Procedural Visibility Animation

Become a member of the CGSociety

Connect, Share, and Learn with our Large Growing CG Art Community. It's Free!

THREAD CLOSED
 
Thread Tools Search this Thread Display Modes
Old 05 May 2013   #1
Procedural Visibility Animation

Hi, here is the reference video

http://www.youtube.com/watch?featur...d&v=JSFk6PZ-0j4

I wanted to create this kind of "pop" visibilty with many bricks and have the ability to control it, I projection mapped the uv of all the bricks into a wall and tried using ramp, plug it into the object visibility but doesn't seem to work, if there any other ways to achieve this result?

Thanks
 
Old 05 May 2013   #2
Try hooking up your ramp to the shaders transparency, or cutout opacity if it is an mia_material.
 
Old 05 May 2013   #3
I don't want it to be a fade in effect, I want it to be pop out, I'm figuring a way if i can take the info, if color/alpha > 0, it will be 1 instead.
 
Old 05 May 2013   #4
Sorry, I misunderstood the original post. I thought you had a single plane with a brick texture, but I guess you have multiple brick objects just like the reference video?

You could try setting up a set driven key for each brick, and link the position of the brick to it's visibility. Then when you animate the brick moving into place, the visibility pops on. If you then duplicate special each brick, and ensure "duplicate input graph" is checked in the options, it will preserve the set driven key. Then you can go and individually key the position of each brick to make it "pop" on. I realize this would be really tedious, especially with a large number of bricks, but it's all I could come up with. Hopefully that helps some

EDIT: Just realized keying visibilty and duplicating special would be much simpler and work about the same. You wouldjust move the keys around to change when each brick pops. It's still really tedious, and I'm sure someone else will have a better idea.

Last edited by pollos : 05 May 2013 at 04:18 AM.
 
Old 05 May 2013   #5
Hi zjie


I don't know if you're familiar with MEL or expressions but here's little sample
how I would do something like this.

Checkout the attached MA - file.

There's lot of other ways also but I think this is one of the easiest.

Basically I'm using ramp ( I could use any 2D texture, inluding bitmaps ) to control
the visibility ( or any other attribute, for that matter ) of my cubes.

It's all based on MEL - command colorAtPoint .

Checkout the documentation for more info about that.

To get to the bottom of this, open up Expression Editor and checkout the Expresssion1, I wrote.

Ramp1 is animated so you can see how it works. Change the ramp for U to V to diagonal and you'll get the ideam I'm sure.

Hope this helps.

/risto
Attached Files
File Type: zip colorAtPoint_CTRL.ma.zip (11.8 KB, 18 views)
__________________
- Oh no, it's me -
 
Old 05 May 2013   #6
You can try Mash. It's a series of mograph nodes like the c4d mograph. Never tried it myself but this video seems like the thing you are looking for.

http://vimeo.com/51609701
 
Old 05 May 2013   #7
Thread automatically closed

This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.
__________________
CGTalk Policy/Legalities
Note that as CGTalk Members, you agree to the terms and conditions of using this website.
 
Thread Closed share thread



Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

vB code is On
Smilies are On
[IMG] code is On
HTML code is Off
CGSociety
Society of Digital Artists
www.cgsociety.org

Powered by vBulletin
Copyright 2000 - 2006,
Jelsoft Enterprises Ltd.
Minimize Ads
Forum Jump
Miscellaneous

All times are GMT. The time now is 11:37 AM.


Powered by vBulletin
Copyright ©2000 - 2017, Jelsoft Enterprises Ltd.