dyei nightmare Posted September 10, 2015 Share Posted September 10, 2015 Quote Link to comment Share on other sites More sharing options...
Atom Posted September 10, 2015 Share Posted September 10, 2015 This is often done by setting up a rig, a bone for each triangle. Then you can scale the bone to 0 to keep it from appearing until the right time. Scale bone to zero then increase scale as you rotate the bone to it's flat landing value. The AE tuts tutorial just uses careful placement of the anchor point which would be considered the centroid or pivot in Houdini. I have messed around with unfolding and it is a lot of tedious work for very little "wow", IMHO. But if your project requires it charge extra hours. Like double what you think it will take. 1 Quote Link to comment Share on other sites More sharing options...
gui Posted September 11, 2015 Share Posted September 11, 2015 perhaps you can think of it as each triangle as one single agent or particle, and set up an copy stamp system to rotate each piece in the correct time. I think the first problem would be building something like a parent system for each particle (point). You could place each point by hand, as you would with bones... don´t know if this way would take more or less time, but if can make it more procedural than with bones. Quote Link to comment Share on other sites More sharing options...
mestela Posted September 11, 2015 Share Posted September 11, 2015 Pretty thorough tutorial (with example hips): Quote Link to comment Share on other sites More sharing options...
dyei nightmare Posted September 11, 2015 Author Share Posted September 11, 2015 (edited) ... Edited September 11, 2015 by dyei nightmare Quote Link to comment Share on other sites More sharing options...
dedeks3000 Posted September 11, 2015 Share Posted September 11, 2015 The AE version (from the same site): Maybe with some transform and visibilty nodes and grouping with bounding box (for the mask stuff) , it's possible to achieve the same effect. Quote Link to comment Share on other sites More sharing options...
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