Tile Animator

3dartbox in Animation


48,755 tiles in one wave: a tree fern split into tiles, each in its own random colour
ADD-ON · ANIMATION

AB Tile Animator

Splits a mesh into tiles that hinge off its surface in a travelling wave. Every tile turns on an edge of its own, so the model never comes apart. All from one card in the sidebar.

Live preview
Five wave patterns
Nodes or Objects
Bake to Bones
FBX and glTF
THE TUTORIAL

Four meshes, start to finish

The video covers every step on the card with four meshes: a sunflower, sofa cushions, a costume and a 48,755-face tree fern. At the end the costume is baked to bones, exported as FBX and played in Unreal Engine.

LIVE PREVIEW

Watch the wave while you tune it

Live rebuilds the tiles with every setting you change, and Progress scrubs the animation without playing it. Switch Live off and what's on screen becomes the result.

The card with the Preview step open: Live on, Progress at 33 percent, 8832 tiles, 115 frames, 4.80 seconds
Dragging Progress on the 8,832-tile costume
The costume's tiles swinging into place as Progress is dragged
WAVE

Start the wave from any face

Select a face in Edit Mode, rebuild, and Radial rings spread out from it. Single hops from tile to tile, Linear sweeps along X, Y or Z, and Random and Mesh Order need no starting face. Reverse Wave turns the order around.

The card with the Wave step open: Radial selected, Start At set to Selected Face
A Radial wave started from a face on the hat
The costume during a Radial wave: the hat and sleeves are in place, the body is still landing
MOVEMENT

Swing, grow and settle

Each tile swings up to 360° on its hinge. Scale grows it into place, Spring adds a wobble that settles, and Lift Off sends the tiles away instead of landing them. Without Spring there are eleven interpolations to pick from, with their easing.

15,412 cushion tiles landing
Tiles swinging down onto a sofa's cushions until the cushions are whole
RESULT

Every tile, its own colour

Random Colors gives every tile its own colour, so you can see exactly how the mesh was split. Thickness turns flat tiles into solid plates, and Collection and Prefix name what you get. The tiles keep the model's UVs and shading.

The card's Result tab: Collection AB_Mesh, Prefix Mesh, Replace Previous, Random Colors and Thickness on, 97510 tiles in 2 results
The tree fern, 48,755 tiles
The tree fern split into tiles, each in its own random colour
GAME ENGINES

Bake it once, play it in a game engine

Bake to Bones turns the result into one mesh with a bone on every tile's hinge and the swing keyed on the bones. Export it as FBX and it plays as an animation in Unreal Engine. Bake to Objects keeps a real, keyed object per tile instead.

The card with the Bake step open: Tile Limit at 8832, Read it off the mesh, Bake to Objects instead, and the Bake to Bones button
The baked costume playing in Unreal Engine
The baked costume's tiles landing as the animation plays in Unreal Engine

What is on the card

Eight steps on the Tiles tab, then the Result and Settings tabs.

Source
Pick a mesh from the list or use the selected one. Modifiers are read too, and Rebuild from the model reads it again after you edit it.
Engine
Nodes: one object and a small node tree, nothing keyed. Objects: a real object per tile with its own keyframes.
Tiles
A hinge per tile: Longest Edge, Shortest Edge, Aligned, Random or First Edge. Merge Flat Areas makes fewer, larger tiles.
Wave
Radial, Single, Linear, Random or Mesh Order, starting at the selected, lowest, largest or first face, with Reverse Wave and Seed.
Timing
By Delay or By Total, in frames or seconds, with Random Spread and Set Scene Range.
Movement
Swing, Lift Off, Scale and Spring, or eleven interpolations with easing and overshoot.
Bake
Bake to Bones or Bake to Objects, with a Tile Limit you can read off the mesh.
Card or classic panel
Settings swaps the card for a regular sidebar panel, and one button brings it back.
4.2 and 5.2
BLENDER, TESTED
Windows
TESTED ON
Pure Python
NO DEPENDENCIES

Included: AB_Tile_Animator.zip, installed with Install from Disk. The full guide is on the Documentation page.

Good to know

The Objects engine and both bakes stop at the Tile Limit, 1500 by default, and build an evenly spread sample above it. Read it off the mesh sets the limit to the full count. The Nodes engine always builds every tile.
Game engines can't read a Geometry Nodes tree, so a Nodes result needs Bake to Bones or Bake to Objects before export. You export with Blender's own FBX or glTF exporter.
Editing the model changes nothing until you press Rebuild from the model, and Collection and Prefix are applied when the result is built.
It works on the .blend file you have open: Remove everything clears the results this add-on made in that file.

$12

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Details
Blender Extension Compatible Yes
Published about 11 hours ago
Blender Version 4.2 - 5.2
Extension Type Add-on
Render Engine Used Cycles
License GPL