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Path Sample

path_sample

Sample a path by legacy parameter, travel fraction, or pixel distance

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Guide available
The node name and summary are available in English. Port, parameter, and article details are currently shown in Japanese.

Input Ports

NameTypeDescription
パス
path
Path
Required
サンプリングするベジェパス

Output Ports

NameTypeDescription
位置
position
Vec2
t 位置のパス上の座標
X
x
Float
X 座標
Y
y
Float
Y 座標
進行方向
tangent
Vec2
サンプル位置でパスが進む向き(単位ベクトル)
方向角
angle
Float
進行方向の角度(度)。0で右、90で下を向きます

Parameters

NameTypeDefaultRangeDescription / Options
位置の指定方法
sampling_mode
Enum
Parameter

既存作品との互換なら従来方式、等速移動なら移動割合、鎖や足跡との位置合わせなら実距離を使います

  • 従来方式Parameter
    従来どおり、セグメント数を基準に位置を決めます
  • 移動割合ArcFraction
    実距離の割合で指定します。0.5なら道のりのちょうど半分です
  • 実距離Distance
    始点から何ピクセル進むかで指定します
サブパス
sub_path_index
Int
00–255

サンプリング対象のサブパス番号(0 = 最初)

位置
t
Float
00–1 / step 0.01

パス上の位置(0=始点、1=終点)

始点からの距離
distance
Float
00–4096 / step 0.5

始点から進む距離(px)。鎖1コマ分など実寸で合わせます。全長を超えると終点で止まります

Overview

Extracts coordinates at a position on a path (t = 0–1). It is an entry point for treating a path as a motion trajectory and the core of curved animation such as jumps, projectiles, and floating motion.

Usage tips

  • The golden pattern for trajectory animation is: promote t to an input pin 📌 → connect time_source + ease_in_out → send x / y to a transform translation. Editing the path shape then changes the motion.
  • t is the progress through the entire path. Constant-rate movement may appear to change speed in highly curved sections because segments are divided evenly. Adjust with easing when necessary.
  • It also works for static placement: set t manually to place an ornament at a specific position on the path.

Related nodes

  • path_tangent — when you need direction as well as position

  • transform — a destination for the coordinates

  • ease_in_out / time_source — drive t

  • path_reverse — travel in the opposite direction

  • Version: 1

Behavior

Sampling with normalized t

t is a normalized parameter across the entire path:

  • t = 0.0 → start of the path (p0 of the first segment)
  • t = 1.0 → end of the path (p3 of the last segment)
  • With multiple segments, t is distributed evenly among them

For example, with t = 0.5 on a three-segment path:

  • 0.5 × 3 = 1.5local_t = 0.5 on the second segment (index 1)

With no path connected

All coordinates return (0.0, 0.0).

Examples

Path animation (jump trajectory)

[Bezier Path] → path → [Path Sample] → x, y → [Transform] → [Preview]
                            ↑ t
[Time Source] → [Ease In/Out] → t

Promote the t parameter to an input pin 📌 and connect the Ease In/Out output to create path animation with easing.

Draw a trail along a path

[Bezier Path] → path → [Path Sample] → x, y → [Transform(move target image)]
                            ↑ t                         ↓
                       [Remap(0–1)]                [Blend] → [Preview]

Static position reference

Set t manually to obtain the coordinates of a specific point on the path. Use it to place a character or as the origin of an effect.

Notes

  • t is normalized across the entire path, not within one segment.
  • promotable: true on t allows promotion to an input pin for animation control.
  • The position (Vec2) and x, y (Float) outputs provide the same coordinates in different types.
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Path Sample — PixPipeline Node Reference