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Math Modifiers


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Basic MathBasic Math

This Channel Modifier allows basic math operations to be performed and the result output to a channel that can then be read by other Channel Modifiers, or linked to a compatible (i.e. numeric) channel on any item. The inputs can be constant or animated values on the Value A and\or Value B channels of the modifier itself or values from other channels can be linked in. In the descriptions below the channel values for the inputs are called A and B, and the output value is C.
The math operation available are:

Operations: Users can choose form the various nasic math calculations-
Add- Value A + Value B = Output C
Subtract- Value A - Value B = Output C
Multiply- Value A * Value B = Output C
Divide- Value A / Value B = Output C
Modulo- The remainder of Value A / Value B = Output C
Average- The average of Value A and Value B = Output C
Minimum
- The lesser of Value A and Value B = Output C
Maximum
- The greater of Value A and Value B = Output C

Value A/B: User can connect the input of others channels into this modifier to calculate the equation and link the output channel to to the target channel.

 

Math MultipleMath Multiple

Users can define multiple inputs for the math operation and then output the result using the Result (Output C) output channel.

Operations: Users can choose form the various nasic math calculations-
Add- Value A + Value B = Output C
Subtract- Value A - Value B = Output C
Multiply- Value A * Value B = Output C
Divide- Value A / Value B = Output C
Modulo- The remainder of Value A / Value B = Output C
Average- The average of Value A and Value B = Output C
Minimum
- The lesser of Value A and Value B = Output C
Maximum
- The greater of Value A and Value B = Output C

 

TrigTrigonometry

Users can apply triginometric operations to a channel. They are used to relate the angles of a triangle to the lengths of the sides of a triangle.

Operation:
Cosine- ratio of the adjacent side to the hypotenuse of a right-angled triangle
Sine- ratio of the length of the side opposite the given angle to the length of the hypotenuse of a right-angled triangle
Tangent- ratio of the opposite to the adjacent side of a right-angled triangle

Input:

Inverse: When this option is enabled, the output value will be inverted.

 

 

 

 

 

 

 

 

comment balloon Comments (2) RSS Icon

Jonathan Josenhans June 29, 2011 at 5:03 AM

While most of the math operators are covered, I was not able to find anything on the "Math:Ceiling" operator...where would that be?

Matt Cox November 23, 2011 at 1:43 PM

Here's a quick run down of the missing math modifiers:

Math:Absolute - Returns the distance of the input number from zero. So an input of 5, is 5 away from zero, so it will return an output of 5. An input of -5 is also five away from zero, so it will return an output of 5.

Math:Ceiling - This will round the number up to its nearest whole number. So 0.5 will return 1.

Math:Exp - This will calculate e^input where e is eulers number (2.71828). Or... 2.71828^input. So, if the input is 3, it will calculate 2.71828x2.71828x2.71828.

Math:Floor - This will round the number down to its nearest whole number. So 0.5 will return 0.

Math:Log - This will return the input calculated against a base of 2.718 (eulers number). So an input of 20 should return an output of roughly 3 (2.9957), because 2.718^2.9957=20. So 2.718 (the base) multiplied by itself 2.9957 times (the output value) will return 20.

Math:Log10 - This will return the input to base 10. So an input of 100 should return an output of 2, because 10 ^ 2 = 100. So 10 (the base) multiplied by itself 2 times (the output value) will return 100... 10x10=100. An input of 1000, will return 3, because 10^3=1000, or 10x10x10=1000.

Math:Power - This will calculate the input channel to the power of the exponent channel. So 2^2 will return 4, 2^4 will return 16...etc.

Math:SquareRoot - Pretty much as you'd expect. This will return the square root of the input. So the number that has to be squared to return the input number. So an input of 16 will return 4, because 4^2 = 16. Or... 4x4=16.

-Matt

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