Layers
Dive into Cavalry's layers
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Become a PatronBackground Shape
A Shape which resizes to the resolution of its Composition.
Basic Line
Create a primitive line such as Bézier, spiral or straight.
Basic Shape
A primitive shape such as a Rectangle, Ellipse or Polygon.
Cel Animation Shape
Create frame-by-frame animation.
Component
Collect layers in a folder to organise them and/or create a common transform.
Composition
The stage to compose Layers on.
Connect Shape
Connect Distributions of points to create intricate patterns of lines.
Convex Hull
Create a Shape that encompasses other Shapes.
Corner Pin
Deform a Shape to create the illusion of 3d perspective.
Custom Shape
A Shape that uses geometry from another Layer (e.g. a Shape or the JavaScript Utility).
Duplicator
Duplicate and distribute shapes.
Editable Shape
A Shape with points that can be manipulated using the Edit Shape tool or the drawing tools.
Extract Sub-Meshes
Extract particular Sub-Meshes from a Shape.
Extrude
Extrude Shapes to give the appearance of depth.
Footage Shape
No description.
Forge Dynamics
A 2d physics engine for rigid body collisions.
Grid Layout Group
Create a Grid Layout, Grid Layouts are made up of Grid Layout Rows.
Grid Layout Row
Create a grid row for use with the Grid Layout Group.
Group
Collect layers in a folder to organise them and/or create a common transform.
Image to Shapes
Create shapes by sampling an Image Asset.
Isolines
Convert images or Shape Layers into Contours.
JavaScript Shape
Use JavaScript to create a Shape.
Layout Group
Create Horizontal or Vertical layouts.
Merge
Create a Shape containing a closed Path from two Shapes containing open Paths.
Mesh Shape
Use the Mesh Tool in combination with this Shape to warp images and shaders.
Outline
Create a geometry stroke around a Shape.
Particle Shape
Simulate complex physically-based effects like smoke, rain or dust.
Points to Path
Create a path using the points within a Distribution.
Quad Tree Shape
Use a Distribution to subdivide a square into smaller squares depending on the density of points.
Ray
Cast a ray from a point to create a line of infinite length unless it collides with other Shapes.
Rectangle Pattern
Create stacked bar/pie/ring charts and barcodes.
Segment Path
Segment Paths into smaller sections.
Shortest Path
Create paths between start and end points.
Spacer
Used in combination with Layout Shape to create gaps or blank cells.
Sub-Mesh Bounding Box
Create rectangles using the bounding boxes of Sub-Meshes (Duplicator, Text, SVG etc.).
SVG
Create shapes from .svg Assets.
Text Shape
Create and format rich text.
Trails
Generate trails (lines) from Shape movement.
3D Matrix
Apply 3D transformations to Shapes and Sub-Meshes.
Add Divisions
Add more points to Shapes to create smoother deformations.
Align
Dynamically position a Shape's pivot point along the edges of its bounding box.
Alpha Material Override
Override the alpha within Sub-Meshes.
Apply Distribution
Apply a Distribution to the Sub-Meshes on a Shape.
Apply Layout
Stack Shapes within a Sub-Mesh in a similar way to the Layout Group.
Area Range
Map a value to a Width and Height that produce a proportional area.
Auto-Animate
Add a variety of animations to Shapes with only a few keyframes.
Auto-Crop
Easily crop shapes based on their bounding box.
Behaviour Mixer
Combine and control the effect of multiple Behaviours.
Bend
Deform Shapes by bending them around the circumference of a circle.
Bevel
A deformer to create round or mitred edges.
Blend Shape
Blend one Shape into another. This is not a morph all shapes must have the same point count.
Blend Sub-Mesh Positions
Blend between the Sub-Mesh positions of two shapes.
Boolean
Add, subtract, union and intersect Shapes.
Chop Path
Cuts a path into chunks using Rectangles.
Clean Up
Remove unwanted points to optimise path topology.
Color Blend
Blend between two colors using a gradient to control the transition.
Color Material Override
Override the colors within Sub-Meshes.
Contours to Sub-Meshes
Convert Path Contours into different Sub-Meshes, optionally keeping holes.
Curves To Lines
Convert Bézier curves to polygonal lines.
Distance
Drive an attribute of one layer using its distance from another.
Extend Open Paths
Extend the ends of open Paths along their tangent or a specified angle.
Fill Rule
Define how holes and self-intersections affect a Shape's fill.
Flare
Taper a Shape along a vertical or horizontal axis.
Flatten Shape Layers
Flatten the internal hierarchy of a Shape into one single path or layer.
Four Point Warp
Deform Shapes using a 4-corner warp with bézier handles.
Frame
Use and manipulate time to drive other Attributes.
Get Vector
Get the directional vector between two points. Useful when used with Push Along Vector.
HSV Material Override
Override the Hue, Saturation and Value of Shapes within Sub-Meshes.
Is Within
Determine if one Shape's position falls within another.
JavaScript Deformer
Use JavaScript to deform a Shape.
Knot
Add gaps to Paths where a Contour self-intersects.
Lattice
Deform Shapes using a flexible grid of control points.
Look At
Rotate shapes towards a target.
Manipulator
Apply transformations to Shapes.
Material Sampler
Sample the color of a Shape to drive other Attributes. Alternatively, use the Image Sampler.
Mesh Solver
Connect deformers to create drawing machines or iterative effects like differential growth.
Modulate
Output repeating sequences of numbers using the modulus function.
Morph
Morph between shapes with different point counts.
Motion Stretch
Deform a Shape based on its velocity.
Noise
Generate noise patterns to deform Shapes or affect other Attributes.
Number Range
Remap input values within one range to another range.
Number Range to Color
Remap input values within a range to a gradient.
Oscillator
Deform and affect Shapes using trigonometric wave patterns.
Oscillator Legacy
Deform and affect Shapes using trigonometric wave patterns.
Path Average
Smooth path points by averaging their positions.
Path Offset
Shrink or grow paths.
Path Relax
Move path points away from each other.
Pathfinder
Move or deform Shapes along a path.
Pinch
Pinch and pull Shapes within a Falloff by moving a Null.
Position Blend
Blend (lerp) between two positions.
Push Along Vector
Deform a Shape along a vector. Useful when used with Get Vector.
Random
Generate random numbers and control how biased they are.
Resample Path
Remove overlapping contours and/or simplify a path. Open paths will be closed.
Reverse Path
Reverse the direction of Contours within a Path (a Path can contain multiple Contours).
Round
Round values up, down or to the nearest multiple of a value.
Rubber Hose Limb
A simple 2 bone IK system for bendy or straight limbs.
Skew
Apply a skew transform to a Shape.
Sound
Playback audio and drive deformation or values.
Spring
Add dynamic, secondary motion to a Shape's position keyframes.
Squash and Stretch
Squash and Stretch Shapes, optionally adding Bulge.
Squetch
A simple (non-volume preserving) Squash and Stretch deformer.
Stagger
Generate sequential values between a minimum and maximum. Use to create step effects.
Stitches
Fills closed Paths with a Stitch effect.
Sub-Mesh
Access the Sub-Meshes within Shapes to apply transforms, materials and more.
Subdivide
Add divisions to geometry and smooth the resulting path.
Swap Color
Searches for, and swaps specific colors on Sub-Meshes.
Travel
Move the start points along all Contours within a Path (a Path can contain multiple Contours).
Trim Path
No description.
Value
Store and manipulate a value.
Value Blend
Blend (lerp) between two values.
Value Solver
Store the values from previous frames in order to accumulate and/or fade them.
Value2
Store and manipulate two dimensional values (e.g. X,Y).
Value2 Blend
Blend (lerp) between two dimensional values (e.g. X,Y).
Value2 Solver
Store the two dimensional values from previous frames in order to accumulate and/or fade them.
Value3
Store and manipulate three dimensional values (e.g. X,Y,Z).
Value3 Blend
Blend (lerp) between three dimensional values (e.g. X,Y,Z).
Visibility Sequence
Affect the visibilty of Sub-Meshes.
Voxelize
Convert Shapes into voxels with control over their size and scale to create gaps.
Wave
Apply Wave effects line sine, sawtooth and square to your Shape.
Accumulator
Create 'stacks' of Shapes or custom layouts.
Animation Control
Remap an attribute's animation curve (e.g. from the first to the last keyframe) to a percentage.
Apply Character Spacing
Create procedural kerning pairs via the Text Shape's Style Behaviours.
Apply Font Size
Procedurally set a Text Shape's Font Size based on a search (regex) via a Text Shape's Style Behaviours.
Apply Font Style
Apply Font styles such as underline and superscript to specific ranges of text.
Apply OpenType
Apply OpenType features to specific ranges of text.
Apply Text Fill
Legacy Layer - new 'Apply Text Material' available.\nProcedurally set the Fill Color of a Text Shape's lines/words/characters or based on a search (regex).
Apply Text Material
Procedurally set the Fill/Stroke of a Text Shape by lines/words/characters or search (regex).
Apply Typeface
Procedurally set a Text Shape's Typeface based on a search (regex) via a Text Shape's Style Behaviours.
Asset Array
Create an list of Assets which can be assigned to other layers via their indices.
Asset From Smart Folder
Reference assets (images, videos, audio etc) contained within a Smart Folder.
Attractor Field
Use with a Forge Dynamics simulation to move Shapes towards or away from a target.
Body Settings Collision Event
Update the settings of a Forge Dynamics body when it collides with another.
Bounding Box
Extract the bounding box of a Shape and its children.
Bounding Box Constraint
Constrain Shapes to the bounding box of another Shape.
Bridge Constraint
Connect Shapes together to form chains or bridge structures in a Forge Dynamics simulation.
Buoyancy Field
Create fluid containers where dynamic bodies will float or sink based on their density.
Camera
Compose and view Shapes within a 2.5D viewport.
Camera Guide
A way to control a Camera by animating the view box.
Color Array
Create a list of colors which can be assigned to other layers via their indices.
Color Collision Event
Change the color of Forge Dynamics bodies when they collide.
Color Info
Get the Hue, Saturation or Value of a given color.
Comparison
Perform simple comparison operations on values.
Component Constraint
Constrain Shapes to the points or edges of another.
Composition Constraint
Constrain Shapes to the edges of your Composition.
Context Index
Extract and send the index of this Layer to the inputs of Layers such as the Duplicator and Connect Shape.
Contrasting Color
Use this utility to provide different output colors depending on an input color and contrast ratio.
Count Sub-Meshes
Count the number of Sub-Meshes at a given level.
Data Modifier
Affect a Particle's properties including Id, lifespan and velocity.
Direction Field
Creates a directional force in a Forge Dynamics simulation to push Shapes along.
Distance Constraint
Constrain Shapes to their original positions in a Forge Dynamics simulation.
Distribution Emitter
Emit Particles from a Distribution.
Drag Field
Apply a force counter to the Shape's current velocities in a Forge Dynamics simulation.
Falloff
Attenuate the effect of Behaviour Deformers.
Fill
Adds a Fill material that can be used on many shapes at once.
Flow Field Modifier
Move Particles through a grid of directional cells to create a natural, fluid motion.
Force Modifier
Change the physical properties of Particles such as gravity and mass by applying a force.
Get Name
Get the 'nice name' for a layer and output it as a string.
Get Sub-Mesh Transform
Use this to get the transform (position, rotation, scale) of any Shape within a Sub-Mesh.
Goal Modifier
Move Particles towards a target Distribution.
HSV Color
Create a Color from Hue Saturation and Value.
If Else
Switch between two results dependent on a condition being set or not.
Image Modifier
Add images or sequences of images to Particles.
Image Sampler
Sample color values from Image Assets and use them to drive other Attributes.
Impulse Collision Event
Add additional forces to Forge Dynamics bodies when they collide.
Index To Color
Map a gradient to each of the Shapes within a Duplicator (or other Sub-Mesh generating shape).
JavaScript
Use JavaScript to set Attributes, create custom simulations, Distributions and more.
JavaScript Emitter
Use JavaScript to create a custom Particle emitter.
JavaScript Modifier
Use JavaScript to control or influence Particles.
Jsmath
Use JavaScript to perform mathematical operations on values.
Lattice Controller
Manipulate multiple lattice points using position, rotation, and scale.
Layer Seed
Generate unique random values for individual Layer connections.
Length Context
Access the length of the paths within a Sub-Mesh to drive any other attributes.
Local Time
Output the current time or date.
Logic
Perform simple logic operations on boolean (on/off) values.
Magnetic Modifier
Attract or repel Particles towards or away from a position.
Math
Perform simple mathematical operations on values.
Math2
Perform simple mathematical operations on two dimensional values (e.g. X,Y).
Measure
Measure the distance between two Shapes.
Measure Text
Measure the size of a text string, given a font and font size.
Mesh Array
Create a list of connected Shapes which can be assigned to other layers via their indices.
Null
A non-rendering layer that can be used to control other layers.
Particle Emitter
Emit Particles from a Point, Shape or Path.
Path Field
Apply path-following forces to Shapes.
Path Length
Output the length of a path.
Path Modifier
Flow Particles along a Path.
Pin Constraint
Pin Shapes to their original position in a Forge Dynamics simulation but allow them to rotate.
Radius
Find the radius of a shape.
Range Falloff
Control which Layers are affected by Behaviours by using indices.
Rig Control
A 2d controller (or joystick by any other name).
Scheduling Group
Procedurally position child layers in time.
Seconds To Frames
Convert a given number of seconds into the equivalent number of frames.
Sequence
Generates non-repeating number sequences which can also be randomised.
Shader Array
Create a list of Shaders which can be assigned to other layers via their indices.
Shape Array
Create a list of connected Shapes which can be assigned to other layers via their indices.
Speed Modifier
Add drag or set limits for a Particle's speed.
Spreadsheet
Read and remap data from a Spreadsheet Asset.
Spreadsheet Lookup
Lookup values in spreadsheets based on keys.
Sticky Collision Event
Stick Forge Dynamics bodies to each other when they collide.
String
Stores a piece of text.
String Array
Create a list of strings which can be assigned to other layers via their indices.
String From Asset
Extract the contents of a Text Asset for use with Text Shapes or JavaScript Layers.
String Generator
Creates procedural strings such as dates and time, hashes, numbers and timecodes.
String Length
Count how many lines/words/characters there are within a string.
String Manipulator
Alter existing strings (text) in some way. Includes options to shuffle, resize, replace and more.
Stroke
Adds a Stroke material that can be used on many shapes at once.
Stroke Duplicator
Create complex combinations of Strokes.
Timeline Counter
Use Time Markers, BPM or Seconds to accumulate or trigger values over time.
Transform Constraint
Constrain one Shape to another with options to 'pick up' and 'put down'.
Turbulence Modifier
Use noise to influence a Particle's position and velocity to add interest to a simulation.
Typeface
Define a font and its weight to be used as part of a Typeface Array.
Typeface Array
Create a list of typefaces which can be assigned to other layers via their indices.
Value Array
Create a list of values which can be assigned to other layers via their indices.
Value2 Array
Create a list of 2D values (X,Y) which can be assigned to other Layers via their indices.
Value3 Array
Create a list of 3D values (X,Y,Z) which can be assigned to other Layers via their indices.
Velocity Context
Add this to a Shape within a Duplicator to extract the Shape's direction.
Velocity Magnitude Context
Add this to a Shape within a Duplicator to extract the Shape's speed.
Visibility Collision Event
Affect the Visibility or Opacity of Forge Dynamics bodies when they collide.
Visual Modifier
Change the visual appearance of Particles.
Vortex Field
Apply spiral/rotational forces to Shapes around a center point.
Vortex Modifier
Swirl Particles around a position to create a spiral or galaxy effect.
Background Blur
Blur only a certain portion of a Layer, based on an Input Shape.
Bilateral Blur
An edge-preserving blur that smooths areas of similar color while maintaining sharp edges.
Black and White
Convert a layer into black and white.
Blend Shader
Combine several Shaders together and output a single Shader.
Box Blur
Add a fast box blur to Shapes and Shaders.
Brightness And Contrast
Adjust the brightness and contrast of a layer.
Bulge
Distort a Shape by wrapping it onto a spherical surface, creating a bulge or pinch effect.
Checkerboard Shader
A checkerboard shader with adjustable pattern size.
Chroma Key
Remove green/blue screen from video/images with advanced matte controls.
Chromatic Aberration
Separate the Red, Green and Blue channels while distorting the edges of the layer.
Color Shader
A simple shader that outputs a color.
Directional Blur
Blur a Shape along an axis to create a streaking effect or simulate motion blur.
Distort Edges
Distort only the edges of a layer using a shader.
Distortion
Distort a layer based on a shader (such as Noise).
Dithering
Redraw a layer using a reduced color bit depth applying noise to prevent banding.
Drop Shadow
Add a drop shadow to Shapes.
Edge Detection
Convert the boundaries of colors within images to lines.
Fast Blur
Add blur to Shapes with independent controls for vertical and horizontal blur.
Fill
Overwrite the color of a layer with a given fill color.
Gamma Correction
Elevates colors to a power to increase or decrease perceived brightness and darkness.
Gaussian Blur
Add high-quality Gaussian blur to Shapes and Shaders.
Glow
Add a glow effect to a Shape with individual control for the RGB channels.
Gradient Map
Generates a gradient based on the brightness of an input.
Gradient Shader
A gradient shader with Linear, Radial, Sweep and Conical gradients.
Grain
Add grain to images to emulate the visual appearance of film stock.
Halftone
Redraw the Layer as a series of circles proportional in size to the brightness of the layer.
HSV Adjustment
Adjust Hue, Saturation and Value.
Image Shader
A Shader for images, image sequences and video.
Inner Shadow
Add an inner shadow to Shapes to simulate depth.
Invert
Invert the colors of a layer.
Levels
Remap the black and white levels of a Layer to adjust its tonal range and color balance.
Light Sweep
Creates a light sweep effect that simulates a light source moving across your layer.
Linear Wipe
Create a simple linear wipe on a layer.
Luminance Blur
Blur one layer based on the luminance values of another.
Mirror
Reverse a shape along a centre line to create a reflection.
Multi-Point Gradient Shader
Position colors and then use influence to set how they falloff.
Noise Shader
Create a coherent noise effect from Perlin, Value or Cellular noise.
Pixel Sorting
Reorder a Layer's pixels by sorting them according to various attributes such as brightness.
Pixelate
Redraw your layer using blocks of uniform color. The 'pixels' can have various different shapes.
Posterize
Reduce the color variation of your layer to create a low color depth look.
Radial Wipe
Reveal a layer based on a circular wipe.
RGB Split
Offset the Red, Green and Blue color channels of a layer.
Scan Lines
Mimic the effect of a CRT monitor.
Scrape
Stretch pixels from a line to create a smeared effect.
Shape to Shader
Use a Shape to create a Shader for another Shape.
Sharpen
Increase the contrast between edge pixels, giving the appearance of greater sharpness.
Shift Channels
Replace red, green, blue, and alpha channels with values from other channels.
SkSL Filter
Write your own filter in SkSL (based on GLSL).
SkSL Shader
Write your own shader in SkSL (based on GLSL).
SLA Shader
Novel Noise Shader.
Slit Scan
Create an animated fly-through effect.
Spherise
Map an input Shape onto a sphere that can be rotated.
Threshold
Convert a layer into a high contrast black and white representation.
TriTone
Map dark, midtone and bright values to specified colors.
Venetian Blinds
Reveal a layer using a striped wipe effect.
Vignette
Simulate the light falloff characteristic when viewing images through certain types of lenses.
Voronoi
Generate a pattern of cells by calculating distances between a lattice of points.
Zoom Blur
Blur a Shape outwards from a central point with customisable attenuation.