Animate

Animate Frames

Animate the atoms of a structure, based on the frames of a trajectory from the Frames collection in the input. The structure animates through the trajectory from the given start frame to the given end frame, as the Animate 0..1 value moves from 0 to 1. Values higher than 1 start at the beginning again and the trajectory will loop repeating every 1.00. Position and b_factor are interpolated if available. By default linear interpolation is used. Smoothing in and out of each frame can be applied with the Smoother Step, or no interpolation at all.

Inputs

Name Type Description Default
Atoms Geometry Atomic geometry that contains vertices and edges required
Selection Bool Selection of atoms to apply this node to True
Frames Collection Collection which holds the frames of the trajectory required
Smoother Step Bool Ease in and out of the individual frames if interpolating False
Interpolate Bool Whether to interpolate between frames of a trajectory or snap True
Frame Float Which frame to select from the collection. The fraction component of the float is how much to interpolate between the current and next frame 0.0

Outputs

Name Type Description Default
Atoms Geometry Atomic geometry with new positions based on the trajectory required

Animate Value

Animate a float value between the specified min and max values, over specified range of frames. If clamped, frames above and below the start and end will result in the min and max output values, otherwise it will continue to linearly interpolate the value beyond the min and max values.

Inputs

Name Type Description Default
Smoother Step Bool Ease out and in from the min and max values False
Clamped Bool Whether to clamp the interpolated value to the max False
Frame Start Int Frame to start the animation on 1
Frame End Int Frame to finish the animation on 250
Value Min Float Value to start animation from 0.0
Value Max Float Value to end animation at 1.0

Outputs

Name Type Description Default
Value Float Animated value that interpolates from min to max over frames 0.0

Animate Trails

Add trails to the atoms as they are animated, which trail the specified number of frames behind the atoms

Inputs

Name Type Description Default
Atoms Geometry Atoms to add trails to required
Selection Bool Selection of atoms to apply this node to True
Trail Frames Int Number of previous frames from the trajectory to display 5
Trail Radius Float 1.0
Trail Cutoff (A) Float 10.0
Trail Subdivisions Int 6
Trail Resolution Int Tail radial resolution 6
Shade Smooth Bool True
Material Material MN Default

Outputs

Name Type Description Default
Geometry Geometry required

Centre on Selection

Move the input points to be centred on their calculated cnetroid point, which is based on the selection. The optional Group ID value applies this transformation on a per-group basis

Inputs

Name Type Description Default
Atoms Geometry required
Selection Bool Selection within the groups to calculate the centroid for, which then affects all other points in the group True
Group ID Int An optional Group ID value to calculate the centroid and offset points on a per-group basis 0

Outputs

Name Type Description Default
Atoms Geometry Atoms that have been moved to object origin based on their group’s calculated centroid required
Offset Vector The calculated vector offset applied to centre the points [0.0, 0.0, 0.0]

Res Wiggle

Create a procedural animation of side-chain movement. ‘Wiggles’ the side-chains of peptide amino acids based on the b_factor attribute. Wiggle is currently only supported for protein side-chains and does not check for steric clashing so higher amplitudes will result in strange results. The animation should seamlessly loop every 1.00 of the Animate 0..1 input.

Inputs

Name Type Description Default
Atoms Geometry Atomic geometry that contains vertices and edges required
Selection Bool Selection of atoms to apply this node to True
b_factor Float Amount that b_factor changeds the amplitude of wiggling 1.0
Amplitude Float Overall amplitude of the wiggling 1.0
Amp. Axis Float Aplitude for the rotation around the bond axes 1.0
Amp. Euler Float Amplitude for applying euler rotations separate to the axis 0.4
Speed Float Speed at which the wiggle is applied, 3 will repeat 3 times 3.0
Animate Float Controls the animation of the wiggle, repeating every 1.00 0.0

Outputs

Name Type Description Default
Atoms Geometry The animated atomic geometry required

Peptide to Curve

Take the protein residues from a structure and align then along an input curve. Editing the curve will change how the atoms are arranged. The output atoms can be styled as normal.

Inputs

Name Type Description Default
Atoms Geometry Atomic geometry that contains vertices and edges required
Curve Geometry required
Offset Float 0.0
Start Float 0.0
End Float 1.0
Rotate Float 0.5
Twist Float 1.0

Outputs

Name Type Description Default
Atoms Geometry required

Noise Position

Create 3D noise vector based on the position of points in 3D space. Evolve the noise function with the Animate input, and change the characteristics of the noise function with the other inputs such as scale and detail. There is also a 1-dimensional noise output called Fac.

An example of using this noise is to offset the positions of atoms with the Set Position node.

Inputs

Name Type Description Default
Amplitude Float 0.25
Animate Float 0.0
Scale Float 1.0
Detail Float 3.0
Roughness Float 1.0
Distortion Float 0.0

Outputs

Name Type Description Default
Vector Vector [0.0, 0.0, 0.0]
Fac Float 0.0

Noise Field

Create a 3D noise vector based on the input field. Evolve the noise function with the Animate input, and change the characteristics of the noise function with the other inputs such as scale and detail. There is also a 1-dimensional noise output called Fac.

An example of using this noise is to offset the positions of atoms with the Set Position node. Different field inputs result in different noise being applied. Using the chain_id results in the same noise being generated for each atom in each chain, but different between chains.

Inputs

Name Type Description Default
Field Vector [0.0, 0.0, 0.0]
Amplitude Float 0.25
Animate Float 0.0
Scale Float 1.0
Detail Float 3.0
Roughness Float 1.0
Distortion Float 0.0

Outputs

Name Type Description Default
Noise Vector [0.0, 0.0, 0.0]
Fac Float 0.0

Noise Repeat

Create a 3D noise vector based on the input field, that repeats every 1.00 for the Animate 0..1 input. Evolve the noise function with the Animate input, and change the characteristics of the noise function with the other inputs such as scale and detail. There is also a 1-dimensional noise output called Fac.

An example of using this noise is to offset the positions of atoms with the Set Position node. Different field inputs result in different noise being applied. Using the chain_id results in the same noise being generated for each atom in each chain, but different between chains.

Inputs

Name Type Description Default
Amplitude Float 1.0
Detail Float 0.5
Roughness Float 0.5
Distortion Float 0.0
Vector Vector [0.0, 0.0, 0.0]
Speed Float 0.5
Animate 0..1 Float 0.5

Outputs

Name Type Description Default
Noise Float Float 0.0
Noise Vector Vector [0.0, 0.0, 0.0]