With your 6th video tutorial, the fun begins. Thanks for share your knowledge.
@matteofalduto766
4 жыл бұрын
A million times thank you. This knowledge is gold, and you are an extraordinarily noble and generous person as you share it to the benefit of the rest of the world.
@chrisprenn
4 жыл бұрын
Thank you!
@ChrisAllenMusic
4 жыл бұрын
Thank you Chris! I've been using AN for a couple of years, but I'm learning something new in every minute of these tutorials.
@LawrenceAaronLuther
3 жыл бұрын
much obliged!
@totochandelier
4 жыл бұрын
this is gold , much better than subprograms
@MrRainbowCalendar
2 жыл бұрын
It's like The Sun is rising, The solar batteries follow its path in their rotations!!! Monkey is the Sun, the tiles are solar batteries!! 🤸🎈
@qubitx64
4 жыл бұрын
killin it really thanks for this amazing series eagerly waiting for the next one.
@adrianward102
4 жыл бұрын
Thanks again. This series is a great help.
@Unleashed75
4 жыл бұрын
Will you be doing tutorials like Zach Hixson did in his AN playlist where you show a design at the end of a video and ask viewers to workout how they can do it (even post somewhere a video or picture), and then in your following video show how you done it?
@Moddance19
4 жыл бұрын
Hi awesome tutorials and i'm loving all of you content thanks you so much. My question is when you posed the question of how would i make the wave also go in the Y Orientation. Around 6:00 I copied both the math nodes and the custom falloff and put them both into a mix fallout node then plugged that back into the offset vector node. It seems to have given me the same result. Why would or should i do it the way you have so far. I'm going to try and continue my way until for some reason i can't. I'm just curious.
@chrisprenn
4 жыл бұрын
There are always many many ways to do things. While recording the videos I tend to use what a viewer should be familiar with at that point - e.g. sometimes just basic math seems to be easier to understand than unknown weird nodes that need much more explaining... donno....
@Whale_Tale
4 жыл бұрын
Great tutorials - they finally inspired me to dig my teeth in studying Animation Nodes. One question. As soon as you have plugged the euler rotation tree in the Output node, all the plane array has shifted - rotated a bit. How to make them stay in place?
@johanneszwilling
3 жыл бұрын
Thank you for those instructions! Works like presented. How would this need to be setup if both parts (tiles and monkey head) are moving toward each other? Because here the tiles are stationary and only the monkey head moves. In my file I have both parts approaching each other BUT the affected part (here tiles) only starts to show its falloff-effect when the affecting part (here monkey head) gets to the position where the affected part USED TO BE/STARTED OUT FROM. By then the affected part has already moved to a new position. It's as if AN or Blender or what ever expects the affected part to not move while the affecting part approaches and causes the falloff-effect. Any ideas?
@Lakus231
4 жыл бұрын
i want to scale down on it's x and y axis but control this deformation via the z axis so that it isn't scaling the whole model but only a part of it, preferably with a control object. how would someone do that? i basically need a squeeze effect, that i can position/move on the z axis great tutorial series btw. :)
@vfx_nov6248
4 жыл бұрын
спасибо, очень интересно
@monkmichel9477
4 жыл бұрын
I only have a very basic understanding of Houdini but it seems like animation nodes in Blender somewhat follow a similar approach with the propagation of rules through a chain of nodes. By calling them animation nodes I guess they don't think of them as a form of parametric or procedural modelling tool? Do you think they are comparable to some degree? Can you target list/groups of vertex/face numbers etc. with animation nodes and have something similar to the attribute wrangler where you create and assign attributes to different things to target parts of geometry in even finer or more complex detail? Or the channel linking in Houdini, I guess drivers are the channel linking in Blender but I'm not sure about the capabilities of both and where they differentiate exactly.
@qubitx64
4 жыл бұрын
this is the first baby step toward everything nodes . which will be very much similar to Houdini's approach towards everything from modeling to simulation etc . The new particles system is node based which is in in works currently .
@user-ll6rb2lv3s
3 жыл бұрын
Please tell me how to apply an effect such as a Bulid ?
@Andres186000
4 жыл бұрын
Do you know if there is still a way to modify the local coordinates of an object with object transform output or any other node. I want to order together a list of transforms but know that local and global transformations require opposite matrix application orders and don't want to deal with that hassle. Any help is much appreciated.
@jamesmuller3763
4 жыл бұрын
When I connect Distribute Matrices to Object Transforms Output, all of my Plane instances are still in the same location. If I select anything else in the Distribute Matrices dropdown box (i.e, Circle) they separate in various ways, but go back to the original location when I reselect Grid. Similarly, when I change to Step and increase divisions to 10, they somehow are all remaining connected, even when I increase X Distance much more than 2. Please advise; I really hate being stuck so early in a tutorial!
@chrisprenn
4 жыл бұрын
do you have the latest AN build from blender.community/c/graphicall/0hbbbc/ ?
@jamesmuller3763
4 жыл бұрын
@@chrisprenn Upon rewatching, I immediately realized how important it is to precisely follow every single step. I scaled the plane out of habit, which somehow produced my undesired result. Thank you!
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