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Transitions & Movement Arrows

Switch to transition mode, draw movement arrows, and configure curved paths with smooth sine motion.

Enabling Transition Mode

  1. Navigate to the phase you want to edit transitions from (e.g. Phase 1).
  2. Toggle Transition mode in the edit controls. The next phase's positions appear as translucent "ghosts".
  3. Movement arrows automatically appear between each item's current position and its next-phase position.

Arrow Types

Each item can have a different transition style. Select an item to configure its arrow:

Type Description
BasicStraight solid arrow from A to B
CurveCurved path with configurable bend and height (smooth sine curve)
ManualCustom waypoint path (see Manual Paths)

Configuring Curved Paths

When Curve is selected, the arrow settings panel appears:

  • Direction — Bend left or right relative to the travel direction.
  • Bend amount — How far the curve deviates from a straight line (0 = straight, 1 = wide arc).
  • Height — Vertical arc. Set above 0 to show a lobbed pass or high run.
  • Thickness — Visual thickness of the arrow tube.
  • Offset — A range with two knobs controlling when the item starts and finishes its movement during the phase transition. Left knob = start, right knob = end (0.0–1.0). See Per-Item Offset below.

Per-Item Offset

The Offset range slider (available for all path types) has two knobs that define a sub-range of the global phase playback. The item only moves during this sub-range — it stays at its starting position before the range, and at its destination after.

Offset Range Behaviour
0.0 – 1.0 (default)Item moves throughout the entire phase transition.
0.2 – 0.5Item stays put for the first 20%, then completes its movement between 20% and 50% of playback, then waits at destination.
0.0 – 0.3Item completes its movement early, within the first 30% of playback, then waits.
Example: If Player A has offset 0.0–0.3 and Player B has offset 0.5–1.0, Player A sprints to position early while Player B doesn't start moving until halfway through. Use this to create staggered, phased movements within a single transition.
Tip: The playback position does not reset when adjusting the offset — you can see the change live as you drag either knob. Curve movement is automatically smoothed using a sin(πt) calculation — items ease in and out naturally along the arc. Player poses also respect the offset range: characters play their standing animation when outside the offset range (before or after their movement window), and switch to the appropriate walk/jog/run pose only while actively moving.

Combo (Multi-Phase Arrows)

The Combo feature in the path settings lets you display a selected item's transition arrows from adjacent phases. This is useful for visualizing the full movement flow of a specific player, ball, or object across multiple phases at once.

  • Left slider (-5 to 0): Shows the selected item's arrows from previous phase transitions. A value of -3 shows the item's transitions from 3 phases before the current one.
  • Right slider (0 to 5): Shows the selected item's arrows from upcoming phase transitions. A value of 3 shows the item's transitions from 3 phases after the current one.
Tip: Combo arrows use colour coding to distinguish movement types:
  • Green arrows — ball is being carried by a player (attached). Shows the player's full trajectory for that transition.
  • Gray arrows — ball is being handed off between players, or moving independently (manual/curve/basic path).
When a ball switches attachment between players with an offset, you'll see up to 3 segments: green carry with the source player, gray handoff during the offset window, and green carry with the destination player. The values are stored per-item in the phase data and update live as you drag the sliders.

Moving the Destination

To change where an item ends up in the next phase:

  1. In transition mode, select the item.
  2. The ghost position shows the destination.
  3. Drag the item's ghost, or switch to the next phase and move the item there.
  4. The arrow updates automatically.

Dashed vs Solid Arrows

  • Solid arrows are used for Basic and Manual path types.
  • Dashed arrows are used for Curve type — visually distinguishing curved movements.

Flow Particles

Each arrow has small glowing particles that flow along the path, indicating the direction of movement. These animate continuously to make the direction clear at a glance.

Viz Toggle (Show/Hide Arrows)

The Viz toggle controls whether movement arrows are visible on the pitch:

  • Viz on — Movement arrows, flow particles, and path visuals are shown.
  • Viz off — All arrows and path visuals are hidden, giving you a clean view of just the items.
Important: Turning Viz off only hides the arrows — it does not disable animation. When you press Play, items still animate along their configured paths even with arrows hidden. Use Viz off for clean presentations where you want movement without visual clutter.

Smooth Phase Transitions

When you play an animation or advance to the next phase, player models no longer vanish and reappear. Instead, they smoothly transition from their current position to the next-phase position along their configured path. This applies to all path types (Basic, Curve, and Manual) and makes Play All presentations flow seamlessly from start to finish.

Tip: Because transitions are smooth, you can build a complete, presentation-ready sequence by configuring paths across all phases and then using Play All. There are no jarring jumps between phases.