Recreating Mograph tools in Animation nodes -03-Inheritance effector [BLENDER 2.8+]

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  • เผยแพร่เมื่อ 3 ก.พ. 2025

ความคิดเห็น • 60

  • @uzaykisi1863
    @uzaykisi1863 4 ปีที่แล้ว +4

    Your tutorials are one of the best for blender users, please make more tutorials

  • @donross7820
    @donross7820 4 ปีที่แล้ว +1

    Another superb tutorial! I would never have thought of half of those techniques! I am learning a ton from you. Thank you so much.

  • @KaironReaps
    @KaironReaps 4 ปีที่แล้ว

    Thank you! Doing a god's work here. These tuts is really a crucial information for understanding the basic principles of parametric animation.

  • @johndc7446
    @johndc7446 4 ปีที่แล้ว

    I have always been looking for some mograph style implementation tutorial in blender. Thanks man.

  • @alexanderandreev7781
    @alexanderandreev7781 4 ปีที่แล้ว

    Thank you so much for the series of recreate mograph lessons on Blender.Keep on.))

  • @shalompope
    @shalompope 4 ปีที่แล้ว

    GREAT WORK BRUV!

  • @马克粟粟
    @马克粟粟 4 ปีที่แล้ว +4

    So inspirational. I didn't even know a particle system can be applied to another object like that.

  • @CGMGZN
    @CGMGZN 4 ปีที่แล้ว

    awesome and impressive tuts! thnx alot!

  • @sakshampandit965
    @sakshampandit965 4 ปีที่แล้ว +1

    your tutorials are goldmine! please make more tuts on animation nodes

  • @fungrafik
    @fungrafik 4 ปีที่แล้ว

    I followed you because you've make a very good tutorial with C4d + Redshift that save a lot of my work :) . But I decide to stay on maxon product that for me is an amazing software. Keep it up man 👍

  • @simondaniel5497
    @simondaniel5497 4 ปีที่แล้ว

    Perfect!

  • @totochandelier
    @totochandelier 4 ปีที่แล้ว +1

    nice , i ve recently use the same system (mix matrix in a loop) to scatter mesh distributed cubes from an object to another , with random selection on the longest list. I don t know which is the more effective in terms of performance. I appreciate the examples at the end!

    • @bluefoxcreation
      @bluefoxcreation  4 ปีที่แล้ว

      If you are interested download my custom build of Animation nodes, which have Inheritance effector node written in cython. It performs faster than Matrix mix in a loop.
      Link: github.com/harisreedhar/AN_BLUEFOX

    • @totochandelier
      @totochandelier 4 ปีที่แล้ว

      @@bluefoxcreation thx, i will check that, love what u do, keep it up !

    • @genesis2303
      @genesis2303 3 ปีที่แล้ว

      In terms of pure performance best way to go is building matrix decompose it output as a mesh, and using geometry nodes just for instancing, (rotation and scale you can controll via set custom attribute node) this way you can even animate it but I think there is one limitation, you loose control over dynamic color change, other than that performance is just rocket I know what I'm saying.

  • @AdamBelis
    @AdamBelis 4 ปีที่แล้ว

    You are making me think about switching more and more

    • @hyruleorchestra4339
      @hyruleorchestra4339 4 ปีที่แล้ว +1

      wait until the physic system is solid and can handle small scale objects and big instance numbers. And wait until AN is a well implemented part of the Blender main build. It's still very buggy atm and crashes oftenly during rendering.

    • @AdamBelis
      @AdamBelis 4 ปีที่แล้ว

      @@hyruleorchestra4339 haha yeha i played wit AN little bit and this was my same experience

    • @bluefoxcreation
      @bluefoxcreation  4 ปีที่แล้ว

      I agree with @HyruleOrchestra ...AN is still not very stable for production projects

  • @philfou565
    @philfou565 4 ปีที่แล้ว

    OMG... incredible.

  • @Wampert
    @Wampert 4 ปีที่แล้ว

    YES! one of my favorites!

  • @erwinmeisel2545
    @erwinmeisel2545 4 ปีที่แล้ว

    @BlueFox: Don•t you dare to leave the C4D community behind. We need you.

  • @genesis2303
    @genesis2303 3 ปีที่แล้ว

    Is this possible to take somehow location of instances from geometry nodes instead of taking particle data? This would be so much faster than old particle system and it could allow much larger numbers of particles/instances/clones.

  • @mfastuff
    @mfastuff 3 ปีที่แล้ว

    Thank you very much for this amazing tutorial! I enjoy watching it and follow every step. Any tips on how you did the effect in the end where the text changes from "blender" to "mograph"? I understand it is an object controller falloff, but what is the setup to switch between those two partical systems?

  • @philfounarcoleptik3d679
    @philfounarcoleptik3d679 4 ปีที่แล้ว +1

    It's ok, you win my Patreon ^^ Really good job ;) i will work hard

  • @level-me7it
    @level-me7it 4 ปีที่แล้ว +1

    nice demo,
    there are few problems here and there and one limitation:
    just some tips for performance -
    since you are not dealing with rotation or scale, instead of composing matrices, you could have used vectors only, with vector mix node and object vector output node instead of matrix mix and object matrix output node. (see mix is nothing but a lerp, a(1-t)+b(t) and also remember evaluate also has vector input vector socket),
    it would be slight performance boost since here in your case number of objects are less it works fine, but with more numbers it will be create problem.
    For even better performance, very crucial step, although, it requires more nodes. Take only those indices whose strengths are greater than 0 and use 'getListElement' Node. Then finally mix only those vectors/matrices.It will create huge difference of magnitude 10 times lesser where your falloff size is small, meaning, less in number to mix.
    Limitation: it doesn't work with different number of matrices/vectors

    • @bluefoxcreation
      @bluefoxcreation  4 ปีที่แล้ว

      Thanks for the tips. Yes, Using lerp method is fast. Why i don't use that method is because most of viewers are beginners so using too many nodes may confuse them. (There is also another way using vector offset node to mix locations which has same performance as lerp equation :ibb.co/NKBqgCB ). Also using matrix mix gives advantage of rotation and scale. i could have included that in the demo.
      Your suggestion for performance is great. I do understand the theory but can u explain implementation in bit more detail or a screenshot ?
      And limitation ? That is users responsibility to give same number of matrices as input 😅 or they can fill some empty matrices with scale set to zero😑

    • @level-me7it
      @level-me7it 4 ปีที่แล้ว +1

      @@bluefoxcreation yes, I understand as a beginners seeing node setup which has more number of nodes only for optimization is kinda scary. One shouldn't try to optimize unless one has too. And yes, There are several ways of doing things. These performance tips are kind of micro-optimizations in this case which is not a good thing and sadly I have this bad habit.
      Here is a screenshot as you asked, i.imgur.com/gf69G7h.png , here I used a simple expression to avoid using loop,(also found out that boolean compare isn't properly working, one should be able to compare list with a float, as it works with float Math node)

    • @bluefoxcreation
      @bluefoxcreation  4 ปีที่แล้ว

      Thank you for the screenshot✌️✌️🤩

    • @level-me7it
      @level-me7it 4 ปีที่แล้ว

      @@bluefoxcreation 👍

  • @AlabazterAl
    @AlabazterAl 4 ปีที่แล้ว

    oh man, your effort is absolutely amazing :)
    Is it possible to porting X-Particle C4D tutorial to Blender? like what you've done (Houdini --> Blender)
    or there's still some limitation in Blender to do that?

    • @bluefoxcreation
      @bluefoxcreation  4 ปีที่แล้ว

      It should depend on what you want to create. Usually simulations are hard to do in AnimationNodes

  • @jimmac
    @jimmac 4 ปีที่แล้ว

    magic

  • @vikaskumar-lr4cn
    @vikaskumar-lr4cn 4 ปีที่แล้ว

    Please make a tutorial in which tell about perticular nodes like what is that node what that node does .

  • @trygvij1604
    @trygvij1604 4 ปีที่แล้ว

    Sick!

  • @DJNAS454
    @DJNAS454 4 ปีที่แล้ว

    I didn't know you can just plug inputs into loops like that. That is so much easier than searching what you need lol.

  • @aymanuwaida7760
    @aymanuwaida7760 4 ปีที่แล้ว

    Amazing, just a small question, after I create what I want, it is necessary to bake the animation

  •  4 ปีที่แล้ว

    Thanks for the amazing series! Exactly what I was looking for. I have just one question... I am new to AN and I can not find the Matrix List node for the subprogram. I am using the latest AN build from graphicall.org.

    •  4 ปีที่แล้ว

      Ahh, you clicked on the "New Generator Output" ... oh dear!

    • @bluefoxcreation
      @bluefoxcreation  4 ปีที่แล้ว

      👍👍👍

  • @RoN43wwq
    @RoN43wwq 4 ปีที่แล้ว +1

    possible to modify this effect with curve path?

  • @RoN43wwq
    @RoN43wwq 4 ปีที่แล้ว

    possible to create and than share list of nodes like a compounds(Softimage) and used it to another scene?

    • @bluefoxcreation
      @bluefoxcreation  4 ปีที่แล้ว

      Do you want to reuse nodes for another project ? Then you have to separate inheritance node part in another node tree and save blender file. you can append that node tree on any other project. Iam planning to make node preset of these effectors soon.

  • @vikkiarts1407
    @vikkiarts1407 4 ปีที่แล้ว +1

    What do u do for a living?

    • @bluefoxcreation
      @bluefoxcreation  4 ปีที่แล้ว +1

      Why bro? 😂

    • @vikkiarts1407
      @vikkiarts1407 4 ปีที่แล้ว

      I'm just curious, u have a good knowledge on how these tools work. U r good in maths

    • @bluefoxcreation
      @bluefoxcreation  4 ปีที่แล้ว +1

      @@vikkiarts1407 iam not good at math bro...iam a CS student so the node concepts are bit familiar...are you tamil?

    • @vikkiarts1407
      @vikkiarts1407 4 ปีที่แล้ว

      @@bluefoxcreation yea... U too right? And I'm a CS student too

    • @bombardier0543
      @bombardier0543 4 ปีที่แล้ว +1

      Wait y'all are CS students too?

  • @jeremy3ddave422
    @jeremy3ddave422 4 ปีที่แล้ว +2

    you're de man goodbye c4d