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.