Awesome tutorial, thanks. I tried to replicate this and worked out why your object motion was a bit a>b>a. You joined the two wiggle nodes with a combine vertex list, and it should have been a vertex math 'add' (if you disconnect the top wiggle node, there is no movement at all). I also used two empties for the two wiggle nodes with a 2-loop and 3-loop torus as the bases, this avoids that 'stopping' motion you get with only using a single circle/sine wave. That aside, I learned a hell of a lot from this tutorial, so thanks again.
Great video, although I didn't manage to find any seeds that dodged camera close ups of particles. I found the best way around it was to make the minimal clipping distance on the camera about 0.3 metres.
Art for physicists! This effect is reminiscent of how my cartoon brain envisions a quantum microverse. It will be interesting to see how the effect will evolve once a workflow is discovered and refined.
infinity loop for everything we think ahead. uolll thank you !!! For me worked 1 to 100 frames with 101 It got a little extra frame. Don`t know why but it`s working awesome
Pretty sure this is a rare error on Chris's part. Setting the animation to 101 Frames actually creates a stutter in the loop, if those two frames are identical then the running loop will have two identical frames back-to-back. (Only a VERY attentive viewer would notice). Navigating to frame 101 is a super useful debugging step, but you can easily do it while keeping the finished animation at 100 frames.
Thanks for the tutorial ! Alternatively you can use a collection instancer to duplicate the Animation Nodes Object Container to Y=10 in order to avoid doubling the nodes in the node tree (And the curve object too)
Thank you very much, very insightful! I might also have a solution for better random movement here and would like to share it: I was thinking that since vector wiggle outputs random movement anyway you could just subtract your endframe from your current frame and use that for the wiggle evolution of the second particle box and the normal frame count for the wiggle evolution on the first box. Then the evolution of the second box should be exactly at 0 on the last frame and the evolution of the First box obviously on 1 on the First Frame, which would make a perfect loop if I’m not mistaken. I’ll test my theory tomorrow Also, someone on GitHub told me to tick "Lock Interface" in the "Render" Dropdown-menu. With this I’m able to render animation without crashes cuz it frees up memory during render in favor of the render engine.
I have made a rough attempt at this tutorial and it works fine. Thank you once again. It will render if you click Lock Interface in the render settings. This saves having to remember to turn of overlays to use view port render.
I suppose one way to cut down the work would be to use a torus rather than particles in a straight line. It would save having to make two sets of particles. I don't know how to make particles within a torus using Animation Nodes, but I presume there is a way. This way the camera would just go in endless circles. You could also just use a standard particle system too I guess if you just wanted something simple.
You don't have to render via view port anymore, I just confirmed workaround! Download free loom renderer set format to some tifs or png, ctrl+shift+f12 and check render via command line it really works.
There is another way to get seamless wiggle: use two of them with same seed, first uses frame as evolution input, second uses frame-[animation length]. Mix it, use MapRange of frame number (AnimStart..AnimEnd->0..1) as factor. More complicated, but gives you much more abilities than this empty+spline method. And it's fully AN =) P.S. The only question - how to get a frame_start and frame_end with animation nodes without typing its manually?
OK, I figured it out. You can use a vector mix node if you are only combining single locations, if you are using a list, you need to create a loop to mix the two vector lists blender.stackexchange.com/questions/126589/animation-nodes-mix-vector-doesnt-work
Recently I have decided to watch again your tutorials, as they are so good. One question Chris: I was thinking that for the Vector Wiggle (browninan motion faking) one could use a Float Math with Modulo 100 to reset the Evoulution at frame 101... Any downsides to that approach? Looking forward to your answer... Never mind, I think I have figured out myself: using the empty atached to the vector path gives more control over the movement...
ahh i see. the vertices are JUST SLIGHTLY shifted in the second instance. I have tried to adjust accordingly. but as is, I am not getting a perfect loop because of a slight shift
@@chrisprenn thank you for your reply :) What I mean by this is the second set of nodes that is douplicating the 10 groups, and off setting them I have to start again, it seems as I was rendering, it crashed! it has been so long since this has happened. and for the first time... I did not save. So looks like i have to rebuild from scratch :) I will let you know if it happens on my second attempt at this ! cheers
Hello teacher, please tell me if you have generated a line, can you then generate a face? For examples like point, line and surface, which node is needed to generate the surface?
Hi, I hit a little snag on 40:38, using the Set Vertex Color Node. I can't seem to rename it to "superduper" and it show a message Color Layer is Not Found. The node looks different too.
Great tutorials always, I enjoy very much. Thank you. I got this tip online and used it to render the 101 frame animation without experiencing a crash. bpy.ops.render.render(animation=True)
Thank you for the tutorial, it is amazing! The only problem I face, while playing with final results, that I can not change instancing object if it was not created before the creation of animation nodes. Does anyone have any idea how to fix that?
Thank You, Chris! I tried this, but the problem was deeper. I spent 4 more hours on this and now I know, what happened - if the new source object does not have Vertex Colours Group (my fault!), the randomizing colour loop does not generate proper object list, and Object Transform Output node does not work... In fact, all new instances are created in the same place as the source object.
Thanks for this awesome tut Chris! I tried some variations but i couldn´t figure out how i can get random changing meshes instead of the spheres. Is there a way in AN to modify the objects after they are instances randomly/selective?
I have a problem with the "set vertex color", i don't know if it's the newer version of either blender or AN, but it gives me a error message of "Color Layer is not found" i've switched the node form index to name but that doesn't seem to change anything.
I am having the same problem. The parameters seems to have changed slighty. Instead of being able to change the name there is the parameter "Vertex Color Index"
I can't really figure out, how you got the different curve types in your add curve menu. I only have three of the most basic ones. I also can't find an addon which adds more curve types.
I am stuck at the end, where it adds "Set Vertex Color", my node has an extra 'Vertex Color Index' input. When I involve subprogram, it gives "Color Layer is not found" error. I'm using Anim Node V2.2.1
Solved. I am using Blender 2.92 and AN 2.2.1 In Animation Node (v2.2.1) use "Object Color Output" node instead of "Set Vertex Color" node. Then in material for the Icosphere, open "Shader Editor", use "Object Info" node color output (e.g. connect to Emission node) instead of "Attribute" node. Yay!!
bruh. i spent wayyyy too long to get to where you were at 4:06 to just be deleting stuff like that. give a trigger warning. seriously though, I'm grateful for your content. I will be sharing with a bunch of folks.
Great tutorial, thanks for sharing however when I try to render this out as an animation Blender (latest steam) closes after 10 or so frames using latest AnimationNodes addon installed today.
I don`t know if it`s a problem with my AN but in render the bouncing motion not works , I only can see the balls dancing on viewport. Do you know why ?
At the very beginning, when I connect the object instancer node to the random vector node node, I don't get copies of the icosphere in the center nor a Get Length node in the middle of the two other nodes. Does anyone know why? (The Icosphere is selected in the Object Instancer node.)
@@chrisprenn I am really getting crazy trying to make this work in 2.8. I was trying to follow a very simple tutorial to the plexus effect but seems like the add on doesnt neither work for me! I was trying another with you, due to the explicative tutorials you have and seems to not work as well, the elements like Get Length don't appear and for example when trying to make splines or Meshes noting! Ive tried to install it from this source and now the add on doesnt even appear in the preferences panel. Help please!
You are VERY good at solving problems, impressive thinking in some of the parts involved, that video was an inspiration! Thx.
Amazing video. Excellent. Thanks a lot for the shared knowledge.
Thanks for this incredibly helpful video. I've learned so much just by watching a good practical example!
Another excellent one! I'm going to have fun with this one, for sure.
Thank you, again! :)
Thank you
Awesome!
Very awesome tutorial! describing problems and solve them step by step! so helpful! thank you so much!
Awesome tutorial, thanks. I tried to replicate this and worked out why your object motion was a bit a>b>a. You joined the two wiggle nodes with a combine vertex list, and it should have been a vertex math 'add' (if you disconnect the top wiggle node, there is no movement at all). I also used two empties for the two wiggle nodes with a 2-loop and 3-loop torus as the bases, this avoids that 'stopping' motion you get with only using a single circle/sine wave. That aside, I learned a hell of a lot from this tutorial, so thanks again.
thx chris, you re not only a beast at AN , you re a beast at Blender ! learned a lot of things 💪 continue your work, I love it !
Thank you!
Excellent tutorial!
Great video, although I didn't manage to find any seeds that dodged camera close ups of particles. I found the best way around it was to make the minimal clipping distance on the camera about 0.3 metres.
This is very cool. Could you make an upgrade of this tutroial with Geometry Nodes?
Art for physicists! This effect is reminiscent of how my cartoon brain envisions a quantum microverse. It will be interesting to see how the effect will evolve once a workflow is discovered and refined.
Великолепная подача обучающего материала. Профи. Спасибо.
Yet another very clever algorithm.
Very useful animation. Definitely going to play with it.
infinity loop for everything we think ahead. uolll thank you !!! For me worked 1 to 100 frames with 101 It got a little extra frame. Don`t know why but it`s working awesome
Pretty sure this is a rare error on Chris's part. Setting the animation to 101 Frames actually creates a stutter in the loop, if those two frames are identical then the running loop will have two identical frames back-to-back. (Only a VERY attentive viewer would notice). Navigating to frame 101 is a super useful debugging step, but you can easily do it while keeping the finished animation at 100 frames.
You are really good at this ... This channel will have many more subscribers in
Yay, animation nodes! Thanks for another great tutorial Chris! You are the best!!
Thx man!
Thanks for the tutorial ! Alternatively you can use a collection instancer to duplicate the Animation Nodes Object Container to Y=10 in order to avoid doubling the nodes in the node tree (And the curve object too)
Thank you very much, very insightful!
I might also have a solution for better random movement here and would like to share it: I was thinking that since vector wiggle outputs random movement anyway you could just subtract your endframe from your current frame and use that for the wiggle evolution of the second particle box and the normal frame count for the wiggle evolution on the first box. Then the evolution of the second box should be exactly at 0 on the last frame and the evolution of the First box obviously on 1 on the First Frame, which would make a perfect loop if I’m not mistaken. I’ll test my theory tomorrow
Also, someone on GitHub told me to tick "Lock Interface" in the "Render" Dropdown-menu. With this I’m able to render animation without crashes cuz it frees up memory during render in favor of the render engine.
Very cool! Thanks for making such a great tutorial!
thx!
Brilliant and beautifully explained. I have been playing in Houdini so this will be a little relaxation. Thank you.
Excellent ! thanks !
I have made a rough attempt at this tutorial and it works fine. Thank you once again. It will render if you click Lock Interface in the render settings. This saves having to remember to turn of overlays to use view port render.
Yes, but even with lock interface it crashes sometimes and viewport render always works... That's why I suggest it
The wiggles don't work for me when I render out from normal render animation
@@YarHarFD Sadly AN in B2. 8x is still very buggy... You can always "render viewport" (check chrisp.zone for troubleshooting)
I suppose one way to cut down the work would be to use a torus rather than particles in a straight line. It would save having to make two sets of particles. I don't know how to make particles within a torus using Animation Nodes, but I presume there is a way. This way the camera would just go in endless circles. You could also just use a standard particle system too I guess if you just wanted something simple.
Awesome video. Thanks for sharing it.
thanks for this amazing tutorial!
You always present very well, neat, detailed.. excellent.. Thank you :)
You don't have to render via view port anymore, I just confirmed workaround! Download free loom renderer set format to some tifs or png, ctrl+shift+f12 and check render via command line it really works.
use SHIFT + LEFT / RIGHT arrows to switch between start and end frame of animation rather than using mouse
There is another way to get seamless wiggle: use two of them with same seed, first uses frame as evolution input, second uses frame-[animation length]. Mix it, use MapRange of frame number (AnimStart..AnimEnd->0..1) as factor. More complicated, but gives you much more abilities than this empty+spline method. And it's fully AN =)
P.S. The only question - how to get a frame_start and frame_end with animation nodes without typing its manually?
The Time Info node can give frame_start and frame_end outputs, although it doesn't by default. They can be enabled under node options in the n-panel.
@@andysellers8298 thanks a lot!
Thanks for this idea, I think I understand what you are doing, but which mix node are you using to mix the outputs of the two wiggle nodes?
OK, I figured it out. You can use a vector mix node if you are only combining single locations, if you are using a list, you need to create a loop to mix the two vector lists blender.stackexchange.com/questions/126589/animation-nodes-mix-vector-doesnt-work
Recently I have decided to watch again your tutorials, as they are so good. One question Chris: I was thinking that for the Vector Wiggle (browninan motion faking) one could use a Float Math with Modulo 100 to reset the Evoulution at frame 101... Any downsides to that approach? Looking forward to your answer... Never mind, I think I have figured out myself: using the empty atached to the vector path gives more control over the movement...
"Find Close Points" node is in Add node menu (Mesh>Operators>Find Close Points)
I guess I'm kinda off topic but do anyone know a good site to stream new tv shows online ?
@Alexis Alaric I watch on flixzone. You can find it by googling :)
@Josiah Decker Yea, I've been using flixzone for months myself =)
@Josiah Decker Thank you, I went there and it seems like they got a lot of movies there :) I appreciate it !!
@Alexis Alaric Happy to help :)
I love this, and your other tutorials!! I have set my node tree up identically to yours. I cannot seem to make this a perfect loop as you do
ahh i see. the vertices are JUST SLIGHTLY shifted in the second instance. I have tried to adjust accordingly. but as is, I am not getting a perfect loop because of a slight shift
hmmm ... what do you mean by 2nd instance?
@@chrisprenn thank you for your reply :)
What I mean by this is the second set of nodes that is douplicating the 10 groups, and off setting them
I have to start again, it seems as I was rendering, it crashed! it has been so long since this has happened. and for the first time... I did not save. So looks like i have to rebuild from scratch :) I will let you know if it happens on my second attempt at this ! cheers
Nice effect and interesting tutorial, thank you
Great, as usually.
Nice job 👍
Hello teacher, please tell me if you have generated a line, can you then generate a face?
For examples like point, line and surface, which node is needed to generate the surface?
Mesh Output!
Chris P thank
you are awesome!
😊THX man!
Hi, I hit a little snag on 40:38, using the Set Vertex Color Node. I can't seem to rename it to "superduper" and it show a message Color Layer is Not Found. The node looks different too.
"HASTAG FRAME".. SHT i learn ewry moment somthing New..:O
Seriously!
Great tutorials always, I enjoy very much. Thank you.
I got this tip online and used it to render the 101 frame animation without experiencing a crash.
bpy.ops.render.render(animation=True)
Thank you for the tutorial, it is amazing! The only problem I face, while playing with final results, that I can not change instancing object if it was not created before the creation of animation nodes. Does anyone have any idea how to fix that?
hmm ... sometimes it can help to e.g. switch "copy full object" on and off to make sure AN reloads stuff...
Thank You, Chris! I tried this, but the problem was deeper. I spent 4 more hours on this and now I know, what happened - if the new source object does not have Vertex Colours Group (my fault!), the randomizing colour loop does not generate proper object list, and Object Transform Output node does not work... In fact, all new instances are created in the same place as the source object.
Thanks for this awesome tut Chris! I tried some variations but i couldn´t figure out how i can get random changing meshes instead of the spheres. Is there a way in AN to modify the objects after they are instances randomly/selective?
Create instances of all the objects you wish to include, combine those lists and work with that...
Awesome tut!
Couldn't you just clip the camera at 10m instead of fading the particles?
Yes, but that doesn't look as nice.
I have a problem with the "set vertex color", i don't know if it's the newer version of either blender or AN, but it gives me a error message of "Color Layer is not found" i've switched the node form index to name but that doesn't seem to change anything.
Make sure target objects have a vertex color slot. Created target objects with object instancer? Enable full and deep copy
I am having the same problem. The parameters seems to have changed slighty. Instead of being able to change the name there is the parameter "Vertex Color Index"
@@alexanderjohansson8073 By clicking "U" on the "set vertex color" node you can change in advanced settings the type from index to name
@@chrisprenn Thanks a lot, that fixed the problem :) Keep up the good work :D
the same for me, not achieved to fix it
bro, ur work is great! only one question, when i mark a keyframe in value of a node i not see it in the Graph Editor, why? :c
try hitting HOME on the keyboard (Pos1 on German)
maybe you are just looking at the wrong section of the graph editor...
I can't really figure out, how you got the different curve types in your add curve menu. I only have three of the most basic ones. I also can't find an addon which adds more curve types.
enable the "add curve extra objects" add-on (comes with blender)
I am stuck at the end, where it adds "Set Vertex Color", my node has an extra 'Vertex Color Index' input. When I involve subprogram, it gives "Color Layer is not found" error. I'm using Anim Node V2.2.1
Solved. I am using Blender 2.92 and AN 2.2.1
In Animation Node (v2.2.1) use "Object Color Output" node instead of "Set Vertex Color" node. Then in material for the Icosphere, open "Shader Editor", use "Object Info" node color output (e.g. connect to Emission node) instead of "Attribute" node. Yay!!
@@MrWhatID You are my hero! I would NEVER have figured that out.
bruh. i spent wayyyy too long to get to where you were at 4:06 to just be deleting stuff like that. give a trigger warning.
seriously though, I'm grateful for your content. I will be sharing with a bunch of folks.
:))
Great tutorial, thanks for sharing however when I try to render this out as an animation Blender (latest steam) closes after 10 or so frames using latest AnimationNodes addon installed today.
check info at chrisp.zone
don't know how to complete with random color because "set vertex color" node has changed in newer AN version
I am having the same problem
Yep, im stuck too on the same problem.
@@knols3 Same
same for me :/
Do you have a tutorial on how create your logo animation? The writing animation. I want to do similar animation for a client using his signature
yes I do ... ruclips.net/video/rA3QZVEfGpc/видео.html
Thank you
I don`t know if it`s a problem with my AN but in render the bouncing motion not works , I only can see the balls dancing on viewport. Do you know why ?
you should use "viewport render" anyway...
@@chrisprenn oh I thought that and anyway didn`t work I will try it again
Sir can i use animation nodes in blender 2.81alpha
Yes, you can! Check chrisp.zone for info/links...
@@chrisprenn thank you sir,
And Your tutorials are awesome,
At the very beginning, when I connect the object instancer node to the random vector node node, I don't get copies of the icosphere in the center nor a Get Length node in the middle of the two other nodes. Does anyone know why? (The Icosphere is selected in the Object Instancer node.)
Do you have a current build of AN? See chrisp.zone ...
@@chrisprenn I am really getting crazy trying to make this work in 2.8. I was trying to follow a very simple tutorial to the plexus effect but seems like the add on doesnt neither work for me! I was trying another with you, due to the explicative tutorials you have and seems to not work as well, the elements like Get Length don't appear and for example when trying to make splines or Meshes noting! Ive tried to install it from this source and now the add on doesnt even appear in the preferences panel. Help please!
😍😍
hi, I can't find an animation Node?
check chrisp.zone for infos!
Is this possible for 2.79?
yes, but there is no EEVEE in 2.79 ...
@@chrisprenn thanks
Omg.....I'm so lost.
I've just realized again, how bad I am at maths...
no
???