Step 5. To make your actual pie wedges you need to extrude these segments. First, make sure you have one of your segments selected, then go to Objects: Spline Objects: Extrude Object.
Extrude your spline along the Z axis. You can use any height, but for this tutorial use a height of 100m. Now go to the caps page of your extrude oject dialogue and make sure you have caps turned on. Whether or not you have rounding turned on is up to you. In this tutorial we left the rounding off.
If you group all of your segments together you can extrude them all at the same time. If you you want to have the segments tiered you will have to extrude them one at a time and adjust the settings accordingly.
Step 6. Once all your slices have been generated, you can texture them as you see fit. For the purposes of a pie chart, we generally go with solid colors with the default highlight and about 25% reflection.
This creates a chart that is easy to follow, yet still looks interesting if you animate it.
Step 7. Now you can animate your pie chart in many ways:
- Fly the wedges in one-by-one from the top or sides.
- Use a scaling track to have the wedges rise up out of a floor.
- Use a texture track to highlight different parts during an animation. (SE and XL only)
Option:
Making Wedges Interactively Fan Out (SE and XL only)
1. Move the axis of all the wedges to the center of the pie chart.
2. You are going to rotate each wedge out of the wedge previously revealed, so you will need to scale each wedge slightly smaller than the previous wedge.
3. It is best to start with the largest wedge (37%) already visible. Then animate the wedges in order from largest to smallest as each will be revealed from the previous.
4. Add a Visibility track (with no sequence) so each wedge appears just before it fans out.
5. At the keyframe where the wedge appears, add a Direction track where the wedge will start fanning out. You will only be affecting the B coordinate. If you are using our percentages, the first wedge you will animate would be 24% (then 20%, 14% and 5%). For the 24% wedge, the value for the first keyframe is equal to the final B coordinate of the wedge before it. In this case 0.
6. Now add a keyframe at the end of your direction sequence with the wedge's final rotation in the B coordinate. In this case that would be (0+360*.24).
7. Now do the same with each wedge that follows. Note the first number in the last frame is equal to the calculation in the first frame.
- 20% First Frame=(360*.24) / Last Frame=(86.4+360*.20)
- 14% First Frame=(86.4+360*.20) / Last Frame=(89.28+360*.14)
-5% First Frame=(89.28+360*.14) / Last Frame=(62.8992+360*.05)