How to Animate This? (Architecture)

Hi,

I need knowing how to realize this kind of animation for the architecture:

1-

2-

3-

Can anybody help?

" excuses me for my bad english, I am freech "

For wooden panels and staircases you can toggle visibility.

For walls you can do it through toggling visibility and scaling the object or toggle visibility and utilizing blendshapes.

SimplyD3D,
For wooden panels and staircases you can toggle visibility.

For walls you can do it through toggling visibility and scaling the object or toggle visibility and utilizing blendshapes.

There is no tutorial to help?

Stairs can be animated with an array - you can keyframe the number in the array
Walls can be animated either by applying a solidify to a plane and animate the thickness, or you Boolean the Wall with another Cube for example - make sure to draw the Cube only as wire and for Cycles to deselect the Camera,Diffuse,glossy,transmission,volume scatter and shadow, or simply make it invisible and not renderable
booleans are tricky when the object that should be booleaned has weird mesh or weird normals - Sometimes the boolean wont work for certain frames in the animation and/or the texture can flicker when not properly uv unwraped or an edge split modifier applied after the boolean
Shapekeys as mentioned by SimplyD3D can be usefull
lots and lots of keyframes …

as for the flowing water in pipes stuff - or the arrow-thing
generate a curve
generate for example a cube - add modifier curve to cube - pick curve as Object - drag cube in different directions, check what it does on the screen - figure out the axis in the curve modifier - animate the position of the cube to get desired ‘flow through pipe’ look

Stairs can be animated with an array - you can keyframe the number in the array
Walls can be animated either by applying a solidify to a plane and animate the thickness, or you Boolean the Wall with another (animated) Cube for example - make sure to draw the Cube only as wire and for Cycles to deselect the Camera,Diffuse,glossy,transmission,volume scatter and shadow, or simply make it invisible and not renderable
booleans are tricky when the object that should be booleaned has weird mesh or weird normals - Sometimes the boolean wont work for certain frames in the animation and/or the texture can flicker when not properly uv unwraped or an edge split modifier applied after the boolean
Shapekeys as mentioned by SimplyD3D can be usefull
lots and lots of keyframes …

as for the flowing water in pipes stuff - or the arrow-thing
generate a curve
generate for example a cube - add modifier curve to cube - pick curve as Object - drag cube in different directions, check what it does on the screen - figure out the axis in the curve modifier - animate the position of the cube to get desired ‘flow through pipe’ look

Your looking at a fairly big project . Expecting someone to tell you how to do it in detail is not realistic. Blender can do this quite easily, but you need to have the skills in using it first.

Nonetheless, here’s a general idea of what will be entailed…

  • Modelling the individual objects
  • Setting up camera movement and lighting
  • Keyframing the object’s appearance/movement in the scene
  • Lots of computer time for rendering the entire scene

The animation itself is quite simple, in this case. It only requires basic movements that will be easy to set the sped and timing.

easy-peasy :eyebrowlift:

Analyze / research / reverse engineer / deconstruct / separate by stages
Base the concept / describe / write a script / make a plan
Create action / construct work / develop

if it’s your first, you’ll learn a lot
:stuck_out_tongue: