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Group Rigs and Group Levels

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Two settings with one name.

Two settings called Group Level #

Extrude Curves Group Rigs
Sets The geometry granularity The animation grouping
Value Always 0 Depends on your artwork
At 0 Every shape is its own rig, with its own correct caps and Z layer (not allowed: minimum 1)

Never raise the Extrude level to fix an animation problem. Use Group Rigs for that.

Run Group Rigs #

Ordimus tab > SVG Rigs > Group Rigs For Constructor.

Setting Value
Group By Source Group
Group Level Count down your own hierarchy to the thing you animate as a unit
Add Ingestor On
Hide Members On

The status bar reports Made N group(s) from M rig(s) at level L (K left alone as single objects).

Count the level #

Count down from the top of your import:

1  Dashboard Artwork
2    Button_List
3      Button_01_Group      <- the thing you want to drive as a unit

Here the answer is 3.

  • Too few groups (the whole list is one driven set): lower the level by one.
  • Too many groups (each row splits into text, icon and arrow): raise it by one.
  • It is cheap to re-run and destroys nothing.

Run it with nothing selected #

  • By Source Group with nothing selected uses every rig in the file. That is the normal path. The dialog says so: “Nothing selected – will use every rig in the file.”
  • Selection mode makes one group from the objects you select. It needs two or more extruded rigs.

Where things land #

  • Group rigs go in <prefix> Rigs.
  • The member rigs move to <prefix> Sources. They become source geometry for the group rig.

Remember

Group by motion, not by category. Name every group before you export.

Import and ExtrudeAdd Component
Table of Contents
  • Two settings called Group Level
  • Run Group Rigs
  • Count the level
  • Run it with nothing selected
  • Where things land
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