Animation Nodes

Yes thats true, but simple planes are easier for now. but curves should be possible as well in the future :slight_smile:

And I just created another simple node that gives you the edges of a polygon list:


Correct me if IĀ“m wrong. But from what I could understand from your diagram, it seems like some sort of ā€œWireframe Modifierā€ what you are doing with this setup.

Yes this is exactly what it does. The normal wireframe modifier doesnā€™t seem to work if a mesh has no faces

@o.g.: I know. I did it with the screw modifier as well, but would be nice to have a node for that :slight_smile:
thanks for the link

Here is a small overview over the different particle data reading nodes (I donā€™t want to say particle nodes :smiley: ) Iā€™m currently working on:




If you mean the original Cube, thatā€™s the normal behavior. The instancer creates a list of instances, and only those are processed.
You can move the original around or so ā€¦

@Jacques Lucke I know you now, but others may not :wink: and of course the extrusion(?) node is usefull, Iā€™m already thinking of other uses too ā€¦
btw, could that node have an input for the direction as vector or so? besides calculating check, I think it would work in the spirit of annodes allowing control of parameters ā€¦

fwiw, couple of notes on partc

  1. there is also a daiyng state

  2. the age of the partc is very useful

  3. pls allow the rest of the loc rot scale stuff, with an option like the obj info. velocity, previous location etc ā€¦
    also a good reference :slight_smile:

  4. why do you insist on the active?

  5. the glamour is unstoppable here ā€¦

Manā€¦ so much cool stuff added lately :smiley:

@guy lateur the curve nodes are working really good, one thing I noticed though, if you parent one of the curveā€™s points to a hook the surface created doesnā€™t follow the curve anymore, it will only be updated if you modify the curve in edit mode. Is it supposed to work this way?

@Jacques, I checked the MotionTools thread last night and they said that development has been slow because theyā€™re waiting for the new depsgraph to be added in trunkā€¦ Something about having to rebuild some stuff of the addon to work properly with that update.

Is that the case here too? Do you think the addon may break once the new depsgraph gets added?

@julperado: Thanks, glad you like it!

To be honest, Iā€™ve no idea what parenting to a hook means; Iā€™m more into this for the code, you seeā€¦ :smiley:

Iā€™m just assuming my nodes get updated anytime they are changed, both in object and edit mode. That seemed to work well so far, but maybe youā€™ve found a case that escapes this update system (for the object socket). Letā€™s ask Jacques, shall we? :smiley:

Here, this is a simple file with an example.
Hooks_on_curves
Maybe Iā€™m doing something wrong? hehe

@o.g.: I think a direction vector is possible in this node :slight_smile: but I will hide it by default

  1. the dying state is implemented now
  2. will see how I handle it with the age socket. You definitly be able to access the age of a particle somehow
  3. already done for the most part
  4. you mean the active particle system? Because it makes it a bit easier if you have just one particle system in your scene. The python api gives me directly access to it, so I see no reason why I shouldnā€™t expose it into a node

@julperado: Maybe the addon will break, but should be quite easy to fix then. About 90% of the code are totally indepent of the surrounding execution system, and even the execution system is mostly independent of Blenders dependency graph. I just need to be able to use handlers which call a script when the frame changes or so. And Iā€™m pretty sure that they wonā€™t remove this functionality in the future.
In short: I donā€™t think that this addon wonā€™t work with a new dependency graph (In fact I hope that it works better and more stableā€¦)

Hmm this doesnā€™t work because the curve nodes only work on the base curves you see in edit mode. The modifier is executed afterwardsā€¦
This isnā€™t easy to fix. Maybe we need some lower level curve nodes as we have for meshes. That would mean that we have socket types for curves, splines, bezier points, ā€¦
Currently the only way to get this working what you want is probably the script node.

@guy lateur: a Vertex/Polygon List contains more data like the normal, area, ā€¦
so they arenā€™t really suitable for fast mesh creation.
For that there is the Mesh Data. This is a container socket for the low level data that is needed to construct a mesh (Vertex Locations and Edge/Polygon indices)
What you need is the Separate Mesh Data node and there you have your world locations as output.



Is that clear?

Maybe the addon will break, but should be quite easy to fix then. About 90% of the code are totally indepent of the surrounding execution system, and even the execution system is mostly independent of Blenders dependency graph. I just need to be able to use handlers which call a script when the frame changes or so. And Iā€™m pretty sure that they wonā€™t remove this functionality in the future.
In short: I donā€™t think that this addon wonā€™t work with a new dependency graph (In fact I hope that it works better and more stableā€¦)

Hmm this doesnā€™t work because the curve nodes only work on the base curves you see in edit mode. The modifier is executed afterwardsā€¦
This isnā€™t easy to fix. Maybe we need some lower level curve nodes as we have for meshes. That would mean that we have socket types for curves, splines, bezier points, ā€¦
Currently the only way to get this working what you want is probably the script node.

I see, thank you very much I understand better now :slight_smile:

Yes, thank you, a mn_VectorListSocket it will be! Itā€™s coming along nicely, btw: :smiley:


Iā€™d very much like that! Ie, to have a curve data socket, just like you have a mesh data socket. And some spline sockets (bezier, nurbs, paths, ā€¦, whatever) may come in handy someday, too! :yes:

Iā€™d be very happy to assist, however possible, in designing those sockets/nodes. :slight_smile:

@guy lateur: Feel free to make mockups for some nodes :smiley: and how they can be used in many different scenarios. I think you have way more into this topic, so some help would be cool.
Maybe you can create an issue for that on github for an a bit more focused discussion on the topic

Ok, Iā€™ll look into that! :smiley:

  1. you guys are on a frenzy! itā€™s fool moon or what?
    I made a node (go figure!) and trying some variations, but knowing it will be the hit of the month :stuck_out_tongue: Iā€™m thinking not to spoil the moment for you yet :smiley: ( seriously, yet another topicā€¦ later)

  2. guy? voronoy? ā€¦ the force is strong with this one ā€¦ wow
    (as for Jacques Iā€™d like to say ā€œlucke, I am your userā€ ā€¦)

on curves issues ( @guy @Jacques @julperado ā€¦) :

  1. the curve hooks donā€™t work for default curve modifier also, so itā€™s gonna be a bit harder ā€¦
    Till the hooks will work (preferable), hereā€™s a setup for pseudo hooks (that works)
    teaser:

and theblend with curve points pseudo hooks
(and the promise that Iā€™ll study it a bit more, maybe towards script node rather than noodle soup)

  1. the weird part are not modifiers, but shapekeys. In this curve shapekeys blend do following:
    -edit mode, select one base or shape key, object mode
    -edit mode, select the other base/key, object mode
    so on
    It seams to consider the last edit mode state, no reference to key influence etc
    I find this relation with edit mode really strange. And wonder why is thisā€¦
  1. Canā€™t see any moon, ATM ā€“ full nor otherwise. :spin:
    Very curious about your node, obviously!

  2. Just to be clear: itā€™s ā€˜voronoiā€™.
    And yes, this is a strong oneā€¦ :slight_smile:

Stay in line for a good lough. Me, making node, these words together are enough of an event ā€¦

voronoi or Voronoy canā€™t wait ā€¦ till then Iā€™ll look for taylor cause taylor have not lived in a guitar era, so he turned to math

IĀ“m having difficulties to reproduce this diagram with the actual nodes availables on the addon. Perhaps someone knows how can this be achieved?