Notch Notch
2026.2 2026.1 0.9.23
AI MCP
 Light | Dark
Continuous Effector

Continuous Effector

Updated: 12 Jun 2026

This node applies a continuous rotation, scale and translation to every clone.

image

Example .dfx

Method #

This node applies a rotation, scale and translation to every clone. The values applied are based on time, allowing for creation of continuous / linear patterns of movement. The Effector Transform parameters determine the rotation, scale and translation that will be applied to the clones, and the method of continuous motion. The amount the translation, scale and rotation are applied to each clone is weighted depending on the falloff function. The effector’s falloff is generated using the effector node’s transform and the Falloff parameters. The falloff shape is determined by the Falloff Mode parameter, with a radius provided by the Falloff parameter and a box falloff from the Falloff Size parameter. The way in which the effector’s rotation, scale and translation are applied to the clone is determined by the Position/Rotation/Scale Apply Mode parameters.

Parameters

ParameterDetails
Position X The objects position along the local x-axis.
Position Y The objects position along the local y-axis.
Position Z The objects position along the local z-axis.
Rotation Heading The objects rotation around the local y-axis.
Rotation Pitch The objects rotation around the local x-axis.
Rotation Bank The objects rotation around the local z-axis.
Scale X The objects scale along the local x-axis.
Scale Y The objects scale along the local y-axis.
Scale Z The objects scale along the local z-axis.

Control the inheritance of the transforms from the parent.

These properties control the core behaviours of the node.

ParameterDetails
Blend Amount Controls the amount the resulting transforms of each clone after the effector is applied is blended with the original transform.
Space The transform space in which the effector is processed.
  • Effector - World : Use the effector’s transforms in world space.
  • Cloner : Use the cloner’s transform space.
Animation Rate How quickly the effector animates across the clones.
Update Time Mode Change how the clone animation uses time.
  • Locked To Timecode : The effect is synchronised with the timecode, so changes in time will always yield the same results.
  • Running / Loopable : The effect is generated on a separate time to the timecode, ignoring composition loops. Useful for Real-Time exports, where content needs to play indefinitely. Not suitable for looping videos.

These properties control where an effector can affect the clones.

ParameterDetails
Falloff Mode Which shape to use to calculate the falloff.
  • Off : No falloff is used. Everything will be affected equally.
  • Spherical : Falloff is drawn outward from a central point, forming a spherical falloff.
  • Cylindrical : Falloff is drawn outward from a line, forming a cylindrical falloff.
  • Planar : Falloff is drawn outwards in one or both directions from a plane, forming a planar falloff.
  • Procedural : Uses a connected procedural system to describe the falloff area. A procedural system must be input for this property to function.
  • Cubic : Falloff is drawn from the sides of a cube.
Falloff Axis Which axis the falloff should be oriented on.
Falloff Direction When using Planar mode, which directions to use to calculate the falloff.
  • Bidirectional : The falloff applies in both directions from the plane.
  • Negative : The falloff applies only in the negative direction from the Fallof Axis. The positive direction has the full effect applied.
  • Positive : The falloff applies only in the positive direction from the Fallof Axis. The negative direction has the full effect applied.
Falloff Easing Mode Interpolation method used to calculate the falloff within its range of influence.
  • Linear : Falloff reduces linearly across the falloff range.
  • Sine : Falloff reduces using a sine function across the falloff range.
  • Quadratic : Falloff reduces using a quadratic function across the falloff range.
  • Cubic : Falloff reduces using a cubic function across the falloff range.
  • Circular : Falloff reduces using a circular function across the falloff range.
  • Bounce Back : Falloff uses a function which as values reach the edge of the falloff range, they will overshoot and bounce back.
  • Elastic : Falloff uses a function similar to bounce back, but the value will initially move in the opposite direction, creating a “pull and release” effect.
Falloff Size X Size of the falloff range along the X axis.
Falloff Size Y Size of the falloff range along the Y axis.
Falloff Size Z Size of the falloff range along the Z axis.
Outer Range Outer range of the falloff, outside of which the falloff is no longer effective.
Inner Range Inner range of the falloff, inside of which the falloff is fully effective.
Curve Power Controls the rate of change for the falloff between the inner and outer range.
Invert Inverts the effect of the falloff.

These properties control the selection of clones that you want the effector to influence.

ParameterDetails
Selection Mode Set the mode for Index-Based Weighting.
  • Disabled : Effector influences all clones.
  • ID : Use clone IDs to define which clones the effector influences.
  • Index : Use clone indexes to define which clones the effector influences.
Selection Operation Set how you want top define the selection.
  • Index : Select a specific clone that will be influenced by the effector.
  • Range : Select a range of clones that will be influenced by the effector.
  • Step : Select every n clone to be influenced by the effector.
  • Random In Range : Clones will be selected randomly to be influenced within a set range.
Index The first clone index in the range.
Max Index The last clone index in the range.
Index Step The increment used in “Step” mode.
Index Seed The seed used in “Random In Range” mode.
Index Falloff Range Falloff amount for Index-Based Weighting.
Index Falloff Power The curve power of the falloff for Index-Based Weighting.
ParameterDetails
Position X The rate of motion - amount per second - applied to the position x channel.
Position X Time Offset The offset applied to the time for the position x channel.
Position X Random Offset The random offset applied to the rate of motion of the position x channel.
Position X Step Offset The linear variation by clone index applied to the rate of motion of the position x channel.
Position X Loop Mode The loop mode of the continuous motion in the position x channel.
  • Continuous : The motion is linear, at the given rate of motion.
  • Clamped : The motion is linear, at the given rate of motion, and clamped to the position x min and max values.
  • Looped : The motion is linear, at the given rate of motion, and loops between the position x min and max values.
  • Ping Pong : The motion is linear, at the given rate of motion, and ping pongs between the position x min and max values.
Position X Min The minimum value of position x.
Position X Max The maximum value of position x.
Position Y The rate of motion - amount per second - applied to the position y channel.
Position Y Time Offset The offset applied to the time for the position y channel.
Position Y Random Offset The random offset applied to the rate of motion of the position y channel.
Position Y Step Offset The linear variation by clone index applied to the rate of motion of the position y channel.
Position Y Loop Mode The loop mode of the continuous motion in the position y channel.
  • Continuous : The motion is linear, at the given rate of motion.
  • Clamped : The motion is linear, at the given rate of motion, and clamped to the position y min and max values.
  • Looped : The motion is linear, at the given rate of motion, and loops between the position y min and max values.
  • Ping Pong : The motion is linear, at the given rate of motion, and ping pongs between the position y min and max values.
Position Y Min The minimum value of position y.
Position Y Max The maximum value of position y.
Position Z The rate of motion - amount per second - applied to the position Z channel.
Position Z Time Offset The offset applied to the time for the position Z channel.
Position Z Random Offset The random offset applied to the rate of motion of the position Z channel.
Position Z Step Offset The linear variation by clone index applied to the rate of motion of the position Z channel.
Position Z Loop Mode The loop mode of the continuous motion in the position Z channel.
  • Continuous : The motion is linear, at the given rate of motion.
  • Clamped : The motion is linear, at the given rate of motion, and clamped to the position Z min and max values.
  • Looped : The motion is linear, at the given rate of motion, and loops between the position Z min and max values.
  • Ping Pong : The motion is linear, at the given rate of motion, and ping pongs between the position Z min and max values.
Position Z Min The minimum value of position Z.
Position Z Max The maximum value of position Z.
Rotation Heading The rate of motion - amount per second - applied to the Rotation Heading channel.
Rotation Heading Time Offset The offset applied to the time for the Rotation Heading channel.
Rotation Heading Random Offset The random offset applied to the rate of motion of the Rotation Heading channel.
Rotation Heading Step Offset The linear variation by clone index applied to the rate of motion of the Rotation Heading channel.
Rotation Heading Loop Mode The loop mode of the continuous motion in the Rotation Heading channel.
  • Continuous : The motion is linear, at the given rate of motion.
  • Clamped : The motion is linear, at the given rate of motion, and clamped to the Rotation Heading min and max values.
  • Looped : The motion is linear, at the given rate of motion, and loops between the Rotation Heading min and max values.
  • Ping Pong : The motion is linear, at the given rate of motion, and ping pongs between the Rotation Heading min and max values.
Rotation Heading Min The minimum value of Rotation Heading.
Rotation Heading Max The maximum value of Rotation Heading.
Rotation Pitch The rate of motion - amount per second - applied to the Rotation Pitch channel.
Rotation Pitch Time Offset The offset applied to the time for the Rotation Pitch channel.
Rotation Pitch Random Offset The random offset applied to the rate of motion of the Rotation Pitch channel.
Rotation Pitch Step Offset The linear variation by clone index applied to the rate of motion of the Rotation Pitch channel.
Rotation Pitch Loop Mode The loop mode of the continuous motion in the Rotation Pitch channel.
  • Continuous : The motion is linear, at the given rate of motion.
  • Clamped : The motion is linear, at the given rate of motion, and clamped to the Rotation Pitch min and max values.
  • Looped : The motion is linear, at the given rate of motion, and loops between the Rotation Pitch min and max values.
  • Ping Pong : The motion is linear, at the given rate of motion, and ping pongs between the Rotation Pitch min and max values.
Rotation Pitch Min The minimum value of Rotation Pitch.
Rotation Pitch Max The maximum value of Rotation Pitch.
Rotation Bank The rate of motion - amount per second - applied to the Rotation Bank channel.
Rotation Bank Time Offset The offset applied to the time for the Rotation Bank channel.
Rotation Bank Random Offset The random offset applied to the rate of motion of the Rotation Bank channel.
Rotation Bank Step Offset The linear variation by clone index applied to the rate of motion of the Rotation Bank channel.
Rotation Bank Loop Mode The loop mode of the continuous motion in the Rotation Bank channel.
  • Continuous : The motion is linear, at the given rate of motion.
  • Clamped : The motion is linear, at the given rate of motion, and clamped to the Rotation Bank min and max values.
  • Looped : The motion is linear, at the given rate of motion, and loops between the Rotation Bank min and max values.
  • Ping Pong : The motion is linear, at the given rate of motion, and ping pongs between the Rotation Bank min and max values.
Rotation Bank Min The minimum value of Rotation Bank.
Rotation Bank Max The maximum value of Rotation Bank.
Scale X The rate of motion - amount per second - applied to the Scale X channel.
Scale X Time Offset The offset applied to the time for the Scale X channel.
Scale X Random Offset The random offset applied to the rate of motion of the Scale X channel.
Scale X Step Offset The linear variation by clone index applied to the rate of motion of the Scale X channel.
Scale X Loop Mode The loop mode of the continuous motion in the Scale X channel.
  • Continuous : The motion is linear, at the given rate of motion.
  • Clamped : The motion is linear, at the given rate of motion, and clamped to the Scale X min and max values.
  • Looped : The motion is linear, at the given rate of motion, and loops between the Scale X min and max values.
  • Ping Pong : The motion is linear, at the given rate of motion, and ping pongs between the Scale X min and max values.
Scale X Min The minimum value of Scale X.
Scale X Max The maximum value of Scale X.
Scale Y The rate of motion - amount per second - applied to the Scale Y channel.
Scale Y Time Offset The offset applied to the time for the Scale Y channel.
Scale Y Random Offset The random offset applied to the rate of motion of the Scale Y channel.
Scale Y Step Offset The linear variation by clone index applied to the rate of motion of the Scale Y channel.
Scale Y Loop Mode The loop mode of the continuous motion in the Scale Y channel.
  • Continuous : The motion is linear, at the given rate of motion.
  • Clamped : The motion is linear, at the given rate of motion, and clamped to the Scale Y min and max values.
  • Looped : The motion is linear, at the given rate of motion, and loops between the Scale Y min and max values.
  • Ping Pong : The motion is linear, at the given rate of motion, and ping pongs between the Scale Y min and max values.
Scale Y Min The minimum value of Scale Y.
Scale Y Max The maximum value of Scale Y.
Scale Z The rate of motion - amount per second - applied to the Scale Z channel.
Scale Z Time Offset The offset applied to the time for the Scale Z channel.
Scale Z Random Offset The random offset applied to the rate of motion of the Scale Z channel.
Scale Z Step Offset The linear variation by clone index applied to the rate of motion of the Scale Z channel.
Scale Z Loop Mode The loop mode of the continuous motion in the Scale Z channel.
  • Continuous : The motion is linear, at the given rate of motion.
  • Clamped : The motion is linear, at the given rate of motion, and clamped to the Scale Z min and max values.
  • Looped : The motion is linear, at the given rate of motion, and loops between the Scale Z min and max values.
  • Ping Pong : The motion is linear, at the given rate of motion, and ping pongs between the Scale Z min and max values.
Scale Z Min The minimum value of Scale Z.
Scale Z Max The maximum value of Scale Z.
ParameterDetails
Apply To Position Toggles whether positions are affected.
Apply To Rotation Toggles whether rotations are affected.
Apply To Scale Toggles whether scales are affected.
Position Apply Mode The method by which the effector position offset is applied to the clone.
  • Add : The effector position is weighted by the falloff and added to the clone position.
  • Multiply : The effector position, multiplied by the clone position, is blended with the clone position by the falloff.
  • Replace : The effector position is multiplied by the falloff and replaces the clone position.
Rotation Apply Mode The method by which the effector rotation offset is applied to the clone.
  • Add : The effector rotation is weighted by the falloff and added to the clone rotation.
  • Multiply : The effector rotation, multiplied by the clone rotation, is blended with the clone rotation by the falloff.
  • Replace : The effector rotation is multiplied by the falloff and replaces the clone rotation.
Scale Apply Mode The method by which the effector scale offset is applied to the clone.
  • Add : The effector scale is weighted by the falloff and added to the clone scale.
  • Multiply : The effector scale, multiplied by the clone scale, is blended with the clone scale by the falloff.
  • Replace : The effector scale is multiplied by the falloff and replaces the clone scale.

The properties control the time at which the node is active. See Timeline for editing time segments.

ParameterDetails
Duration Control the duration of the node’s time segment.
  • Composition Duration : Use the length of the composition for the node’s time segment duration.
  • Custom : Set a custom duration for the node’s time segment.
Node Time The custom start and end time for the node.
Duration (Timecode) The length of the node’s time segment (in time).
Duration (Frames) The length of the node’s time segment (in frames).
Time Segment Enabled Set whether the node’s time segment is enabled or not in the Timeline.

Inputs

NameDescriptionTypical Input
Procedural FalloffUse a procedural system to generate falloff from. Useful for creating complex and unconventional falloffs from an Effector.Procedural Root
Transform ModifiersApply the transforms of another node to this node.Null
Target NodeModifiy the rotations of the node to always direct the z axis towards the input.Null
Local Transform OverrideApply the transforms of another node to this node, relative to its parent.Null