> For the complete documentation index, see [llms.txt](https://jeratools.gitbook.io/gridbuilder/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://jeratools.gitbook.io/gridbuilder/documentation/grid-modes/path-grid.md).

# Path Grid

A complete guide on the Path Grid.

<figure><img src="/files/RqpS49W0neWovTlSqOZ5" alt=""><figcaption></figcaption></figure>

Take any assets and align them in a path grid. By default, the assets do not follow any paths, since as default, there are no masks on the control null. To use it from the get go, simply draw any masks on the control null.

## Parameters

<details>

<summary>Grid</summary>

### Shape

The "Shape" dropdown defines whether you want to use your own custom path or pre-designed paths.&#x20;

**Custom** expects a mask on the control Null layer. Simply draw any mask you want. Only the first mask is being considered.

**Ellipse** lets you draw a pre-designed circle, that you then can alter in width and height with the controls below.

**Rectangle** is a pre-designed rectangular mask. It behaves differently than the rectangular grid, since in this instance only the outline is beingt considered following the path.

**Polygon** is a custom mask, which can be altered with the "Polygon Points" parameter below. As default, it will use 3 polygon points, meaning a triangle. You can increase the polygon count to your liking.

**Star** is drawing a simply star mask which the assets will follow.

***

### Scale X | Scale Y

Both parameters will alter the width and the height of any of the pre-designed masks. It will not alter you custom mask.

***

### Polygon Points

This parameter will only be affecting the grid when "Polygon" is selected within the "Shape" dropdown above. It will define how many polygon points the mask will have. (3 polygon points = triangle)

</details>

<details>

<summary>Transform</summary>

### Grid Rotation

Grid Rotation behaves differently from the Z Rotation on the Grid Control Null. Grid Rotation keeps the assets facing right-side up, whereas the Z Rotation on the Grid Control Null rotates the entirety of the grid.

***

### Twist X | Twist Y | Twist X

Twist allows you to individually rotate the assets on all three axes. All assets are affected equally by these parameters.

***

### Stagger

Stagger will calculate a defined offset to the Twist Rotation values, creating an offset that grows the further down the assetline.&#x20;

In calculation, the Stagger value is the value that gets added to your last asset. If the Twist X value is 0 and the Stagger value +90, then the first asset will remain 0 degrees rotation and the last asset will recieve a 90 degrees value. All assets in between are calculated to create a staggered effect.

***

### Stagger Axis

Defines which Twist Axis is being affected by the Stagger. On default, Stagger calculation is applied to all three axis (XYZ). When changed to "X", then the Stagger effect is only applied to the X Rotation.

***

### Global Opacity

Instead of animating every asset individually, Global Opacity controls the opacity of all assets. But it will respect any manual adaptions on the individual asset. Global Opacitys value represent the percentage of the set opacity. If your assets are set on 30% opacity individually, the Global Opacitys value of 100 means 30%, Global Opacity value of 50 will mean 15% on every asset and so furth.

</details>

<details>

<summary>Scale by Position</summary>

Scale by Position allows you to create different looks based on the assets position by scaling the assets.

In general, "Front" always means the first Index, where "Back" means the last index. All assets in between are calculated to create a smooth staggering effect.

***

### Scale Front

The scale value of the first asset in your grid.

***

### Scale Back

The scale value of the last asset in your grid.

***

### Scale by Position

A dropdown to choose from three different calculations: Off | Linear | Ripple.

**Off** means, that the default calculation is applied (Front being the first index and Back being the last index)

**Linear** means the "Front" and "Back" values are attached to the angle control that follows below. The Front is no longer the first asset.

**Ripple** gives you the ability to create Ripple effect. More on that below

***

### Linear Direction

Linear Direction is the angle control that only works if "Linear" is selected within the "Scale by Position" dropdown above. This angle control now points to the "Front" asset.&#x20;

A 90 degrees value on "Linear Direction" lets the utmost right asset be 100% influenced by the "Scale Front" value.&#x20;

***

### Ripple Focus

Ripple Focus only works if "Ripple" is selected within the "Scale by Position" dropdown menu. The Ripple Focus value defines which asset index is considered "Front" in "Scale Front".&#x20;

The calculations allows you to create ripple effects in all directions. Behind the scenes, only the raw keyframe value is being evaluated and automatically interpolated. If you animate between the values "1" to "4", then the direct way and distance between index 1 and index 4 is evaluated — skipping 2 and 3 entirely!

***

### Scale Falloff

A parameter to control the falloff of how strong is being transitioned between the "Front" or "Back" scale values and neighboured assets.

</details>

<details>

<summary>Depth</summary>

### &#x20;Z Depth

Z Depth controls the amount of difference between assets in the Z-Position property. A value of 100 will push the second index to 100, the third to 200 in Z-Position and so forth.

***

### Z Anchor

Z Anchor describes the exact asset index where the Z Depth property calculation origins from.\
On default a Z anchor value of 1 means that the very first asset stays consistent and the Z Depth value is added to the second and following.\
Moving the Z Anchor to a different asset, the calculation will also work backwards. A Z Anchor value of 2 and a Z Depth value of 100 will keep the second asset at Z-Position value 0.\
The first asset now recieves a backwards calculation of -100, the third will be pushed back to 100.

</details>

<details>

<summary>Path</summary>

### Trim Start

It has the same behaviour as the standard trim path effect on shape layers. "Trim Start" will move the starting point of the alignment of assets in your grid.

***

### Trim End

It has the same behaviour as the standard trim path effect on shape layers. "Trim End" will move the ending point of the alignment of assets in your grid.

***

### Path Progress

Lets you move the assets along the path. It has a looping mechanism meaning if you have an open mask as your custom path, once an asset reaches either the beginning or the ending of the mask, it will immediatly spawn on the other side

***

### Path Spread

Alters the amount of how the assets in your grid as spread out on the selected shape. With "Path Spread" on 0, all assets in your grid are evenly distributed.

</details>

<details>

<summary>Options</summary>

### Orientation

**Forward** - the default orientation, where the assets will remain facing the same direction as the nulls rotation.

**Screen** - no matter the rotation on the control Null, all assets will consistenly face towards the screen

**Path** - the assets will be aligned along the path.

**Center** - All assets face the center of the grid.

***

### Shuffle

Randomly reassign each asset a different position within the grid.

***

### Random Offset

Generate random position offset for each asset within the grid

***

### Random Seed

A seed generator to give you different result for "Random Offset" for each value

</details>
