[Tut] Rigid body in particle system - animation node methods

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  • Опубликовано: 13 окт 2024
  • #blender #b3d #animationnodes #procedural #eevee
    blender 2.8
    When doing this animation and tutorial I didn't yet know about molecular add-on. So anyway...
    I think molecular has features that can't be done with AN.
    but AN also has some feature that can't be done with molecular.
    However, also not sure when will node-based particle system will come out exactly. Not sure how it will work in the future.
    ----------------------------
    Download Animation nodes:
    *windows: blender.commun...
    *linux: blender.commun...
    *Mac: blender.commun...
    For more official infomation of AN, please read the latest AN manual here:
    animation-node...

Комментарии • 38

  • @WanXiAnimations
    @WanXiAnimations 3 года назад +1

    I've always wondered if this was possible, thanks for this tutorial!

  • @Rivental
    @Rivental 4 года назад

    I don’t understand why there are so few views ... in my opinion the most useful information. Tnank you!

    • @bradleyanimation120
      @bradleyanimation120  4 года назад

      Thanks. BTW, also one thing I realized later is there is also a "molecular script" that you can potentially try. Maybe it's more convenient, I haven't tried it though.

    • @Rivental
      @Rivental 4 года назад +1

      @@bradleyanimation120 I have tried and animation node more useful for me.. But i don't understand why they just not make checkbox "selfcollision" in the particles properties. Is it so difficult?

  • @andreaavellino7462
    @andreaavellino7462 Год назад

    3:16 thanks for this tutorial. I tried to do it twice but when I connect the particle data location to the "Instances" input, I don't get any 'Animation Nodes Objects' collection being created in my Outliner. Could you help me please?

    • @bradleyanimation120
      @bradleyanimation120  Год назад

      it would be better if you can show your node tree in the discord server discord.gg/TzuN6sPxQU

    • @andreaavellino7462
      @andreaavellino7462 Год назад

      @@bradleyanimation120 thanks for your reply, in the end I have chosen another method for my animation. Wish you all the best

  • @gadass
    @gadass 4 года назад +1

    Hi, do you think is there a way to spawn rigid bodies continuously via particle system?
    (not once spawn at first frame, but let's say spawning for 40 frames, then stop :D)

    • @bradleyanimation120
      @bradleyanimation120  4 года назад +1

      Technically speaking should be possible. In fact you can try it right away. I didn't do that simply because I didn't do that. But I guess it will cost some performance/calculation. I still recommend to generate everything at the first frame, but use other workaround to solve the approach.
      Or, just not use AN but other possibility such as molecular script...(although I haven't tried.)

    • @ozhinz
      @ozhinz 4 года назад

      @@bradleyanimation120 how do you do that? im doing a contest with my friends and i need to know soon. thank you!

    • @bradleyanimation120
      @bradleyanimation120  4 года назад +1

      @@ozhinz the shortcut at 3:17 is "W".
      In terms of progressive particle movement. it's a little hard to discuss in short.
      Basically the idea is still to link AN and particle system. But AN will put some object "invisible" through probably the "0 scale" (Or you can control visibility if you want). You also need AN to trigger physics at certain point of time, and scale back to normal. some reference for physics triggering can be found here: ruclips.net/video/aGzQoxBhQ7k/видео.html

  • @Airsup100
    @Airsup100 4 года назад

    Great lesson, thanks a lot!

  • @end_rick
    @end_rick 4 года назад

    Thank you very much for the great tutorial. I tried it with some chairs. It worked, but when I render it and unselect "show in renders" for the particle system sphere everything disapears in the renders. If I check it, the initial sphere stays visible.

    • @bradleyanimation120
      @bradleyanimation120  4 года назад +1

      I suppose it's more about the way you are using particle system itself. for example you can render particle system as "none", hide emitter and so on. At some level you can also render viewport instead. there should be billions ways to solve your problem.

  • @Death1986
    @Death1986 4 года назад

    What if I want to instance multiple objects? Great tutorial btw. I've been looking for this!

    • @bradleyanimation120
      @bradleyanimation120  4 года назад +1

      ruclips.net/video/y6VEy_LDkMo/видео.html take a look to this tutorial. There is also another more efficient but complicate way of instancing; Unfortunately I haven't made a tutorial for that yet.

  • @katya-suleymanova
    @katya-suleymanova 3 года назад

    hello. cool methode, but my particle objects doesnt have collision yet

  • @PeteyPal
    @PeteyPal 4 года назад

    can this work as just a normal particle system like they fall onto the ground instead of being stuck in the force field

    • @bradleyanimation120
      @bradleyanimation120  4 года назад +1

      then just put force to 0. the gravity will take these stuff down.

    • @PeteyPal
      @PeteyPal 4 года назад

      ok thank you

  • @uzaykisi1863
    @uzaykisi1863 4 года назад

    This is great, so we don't need to create a particle system and then convert and then turn them into rigid bodies?

    • @bradleyanimation120
      @bradleyanimation120  4 года назад +1

      There is a second section of this tutorial, which has been deleted later. In that section, you don't need to have a particle system at all. You just need rigid bodies.
      That method, however, is outdated. The whole point in second method is just to distribute vectors in the volume, so that objects can be instanced on to using nodes.
      There are other better ways to generate vectors in the volume, You can see the following:
      ruclips.net/video/n53iE98c3hk/видео.html
      Or ruclips.net/video/hKqqa3uHtMo/видео.html

    • @uzaykisi1863
      @uzaykisi1863 4 года назад

      @@bradleyanimation120 great infos, hope you make more tuts but a tad slower please:)

    • @bradleyanimation120
      @bradleyanimation120  4 года назад +1

      @@uzaykisi1863 you are using nodes right? Upon instances, you are using "object instancer node" to instance a mother object. This mother object must have a cloth simulation, and then check "copy full object" and "deep copy". If the cloth simulation hasn't been updated to instances, deactivate "copy full object" and check it again.

    • @uzaykisi1863
      @uzaykisi1863 4 года назад

      @@bradleyanimation120 thank you very much for the info, It's very nice on rigid bodies but on cloth my computer couldn't handle it.

    • @bradleyanimation120
      @bradleyanimation120  4 года назад

      yeah, it's the nature of cloth or soft body. It also depends on your vertices and other settings. Or possible to use modifier or other workaround if possible.

  • @Death1986
    @Death1986 4 года назад

    If I hide my sphere(the emitter), then the instanced objects get hidden to.

    • @bradleyanimation120
      @bradleyanimation120  4 года назад

      I thought I wasn't aware of this issue while making this tutorial. I just confirmed it, and Unfortunately this may not be a bug. If you are not using compositor, then you can hide the object using "eye icon" (do not disable in render or disable that collection), and try to render viewport animation.

  • @swoledoge553
    @swoledoge553 2 года назад

    not working anymore, instancing objects with physics won't show in the render, and that's not crashing problem, rendering with a script still doesn't render nothing

    • @swoledoge553
      @swoledoge553 2 года назад

      using blender 3.1 and animation node 2.3 (the latest one) btw

    • @swoledoge553
      @swoledoge553 2 года назад

      also baking the animation does not help as it totally breaks the simulation

    • @bradleyanimation120
      @bradleyanimation120  2 года назад

      Yes, I've confirmed the issue.
      1. "Viewport Render Inconsistency" seems more of a Blender Bug. Already Reported and waiting for developer's response & fixes. In the mean time, you can try "Viewport Render Animation", by going to the "View" tab in the viewport. I've confirmed that Viewport Rendering works in this case.
      2. Crashing Problem has been resolved Since Jan.2020. Rendering in the Script is No Longer Necessary.

    • @swoledoge553
      @swoledoge553 2 года назад

      @@bradleyanimation120 thanks for the feedback, do you know for how long that's been the case ? keep up the good work mate, your videos are great

    • @bradleyanimation120
      @bradleyanimation120  2 года назад

      i dont know how long has it been. I only found it out because of your report.