What I would like to achieve using geometry nodes is something like a curved path consisting of stepping stones that sequentially appear out of thin air.
Instance steps Objects along a curve, oriented to the curve (aligned to the curve going up/down and sideways)
These objects have a position on the curve between 0 and 1
Have and empty or animatable parameter (start to end / 0-1) that corresponds to the curve
Have the objects react to this paramter
Objects start instanced in position A (eg raised) and with a transparent material
When parameter or empty is past their position on the curve animate the instanced object over a few frames into Position B and make them visible
So the steps are:
- Instance and align points
- For each point, get the position on the curve
- Compare to currently set parameter
- If greater, transform, not instantly but over a few frames (maybe using a falloff as a factor, unclear on this)
- Bonus / Nice to have: cull instances outside of camera view (Not important right now)
Is this even feasible using geo neodes either 2.93 or 3.00 fields?
Things I am having the most problems with:
- Get the parameter of a point along a curve (between 0 and 1, how far along is the point)
- Separating the instanced points, accessing and moving them individually
- Moving things into position over a few frames (could be done by a falloff?)
- Should the instancing occur before the points are manipulated or afterwards?
- Is there some workaround the inspect for example a float output? The viewer node only attaches to geometry socket types.
- I am missing the “evaluate curve” node from the newer builds that seemed useful for my case, what happened to it?
I’ve also attached a video where I’ve fake the basic sans the invisibility part:
Thanks for any help, ideas or alternatives!