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PYTHON AND ANIMATION PIPELINE


You can skip all my rambles to the actual topic by direcly go to (*) below.

Few days ago, I was watching this 2 hours video regarding "Python and CG Pipeline. There is one part about ANIMATION that I am interested in: A mention of MDD Cache for animation transfer between softwares.

You can watch the video here: (original video is in Russian by Russian TD, then translated by another Technical Director)
https://vimeo.com/88080700

Basically this Technical Director (TD) was giving an example scenario where Python might be useful to pass on DATA between softwares, like in this case from Maya to Houdini (it can be IN and OUT from and into Blender too of course).

FBX format is apparently (still) not perfect for exporting and importing. Houdini FBX Import from Maya does not guarantee a fully compatible correctly read data. This is a common situation in any production, the format conversion is often not perfect out of the box. Using Python, the TD wrote this "translator" that export out MESH data as BGEO format (Houdini native, more robust than the basic OBJ) and the ANIMATION data as MDD Cache.

I remember that Blender has a pretty good MDD tool built in, and it is part of Blender's Modifier. Cool, let's talk how this later relate to the AN business.

ROUGH PIPELINE SUMMARY

I will try to explain a bit of summary about "CG Pipeline":
In CG Production, there will always be a stage where everything is "baked" prepared for (Final) Rendering. Asset and Rig are baked, Camera animation is baked, Shader is baked, Character animation is baked, VFX is baked, and so on.

BAKED DATA can be "final", but does not always mean final, meaning that artist can always go back and make edit, just in case there is an issue.

However having this BAKING STEP implementation allows for CHECKPOINT and VERSIONING before re-assembly. Definitely allows for flexibility for a lot of situations.

BAKING can sometimes expensive, especially for VFX simulations.

Ideally, the whole production is made inside "just one" software/tool that does every stage of production smoothly. For example, Blender is one tool with a complete and robust tools. Including compositing.

In typical film or game productions, many artists may use different tools:
- MODELING: ZBrush, Mudbox, Sculptris, Blender
- RIGGING: Maya, Houdini, Softimage
- ANIMATION: Maya, Houdini, Softimage
- VFX: Houdini, Maya, Softimage
- RENDERING: Arnold, Renderman, VRay, Octane
- COMPOSITING: Nuke, After Effects
- VIDEO EDITING: Premiere

Blender, I believe, WILL eventually fit every stages to help artists. If not already.

What really important is usually the way we "BAKE" animation or "TRANSFER" data between tools, along the pipeline, to ensure smooth process.

Remember this:
For any "procedural" workflow, at some point we need to bake.

WATCH OUT:
Although baking of animation is nice, sometimes this is also not always possible. Sometimes Anim Curves need to be retained and re-applied to the RIG ASSET.

I believe current convention in CG industry is to use Alembic for baking mesh data. Sometimes we actually need to bake the Animation Curves into generic data that can be passed on between softwares. All this needs to be taken into consideration.

In the past, I have experienced in using Maya and Houdini as ASSEMBLY tools. Blender actually has this potential to be the assembly tools because of its open source and always available to use in any system.

But well, it's all back to the Studio Production Pipeline.

MDD CACHE FOR BAKING ANIMATION

MDD Cache, although old and may does not seem much, has a lot of potential and advantages. It is really simple to use too.


ALEMBIC is probably the next thing to look at, once Blender implemented it (!)

Anyways, MDD Cache allows DEFORMING MESH ANIMATION to be baked fully. By doing this, we are no longer dealing with hundred of animation curves (f-curvds) which is good!

NOTE:
One note, althouth mesh caching is great for film animation, maybe not for Game Animation that requires joint, but there is always a way to "reverse engineer" MESH ANIMATION to JOINT ANIMATION.

ANIMATION NODES TO CONTROL MDD ANIMATION (*)

Ok, FINALLY ....
we got to cover the actual topic on using Animation Nodes toolset for MDD Animation.

Above, I am trying to give us a background scenario of typical MDD usage to bake animation in pipeline. Beyond that, MDD can be used to create complex animation. For examples, maybe we want to:
- Generate multiple VARIATIONS of animations
- Create OFFSET ANIMATIONS for same rig
- Have easier control over thousands of rigs (simple crowd system)

What I really want to cover here is one way we can think procedurally using nodes to offset animations :-)

Simple right? Well, apparently not that simple.

Although we already have "F-Curve Animation Offset" AN Template, that can help offset animation curves, but I believe it works only for a single object transformation, and that its function is simply to offset animation to INSTANCES (duplicate) of same object.

What if we have a rig with many controls? Do we need to deal with bunch of controls and f-curves and then re-apply it back into rig? Although this is probably possible, I think it's really too complicated for now.

That is why I am looking at MDD Cache for now.

Caching/baking animation really simplifies a lot of animation complexity. By baking, we don't have to deal with hundreds if not thousands of Animation Controls and Animation Curves and Attributes.


BLENDER ACTION BLOCKS AND NLA (Non Linear Animation)
Blender has this function built in to turn animation curves into block of animations, and we can sort of arrange and edit animation like NLE Editor.

It might be handy for certain scenario but I honestly have very little experience with Blender NLE, animation block layering, etc. I think it can do what we are trying to do (offseting animation) using block of Animation Actions, but we will take it a little further and tackle the problem procedurally using animation nodes.

I am definitely more familiar with MANUAL ANIMATION and PROCEDURAL ANIMATION, and SEMI-PROCEDURAL ANIMATION is really my desire to achieve using Blender and Animation Nodes. It needs to be simple enough concept that animators can learn in technical level.

LET'S BEGIN...

We will use a simple rig to explain this concept. By understanding this example, you will learn further about LOOP and data GENERATOR of AN.

1 Rig and Multiple Controls
You can use your own rig. Or download from Blend Swap. But basically you need a deforming mesh that you can export animation as MDD.





2 Export out MDD
Activate MDD exporter from the User Preferences. Maybe it should always be ON by default, because Blender's MDD reader is always part of Blender Modifier feature. Anyway, "Save User Settings" if you like.

Then, you select the mesh that is deforming and then export the animation as MDD.




3 Use the MDD Cache
Once you have the MDD, all you need is the "original mesh" duplicate or imported into the 3D scene, and apply Mesh Cache Modifier, read the MDD cache from disk, and to apply it to the mesh. Then you get the animation back.

The mesh needs to be identical to the mesh used for rigging and animation in term of vertex order. We will be using AN to "drive" the "Evaluation Frame", so I set it to "Custom".



WEIRD BUG:
Sometimes after you save the Blend file, and re-opening, the path into the MDD might change, for example:

Correct:
//../MDD_TEST/simple_single_surface_rig_001.mdd

Wrong: (when opened back, was working...)
//MDD_TEST/simple_single_surface_rig_001.mdd

Make sure you put the //../ dot dot.

4 Offseting MDD Cache using AN Node
This part is pretty straight forward and simple. You just need "Object Attribute Output" node that can directly drive any attribute of an object.


The DATA PATH here is: modifiers["Mesh Cache"].eval_frame.

At this stage, note that we can actually have MULTIPLE caches, different kind of objects ANIMATION. Later on below, when things get serious, you will see how we can orchestrate many objects using AN node LOOP.


5 Using Loop Node
Now, this is the FUN part.

If we were to manually connect nodes for multiple object with MDD Cache, and create offset, we might have something like below:


Above is not wrong, in many software packages (such as Maya), this is actually what is happening under the hood. It's pretty crap, however easy to connect nodes to create offset using script, user will still end up with web crap of noodles and nodes. What if we have hundreds of objects? It will be a pain to connect.

You could write Python that randomize the "Object Attribute Output" node's attribute ("Delay" attribute, in this case), but still that is not efficient.

AN actually has a nice looping system that is pretty robust, yet pretty simple to understand.

How do reduce the connections above into a nice system? First, I look at which ATTRIBUTE that will have MULTIPLE values applied FOR EACH. In the way, AN Loop is similar to Houdini's "For Each" node conceptually.

Above we can see:
- DELAY: will have different values per object. How many? As many as user wanted.
- OBJECT: will have different input, whether the user supplied objects via "Group" node, or

So, I was first experimenting with generating the random values, this will be LIST of random values we can plug into DELAY attribute. It's a floating values.


LOOP in AN will do either of below:
- To "do something" for each LIST of input
- Generating LIST with certain number of iteration

6 Loop that generates LIST of OFFSET values

Above, you see, those network in light maroon color, is responsible to generate LIST of values for our OFFSET DELAY attribute.

7 Loop that take LIST of OFFSET and apply to MANY OBJECTS with MDD


I am plugging in the OUTPUT into another LOOP. The setup will then magically takes the generated offset value, and loop iterate it for X many objects we supply via "Group".

Don't you think it's such a revelations?


At this stage, you should already see things happening. You could Blender duplicates the mesh + mdd mesh cache modifier, and each one of this object will be controlled by our setup, each being offset slightly in random fashion.

This is a rather complex setup. Well, still a "simple" basic procedural magic example. But creating this any other way probably will not be as elegant.

HEY, CAN'T ONE JUST USE PYTHON?

SURELY, you can always make Python script that generate random values and apply it ONCE OFF to randomize the offset, and then create driver expressions that drive each "Evaluation Frame" of MDD objects so that we are getting the same effect.

However, this is one ideal situation when we set everything nicely, we have full control over the whole things. And more over, you could expand from this and make all kind of tweak and variations.

I WANT MORE...
The setup can be more elegant and reusable if we maybe create an AN GROUP CONTAINER for our node. AN prodives this way of organization to reduce clutter of node noodles.

You might want to check AN Subprograms "Group". It's like a way to nodify node network and reduce it into a CUSTOM NODE container that takes INPUT(S) and spit out OUTPUT(S).

If you check some of the AN Templates, you will see this "Group" custom node is used quite often. At first, this might feel like an extra unnecessary step, but when our network grows over 100 nodes or perhaps we often use a certain node setup, this will become very helpful.

Maybe I cover that in next article.

Good luck!










GENERATING LIST OF RANDOM VALUES

I have this curiosity on how we can "generate list" of values in AN. Some nodes do give you a changing value over time, or generate a single value, but didn't give LIST (!).


The node above will spit out list of data values. Usually indicated by "List" output label, and the actual socket is actually transparent.

Have you ever wondered why Random Vector does not give you that? It could be very useful, right?


Sverchok Random Vector List

Sverchok actually has node that generate Vector values list, all we need to do is to supply the "Count" to generate X total number of Vectors. Noticed the Random here is more like Spherical with hollow inside.


Not the case with Animation Nodes (AN)... unfortunately.

Of course we can use Sverchok generated mesh and pipe the vertex positions list, so that a Cube will go into that position.




That should be fine and will work depending on your need.

However, maybe we can try building the setup inside AN node tree? Yes actually you can.

LOOP is the answer.

AN Loop to generate Vector List



You can use the Vector List, to actually generate actual Mesh points.


So far, this is actually my most elegant solution to this problem of generating value list.

AN Script node (?)

With AN Script node, I still have a trial and error result. Below for example, I attempted to create Node on the fly that will generate list of values.

I use below articles as reference:



I did manage to generate list, however, the node keeps looping itself and generating new value every cycle... Unless I use "cache". But I don't think it's very elegant.

I need to consult AN developer to find the answer... :p

UPDATE 20151110 - On Script Node.
Thanks for Jacques help, I figure out the seed thing. Apparently my mistake when using this seed was not to rename the Integer. Always rename your variable to unique name.

Also, there is this Vector object thing you can use to make the data correct.


Script node is a quick way to generate your own node on the fly. I am still only touching the surface here. Don't worry if you do not get this because understanding Script node requires some knowledge of Python. But ask around people who understand it. You can go far with this.

Once the node is built, we can just plug it into LOOP like normally. Below I am using the generated Vector list to position instance of objects.



Generating Random is an interesting topic in itself. What if, for example if we want to "scatter" random points inside a volume? Big question.

LINE CONNECT ala SVERCHOK

Just for fun, actually in AN, we can use LINE to "connect the dots" if we have random Vectors positions and would like to connect the points.






Sorry for scary title and opening image.

Let's continue to fast track our learning process. I am really itchy to get to the more advanced stuffs, but there are so many things to be explored.

Last time, we know that we can position an object whether it is via:
- Direct Vector assignment
- Node Object Transform Output
- Copying other object transformation
- Node Matrix In and Out
- Mesh Vertex Positions

TRANSFORMING MULTIPLE OBJECTS

Dealing with multiple objects is more fun, so I will get to the loop in this article. But let's keep it basic shall we?

Let say we have 5 Cube objects. Our intuition says to use "Create Object List" node. We then plug this list into Object Transform Output node.

We are plugging transparent slot into solid slot. Transparent slot means we have list of multiple objects. AN created Get List Element node automatically. When I first use AN, this makes me a bit confused and sad.


However after a little bit digging, I found that we actually need to use Loop Input node.



Loop Input node is a clever hard working node that does this:
FOR EVERY "ITEM IN THE LIST" DO "SOMETHING".

Let's have a look how we can use this loop thingy node. Create "Loop Input" node.


It's called "My Loop" by default. You can have many of this node within one node-tree. You can rename it to something more unique and useful later on.

For now, we will do something simple. To make this to work, we need to have either of this:
(+) New Iterator
(-) New Parameter
(+) New Generator Output

Let's add "Object List" as New Iterator. "Object" will appear as a new output.



Where do we plug in the Input, you might wonder? We use "Invoke Subprogram" and select "My Loop" (the loop input name). You could also just quickly load "My Loop" under Subprograms.


Now, we have these two.


Don't get intimidated, let's think of this as a special input and output node.

INPUT:
List of Objects

OUTPUT
Iteration of Object

Let's create the setup.



Ok when you plug thing like above, you notice all the Cubes go to position 0,0,0 >>> just like we specify under Object Transform. We are getting somewhere.


What if we want to specify 5 positions in 3D space for those 5 cubes? Well, we need to add New Iterator: Vector List.



This is for 5 Cubes at 5 specific positions. A bit tedious but you need to know this before we go to a little bit more advanced.

X NUMBER OF CUBES AT Y RANDOM POSITIONS

If we were to script this, we would probably make program like this:
1. Create X number of cubes.
2. For total of X cubes, place them at random positions.

We will certainly use "Random Vector" node that will give random vector value.

For X total number of Cubes, we will use the new "Object Instancer" node because this node will actually generate objects with specified number quite easily.

The rest of our worry.... "Loop Input" will handle it.


"Random Vector" does NOT actually generate "list" of random vector by default. It will spit only 1 vector value at a time. What I mean is: only if we input an iterative number, Random Vector will then generate list of random vector through the loop.

NOTE: The output of Random Vector is NOT transparent slot. Unlike node that actually generate list of value such as "Float Range".

Plugging in "Index" into "Seed" will actually trigger the node to produce list of Vector values that we can use right away. I am using "Debug Loop" node to be able to see the result.

The rest is pretty easy right? :)

RANDOM SCALING MANY OBJECTS

Continuing from above, if we plug Vector from Value (vector value created from one value input), into the "Scale" of "Object Transform Output".... we will get all objects to be the same scale size.


I wanted to use Float Range that will give random float values within certain range. But as soon as I plug the Float Range into Vector from Value, it creates this "Get List Element" node.

This ALWAYS happens when we are plugging transparent slot value into solid color slot.

We could do the same method: plugging the Index output of "Loop Input" into the "Index" of Get List Element and so as the random cube being generated, the scale will grow from first to the last.



OR, we could actually plug in Float Range node into "Invoke Subprogram" so it will loop without needing to use Index.


To complete this random object placement, I add "Integer Input" node to control both Instances number and the amount of Float Range.




Let see if you can also random rotate these guys? I am sure you can.

POSITION OBJECTS IN LINE

Now, AN node apparently has some quick few nodes dealing with Mesh already. A bit like Sverchok. So it can generate Grid and Line.

Since we know we can use the Vertex Positions of "Mesh" to place objects, we can use what we have learned to create something like below.

Spinning Tower of Suzanne.



Before we are moving to animation, maybe in next articles, I hope you can started to understand the idea of LOOPING / ITERATION.

It's not an easy concept to understand, but you will get it.




Hello I am back and well still alive =) Thanks for staying tuned to this BS channel.

Warning: Skip My Diary and go directly to (*) if you want to get to the topic.

WHERE THE "PHO" HAVE U BEEN...

After over one year of "hiatus", time for my brain to switch back to Blender --- well it is more like I was very lucky to have part working on this TV series called Figaro Pho: The New Adventures of Figaro Pho.
https://www.abccommercial.com/contentsales/program/new-adventures-figaro-pho

It is a long story in itself, but the whole 39 episodes are a great work experience for me, having to work with some talented amazing animators, lighters, vfx artists and developers, taking care of the layout assets until it is ready to be lit.

For The New Adventures of Figaro Pho animations, LUMA TOONS is using Maya for modeling, animation, lighting, pipeline, layouts, vfx, Arnold for rendering and Nuke for compositing.

Is Blender being used at work? Unfortunately not. Pity. Maybe one of the devs are using it, but I don't have access to it. Most of the pipeline are built on Maya, Houdini, Mari, ZBrush, Nuke, and lots of Python scripts.

All in all,  I really think Blender Foundation really should be looking into making Animated TV Series like Figaro Pho. While FIGARO PHO is truly "Australian made" (a work of International artists and local born Australian) that one can be proud of.... any works made in BLENDER is even something that everyones can be proud of even more. It's the result of collaboration.

So, Figaro Pho is around 7-8 minutes length per episode, not too long, solid story, fun characters, well directed, with soundtrack, etc.

Blender is certainly more than capable of creating such awesome works, and I know some artists out there are already doing it. Moreover, Blender is such an open collaborative tool, it can be used anywhere.

Working in the industry is nice, you get paid regularly, you meet some nice people, you work as a team, you produce works that you can be proud of, you drink coffee/beer a lot, you do celebrate good times... But I think, apart from that, as individual, you also need to stay and stick and a place where you can continue to learn and study new skills. You do not always get this opportunity or motivation out there. Your attitude and self drive is really important.

I highly recommend you to watch all the NEW 39 episodes of Figaro Pho. There are also some older episodes of Figaro Pho done at different place and time, a bit darker, quality is not as great as latest Figaro but still worth watching. You probably can find on YouTube.

This season 2 of Figaro Pho also has some great VFX, animation and lighting works, it is a good case study for CG artist and storytellers. Maybe you can see it on Netflix soon. At the moment it is only showing on Australian ABC3 TV, can watch it on iView app.

That's my little thought on the whole thing. Now let's get back to the topic...

*ANIMATION NODES (AN) IS ... AN AMAZING TOOL

Just the other day, I stumbled into Jacques Lucke's ANIMATION NODES Showreel 2015 on Vimeo (now the video is also on YouTube --- better for sharing and streaming, as you can watch yourself above). I was hooked.


The original AN thread, still going strong is here:
http://blenderartists.org/forum/showthread.php?350296-Addon-Animation-Nodes

AN was first launched in September 2014 (first post at Blender Artist), I am really curious of when actually he started writing this AN add-on for Blender. A quick search you will find that the creator of AN is a young brilliant artist, 18 years old from Germany (!).

You want to start by installing the Animation Nodes add-on, give it a try yourself:
https://github.com/JacquesLucke/animation_nodes

TIP:
Download the add-on as ZIP. In Mac, sometimes Safari automatically uncompressed the zip into normal folder, you just re-compress it and then install the add-on from Blender Preferences.

SVERCHOK x AN?

While Sverchok was born with procedural modeling in mind (I think that's what Nikita envisioned), AN seems to focus more on procedural animation. They both are similar, but with differences. One is so curious what will happen if all Sverchok developers and AN developers put on stage and battle each other, it would be so eye-opening.

Actually both add-ons can "talk" to each other already. Like Zeffi said, "Scripted Node" can help you with this. They both have Script Node too.

You could really make some bunch of points or some procedural MESH construct and let AN takes over the MESH data and do something with it. It's weird how they two works together.

I don't know if anyone can answer this, but in Houdini, I believe we can assign custom attribute to a Point / Vertex, and then that custom attribute gets carried around different node-network. Maybe such thing can happen.

Conceptually speaking, I remember Sverchok developers talked that Sverchok is like the Russian Matryoshka dolls, nested lists and Python. It is beautiful and bad-ass way of thinking data in Python and how Pythonic Sverchok is.

AN probably has its own way of thinking, which we will explore and found out. Maybe "LOOP" and "ITERATION" is key in Animation Nodes.

Ping Pong animation.



This is one video that has that LOOP concept that you will eventually need to understand:
https://youtu.be/hCzwcyieHto?list=PLFSQhJg6cGLIZwDpScK1v1m1NSZnrCTQN

As soon as you understand that concept, you can make "subprogram". It sounds a bit scary, but it will take you far to advance level from the basics. You can quickly create your own node that iterates or repeats a certain function that process input and output.

Sverchok actually does this too, but the emphasis is different. Not as obvious.

Later on, if I have time to write about this loop and iteration in depth, maybe we will figure out more things together. Because eventually the aim of using tool like Animation Nodes is being able to ANIMATE many objects at once whether using f-curve, or using your own generated values.

In that past, one might have tried to do this using Python scripting and Blender's Drivers. Or perhaps using Particles and Instancing. Then one also tried to use Sverchok, remember that time when we drive Objects using Vertices of Mesh? Yep, you can somewhat do that using this ANIMATION NODES and quite elegant way too... like you always dream of.

So you can tell Blender to do this using this AN:
- Hey I have 5 spheres and I want to wiggle them all in random ways
- I want to scatter and scale the faces of this polygon mesh at random frames.
- Can you drive these objects and automatically animate them to follow this music
- Paint objects based on proximity with another object
- Open up and animate these hundreds of doors or flaps at slightly offset time
- Use "eyedropper" tool, get object in the scene, create clones that follows



If you ask me which one you should learn, Sverchok or AN, you probably should try both and see which one clicks with your brain.

Sverchok handles the mesh components more deeply, while Animation Nodes (AN) will make objects in motions rather quickly and easily.

They both can get complex and create amazing procedural works, but do not worry because if you know what you are trying to achieve, you will get it, someone out there will provide the answer.

While learning this node-based system, you also want to get serious with Python scripting. It is (not) too much to ask, but really by doing so, it will help you a lot to grasp many of the basic concepts such as Data Types, Data Conversions, etc. You will be dealing with values, numbers, float, boolean, integer, strings, matrix, vectors, rotation, list... all those alien stuffs.

If you don't know, there is also tool out there called Processing, now already Processing version 3 that also can help you with learning the concept of programming:
https://processing.org

The advantage of nodes is of course you can see 3D objects moving around when you are playing with nodes. It is more interactive and everything is neatly contained as a node that you can noodle together. So much fun:



Ok, I am still figuring out this AN nodes, but potentially I can see this thing go bigger. It already capables of driving and animating thousands of objects procedurally. You can create a complex setup so quickly under few minutes.

MY NODE LEARNING METHOD

Normally when I am looking at yet another new node based environment, I would start by looking at the available examples and video tutorials. Any documentations will help.

Luckily there are quite a few tutorials and demos already from Jacques himself. Lots of silent videos, just the way I like (it makes the user works harder and think about what happening!).

https://www.youtube.com/channel/UC5ABAuGEvBMmau-1xJsNw6w

Remember that Node-Based workflow is a visual thing, so normally you can see how things work if you get the BLEND file.

Of course the node-tree WILL get super complex at some point, when it does stuck, you are looking at the wrong examples. You need to understand and start building basic simple node tree first.

STRAIGHT JUMP INTO IT
Create a new node tree and Shift+A to check the available nodes. There are 170+ nodes already (Jacques said 179 animation nodes).



Ctrl+A allows you to quick search node by letters or words. Useful when you are more familiar with the nodes and remember it by name or if you want to guess the node name.

At this point, I think the node does not come with help or decription (?). There might be already documentations written only for every single node, one just need to find it. Some nodes are self explanatory, if you have some coding/programming background.

Object Replicator (OLD) is now Object Instancer:


Watch Out:
Mind you that this Add-On keeps getting updated from time to time, and some node network might change. This is the nature of the beast.

EXAMPLES AND TEMPLATES

In latest AN add-on, which I installed yesterday, it comes with lots of useful "Templates". I actually missed this until I watched one of videos. Anyway, I should point this out:




KNOW HOW TO DEBUG (AND ASK)

I have only tested this AN add-on for a day. However, I found that it does fail sometimes, need refreshing or re-invoked in order for the setup to work.

There are some "debug" nodes in AN that you can use to see the data. This is very helpful.

Eat your Apple...

I will definitely get stuck and need to ask the developers, or ask other artists. Blender Artist forum, especially the AN thread is a good place to ask. It is so easy to lose track sometimes.

DO WRITE YOUR OWN NOTES
Blogging is good, especially if you are learning something. Very likely you will help yourself to keep in track of what you are learning, and helping others at the same time.

Really, lots of ideas come out of the blue when writing. Sometimes I still write and draw using pen and paper too. It is strange how our brain works, that.

I recommend you to do this, go to local public library, immerse yourself amongst strangers, get a good computer, download Blender, and start doodling there. Show off what computer and Blender can do in public.

TEST, MAKE MISTAKE, AND DO IT AGAIN UNTIL IT WORKS (REPETITION)
Just like writing programs, you learn by writing it. Not so much of memorizing how to write the program, but to understand the concept of what is going on, spot a problem, solve the problem. You will soon find out that there is not one way to accomplish one thing, but many ways.

Collect bit and pieces of simple good node networks, and combine them to do something complex. Every little bit you make can be useful for others.

WHAT IS NEXT
Of course, the only "issue" is to find time and aim to learn and re-learn all this. The tools that Blender has provided, and this kind of awesome node-based add-on, is seriously under utilized sometimes.

Hopefully I could dedicate my time in the next few months to study this AN, sharing some findings, and make some use of it. I am a year behind of following the ANIMATION NODES thread. There are already some others Artist Developers with big interest with AN development, already sharing lots of cool stuffs.




Still problems to understand the concept? 
Watch the video again or TRY IT YOURSELF! - J.L.

MKRdezign

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