03-17-2020, 10:44 AM
hi, thanks for the reply. its because the individual objects probably wont have simple PRS animation.. some will, some will curl up like carpet rolls, some will fold up... some will have a cloth like behaviour..
it might not end up being hundreds of objects, but i need to keep this flexible.
i just need a powerful way to control this animation en-masse. ideally offsetting the start point/speed of the animated objects by distance to a collision object, or some other driver i didnt consider yet.. (its a project pitch, im trying to get the most flexible approaches i can find.. so im ready for anything. tyflow is, if nothing else, very flexible. )
i can get a basic version of this effect by animating all objects, adding pointcache on the top of each, and then using exposeTM helper to control pointcache frame offset by distance to a dummy.. but its very manual to set up, and to then control the "falloff" of the effect etc, it gets very manual, using expressions, and im not that techy.
if i could use tyflow to do this i could then do other nice stuff like add secondary dynamics to the objects etc..
it might not end up being hundreds of objects, but i need to keep this flexible.
i just need a powerful way to control this animation en-masse. ideally offsetting the start point/speed of the animated objects by distance to a collision object, or some other driver i didnt consider yet.. (its a project pitch, im trying to get the most flexible approaches i can find.. so im ready for anything. tyflow is, if nothing else, very flexible. )
i can get a basic version of this effect by animating all objects, adding pointcache on the top of each, and then using exposeTM helper to control pointcache frame offset by distance to a dummy.. but its very manual to set up, and to then control the "falloff" of the effect etc, it gets very manual, using expressions, and im not that techy.
if i could use tyflow to do this i could then do other nice stuff like add secondary dynamics to the objects etc..