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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.


Here is the continuation of Snippets Series for Sverchok Add-On.

Thanks to Zeffii, Linus and Nikitron, we are getting more nodes and lots of hidden improvements. Such as the usage of NUMPY in Sverchok code that can give performance boost and more.

Blender is also expecting improvement in NURBS Modeling that will probably give a boost of usability of Sverchok, which can be more support for NURBS creation.

Lots of new nodes, All for Glory of Curves and Surfaves. Still simple nodes, but nice addition to the family.

Get Group by Name and Get Vertex Groups DATA

  • NEW Objects In (added since 20140602)
  • List Item 
The new Objects In node understand GROUP (if we specify the name and press GET), and further more we can also get the Vertex Groups DATA if we check the "Vertex Groups" option.


Vers_grouped OUT SOCKET gives us the List of Vertex Number from the Vertex Group. So we could actually use List Item NODE to get those vertices. In Python, this is equivalent to getting item inside a list using its index number.



  • List Item for EDGE DATA
  • List Item for VERTEX DATA
  • Formula2
Below, we are loading Group Item specifically by its index value using Formula2 node.



UPDATE:

Check out NIKITRON more advanced example with VERTEX GROUP, there is BLEND in the commend below.

Preview:



Get Nurbs Surface and Curve DATA

Yes! NURBS object is now respected and can be loaded into Sverchok! We don't have option for resampling (yet), but one just need to be patient and keep hoping.

I have almost totally ignored the NURBS Curve and Surface functionality in Blender. Well, actually I like the Curve Object in Blender. I have mentioned it in the past. That's because Curve can do this:


NOTE: 
Sverchok Get Curve does not seem to load the Curve Object DATA fully. Such as this conversion as extrude is not yet working. So there are limitations. But Curve => Poly Edge is working already for now.

ZEFFI UPDATE:
Curve Object Extrude is now respected as Mesh inside Sverchok via Object In!



TIPS: Don't forget we can use Grease Pencil => Curve, and then get the Curve into Sverchok. Sverchok Get Curve is good for Curve Edges, for now.

If you use Grease often, you might want to have Smooth Stroke and Simplify Stroke to be ON from Blender User Preferences:





NURBS LOFTING IN SVERCHOK


  • List Flip
  • Interpolation (Cubic) (NEW)
  • Line Connect

This snippet is really from Nikitron, this is how you can do LOFTING in Blender!

NURBS CURVES => SVERCHOK => LOFTED MESH

Very exciting and useful. In one side, we can see what is going on in creating such Mesh. Then, apart from obvious practical usage, side, we really have additional Parametric control over the resulting mesh.


UPDATED NODE:




Making Procedural Fence, Bridge, Road, Train Tracks is actually a lot easier now to think about it!

"Perlin Noise Vase" (2014) --- we all need 3D printing!

INSTANT RETOPOLOGY!



Nikita supplied this example of INTERPOLATION:


FROM TEXT OBJECT, GET THE OUTLINE ONLY

  • Bisect

PROBLEM:
When we use (LIVE) Text Object into Sverchok, we are getting a triangulated mesh (this is very old school). Normally we want to have a cleaner N-Gon Faces.


SOLUTION:
There are probably plenty of solutions. But Zeffii gave a solution like this: Extrude the Text Object twice, and get the middle part. Nikita also help with this by using Bisect node. Supposedly we can get a nicer N-Gon type of Text.

Currently the result is not 100% perfect, as it does not work with Letter that is made up of Compound. Well, pretty close for now. 


Having a LIVE Text Object, means we can easily change the INPUT by editing the Text.

Then, we can further do something with it like Wiggle Text Outline:


And then Skin Modifier.


You can also "cleaning up" Text Object Mesh this way using Remesh Modifier:

Polygons can't have gaps in BMesh. So if an Ngon face has a gap, it's always split somewhere.


For now, we have to settle this "issue" using Text Object => Curve conversion => Sverchok => Mesh. Less immediate result, and one manual step, but I think it was not too bad.

The "issue" is not with Sverchok, but with Blender Text Object that is still using the old school way of Mesh Conversion and giving Triangulated result, instead of clean N-Gon mesh.

REQUEST:
Dear Blender Developer, can we make it so that when Text => Mesh, it does not get triangulated? Maybe something that is more planar or remesh style. Thank you.

Wishlist is to be able to have something like this:

Snapshot from Maya Text.

MKRdezign

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