Animating Selection Grow

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Old 11 November 2012   #1
Animating Selection Grow

Is there anyway to animate a selection growing? I have very complex model that is a series of branches, or picture some arteries/veins... I need to have the model either delete itself from the base up to the tips, or have some sort of transparency map that animate from the base to all the end.

I have tried using soft selection and animating it, which gives me exactly the effect I am looking for... but I can't find anyway to transfer that soft selection information to the effect I need, it either deleting faces or adding transparency.

Any ideas? I've exhausted my ideas and knowledge at this point.
Old 11 November 2012   #2
It's a shame the delete mesh modifier doesn't work with soft selection.... If I was good with scripting I am sure you could write a modifier that would delete the face when the soft selection reached a certain threshold.
Old 11 November 2012   #3
A Volume Select modifier with Delete Mesh might do the trick. Don't have max in front of me though.
VFX Artist
// OSL Shaders //
Old 11 November 2012   #4
Use a Vol Select modifier and animate its gizmo, or use a MESH object to select.
Fernando Ferro
Old 11 November 2012   #5
Originally Posted by fferro2: Use a Vol Select modifier and animate its gizmo, or use a MESH object to select.

I figured out a way to make this work, and it does involve the volume select. A straight volume select an animating the gizmo wouldn't work though, because the model branches out in many different directions, so there would be no way to have a simple gizmo control it.

What worked however was this. I took the object and put a negative push modifier on it. I then did an edit poly modifier and animated a soft selection starting at the root of the branching until it spread out to all the tips. On top of that I put another push modifier and pushed it out furthert han I pulled it in. I then duplicated that object and used the soft selection push object as the volume select mesh, and then stacked a delete mesh modifier on top of that. Bingo. It worked perfectly, and the polygons delete themselves spreading from the root of the branches towards the tips.
Old 11 November 2012   #6
The Volume Select modifier also has a map option. You'd need to unwrap it for that though.
VFX Artist
// OSL Shaders //
Old 11 November 2012   #7
Andrew, maybe this will help:
Old 11 November 2012   #8
Alternative way to do this is to use a gradient in your Cutoff map which will hide the part of the mesh. Then animate the gradient..

You can also have a blend between two materials and use the falloff material, linked to the distance of a point helper or object. The nice thing about this is that it's mapping independent,
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Old 11 November 2012   #9
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