Sin: Difference between revisions
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Ever wondered how to make those ultra smooth floating coin animations like in Roper? Here's how to do it: | Ever wondered how to make those ultra smooth floating coin animations like in Roper? Here's how to do it: | ||
{{Image|Sin_example_coin_animation.png}} | |||
(Note that you don't have to store the input in a rotation. A number or [[Current Frame]] will do just fine.) | (Note that you don't have to store the input in a rotation. A number or [[Current Frame]] will do just fine.) |
Revision as of 18:27, 21 May 2024
Sin
Type | Script block |
Collider | None |
Folder | Math |
Ports | |
---|---|
Inputs | Num |
Outputs | Sin(Num) |
Computes sine of an angle in degrees.
Notes
The output is clipped from -1 to 1. Within a full revolution, there are four points which output a whole number:
- 0°/360° = 0
- 90° = 1
- 180° = 0
- 270° = -1
Example
Ever wondered how to make those ultra smooth floating coin animations like in Roper? Here's how to do it:

(Note that you don't have to store the input in a rotation. A number or Current Frame will do just fine.)
- Sin and Cos can be used for such back and forth animations like this. You can also multiply the output of sin or cos by a number to move it in a larger or smaller scale. If you manage to utilize this function, you can even make any type of animations very smooth (e.g. walking animation, gun Recoil animation, moving platforms, etc.)!