How do I make animation of Water sort puzzle pouring?

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Water Sound consists of 85 seamless loops of water sounds and 5 Thunder sounds.
  • As we can see the tilted tube. I want to make something like that while pouring water to another tube. changing that square color box to look like in image. I know that can be achieved using mesh but I have no idea how.

    Can anybody help me here. I want to make it dynamic means water level should based on water boxes in tube.

  • It’s probably not a true fluid simulation. Ignoring the ripples you can probably get most of the way there by using blend modes to mask the colored rectangles inside the test tubes. If you calculate the areas that the fluid makes in the tube you probably can adjust the height of the rectangles to make it more convincing, but you may be able to get by without that.

    The pouring mostly just would involve checking if the top of a rectangle was higher than the lip of the tube, then placing a vertical column for the pouting into the tube below. Then just gradually lowering and raising the two rectangle heights. You could adjust the column width based on the rate or whatnot.

    The ripples could be added later. They probably are just looping animations, but I guess you could use mesh distort to move the top edge of the sprite in a since wave. Seems fiddly though.

    Considering the behavior of the pouring is very consistent in those games I’d imagine they mostly just reuse a bunch or premade animations instead of something technical.

    Four animations for pouring out of a test tube at the four levels, and four for pouring in for the four levels. Probably less if they are clever.

  • yes looks like premade animations are best way here. I have a doubt here about the situation when I have to pour multi sections of same color water at once. How would I achieve that dynamics system. there can be 2 and 3 same colors at any position and I have to pour them all at once.

    I was thinking to use timeline for the animation but now How would I achieve that with timeline.

  • Mow I'm thinking that if I use masking method that would be rather easy than making animation with timelines. but then issue will be masking sprites will cover large area and will affect nearby other tubes too.

    like this image

    May be I need to mix masking + mesh to avoid large area or masking

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  • To do the masking one way would be to have a few sprites stacked bottom to top with different blend modes:

    1. TubeInterior - destination-out

    2. Fluid1- destination atop

    3. Fluid2- destination atop

    4. Back (solid color rect that covers tube) - destination atop

    5. TubeOutline - normal

    Effectively you’re erasing a hole and drawing in that. Lets you mask a lot of things at once.

  • its the same case and masks will override with other tube's mask As mask is taking much space in the above screenshot

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