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