Here is another way ... curve object with two modifiers used for Snake object with Curve modifier ...
Simple Deform > Bend
Not perfect yet ... I have difficulties to set shape of wave I like to (still too spiky). For now just a concept to play with :)
... change Simple Deform > Bend > Angle
Later I want to try Lattice or something similar ...
Your reference video didn't help too much ... it is not close up to see working mechanism.
The only one visible motion is Cabin (cable and wheels are not noticeable for their distance from camera or design -flat design). So for the most simple way to animate Cabin keyframe start/end location to get illusion of movement.
For a bit more details you can ...
Here is my take using curve Shape Keys for the animation.
This requires some good animation skills and patience.
I prefer using NURBS curve for this specific shape - Figure 1
Initially I start with a Curve Path object and subdivide it twice
Then subdivide some more only the first segment where the head will be and then snap these generated points to the ...
One approach, as you described, is to run a cloth simulation with some obstacles placed in the box to create wrinkles and improve the result manually.
Start with the box, and place some obstacles with Collision enabled for them. Separate the box walls from the bottom of the box. So you can give only the bottom part a collision. ...
Speaking to smoke – I can only extend already my provided link in comment (or Zargul's answer) by more screens ...
For Domain object type in Color Attribute field color
... or use Atribute node if you are not using Principled Volume node.
For each smoke emitter (Cube) change under Physics Properties > Fluid > Smoke Color
I'm not sure if ...
The most common use of negative frames is for a pre-roll simulation, not to be confused with a pre-roll ad. Sometimes you want a simulation, such as a smoke simulation, to develop for a bit before you start rendering it.
You could do this by starting the simulation at frame 1, and then instead of rendering frame 1-N, you would render frame M-N+N, where &...
I wanted to come up with Lattice version, because there is not a way to adjust wave shape inside modifier in a shape I would like to.
With Lattice deformer it is possible in some limited way, also with lattice you can completely fix snake's head position ... the biggest issue here is material.
Instead of curve objects you can go with mesh object, because ...
You could create a plane, subdivide, mask one of its ends, in Sculpt mode use the Cloth Filter brush / Gravity mode to already give it a cape look:
Then give your cape a Cloth physic, pin the same end edge, choose a very low Speed Multiplier value (like 0.1), enable Self Collisions, create a Force Field > Wind, give a Strength around 10 000:
Bake (here ...
You can create a comet object that will be made of a ball (the head), a thin tail and a bigger one. Also create a curve, and give your comet object a Curve modifier to make it follow the curve. Create 3 different particles that will be your sparks:
Give your comet and particles this kind of node setup: Emission mixed with Transparent with a Layer Weight as ...
Check out https://luxcorerender.org/
It's much better suited than Cycles when it comes to caustics and realistic light behavior. Also, it's open source and has got a rather neat blender exporter, so you should be able to use it without too much hassle!
The problem is that the small cubes are inside a large cube. Changing the normals of the outer cube's faces won't help anything (at least not in my version), Blender treats them as inside another rigid body object so they get rejected, i.e. thrown outwards (always in the direction of the wall which is closest to them).
To change this, your walls have to be ...
Well, I would first set the scene gravity to zero, but beyond that, duplicating multiple rigid body metal rods can be done different ways. I might set up one rod, and then use alt D to duplicate linked, possibly randomizing their rotary transformations afterwards. Another way is to use a particle system to generate lots of them, and then “make instances real....
Thought about using Shrinkwrap + instancing, but that can make the arrows squeeze through tiny holes and overlap with the mesh. So I used lemon's answer here:
Python in Blender 2.8 - testing if two objects overlap in the XY Plane?
from mathutils.bvhtree import BVHTree
center_object = bpy.data.objects["S"]
initial_step = 0.01 # 1 cm ...
You can use object constraints for that. The "limit distance" object constraint does exactly this. It limits/sets the distance to outside/surface of the "target" object - which would be the clock in your case. With "distance" you can determine the...you guessed it - distance ;)