Example Files
Tear down some simple(ish) scene files.
Last updated
Was this helpful?
Tear down some simple(ish) scene files.
Last updated
Was this helpful?
We recommend checking out to ensure any Assets link correctly.
Duplication via the Quad Tree Shape to position and scale other compositions. This example also demonstrates how you can create complexity by varying the 3 input shapes using Noise and Random behaviours.
Simplified, this is a just Type Shape with a set to Transition. Scrubbing the Percentage simply transitions the text string on the Type Shape to the text string entered in Final Text on the Manipulator. We then take this a step further by using to allow us to create multi-line text via a . You'll also notice we're using a to resize a rounded rectangle depending on the length of the text string. Because the Type and the Rectangle are under a they both get duplicated.
A connected to a . There’s an then used as a Deformer on the Line (with Use Normals checked). A is then connected to the Oscillator’s Frequency to offset each line.
A is used as the Input Shape on a with its Distribution set to Point. A Behaviour is then used to stagger the Radius of each duplicated Circle. An is then connected to Shape Position on the Duplicator. Scrub the Stagger value on the Oscillator to change the effect.
A (rotated to 45º) under a (because the Duplicator ignores top level shape transforms). The Group is then added to a . We’re then using a with values of 0 and 90 and then a Behaviour (with a ) connected to its Array Index. The Falloff acts as a switch between those two values. There’s also a node used to create a relationship between the line Length and the Size attributes on the Grid Distribution. This isn’t really necessary but means that when you change the Line length the Distribution Size updates.
A demo of our and features. Best to check out the links for how it all comes together.
This one’s using a in a along a Path Distribution. The Input Path (a circle) is then being deformed by a Behaviour. A is then used to determine the strength of the Noise.
An Arc duplicated via a Point Distribution and then we have a specifying the rotations. That Duplicator then goes into a second Duplicator to form a simple pattern which is then animated via the Shape Rotation attribute. The animation curves are set to Loop with Offset in the .
The has a (set to Conical) on an Overlay . It also has a with an connected to its Amount. Play with the Stagger attribute on the Oscillator to alter the offset values.
Mind your ! The is being masked by another circle (Mask). Position.x of the Mask is then connected to a Behaviour. We're then using an Oscillator to animate the Stagger's Maximum attribute. One Duplicator creates the horizontal layout while the other stacks them vertically. We're then using a connected to the Shape Rotation of the vertical Duplicator to create a pattern (0,180) to flip-flop the rows.
An example using Cavalry to mock up UI elements. A is connected to the Offset of the . The Value 2 has a added to it. Anything within the Falloff receives the Value whereas anything outside it does not (note we've added an Offset of 2 to ensure there's always some shadow). Moving the Falloff over each shape creates the illusion of a button press.
The rectangle is being rotated using a via a . It's then duplicated along a Rectangle using a . Note that Vectorise is checked on the rectangle (Path) and some Divisions are set. This converts the rounded corners from bezier to 'lines'. That path is then being deformed using and its Strength is being animated.
This one’s more of a ‘rig’. The is connected to various Elements via some and Behaviours. These are being used as multipliers for Position on a Mask (Moon), the Length of a Line (Sun), the Count on a (Stars) and Color (Sky). By moving the Null left/right the scene transfers from Night to Day. Note that position.y on the Null is 'locked' using the Limit Position attributes. Inspired by this article -
A and Type Shape are grouped (Items) and then added to a set to a . A has then been imported and connected to 3 Atoms. The Column Title is then set on each Spreadsheet for Label, Value and Color (the names in the 1st row of the linked ). Then each Spreadsheet is linked to Height and Color of the Bar and Text for the Label. Note that for the Height Spreadsheet we've remapped the values using a . An Behaviour is connected to the Bar's Deformer attribute so that its base stays in place.