Summary
The chapter initiated the creation of animated, surface-crawling bugs by establishing a geometry node tree on a mesh object, laying the foundation for their movement.
Subsequently, points were distributed across the mesh’s surface and animated using a Noise Texture node, introducing dynamic motion.
To ensure realistic interaction, these points were then constrained to the surface, preventing them from floating. Furthermore, a trailing tail was added to each point, with its direction and movement intricately controlled by another Noise Texture, adding a layer of organic randomness.
The tail’s thickness was adjusted, and it was also constrained to the surface, maintaining visual consistency. Finally, the chapter concluded with scene refinement, focusing on adding group inputs to enhance user control and flexibility, thus completing the bug animation setup.
In the next chapter, you’ll learn how we can use the Simulation Zone and Repeat Zone...