Notch Notch
2026.2 2026.1 0.9.23
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Transform Affector

Transform Affector

Updated: 12 Jun 2026

Affects the position and rotation of physics objects based on the transforms of a given target.

image

Example .dfx

Method #

The node uses the transforms of a target node to influence rigid bodies within a physics system. The target can be a single object or a set of cloned objects. Rigid bodies that fall within the influence of the target node(s) will attempt to match the position and rotation of their corresponding targets.

The Amount and Angular Stiffness parameters control how strongly the rigid bodies are driven towards the target transforms. Higher values cause rigid bodies to follow the target position and rotation more closely, while lower values allow the influence to be applied more gradually, preserving more of the natural physical motion and simulation behaviour.

Parameters

These properties control the 3D transforms of the node. Transforms will generally be inherited by child nodes, although they can be ignored through the Inherit Transform Channels attributes.

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.

ParameterDetails
Position Toggle inheritance of the Position from the parent.
Rotation Toggle inheritance of the Rotation from the parent.
Scale Toggle inheritance of the Scale from the parent.
World Position Only Inherit the world position from the parent only, rotation and scale will be ignored. Overrides above properties.
Inherit Time Toggle inheritance of time from the parent.

These properties control the core behaviours of the node.

ParameterDetails
Amount Controls how strongly rigid bodies attempt to match the target position.
Angular Stiffness Controls how strongly rigid bodies attempt to match the target rotation.
Mode The mode of the affector
  • Directional Force : Apply a constant force in a single direction.
  • Repel : Apply a constant force outwards from the centre point.
  • Attract : Apply a constant force inwards to the centre point.
  • Vortex : Apply an orbital motion around the centre point.
Target Pivot X Sets where the center of influence is of the target on the X axis.
Target Pivot Y Sets where the center of influence is of the target on the Y axis.
Target Pivot Z Sets where the center of influence is of the target on the Z axis.
Target Falloff Apply a falloff to the influence of each target.
  • Off : Affector will be applied evenly to all rigid bodies in the scene.
  • On : Affector influence increases from 0% at the outer falloff to 100% at the inner falloff.
Target Falloff Inner Affectors influence will be at 100% inside this radius.
Target Falloff Outer Affectors will have no influence outside of this radius.
Target Falloff Power Adjusts how rapidly influence increases from the outer falloff to the inner falloff.
Dampening Applies resistance to motion, reducing velocity and creating smoother movement.
Randomness Adds randomness to the amount of positional and rotational influence the affector has.

These properties are used to set the falloff of the node.

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.

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
Falloff NodeUse an input node to control the transformation values of the falloff.Falloff
Transform TargetDefine target(s) to apply transform to/from. Input a single target, or use a cloner to target multiple objects.Null
Affected NodesChoose which nodes will be affected by the affector.3D Primitive
Excluded NodesChoose which nodes wont be affected by the affector.3D Primitive
Local Transform OverrideApply the transforms of another node to this node, relative to its parent.Null
Procedural FalloffInput to use a procedural system to control the falloffProcedural 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