Hi eliascampbell,
Thanks for the file. The answer is simple, they do not get “brighter”, the set up leads to move the “dark blue” away and let the “white” cubes show up completely.
Got to frame 120 (as well to frame 5 after the following set up) Set up the white cubes thinner, and the dark blue cubes in the opposite way, the problem will stop. This can be done by scaling all the cubes in S.Z (white to 0.75 and dark blue to 1.75 for example.
Scale to keep the shape more accordingly to the Fillets, but you might go with the cubes dimension Size.Z
Typically I would suggest to increase the Y Segments, but with the small difference in the “thickness” of the cubes, this would require a huge number. Perhaps adjusting both, Size. Z and Segment.Y will lead to a goo result. Keep in mind that the MoText will stay no straight as the cubes, so let me say this:
This will work on the symptoms—but not at all on the source. (see image.)
The problem is given that you try to bend the cube group but based on the settings, you like to keep the cubes flat. However, the Fillets will be deformed by the Bend Deformer. And that moves the “square” or non-fillet part of the cube. As “white” and “dark blue” cubes have a similar thickness, that is already enough to change the order of what is in-front at a certain point. If you play the animation as submitted here, you might see the “zebra/patch” like pattern showing up while you progress through time. This is the point where the “white” come into the front position.
Use the Search (Magnifying Glass) options in the Object Manager, to get the cubes quickly (Big and Inside, as search term) then you can adjust each group at once.
My suggestion:
The cleanest way would be to create the animation first with single “Polygon” objects, and use these then as “matrix/object” in a Cloner Object. This keeps the Bend “problems” out of the animation, and with that out of the cubes.
As an alternative, you could just use an Extrude [NURBS] and set the Endings to Filled Caps, and apply two Materials via default selection to it (C1, C2, R1, R2) in that way you keep an easily adjustable object, but you avoid the problem of two intersecting objects. :o) If adjustability is the key, otherwise a Polygon model with selection will do as well.
All the best