As a result of the coronavirus (COVID-19) outbreak, we have a reduced capacity to review effects and delays in publishing are expected. Learn more.
If a 3D object has a skeleton, you can use patches to set how the joints in the skeleton move - animating the object. This is called procedural animation.
You can apply the same technique to other types of object, like the mesh that make up a 3D object, to add animation to your effects.
Expand your object in the Scene panel and select the joint you want to animate.
In the example below, we’ve added an object called boombox_animated to our scene. It’s made up of several mesh and a skeleton with 3 joints. We’ve selected a joint called base_jnt which will allows us to animate the base of the object.
In the Inspector, create a patch to represent either the position, rotation or scale of the joint.
To create the patch, just click the arrow next to the property.
In the example below, we’ve created a patch to represent the scale of the joint.
You’ll use two patches, Loop Animation and Transition, to animate the joint.
The Loop Animation patch and Transition patches are usually used together. This is because the Loop Animation patch controls the progress of an animation, and the Transition patch can be configured to control how and where the object moves.
To create these patches:
Next edit the Loop Animation patch:
In the Transition patch, set values for the object to animate between. For example, if we set each value next to Start to 0.9, the object will get very slightly bigger:
Finally, it’s worth taking a look at the Curve value in the Transition patch. You can adjust this to set the pacing of the movement. It's worth experimenting with this option in your own effects.