View Full Version : Is there a tutorial for make the animated part in this commercial?

10 October 2010, 08:51 AM
Hello everyone,

I'm not sure of this is the right place to ask this but I started a similar thread in another section and no one replied.

I'd like to learn the animation technique used in the commercial I randomly saw on YouTube but as I don't know what it is called, I can't find any tutorials which may teach it.

Here is a link tot he video:

Are there any known tutorials which can help me learn how to an animation using that technique?

Thanks a lot guys,


10 October 2010, 01:43 PM
somone already asked this very question a few weeks ago..there is alink to macroux tutorials on revealing geomtery...go back thru the posts what's so reat about this ad anyway?

11 November 2010, 08:02 PM
yeah... so i was searching for this "macroux revealing geometry" tutorial for quite a while now, but i just can't find it :(

could anyone give me a closer hint where to get more information about this specific techniqe?

01 January 2011, 06:39 PM
After playing around, this is what i came up with. So here's my little "tutorial" ---


Alright, here's my approach on achieving that particular effect!

The "magic" behind this effect really isn't complex animation, but lots of basic things (scaling, rotation etc.) happening at once or over a short amount of time. If you view such an effect frame by frame, the simplicity behind it gets easily revealed - yet is pretty well hidden when played at normal speed! Just that gives the impression of a really comprehensive animation.

3dsMax offers lots of great tools to create this illusion with minimal effort. The ones we'll use in this example are:

- Basic geometry
- Vol. Select Modifier
- DeleteMesh Modifier
- Linked XForm Modifier
- Point helpers
- Mesher object

So let's get started!

First off all, we have to consider all of the repetitive parts to be animated in our model. In this example, we'll just use two simple boxes as our geometry chunks.

Now we'll set up the animation for each chunk. Let's say we want the "poles" to raise up from the ground, and the "windows" to flip in.

You can use any workflow you like to animate your chunks but you don't want to directly animate the PRS (Position-Rotation-Scale) of the geometry as those transforms will not be inherited by the later used [Mesher] object!

Initially we want the "window" geometry to be completely hidden. To do that, we apply a [Vol. Select] modifier and put a [DeleteMesh] modifier on top of that. The geometry is gone! We simply animate the [Vol. Select] gizmo to not select anything 1 frame later (therefore the [DeleteMesh] modifier doesn't delete anything 1 frame later).

Next, we apply a [MeshSelect] modifier to get a fresh start on the modifier stack. Now to animate that chunk, we'll add a [Linked XForm] modifier on top, create a point helper (align that to the chunk) and pick it as control object in the [Linked XForm] modifier. Now we can animate the PRS of that helper object and our chunk reacts accordingly (plus, the later used [Mesher] object will inherit that transform)! In this example there's just a 180 degree rotation over a duration of 10 frames.

We don't need to have the "poles" initally hidden with the [DeleteMesh] modifier because they are supposed to raise up from the ground and are hidden by a ground plane anyways. So let's animate their behaviour. Simply apply a [Poly Select] modifier, sub-select all of the upper vertex and add a [Linked XForm] modifier again with a point helper as the control object. Here, the "pole" raises upwards over a duration of 25 frames.

Okay, we have our basic geometry chunks animated. Those arent actually rendered in the scene - so we can put them aside, or hide them later (we would most likely want to have them on a seperate layer to keep things organized). Note that all the animation of each chunk starts at frame 0 to keep it clean and simple! Comfortably the timing of each chunks animation isn't set using differently timed keyframes, but a time offset value to be set in the next step.

So the next step is to create a [Mesher] object and click "Pick object" to select the appropriate geometry chunk. Now we have some kind of instance with the same animation, but we are able to offset the animation changing the "Time Offset" value of the [Mesher] object! Now we can re-build our model using copies of the [Mesher] objects, and offset their timings accordingly.

With just two animated objects and 6 keyframes total we have now achieved this fairly complex looking animation!

Also you can always go back to your geometry chunks, and change their animation. The [Mesher] copies will automatically inherit the changes.

Edit: Attached a handy script I found to quickly adjust the [Mesher] time offset.

01 January 2011, 11:35 PM
Guess what, I finally came across the mentioned tutorials from Louis Marcoux on that topic...

Lemme just leave this here -

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01 January 2011, 11:35 PM
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