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  • How to animate the texture of each individual MoText letter separately

    Posted by Xavier Bonet on November 13, 2020 at 8:44 pm

    There’s this sign made of individually lit letters, and I need to turn each letter on at random, sort of as if it were an old sign made with fluorescents that you never know which one will turn on quicker and which one will take longer… That sort of thing.

    The letters are obviously a MoText, and I’ve been looking around the web and trying out several combinations of Plain and Random effects, falloff, etc., and I can’t seem to get what I want. I thought maybe having two letters: the letter with the light material and the letters with the unlit material, then animate one on using Random with Visibility activated, playing around with Min/Max and Strength in order to get the lit one to appear letter-by-letter, and then just Invert this on the unlit one, but that didn’t work as expected, as there doesn’t seem to be a wat of simply inverting this and making one letter appear and the corresponding one disappear.

    I really don’t want to make the moText editable and then create a different material for each letter and animate each separately to be able to turn on Luminance of each at different times because my client is probably going to change his mind several as to what exactly he wants written on the sign by the end of this—so that would mean A LOT of reworking if I took that manual approach.

    I’m thinking there’s something I’m missing in my approach. I was even testing a Noise falloff but can’t see what that does. I’m also thinking there’s probably a more elegant way of solving this using XPresso, but I’m a bit lost right now and could really do with some pointing toward a good direction!

    Michael Szalapski replied 5 years, 9 months ago 2 Members · 1 Reply
  • 1 Reply
  • Michael Szalapski

    December 5, 2020 at 4:40 pm

    You could apply effectors to change, say, the object color (making sure to put the effector in the Letters tab and not Lines or Words) and then base your shader off of the luminance of the object color.

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