How to warp character mesh for every frame to give hand drawn look?

I actually did something a bit similar just earlier, but with displacement. Yours look better for rigid objects, although, I do think the intensity should be driven down.
I was thinking of using a lattice to animate extreme angle warping changes. Like a camera viewing a house from the front then going to the top which then the house is skewed in a weird and interesting perspective for that camera angle.

blender ball test.blend (1.3 MB)

Hah. I had no idea that in newer Blender, you can do pretty much the same thing I used the custom geonodes for with just a Displace modifier. I’m always upgrading my version too late. Anyways, in my setup, Displacement variable controls the intensity of deformation, and you can also reduce TextureScale so your object receives less iterations of noise texture

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Good call on using lattice for forced perspective. Since you’ll be able to animate a lattice with shape keys (and possibly even Armature) like a mesh object, but also have to deal with less vertices than full object

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So you’re not able to animate the seed? It would be nice not having to recreate the whole path and empty setup and just animate the seed (if possible).

Drivers give you an output based upon an input. In my example, there is no input, I just wanted to vary the value of the shapekey.

Done with freestyle.

cube_rot_freestyle.blend (886.0 KB)

And using freestyle looks to be a rabbit hole. Lots of settings to control everything…

Randy

Freestyle is deprecated in favor of grease pencil outlines, it will be removed eventually and it’s encouraged to transition to GP

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I love being able to preview the line of GP in real time, without having to render it. I think this geo based modifier is a step up from the basic GP:

Some of the effects are more sketchy or ‘hand drawn’.

I just found some twitter posts that looks pretty organic looking, almost 2d like if that makes sense:

KoalaOK- on X: “Koala is a bad boy #b3d https://t.co/my83arIdbQ” / X (twitter.com)

KoalaOK- on X: “…#b3d #SpiderManAcrossTheSpiderVerse https://t.co/7VrECi8asf” / X (twitter.com)

KoalaOK- on X: “test #b3d https://t.co/ZIPu12dVw4” / X (twitter.com)

KoalaOK- on X: “cyberpunk2022 #b3d https://t.co/5DtYq2L75L” / X (twitter.com)

Unfortunately, there doesn’t seem to be input for a seed in Noise texture. You can animate the helper to rapidly change position every frame, and then just copy-paste this string of frames as many times you need to cover your entire animation

Would this be possible with geo nodes? (I have not really learn much about this yet, but there seems to be a great level of customization with this feature).

So far, I meant “keyframing the helper manually”. But might be possible to automate with new Simulation Node functionality. So we randomize the noise coordinate offset based on frame time. Haven’t tried it yet

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I’ll have to on the lookout for this when i’m learning geometry nodes then.

So I did add this automatic jitter option to the noise modifier

I’ll test it with inverted hull outline later