How would I go about making/animating this green object?
would it be better to use latices or is there a way to automatically animate this?
I just need it to stretch and contract in the center. I don't need to mess with the materials.
setting up a dynamic system for this simple task would be like getting out a caterpillar to dig a 1 foot hole.
man the fuck up op. I've been in multiple classes about 5 years ago with someone who was animation director on a movie that won multiple oscars and he would never let anyone animate with physics on anything
OP here. I figured it out.
shape keys alone arent the answer.
eg: animation with two three shape keys
here's the semi-final with shape keys and softbody physics and a bit of texturing because I felt like it.
My question now is: how can I make the center transparent based on how it's stretched?
>My question now is: how can I make the center transparent based on how it's stretched?
Clearly you learned nothing. Same idea: Let the scale/position/whatever drive the factor of a mix shader/alpha transparency/mask/whatever.
unwrap the object with a simple planar projection and apply a ramp texture that goes from white to black and back to white. You can even make the gradient in your rendering software of choice if you don't want to use a texture.
You can apply materials to individual faces of a mesh.
But I still see no reason to do this since if you setup your cycles material properly to match whichever substance your going for, then stretching it out should affect its optics respectively. Unless you're trying to fake it.
that gradient would be the mask whose presence needs to be driven (could even use frame # to drive it). Otherwise it will be present throughout the animation.
>that gradient would be the mask whose presence needs to be driven (could even use frame # to drive it). Otherwise it will be present throughout the animation.
Just blend that with a value that goes between 0 and 1 throughout the animation. (screen mode should work)
Sorry for the quality, but I couldn't be bothered to use more samples right now and I can't make webms for shit.
This is just one shape key and the method I described here >>508361 and here >>508367 for the transparency.
No vertex groups, drivers or anything of the sort. And the shape key affects the simpler version of the mesh, which is later subdivided.