Aetherial Coronet Wiki › Guides › Animate Halo Layers with Math Functions
Animate Halo Layers with Math Functions
Understanding Animation Axes
Each halo layer can move smoothly along the X, Y, and Z axes using mathematical functions. These functions drive bobbing, spinning, and orbital motion without requiring animation frames.
Available Functions
- Sine: Creates smooth, wave-like up-and-down or side-to-side motion
- Cosine: Similar to sine but offset by a quarter cycle, useful for staggered multi-layer effects
- Linear: Steady rotation or constant-speed movement along one axis
Setting Up Animation
In your halo's JSON file, assign a function to each axis you want to animate. Specify the amplitude (how far it moves) and speed (how quickly it cycles). For example, a sine function on the Y-axis creates a bobbing effect, while a linear function on rotation creates continuous spinning.
Combine multiple functions across layers to build complex, mesmerizing effects. Test different speeds and amplitudes to find the rhythm that suits your design.