đ¸Auto Bank
Auto calculate pitch and roll based on object movement
To add Auto Bank, right-click an object and select:
Add Automation > Auto Bank

Auto Bank is most commonly used to add extra roll or pitch to an object based on its movement. This is determine by the object's velocity, calculated as the difference in position each frame.
Play Timeflow to preview Auto Bank accurately. Auto Bank relies on relative change in movement as it occurs and cannot calculate banking at arbitrary times. Therefore, whenever there are abrupt changes to the current time (such as when dragging the playhead), auto bank calculation may be incorrect.
To see Auto Bank perform properly, allow Timeflow to play uninterrupted. It may also be necessary to rewind sufficiently so there is enough lead time to fully apply smoothing.
Auto Bank Editor
Select the game object and view it in the Inspector view to configure settings.

For common features please refer to Menu Bar and Update Settings.
Input Mode
Determine the input source of movement from which auto bank is calculated.

World Space
Enable this to force calculation in world space, otherwise positions are treated as local coordinates.
Object Movement / Movement Axis
Uses the object's transform position to generate banking. Select the axis of movement (position) to generate banking from.

Motion Path
Use a Motion Path from the same or different object with optional Time Offset. The default offset is 0.25 seconds to allow a bit of lead time to anticipate banking.

Time Offset may be adjusted to either look ahead at upcoming turns and lean into the curve (like a pilot or driver would do), or time offset can be negative to delay banking (reacting to rather than anticipating each turn).
Channel Value
This mode uses another channel (on the same object) as an input value to calculate Auto Bank. This can be a position channel, or any numeric data type, though just 1 axis or float value is used as input.

Use this mode if the object position is animated on other channels, whether separately or combined.
This mode can also be used for more creative effects by adding a Data Only channel as the input, and then using Channel Link to direct channels from other objects or calculate input data.
Movement Scale
This multiplies the movement input value, controlling the overall intensity of banking.

A lower scale value results in more subtle banking overall, while increasing the value amplifies it. This can vary quite a bit depending on each situation where Auto Bank is used, so may take some experimentation to find the right settings for the effect you wish to achieve.
Threshold
Determines the minimum change of input (i.e. movement) required to register a change. If the relative change in input value (from any Input Mode) is below the Threshold, it is ignored.
Banking
This controls the amount and degree of rotation, applied to the Axis selected. The Banking value affects how much banking is applied over the change in movement. A lower value reduces the effect, and a higher value increases it.

Max
This sets the maximum rotation value allowed for this axis. The value is enforced as both a negative and positive rotation.
Min Max
Use this mode if you wish to set explicit minimum and maximum values. This will keep the banking rotation within the rotation range specified.
No Limit
Use this mode to allow banking to rotate endlessly.
If no rotation limit is enforced, it is possible for rotations to go to infinity. Since infinity is not a real number, this condition will result in the object rotation being reset to 0. This ca be avoided by using a very high limit, or adjusting the movement scale and banking values to keep the rotations within a reasonable range.
Reset On Rewind
If enabled, the banking rotation is reset to 0 whenever Timeflow rewinds or loops. However, for looping paths you may wish to disable this for seamless banking when looping.
Apply to Axis
This sets the rotation axis to apply banking too.

Invert
If Invert is enabled, the value range is swapped.
Enable Invert to make the object bank in the opposite direction. This determines whether the object is leaning into or away from turns.
Orientation
Optionally sets the base rotation of the object.

Use this to adjust the heading so the object is facing the direction desired.
Auto Bank vs Rotation Conflict If Auto Bank is conflicting with other object rotations, you might consider applying Auto Bank on a parent or inserting a new transform to isolate the banking movement from other rotations.
Smooth Time
Applies temporal blending to create smoother more graceful banking.

Be aware that setting Smooth Time to zero or a very low value is likely to result in abrupt and sometimes unpredictable changes in banking rotation. If even a small amount, smoothing is recommended for best results.
Cumulative
If enabled, the banking rotation accumulates over the distance travelled (or based on the change of the input value). Use this option for objects that spin or corkscrew.
Dampen
This multiplies the banking amount when cumulative is enabled to reduce the banking so that it is easier to control. Since cumulative mode amplifies banking, the dampen amount is used to counteract that. This value may be adjusted to increase or decrease the rate.
Additional Notes
Late Update
If Auto Bank is applied to the same object it bases movement from, it may be helpful to use Late Update, set in the Update Settings. This will result in Auto Bank updating after all other behaviors have been updated. This can fix jitter or shaking behavior that may occur otherwise.
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