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4 changes: 2 additions & 2 deletions documentation/animation_techniques.md
Original file line number Diff line number Diff line change
Expand Up @@ -98,7 +98,7 @@ Check the following video for more information:

## Parenting

**Friction** lacks of and advanced rigging system (bones) but there is a `Transform Effect` called `Parent Effect` that helps in this regard. Additionally, using **[Expressions](expressions.html)** with simple `Clamp` functions that limit the movements, makes parenting even more capable.
**Friction** lacks an advanced rigging system (bones), but there is a `Transform Effect` called `Parent Effect` that helps in this regard. Additionally, using **[Expressions](expressions.html)** with simple `Clamp` functions that limit the movements makes parenting even more capable.

![Parenting example](/assets/documentation/animation_techniques/anim_techniques_parenting.svg)

Expand Down Expand Up @@ -151,4 +151,4 @@ This morphing can be done in two ways:
- **start and end keyframes have different number of nodes**: in this case, **Friction** (driven by the animator indeed) decides what nodes are going to be "removed" from start to end as the path can't really animate this removal. But it will use the `dissolve node` feature that makes possible to `deactivate`and `activate` an animated node. More on this topic at **[Dissolve nodes feature](tips.html#dissolve-nodes)**.

Whether using one or the other way of morphing, **Friction** allows to `copy path` and `paste path` from one path to another (**[explained here](tips.html#copy-and-paste-paths)**). It will automatically detect if the pasted one has the same or different number of nodes and it will animate the interpolation accordingly.
By the way, it will probably need some post work on the nodes or a previous work with them as every node has an index and the node animation will be performed matching same start node index with same end node index so it will be crucial to know nodes indexes. **Friction** lets users check the index assigned to every node by pressing `ctrl + shift` (or `cmd + shift` in macOS) in your keyboard as **[explained here](tips.html#nodes-sequence)**.
By the way, it will probably need some post work on the nodes or a previous work with them as every node has an index and the node animation will be performed matching same start node index with same end node index so it will be crucial to know nodes indexes. **Friction** lets users check the index assigned to every node by pressing `ctrl + shift` (or `cmd + shift` in macOS) in your keyboard as **[explained here](tips.html#nodes-sequence)**.