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In this movie, you'll apply the third and final wave of effectors to the scene to complete the procedural animation. When working with this many effectors, it's very important to name them so you know what each effector is doing. So we have our first two waves of effectors applied here, and as I just bring these to the left and just kind of scrub them through our scene, we have our first wave pushing the cubes forward, rotating them, revealing our first word, NEXT.
And then we have our second wave passing through as well, pushing the cubes forward, rotating them, and bringing our cube text back to their original position and rotation. So let's just bring these effectors all the way off to the right here, and we can start applying our third wave. So our third wave is going to have a position effector, a rotation effector, and then we need to have a third effector that pushes just the text cubes forward in Z space, just to give it a little bit of contrast and become the focal point of our scene.
So let's create our first plain effector for our third wave, and this is going to be the one that pushes our cubes forward in Z space, so this is applied to our cube grid and cubes text. So let's just type ALL, and this is dealing with position, and this is part of wave three, so All.Pos.Wave3. So make sure that we apply this to both our cube grid and our cube text. So that's applied down there.
And automatically, the default is 100 centimeters in the Y. We don't want that. We want to have them have the effector push the cubes in -Z space, and we'll just type in -150. And we need to change the falloff from infinite to something else. We don't want all of our cubes to be effected all at once. And we're going to go ahead and choose Box Falloff. And if we scale the Box Falloff up here and make it a little bit wider, you could see that if I pass this through our scene, that's creating a wave-like effect.
So let's just make sure that our falloff is tall enough, that it's encompassing all of our grid, so that that is now affecting our entire grid. So that's looking good. And now we need to make a second plain effector, and this is going to rotate our cubes and reveal our second word. So this is going to be applied to the cube grid and cube text, so ALL, and then rotation, ROT, and this is part of wave three as well. Let's make sure we apply this new effector to both our cube grid and cube text.
Bring it all the way down here. And we need to turn off position. We don't want this to affect the position, but we do want to affect the rotation. And we want to affect to it in the positive 90 degrees in the pitch. And you can see as I scrub that to 90 degrees, that's revealing our second word, PIXEL. It's the fake name of our fake TV station. So we need to change the falloff of this effector. We don't want it to affect all of our cubes all at once.
We need to have a linear falloff here so it's affected from left to right, and we need to rotate this linear falloff in the correct direction, so we just need to rotate it 90 degrees there. You can see as I move this through our cube grid, that as it passes left to right, it rotates our cubes and reveals our second word. If I move this effector to where our position effector is, if I select both of the effectors here that's in our third wave and I move them from left to right, we have our queues being pushed forward, and then we have our cubes being rotated by the second effector and then we reveal our second word.
We're going to create third plain effector that's going to push these cube texts forward, just to give it a little bit of contrast and break it out of this cube grid, because it's looking kind of boring right now. So let's create our third plain effector. This is just going to affect the cube text so we're going to just put text. It's going to effect position, and this is part of wave three. Let's name is textpositionwave3, and let's just apply this to our cube text.
You could see right away that it's moving it forward, but you notice it shouldn't be affecting it like that because the positive Y is up. What we need to do is have it pushed in negative Z space, but you can see that it's not acting appropriately. And the reason for this is because of the stacking order of our effectors. You can see that we have all these rotation effectors rotating the cubes, and that's changing the rotation of our axis direction of our cube text here.
So we need to make sure that when we apply this it's applied before any of the rotation effectors are passing through. So now if we go back, you can see that that's acting as it should. If we're pushing it in the negative Z space, it's actually moving in the negative Z space. Let's just put 150. And we will need to change the falloff. We don't want it to affect everything all at once, so we're going to change that to Box falloff. We need to make sure that we scale up the falloffs so it encompasses the entire cube text objects, make sure it's wide enough in that direction as well. Zoom out and let's make sure it's high enough there.
So now we select all of our wave three effectors and I move them from left to right. We have our cubes are coming forward, rotating, and then we have our second word appearing on our scene. We can actually just move these two back so that they're all kind of being affected all at the same time.
So that's looking pretty good. So now if we zoom out here, if we select all of our effectors and bring all of them to the left, we can get a little preview of what our animation is going to look like. So as this pass through, our first wave is passing through, reveals our first word. The second wave comes through, pushes the text back, and our third and final wave pushes through and reveals our second and final word.
So you can really start to see what this final animation is going to look like. So with all these plain effectors set up and the animation pretty much mapped out, you'll see that at first glance, there's a lot of moving parts. But by stacking all these effectors, you can control the entire animation with just two keyframes.
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