- November 9, 2009 at 11:42 am
I have a load of cubes in a 5×5 grid array in a cloner object. I need to be able to reduce them down cleanly to a line of 4 cubes, or even one cube would do.
Obviously if I animate down the number of cubes within the Cloner, they just disappear in an ugly way, and if I take down the size parameters within the cloner to reduce the columns I get ugly overlapping. Any ideas on how to make this happen smoothly and without visual glitching?
I know it’ll be something obvious, but darnit I’m a newb.
- November 9, 2009 at 9:15 pm
How would you like it to happen? Fading out? Scaling down? Flying off?
- November 9, 2009 at 10:31 pm
I think scaling down would be my best bet…but somehow combined with an overall ‘shrinking’ effect.
I’m trying to give the impression that 25 multicoloured squares are compressing down into 4. I can fudge it by bringing in a separate cloner object near the end of the transition…but if there was a way to turn 25 cubes into 4 seamlessly, that’s what I’d prefer.
Nico J BB
- November 10, 2009 at 1:35 am
Something like this? https://www.3danvil.com/tutorials/grid_to_grid.c4d
- November 11, 2009 at 10:33 am
That is very cool, and I’ll definitely use that technique somewhere!
But it isn’t quite what I’m after. Here’s my fudged attempt. Copy and paste…
Basically, I’d like the cubes that end up as the graph to come out of the grid of original cubes. Is that do-able? Or do I just have to be more creative with my crossover? 🙂
Nico J BB
- November 11, 2009 at 3:48 pm
I see what you’re saying. Here’s one way to do it, although it’s probably a bit confusing: https://www.3danvil.com/tutorials/grid_to_graph.c4d
What it’s doing, basically, is using a step effector to scale a 2D grid into the graph, and then using an inheritance effector to morph the 3D grid onto the 2D grid. I had to use an extra step effector to adjust the final position.
Probably the best way to do it would be to create a polygon object composed of points, with one point for each clone position in the bar graph formation. Then create a matrix object that’s cloned onto the point object and use an inheritance effector to move the 3D grid onto the Matrix object.
Many ways to skin a cat….
- November 11, 2009 at 4:24 pm
Thanks for the help Adam, that’s all a bit beyond me at the moment – I’ll fudge for now then get stuck in properly when I have the time.
Nico J BB
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