For frames 1, 91, 181, 271 and 361 respectively, the 1-circle could be keyed at z = 0, +4, 0, -4 and 0 again. Playing back, you would now see the 1-circle expanding to a size of 9, and the 9-circle contracting to a size of 1, then each returning smoothly to its original size. ![]() Then for frame 181, the size of 9-circle and 1-circle are swapped and keyed. The current arrangement could be keyed to frame 1, and to frame 361. The 9-circle represents the widest ring of the donut, about the perimeter. The 1-circle represents the smallest ring of the donut, enclosing the hole in the middle. Effectively, it traces a ring which represents the “fleshless” donut. Start with 3 circles, of relative size 1, 5 and 9. I’ve thought of two possible ways to approximate the behaviour, but each has its weaknesses. I haven’t found such an easy method in Blender (if it’s there and I’ve missed it, this string will fizzle out very quickly! ) Otherwise, I think it is actually quite a complex problem to solve. I was able to animate this easily with keys, so could control the speed at which the donut twisted. On creating a polygon torus (donut) one of its editable attributes was called ‘Twist’. ![]() I was able to achieve this effect in Maya (PLE) quite simply. A side/front view would show the right half moving clockwise, and the left half moving in a counterclockwise fashion. ![]() (In wireframe, you’d see both types of movement). Looking from exactly the opposite side, the rings would move from the outside, back inward. Looking down on it in top view, I want each of its rings to move from the centre to the periphery, like ripples on a pond.
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