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Articles by "procedural"
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After a while, I realized that Procedural Animation is really different from Manual Animation. Both creates movements and beautiful visual that can entertain many, but the thinking is different. This is probably obvious for long time animators that got exposed to both. Not something that you need to think about, when working. It just happens.

What I mean by Manual Animation in computer is what is rooting originated from Traditional Animation, frame by frame, pose to pose. We can more about the pose of characters, or how non animated objects can tell story.

Procedural Animation, however, it is more like about automation. Generated. Sometimes accidental, sometimes complex to create. But more closely related to the beats of music.

NOTE:
If you happened to know any "Animation Mentor" students, they might mention "beats and rhythm in animation" while animating a character. It's advanced stuff.

I have personal interest in both manual and procedural animations. Sometimes I think manual animation is too tedious, some can be automated, like Walk Cycles. Currently the best usage of generated animation and real animation is in robotic or video games industry.

ELECTONIC MUSIC

Talking about beats of music, I think creation of procedural animation can learn by observing electronic music, sampling and loops.

Few apps for iPhone and iPad gave me this inspiration to write this article:

  • Auxy
  • KORG iDS-10 (like Nintendo DS one)
  • Loopy HD

Those example apps basically allow user to create musical loops. If you can get a hand on it, it's highly recommended. Watch some YouTube DEMO it will help you to understand what I am attempting to do here.

Apple's Garage Band does this too, although not so obvious. Basically any music apps or programs out there, for PC or Linux, that actually loops sampling and show MIDI UI is nice.

Some AN developers actually have similar ideas. But I think it's a pending task. Basically a way to make it easier to construct animation in Blender, using Animation Nodes, in a way we can create songs using MIDI apps. It's in the AN Github forum somewhere.
https://github.com/JacquesLucke/animation_nodes/issues/332

Which leads me to this forum thread: (but I have not checked it)
http://blenderartists.org/forum/showthread.php?378208-Add-on-AddMIDI

In short, I am attempting to visualize AN to use: BEATS and LOOPS and PATTERNS to MAKE PROCEDURAL ANIMATION.

PROCEDURAL ANIMATION LOOPS

Before I jump right ahead trying to build node tree of LOOPS that further LOOPS, and get complicated, I will start simple.

(Actually, this is my 3rd time trying to get my head around how I could write this and explain my thoughts. I make 3 different node trees trying to achieve similar thing.)

I need to make a very simple node looping thing.

Let say, create animation of a jumping / bouncing Suzanne head. All procedurally created, and the animation will simply loop. But the height of jump of Suzanne needs to be able to be controlled per beat or depending on pattern.

Do you reckon you can make this?

IDEA 1:
You can use some math expression to achieve bouncing effect. You learned this already if you happened to read my old, old article. It's using the SINE and ABS you can create this bouncing motion animation.

I did try it using AN Expression, the math.sin() formula is a bit strange that it ask for Radian... anyway, see the last image in this article to see my attempt.


IDEA 2:
To actually create and using Animation Curve. Wait... did you say Anim Curve? Isn't that a Manual Animation? Semi-Procedural animation, I think it's the most correct term.

I mean, creating certain animation Curve using Math Formula... c'mon, it is stupidly complex and unnecessary for artists to having to create formula for a curve. A much better thinking is to visually create the curve and further use it procedurally.

So in procedural animation, we should care more about animation curve in between keyframes and how we can break them into elements.

The node tree I built looks like below:



I really started from "Interpolation from Curve Mapping". That is my very 1st step.


I quite like this node. It is visual. Kind of like something that can be use to "Ramp" values and maybe to create random looking curve, and can be used for lots of things.

I think the node has a bug that is causing it so the first and last value has "jump". But if we use Debug Interpolation node as viewer, we can see the real value being sampled from 0 to 1.


Next thing I did is to use the Evaluate Interpolation node. It's obvious node to use for this case. We just want to "translate" that Anim Curve into animated value, that we can use to animate any object in 3D scene. Just the Translate Z value of an object, in this case.

You see how I use Time Info and Repeat Time (it's looping!) to control the looping jump motion. It's really easy up to here.

Next, I add some more nodes just to MIX thing a bit.


Above, I am using a simple list in "Text". The text looks like this:
1, 0, 1, 0 ....

Some kind of pattern value that generates number list to be used to mix and multiply the translated Anim Curve values.

This way, I can make the bouncing goes like this:
BOUNCE, OFF, BOUNCE, OFF.

If we use values like this:
2, 6, 3, 2, 2, 1, 2

It will translate to the jump so the jump heights changes depending on how it multiply the curve. Very neat actually!

START THINKING ABOUT LOOPS...

So.... from here, really you can sort of starting to get an idea how we can utilize LOOP to make animation that actually does look natural and believable and the cool thing about procedural animation, is we can quickly create variations.

I leave it here for now. But you go ahead.

Roughly, I think it's possible to create a "MIDI like animation loop" setup using AN, without visual. It's just by using that Text Pattern thing.

1, 0, 0, 1, 1, 0, 0, 1
1, 0, 1, 0, 1, 0, 1, 0
etc.

You can use this for many things:

  • to animate Lights in Cycles
  • to animate traffic lights
  • to procedural animate based on MIDI

I need to look for more inspirations around. Maybe by learning already existing works.

Few things I found during my study:

  • Blender's Time Line started from frame 1, start using frame 0
  • Start thinking about Length of animation for main loops, let say, we have the running timeline, which extend continously. But maybe our loop is 200 frames. Maybe our LOOP has 4 BEATS (it can be 4, 8, 12, etc) , each BEATS is 50 frames in length. 

ANIM CURVES or MDD CACHE?


Below is the big node tree I first built when I was marking around to get AN to repeat beats patterns and move every click and loop back.

One Loop can goes to the next Loop or branching. But then it started to become like game animation?

I think it can be simplified, really, become AN GROUP node that just does the job.

Here, all the loop is just a single value for an attribute. It's the most basic, elemental. Would be nice if we can utilize something like MDD animation or cached animation.

Or even Blender's own Action, if that's simpler for mind. 

I personally don't quite understand animation like NLE, or layering of animation. I sort of can think animation in term of BLOCKS, BLENDING, but maybe noding is needed too somewhat to have more control.

Mind you also that this loop business, it's really similar to programming too. But just a bit more visual and easy to understand that we use node. 


Silly attempt to try looping.

PATTERN GENERATOR EXAMPLE

This might be useful for you.




A CHALLENGE:
Animation spider legs procedurally using the method above?

Icospherical Suzanne Clones.
Positioning monkeys into Icosphere Vertex position.

If you are following this blog, or just randomly browsing the articles, you might notice that I have strange interest over node-based procedural modeling and animation method. I like the idea on how we can crunch numbers and data to the computer, and let the computer does some complex processing for you. And I also have big interest on data visualization. So whenever there is an opportunity to explore such tools in Blender, I jump on it.

By now, there are already quite a few node-based add-ons for Blender as for today. Eventually, they will be unified under one Blender node tree, I have that believe in Blender. I am quite picky on which node-based add on to choose. So far, I found Sverchok and recently Animation Nodes (AN).

The tools I pick based on my familiarity with Maya, Houdini, and a bit of Softimage ICE. I think node-based system shoud be user friendly and does it the Blender way, yet universal.

Sverchok is one Blender add-on that I have seriously explored in the past for its node-based procedural ability. I believe Sverchok was originally designed for procedural 3D modeling, however, Sverchok also can "move" and "animate" mesh and later on can animate objects thanks to Sverchok developers that allow animation to happen.

Animation Nodes (AN), is yet another add-on that allows us to create procedural animation in Blender by creating and connecting nodes, and let the data flow do the animation job.

One can think of procedural node-based worklow just like creating, modifying, and transforming a non-destructive ways, similar to Blender's own Modifiers. For example, there are Mesh Modifiers and Animation Curve Modifiers (inside Graph Editor, allowing you to generate, tweak and modify animation curve without destroying anything).


1. Generator Modifier inside Graph Editor.
2. Adding Noise Modifier on top of Generator Modifier, and Multiplying them together.


Few words of cautions, when dealing with node-based system, you may need to be comfortable with some programming concepts, such as:

  • Data types (float, integer, string, vector, matrix, etc)
  • Data conversion
  • Arrays and Lists
  • Loop and Iteration
  • Functions
  • Variables
However, unlike typed programming language, node-based is usually more visual and less abstract. In fact, node-based is can be really very advantageous and helpful for "non-technical" computer artists to have this ability to clearly see what is going on without worrying about the complexity of language. You could create a complex setup and modify certain setup for own purpose just by understanding the logic.

In my own word and understanding, a node is really a container that hides complexity and reveal functions, so we may care more about the data input, data output and data flow to get the final result. How all the functions work together. A bit like LEGO bricks, we kind of need to know what each block can do and how it can attach together to build a structure.

Understanding the concepts is more important than memorizing complex node-tree. You will find really quickly that there are many possibilities to achieve the same result. Some are more elegant, simpler, some are complex underneath, but beautifully presented. Sometimes a complex node-tree is good for some matters, but the more specialized, the harder to customize. 

Now, AN probably does not have a full complete set of animation nodes at this point, but it is growing and the number of nodes will continue to increase as it is continue to mature. Keep in mind also that nodes might change over time, this is the nature of the tool, once again I have to mention.

What really intrigues me with tool like AN, is the openness and potential both for learning and development. If you have enough skills you can eventually create your own nodes that you can share with other artists. And when we collaboratively create node-tree of certain setup, ideally we can re-use and build more complex tools.

So in this article thinking about Animation Nodes, I am trying to map out our learning areas. So I will be jumping around from topic to topic.

Enough preaching, let's explore this Animation Nodes add-on together! 


THINKING ANIMATION PROCEDURALLY

Manually animating in computer graphics involves keyframing values of attributes in different frames. The animation will then be created when the computer interpolate or create in betweens for those values that we specified when we playback the time. The speed of acceleration and the weighting of the interpolation (animation curve) can be adjusted manually via Graph Editor, whether we have linear motion, slow in slow out, stepped, etc.

NOTE: For character animation, usually animating involving posing the character controllers (!) and animator worried more about the actual emotion or story to tell. We will get there, but at the moment, we go to the most basic first.

In reality we are really controlling the motion of object using f-curve over time. Simple enough concepts that takes a while to understand. Make sure you understand that concept first.

Procedurally animating is pretty similar, just that user is a little bit more exposed into smaller components. We still be dealing with VALUES over TIME, and then CONTROL-ing how the values get interpolated.

Procedural animation is great for something that involves repetitions. Every so often, we would like to apply similar animations to a bunch of objects, with slight offsets or variations. Perhaps it is a building with lots of windows that we like to open at slightly different time, or maybe it is the lights that need to turn on not at the same time, but in a slightly offset kind of way (more interesting).

What can we control or animate? Ideally we want our node based to control everything. Animation Nodes seems to be able to do so already, even at this stage. If there are missing tools, one can always write Python code for it or request the developers.


1. Objects (tranform of objects: Translate, Rotate, Scale, Visibility)
2. Text
3. Mesh (vertices) or Curve
4. Color
5. Attributes
6. Others

Usually Motion Graphics animation deals a lot with these kinds of animations. It's good idea to look around for inspiration on YouTube or Vimeo for this kind of things.

Before dealing with complex nodes and array of multiple objects and exciting stuffs like loops, we should really start by building simple node-tree setup that does something to an object.

This is when you are free to experiment yourself by observing NODES and guessing what and how they function with the rest of nodes. Do make mistakes, but find out why and figure out how to resolve it.

In fact, if I think of "storyline" of learning curve for AN, it is going to go like this:
1. Positioning static object(s), eg. in flat map coordinate or spherical
2. Arranging object(s)
3. Animating object
4. Working with multiple objects
4. Other stuffs.

GENERATING SIMPLE MOTION RECIPE

Node Recipes:

  • Time Info (!)
  • Combine/Separate Vector
  • Object Transforms
There is ONE really special value that we can use for animation, and that is TIME, and it is commonly shown as Frames or Subframes when playback is run (Ctrl+A hotkey).

Time at the very basic means we are aware of Start Frame, End Frame, playback length or durations. Later on, you will find out that we can have "multiple timelines" for each object. It's one of biggest driving force of animation.

In AN, time value is accessed via "Time Info" node. When you run the playback or scrub in timeline, the Time value is also changing. Time Info node spits out Frame number value as Floating value (fractional).

So at the very basic, we could in theory plug that single value to control Translate XYZ, Rotate XYZ, and Scale XYZ of Object Transform.


Above, you see I plug a single value output from Time Info node into X of "Combine Vector". Then, I plug the Vector (3 values) into the position of Object Transform node to DRIVE the default "Cube" object in 3D scene.

You may notice that moving object one unit per frame is too big of a step, so we can reduce the speed for example by multiplying the value with 0.1. This results in Time that is 10 times slower (1/10). Below is how I figure it out.

I use Debug node already here. This is a quick way to see the OUTPUT VALUES at any point in the node tree. There are few debug nodes here, we will sure be looking at them time to time.


Now that you are familiar about Time value output, you can try pluggging this into Scale, this time below I plug it into Scale XYZ so it will "grow" the scale of "Cube" overtime.

If the value is the same for all 3 values Vector, you can use "Vector from Value" node, instead of plugging 3 noodles into "Combine Vector" slots.


You can also try plugging the value into Rotate XYZ.


Noticed that you have this automatically created "Vector to Euler" node. And you also have option to use Degree.

In degree, 360 degree is a full rotation. In Euler angle, .... well I do not know, maybe you know. But we can SEE the result in 3D. I use Suzanne the monkey object so I can tell if it hits 360 degree rotation.

NOTE: Later on this Vector business is important to indicate the direction axis of an object, especially when dealing with Matrix. A bit too advanced for now, I supposed.


Knowing that we can use values to control many things using nodes, we need to think of DRIVE and DRIVEN values.

Straight from top of my head, procedural motion can be driven using:
- Generated Values / Numbers
- Other Objects (master and slave)
- F-Curve via keyframing
- Math (with formula or expressions over time)
- Sound > Curve

NODE: VECTOR WIGGLE

Vector Wiggle is an interesting node. When we feed Time Info node (frame) into the Evolution, it will spit out smooth Vector positions over time and can drive an object so it is moving just like insect fly in the air.

I believe this Wiggle is also called 3 x Noise values (XYZ). Unlike Random that gives a random values resulting in a jumpy values between frame, Noise will give values that are closer to each other, meaning smoother motion.

Okey, so far, we know Time and Vector Wiggle can drive the motion of objects. Vector Wiggle itself is a specialized node that is based on Math Formula and Expressions. I might cover and explore this are more in depth. But looking at Math through procedural animation is a lof of fun.

Complex procedural motions can be created using Physics, Dynamics, and perhaps Particle simulations and behaviour animation like used in games. Actually if we get creative, maybe we can already use Blender's dynamics to work together with AN node.

MOTION BY COPYING OTHER MOTION



Above will result of 2 x Suzanne to be always on the left and right side of Cube object, 3 units apart.


MOTION BY F-CURVE

When we hit I to keyframe an object transforms, we are very likely creating minimum of 9 f-curves for translateXYZ, rotationXYZ, and scaleXYZ.

I believe we could "sample" and modify animation curve using AN nodes. I have not yet looked into this, but this could be interesting.


JUMP AHEAD: F-CURVE ANIMATION OFFSET SNAKE MOTION via TEMPLATE

AN add-on gives a bunch of really useful templates to use and to study. Feel free to try them. Personally I found the templates to be pretty complex, however, can be broken down.


When I tried to create this snake motions, I was doing it like below. The differences between above and below is that:

ABOVE: From the template, we are able to create this Master and Slaves very quickly. One object is animated using f-curve, and then all the rest of objects, become slaves clones of another object / same object as the master.

BELOW: Here the node tree is using a simple Loop system that simply delay the motion of clones to follow one master. I am doing it in a way that I understand it.









AN MATH NODES


Reciprocal Number node contains lots of basic Math Formula that you can use for noding. Maybe it should be called Math Formula node? :)

Expression node allows you to more easily type formula and creates your own input variables and plugging your own numbers.


Sine wave + Cosine wave = Circular Motion (translation)



AN TEXT OBJECT

AN add-on seems to be capable of dealing with Blender Text Object quite elegantly. There are few AN nodes that are dealing especially with text/string type of data and output it into Text Object.

In fact, I have a feeling that we can talk and play with Text Object. String type of object is really very interesting. If you know Python scripting a bit, Python is pretty amazing when slicing, combining text, list of text, etc, etc.



You create Blender Text Object and use the eyedropper thing to source the Text Object on Text Object Output node. THEN, you activate that Text Input button thingy and input your own text.


Random Text node generates string of text characters.




Create List node & Get List of Element node

You will get this really often with AN nodes especially when you started to dealing with multiple inputs. You supply some list of data/values and then you pick an element based on "Index".

In Python, let say we have list of text:
mylist = [ "Apple", "Banana", "Papaya", "Durian" ]

mylist[0] => "Apple"
mylist[2] => "Papaya"



String of Text can be totally awesome, I cannot emphasis this more.

Imagine if we supply text like this:

  • 010001000100
  • 010101010101
  • 000100010001

Those text can easily become like audio beats to procedurally control animations!

OTHER RECOMMENDED LANGUAGES

I really do not want to overload you with programming theories, however if you are serious about node and procedural workflow, you may want to also side-learn creative programming languages below that are available and open source.

  • ChucK (audio programming)
  • Processing (creative visual programming, based on Java and Javascript p5.js)
  • Python (Blender scripting language and also language that is used widely in computer graphics and many areas).

You can learn it in tandem, but if too hard, you pick one below while learning tool like Animation Nodes (AN). The idea is to understand the logic and concept of programming and the flow of data, not so much about the language itself.

Suzanne possesed by Eval Knievel of Sverchok.

Here we go again, more basics yet useful Sverchok snippets to brighten your day. Plenty of them!

The more one explores Sverchok, the more one discovers interestingness of Sverchok Add-On and Python, and as well many other related areas that also reveal Blender capability and also procedural, parametric, computational concepts.

We can think of Sverchok as a new language inside Blender for modeling, animation and other things.

Advance Grasshopper Plugin
For example, this video was pointed by Zeffii the other day, it is a video lecture on Grasshopper plugin for Rhino video, displaying a node called "Galapagos" explaining "Genetic Algorithms":
https://www.youtube.com/watch?v=4QqkxT1XeNw

That kind of setup is really impressive. A kind of thing that I would like to see in Blender. The setup might get complex, but first the thinking and understanding of the concepts is truly invaluable.

Sometimes it is not how complex or complicated of setup you can build, but how deep one's understanding of small things that allow him/her to continue to advance.

And of course, you cannot do it alone. In fact, this kind of computational thinking is pretty collaborative. You think, it is just you and the computer, but in fact, it is many brains and the computer. I owe a lot from the helps of Sverchok Developers, with their examples in code and node.

RE: Sverchok Setup

Installation of Sverchok should be much simpler now and should NOT give you any error message. Many asked me same questions, so I will re-write it again.

Download the latest zip from Github. Click on "Download Zip" button.
https://github.com/nortikin/sverchok

After Sverchok installed, inside Node-Tree panel, on the right side, you should get this panel that allows you to check if there is a new version to download.

Now, from my experience, sometimes this works, sometimes does not. When it works, you feel awesome. Sometimes it says "cannot extract". In such case, I would just reinstall Sverchok Add-On by removing and adding the latest Zip. No sweat.


Nikita made new tutorial and provide some more serious examples.
http://nikitron.cc.ua/Sverchok_man_09.html

What's new in Sverchok? By the time I am writing this, there are already some more new things. Whether improvement in speed, some more Formula Math, or some more nodes. So let's look at some things.

SVERCHOK 3D VIEW PROP NODE

A simple node that gives you quick access to tweak 3D View while working inside the node-tree. This node allows you to:
- View Render Only
- Show/Hide Grid in X,Y,Z
- Change grid color
- Gradient Color Option
- Switch Blender orbit navigation between Turntable or Trackball



FUNCTION WAVE RELOADED


  • Range Min Max
  • Some Math Nodes


How many times have I touched on SINE WAVE? Probably too many times already, but Sine is simple and it explains many concept.

I will touch on TRIANGLE WAVE today. Triangle wave is not as simple to create, we need a specialty function to get this wave. With Sine wave, we just plug it in into Math Formula node.



Above will give a static Sine wave. If you want a movement, you just "push" the wave in time, just by adding offset values, normally the input is Frame number.

This Triangle wave also create pattern that looks like a Zig Zag, or Ping Pong pattern that can be useful for animation when we want it to go back and forth repeatedly but in a linear fashion (no acceleration or change in speed). While Sine wave does this smooth pattern that goes between -1 and 1, Triangle wave is linear, straight line goes from -1 to 1 repeatedly in a constant speed.

Some useful links I found when researching about triangle wave:
http://en.m.wikipedia.org/wiki/Triangle_wave
http://stackoverflow.com/questions/1073606/is-there-a-one-line-function-that-generates-a-triangle-wave

That one link from Stack Overflow gives the formula I needed, something like this:

min = 0
max = any maximum number (this is the Amplitude)
i = number of iteration (a growing number)

Assuming min is 0 and number grows:
x = max - abs ( i % (2 * max) - max )

Let's translate the formula above into Node Tree. You can use Formula2 node, however, this time, I want everything to be nodes and noodles.

Start from the deepest nest, which is ( 2 * max ). Then continue on and see the correlation of the function, break and convert each part into node tree.




A better setup would be to use Range Float node instead of relying on Line node. Range float allows you to have more control over the "length" of the wave while adjusting the resolution details of the wave. It seems like a small feat, but important.



Triangle Wave = Ping Pong animation
Do you remember how we can use MODULO function to get a Looping kind of animation? With Triangle wave, we actually get a Ping Pong kind of animation.

The setup below will show you clearly what is really happening. Supposed I draw a stroke using Grease Pencil like below. And I want a sphere to travel from the start point on the left to end point on the right. Below is one way we would set it up.

We first set the trajectory of Sphere along the Grease Pencil curve. How much details of interpolation we want it. Then using List Item, we specify exactly where and when the Sphere should be placed.


Above, I am manually sliding the sphere along curve. Using function, such as Linear Curve, Sine wave curve, or Triangle Wave, we will be able to control the motion.



There is a bit more to explore here, but I leave it there. Just to get the basic idea.

I think it can be further simplified. With our setup, we end up with triangle that does not really go between -1 and 1. I prefer it to go between that range that we can remap.

NOTE: Technical note, usually with a setup that requires us to resample the curve (Grease Pencil), Vector Interpolation needs to do the hard work to process Grease Pencil curve. Even such a simple curve above is nearly 4000 points. Thus, you get a slow frame rate during animation. This is not so much of issue since we can always bake or cache the mesh output. However, I suggest that you ALWAYS Simplify the Grease Pencil or reduce the counts before you brought it into Sverchok. Did you know that originally "animation" was not planned in Sverchok? There you go, we are lucky to have animation happening!

Random Spawning inside Box Volume

I have some interest with Unreal Engine 4 recently. And this video is kind of interesting:
http://youtu.be/9-7SmkasS_A

In relation to Sverchok, from the video above, we learn to be spawn points inside Box Volume.



Inside Sverchok, we cannot really "scatter" points into surface or volume. However, we know that Blender Particles has that capability right? And we can use that for now. Below is Particle Volume and KDtree Edges node working hard making all those edges.


Vector Interpolation can also be used to kind of randomly scatter points, in between points.


In a simpler scenario below, it is more clear.

Between 2 Points in 3D space, scatter some random points of specific count.


For every point between 2 points, plant some Lines. We get something that looks like a barcode.



Do you know that in recent Sverchok, we have the ability to use Vectorized Input for Lines? Which means you can now have array of lines with different number of vertices?




This means array of lines, where each lines has different stack is possible. That would make layout for city building a lot easier now, right?

Procedural Fence and Bridge should be easier to create this way, created under 30 nodes.




I tend to think in term of Lines, which could be useful too. That way, we have the Outlines and kind of have the relationship of each parts.

Then what we do is simply replacing each dummy Lines with the real part. Each part can also be made procedurally. Or it does not need to. You simply have premade Modular Part that you have modeled.

Thus we create a modular and reuseable system.

Building Complexity with Modular Parts

When I just started, I always think of building everything at once. While it is possible, but also not efficient.

Just like writing a novel, we should probably start by creating the Outline or the Cage, then we started to build on that.

So for something we build procedurally and parametrically, we should also think that way. We can prototype using dummy object. See how we can break parts.

1. TOWER BUILDING: Roof Top Part, Bottom Facade Part, and in between parts.
2. SNAKE: Head part, Body Segments, Tail part
3. BIPED CHARACTER: Head, Body, Arms, Legs
4. INSECT CHARACTER: Antenna, Head, Body, Legs, Wings

I made this Procedural Centipede the other day at the Library. This is not that different from Procedural Dominos, except that here, we have segmented part that makes the body of Centipede. And with centipede, each part have Left and Right leg. Sometimes, each segment have 4 legs. Each part should be replaceable.

Maybe the segment have some details, and perhaps closer to the head and tail, the segment is getting smaller. And maybe the Head and Tail part needs to be replaced with a more detailed version. That is all should be carefully thought before we start creating this.

Perhaps the Spine will change and can be animated. Should we just start with a straight spine? Perhaps each of the spine will become Blender Armature Bone to drive hundreds of Centipede.

Yes, that is also something to be considered beforehand. This is when your brain start to think procedurally or even more parametrically.

While some well done node-based setup allow users to create complex things almost without thinking (which can be pretty embarrassing) however, in most real case scenario, good artists must learn to understand the concept. Not always having to re-invent the wheel, but be creative with solutions.

Below is a good quote from "Think Python" online book.


Procedural Centipede WIP





You might notice that I am using some new Curve Generator node in Sverchok, they are:
  • Basic 3 Pt Arc
  • Basic Spline

MEET EVAL KNIEVEL NODE

To close our Snippet article today, I will show you the new Eval Knievel node by Zeffii.

Documentation:
https://gist.github.com/zeffii/527bd6537357629e173f

This node is like a simpler version of Scripted Node, basically a single liner node to insert Python magic that allow you to possess some parts of Blender outside of Sverchok Node-Tree.

It can read/listen INPUT from OUTSIDE SOURCE and send OUTPUT to OUTSIDE SOURCE. This node is pretty eval, I supposed!

SET VALUE
= {x}

GET VALUE
{x} =

The code is running backward:

Example:
print({x}[0]); blah = {x};


To possess Cycles Material using Eval Knievel

import colorsys; data.materials['Material'].node_tree.nodes['Emission'].inputs['Color'].default_value = colorsys.hsv_to_rgb (*{x}[:3]) + ({x}[3],)

import colorsys; data.materials['Material'].node_tree.nodes['Emission'].inputs['Color'].default_value = colorsys.hsv_to_rgb ({x}[0], {x}[1], {x}[2]) + ({x}[3],)

Above line of code takes INPUT X and pass it to Cycles Material Color, in HSV wheel.


Suzanne Possessing the Sverchok Ghost by Eval Knievel
Suzanne Transform Matrix => Drive Matrix of Sverchok Object



3D Cursor being possesed by Eval Knievel
Random Position value => drive 3D Cursor




Eval Knieval works only for a single object, not for array of objects. It is definitely possible to make it works with many objects.

If I am not wrong, the node will evolve and enable you to call Python Function from Text Editor. So, in the way it is like quick Drivers and Python Expression.

So for this Eval Knievel node, you need to know a bit more about Python and Blender Python. Use it wisely and carefully.


http://lucumr.pocoo.org/2011/2/1/exec-in-python/
http://nedbatchelder.com/blog/201206/eval_really_is_dangerous.html
http://effbot.org/zone/librarybook-core-eval.htm

MKRdezign

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