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AEC MASSING ANIMATION · v4 · MAXIMUM ║ Blender Python Script | Ultra-High-LOD Urban Development

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║                                       ║

║  AEC MASSING ANIMATION · v4 · MAXIMUM                 ║

║  Blender Python Script | Ultra-High-LOD Urban Development        ║

║                                       ║

╚══════════════════════════════════════════════════════════════════════════════╝


 Created with Claude (Anthropic) · Blender 3.x / 4.x compatible

 600 frames · 25 seconds · 24 fps · 1920 × 1080



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 QUICK START

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 1. Open Blender (3.x or 4.x)

 2. Switch to the Scripting workspace (top tab bar)

 3. Click "Open" and select aec_massing_animation_v4.py

   — OR — paste the entire script into a new Text block

 4. Press Alt + P to run

 5. Press Numpad 0 to jump to camera view

 6. Press Space to play the animation


 The script is safe to re-run at any time. It performs a full scene

 reset at the start of every execution, so you will never get duplicate

 objects or materials from multiple runs.


 If Blender crashes on v4, open the System Console first

 (Windows: Window → Toggle System Console | Mac/Linux: launch Blender

 from a terminal), then re-run. The last printed line will show exactly

 which section failed. Report that line and a patch can be issued fast.



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 WHAT THE SCRIPT BUILDS

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 MASSING


  Podium       6 storeys / 24 m

            Polished black granite base band

            Board-formed concrete body

            8-column arcade with soffit beam

            Lobby glazing strip

            ETFE entry canopy over main entrance

            Retail / cafe units at grade (timber + glass)

            Underground entrance with glazed box + glow signage

            Basement carpark ramp (below grade)


  Office Tower    40 storeys / 168 m

            3-segment setback profile

            Per-floor concrete slab + spandrel bands

            Vertical mullion fins every 1.5 m

            Animated louvre fins (open 0°→45° as sun rises)

            Structural concrete core columns at base

            Corten steel crown with emissive warm strip

            Blue beacon mast

            Full rooftop kit:

             — Cooling towers (x2)

             — Plant room

             — Lift overrun

             — Solar PV array (4 rows × 5 panels)

             — Parapet walls all sides

             — Helipad (rubber disc + H marking + red beacon)

             — 3 wind turbines with spinning blades (22 rpm)

             — Infinity pool with animated rippling water

             — Underwater pool point light


  Residential Tower  32 storeys / 132 m

            2-segment setback profile

            Per-floor slab + spandrel bands

            Balconies every 3 floors on east face

            Solar PV arrays (3 rows)

            Lift overrun + water tanks

            Setback terrace at mid-tower


  Hotel Mid-Rise   12 storeys / 48 m

            Lower 7 st: terracotta brick + Voronoi crack overlay

            Upper 5 st: white render

            Timber screen wall on west facade

            Parapet + granite coping

            Plant room + louvre screen

            Solar panels on roof


  Sky Bridge     Glazed link connecting Office + Residential

            at approximately 104 m elevation


  Context       16 surrounding buildings across 3 LOD tiers

            Near tier: animated window spandrel bands

            Mid tier:  massed volumes with material variation

            Far tier:  simple background volumes


 GROUND PLANE & INFRASTRUCTURE


  Roads        Dual carriageway (NS + EW)

            Cycle lanes (blue tinted strips)

            Zebra crossings at all 4 junctions

            Bus lane with yellow stripe marking

            Tram tracks (polished rail strips, NS route)

            Kerb upstands


  Site        Granite sett plaza paving

            Perimeter site wall + gate

            Basement carpark ramp entry


  Street Furniture  Bus shelters (glass + metal frame) ×2

            Benches ×8

            Bollards ×16

            Planting pots with plants ×12


  Landscape      Green roofs on podium + hotel

            Planting beds on podium roof ×6

            Trees (trunk + canopy) ×14

            Hedgerows ×6



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 MATERIALS (all built in Shader Node Editor)

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 Glass Office    IOR-correct Glass BSDF + Fresnel/Glossy mix

           Cool blue-green tint · IOR 1.52


 Glass Residential  Same node setup, warmer grey-green tint


 Spandrel      Dark anisotropic metallic panel · near-black


 Mullion       Brushed stainless · Wave Texture anisotropy


 Concrete      3-layer Noise stack:

            Layer 1 — board grain (low frequency)

            Layer 2 — aggregate texture (high frequency)

            Mixed + Bump for surface relief

           Two variants: standard grey + darker podium


 Corten Steel    Noise colour ramp · warm oxide tones

           Heavy Bump for surface texture


 Granite       Polished black · Noise variation · rough 0.04


 White Render    Subtle Noise micro-bump · warm off-white


 Terracotta Brick  Brick Texture + Voronoi crack overlay + Bump

           (compatible with all Blender 3.x / 4.x input names)


 Asphalt Road    Noise dark variation · rough 0.97


 Granite Sett Paving Voronoi sett pattern + Bump


 Green Roof     2-Noise blend: moss patches + sedum texture · SSS


 Solar PV      Anisotropic dark blue-black · rough 0.08


 Water (Pool)    Glass BSDF deep blue-green + Glossy Fresnel mix

           Noise Bump for ripple · animated W offset


 ETFE Canopy     Translucent BSDF + Glossy mix · milky white


 Timber       Wave ring grain + Noise overlay · warm oak tones


 Rail Steel     Anisotropic polished · silver


 Helipad       Dark rubber Principled · rough 0.90


 Louvre / Bronze   Anodised aluminium · warm bronze tone


 Context ×3 tones  Principled + Noise age variation

            A: neutral grey-blue

            B: warm buff

            C: cool slate


 Emissive Warm    Emission node · warm white 2700 K · strength 12

 Emissive Blue    Emission node · cool blue · strength 6

 Emissive Amber   Emission node · warm amber (retail signage)


 Floor Plate     Off-white concrete slab edge · rough 0.65

 Kerb / Marking   Light grey + white road markings



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 ANIMATION — 5-ACT STRUCTURE (600 frames / 25 seconds)

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 Act 0  fr  1 – 25  Pre-dawn static wide shot

             Orange-tinted Nishita sky · sun at 4°

             Crane silhouette visible against sky


 Act 1  fr 25 – 180  Construction: floor-by-floor rise

             Podium grows first (fr 10–44)

             Office tower floors animate sequentially

             Residential floors follow offset

             Hotel rises last in this act

             Louvre fins open progressively as sun rises

             Handheld camera shake (±0.15 m amplitude)


 Act 2  fr 180 – 300  Reveal

             Site hoarding disappears

             Construction crane disappears

             Street furniture fades in

             Landscape: trees, hedges, planting beds

             Context buildings fully present

             People proxies begin crossing paths

             Vehicles animate along road axes


 Act 3  fr 300 – 440  Cinematic 330° orbit

             Camera cranes up from street to mid-tower

             Golden hour sky · sun at 65°+

             Focal length breathes: 50 mm → 54 mm


 Act 4  fr 440 – 520  Rooftop hero shots

             Infinity pool + rippling water

             Wind turbines spinning (22 rpm loop)

             Helipad + red beacon

             Solar array + sky bridge

             Tight DOF · f/3.5


 Act 5  fr 520 – 600  Zenith aerial pull-back

             Camera rises to 200 m

             Full site revealed in context

             65 mm focal length · wide aerial feel



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 CAMERA — 16 KEYFRAMES

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 All keyframes use Bezier interpolation with EASE_IN_OUT easing.

 A Track-To constraint keeps the camera locked to an animated empty

 target, so the look-at point rises with the construction.


 Focal length arc  28 mm → 65 mm across the 5 acts

 Aperture arc    f/7.1 → f/2.8 (bokeh increases for close shots)

 Focus distance   Animated independently per keyframe

 Handheld shake   Frames 25–180 only · ±0.15 m XY · ±0.05 m Z

           Applied every 6 frames for natural feel



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 LIGHTING

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 Sky         Nishita physically-based sky shader

           Sun elevation animated: 4° → 76° over 600 frames

           Dust density animated: 1.2 → 0.05 (dawn haze clears)

           Sky background strength animated: 1.2 → 1.8


 Sun         Single Sun light · 0.5° angular diameter

           Colour animated: warm orange dawn → neutral white noon

           Energy animated: 0.8 → 6.4 over 600 frames

           Rotation tracks sun elevation arc


 Fill — North    Area light · 580 W · cool sky blue

           Animates from 200 W (dawn) → 580 W (noon)


 Fill — East     Area light · 380 W · neutral


 Sky Dome      Large overhead Area light · 340 W

           Simulates sky hemisphere bounce


 Street Lamps    12 lamp posts (post + arm + emissive globe)

           Point lights activate at blue hour (frame 480)

           Warm amber colour · physically positioned


 Building Uplights  6 Spot lights at tower bases

           Activate at dusk, full intensity at night


 Pool Light     Point light beneath infinity pool surface

           Warm cyan · animates on at Act 4



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 RENDER SETTINGS

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 Engine       Cycles

 Samples       128 per frame

 Denoising      OIDN (OpenImageDenoise)

 Resolution     1920 × 1080 (Full HD)

 Frame rate     24 fps

 Color management  Filmic · High Contrast · Exposure 0.45


 To render the full animation:

  Render menu → Render Animation (or Ctrl + F12)

  Set output path in Properties → Output before rendering



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 BLENDER VERSION COMPATIBILITY

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 The script handles API differences between Blender 3.x and 4.x

 using try/except blocks around every breaking change:


  blend_method / shadow_method  Removed in Blender 4.2+

  Specular IOR Level vs Specular Renamed in Blender 4.0

  Subsurface Weight vs Subsurface Renamed in Blender 4.0

  Anisotropic           KeyError-safe access

  Brick Texture input names    Try-loop over known variants

  Noise Texture W input      Try/except if dimension != 4D


 Tested against Blender 3.6 LTS and 4.x.

 Blender 2.9x is NOT supported.



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 SCENE COLLECTIONS (Outliner)

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 01_SITE

  ├── GROUND     Base plane + plaza paving

  ├── ROADS      Road planes, cycle lanes, markings, tram tracks

  ├── STREET_FURN   Bus shelters, benches, bollards, pots

  ├── CONTEXT     16 surrounding buildings

  ├── PODIUM     Podium body, arcade, lobby, canopy, retail

  ├── RETAIL     Ground floor retail / cafe units

  ├── TOWERS     Tower envelope segments

  ├── FLOORS     Per-floor slab + spandrel objects

  ├── FACADE     Mullion fins, spandrel bands, louvres

  ├── LOUVRES     Animated louvre fin objects

  ├── BALCONIES    Residential balcony slabs + balustrades

  ├── SKYBRIDGE    Glazed link between towers

  ├── ROOF      All rooftop elements (plant, solar, helipad, pool)

  ├── TURBINES    Wind turbine masts + blades

  ├── HOTEL      Hotel body, crown, plant room

  ├── LANDSCAPE    Green roofs, trees, hedges, planting beds

  ├── WATER      Infinity pool + pool light

  └── INFRA      Site wall, gate, carpark ramp, underground entrance


 02_LIGHTING      Sun, fill lights, street lamps, uplights

 03_CAMERA       Camera + track-to target empty



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 TROUBLESHOOTING

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 Script crashes Blender

  Open the System Console before running:

   Windows → Window menu → Toggle System Console

   Mac/Linux → Launch Blender from a terminal window

  The last printed line before the crash identifies the failing section.

  Each section prints a progress marker like " Podium..." or " Turbines..."

  Share that output for a targeted patch.


 Script runs but no objects appear

  Check that a 3D Viewport is open and visible when you run.

  Some geometry operators require an active viewport context.


 Wind turbines not spinning

  The spin_loop() function uses large euler rotation values.

  In the NLA Editor or Graph Editor, set the rotation curve to LINEAR

  interpolation — the script does this automatically but some Blender

  builds override it.


 Water not rippling

  The Noise W animation only works when the Noise Texture dimension

  is set to 4D. Open the Shader Editor, find MAT_Water, click the

  Noise Texture node, and set Dimensions to 4D. Then re-run or

  manually add W keyframes at frames 180 and 600.


 Materials look wrong / too dark

  Ensure Color Management is set to Filmic (not Standard).

  Properties → Scene → Color Management → View Transform → Filmic


 Animation plays back slowly in viewport

  Switch viewport shading to Solid or Material Preview (not Rendered)

  for smooth playback. Use Cycles only for final rendering.


 Grey/pink missing material error on some objects

  Re-run the script (Alt+P). The full reset clears any orphaned

  data blocks that can cause material assignment failures.



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 CUSTOMISATION TIPS

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 Change tower height

  Edit the OFLOORS or RFLOORS constants and the segment heights

  in the tuples near the top of each tower section.


 Change glass tint

  Find mat_glass() calls and adjust the tint=() RGB tuple.

  Office glass: (0.50, 0.74, 0.96) — cool blue

  Resi glass:  (0.60, 0.88, 0.78) — warm green


 Change animation length

  Edit scene.frame_end at the top of the script.

  Also adjust the cam_keys list and sky/sun keyframe frames accordingly.


 Add a custom material

  Copy the mat_simple() pattern — it takes a name, RGB tuple,

  roughness, metallic, and specular value. All other material

  functions follow the same node-builder pattern.


 Disable a section

  Each major section (TURBINES, PEOPLE, VEHICLES, etc.) is clearly

  delimited with comments. Comment out or delete the entire section

  to skip it without affecting the rest of the script.


 Export to other formats

  After running, use File → Export to save as FBX, glTF, OBJ, etc.

  Materials will export with varying fidelity depending on format.

  glTF 2.0 supports Principled BSDF best.



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 FILE HISTORY

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 v1  Initial build — basic massing, 7 materials, 300 frames

 v2  Floor-by-floor animation, street grid, context buildings,

    animated sky, 3-act structure, 400 frames

 v3  High-LOD mullions, arcade, full rooftop kit, 16 context buildings,

    3-layer concrete, corten crown, street furniture, 480 frames

 v4  Wind turbines, helipad, infinity pool, sky bridge, balconies,

    louvre fins, tram tracks, retail units, ETFE canopy, underground

    entrance, 5-act camera, day→night arc, 600 frames ← CURRENT



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 END OF README

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You will get the following files:
  • BLEND (5MB)
  • BLEND (6MB)