Overview
Applies an animation clip created with keyframe_clip to an actual path. Instead
of only previewing motion in the editor, it sends a Path transformed at the specified
time downstream to path_stroke or another node. This connects clip motion to the
final rendered appearance.
Usage tips
- The go-to final-output chain is
keyframe_clip.clip+ source path →clip_apply_path→path_stroke→animation_render. The clip motion is baked into a spritesheet at final rendering quality. - Connect
Time Sourcetoprogressto synchronize it with the animation renderer's clock. For manual scrubbing, connectFloat Inputtoprogress.
Related nodes
keyframe_clip— supplies the clip to applyclip_apply_image— image counterpartpath_stroke/path_fill— render the path after applicationanimation_render— final bake
Technical details
The current implementation handles only these tracks:
PathPointShapeHandle
The expected source types are:
BezierPathMultiPath
Track targets are resolved from target.channel and the segmentIndex /
pointKey / layerIndex fields in target.metadata. It directly
overwrites the corresponding points or handles and does not yet provide additional
transformation modes.
Examples
BezierPathRecordTakeKeyframeClipClipApplyPathPathStroke
Connections:
RecordTake.layer -> KeyframeClip.layerBezierPath.path -> ClipApplyPath.pathKeyframeClip.clip -> ClipApplyPath.clipFloat Input.output -> ClipApplyPath.time
Moving Float Input now applies the recorded path-point motion to the actual path.
Time and unsupported tracks
- The only time input is
progress(normalized 0–1). ConnectTime Sourcetoprogress. The legacy absolute-secondstimepin has been removed; old connections are rewired toprogresson load. - Points/handles missing from the target Path, unresolved metadata, and unsupported
tracks are skipped while the original path remains usable.
summaryreports applied and skipped counts, andwarningsreportstracks_skipped.