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.. _bpy.types.BuildModifier: |
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Build Modifier |
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The *Build* modifier causes the faces of the mesh object to appear or disappear one after the other over time. |
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By default, faces appear in the order in which they are stored in memory (by default, the order of creation). |
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The face/vertex order can be altered in Edit Mode by using :ref:`Sort Mesh Elements <mesh-edit-sort-elements>`. |
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Options |
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.. figure:: /images/modeling_modifiers_generate_build_panel.png |
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:align: right |
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The Build modifier. |
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Start |
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The start frame of the building process. |
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Length |
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The number of frames over which to rebuild the object. |
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Randomize |
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Randomizes the order in which the faces are built. |
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Seed |
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The random seed. |
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Changing this value gives a different "random" order when *Randomize* is checked. |
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This order is always the same for a given seed/mesh set. |
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Reversed |
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The modifier will operate in reverse, essentially allowing it to be used as a "deconstruction" effect. |
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This is useful for making a set of dupli-objects gradually disappear. |
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Example |
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The *Build* modifier is often useful when needing a way to get a large number of items to progressively appear, |
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without resorting to animating the visibility of each one by one. |
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Examples of this include a mesh containing vertices only, |
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which is used as an :doc:`Instance Verts emitter </scene_layout/object/properties/instancing/verts>`, |
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and has the build modifier on it. Such a setup is a workaround/technique for being able to |
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art-direct some semi-random layout of a collection of objects (i.e. leaves/balls forming a carpet of sorts) |
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when doing so with particles is not desirable |
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(e.g. due to undesirable distribution of items leaving random gaps and overlapping in other places). |
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.. youtube:: -7SqfX5vt_8 |
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