Nodes/MTB Nodes/Batch Float Assemble (mtb)
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Batch Float Assemble (mtb)

Stitch multiple float curves into one timeline

By melMass·Created 3 years ago·Updated about a month ago· 721
Batch Float Assemble (mtb)
    • FLOATS
    reversefalse

    When you build an animation out of MTB's FLOATS curves, you often want distinct phases - an ease-in, then a hold, then an ease-out - rather than one continuous math curve. Batch Float Assemble is how you glue those phases together. It concatenates several float batches end-to-end into one long stream, in the order you connect them.

    Think of it as the timeline editor for your motion. Author each segment separately with the shape you want, then assemble them into the full sequence that Batch2d Transform (or any FLOATS consumer) will play through frame by frame.

    How it works

    It takes the multiple FLOATS inputs you wire in and joins them into a single continuous list - segment one's values, then segment two's, then three's. No blending or interpolation at the joins; it's a straight concatenation, so the total length is the sum of the parts. That's exactly what you want when each segment already ends and begins at the right value.

    The inputs and outputs that matter

    • reverse (default false) - flips the assembly order, so the last segment you connected comes out first. Quick way to reverse a whole multi-part sequence without re-plumbing.

    You supply the curve segments by wiring them into the node; the single output is a FLOATS stream carrying all of them in order, ready for Batch2d Transform, Auto Pan Equilateral, or further batch-float processing.

    How to install it

    Via ComfyUI Manager: search MTB Nodes, install, restart. Or manually:

    cd ComfyUI/custom_nodes
    git clone https://github.com/melMass/comfy_mtb
    

    then restart. No models.

    Common issues & troubleshooting

    There's a visible jump between segments. Concatenation doesn't smooth the seams - if segment one ends at 0.3 and segment two starts at 0.9, your animation will snap. Make each segment's end value match the next one's start value (author them that way, or remap with Batch Float Fit so the ranges line up).

    The order came out wrong. Segments assemble in connection order. If they're backwards, flip reverse rather than reconnecting everything.

    The total is longer than my frame count. Assembled length is the sum of all segments. If that overshoots your intended batch size, trim a segment or rebuild it shorter - a mismatch between curve length and image-batch length is the usual reason Batch2d Transform animates unevenly.

    Categorymtb/batch

    Inputs (1)

    NameTypeDefaultDescription
    reverseBOOLEANfalse

    Outputs (1)

    NameTypeDescription
    FLOATSFLOATS