Hello. I don’t know if this is appropriate place but I have a question. I discovered Animation Nodes addon, and almost all the videos about it are 3-4 years old. Makes me think if they’re obsolete now. I don’t have much experience with Geometry Nodes, but can it be basically the same thing?
So if anybody has experience with Animation Nodes, is there anything in there that can’t be done with Geometry Nodes? Is it worth to put time and learn it for motion graphics?
Geometry Nodes are the official continuation of Animation Nodes, by the same developer who was hired by the Blender Foundation.
I am pretty sure there is still functionality in Animation Nodes that is not available in Geometry Nodes. Simulation (currently under development) being one of them.
Geometry Nodes are without doubt the future proof way in Blender. You are the only one who can judge whether it suits you right now.
Hi. Animation Nodes and Geometry Nodes have different workflow and controls:
Geometry Nodes: Provides complete control at the Geometry and Curve level. (inbuilt in Blender and has been developing)
Animation Nodes: Provides complete controls at the Object level, Grease Pencil, Curve, Scripting, and fewer control at Mesh/Geometry level. (addon and has been developing)
Hi! I found a bug and very strange workaround when i tried to animate an attribute of instanced objects with GN modifier in Animation Nodes. When i plug Attribute Output node with float input, it doesn’t work. But when i add second modifier after GN to original object (for example Wave) and animate it in AN, it starts to animate GN modifier too. It sound complex, but i hope video example will help.
Thanks for the feedback. I think AN is not evaluating the instanced objects, but when you add the Wave Modifier with parameter input as Frame, it is re-evaluating the object or Geometry Modifiers. It seems to be a bug. I have reported it on the AN page.
I’m wondering, if anyone tried building Blender from scratch in order to use vertex groups with Join Geometry node as it was in 3.2 version. Problem was reported multiple times and now is stated as known issue.
Does this method really work? https://developer.blender.org/T99197#1417901
Geometry Nodes: Rename node and socket for “Group ID” convention. “rename the “Face Set Boundaries” node to “Face Group Boundaries” and the Accumulate Field node’s “Group Index” socket to “Group ID”. This convention of “__ Group” and “Group ID” will be used more in other nodes in the future.”
Create a new Bezier curve Object and drag&drop the hair-curve into a new GN setup there… you can then treat it as Bezier curves and set the resolution to whatever you want… 8 initial control point are generally enough to make smooth curves (the grey curve is the original “deform curve on surface” curve).
Issue is that you can set amount of points to 30, curve will continue to be rendered as 7 segments by WorkBench and EEVEE.
Cycles is displaying 29 segments. So, those segments can only be edited in Cycles rendered view.
Curves object properties don’t have Viewport Display and Render panels like Volume object.
We currently don’t have the ability to apply actions in geometry nodes. However, we can animate transformation of the geometry itself. (Similar to shape keys)
There’s a few ways to animate an instance when it’s added, but most of them will require simulation nodes to work.
Shader Nodes: Use layers from evaluated mesh. Shader nodes’ (Color Attribute, UV Map, etc.) attribute lookup now looks at the evaluated mesh instead of the original. For example, they no longer list attributes from the original mesh that are removed by GeoNodes. Also they detect attributes created by GeoNodes. (For example, if you create a Color attribute on point domain, Color Attribute node in Shader now lists that.)
Curves: Use shared caches for evaluated data. “Making simple procedural changes can be much faster in some cases, and non-topology changing sculpt brushes are slightly faster” for curves.