Layers

Dive into Cavalry's layers

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Background 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.

Scenery is not affiliated with Cavalry or Scene Group Ltd.