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We know that we can wiggle object(s) easily using AN. How about wiggling vertices (low level mesh) of an object? Let's see.


Supposed we want to disturb the position of vertices of a mesh, in that case the default Cube above. The first most obvious node to inspect mesh data is "Object Mesh Data" node.

When we are disturbing a mesh, though, I believe we need to have the BEFORE and AFTER mesh. What I mean, is that we will have some processing of TEMPORARY mesh data that later feed into the FINAL Object.

In Sverchok environment, we have the "ghost" mesh viewer. In AN, not the case. Sverchok itself I believe has a more robust set of nodes to deal with MESH data.

However, AN has this interesting and convenient way to deal with mesh vertex data level from and into object level. It's just my opinion. We will see later.


The downside of "Vector Wiggle" node is that it works only for a single Vector value. For a mesh vertices, a "Cube" has 8 Vertex we need to deal with. So .... we need LOOP.


Below is my step by step to achieve what I am trying to do.

For each vertex locations, which is a Vector type of data, I am wiggling it one by one.


Inside the loop, the vector will wiggle, as soon as we plug in Time node. However, after the loop, we like to contain it back as a List of Vector / Vertices (it will convert), so we use the Generator Output.


A bit convoluted? Yes, I guess so, but it is logical and your Cube will start wiggling....


What is happening? We just vector add EVERY vertex position (Vector value) with vector value that is generated by Vector Wiggle.

NOTE: One thing I noticed is that the resulting mesh data piped cannot be "Shade Smoothed". This might be a bug, or just an option I missed, because I tested this example few times, sometimes I actually get a smooth mesh. Something I need to talk to AN Developers.

WHAT NEXT...

There are actually few interesting things we can do with "Vector Wiggle" technique. Keep in mind that you can already do similar effect using Blender Displace Modifier.

IDEA 1: Procedural Pebbles

Making a procedural pebbles is one obvious thing. Exporting the state of object at every frame as OBJ will give you UNLIMITED amount of variations. Depending on how many times you bake it.


IDEA 2: Bake it as MDD, then create procedural crowd system (yeah right...)



Blender does not have Alembic bake (yet), unless I am wrong. MDD point cache is one mesh baking method that I know of in Blender, that can be easily exported out and imported in using Modifier.

AN node can then control this Modifier attribute directly per node per object. Offset animation is easy like this. Easy like sleeping on a couch...

You could theoritically create crazy complex animation with this simple idea!

IDEA 3

Now that we know we can "disturb" low level component. We can actually use the component level data to disturb Object level attribute

I will try do do something with a character rig and AN and create procedural animation, even just a random pose of character can be interesting.

Anyway, that's all for today. Thanks for tuning in.

We will be exploring the basic of POSITIONING and perhaps MOVING objects using nodes, let see how it goes. Maybe read below quote to get us started:


“In the beginner’s mind there are many possibilities, but in the expert’s there are few” 



I am not an expert and may find a lot of wrong ways to do things. I found that instead of teaching the most correct step by step procedures, one will learn more by making mistakes or the long way to solve problem that he himself can understand, rather than just using the shortcut that is hard to understand.

Last night, I was watching this inspiring speech by self-learning street Jazz guitar bass player, and he said something like this: When he performs, his performance at the very moment is not rehearsed, it's really cannot be repeated and it was based on his self-drive (passion) and motivated by the energy of the audiences in the room.  I feel that writing on my blog feels like that too. 


Simple Object Transformation

We all already know how to position an object in 3D space in Blender. Whether it is via keyboard and mouse interface:
G = grab move
R = rotate on cam (also: r-x, r-y, r-z)
S = scale

On via the Property (N) panel.


We can do the same using AN node.

"Object Transform Output" node at a glance allows you to transform a single object. Use the tiny eyedropper thing in the node while selected the object you want to transform. Check and uncheck the transform attributes that you want to use.



As soon as you do this, you notice that you cannot grab move or transform this object via the normal viewport anymore. The AN node will override any transform value or animation keyframes this object might have. Something to keep in mind.

Object Transform Input & Object Transform Output

If you are like me, I like to still have control over my object, we can use Empty for example to act like the top node of the actual object you want to modify using AN nodes.


Another way is to use "parenting" but in node way. Use Template "Simple Parent". You see here by multiplying Matrix we have Parenting happening.


But you will be dealing with Matrix if you do it like that. Which is okey and can be more preferrable way for more advance setup. 

Try this and see if you understand what is going on. 

Object Matrix Input and Object Matrix Output can be more useful than the Object Transform Input and Object Transform Output. You can easily do some Math Matrix to offset objects etc.



ABOVE: I have Cube and Monkey. Then the Matrix of the Cube is sourced for the Monkey, but I also add few other stuff like Vector Add to offset the monkey and also use Round node so that Monkey will follow and move the cube but will always pop and snapping to the grid.

I just want to show it to you early. Ok let's back to the basic stuff...

FLOAT > VECTOR > POSITION

We could further break the position or rotation or scale into Vector value, and further down into 3 x Float values. Position/Translation and Scale are pretty simple, however Rotation input slot is a bit different as we see further below.


As Jacques commented in previous article that if we plug Float value (single) into Rotation, it will be smart enough to create Combine Euler node. Try plugging single value into X or Y or Z and rotate the object. Instead of Cube, use Suzanne for orientation.




The (rotation) value is measured in Radians by default, but you can switch on Degrees. You can use Google to test it. For simplicity, use degree for now.


LIST OF TRANSFORMS

Next, we want to see how AN nodes allow us to have multiple values / list of values that we can pick. Think of this like multiple takes in a shot.

We can start with "Create Vector List" node for positions.


Noticed the New Input button to add more list of vector. You can add or remove this list via the property panel for the node.

See the faded blue color output node from create List? Faded color means it has multiple values stored, you can test this using the Debug node. Or perhaps Debug Drawer node. Whichever feels more convenient to display the values.


Now try plugging those list of values into the Object Transform Output. Right away you will see that AN node tree automatically added "Get List Element" node and let you pick only 1 value from list of vectors we supplied. The value is marked with index 0, 1, 2. Because we have total of 3 values. Index always started from 0.


At any point, try playing with those numbers, manual scrubbing of Index is one of the thing I often do, just to see if everything is still working as intended.

Sometimes I use Time or Wiggle or Random just to see thing moving when playback is run.

RANDOM NUMBER > INDEX OF GET LIST ELEMENT


Above results in randomly generated number (depending on the seed) that will feed into the Index value of Get List Element, to then pass in a Vector value to position the object.

TIME > REPEAT TIME > INDEX OF GET LIST ELEMENT

Above results in sequential popping of 3 Vector positions for the object. This is because we are using Repeat Time and the Rate of repeat.

RANDOM VECTOR

"Create Vector List" node is great if we want to manually type in or plugging certain specific values and know that the total.

Sometimes I am more interested in values that get generated automatically, and we can just specify the "total" of the list.

Let's try "Random Vector" node.


You may have done this many times before, but try it anyway, and play with Node Seed, Seed, and Scale values. If you are curious type, you may wonder why we have 2 Seed values? The Node Seed that does not take input is the main seed value to randomize everything. While the other Seed is becoming more useful if later on you start to use Loop and doing iterations to multiple objects.

USING MESH TO POSITION OBJECT(S)

There are many ways to place an object. Below I am using the vertex position of Cube, and pick one of the position to pass on to position the Icosphere.


What is the advantage of using Mesh? We can use Blender's own Modifiers to modify the mesh, thus the positioning of vertices will also changes accordingly.

By now, you are probably getting impatience already and starting to ask:
- What if we have multiple objects input and want to randomly place those??
- Can't we create instances or duplications of object and place it on the mesh??
- Why is this so similar to Particle Instancing? 

Well... we will eventually do all those, easy. If we continue on this path, we will go really complex real soon. This is a big trap of node based system, I think :)

A slightly modified Template: Grid Arrange Objects can give you simple point instancing based on mesh vertices.



ABOVE: I supplied this mesh that is called "Line". The vertex positions of "Line" are used to place "Instances" or Duplicates of Icosphere object. This is really similar to Blender Dupli Objects. However, each instance is actually a real object that can have it's own behaviour. 

What actually more interesting here is the Loop Input and Invoke Sub Program nodes, and also the special  coloration of some nodes. When we started to deal with multiple objects, we will need to use Loop and Iterations.

NOTE:
In Sverchok, when we have multiple numbers/objects, we get this "Vectorization Loop" more or less invisible. That is because Sverchok very often deals with this for handling Mesh vertices and lots and lots of values. However, in AN environment, we get to see this "process" more clearly. This can be used as our advantage as you can see later on.

I will try to have a really simple example to explain this multiple objects looping and processing in next article.

I actually cannot wait to start "animating". Animating between Positions is next. I promised. If you cannot wait, you can try using one of the node below.







The networking of Blender Heads.

This post will explore a setup that can be used to create something like a Procedural Fence.

I learn this cool Sverchok technique from an example by user "Cfyzzz" at Blender Artist Forum. The Sverchok Thread below:
http://blenderartists.org/forum/showthread.php?272679-Addon-WIP-Sverchok-parametric-tool-for-architects

You can download the ready made Blend from there.

Here I am going to reconstruct and try to make sense of the setup.

SOME MAIN INGREDIENTS

  • Evaluate Line
  • Matrix Apply (Apply Matrix for Vectors)

Normal Transform VS Apply Transform

Before I start, I want to quickly refresh this topic that will be important. I mentioned before that if we modify in Vector level, it will not have Transform Matrix history.

In Sverchok, we can transform an Object using Matrix Deform and Matrix Apply nodes. The different will be clear when we bake the new Mesh.

TRANSFORM ONLY:


BAKED:


TRANSFORM + APPLY TRANSFORM:


BAKED:


You see with Matrix Apply, it is similar to using CTRL+A (Apply Transform) on an object in a normal Object Mode in Blender to freeze and zeroed out the transformation.

TWEENING / INTERPOLATING

Let create the tween setup in Blender + Sverchok. We need 3 objects minimum. 2 objects can be anything (even Empty Locators), I will use 2 Cubes. And last object is the important one that can be the "fence" object, which will tween/ghost between the 2 objects. I use Cone that will be duplicated and tweens between the 2 Cubes.

STEP 001 - Apply Matrix to Vector
In the example setup, at the beginning, we need to use Matrix Apply node to confirm the Vector at its current position. The 2 Cubes object can be anywhere in 3D space, we want to convert that into Vector information that we can track inside Sverchok.


STEP 002 - Measure Distance Between
There seems to be two ways to do that in Sverchok.


Either one is okey, pretty much the same thing. I think the later method is easier because it contained into the node and probably faster. However, later on we will also need to use the calculation for rotation. So the above method is probably better.

STEP 003 - The Formula
Next, we will use this Formula that will define the number of vertices to divide a Line. Imagine a Line to connect between the 2 Objects (Cubes).

max(x/n[0]-1,2)

The max() function there is just to ensure we never get "division by zero". If the number is actually zero, it will return 2 instead because of the max() function that will compare 2 numbers and always return highest.

LENGTH divided by the Float Value that will be our STEP value (in between steps). This number will be important to give different "tweening result".


UPDATE 20140115: ALTERNATIVE TO LINE + FORMULA 

Just use List Range, adjust STOP and DIVISIONS.


STEP 004 - Rotation Tween
Continued on, we will add this setup that will rotate the tweens object correctly.


STEP 005
This part is difficult for me to understand, but I think that is moving the line, rotate and aim the line to always pointing at the object and  bring all the data together.

Kind of like Point Constraint the Line to position of Object B, and then always aim at Object A. Something in that line.


STEP 006 - Instance the tween
Finally, bring in the tween object. Which will get duplicated in between the 2 Cubes Objects.



You should get the result like below:

You may notice the tween might be a little imbalance or not perfectly centered in either 2 Objects, that can be manually adjusted here: (STEP). Usually this number is around our (STEP value + 1).

Maybe, I need to Normalize the Vector. Just a guess.




THE BIG MAP:

You can duplicate the setup and bring in another object to create something like below.



I have to double check with  "Cfyzzz" on why the "tweens" is not quite perfect. In the mean time, that is pretty much the result for our procedural fence.


UPDATE 20140120: Thanks to LINUSY at Blender Artist Forum

http://blenderartists.org/forum/showthread.php?272679-Addon-WIP-Sverchok-parametric-tool-for-architects/page21

There is a node in Sverchok called Evaluate Line which can be used to INTERPOLATE Points Data in between 2 Vertices (or Vector DATA) that we specified. This is really handy for what we are trying to do because it simplified the network from before.

In fact, below setup is probably better in term of efficiency and result since we do not have over shoot of interpolation thing happening. However, maybe in future project, you need to use either methods. So it is always good to know many different ways to achieve the same thing.



And if you want to instance Objects, you can certainly do that.


Interestingly, it also has taken consideration of the FIRST and LAST of the original data. See if you know how to get rid of those extra bits.

Next, surely, you still need to take care the VECTOR of the instance objects created (how would you like it to be oriented, if those instances are FENCE, for example, what is the UP vector or how you like to AIM the object).

That information is already answered at Blender Artist Forum, there is an example Fence. I promise will add that information with some additional explanations.

NOTE:
I know it is still imperfect, such as the orientation of the instance Fence object. If you know how to fix it, please do let me know. Thank you!

Using Sverchok, we can finally Jazz in Blender.

MKRdezign

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