Maybe someone can help out here.
I try to get the vertex normal as a tilt curve rotation to align a curve to a face or better to edge.
This is my setup i tried at first to get the tangents guid by shifting the vertex location list but i fail so i use a curve to get the tagent vector for each vertex.
The curve twist method is z-up
Maybe someone got the same problem and find a better solution.
Is there an updated guide to animation nodes? Iām just getting into it, and in some of the tutorials Iām following the nodes are different. For example, the āsound bakingā node is completely gone
Hey Sarge,
youāre right. Animation Nodes had some changes in the last time.
The documentation mostly refers to V2.0. Iām using 2.1.5 with Extra nodes now.
If you connect the 3d Viewer node to some vector data youāll get the appearance you described above. (color and size selectable). (Donāt know why this isnāt always the same.)
The sound nodes had some streamlined changes too. I recommend to check out some tutorials from Chis.P. He made a series of videos that refer to sound nodes in blender 2.8.1 and I find them very instructive and helpful.
This part is about the AN basics:
This part and the next one is about An sound nodes:
Thank you so much! I just tried connecting data to the 3d viewer and it worked! Such a noob mistake lol. Iām going to go through Chris Pās tutorials today to learn the sound nodes and any other wisdom he shares. Thank you!
Hello all, Iām just getting started with AN. It looks like the perfect tool for the job, but itās kind of overwhelming. There is a specific thing iād like to achieve; an array of cubes, which eventually fall into place, in the shape of something i still have to decide. ideal thing would be a āāfilledāā curve, which could be the shape of a country which i can easily manipulate afterwards.
i can find alot of array tutorials, but most of them are just simple square-shaped and more focused on the falloff part, instead of the shape of the array itself. not really sure where to start, can someone push me in the right direction?
Hey everyone, hope this is the right place to ask this. Iām trying to figure out how to do a python dictionary in AN. I have a script sub program that is using a Dict, and I want to output it from the nodes. But this doesnāt seem to be a thing?
If itās not supported, is there some other method to do a list of text lists? (other than converting a list to a string, then converting it back later with separators.)
You could use a Matrix Animation Node and connect it instead of the compose matrix node. Animation Nodes does not require the use of keyframes in most cases.
Its kind of hard to switch the mindset to AN If youāre used to other workflows. But its worth to switch over.
Does anybody know if thereās a way to do boolean operations (e.g. difference) within Animation Nodes?
Iām aiming to use (hundreds of) procedurally generated geometries (via the method in this video) and have them be the difference boolean object for another mesh.
The only thing I could figure to do is take the generated mesh objects and destructively join them to use the result as the difference object. Iād like to be able to non-destructively do this.
How to simulate secondary motion. But not using soft bodies. With houdini and MOPs, you can use the spring modifier, same with Maya and mash. Is there a way of simulate this with animation nodes?
Does pycharm works in animation node scriptnode.
I set pycharm up and i can read and print in the blender text editor.
The blender console prints all correct only animation node script node dont recognize what the text editor reads from pycharm.