Nodes/AnimateDiff Evolved/Multival πŸŽ­πŸ…πŸ…“
ComfyUI Node Runs on cloud

Multival πŸŽ­πŸ…πŸ…“

The value type behind almost every strength slider in this pack

By KosinkadinkΒ·Created 3 years agoΒ·Updated 12 days agoΒ· 3,519
Multival πŸŽ­πŸ…πŸ…“
  • mask_optional
  • MULTIVAL
β—„float_val1.000β–Ί

Displayed as Multival, this builds the value type that shows up as scale_multival, effect_multival, and cameractrl_multival all over this pack - the README's own line for it is "Scale and Effect multival inputs to control motion amount and motion model influence on generation... Can be float, list of floats, or masks." This node is how you actually construct one of those MULTIVAL values, and it's worth understanding once, because the same concept reappears on nearly every Apply node and keyframe node in the pack.

The key idea: a Multival isn't just a number. It's a number that can vary spatially if you give it a mask. Wire in only float_val and you get a flat, uniform strength everywhere in the frame - the simple case. Add a mask_optional and the value becomes spatially varying: full strength where the mask is white, none where it's black, graded in between.

How it works

Every node in the pack that takes a MULTIVAL input - motion strength on an Apply node, effect strength on a keyframe, camera-control strength on CameraCtrl - is asking "how strong should this be, and does it need to vary across the frame?" This node answers that question in the most direct way: a base float value, optionally masked. If you need the value to vary over time rather than space, that's a different mechanism (ADE_AnimateDiffKeyframe's start_percent scheduling) - this node's masking is spatial, not temporal.

The inputs and outputs that matter

Required: float_val (default 1, min 0, step 0.001) - the base strength. 1 is neutral/full for most of the slots this feeds; push it above 1 for stronger-than-default influence where the target input allows it.

Optional: mask_optional (type MASK) - without it, you get a flat value everywhere; with it, the mask's values scale float_val spatially, so a fully white region gets the full value and darker regions get proportionally less. Output is a single MULTIVAL, wired into whichever scale_multival/effect_multival/cameractrl_multival slot you're trying to fill.

How to install it

Standard for the pack - ComfyUI Manager, search AnimateDiff Evolved by Kosinkadink, or:

cd ComfyUI/custom_nodes && git clone https://github.com/Kosinkadink/ComfyUI-AnimateDiff-Evolved

No model download for this node - it's a value-building utility that plugs into whatever motion setup you already have.

Common issues & troubleshooting

Plugged in a mask and the effect looks inverted from what you expected. Check whether your mask is doing what you think it is - a mask that's white where you meant "no effect" and black where you meant "full effect" will produce the opposite of your intent. Preview the mask on its own before assuming the Multival node is misbehaving.

Set float_val above 1 and expected a stronger effect, but nothing changed, or it broke. Not every slot this feeds treats values above 1 the same way - some strength controls in the pack cap or behave non-linearly past 1. If pushing the number up doesn't help, that's more likely the receiving node's own ceiling than a problem with this one.

Not sure whether you even need this node over just typing a number. Many of the MULTIVAL inputs across the pack will happily take a plain float widget if you don't need masking - this node specifically earns its place the moment you want spatial variation. If you just want one flat strength value for the whole frame, check whether the target input lets you skip this node entirely and set the number directly.

CategoryAnimate Diff πŸŽ­πŸ…πŸ…“/multival

Inputs (2)

NameTypeDefaultDescription
float_valFLOAT1.000β€”
mask_optionaloptMASKβ€”

Outputs (1)

NameTypeDescription
MULTIVALMULTIVALβ€”