Wowwwwwww!!!
Where can I get this node?
Hi Raziel, its the Loftnode in the spline section of animation nodes regular from Github.
It has tutorial of how to use and their applications? I want to join different geometries in a single object
Look to the nodes of my first picture!
It explains all.
Tungee yeah this works pretty spot on. Vertical loft is actually working better than horizontal (instead of lathe/revolve).
This add-on has some serious use. I am still exploring also Sverchok but boy this all is just quite complicated.
would be fantastic to at one point have few more surfacing nodes like sweep rail patch and such.
Cekuhnen, there are 3 githhub repositories for animation nodes:
The first one is the official from Jacques. It contains only the loft and revolve nodes.
https://github.com/JacquesLucke/animation_nodesThe
The second one is from guylateur, it contains also sweeep and birail nodesā¦
There is also a third refactor repository from Jacques. It doesnt contain the āextraā stuffā¦
https://github.com/JacquesLucke/animation_nodes/tree/refactor
Would be damn fantastic, if this two nodes would make it into the offical AN. Some boolean stuff for the splines would be the iTĆ¼pfelchen
na das erklaert es dann ā¦
I fully agree would be great if this would merge.
These two nodes will make it into master hopefully. Iām still waiting for guy lateur to do it but maybe I will do it later. Iām not very active in the last couple of weeks because Iām on vacation. Shortly I had some time start this refactor branch/project which I want to finish before working on additional features. I already did a lot in this branch. Mainly cleaning up large parts of the code design.
Also I want to reimplement the loop and group and script node.
And cleaning up some parts of the ui (eg easier reordering of sockets)
There are already quite a few things I finished(more than 250 commits in four days ^^) but there is still a lot to do. Also this branch has no execution system currently so that I can concentrate on the ui.
It will take some time until you get new features by me. But they will come. For sure.
Nice to hear that Jacques!
But i would prefer a multiple sweep possibility. A spline as a path and multiple splines as Profiles. Like the ability to use more than 2 splines as it is in the loft node.
JL good to know that you keep working on this, I think AN should focus on animation and motion graphics nodes
hereās a little setup for camera animationsā¦ the idea is to read camera speed and change render samples as you need them for motion blur, using less samples when camera slows down, seems to work pretty well -half of the render time for my test file-
had to do a one frame offset -the math node- guess implementation will change for each file, hereās my test
Liero that is a great idea! I wonder how many other variables can contribute to render samples?
Nice to hear from you Jacques. IĀ“m really intrigued with this new refactor. Especially with the loops, and animate nodes rearrange.
However I totally agree with Liero. Animation and motion design should be the main focus of Animation Nodes.
IĀ“m exploring some morphing tecniques. But I canĀ“t make it work.
Could someone look this to tell me what IĀ“m doing wrong.
Thanks in advance
Yeah, I kind of promised to rewrite those missing nodes, didnāt Iā¦ Sorry, but I havenāt been able to get around to that lately, having some other stuff going on. You may want to have a go at those yourself, when you find the time. At some point, Iām still planning on trying to make time for a nurbs evaluator, though. And Iām always available for further elobaration on my current implementation, of course.
Great to hear that youāre still working on this with this renowned vigour of yours! Thanks for that, and take your time. As suggested above, compared to this refactoring, those curves/other-new-features can definitely wait.
you use same data as input and output (the original cube, vertex data as input, and same to be deformed)
after u deform a vertex, where is the original position of that vert?
U need to store the position start and end. And deform a 3rd one. that is the essence of mistake
as solutions
- see @meigo example (3 objects, right?)
- without expressions, creationg the new 3rd obj , 2 variants (I would use leftā¦, but they are the same)
u need to append the verts locations to the new list
(vert locations is all u need for basic deforms, but if u wanna use vgroups or care about normals, may wanna use the right example)
3.extra variant to store into a shapekey (so no 3rd obj, but a shapekey in the original)
shapekeys are just a list of vert locations, so u need to store just that
up right there are 2 obj attribute nodes that do nothing, they are just example of how to get data out of a shapekey, if the case
(shapekeys do not store any other data, like normals ā¦)
Thanks that seems to work fine. However I wonder myself why does the vertex loop donĀ“t work like the polygon loop. It seems odd the need to plug an expression node.
I also tried yesterday but failed, 20 nodes to do a morphā¦!
ended up doing a script node, see how clean it looks -AN is a great enviroment to learn some python-