Now that we have our panel set up, it's now time to animate them using MoGraph Effectors. So the animation we're going to try to achieve here is where the panels slide open mechanically, revealing our Sports Replay logo. We're going to use a couple of effectors to do this. One that's going to pop our panels forward. And another that's going to make 'em slide back. It's going to look really nice, really mechanical, robotic lookin'. So, let's tidy up our scene first. We're going to place this circle spline underneath our capsule group, here.
And let's just group all this together, as well. And we'll just call this Capsule Group. So we have everything under one null, and let's also hide the visibility of our circle spline there. Let's go ahead and turn off this main cloner and our spline wrap, and we're just going to deal with our just linearly cloned panels here. So the way we're going to work is, we're going to animate with our effectors linearly, and then turn back on our spline wrap and our cloner. So first, we're going to use a shader effector to animate these panels.
So go up to MoGraph > Effector > Shader Effector. And we're going to use the shader effector, because we can set the strength of the effector over our clones by using a gradient, and I'll show you how we can do this. First let's rename our shader effector to Slide Open, and make sure we have it applied to our cloner object right here. We want this cloner, not that first cloner. And right away, you can see that all of our cloners are now mapped white. They're shaded white, because of our Shader Effector.
White means that your clone is being affected fully, darker gray values mean that the clone isn't being affected as strongly. So right now our default has Scale Enable, we'll just turn that off, don't need scale. What we do need is Position and Rotation. And for our position values, let's go 15 in the Y, and 135 in Z. Now let's just give it a slight rotation value of 5. So you can see that, that pushed all of our panels back and a little bit up, and rotated them slightly.
So, let's go to our Shading tab, and for our shader, let's choose that Gradient. Now look what happened. Remember I said whatever's white is being affected fully by the effector? And whatever is darker, black, or grey, isn't being affected by it at all? So we can go into our gradient, and actually adjust how our gradient is mapped to our clones here. Let's give this a position value of 25 for this black chicklet, here. You can see that more of our clones are not being affected by the Shader Effector.
And this is nice, because if we go ahead and change our Falloff from Infinite and go to Linear, and if I move this Falloff through our animation, you can see that this is now looking like these panels are sliding open. So, let's go ahead and increase the size of our Falloff, and then adjust our Falloff percentage to 100%, and this will overall just smooth everything out. See, that's much smoother.
Then let's go ahead and key frame this. Let's go to frame zero, and turn off all of our scale rotation and parameter values, and just focus on the position, and hit a key frame. And then let's go to frame 35 and move our Falloff through our clones. Make sure they get all the way through, and hit another key frame. Now let's go up to our timeline. We're going to change the key frame interpolation, from Spline to Linear, so we have constant motion. We don't have any ease in or easing out.
And let's bring our project to about 50 frames and hit Play. So you can see as our Falloff passes through, our panels are sliding open a little bit. Now to actually see it slide open, let's re-enable our Spline Wrap and our cloner here. Let's go back to frame zero and hit Play. So you can see that, as our Falloff affects our clones, it's now opening those panels. We can actually speed that up a little bit. It's looking better. Now, we can take this one step further, make this animation look a little bit more interesting.
And we can do this by going to our Falloff tab. And under Spline, we have this Falloff function, where we can actually define the type of spline interpolation that our falloff is going to through. So if I just Ctrl+Click, I've created a point I'm going to Ctrl-click and create another point. And you can define how you want this animation Falloff to affect your clones. So what I want to do is use this blind curve to have this overshoot. And to have overshoot animation, you have to bring this blind curve above this one value.
So zero is at the very bottom, one is at the top, and I'm overshooting that. So, let's see what this actually does. If I hit Play, you can see that by pushing this spline up above that one value, we're getting values over the original position and rotation values that I set, so it's overshooting that position value. So, we have this kind of bouncing. Now let's really over pronounce this and see what's going on. So now you can really see the overshoot bounce.
And that's looking pretty good. It's a little bit much. Let's just taper that down a little bit. You can kind of adjust this to taste. That's looking pretty good to me. So let's go ahead and, first things first, we actually need to rotate our entire capsule group here, because our text is going to be centered in this capsule. So that's looking pretty close to being centered. And, the next thing we're going to do, is make the panels pop open before they slide.
And to do this, we're just going to create another Shader Effector. So I'm going to name this Pop Up, and make sure we apply that to our cloner down here, and we're going to apply this before the Slide Open one. And again, by default, it has Scale Enable. We're going to disable that, and enable our Position and Rotation. Now for this Shader Effector, we're going to apply a position value of 30, and a pitch rotation of just four degrees. Now let's make this a child of our Slide Open shader.
And make sure our pop up Falloff is set to Linear. We're just going to move this over. Now since our Falloff is already animated on the slide open, since our pop up is a child of this other Shader Effector, it's just going to move along with it, right? And since our Falloff comes before the Slide Open Falloff, our Pop Up Falloff is going to pop these up first as it passes through it, and then be followed by the Slide Open Falloff. So let's go ahead and see how this looks. So right now, our Pop Up is happening way too close to where the other Shader Effector slides everything open.
So I want there to be a tiny gap in time where the panels pop open and then slide open. So, to do this, I'm just going to drag out this Falloff a little bit further away from the Slide Open Falloff. And it looks like it's already affecting some of the panels, so I'm just going to move back this whole entire group, hit a new key frame, and hit Play. So we see we have the panels pop up and slide open. Let's move out the time on this so it's a little bit longer.
So that's looking pretty good. So we have the Shader Effector popping the panels out, and then the second Shader Effector is sliding the panels back. And all that's controlled with just those two key frames that we set for that first Shader Effector. So last thing we need to do is go to the Pop Up Shader Effector here, go to Shading and make sure we apply a Gradient for this one as well. There we go. So with that, we got two key frames handling all that entire sliding panel animation. So MoGraph Effectors are very flexible, and allow you to add interesting animations to your objects.
By using the Shader Effector's gradients to control the strength of our effector animation, we created our desired mechanical movement.
- Modeling 3D elements with NURBs
- Animating with the Shader Effector
- Importing artwork from Illustrator with ArtSmart2 and Extruding
- Creating and applying textures
- Adding camera movement
- Lighting the scene
- Compositing in After Effects
- Adding optical flares and motion blur