Animation Nodes

Is it a possible? A few days (6) after andblender does not recognize any of the anime node?


Did you upgrade to 2.78? Probably you did not migrate your settings and animation nodes is not installed.
When you start blender, there should be an option to import old settings on the splash screen. Click it and it will migrate all your plugins (incl animaition nodes) to the new version.

As an alternative, re-install animation nodes in 2.78

As inspired by https://vimeo.com/147021335

@kmeirlaen: Sorry, my stupidity :slight_smile:
I had 2.78 with migrated settings, but AN is in my preferences enabled for such a long time, I was sure AN comes with blender build already :slight_smile:
It means I used very old version of AN. Downloaded version from Git works of course.
Thank you for help.

One silly question, is there any non scripted way to remove duplicates from a list?

@pecador: list boolean operator: Union

So if you make boolean with two copies of the same list, duplicates are removed?

It even works with 1 list. Just pass it through the List Boolean Operator with the ā€œUnionā€ option and duplicates are removed:

Thanks @kmeirlaen .

By the way it seems that everything nodes project is on hold. Animation Nodes will continue to be the main reference for motion design in Blender for a long time.

@pecador : where have you seen that? I did notice the roadmap for 2.8 did not mention anything about Object Nodesā€¦

As inspired by https://www.youtube.com/watch?v=svRy1kG0H4c

Cheersā€¦

Yeahā€¦ good, but unfortunately they are colliding here.

Hmm, good catch. not sure how to solve that !? :spin:

As inspired by https://www.youtube.com/watch?v=kEoHeSOlcJY
(BTW - looks like a nice add on, however nothing beats the flexibility of AN :))

Cool example, Iā€™m also trying to replicate something I saw on a C4D tutā€¦ Could KD/BVH be used to avoid collision between instancesā€¦?

Hey, is it possible to sort vertices and vertex locations by vertex group? That would be soo helpful is some cases. Cant figure that outā€¦

@karlis.stigis : Not easy indeed.
I tried it using a script to :

  • get the groups for the vertices in the object
  • sort the groups by name
  • loop through all groups
  • loop through all vertexes in the object and verify if they are part of the group
  • add the id of the vertex to a list
  • output list as a result of the script

As a result, I have a list of indexes of the vectors of the object, sorted by group. I then loop through that list to sort the vectors.

Sample blend: http://images.kri-soft.be/sorted_vertices_by_group.blend

it has a cube with 3 vertex groups.

Let me know if it works on a more complex object :slight_smile:

Python is the only way I know. You must code your own particle system. C4D has a new effector to avoid overlapping on clones. But considering the determininistic nature of AN Loops where is iteration is isolated (excepto for the reassing parameters) and thereĀ“s no easy to way to be aware of other objects positions.

Just to keep it simple. You have to code your own particle system I guess. A future developement could be particle systems generated inside AN. But thatĀ“s not a trivial thing.

However when I see tutorials from Houdini a lot of good effects are done via low level contro of particle systems, not due to physics solvers or complicated force fields setups. The idea is to be able to give particles some simple rules for behaviour which can vary according to any specific case.

As far is know if you take a sphere and replicate it 50 times inside a loop there is no way use de BVH structure to make clones avoid hitting other clones. You can reasign a whole objects list and to do so youĀ“ll have the entire set of objects to do it. You can pass that information to another loop that could control scale or even position, but maybe youre getting there into cyclic dependencies or conflicts between objects output nodes.

You can use the structure of some static objects to avoid collisions with those objects but thatĀ“s it. Maybe you can borrow some code from the Book the Nature of Code from Daniel Shiffman to do that.

However this are only general assumptions, maybe Jacques or O.G. who know the guts of AN could answer better to this.

hereā€™s an experimental setup: animate some dummy rigid bodies and use spring constraints to make other real rigid bodies simulate the collisionsā€¦ I used passive and active for each group

also thereā€™s a script node that makes sure new instances are linked to RB groups -AN fails to do that- and also fills the constraints values -that could be done with nodes- so remember to click REFRESH in script node once after doing changes to the setup

other problem is that Blender does not completely remove objects when they are in a group, thereā€™s a little script to try to help

https://db.tt/OWvbocNI