This is inspiring! Please, I know you might feel "bad" that you only get a few thousand views, but what you do is in my opinion so much better than most blender tutorials which still focuses on covering basics and not dig deeper down. Thank you for this
Well, I will slowly but surely keep making "traditional" tutorials, but It's very clear that the Animation nodes tutorials are vastly more popular. So my question to you: What should I make in AN now?
I definitely have large-scale destruction in back of my mind, but I really don't want to go back to 2.79 and there are no fracture tools in 2.80 yet. I'm using Cinema4D for quick fracturing now and I don't think it would fly in the tutorial.
Yoo.. just discovered this channel and... wow that's finally some advanced and serious tutorial of the potential of blender. That said, I would personally like to find a tutorial about the basics of animation node and how to combine them. Keep it up, this channel is going to explode in blender community
I try to copy your tutorial step by step but my scale keeps ending up either curling around its centre or completely deforming when i add bend Also how do you rotate from the centre just by pressing r????
Thanks a lot for your tutorial. Content like this, which is going into technical detail, is really hard to find. Especially when it comes to wiring nodes. I'd love to see more of that kind
I just downloaded 2.8 and started to play with it. Your tutorial is amazing and so over my head, it's not even funny. But I least I get the impression that migrating from Autodesk products (Maya and Max) will be an exciting adventure considering the power that Blender 2.8 offers. Thanks for your efforts.
awesome tut. we need more of this .. but why scale is not rendered as we see in viewport i.e NOT ALL are rendered even when i increase subdivision surface resolution
Amazing tutorial mate. You've earned yourself a new subscriber. How did you go about learning AN? I've been trying to learn it myself, but I've found the documentation and online tutorials to be a bit vague. Was wondering if you could recommend where I can keep learning? (Aside from your own channel of course!)
Thanks. It's maybe a little deceiving in the video, but I actually don't know that much about AN. As I've said in this very tutorial: If you know about attribute input and output nodes, you are good to go. Everything else is just trial and error. The AN documentation is actually pretty good and I go there often for answers. If I can recommend something: Learn everything you can about drivers in Blender. And then, when you find out that one expression is just not enough, the AN will just make sense. Also, don't learn all AN, learn just the nodes you need at the moment. Slowly, but surely, you will know everything you need.
Haha, well you're doing a good job of 'faking it' then. You seem to have a solid understanding of what each node does. I'm still getting confused by what does what and what I need to plug into where to achieve my goals. I'll keep plugging away at the AN documentation. It's really helpful that it usually has an example at the bottom...but I could definitely do with two or three examples to really understand things.
Try out this guy. I am also currently watching and repeating his tutorial Series at every chance I get. He starts you you off from Zero. ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-_7ZaA_Zi1UI.html
Tip: if u have node wrangler then u can select a principled bsdf node and press ctrl+shift+t, it will prompt u too select inages and based on the names of the images it will make a pbr node setup, similar to the one u did, but u will have to make some changes.
Thank you sooo much for this comment. This will definitely be my favourite thing for a while :D I've also found out, that if I hold alt, I can change the projection form flat to the cube at all the textures at once.
Hello, I enjoyed your tutorial. I'd like to try this tutorial in a higher version of 4.0. There are tools that are invisible in nodes in version 4.0, how can I apply them?
good video but sometimes too fast. you do not explain what each of the functions do it is just "than do this and than do this" and How do you get the Nodes pop up window?
Hello, this was an amazing tutorial. Help me to understand AN better. Thanks a lot. Bravo. Just one question, please: No way that the sphere material change when I move the empty arrow, no way. It should be pretty simple, no the first time I use group nodes in material but still no chance to make that texture change. Maybe you know what i could do wrong. Thank you again
My guess: data on the object is messed up, try using ctrl + a. This is very hard to tell without giving the project out so everyone else can see it by themselves!
Just one question: how did you manage to get the even pattern on suzanne? If I just take the node setup on a subdivided suzanne its not really even (obv because the faces are not evenly distributed). What did you do to get it that way? I'm pretty sure my node setup is the same as yours. :) And of course - thanks a lot for your tutorial and great work!
Hey! loved this video and tutorial, thanks so much!! im trying to do this technic on a animated (bvh) rigged charcter. i got as far as hooking up the empty to the rotation and scale, and i ran into two problems. first is that the scales are oriented on the normals of the charcter, i was wondering how i can get the scales to always be "looking" at the direction of the empty or at least be locked to the vectors but not chane as the charcter moves through space. from what i understand the number of vectors dont change with an animated rig, just the position of them, so im assuming theres a way to get them to"stay". and secondly, my empty trigger doesnt seem to be working, i tried hooking uo the AN tree to a suzzane to se if it was something to do with the animiated charcter, but it didnt work with suzzane eaither... aweosme stuff and good pace!
Instead of plug each image one by one in principle shader, you can use Node Wrangler that provides a button to select a group of images and plug them to the right Principle input 😉
Hi! Thanks for this tutorial. I have one question, if I wanted to add some random movement, like turbulent movement, to the scales while they are rotating, what would I have to do? Thanks :D
aaaaaand you should try to use a coloramplike node too (sorry, this is my first animation node video), but you should be able to do something with both nodes working together.
Help, all animation nodes objects are invisible (blender 2.93/blender 4.0/blender 4.1) Edit: plug object transforms output into object visibility output and toggle hide viewport. hide render toggle crashes on render for me :/
I followed the tutorial and was able to render a full animation of the scales changing the material of a simple subdivided cube. But when I close out of Blender and re-open it, the effect no longer works. The node system is still in place and nothing looks to be changed. The material still changes when the empty passes over the object, but the scale effect doesn't appear. Is there a way to fix this? I feel like it has to be something I'm doing on my end. Otherwise, this isn't a very useful tool if you have go from starter cube to finished animation in one sitting without closing the program or risk losing all your work.
Answered my own question. When I restart, for some reason the Auto Execution function in the Animation Node editor is disabled. I opened the node editor toolbar, re-enabled Auto Execution and clicked Execute Node Tree and the scales reappeared.
Hi. Great Tech. But updating Subdivisions to 3/4 slow down my computer. But I noticed only 20% usage of CPU, 10% usage of Ram, and GPU Fans are stoped.Any idea why? While rendering Blender dosent USE GPU (fan stop, cold backplate), and CPU 15% :D I checked cycles/GPU.
This tutorial is amazing, thank you! I need something similar but in stead of 1 "scale" for instances I need a couple of different "scales". Is it possible to use collections for this? Please advice!
The Z coordinate tells how far from the empty on the Z axis (local) is the pixel. So if the part of the mesh is below the empty (Z is less than zero), it will be completely the first material. If the part is further up than 1, it will be the second material. Everything between is a mix of the two.