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Articles by "pattern"
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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?

RE: Thinking about Computational Thinking

Throughout time, some "smart" people have came out with lots of terminologies in regards to things that are related to computer, whether it is a hardware or software.

Some sounded quite strange and a bit of a turn off (for me anyway), for example:
CAD (Computer Aided Design), Digital Design Desktop Publishing, etc.

For me, some of those names really does not feel quite right. That is because it is separating and alienating design made by computer in a bad way. Some people often even said "computer is just a tool". Yes it is true, but more or less our works are also influenced by it.

I still believe that human element is still important, the imperfect on top of the "too perfect computer look". When dealing with lots of procedural works and parametric design. I found that giving all the controls for the computer to randomize is not going to work, there is a need of some kind of BOUNDARY and also some ways that we can manually give some HUMAN INPUTS. We understand the fact that computers are very good with repetitions, not so good at being "creative". However, we should always add the "what if". Make a happy mistake, computer.

Below are some other terminologies that actually feels more exotic like:
Generative, Procedural, Algorithm, Recursive, Fractal, etc.

Because they are talking about PHILOSOPHY or ABSTRACT IDEA. The more alien, the better, because it may spark another ideas.

Architecture, Designer, Game Artists, and many who are privilege to this field are commonly using hardware and software every day to realize their works. They used to draw it by hand and make some "analog" works.

For "modern" common everyday people, these things below have become more common everyday:
  • Collect/Measure Data (Scanning)
  • Input Data (Data Entry)
  • Process/Manipulate Data
  • Display/Visualize/Share Data
We know that when things are digitized, we can further process and manipulate the data further using this box called computer. And even more common, because of the Internet nowadays we also have Cloud Computing, where things can be sent over to the Internet, processed using many computers, and come back to you as a more useful data.

The Google Search is one of them. The more data and information we put "out there", the more we hope we can filter and get something out of. For better and for worse, because we are giving away our data in return for conveniences.

We do not usually think too much about these computational tools because often we know that everything is already there. This thing does that thing. There is an APPS for everything already, right?

Such as:
If I take a picture of myself (a selfie) and put it online, I (may) get attention and Likes of many. Or at least the picture will spread or seen by many. Video is even better, just put it on YouTube.

We are living in an interesting time where for lucky some (like us, that often take many for granted)
  • Computer is accessible (go to your local library)
  • Internet, whether it is fast or slow, is more or less available. 
  • Mobile Computing is really maturing
  • Hardware and Software becoming more useful in every day life
  • There are some really good open source and free tools that cost nothing for you to use such as Blender (!)
  • 3D Printing is almost there
  • Virtual Reality is making a come back in a big way
  • Artificial Intelligent (AI) and Robotic are definitely improving
  • Home Automation
  • Programming Language is getting "easier" and more interactive
Use them well and for the goods.

USE THE FORCE FOR GOOD

Anyway, in a tiny scope of my brain, I want to conclude that computational tools below started to give me some more freedom and serious boost about Computational Thinking and problem solving using computer:   
  • Blender
  • Sverchok Add-On
  • Python Language and other "artist friendly" codes (Processing, etc)
I do not know how many people actually realizing this. But there is a seriously powerful thing going on. So I am going to use a big letters:

BLENDER <> SVERCHOK <> PYTHON = FORCE

Maybe one is slowly started to become a better, more adept  and a more independent Computer Graphics artist, because he is no longer afraid of coding and know a little better to do problem-solving using this stupid box, and a much better tool. Not yet an experts like some of you that I regard. But slowly getting there. 

I am a bit idealistic and naive of person, but I believe that it is not about having the most powerful and expensive tool to climb the highest mountain. But it is more about understanding the tool that is universal and available for you and your team that enable you to be creative and get you there.

Thanks to the "Sherpa People" (good programmers) out there to guide us this far, providing useful tools and sharing codes. I think we are on a good track.

Anyway's enough philosophical talk, let's get to the actual  topic, specifically:
Solving some problem using computational thinking and Sverchok in Blender.

LATEST SVERCHOK UPDATES

There has been a continuous development happening and if you keep track of the Sverchok, apart from the growing number of nodes for doing parametric modeling, there are also some interesting unusual nodes and many more useful Scripted Nodes.

Get latest Sverchok Add-On here:

The "Update" and "Check for new version" buttons are actually working :) 


You might find some BETA nodes, they work but if there is issue, you need to report them.

Get latest official Sverchok examples here:

Nikita made a very good example of clean and organized Node-Tree like below:


CENTER PIVOT


Doing thing like Center Pivot is usually involving the Transform Matrix. Above example is one way to center pivot of object before later we actually use another Matrix In to place it into position. You can piggy back this many times.

PUT OBJECT ON THE FLOOR

This is such a classic example. We often want to put object on the floor and have the pivot at the center of object. We can use Bounding Box node.



Watch carefully the Index Numbers and Bounding Box of object. You see how the bottom part of BBOX index is 0,1,2,3,4 and the top part of BBOX is 4,5,6,7. We can use that to aid many things.

We assume that the orientation of BBOX is always confirming to the World Axis (aka DIMENSIONS):
Z Axis = Height
Y Axis = Depth
X Axis = Width

The FIRST and LAST point of BBOX is the Dimension XMIN, XMAX, YMIN, YMAX, ZMIN, ZMAX.

If we extract the CENTER using BBOX and we uses the Z point position from any of the bottom part of BBOX, we can get the base center point.



That Matrix position is where the object base below. However we usually do not need that complication. We just need to measure the Height of object using BBOX and then lift the object half way.



The condition for this to work is that the object needs to be placed relative to the world (0,0,0) position, then we can figure out the Base Position.



Maybe I over complicate this a little bit, but there is something there worth noting.

SWITCH A OR B (OR ELSE)



  • List Item
  • List Repeater

We do not have Switch node yet, but List Item can be used to emulate switch more or less.

Above, I have 2 diagonal block. What I am thinking is to clone the block in some kind of grids, and then, by using Random Switch, I can get an interesting pattern.

Place Block in Grid
Firstly, I will laid the block in a grid. Either of the block.




Create Array
Next, what we need to do is to create an Array of those blocks so that we can later randomize each stream to pick either A or B.



You probably will not see much of changes yet. Not until you pipe in some data that enable the switching of A and B for those Array Clones.

NOTE: Noticed how we need to also change the LEVEL of LIST DATA depending on the need.


Randomly selecting Item A or B
Next, what we need to do is to have an Array of those blocks so that we can vectorize the stream (for each array, we are piping a different data).



However, the result is slow and I did not know that I made a redundant processing of array until I ask the Sverchok developers.

Apparently, I don't need the List Repeater! The Vectorization happens almost automatically.

Which means now the process is faster and we can increase the numbers.



FURTHERMORE... FROM ZEFFII

ZEFFII gave two additional examples how we can approach the creation of this pattern, which is more Mathematical and cool. This is kind of GEMS you often find at the forum, but unless collected or pointed out, we may miss it. This is way I collect these snippets.




READ ISSUE #255 at GITHUB

ARRANGE AND DISTRIBUTE OBJECTS

Imagine we have many objects that we want to distribute from smallest to biggest. There is this SN Accumulator Node by Zeffii to help with this task.




Let say now I have 5 Cubes, each with growing Dimensions: 2,4,6,8,10 units. I want to be able to arrange these boxes so that they are next to each other.



SN_Reroder by Zeffii

def sv_main(verts=[[]]):
    # press Ctrl+I, look in console
    
    rverts = []
    in_sockets = [['v', 'verts', verts]
    ]

    out_sockets = [['v', 'ordered_Verts', rverts]
    ]
    
    if not verts or (not verts[0]):
        return in_sockets, out_sockets
    
    #print(verts)
    rverts = []
    for idx, vert_set in enumerate(verts):
        size = sum([Vector(j).length for j in vert_set])
        rverts.append([idx, size])
        
    idxs = sorted(rverts, key=lambda x: x[1])
    out_sockets[0][2] = [verts[k] for k, j in idxs]

    return in_sockets, out_sockets

SN Accumulator by Zeffii

from mathutils import Vector

def sv_main(bboxes=[[]], spacer=1.2):

    in_sockets = [
        ['s', 'bboxes', bboxes],
        ['s', 'spacer', spacer]]

    accumulator = [0]

    if bboxes and len(bboxes)>0 and len(bboxes[0]) > 0:
        for b in bboxes:
            v1 = Vector(b[0])
            v2 = Vector(b[1])
            dist = (v1-v2).length
            accumulator.append(accumulator[-1] + dist + spacer)
            
    accumulator.pop()        

    out_sockets = [
        ['s', 'acc dist', [accumulator]]
    ]

    return in_sockets, out_sockets



SN Index Sort by Me (ugly code, need clean up)

"""
Written by Jimmy Gunawan (Blender Sushi Guy)
Date Update 20140624

Function:
    To sort object by provided index data
"""

# import libraries here
import ast

def sv_main(index_data=[], sorted_data=[]):


    # in boilerplate - make your own sockets
    # 's','v','m' - data, vertices and matrices sockets, i.e.
    # 's', 'edges',edgs,
    # it is data socket (green point), 
    # def sv_main(edgs=[]):
    # in this case

    in_sockets = [
        ['s', 'index data', index_data]]
    
    
    # Write your code here
    
    # flatten data
    new_index_data = [y for x in index_data for y in x]
    new_index_data = [y for x in new_index_data for y in x]

    
    # sorting index based on value of new_index_data
    sorted_index = sorted(range(len(new_index_data)), key= lambda k: new_index_data[k])
    

    def print_sorted():
        
        # get reference to current node
        n = bpy.context.node

        # get node group
        ng = n.id_data
        
        # get via from back door (absolute path)
        n_ref = ng.nodes['Distances']
        dataFromOutside = SvGetSocketAnyType(n_ref, n_ref.outputs[0])
        
        # flatten data
        new_index_data = [y for x in dataFromOutside for y in x]

        new_sorted_data = []
        new_sorted_objects = []    

        # Get data from Object In node (but this is absolute path)
        tree = bpy.data.node_groups['NodeTree']
        list_objects = ast.literal_eval(tree.nodes['Objects_in'].objects_local)
        
       
        sorted_list = sorted(enumerate(list_objects),key=lambda x:x[1])   
        sorted_index = sorted(range(len(new_index_data)), key= lambda k: new_index_data[k])

        
        # finally sort as planned
        for i in sorted_index:
            #new_sorted_data.append(new_index_data[i])
            new_sorted_objects.append(list_objects[i])
        
       
        # Create a new Text data
        texts  = bpy.data.texts
        textOut = texts.get("out_sorted_data", None)
        
        if textOut is None:
            textOut = texts.new("out_sorted_data")
        
        textOut.clear()
        textOut.write("Your sorted data as below:\n")        
        textOut.write(str(new_sorted_objects))

               
        print("Done. Please check Text Editor for sorted data output.")
        
        return new_sorted_objects

    def do_sort():
        
        # get reference to current node
        n = bpy.context.node

        # get node group
        ng = n.id_data
        
        # get via from back door (absolute path)
        n_ref = ng.nodes['SN_accumulator']
        acc_distance = SvGetSocketAnyType(n_ref, n_ref.outputs[0])
        
        
        myObjects = print_sorted()
        
        for i, obj in enumerate(myObjects):
            #bpy.data.objects[obj].locations = (acc_distance[i], 0,0)
            #print(obj, 0,0)
            print(acc_distance[0][i], obj)
            bpy.data.objects[obj].location = acc_distance[0][i], 0,0

           
        print("Selected objects are now sorted. You are welcome!")
    

    # out boilerplate - set your own sockets packet
    # the same principle as in in_sockets

    out_sockets = [
        ['s', 'sorted_index', [sorted_index]]]

    ui_operators = [['Print Sorted Data', print_sorted],
                    ['Do Sort Objects', do_sort]]

    return in_sockets, out_sockets, ui_operators


All those above problem + solution was something that resulting when I was building the Procedural Matryoshka Dolls below.

In order to do this successfully, we need to understand few concepts really well:

  • Sorting of Objects
  • Distribution of Objects + Space Gap
  • Arrangement of Objects by X data

In the incoming blog post, I will have a long blog article to break down the process to make below setup.

Not everything needs to be procedural, that is one thing to remember.

But for many cases for things that can be more streamlined by procedural workflow, you want to try something like this.

Procedural Matryoshka

NUMBER PATTERNS AND ALGORITHM (AGAIN)

Every now and again, I have fascination with numbers. Not so much on the complex one, but those that we can understand through visual. I have touched this topic on number pattern, but will touch again in a different way that might be clearer.

There is a chapter of this book titled "Algorithmic Architecture" (2006) that talks about Algorithms and repetitive number.
http://books.google.com.au/books/about/Algorithmic_Architecture.html?id=mV5QYRmgYDYC

Page 71 on Repetition Patterns (of number)


From that little excerpt let's explore it in Sverchok inside Blender.

Modulus
For number pattern that cycles or repeat itself, we will be dealing with Modulus Function. Modulus gives back the integer reminder of number.

While Sine is making a nice wavy curvy pattern, modulus creates a diagonal stripes like effect.

I will start with something like below:


It is totally up to you how you like to see changing in number pattern. Read "See the Numbers" below this section of article.

With clones, we can easily see the changes in position, scale or rotation.

We know that the "Line" node will generate some vertices that is changing and evenly increasing in X position. We can use that linear number pattern in X through Formula using the modulus function.

FUNCTION X % 3



FUNCTION x % 10
Same like above, except that we cycle using modulus, every 10.


FUNCTION x // 5
Something that is more like a stair pattern. The function divide and give integer round number.


FUNCTION (x // 5) * 5

Knowing those two, we can setup something like below:
f(x) =  (x // n[0] ) % n[1]



Applying on the scale only gives us this.




But you probably like to see something more like below:




You can end up with Pyramids actually.

If you keep layering numbers you will see how each number patterns are changing affecting the values.


Remember that it is actually 3D.

I think you got the point. Formula can be endlessly explored.

One more thing, unlike the Sine that goes back and forth, with Modulus, we keep moving forward, yet it cycles. There is something beautiful about repeating pattern.


And even more interesting with other function like Noise. You can also mix it with Sine.



You can see the strength of Sverchok here:
  • Control over complexity
  • Interactive
  • Visual
Normally many of these are too technical for general artists. But you realized that many are pretty "simple" and logical underneath. Ok, I might lie a little bit, some parts are indeed complex at first. But you always can learn that part because the procedure is pretty clear.

You can break each technical steps, break the components, and study and understand them.

See the Numbers
You can also see the changing pattern of numbers as numbers, whether it is in Sverchok Text Output or in the Console.




NOTE: You might notice the nestedness of Sverchok? You could actually see how the Nesting changes in Sverchok when we modify the Level of Data nestings.


BGL Debug Print
If not enough, there is also one Beta node that print out the data and value directly on the Node Tree. Being able to see the value interactively changing and also immediately see the resulting mesh is really great!



Loop / Cycle Frames
Let's take a few step backs and see another simple example. I will give you another example how we can do looping using Modulus function.

Imagine you have 4 different objects. To make the point, I will use 4 Text Objects, each with different value:

We can kind of preload all of them into Sverchok and then let it cycle using frame like below:



Now, there might be a slight little quirk that Sverchok "Object In" may not really care about the ordering of objects. But I will ask the developers and see the best way to approach this. Maybe when Object In was loaded it should care about the order of objects being selected. Or something else.

(NEW) FORMULA SHAPE NODE

I just want to point to this Formula Shape node. I think you should try it yourself with some of the preset values and see what you can came up with. I have not explored all the formulas yet, but this is really pretty awesome node!




(NEW) LINE NODE IS VECTORIZED

Whenever you heard "Vectorized Input" enabled for node, that means extra coolness. It is going to be a lot easier to have array of different input values.



(NEW!) Offset Node

I think this is the work and child of Nikita. He made this handy Offset Node for Polygon Face and Mesh. You can go IN or OUT just like Curve.




BOOKS

  • Algorithmic Architecture (2006) by Kostas Terzidis from Architectural Press
  • Elements of Parametric Design by Rober Woodbury

LINKS

MKRdezign

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