Triangles: 128k
Vertices: 64.2k
More model informationThis is a free Blender resource I created to encourage people who are just starting out with 3D animation. The basic principles shown here have a wide range of potential uses, from game design, to scientific presentation.
Some of the concepts include:
- Rotation/translation using [Actions]
- Morphing using [Shape keys] & the Shrinkwrap modifier
- Texture mapping using [UV coordinates] & [Materials]
- Procedural texure animation using [Nodes]
For instance, I’ve animated some of my models to demonstrate:
- projection mapping: projecting a texture from a sphere onto an irregular asteroid surface
- timelapse evolution: morphing through 3 scanned baking phases of a fruit tart
- fossil recovery: isolating and reconstructing a fractured dinosaur skull
- rigid body physics: simulating the accretion of an asteroid
Happy modelling / scanning & animating!
CC AttributionCreative Commons Attribution
Oct 9th 2020
In collectionsSuggested 3D Models
29 comments
Cool!
@1310253201 Glad you like it!
That's cool
@MA_AM Not entirely sure, but I think the GLB might have been generated automatically by Sketchfab.
May I ask how Blender exports UV or texture animations into GLB files and displays them on the front-end
@The.DJ Thanks!
Wow. Impressive
@ecommari Glad you like it!
This is excellent. Thank you!
This looks excellent, im trying to find out how animated textures is achieved in glTF formats. This is really encouraging to see it working. Is the texture animated with a sequence here? it would be great if the node system exported its animated result directly.
J E L O
C U B E.
@senyul YOUR WELCOME! :D
@malissajijimay Thank you! It means a lot.
So cool i really like it :D KEEP UP THE GREAT WORK! :D
0 FPS
That's right
Wait this is made in blender?
@trevorwgraphics The dynamic mapping is controlled inside Blender. Sketchfab can't interpret this directly, so I had to bake these changes incrementally on separate textures, as part of the same UV coordinates. The same should apply to static textures whose mapping change over time. It would an interesting idea to try out, given the right subject.
So sketchfab allows you to use a linear vector to adjust the coloramp locations? Would this work for static textures?
@senyul Thank your for sharing the process, the effect is hypnotic :)
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