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I have a text object that i want to reveal with a kind of handwriting effect. My plan is to animate an extruded curve which i want to use as a boolean operator on my original object.

Animated extruded curve

How can the animated mesh (blue) be exported or converted so i can use it later on the red text? Right now i cannot select the blue mesh as an operand in the boolean operator.

dequid
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1 Answers1

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The blue mesh isn't a real mesh it is generated from a curve so it can't be used in the Boolean modifier ( and other mesh dependent modifiers ) , also the text object( red one ) is a curve so it can't be used in the Boolean modifier.

You can convert the curve into a mesh :
- select the curve and hit Alt+C and choose Mesh from Curve
Note: beware after converting to a mesh you loose the curve editing options ( including this animation )

The animation you have can be replicated using the build modifier on the converted mesh :

enter image description here

now you can have both the animation and the Boolean modifier on this mesh

Chebhou
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  • The build modifier produces unpredictable results and the resulting mesh causes "Cannot exectue boolean operation". Even with removed double vertices and fixed normals. – dequid Apr 20 '15 at 12:24
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    @dequid the build modifier follows the vertices order ( which created first ) , for the boolean modifier see this answer – Chebhou Apr 20 '15 at 12:33
  • yes, and that vertex order is my problem. If i check fill caps, the polygons on the caps are builded first in the build modifier. As i understand, i need a closed mesh for the boolean modifier to work properly. Any ideas? – dequid Apr 20 '15 at 21:01
  • it seems that the vertices order can't be changed, also the boolean will need non self intersecting mesh where this is not , can you give more details on the main goal you are trying to achieve maybe there's another way? – Chebhou Apr 21 '15 at 01:09
  • As you can see in my first animation, i want to have a text mesh (red) which is revealed over time like it was 'written by hand'. So at the 'T' for example the lower stroke from top to bottom then the lower stroke from left to right and so on. What i also thought of: Is there a way to import a vector animation into Blender (i know this is a separate question)? – dequid Apr 21 '15 at 09:49
  • @dequid for the vector animation i have no idea ( i know that you can import SVG ) , is your scene more complex cause i can achieve the effect with material nodes ( no boolean needed ) if you want ? – Chebhou Apr 21 '15 at 10:01
  • No, for the text part it is just that simple. Would love to see the material approach since i dont know how to make parts of an object invisible based on its material. – dequid Apr 21 '15 at 10:03
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    here is the example file if that's what you need i'll edit the answer to include it – Chebhou Apr 21 '15 at 10:09
  • Goes definitely in the right direction, except the transparent BSDF does not work, when the text object is extruded (non covered areas get black instead of transparent). – dequid Apr 21 '15 at 11:54
  • this is weird , i'll see if i can fix this – Chebhou Apr 21 '15 at 13:24
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    @dequid here is another file see if it does it, I had to reverse the animation and change the shaders order – Chebhou Apr 23 '15 at 03:15
  • @Chebdou it works. Thanks a lot. If you make it an answer, i'll upvote and accept. Cheers. – dequid Apr 27 '15 at 11:51