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Question by PhilippL · Sep 22, 2015 at 10:40 AM · verticesmodelsmeshfilter

Beaming up - animation of models

Hello,

imagine I have a model from a 3D app or a built-in model, like the unity-character. Now I want to perform a 'beaming up'- animation, like the examples in the science fiction movies. The vertices or pixels of the charakter should slowly appear (disappear) from one direction to the other direction. At first the legs should be visualized then the body... and so on. I tried to achieve this task by iteration over the vertices of the characters mesh, but this approach doesn't work. Here you can see my approach:

     void Update () {
 
         float j = min_y;
         if(j > max_y)
         {
             j = min_y;
         }
         j = j + 0.001f;
 
 
         Mesh mesh = GetComponent<MeshFilter>().mesh;
         Vector3[] vertices = mesh.vertices;
         int i = 0;
         while (i < vertices.Length)
         {
             if(vertices[i].y < j)
             {
                 vertices[i] = Vector3.zero;
             }
             i++;
         }
 
         mesh.vertices = vertices;
         mesh.RecalculateBounds();
     }

I attached a mesh filter to the characters body (ethan) and attached the script above. I thought Ethan should periodically appear (disappear), but sadly this doesn't work. Is there anyone with an idea?

Any help would be great!

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Answer by genaray · May 02, 2017 at 01:33 PM

Honestly, i would use a Particle Effect instead and while its playing just make the player modell more transparent ;)

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