to Continue, but with speed increasing exponentially over time.

Use Start Offset to define the frame at which the animation starts. The default value is 0.

Intensity determines how quickly the speed accelerates. Lower values result in slower acceleration. The default value is 5.

In the following example, a radial element made of squares is used. The Rotation Evolution is set to "Continue Exp", with the Z Angle Speed set to -1, and all other rotation evolution settings left at their default values.

Repeat Exp

Similar to Repeat, but with the speed increasing exponentially over time.

Use Start Offset to define the frame at which the animation starts. The default value is 0.

The duration of the animation before it restarts is controlled by the Length parameter, which defaults to 10.

Intensity determines how quickly the speed accelerates. Lower values result in slower acceleration. The default value is 5.

In the following example, a radial element made of squares is used. The Rotation Evolution is set to "Repeat Exp", with the Z Angle Speed speed set to -1.25, and all other rotation evolution settings left at their default values.

Repeat Mirrored Exp

Similar to Repeat Mirrored, but with the speed increasing exponentially over time.

Use Start Offset to define the frame at which the animation starts. The default value is 0.

The duration of the animation before it reverses is controlled by the Length parameter, which defaults to 10.

Intensity determines how quickly the speed accelerates. Lower values result in slower acceleration. The default value is 5.

In the following example, a radial element made of squares is used. The Rotation Evolution is set to "Repeat Mirrored Exp", with the Z Angle Speed speed set to -1.25, and all other rotation evolution settings left at their default values.

Summary of essential parameters parameters

  • Start Offset: Defines the starting frame of the evolution animation.

  • Length: Specifies the duration of the sub-animation for Repeat, Repeat Mirrored, and their exponential variations.

  • Intensity: Determines the strength of exponential acceleration for Continue Exp, Repeat Exp, and Repeat Mirrored Exp.

  • Speed: Sets the speed of the animation, which can be expressed as distance (for movement), angle (for rotation), or a float value (for scale).

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HUD & UI Polyline