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What is the best way to animate apple pie box folding from die form to folded view?

I need rather technic then solution. In my case I should be able to fold abstract apple pie box from die form, not vice versa.

These type of box seems to be pretty easy, but on close view no so... I spent whole day and still have no idea how to start folding...

Does blender has any tools to fold and bend faces keeping it's UV geometry constant?

Apple pie box example

UPD: moonboots thank you for the answer, but... I think it's a bit dirty and tricky way... I would like (if it's possible) to make it more realistic way... First of all, applie pie box is not trivial geometry. It's a cross section of bunch of cilinders, you can see them on the gif:

enter image description here

Actually I created that cross section, and applied bones. Going try to unfold it (at least):

enter image description here

For now I have problem to pose bone in parralel to XY-plane (the goal is to unfold box). I think I tested all kinds of snapping, but has no luck ( I would be very grateful if someone would explain to me how to rotate a bone parallel to the XY plane?

enter image description here

UPD2: here is my version, pure bones, as much real as possible, but not strict real... It can be used for cartoon-like animation, but not for packaging production visualization and preview...

Finaly it seems there are should be more dedicated software for package modeling. Paper and folding cardboard physics should be considered much more precisely...

enter image description here note that box flaps has arc form when box is folded: enter image description here

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  • $\begingroup$ it would mean from totally flat position (the one we see on the picture) to its 3D form? $\endgroup$ – moonboots May 16 '20 at 8:49
  • $\begingroup$ Yes, from totally flat $\endgroup$ – Yuri May 16 '20 at 10:01
  • $\begingroup$ @moonboots, please have a look to my edits to question, thanks in advance! $\endgroup$ – Yuri May 16 '20 at 20:38
  • $\begingroup$ Ok, I've edited, B-Bones seem to work fine, except I wasn't able to make Subsurf work properly but it's not necessary if your object is subdivided enough. $\endgroup$ – moonboots May 17 '20 at 7:50
  • $\begingroup$ nice, but where was your difficulty exactly? why couldn't you "rotate a bone parallel to the XY plane"? $\endgroup$ – moonboots May 17 '20 at 12:49
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So 2 solutions:

I've tried with B-Bones, it works fine. Don't forget to put the Subdivision Surface under the Armature modifier, otherwise you'll have bad shading:

enter image description here

You could also use both bones + shapekeys:

  • Create your flat object. Give it 3 bones, one main, one for each face hinge:

enter image description here

  • Give your object a basis shapekey and a second shapekey, modify the object:

enter image description here

  • Mix both shapekeys and bones animations, use the bones to move and close the object:

enter image description here

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  • $\begingroup$ please have a look to my edits to question, thanks in advance! $\endgroup$ – Yuri May 16 '20 at 20:40

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