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Jan 25, 2022 at 2:12 answer added BlenderTutorials.org timeline score: 0
Jun 3, 2021 at 14:58 comment added Gorgious @Chris Nope, a diagram definitely would have helped but I'm glad it's solved anyway :)
Jun 3, 2021 at 14:43 comment added Chris @Gorgious: did you ever thought he meant something like that?! 😳maybe I think too complicated. And maybe I understood something wrong, but for an animation like this - the nodetree could be much easier - I think.
Jun 3, 2021 at 14:21 answer added Warlax56 timeline score: 3
Jun 3, 2021 at 13:24 comment added Chris i mean something like this in my last comment: youtu.be/sRP_pSl-il8 (sorry, can only edit for 5 mins, which are over now)
Jun 3, 2021 at 13:20 comment added Warlax56 FYI, I'm playing with shifting all the meshes along the x axis by a fixed distance in order to encode locality, then maybe using that to mask specific meshes
Jun 3, 2021 at 13:18 comment added Chris you can do this "kind of" effect with "particles" in geometry nodes by point instancing small objects on each vertex, then randomize (or bring them in some order) them and move them over to a new mesh. To make that looks good, they should have the same number of vertices. A direct transition between two meshes - i think - is not possible AFAIK now.
Jun 3, 2021 at 13:11 comment added Gorgious Unfortunately you can't specify the chosen item in a collection. You can use several instancers with custom seeds and use a system of switches to filter out the items you want, but it would be really weak and adding items to the collection would most likely ruin the whole thing
Jun 3, 2021 at 13:10 comment added Warlax56 FYI, attempted to use point instance on a single vertex, which mostly works, but point instance appears to randomly spawn objects which is not useful in this use case.
Jun 3, 2021 at 12:55 history asked Warlax56 CC BY-SA 4.0