My first steps creating dynamic “effects” for example to let objects appear for illustration/demonstration purpose ends up in an acceptable result i think (Sorry i am not allowed to upload anything yet)
In my case i let appear a table somewhere over a ground with a slight rotation and let them fall on the ground. Nothing with phyics, only used curves in the curve editior in the animation section.
My problem: The amount of animated properties getting very high soon. As soon as i decide to change something regarding the original model (in my case for example shorten the table legs) . All the animation stuff is basically not valid anymore since the absolute position of my model changed …
My question: Is there a way in blender to “manage” this smarter? Some kind of “relative animation” without depending on absolute x,y,z values? I mean … make a real complex animation stuff, 20 or 30 params included and the later change the base model slightly will end up in the same effort as you haven’t done it yet.
In my example it would be cool, no matter how long the table legs are in the end, the table always will hit the ground and not hover a half meter above just cause i shortened the legs
Another question: Is it possible to “group” this work anyhow when its done once? I mean if i create a “appearing effect” which includes some rotation and scaling and x,y,z movement of the object … i copy it over and over to all the other objects i want to have this effects too … but what if i change for example the initital rotation afterwards and i want this to have for all objects having this effect?.. do i have to do the work over and over again also for the other models or is it possible that they “share” an animation stack that i can edit in a more centralized way?