Why are the X and Y values inextricably linked for the purposes of applying an animation node? I'd kinda' like to do some up and down or side to side motions but all I can make are perfectly 45 degree transformations.
Sorta' cheeks!
Node based VFX compositor for pixel art. · By
What do you mean linked? All vector value are independent when animating. Can you show me your node structure?
As you can see if you link a single value (number node) into vector2, it will implicitly convert number into vector by copying the value ( 8 -> [8, 8] ) If you want to control each axis, you need to send vector2 into vector2.
My issue is the only thing you can make visible on a transform node is "Position" which applies the animation curve to the transform directly as a paired unit. To create a vertical bouncing loop I would only need to adjust the "Y" position. I would much prefer to get the X and Y values displayed as separate inputs on the left side of the transform node. The implementation you've demonstrated is unintuitive.
I realize now that I could just animate the values directly on the transform node using keyframes, but the interpolation functions in the dope sheet don't actually seem to be working at the moment. I was hoping to make a smooth motion without manually keyframing an easing curve.
I really just wanna' slap those animation curve nodes on there and let them do the work without having to create a whole spiderweb.