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Line with dots animation wrap around the earth

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Derrick oh
Line with dots animation wrap around the earth
on Mar 1, 2018 at 7:00:45 am

How do i create the effect and animation of the lines and dots around the earth just like the picture in After Effect or cinema 4D? I had tried out plexus and atom array in C4d but still cannot get it.

Thank you in advances.





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Steve Bentley
Re: Line with dots animation wrap around the earth
on Mar 6, 2018 at 10:09:08 am

In AE you could use an image of the lines and dots and wrap it around the CC sphere effect. Or better, map a texture to a sphere in Element 3D (3rd Party plugin) and use displacement to get a little more thickness. As long as you don't get too close you won't realize that it's a texture on a spherical shell - make sure to turn on both back and front sides of the sphere to render so you can see "inside" and the lines and dots in your texture should have an alpha channel so everything else is clear.

In C4d this is dead easy and so many ways to do it.
You could use an swept arc with balls on the end and have a Mograph cloner map them to a sphere (surface mode), then use a shader effector and pump in a noise texture to have them appear in random spots (more pleasing in this case than a random effector used for position)
Or you could have an emitter shoot particles out along the surface of sphere and use a tracer effector from Mograph to "spline" the trails of the particles.
I'm not sure if Mograph comes with all versions of C4D though.
You can also write an expresso node to join two points on a sphere with an arc spline that then gets swept and then you place balls at the two end point locations - rinse/repeat for all the other lines or use a cloner. This is nice because your arc doesn't have to adhere to the surface of the sphere and you can set an apogee height in the middle of the arc. (hyperbolic trajectory)
You can also emit particles on a tangent from the surface of the sphere and use gravity at the center of the sphere to put them into an orbit that decays and when they contact the sphere again they die. Then use tracer to spline the pathways and sweep them into real geometry. Use a setdata node to put small dot spheres at the point of emission and point of recontact.
You can also just use the splines that are generated by tracer and then use sketch and tune or cell render or Whitelights plug in to render the splines out without geometry (warning Sketch and Tune and Whitelights can be long renders if you don't want a lot of noise).



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