Still works. Very direct, maybe now with newer versions there is a more elegant way, but this does what I need - get mograph animation to an FBX - everytime. Thank you!
@@AllWormedUp I'm using an older version of Blender in this video. I Alt+Click to disconnect the new node, then Shift+Click to insert it between two other nodes. The 4.3 version does this automatically. It's a huge time saver.
@@ilirbeqiri Looking at the final shape of the torus knot, it's curved along all axes like a circle extruded along a torus knot. I'm looking to maintain the curve along the x and y axes but flat on the z. It's like the difference between what now is a tube and turning it into a tire.
@@JamieGuzik that’s exactly what it is, a circle extruded along a torus knot. If you want another profile shape, feed a custom profile to the Curve To Mesh node at the end.
Nah, you've earned a sub, I've been looking for this for so long. Interestingly, I was lead here because of a pretty non-sensical answer from ChatGPT. Thank you!
This is awesome but I am stuck at 16:50. The box sized are correct but they're all stacked on top of each other on line 01. The anchor point grouping is set to lines but still doesn't work. Do you have any idea?
@@notimportantstudio thank you! That’s because I never really set my Patreon page up. I didn’t have the courage to charge a monthly fee to people willing to learn. In some cases, i share a final scene on Gumroad, so anyone willing to tip me can do so. Seems more fair this way.
thanks a lot for the tutorial. I have a question. at 7:36 min. how do you know the collapsing movement of the indexes/vertices are going the other way around? what's the key principle i don't grasp here?
Greetings. This is great and very useful. I was just wondering if it would work with the Text object primitive since it should be curves as well? Strangely enough this node setup says "unsupported type: Mesh" when I feed it via Group Input. I would like to use the text settings per object, change the font and such - something that the String To Curves node doesn't provide. It's unfortunate that I have to create redundant node setups just to change the font...
@@teher1k this should work with the Text object as well. But in its default form the Text object geometry comes in as mesh (same as when you fill a closed curve). Instead set the fill mode to none (in the text object settings). This brings in the text as curves, which you can then feed to the nodes explained in this video. You can easily fill the letters in geometry nodes if you wish.
This is great. I added a mesh using this system but when i animate the length to 1.000 in the factor it the mesh disappears instead of just being untrimmed. Any tips to fix this?
Thank you so much for making this! I noticed a small bug whenever a new place to the left of the decimal was to be added When initially calculating the length of the "string" there's this sequence: Add → Logarithm → Ceil → Add As it is there, one issue I ran into was needing to truncate the value before it hits the first Add function. Otherwise the Ceil function willl round up one and send that extra digit to the counter. Just before a new place is added, this causes some ""padding" to temporarily present e.g. 9.1 → 09.2 → 09.nnn ...etc → 10 or 999.1 → 0999.2 → 0999.nnn, ...etc → 1000 So the ending sequence turned into: Truncate → Add → Logarithm → Ceil → Add Thanks for the video!
Are you a magician of some sort ? How do you manage figure out such complex node setups ? I am not able to comprehend even when it is shown step by step !
thanks a lot man! let me ask something, i spend some hours trying by myself to do it but i couldnt figure out, is there a way to sample the vectors from one geometry and use another geometry points to display that data?
hi Ilir.. i looove ur tutorials and ur creativity.. but its too complicated for me.. the question is can u provide us with beginner tutorials so we can be as efficient as you..for example i dont know what is the domain size nor the attributes etc... ur designs are the talent that i need
Thank you Ilir! I have a question: Can you explain a bit of why the x-vertices subtracted from the point count gives you the correct edge index @2:32 ? To me, it makes more sense to subtract from the total edge count.
It's because of the order used to generate the points on a grid. It's one of those things that you discover by accident, have a general notion of why it happens, but miss the right words to explain in a way that makes sense. You only have to subtract the x-vertices in the case of an open surface, like the mesh grid. In case of a closed surface, like a torus this is not necessary.
@@ilirbeqiri Thank you for your reply! I will experiment more with this and try to build my intuition. I think my main confusion is that the point-count value is 640, and the X-vertex count is 10, so what is the usefulness of 640-10=630? Either way, I appreciate learning different ways of approaching problems from you!
@@XYZandRGB Well, if you generate a grid and feed an index field into the viewer node, by default you can preview the point indices on the viewport. Switch the view mode to edges and you will preview the edge indices instead. Toggle the mode back and forth and you will notice that the developers ordered them in columns. Let’s say our grid is 10 by 10. The first column point is 0 and the last one is 9. If you switch the viewer mode to edges, you will notice the that the edges are also laid out in columns. The first column edge is 0 and the last is 8 (one less than points). When all the columns points are connected with edges, only then will Blender start connecting the rows. Each column has one less edge than points. So the sum of all vertical edges is equal to the total number of points minus one row of points (one point less per column). The vertical edges are only half of the total edges. So there are almost twice as many edges as there are points. You get me? We don’t have to do extra calculations for the other edges though, the Separate Geometry node will automatically return us the rest of the edges, the horizontal ones. Does all this make sense? PS: Thank you for forcing me to wrap it up in words. 😉
@@ilirbeqiri I'm starting to understand. This is a difficult topic to try and explain over text, but I appreciate your effort. I didn't realize the separate geometry node worked like that!
Wow! That looks truly creative! Thank you so much! (I have a question, too: I want to make stripes for colors - ex. alternating a yellow stripe and a green stripe - and no characters. How would I be creative in that direction?) Thank you for all the inspiration!
Thats a great idea. You can store the profile factor value before the Curve to Mesh step as a named point attribute 4:25 , which you can call from the shader editor and there send it through a color ramp node to color the segment exactly how you want.
@@ilirbeqiri , oh, thank you! (not sure I can do that as quickly as you - but will try!) This "coding" (for somebody who learned coding in Fortran.... JavaScript etc.) is still a bit strange to me, but I will get it sooner or later.... Thank you!
@@emanakukursawe6039 I didn't do this scene in 16 minutes either. But if you're familiar with traditional coding, I'm sure you'll be able to translate your knowledge without much trouble.
This tutorial worked out great, thank you so much. I ran into one challenge at around 7:22 into the video for a node used called Rotate Euler. This node has been deprecated for Blender 4.1+, but I still used it anyways. I tried to use the suggested replacement called "Rotate Rotation", but not certain it will match results.