All you have to do is combine the number that
Mesh Island gives you with the seconds of
Scene Time, and use that as the vector for
Since you have a mesh here that consists of several separate parts, the individual positions of the vertices are moved to a different position with
However, to make sure that this only happens to the upper faces (I assume you wanted it that way), I create a selection beforehand that only selects these.
In your concrete example, however, you don't scale anything, but you move it instead, because you can only scale objects independently of each other if they exist individually as instances.
In your case, however, they are not, but you have a mesh here that was created from an SVG graphic.
Applied to this example, the solution looks like this:
- Select the upper points and put them into a separate vertex group.
- In Geometry Nodes you can select this vertex group with the node
Named Attributeand put it as selection into the node
In this way you move only certain points of your mesh, which is equivalent to scaling individual elements.
A couple of considerations for this one? ...
- Noise is smooth. (As opposed to White Noise, or Random Value.) You might want to see the noise 'flow' through the bars. At the right noise-scale and speed, you can.
- A single row of bars needs only one dimension of noise. (If you wanted the animation to loop, though, you could use 2 dimensions, and go round a circle in it.)
For example, here are some parameters you could expose through the modifier, if your instances are down a line in X: