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The simple version is to create a bunch of track mattes e.g. with linear wipe effects or animating their scale and position directly, the more complicated version is to use the same tricks, but rig it all up with expressions so the individual rectangles respond to each other. Even then this is all about structure and setting things up. The math is actualyl simple. After all, you're only calculating a bunch of linear values. Anyway, the methodology is based on creating a track matte for item A, then using its inverted output for B. The result can then be overlapped by C, D, E and so on following the same pattern. Some pre-composing may be necessary.
Mylenium
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Awesome, thank you so much for this information. I am going to take a stab at it! This already gives me something to work with 🙂