Looking for a way to transform thousands of meshes by their placement #1967
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sebarious70
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I have this idea to spice up my ongoing rabbit hole, pardon, passion project with the MIDI notes as meshes that some here are familiar and were extremely helpful with. To better illustrate, I will post a simple viewport render:
OK, so imagine that you see that floor, but no other meshes. However, when the camera is at a certain position, or some other object is at a certain position, these meshes start falling down and end up on the floor. I don't mean in a realistic way, bouncing or any of that, more in a motion graphics kind of way. At one point, all the meshes basically fall really fast and at the last half second reduce speed drastically and the last meter they fall slower. And then they keep falling, but always when the camera is getting closer to where they would be when the notes are being played.
In case it's not clear, the notes being played are the ones that go through the playhead, which is the thin long wide cylinder you see across the frame and inside some meshes. So basically I would like the notes to fall, but not all the notes that you can see in the horizon, but like a row at a time to reach the ground right before they hit the playhead, so it would have to be done in a progressive way that there's always more rows falling.
I don't know if Blender itself has a way to do it, perhaps with a constraint or a modifier, but I thought perhaps Animation Nodes would have something like this.
Of course I could do this manually keyframing the Z axis for thousands of meshes and finish sometime next year, but obviously the goal would be to find a way to do it fast via some effector of some kind that would make this happen, and without a lot of trial and error, because I've been working on this project for too long and need to move on. So if there's like a simple way to do it, great, if not, it will go into the mental trashcan of great ideas that I lack the time for.
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