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We'll tackle rigging, animating and simulating pre-existing flower assets. I find this is more common than making procedural flowers when doing client work, so, I thought I'd show my workflow for this. 

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014 - Animating Flower Assets

-- In This Video -- In this video 00:00 Intro 01:12 Preparing the flower asset 03:14 Add curves onto petals 11:45 Create a petalmask attribute 14:52 create weighting on petals 17:20 Create basic animation 22:15 Add petalmask into animation 24:25 Add curveu into animation 29:09 Fix gap between petals 32:02 Move petals inwards 36:47 Add scale to petals 38:50 Pin points for Vellum 40:45 Setup Vellum 42:39 Fix Vellum problems 43:15 Animate Sepals 50:03 Final file cache 50:20 Retime the animation 51:22 Final thoughts

Comments

Paul Esteves

Ahh.. I think you need to use a uv layout to center the UV and scale it up to fill the uv tile. As you're running over each piece, it should scale and move each UV to fill the island. You can then move it back afterwards if you need the original UVs again.

Brian Nguyen

Can you share with me the material of this flower?

Paul Esteves

Hey Brian, there aren't any textures with the flower, I just used a ramp to change the colors. It was a very basic rs material setup.

Mica Cruz

Very nice, could you do one tutorial that include the stalk and leaves? like a growing effect of the whole plant?? thanks