Help with using an effector to transform instances

hey all, any help would be appreciated, working on an effector to kind of animate the transforms of instances.

the goal is to have this kind of animation but it would be driven by proximity or like a gradient-something attached to an object so i can just animate the controller/effector to control the timing of which objects pop out first etc.

my workflow is I have the GroupPro addon, and that basically makes it much easier for me to use (collection) groups of instances instead of duplicates saving up on performance.

my first attempt was turning Geometry to Instance then using Translate/Rotate/Scale Instance nodes after that. Doing it this way makes blender run really slow even though I know blender can handle animating this sort of thing.

my next attempt is turning everything into a sort of ‘empty’ (mesh line with 1 vertex then instance on points using the correct object/instance) then using Translate/Rotate/Scale Instance nodes after that. I’m going to be using shift L to select linked instances, select the ‘empty geonode instancer’, then ctrl L to link it to that empty. Then repeat the process for all unique instances. all the object transforms stay the same which is nice. The big downside is this is very tedious to do for multiple unique linked instances. But besides that, performance is great. the one with boxes represent the ‘empty geonode instancer’ while the rest are still normal objects that aren’t converted yet. It works perfectly. Just very tedious to setup

My next attempt is just instancing a whole collection

then using a dummy object to instance all the objects inside that collection and control the transforms through that object. they suddenly ‘forget’ their origins after this so all the supposed individual instances just react the same way, no visible gradient or proximity happening.

I only had to use the collection instead of instancing it on a single point :man_facepalming: thanks to @/Quackers from the erindale.xyz discord server.

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