I’ve been playing with Blender, and I managed to create an animation for ProleWiki (shown in the link)

My question is, if anyone happens to use Blender, how to use Geometry Nodes or anything similar to make the wheat stalks look like they’re growing?

  • Aria
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    1 year ago

    You can scale bones, and along axis too. You can scale the bones such that the leaves are invisible, then scale them up first length-wise so they pop up, and then width-wise so that they fill in. You can animate the rotation of the bones (and other bones further down the chain if you want to make the leaves more soft/animate) to first point them up, and then slump them as they get more weight. (Bendy bones are easier than multiple bones for this use case).

    Before undertaking this though, will you first try my first suggestion? I’m not sure if you understood what I meant by setting the origin to the stem. Up here:

    You can choose ‘origins’ and then move the origin of the object. As you then scale it in object mode, it’ll not scale from the centre any more. If you select all the leaves, and choose “individual origins”

    You can preview what that would look like in the viewport. You can then keyframe that action. Only two keyframes, one at zero and one at 1. Then you can deselect the bottom most one and delay the animation for the rest, repeat minus the one above until you’ve done all 8 or 15, and you’ll have within a minute made them all grow into place in a cascading fashion.

      • Aria
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        1 year ago

        That’s pretty smooth! I noticed you didn’t animate the leaves independently. Was that just because it turned out to be difficult or did it not look good?

        • Camarada ForteOPMA
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          1 year ago

          I created a bone for every branch, and the result was already satisfactory, but I could’ve created more bones for each leaf and make the animation a little more complex, but all things considered it wasn’t needed that much.

          The scaling and animation of branches already did wonders