Make Metaballs in Cavalry
In this tutorial, I will walk you through multiple ways to create metaballs-style effects in Cavalry. I will start with a clean boolean-based workflow using simple shapes, then show how to control smoothness, performance, and transition quality using Path Offset, Bevel, Subdivide, and Resample Path modifiers. I will then move into more advanced setups using Duplicators, Flatten Shape Layers, and stacked modifiers to create fluid, proximity-based transitions between many shapes at once. Along the way, I will explain why modifier order matters, how to balance responsiveness with visual quality, and how to fine-tune distance thresholds so shapes connect only when you want them to. In the second half, I will show you 2 practical examples of using mentioned techniques to create unique designs. By the end, you will understand how to choose the right workflow depending on whether you are working with individual shapes, duplicated systems, or complex typographic layouts. Project files are available on my Gumroad store: https://kmotiontutorials.gumroad.com/... More breakdowns and written explanations are available on my blog: https://www.kamilk.co.uk/2026/01/lear... Special thanks for sharing these techniques and knowledge goes to: / mariodemeyer / michielvankleef and Deoxan from Discord. Chapters: 00:00 Examples 00:27 Boolean Method 03:19 Rounding Boolean with Subdivide 03:47 Rounding Boolean with Bevel 04:04 Rounding Boolean with Resample Path 04:46 Using more complex shapes with Boolean method 06:09 Metaballs within Duplicator Shapes 08:12 Third method - Path Offset with Flatten Shapes 09:52 Example 1 - Mario De Meyer metaballs letter 15:48 Example 2 - Metaballs Spiderweb YouTube Tags: cavalry, cavalry app, cavalry tutorial, metaballs, metaball effect, procedural animation, procedural design, motion design, 2d motion design, generative design, procedural typography

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