I like it! Thanks for the nice video. Unfortunately Blender told me when I wanted to update AN I had multiple versions installed when I cleared every Folder :(
I guess you checked the wrong folders. On this website you can find some of the most common addon folder paths: wiki.blender.org/index.php/Doc:UK/2.6/Manual/Extensions/Python/Add-Ons
Thanks but I was at the right folders already. If I take the Zip and install it I can see it in the folder but it's not getting displayed at the Add-ons. If I take the "sub" folder of the Zip and Zip it I get it displayed but Blender raises exceptions. :/
Did you download an actuall release or just the source code? Please download it from here: github.com/JacquesLucke/animation_nodes/releases/latest Make sure you remove every older animation nodes folder before installing this. If there is still a problem please post an image of the error message.
Small addition: Since the latest version of AN doesn't have the start/end option at 4:00, I duplicated the 'Offset Matrix' and placed it between the original offset and the 'Replicate Matrix' to get the tiles flipped to their flat side to start with.
Finally done with all the testing in Animation Nodes 2.0. It's much better than last time and even faster, you are doing a great job making these tutorials. Nice work!!!
WOW, I love it :), Thank you Just for fun -> Repeat 10 times: Take the (Replicate Matrix) transformation, plug that into the (Offset Matrix Input) Matrices, then take the (Offset Matrix Matrices) output, plug that into the (Object Matrix Output) Matrices
Thanks a ton Zach! learnt a lot from you. Surprisingly almost Everything still makes sense in the newer version of blender but still wish you had continued AN series :(
It was a fun series to do, and even though I got AN working again recently, I'm still probably not going to continue it because: 1. I'm working on other things ATM which I'm a lot more excited about. 2. Enough stuff has become outdated where I would feel like I was treading water if I updated the old videos. 3. Everything nodes is going to be a huge deal, and hopefully more stable so I'm planning to do a lot of coverage on that when it releases. I'm glad you're still enjoying the series though. It took a lot of work and I learned a lot myself while making it, so it makes me happy to see it was worth it
Unfortunately some nodes still don't support this new way of doing it, so sometimes you'll try to plug in a list to a node and it will either not work or it will automatically add a "get item from list," node. If this happens you still need to use a loop.
HEEEELP it didn't work D: node grid mesh can't connect to node replicate matrix(transformations) I'm using 2.83 I followed the exact same steps one thing different is that when connecting node grid mesh to object instancr it won't connect itself, had to add node get list length myself
if i put a modifiers like subsurface on the main object does not work with the duplicate objects, There is a way to do this? some special node or someting... :D and thnaks for the tutorials
You use the term "vectors" , but it seems a lot like "vertices". Could you explain why "vector" makes sense? A vector is often a direction+magnitude, and I'm not sure how that's applying here. Thanks.
In programming, vectors are used to _represent_ vertices, as each point can be viewed as the direction + magnitude from the point (0,0). This allows us to think in more mathematical terms about transformations of our geometry, as we can start using Linear Algebra and other vector math to manipulate our points. Sort of like how you might use an integer to represent your age. Your age isn't actually anything physical, but by using a number to represent it, we can do math with it and calculate how far away from retirement you are, or if you're legally allowed to go to a bar.
I'm trying to do this in Blender 3.2 and it seems like only 1/3 of the nodes still exist in the program. I'm so confused. Can anyone point me in the direction of how to accomplish this effect in 3.2?
Honestly, my recommendation would be to ditch Animation Nodes at this point and switch to geometry nodes. It's pretty different to AN, but it'll remain supported in the future. I'm kind of shocked AN even still works in 3.2. There are tons of great tutorials on it out there already. While geo nodes itself works differently to AN, the basic idea of this video would be the same IE: create two spheres, blend between the two spheres using some kind of falloff, and then instance cubes on the resulting points.
Part of the problem is that RUclips doesn't have a standard audio level. I usually set my levels to -3db which is pretty standard, but not everybody does that which means a lot of other videos end up quieter.
Hi Zach. Thanks for sharing this. I'm new to animation nodes in Blender and this helped a great deal. I'm wondering if you've had any issues where the object being instanced somehow gets rescaled from the original even when there's no additional transform nodes in play, eg the instanced object does not match the dimensions of the original object.
The problem is, when you scale an object in the view-port, the change isn't permanent IE: It doesn't change the object, it just remembers that you scaled it to 0.5. When animation nodes changes the scale, it set's that 0.5 to whatever. If you want to avoid this problem, you need to apply the scale by hitting CTRL + A and applying the scale before you start working with AN.
can you please do a tutorial of making this only the tiles tilt both in x and y axis? what i mean is that the normals of the tiles that are not completely affected will point to the center of the effector.
It should be easy enough to do. There are nodes to turn vector direction (normals) into rotation and back, so all it would take is a little messing around.
i do the same thing but as soon as i add the object instancer output to object matrix input all the objects which add will be in the default size ( as same as you add the cube ) , not the size of the tile that i make !! any reason for that
If you change the scale / rotation of an object outside of edit mode you need to apply it by hitting 'CTRL + A' or else it will get reset by animation nodes.
@@ZachHixsonTutorials Thanks man , i was just searching for hours to find solution and i can`t find any on net , finally i gave up and comment here to ask you about the reason Thanks for the surprising fast reply , I fix it Thanks for the Tutorials , and you got one more subscriber
Q: Is Create Falloff List the new way to combine more than 2 falloffs? New to AN, please advice. :) The version I am using rn seems a lot of differences.
No I just tried that and that won't work in most cases, at least not by itself. If you want to combine falloffs, you need to use the *Mix Falloffs* node. If you want to mix a whole bunch of them, create a falloff list out of them, and then use the *Mix Falloffs* node with the list checkbox checked.
Yes, I'm not at a computer with AN on it so I can't check, but I helped somebody with this problem before. If I remember right it just assumes you are using "start." If you want "end," then you have to re-work your nodes tree a little so that it logically does the same thing as end.
Hii!! big up from BRazil!! great series of tutorials!! thnx for that. i'm trying to figure it out, if i want my falloff area to be rectangular, not 'square/circular'? i'm tryng to scale the empty only in x, or using a cube as my falloff object and scaling it on x (but the 'field' has to be sphere or directional or radial.. i tryed to combine but in the end i'm combinig two spheres fallofs, i want the ellipse fallot result.... anyone?!!
Falloff doesn't use the actual object shape, just the position and scale. If you want it to be rectangular or another shape, it'll get trickier. With some basic math you might be able to achieve a decent result with a square/rectangle, but any other shape you'll have to look into SDFs (Signed Distance Functions)
@@lucasvisionvjbitar I was actually curious about this myself since I've never done it and came up with a pretty simple and clean solution. As always, try to do it yourself first, but here's my setup along with a quick visual explanation: imgur.com/a/I64RCuJ
Heyy Zach!! that's just so awesome !! today is definetly my lucky today!!! i just saw it real quick and aparently i understood, i will try by myself here and do it asap !! it will save me and my coworkers!!! i'm glad you put efforts in it! i'm beginner !! bigger up! hope it helps more people! big shout for the mann!
@@lucasvisionvjbitar No problem. I'd recommend learning shader programming like GLSL. Understanding how those work helps a lot (SDF is a common shader technique).
Animation nodes is calculated after keyframes. Keyframes will be overridden by AN. If you want keyframes to work, turn off "Auto Execute," to disable AN.
From a mathematical standpoint, no. In math you can multiply, add, subtract, get the trace, determinant, Eigen vectors / values, lu decomposition, and more. From an AN standpoint though, multiply is the most useful, and most of the other processes wouldn't really benefit AN. Matrices don't work like vectors, so unless you have a pretty good understanding of linear algebra they wouldn't help.
Thanks for the quick and precise answer. So how do you add (+) a value to the offset matrix node like, let's say, "distribute matrices" so that those instances are aligned to the verticles normal of an object? Plugging directly in the input socket doesn't give expected results when you manipulate eulers rotations.... ( I'd love instances to rotate along their own axis AFTER they have been aligned to the normals of the object).
You can do it the same way as in this video if you want to. You can also use falloffs, but you would have to do things a bit differently. You could try using a vector math node to multiply the verticies of the original sphere, and then plug that list into an offset node, then use a falloff to mix between the two values
That's a little trickier. One way you could do it would be by subdividing the cube, and then instancing the tiles on each of the faces, while using the face normals to determine the direction
@@ZachHixsonTutorials wow didnt think you would reply. Sorry for being so brief. First of all thanks alot for the series, really appreciate all the work you put out for free. Secondly, im just trying to get into animation nodes and thought your series was a good choice. Unfortunately, i cant even get a cube to rotate like you show in the first tutorial. Using the same nodes and things doesnt seem to have any effect. Regarding making AN working in 2.8, have you tried installing the 2.4.1 version? It seems to work fine? Chris Prenninger does alot with it, seems ok? Why dont you think there will be a fix? And do you have any tips how I can get into AN if you are not planning on making an updated series? Do you reckon there will be updated tutorials when 2.8 is released in july? Sorry for all the questions just hard to get info about these specific things, any tips super appreciated!
@@ZachHixsonTutorials prenninger.com/3d/ they are making changes to the blender api frequently causing AN to break i think, there is a recompile here which work with latest versions but idk if it is already outdated
@@carlherner9458 Glad you enjoyed these tutorials. The issues I'm having with AN might be the same as yours as it installs fine, but the nodes don't actually do anything when they are connected together. I use 2.79 for production anyways, so I'm just sticking with that version. The reason I said there probably won't be a fix soon is because the original developer Jacques Lucke is now working at the Blender Institute on a full "Everything Nodes," implementation, and Omar Ahmad is working on a Blender GOSC project. As for tutorials I still plan to finish out the current series with 2 more videos, but I don't think I will do any more AN stuff with Everything Nodes in development.
@@ZachHixsonTutorials i just tried the AN version from the link I posted above and can confirm it works in latest 2.8 (WIN). The nodes work and your first spinning cube tutorial works for me now:) I tried finding the roadmap for Everything Nodes but couldn't really figure it out, do you know when EN is being released?
This is great! Thanks so much. I created this [www.reddit.com/r/blender/comments/9d1bqo/brick_walls_painted_white/] image, making use of the 'Animation Nodes' I've used bricks instead of tiles and wiggled their rotation.
Hi, please help me if you can: I think I'm using a different version of animation nodes and LOOKS like it's a later version I believe 2.1.1 (I had to go away from my computer) all of the nodes show up with a red bar at the top. When I open the grid mesh node it doesn't show the outputs as it shows here, it just has one 'Mesh' output with a bright blue node output circle... I tried hacking it a little bit and trying to separate the vector data but it still wasn't really helping me because I barely have any idea what I'm doing ! ;) Point is though, what am I dealing with here? Is there a way to install this version of the animation nodes or is this version of that node no longer available or something like that? Is there a way to modify it to have these outputs? Thanks for any help in advance...
If a new version of Animation Nodes changes something, all nodes affected by it will have a red bar at the top and need to be replaced. AN started updating too fast for me to keep up with updating the project files, so you will just have to follow the tutorial and re-build it.
@@ZachHixsonTutorials hmm ok so is that possible without programming? Can you kindly point me in the direction of where I might learn how to install other versions of the add-on? Sorry this is all still pretty new/confusing to me (newer and older versions of AN with a brand new version of Blender (2.8).... I'll rephrase the question, in order to achieve you're tutorial which version of AN should I try to install?)...if you can't answer np I'll check it out myself and thx for your answer thus far!
@@jsogman Don't install earlier versions as you will miss out on a lot. All I was saying was follow these tutorials and others, and try to adapt them when possible when things don't match up by digging and googling. Animation Nodes changes a lot, so unfortunately this is pretty much the only way to learn ATM. I've been kind of "Out of," Animation Nodes for awhile now, so I don't really know exactly what nodes to substitute anymore. I saw a video about a new particle node however and really want to try that out.
@@ZachHixsonTutorials yes that looks like a pretty exciting one! Well suffice to say I am doing all of yours cuz they kick ass! ;) And I will keep trying to find ways to do workarounds, and I'm thinking about it that might even be good in and of itself because it might allow me to better understand what outputs I am having difficulty connecting to what inputs and see if there are ways to extract and recombine at the data and does understand what the data itself is... Anyway, thanks for your help and thanks for these amazing tutorials!!! Have an amazing day!
Easy! You take the object list output of any node, and plug it into the input of an "Object matrix output" node. Then you can either plug in a single matrix, or a list of matrices into the matrix input, and it will be applied appropriately to all objects in the list.
yeah, i have acomplish this, but not in order that i want, for example to animate a house falling from the sky, i want to the walls first than waindows and door, and for last the roof. how can i tell animation nodes the order of animation? iam using "id key" with initial transforms...
You might also want to use another ID key, such as an index as I cover here: ruclips.net/video/MuniFmndFq4/видео.htmlm36s You can then use the delay falloff like I did in that video to change the offset.
After doing a quick poke around the available nodes I don't think there is any good way to do this yet, although I could have just overlooked it. I think Dynamic paint just writes to the vertex color, so any way to get the vertex color should work.
Thanks for replying, Zach. If you get any ideas in the future how to make this happen, I'd love to hear about it. Unfortunately this is just outside my skillset to figure out on my own. Now I wish I took that programming course at college... I posted a forum question on Blender Stack Exchange in the hopes someone might have some ideas. I might email the creator about the issue as well (I have a dozen or so other ideas for features to pass on as well). blender.stackexchange.com/questions/112073/animation-nodes-replicate-object-dynamic-paint
The developer Jacques Lucke is actually working with the blender team on a more integrated solution, so he's got a lot on his plate at the moment, but once it's integrated more closely with blender it will open up a ton more possibilities. You can see a little bit of what he is working on in this video from when Jacques was recently in Amsterdam working with the 2.8 dev team: ruclips.net/video/HQi2BqlQtnI/видео.html
Ya, you're right. Jacques Lucke is quite busy. I guess I'll just have to wait and see what happens, maybe the solution will be in 2.8. Guess this might prompt me to learn programming for Blender.
First, save a new copy of your project named something like "Project_Bake" so we can easily go back if we want to. Then, in the node editor, hit "T" to bring up the left hand menu, and under Animation nodes > Overview > Bake to keyframes. After this is done, uncheck the "F" box next to your node tree name, and delete your node tree so there are no errors when rendering. Finally all you have to do is submit it to the renderfarm.
Then don't delete it. I don't think you have too, but I didn't want the possibility of it throwing an error at the renderfarm. At the very least turn off auto-refresh, that might reduce the risk.
nice tutorial but i still hate how this shit is fucking complicated... all these boxes dont say anything to me and theres absolutely no way i can creatively use this. blender is really nice but im afraid its made by nerds for nerds (no offense intended)
I like it!
Thanks for the nice video.
Unfortunately Blender told me when I wanted to update AN I had multiple versions installed when I cleared every Folder :(
I guess you checked the wrong folders. On this website you can find some of the most common addon folder paths:
wiki.blender.org/index.php/Doc:UK/2.6/Manual/Extensions/Python/Add-Ons
Thanks but I was at the right folders already. If I take the Zip and install it I can see it in the folder but it's not getting displayed at the Add-ons. If I take the "sub" folder of the Zip and Zip it I get it displayed but Blender raises exceptions. :/
Did you download an actuall release or just the source code?
Please download it from here: github.com/JacquesLucke/animation_nodes/releases/latest
Make sure you remove every older animation nodes folder before installing this.
If there is still a problem please post an image of the error message.
Thanks a lot, i was at the wrong download link (this is what I found searching:github.com/JacquesLucke/animation_nodes)
You SAVED THE DAY man ;^)
Glad to hear that =)
Yes, that is the project page for Animation Nodes. You have to click on "Releases" to get to the different versions.
Fantastic video. I think the detailed concepts and summary screens really help to grasp the main ideas.
Glad you enjoyed the video! After I finish Ed I hope to get back to doing more things like this
Small addition: Since the latest version of AN doesn't have the start/end option at 4:00, I duplicated the 'Offset Matrix' and placed it between the original offset and the 'Replicate Matrix' to get the tiles flipped to their flat side to start with.
Thanks !
There's also the "Invert Falloff" Node, just put that after whatever type of Falloff you want to get the same effect.
@@cold_static Thanks! You can always rely on someone in the comments to have up-to-date info :D
Finally done with all the testing in Animation Nodes 2.0. It's much better than last time and even faster, you are doing a great job making these tutorials. Nice work!!!
so happy that i found your video. i was in search of what is the "laola" script for 3dsmax, but for blender...works great, big thanks !
Please keep making videos about AN! I'm learning so much about it from you :D
WOW, I love it :), Thank you
Just for fun -> Repeat 10 times: Take the (Replicate Matrix) transformation, plug that into the (Offset Matrix Input) Matrices, then take the (Offset Matrix Matrices) output, plug that into the (Object Matrix Output) Matrices
thank you so much for the 2.0 update. It is now looks much simpler with this update
You do an outstanding job of presenting the steps so even I was able to reproduce the animation. Thanks!
For crying out loud! This is awesome!
Wow, what a great tutorial! This was the missing link I needed to recreate C4D MoGraph in Blender. Thanks SO much!
Thanks for this man! Especially for the Evaluate Falloff explanation because i couldn't get it just from the AN manual.
Awesome tutorial and a awesome update.
WHOA. Game changer. Thanks Zach, love these tutorials.
I really need to start using animation nodes. Thanks for this!!!
thank you this one is exactly what I was looking for
You really good doing tutorials man.
Thanks a ton Zach! learnt a lot from you. Surprisingly almost Everything still makes sense in the newer version of blender but still wish you had continued AN series :(
It was a fun series to do, and even though I got AN working again recently, I'm still probably not going to continue it because:
1. I'm working on other things ATM which I'm a lot more excited about.
2. Enough stuff has become outdated where I would feel like I was treading water if I updated the old videos.
3. Everything nodes is going to be a huge deal, and hopefully more stable so I'm planning to do a lot of coverage on that when it releases.
I'm glad you're still enjoying the series though. It took a lot of work and I learned a lot myself while making it, so it makes me happy to see it was worth it
Very nice Zach! Amazing tutorial!
Well done, Zach. Nice Tut.
Excellent tutorial! Thank you for sharing your knowledge!
Amazing I just got some interesting results with your guidance thank you.
7:50 "A minimum of at least probably about six nodes"
спасибо
Awesomeeee. So much simpler. Quick question please. Does this mean that loops are no longer necessary?
Unfortunately some nodes still don't support this new way of doing it, so sometimes you'll try to plug in a list to a node and it will either not work or it will automatically add a "get item from list," node. If this happens you still need to use a loop.
@@ZachHixsonTutorials ohhh, okay, thank you so much
Hope it helps you.
If not maybe your blender versions is too old and you have to reinstall it
HEEEELP it didn't work D:
node grid mesh can't connect to node replicate matrix(transformations)
I'm using 2.83
I followed the exact same steps
one thing different is that when connecting node grid mesh to object instancr it won't connect itself, had to add node get list length myself
You now have to add a "Mesh Info," node in order to convert the grid mesh to a list of vertices.
if i put a modifiers like subsurface on the main object does not work with the duplicate objects, There is a way to do this? some special node or someting... :D and thnaks for the tutorials
You have to check the "Copy Full Object," check box on the _instancer_ node
Thanks for the tutorial :)
great
You use the term "vectors" , but it seems a lot like "vertices". Could you explain why "vector" makes sense?
A vector is often a direction+magnitude, and I'm not sure how that's applying here. Thanks.
In programming, vectors are used to _represent_ vertices, as each point can be viewed as the direction + magnitude from the point (0,0).
This allows us to think in more mathematical terms about transformations of our geometry, as we can start using Linear Algebra and other vector math to manipulate our points.
Sort of like how you might use an integer to represent your age. Your age isn't actually anything physical, but by using a number to represent it, we can do math with it and calculate how far away from retirement you are, or if you're legally allowed to go to a bar.
I'm trying to do this in Blender 3.2 and it seems like only 1/3 of the nodes still exist in the program. I'm so confused. Can anyone point me in the direction of how to accomplish this effect in 3.2?
Honestly, my recommendation would be to ditch Animation Nodes at this point and switch to geometry nodes. It's pretty different to AN, but it'll remain supported in the future. I'm kind of shocked AN even still works in 3.2. There are tons of great tutorials on it out there already.
While geo nodes itself works differently to AN, the basic idea of this video would be the same IE: create two spheres, blend between the two spheres using some kind of falloff, and then instance cubes on the resulting points.
Best buddy
these tutorials are a gold mine :]
the only thing is the intro a little scary, specially when you watch at 3am
thanks a lot, longing to see more
Part of the problem is that RUclips doesn't have a standard audio level. I usually set my levels to -3db which is pretty standard, but not everybody does that which means a lot of other videos end up quieter.
@@ZachHixsonTutorials it was a joke ^^.
@@whynot-vq2ly oh ok, glad you enjoyed the video :)
Hi Zach. Thanks for sharing this. I'm new to animation nodes in Blender and this helped a great deal. I'm wondering if you've had any issues where the object being instanced somehow gets rescaled from the original even when there's no additional transform nodes in play, eg the instanced object does not match the dimensions of the original object.
The problem is, when you scale an object in the view-port, the change isn't permanent IE: It doesn't change the object, it just remembers that you scaled it to 0.5. When animation nodes changes the scale, it set's that 0.5 to whatever.
If you want to avoid this problem, you need to apply the scale by hitting CTRL + A and applying the scale before you start working with AN.
I forgot to mention that the object is normalized before any animation setup has started. Any other ideas? I can send a screenshot if that helps.
can you please do a tutorial of making this only the tiles tilt both in x and y axis? what i mean is that the normals of the tiles that are not completely affected will point to the center of the effector.
It should be easy enough to do. There are nodes to turn vector direction (normals) into rotation and back, so all it would take is a little messing around.
@@ZachHixsonTutorials ok ill try, thank you for responding so quickly!! ^^
i do the same thing but as soon as i add the object instancer output to object matrix input all the objects which add will be in the default size ( as same as you add the cube ) , not the size of the tile that i make !! any reason for that
If you change the scale / rotation of an object outside of edit mode you need to apply it by hitting 'CTRL + A' or else it will get reset by animation nodes.
@@ZachHixsonTutorials Thanks man , i was just searching for hours to find solution and i can`t find any on net , finally i gave up and comment here to ask you about the reason
Thanks for the surprising fast reply , I fix it
Thanks for the Tutorials , and you got one more subscriber
Q: Is Create Falloff List the new way to combine more than 2 falloffs? New to AN, please advice. :) The version I am using rn seems a lot of differences.
No I just tried that and that won't work in most cases, at least not by itself. If you want to combine falloffs, you need to use the *Mix Falloffs* node. If you want to mix a whole bunch of them, create a falloff list out of them, and then use the *Mix Falloffs* node with the list checkbox checked.
@@ZachHixsonTutorials Thank you. You are the only instructor reply all my questions. Appreciate. :D
In 2.8 "Start" & "End" are no longer apart of the Offset Matrix. Is there a work around?
Yes, I'm not at a computer with AN on it so I can't check, but I helped somebody with this problem before. If I remember right it just assumes you are using "start." If you want "end," then you have to re-work your nodes tree a little so that it logically does the same thing as end.
@@ZachHixsonTutorials Awesome, I just wound up rotating the tile by 180d in the edit mode.
@@williamrocket7877 That works too :)
Hii!! big up from BRazil!! great series of tutorials!! thnx for that.
i'm trying to figure it out, if i want my falloff area to be rectangular, not 'square/circular'? i'm tryng to scale the empty only in x, or using a cube as my falloff object and scaling it on x (but the 'field' has to be sphere or directional or radial.. i tryed to combine but in the end i'm combinig two spheres fallofs, i want the ellipse fallot result.... anyone?!!
Falloff doesn't use the actual object shape, just the position and scale. If you want it to be rectangular or another shape, it'll get trickier. With some basic math you might be able to achieve a decent result with a square/rectangle, but any other shape you'll have to look into SDFs (Signed Distance Functions)
@@ZachHixsonTutorials thanks a lot for your reply, !!! thanks for showing the path to my challange! big up from BR!
@@lucasvisionvjbitar I was actually curious about this myself since I've never done it and came up with a pretty simple and clean solution.
As always, try to do it yourself first, but here's my setup along with a quick visual explanation: imgur.com/a/I64RCuJ
Heyy Zach!! that's just so awesome !! today is definetly my lucky today!!! i just saw it real quick and aparently i understood, i will try by myself here and do it asap !! it will save me and my coworkers!!! i'm glad you put efforts in it! i'm beginner !! bigger up! hope it helps more people!
big shout for the mann!
@@lucasvisionvjbitar No problem. I'd recommend learning shader programming like GLSL. Understanding how those work helps a lot (SDF is a common shader technique).
Can u tell me why keyframing not working in animation nodes
Animation nodes is calculated after keyframes. Keyframes will be overridden by AN. If you want keyframes to work, turn off "Auto Execute," to disable AN.
@@ZachHixsonTutorials thanks ,but will it still work as usual ,during rendering
its a problem to have both nodes wrangler and "AN" addons anable?
Nope, in fact it's a good idea
HI there , nice tutorials. Why in matrices math there is only multiply? Is there a mathematical reason?
From a mathematical standpoint, no. In math you can multiply, add, subtract, get the trace, determinant, Eigen vectors / values, lu decomposition, and more.
From an AN standpoint though, multiply is the most useful, and most of the other processes wouldn't really benefit AN. Matrices don't work like vectors, so unless you have a pretty good understanding of linear algebra they wouldn't help.
Thanks for the quick and precise answer. So how do you add (+) a value to the offset matrix node like, let's say, "distribute matrices" so that those instances are aligned to the verticles normal of an object? Plugging directly in the input socket doesn't give expected results when you manipulate eulers rotations.... ( I'd love instances to rotate along their own axis AFTER they have been aligned to the normals of the object).
how to achieve the imminent collapse with these new nodes??
You can do it the same way as in this video if you want to.
You can also use falloffs, but you would have to do things a bit differently. You could try using a vector math node to multiply the verticies of the original sphere, and then plug that list into an offset node, then use a falloff to mix between the two values
how could you apply this effect to the faces of a cube? I'm trying to figure it out but I'm stumped...
Made a little example here: imgur.com/a/mCD6S
awesome, this looks great! I miss spoke though, I mean how would you apply this grouping of the tiles on the faces of a cube.
That's a little trickier. One way you could do it would be by subdividing the cube, and then instancing the tiles on each of the faces, while using the face normals to determine the direction
And how do you do that inside matrices context? Now there is vertex normal object mesh data but... how do you use it for align instances?
can you please make an updated blender 2.8 series of animation nodes most of these are outdated and i cant get them to work :/
Currently I can't get AN reliably working in 2.8, and both developers are working on other things so I don't think there will be a fix soon.
@@ZachHixsonTutorials wow didnt think you would reply. Sorry for being so brief. First of all thanks alot for the series, really appreciate all the work you put out for free. Secondly, im just trying to get into animation nodes and thought your series was a good choice. Unfortunately, i cant even get a cube to rotate like you show in the first tutorial. Using the same nodes and things doesnt seem to have any effect. Regarding making AN working in 2.8, have you tried installing the 2.4.1 version? It seems to work fine? Chris Prenninger does alot with it, seems ok? Why dont you think there will be a fix? And do you have any tips how I can get into AN if you are not planning on making an updated series? Do you reckon there will be updated tutorials when 2.8 is released in july? Sorry for all the questions just hard to get info about these specific things, any tips super appreciated!
@@ZachHixsonTutorials prenninger.com/3d/ they are making changes to the blender api frequently causing AN to break i think, there is a recompile here which work with latest versions but idk if it is already outdated
@@carlherner9458 Glad you enjoyed these tutorials. The issues I'm having with AN might be the same as yours as it installs fine, but the nodes don't actually do anything when they are connected together. I use 2.79 for production anyways, so I'm just sticking with that version.
The reason I said there probably won't be a fix soon is because the original developer Jacques Lucke is now working at the Blender Institute on a full "Everything Nodes," implementation, and Omar Ahmad is working on a Blender GOSC project.
As for tutorials I still plan to finish out the current series with 2 more videos, but I don't think I will do any more AN stuff with Everything Nodes in development.
@@ZachHixsonTutorials i just tried the AN version from the link I posted above and can confirm it works in latest 2.8 (WIN). The nodes work and your first spinning cube tutorial works for me now:) I tried finding the roadmap for Everything Nodes but couldn't really figure it out, do you know when EN is being released?
This is great! Thanks so much. I created this [www.reddit.com/r/blender/comments/9d1bqo/brick_walls_painted_white/] image, making use of the 'Animation Nodes' I've used bricks instead of tiles and wiggled their rotation.
Hi, please help me if you can: I think I'm using a different version of animation nodes and LOOKS like it's a later version I believe 2.1.1 (I had to go away from my computer) all of the nodes show up with a red bar at the top. When I open the grid mesh node it doesn't show the outputs as it shows here, it just has one 'Mesh' output with a bright blue node output circle... I tried hacking it a little bit and trying to separate the vector data but it still wasn't really helping me because I barely have any idea what I'm doing ! ;) Point is though, what am I dealing with here? Is there a way to install this version of the animation nodes or is this version of that node no longer available or something like that? Is there a way to modify it to have these outputs? Thanks for any help in advance...
If a new version of Animation Nodes changes something, all nodes affected by it will have a red bar at the top and need to be replaced. AN started updating too fast for me to keep up with updating the project files, so you will just have to follow the tutorial and re-build it.
@@ZachHixsonTutorials hmm ok so is that possible without programming? Can you kindly point me in the direction of where I might learn how to install other versions of the add-on? Sorry this is all still pretty new/confusing to me (newer and older versions of AN with a brand new version of Blender (2.8).... I'll rephrase the question, in order to achieve you're tutorial which version of AN should I try to install?)...if you can't answer np I'll check it out myself and thx for your answer thus far!
@@jsogman Don't install earlier versions as you will miss out on a lot. All I was saying was follow these tutorials and others, and try to adapt them when possible when things don't match up by digging and googling.
Animation Nodes changes a lot, so unfortunately this is pretty much the only way to learn ATM.
I've been kind of "Out of," Animation Nodes for awhile now, so I don't really know exactly what nodes to substitute anymore. I saw a video about a new particle node however and really want to try that out.
@@ZachHixsonTutorials yes that looks like a pretty exciting one! Well suffice to say I am doing all of yours cuz they kick ass! ;) And I will keep trying to find ways to do workarounds, and I'm thinking about it that might even be good in and of itself because it might allow me to better understand what outputs I am having difficulty connecting to what inputs and see if there are ways to extract and recombine at the data and does understand what the data itself is... Anyway, thanks for your help and thanks for these amazing tutorials!!! Have an amazing day!
@@jsogman Glad you enjoy my videos.
And I couldn't agree more that one of the best ways to learn is by fixing broken things.
good day, can you explain how to animate group of objects using matrices?
Easy! You take the object list output of any node, and plug it into the input of an "Object matrix output" node. Then you can either plug in a single matrix, or a list of matrices into the matrix input, and it will be applied appropriately to all objects in the list.
yeah, i have acomplish this, but not in order that i want, for example to animate a house falling from the sky, i want to the walls first than waindows and door, and for last the roof. how can i tell animation nodes the order of animation? iam using "id key" with initial transforms...
You might also want to use another ID key, such as an index as I cover here: ruclips.net/video/MuniFmndFq4/видео.htmlm36s
You can then use the delay falloff like I did in that video to change the offset.
Yeah, thanks, its resolve my problem
just one more question please, how i tell "AN" to make Time Info node to start the animation on a especific frame?
I need to know how I can drive the scale of an object with a dynamic paint map or a texture. Can I get some help on this?
After doing a quick poke around the available nodes I don't think there is any good way to do this yet, although I could have just overlooked it. I think Dynamic paint just writes to the vertex color, so any way to get the vertex color should work.
Thanks for replying, Zach. If you get any ideas in the future how to make this happen, I'd love to hear about it. Unfortunately this is just outside my skillset to figure out on my own. Now I wish I took that programming course at college... I posted a forum question on Blender Stack Exchange in the hopes someone might have some ideas. I might email the creator about the issue as well (I have a dozen or so other ideas for features to pass on as well). blender.stackexchange.com/questions/112073/animation-nodes-replicate-object-dynamic-paint
The developer Jacques Lucke is actually working with the blender team on a more integrated solution, so he's got a lot on his plate at the moment, but once it's integrated more closely with blender it will open up a ton more possibilities.
You can see a little bit of what he is working on in this video from when Jacques was recently in Amsterdam working with the 2.8 dev team: ruclips.net/video/HQi2BqlQtnI/видео.html
Ya, you're right. Jacques Lucke is quite busy. I guess I'll just have to wait and see what happens, maybe the solution will be in 2.8. Guess this might prompt me to learn programming for Blender.
You should learn programming anyways :)
working with fallof maps?
Nope, doesn't have anything to do with falloff maps
what color scheme are you using?
My own custom theme: zoonydownloads.weebly.com/uploads/1/9/4/1/1941512/blender_blue_theme.zip
thanks!
how can i render the animation in Sheepit renderfarm
First, save a new copy of your project named something like "Project_Bake" so we can easily go back if we want to. Then, in the node editor, hit "T" to bring up the left hand menu, and under Animation nodes > Overview > Bake to keyframes. After this is done, uncheck the "F" box next to your node tree name, and delete your node tree so there are no errors when rendering. Finally all you have to do is submit it to the renderfarm.
thanks it worked but deleting the node tree deletes everything
Then don't delete it. I don't think you have too, but I didn't want the possibility of it throwing an error at the renderfarm.
At the very least turn off auto-refresh, that might reduce the risk.
this would be nice - if it would be possible to do as you explain
- extreme too fast
- too much not to do!
It’s kinda looking like making a roblox game
Yep! It's all just programming. Once you get the basics down, you can use the same knowledge just about anywhere
nice tutorial but i still hate how this shit is fucking complicated... all these boxes dont say anything to me and theres absolutely no way i can creatively use this. blender is really nice but im afraid its made by nerds for nerds (no offense intended)