Triggering morph animation using effector fields
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I have a building made of clones that I want to morph from cubes to spheres using fields. See model attached.
https://shared-assets.adobe.com/link/49f4d47a-7cae-4370-64ad-dc4c8d25e5bb
The Building group is the starting model. I have set up the effectors so that he sphere field collapses the structure. But in this version the clones remain cubes as they diminish. The goal is to have them morph into larger spheres (and possibly fall away) as the field crosses them.
The Blend group is an experimental setup using the blend mode to morph between a cube and a sphere. My plan is to set up the building cloners with a similar arrangement so that dragging the sphere field across it will turn all the cubes into spheres (and maybe fall away). Viola!
But in actual practice the blend just swaps places - that is, if there’s no XYZ transform, the cube and sphere just swap places. And since the sphere is larger, it hides the cube, making it appear like it initiates the transformation, but then returns to the first state when the field passes. I thought clamping it would help, but it didn’t seem to do anything.
The Particle group_1 is the same sort of setup, only with the cube particle morphing into spheres as they pass through the shader field. I gave the clones some XYZ transform so the effect is easier to see. The object is to have the first clone object give way to the second. Not have both. Probably an impossibility.
The Particle Group_2 straight up animates the transformation from cube to sphere, then uses the frame offset in the Plain Effector to trigger the animation with the field. Only it doesn’t work I can trigger it when the cloner is set to Grid or Linear, but when I add it to the emitter, it doesn’t trigger using the field.
It seems so close! Maybe I’m just not clicking the right button? Or is my approach all wrong?
PS: Any insights on how I can trigger dynamics after the morph, so that the newly minted spheres suddenly get gravity and fall away would be most helpful, too.
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Hi fordmar,
Thanks for the file and for using Adobe Cloud services.
Would this work for your project?
Cubes morph into spheres, then dynamics start.
All the best
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Here are some ideas, not fine-tuned, just a sketch.
https://stcineversityprod02.blob.core.windows.net/$web/Cineversity_Forum_Support/2023_PROJECTS_DRS/20230511_CV4_2023_drs_23_MGmt_11.c4d.zip
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MGmt_11 looks very promising - I think I can figure it out.
I will have to do some homework before I can understand MGmt_01. A lot of elements I haven't used before (i.e. MoSpline) but it looks very interesting!
Thank you!
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I'm sorry - got it exactly backwards: MGmt_11 looks promising, MGmt_01 is more daunting.
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Really amazing how simple it can be...
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Thanks a lot, fordmar,
The two key elements are that a spline can be a Field and that the MoSpline can be used to adjust how that spline affects the scene (Start, end, Offset), while the other is when the Clone with the Ridged Body appears, Dynamic takes over. If that goes too fast, the Blend might not do it completely. I used the MoSpline (a copy) for the MoGraph Selection, which then went into the Rigid Body as a "switch".
Let me know if you Have questions.
Enjoy