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Modifiers

A modifier changes what is already in the level: it removes content, recalculates fps, flattens prefabs, quantizes keyframes, fits and shifts spans. A run is undone in one step

Remove Content

Removes level content that matches the given conditions

Caution

The modifier changes what exists instead of adding. Everything can be brought back only with one undo step. Read the parameters before running it

It works on the frame window from the generators window. In inverse mode it instead removes what shares no frame with the window. In inverse mode or with Whole Level on it can remove far more than is visible on screen, so it asks for confirmation first

More - Reuse: prefabs, copying, generators

Remap Framerate

Recalculates every frame number for a different frame rate. The timings stay on the same seconds

Warning

Frames are whole numbers. Anything that does not divide evenly is rounded. So after two recalculations the level may not return to the original

The form shows the level's current frame rate for reference, read-only. Any real change of frame rate asks for confirmation first. The modifier needs the whole level, so it is unavailable in prefab mode

More - Frames, time and the length of a level

Flatten Prefabs

Turns every prefab placement in this scope into ordinary objects. The link to the template is gone. The objects stay exactly where they were

Worth knowing

The level looks the same as before the run: nothing is deleted or moved. Edits to individual placements are already written into the objects themselves and are not lost. The templates stay in the level unless you ask to delete them

Quantize Keyframes

Pulls keyframes onto a regular step. That way uneven hand animation lands on the beat

Works on the selection, and does not run without one

The grid is taken from the first source that applies:

  1. Use Beat Grid is on (the default) and the level has a beat grid. The lines are the beats of its segments, each beat split into Division parts. A prefab template has no beat grid
  2. Use Bpm is on (the default). A line on every beat of Bpm at the level's frame rate, split into Division parts
  3. Use Bpm is off. A line every Step Frames frames, starting at frame 1

Each line is placed from its exact time and only then rounded to a frame. So the grid stays on the beat even where a beat is not a whole number of frames: 167 BPM at 60 fps is 21.56 frames a beat

Offset Frames shifts every line, Mode sends a keyframe between two lines to the nearer, the earlier or the later one, Tracks picks which tracks are snapped. The form's labels are the parameter names themselves and are not translated

Warning

A keyframe whose line is already taken by another keyframe of the same track stays where it was. So coarse quantizing leaves some keyframes off the grid instead of merging them. A keyframe is also never moved before its object's start

More - Rhythm and structure, the beat grid - Timelines › Beat grid

Fit Spans

Places the lifetimes of children inside the lifetime of their parent. Two ways: shrink the children or stretch the parents. Anchors do not change in either of them

Worth knowing

A child that goes past its parent is valid data. It simply plays cut off. Fitting is a decision about content, not a bug fix, so it never runs on its own

More - Frames, time and the length of a level

Stagger

Shifts the selection in time. Objects that started together appear one after another

Works on the selection, and does not run without one

More - Reuse: prefabs, copying, generators