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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!










Procedural awesomeness... in Blender.

Procedurality is a terminology and concept that I have interested in when I touch Computer Graphics, whether it is procedural animation, modeling, texturing or thinking.

Maybe that is because my big interest in interaction and game design when it comes to computer. Each level of game design is similar, but different.

Input --> Process / Algorithm --> Output

I also happened to grow up next to a biscuit factory, and so it is always interesting to see Marie Biscuits got made from dough into machine until it gets looking like Biscuits that is edible.

Not all biscuits looking exactly the same. Below are some examples of Biscuits and Snacks from Indonesia that explains the idea of proceduralism: (if you want to know where to buy this snacks, contact me personally or leave a comments)





If Australian foods and snacks:
  • Chips
  • Cereals
  • Jelly Worms
Enough about foods, but you get the idea: Product of nature or human made objects that has been touched by nature always has variations, even if it is based on a template.

It is not so much about "automating" the whole process, but more of idea of creating TOOLS that generates variations that might be random, but still within boundary of controls or matching a certain template.

Maybe there is a sense of "laziness" in Procedural Design, perhaps this is just part of nature. We don't like sameness, we like customization and variations, even just slightly.

Think of anything that is similar, yet different:
  • Jelly Beans
  • Bricks
  • Trees
  • Leaves
  • Clouds
  • Pop Corns
  • Cereals
  • etc
Blender seems to be growing into idea of very streamline production.

At the moment, Blender seems to be pushing the Procedural Material generation via Cycles.
http://cgcookie.com/blender/cgc-series/creating-an-uber-shader-in-cycles/
http://blenderartists.org/forum/showthread.php?283248-Ubershader-v4-0-New-Release-5-24-2013-Come-and-Get-It!

Wait! Did I say Cycles is procedural? Maybe Cycles OSL (Open Shading Language) is more true procedural:
http://www.openshading.com/blog/
http://blenderthings.blogspot.com.au/

Pardon me, I often get node-based system and procedural concept mixed up.

Node-Based and Procedural are kind of related to each other.

  • Node-Based is where one can simply connect a bunch of nodes to process input values and getting output values as desired.
  • While Proceduralism, in my understanding is a series of interconnected step by step instructions or algorithm which can give one the ability to modify and generate variations of different outputs by modifying a set of parameters and values, without having to recreate things from scratch each time or deleting history or other destructive process. Once a process baked, continue to the next.
I am hoping that Blender continues the Procedural and node based concept for Particles and Modeling (especially Particles workflow, it is high in my WISHLIST).

Blender Modeling should be fine as it is, with Dynamic Sculpting and the traditional workflow.

However, the truth is that Blender has some capabilities for procedural modeling via Modifier and Python and maybe Particles.

INSPIRING ARTIST IN PROCEDURALITY

HOUDINI PROCEDURALITY VS BLENDER SEMI-PROCEDURALITY

Houdini is really one 3D package that is truly node based of everything. Maya is a little like that too. But if you want to understand node-based 3D workflow, learn Houdini. Their Apprentice version is free to download and use. Houdini is very powerful. Keep in mind that NOT everything is always better as node based. For simple things, node based can be overkill. Blender seems to be the perfect balance.


Recently, with my little knowledge of Python that I actually learned via Blender, I decided to refresh my knowledge in Houdini (as I would like to get serious into VFX). I want to take it to the next level.

Of course I like to incorporate some Blender to work together with Houdini. I still find many Blender features are much more practical, such as Blender Cycles and Compositing.

I was watching this old video by Ari Danesh for SideFX Houdini that explains about Procedural Modeling in Houdini:
http://www.sidefx.com/index.php?option=com_content&task=view&id=2166&Itemid=361

In that Houdini tutorial, Ari is showing a basic procedural modeling workflow in Houdini to generate random little stones (pebbles).

While watching that video, I figure that we could actually adapt the same procedural workflow of Houdini in Blender, up to certain extent.

BLENDER PROCEDURAL MODELING: Pebbles Generator

I will take you through few example cases and we will be looking at some potential techniques that you can later improve on your own. If you have been reading all Blender Sushi articles, you may find old techniques, but I like to push it further.

1. STEP ONE: Prepare Base Model or Template Model
Start with some kind of BASE MODEL and think HOW we can add VARIATIONS.

With pebbles, we could simple start with a Subdivided Cube which will give us some kind of round looking objects. We can flatten it a bit.

Box + Subsurface Modifier

2. STEP ONE: Add Variations
I applied the Subsurf Modifier and Smoothen the Shading of Pebble template. Next, we can use Displace Modifier to create variation. I use the default Cloud texture to displace the mesh.

The direction of displacement is using the Normal, but you could try other option. Including RGB as XYZ that could potentially give more variations. I assign an Empty as Texture Coordinate so that if the Empty being moved, the model will change slightly in shape (because of the procedural Cloud Texture itself).




TIPS: Smooth Modifier can be added on top of Displace Modifier to smoothen the Pebbles.

3. STEP THREE: Bake and Output the Variations
Once we are able to create variations that can be keyframed/animated (different variation on every frame), we can BAKE the variations.

We could actually try to keep all the connections and never actually do the baking, but often in production it is a much more efficient to bake or delete history of the procedural model, and then further process the baked model.

In Houdini, they have bgeo file format, kind of like an efficient way of Houdini storing objects outside of Houdini (can be Particles, Mesh).

With Blender, we just use the good old OBJ with Animated sequences. Yes, Blender can easily output Animated OBJ sequence via File - Export - OBJ (Animation ON).

I have animated the Empty for 100 frames (animated in Translation and Rotation, with Linear Interpolation) and then Export out as OBJ with Animation option checked. I saved the OBJ sequence inside a folder for easy organization.


4. STEP FOUR: Import the Baked Objects
We have 100 procedurally generated pebbles to be used in any Blender scenes. What do you like to do with it is totally up to you. You can use Blender Bullet Physics with the Pebbles. Or maybe use Blender Particles system to randomly place them in a certain shape.

But first, we need to import multiple OBJs, can we do that? We need Python script for this. Because by default, Blender will only import 1 OBJ at a time.

Importing Multiple OBJs using Python
I borrow the script from here:

Copy paste the script: (credited to McBuff, Blender Artist Member) - just in case if Blender Artist Forum is down.

##################
import bpy
import glob
import os    
    
importDir = "C:/Users/Yourname/Desktop/pebbles_out"
print(importDir)


os.chdir(importDir)
for files in glob.glob("*.obj"):
    print( files )
    bpy.ops.import_scene.obj(filepath=files, filter_glob="*.obj;*.mtl", use_ngons=True, use_edges=True, use_smooth_groups=True, use_split_objects=True, use_split_groups=True, use_groups_as_vgroups=False, use_image_search=True, split_mode='ON', global_clamp_size=0, axis_forward='-Z', axis_up='Y')


for files in glob.glob("*.3ds"):
    print( files )
    bpy.ops.import_scene.autodesk_3ds(filepath=files, filter_glob="*.3ds", constrain_size=10, use_image_search=True,use_apply_transform=True,axis_forward='Y', axis_up='Z')

##################

NOTE: I will try to improve the Python script above so it handles PATH better to handle forward slash and backward slash.

Ok, in a new Blender scene file, we simply need to point the path to the folder with OBJs and run the script above to import all the OBJs in the folder, and this is what we get:


All the pebbles mesh are bunched up on top of each other. This is fine.

If you like to arrange them in a grid, you can use quick rough Python script like below:




##########
import bpy
'''
Arrange selected objects in specified grid space

'''

def arrangeIn2DGrid(width=10, height=10, spread=2):

    # Get List of Selected Objects
    myObjects = bpy.context.selected_objects

    if(myObjects):
        print('Please select some objects')

    totalGrid = width * height

    if(len(myObjects) > totalGrid):
        print('You need to specify bigger grid for your objects')

    coords = []

    for x in range(0,width):
        for z in range(0,height):
            coords.append([x,z])

    # For every object in list, place each one in order into provided coordinates
    for number, object in enumerate(myObjects):
        object.location = coords[number][0] * spread, coords[number][1] * spread , 0.0


arrangeIn2DGrid(spread = 2)



##########

NOTE: Make sure the Total of Width X Height is MORE than the Total number of Objects to be arranged in 2D grid. I wrote this quickly. Script can be improved.


With 100 variations, it is enough to tell our brain: they are bunch of random shape of stone Pebbles.

Further on:

  • Randomize the Color and Texture of each stone (choose Blender Render or Blender Cycles first, then try add Material variations)
  • Randomize the Size using Particles
We can group the Pebbles and use as Particle Instances. Do whatever you like with it. Maybe arrange the pebbles in a shape that makes you or the other half happy. Well, or use it in 3D production.

Snail made with Pebbles.

Alrightly, we can generate random variation of pebbles.

Now what? Use the same concept and workflow and do more procedural creation of your own!

Need more examples? Ok, continue on.

BLENDER PROCEDURAL MODELING: Starfish Generator

I will go through each step but slightly faster this time.

1. Create Starfish Base Template.

  • Couple of connected Edges
  • Skin Modifier
  • Smooth Modifier

2. Create Variation of Starfish
I will use multiple Hooks for the leg of starfish. You have learned this technique before. Hook is a way to modify Component level (Vertices) of mesh in Object level. You can animate and keyframe the Hook, so it is perfect for our purpose to model random Starfish.

Manually Hook the vertices if you like. Select a vertex, CTRL+H and hook to new object (Empty).


NOTE: I have to ask some Blender developers, I am curious on how we can actually "hook" the weight of each vertex to translate it into the Skin Modifier. There must be a way to do this.

The cool thing with this setup is that Skin Modifier will adjust and even modify the mesh slightly to generate random yet still maintain the form.

3. Bake and output the Startfish Variation
We can now export the OBJ sequence variations, but not forgetting to ANIMATE the Empty that control the shape of Starfish beforehand. That is the KEY to give variations.

Here we just manually animate the Empty. But in the future, we can use some other techniques to make it more procedural and with variations that is more random.


Let's arrange our Starfishes:


Many Star Fishes!

BLENDER MESH CACHE MODIFIER & MESHFOOT

You could also make each one of them ANIMATED if you use MDD export-import into the mesh. Blender has nice Mesh Cache Modifier that does the job.

In effect, it gives some kind of random Procedural Animation look. Well, maybe not 100% because we were manually animating them. But we can actually use Python to create procedural animation.

I have not yet explored the potential. Although I have been using Mesh Cache to export-import MDD animation from Maya and Houdini to Blender to use with Cycles Renderer.
https://vimeo.com/64965747

See how ATOM's Meshfoot can import OBJ, turn it into MDD data which can be read as cache. This is GREAT for procedural animation.

DAVID MILLER PROCEDURAL TECHNIQUE (Key: PyDrivers)

I have actually mentioned David Miller's procedural technique few times in the past, involving Blender Drivers and Python. It is quite advance, but easily applicable once understood. Not too complicated, this is really worth your time:

David is cleverly use Python binding of drivers and use the number inside for drivers.

What does this mean? Whole heaps of possibility! Because Blender Drivers, although does not always update itself (dirty data), is quite powerful for procedurality. It is another key to add procedurality.

I borrowed (copy, paste) David Miller's script that bind Python function into Blender's Driver: (David, I hope you don't mind):

##########

# FULL CREDIT TO DAVID MILLER

import bpy
import random

# Random floating point number between lo and hi
def randf(lo, hi):
    return random.uniform(lo,hi)

# Random integer from lo (inclusive) to hi (inclusive)

def randi(lo, hi):
    return random.randint(lo, hi)

# Random values given mean and standard deviation

def gauss(mean, stdev):
    return random.gauss(mean, stdev)

bpy.app.driver_namespace["randf"] = randf
bpy.app.driver_namespace["randi"] = randi
bpy.app.driver_namespace["gauss"] = gauss

##########

I always keep the above example code handy, whenever I need to give randomization to Drivers.


I actually wanted to write a post especially on PyDrivers, but I guess for now it is sufficient if you do your own research:

PyDriver + Auto-Update
http://blenderartists.org/forum/showthread.php?224923-Real-Time-pyDrivers

PyDriver Videos
https://www.youtube.com/watch?v=6v5gtbaDfHk
https://www.youtube.com/watch?v=HOeoVJYupQk




SHAPE KEYS + DRIVERS FOR PROCEDURAL MODELING

Limitation: Mesh needs to have same number of vertices and topology

Imagine you create some blend shapes or shape keys mesh. Each with Minimum and Maximum range of variations of shapes. You can then use Python to randomize the Shape Keys using Drivers (just like David Miller does). You will end up with unlimited procedural generative workflow.

Example below is a Cube with 3 Shape Keys that Scale in X, Y, and Z. I then assign Drivers with Python Binding ala David Miller above.

The Box will change procedurally for every frame changes.

It is a little bit more complicated than before, but also more robust! You need a little familiarity with:
  • Blender Drivers
  • Python
  • Blender Shape Keys
So, this is KEY on how you could do modeling procedurally in Blender. Always think of TEMPLATE and VARIATIONS.

MSMESHER FOR PROCEDURAL RANDOM DOODLE

How about try MSMesher Add-On to create random mesh?

Well, basically, Blender does not have Mesher that generate mesh using Particles, yet, but there are some Add-On out there that cleverly does this function. Above is one recent Add-On.

I give it a go:

Something that looks like random Corgi Poo.
A real Particle Mesher is definitely something to look forward to in the future. When Blender got one, we can create a more interesting shapes. But you can do it today with this Add-On actually.

In the way, Skin Modifier is kind of doing Meshing for Polygon Edges, but using Particles we can get more interesting shapes. With Skin Modifier, you can create Procedural Maggots. Try it yourself.

BLENDER METABALLS BLOBS

To create random blobs, you can use Blender Metaballs Object that is instanced by Blender Particles and changing the Seed value or maybe scatter Particles that live only for 1 frame so that you get freshly generated Particles on each frame that will form a new blob shape for each frame.


PS: Notice the extra stray Blob on the generated mesh? That is the original Metaball object that got exported when I tried exporting the OBJ sequence of Metaball. Maybe there is an option to get rid of it, but that can be cleaned up.

Once cleaned up, we have some nice interesting randomly generated blobs. What do we do with these blobs? Anything. I wish I have some connections with 3D printer or manufacturing because even such blobs when made into product will look quite interesting.

I assign basic Emission material to each blobs:


The glowing blobs reminds me of Light Blobs Chairs that is on display at Sydney Vivid Festival 2013 (still going on now).

Glowing Blob Chair at Sydney Vivid Festival 2013.

LATTICE & SOFT BODY

Have you every tried using Lattice and Soft Body to randomly deform an object? Add Force to it as well and see what you could come up with.


Matrix of Generatively Modified Suzanne (using Lattice):


If the Lattice is more dense and the object is Remeshed with certain details, you can get more variations. You can always add Remesh Modifier, Reduce with Decimate Modifier, and also use Smooth Modifier to make sure the mesh toplogy is clean and no overlapping happening.

ADDON: Ivy Generator

You probably know this Ivy Generator Add-On that is inside Blender since a while back.


What would be interesting is if maybe we use Python to randomly place seed and tell Blender to also export out the Ivy.

I was also reading this SIGGRAPH Paper PDF about proceduralism titled "METROPOLIS":

Check out the part where they use Voxelation to build something that is like Procedural Building. Blender has the Remesh Modifier which could be perfect for this. Especially when accompanied with the OSL Shading Language to maybe procedurally make city texture.


See also:
SUICIDATOR PROCEDURAL CITY GENERATOR
http://cgchan.com/suicidator/

FUTURE: Random Creature Generator

This is my proposal on how one could create Random Generative Creature in Blender.

I am thinking to create something like this in near future, but maybe you want to make one before me. Go for it. Use Skin Modifier, use Mirror Modifier, or try all kind of Blender Modifiers and Python to create random shapes that can be further used in Design or other production.

Generative Stick Figures quick test.  I am sure you can do better.

Lastly, I am wondering a Python script that can change Geometry and update it every frame ... maybe I need to ask some Blender Developers. ---- the response I get: maybe too slow at the moment.

http://blenderartists.org/forum/showthread.php?245450-Real-Time-Python
http://www.blender.org/documentation/blender_python_api_2_60_6/bpy.app.handlers.html
http://learningblender3dsoftware.blogspot.com.au/2012/10/messing-around-with-prepost-handlers.html
http://blenderscripting.blogspot.com.au/2012/09/python-driven-animaion.html

So... I guess until PyNode happening, keep creative to discover and to invent Blender proceduralism.

http://www.noeol.de/attractors/

I might check PyDrivers and PyHandler stuff though...

BLENDER CURVE + ARRAY MODIFIER 

Have I mentioned before that Blender Curve object has hidden ability? Yes, I did, many times in previous post.

You can actually create FEATHER, PIPE, GRASS, HOSE, TRUMPET or CHINESE FAN like below just by using a Curve, adjusting its Extrude, Feather Scale, in combination with Array Modifier to model  a Chinese Fan.




I have tried similar concept both in Blender and Houdini:

Houdini proceduralism is of course more robust, it was made like that. But I say, doing it in Blender with its Semi Proceduralism, just by following similar logic is equivalently interesting.

JUST FOR FUN:
You can also create umbrella just by using Blender Curves + Array Modifier. Very easy. remember just use Curve and Array Modifier. The cool thing with this method is that you can easily change the bracket/cage or the shape and adjust the number of rotation.


5 minutes Umbrella.

MAKE HUMAN + BLENDER SHAPEKEYS

Maybe try using Make Human for the Base Mesh and Shapes:
Take it further so that you could produce 3D printed generative models this way.

WISHLIST: custom 3D Printed Food and Chocolate, all in random variations, made in Blender.

MKRdezign

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