Sub-Mesh

Access sub-meshes within Shapes

Meshes in Cavalry can contain a hierarchy of other Shapes within them. We refer to these meshes as ‘Sub-Meshes’. This hierarchy is a tree structure, much like the Scene Window, only it exists inside a Shape.

For example, Text consists of Lines, Words and Characters, a Duplicator is built of many Input Shapes and SVGs can have any number of layers. The Sub-Mesh Behaviour provides a way to access and affect these individual meshes by specifying the level(s) within a hierarchy.

Common Attributes +

Position - set the X and Y position. 0,0 is in the centre of your comp.

Rotation - set the rotation (in degrees).

Scale - set the X and Y scale values.

Visibility - affect the sub-shape's visibility on a per shape basis.

Time Offset - set the animation curve for duplicates on a per shape basis. Tip - connect a Stagger node

Center Pivot - centre the pivot to each sub-mesh's bounding box.

Deformers - a list of connected Deformers.

Filters - a list of connected Filters.

Level Mode - these presets set the Level values for you:

  • Custom... - manually set Levels attribute.

  • Text (Lines) - sets Recursion values of 1, 1.

  • Text (Words) - sets Recursion values of 2, 2.

  • Text (Characters) - sets Recursion values of 3, 3.

  • All - sets Recursion values of 0, x where x is the highest depth in the Shape's hierarchy.

The Level Mode is just a preset. For example, the Text (Words) mode just sets Level values of 2, 2 which may also be valid for an SVG.

Level - set the level within the Sub-Mesh's hierarchy to affect. It's also possible to set a range here - this is useful, for example, when overriding color on an SVG. You may want to set everything on levels 1 and 2 to green but leave everything on level 3 untouched.

As the Level value increases the Sub-Mesh travels deeper into the Shape's hierarchy.

Sub-Mesh also has Fill and Stroke tabs. They are identical to those found on Shapes apart from two exceptions.

Replace Fill/Stroke - when checked the Sub-Mesh will overwrite any materials on the shapes it is connected to with the Color and/or Shaders set in this tab.

Fill/Stroke Overrides - see Color Material Overrride and Alpha Material Override.

Levels for Text are as follows:

  1. Line.

  2. Word.

  3. Character.

Example usage:

  1. Create a Text Shape.

  2. Create a Sub-Mesh node.

  3. Connect subMesh.id > textShape.deformers

  4. Set Position Y on the Sub-Mesh to 30

  5. Right click on the Falloff attribute and select 'Add Falloff'.

When you animate the Falloff through the text each letter will move up 30px.