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I want to make a building construction effects like this: https://youtu.be/Ln2ZmgAaN1Y

enter image description here enter image description here enter image description here

I have tried it with geometry nodes but the results are unsatisfying and doesn't look as good as the reference. Here is what i have done: https://youtu.be/i-tw-7n_XC8

my nodes are mostly transfering indexes from one geometry to another by using the sample nearest node and then set position.

and my most successful one are using cube as particles that all appear on frame 1, and "destroy" them using a forcefield, then reversing the video later. Link: https://youtu.be/llGFrMYqbAg

i would like to explore my idea using the particles, but now i have a new problem. i cant make the particles to face the normal direction, causing the building to look blocky and unnatural

enter image description here

enter image description here

how do i "spawn" the particles facing the normal directions and also spawns it neatly, not randomly. i tried messing with these, but i see no difference

enter image description here

if you guys have any other solution i would like to hear them too ! thankyou

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  • $\begingroup$ Instead of arranging particles to construct a building, you want to just model your building, with a consideration for the insides of the building (normally you don't care about the insides, but because of the building transition you can see it), and then somehow embed an information to distinguish separate building blocks - e.g. divide the model into separate islands (and use Mesh Island: Island Index node), or separate objects (then in geonodes you would use a Collection Info node). Then just animate blocks flying off, and reverse the animation. $\endgroup$ Commented Jul 13, 2023 at 13:53
  • $\begingroup$ Previous attempt: blender.stackexchange.com/questions/296845/… $\endgroup$ Commented Jul 13, 2023 at 13:54
  • $\begingroup$ thankyou for the response, im very new to geo node, so i'm having a hard time understanding your comments, hahah sorry ! $\endgroup$ Commented Jul 13, 2023 at 14:18
  • $\begingroup$ Please do not ask a question twice, instead try to clarify the concerns in your original question and have it reopened. $\endgroup$
    – quellenform
    Commented Jul 13, 2023 at 15:01
  • $\begingroup$ the stack exchange gives me 2 choice, "Update the question so it focuses on one problem only. This will help others answer the question. You can edit the question or post a new one." and i pick the post a new one $\endgroup$ Commented Jul 14, 2023 at 5:42

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You could use a classical physic method: Create your building with a cube and some Array modifiers on X, Y and Z, apply the modifiers and separate each cube as different objects, put their origin at their geometry, give them Rigid Body, create a Force Field > Turbulence with a high Strength and Falloff > Shape >Sphere and Min Distance > 0, Max Distance > 3 or whatever value you need, keyframe the force field so that it moves down, cut off the Gravity, bake the simulation to keyframes if necessary:

enter image description here

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  • $\begingroup$ I imagine you could reverse the gravity and turn the physics on the objects sequentially, so they don't fly off at once, then when reversing the simulation the objects would assemble as if they were falling down. $\endgroup$ Commented Jul 13, 2023 at 15:01
  • $\begingroup$ you can bake the simulation if you want to reverse the simulation $\endgroup$
    – moonboots
    Commented Jul 13, 2023 at 15:03
  • $\begingroup$ i tried this too, but now the building looks blocky and unnatural, because it is arrayed. $\endgroup$ Commented Jul 14, 2023 at 6:09
  • $\begingroup$ @FernaldyWiranata it's just an example, arrange the blocks however you want, they also don't need to all have the same shape. $\endgroup$ Commented Jul 14, 2023 at 8:23
  • $\begingroup$ You can move them a bit in Object mode: Object > Transform > Randomize Transform $\endgroup$
    – moonboots
    Commented Jul 14, 2023 at 8:54

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