Closed dapa5900 closed 3 years ago
@dapa5900 Glad to see you found Animation Nodes useful. :)
@OmarEmaraDev
Instance Copy: In Fusion you can copy and paste an instance of any node so whatever you change on either one of the nodes will also be reflected on the other instances. As you can see from the example below this works in both directions (parent to child and child to parent). You can also de-instance properties manually in case you would like to have some things connected across multiple nodes and some things not. This a a cool concept by itself and could be a feature for AN as well for all of the nodes. Of course this doesn't solve the wire problem in case the node needs some data input as you still would need to connect the previous nodes directly into the instance. But it could already help with Input nodes for example (like using instances of one float input on multiple places in the tree).
Wireless Link: This one is basically fully copying that status up until this point of the flow what has been defined as a source. So in the example we have an image that gets defocused afterwards. By dragging the defocus node into the source field of the wireless link we get the same result in both nodes and would have also the option here to go further from this status now as the wireless link also has it's own output.
4.Cool. Should I add a new ticket for this?
Thank you!
@dapa5900
@OmarEmaraDev
3. It is nice to see that in practice in other software. But I am not completely sure how they handle all cases. Suppose there are two execution units (Two unconnected networks in the node tree), one of them exports the wireless link A and imports wireless link B, the other exports A and imports B. In this case, we essentially have a dead lock. How does Fusion handle that?
Omar, if we share the pointer of the parent node (or its socket) in the instance node then I think it may be possible, isn't it? or a similar concept can be added like we have for group/loop node.
@3DSinghVFX Sure, it should be possible. But you are trying to implicitly connect to execution units, introducing lots of complications on the way, like the ones I just mentioned.
@3DSinghVFX Sure, it should be possible. But you are trying to implicitly connect to execution units, introducing lots of complications on the way, like the ones I just mentioned.
Okay. In case of two execution units problem, I think we can limit this to only one or single node-tree.
@OmarEmaraDev
Cinema4D also has this as an object, please see here the manual for reference: https://help.maxon.net/c4d/en-us/#html/OMOGRAPH_FRACTURE.html?TocPath=MoGraph%257CAdditional%2520Objects%257CFracture%2520Object%257C_____0
Strangely enough I can't find any tutorial really showcasing how this works and I myself don't have access to C4D anymore. Only this videos shows the basic workflow: https://youtu.be/6w3nxsR7de8?t=103
What this guy is presenting is already possible with prepare and/or separate polygons to transform individual polygons. Unfortunately he doesn't show the workflow how it would work if the object would consist of multiple parts (like 3 spheres for example) because if you would select "Explode Segments & Connect" these three parts would be treated as separate objects basically and could be transformed individually (while still only being one object in the outliner).
Hope this helps?
Thanks!
@OmarEmaraDev
I just found a tutorial that is showing how this works: https://youtu.be/vUPPpxCqP7I
You can't see it in the video but the bike is actually only one object.
This video is also showing the workflow how this object is working with multiple already existing objects and their respective transforms in a scene. So basically if you group all objects under this object is similar to how in AN you would manually set id keys for the initial transforms in order to be able to manipulate the matrices of these objects via matrix offsets and falloffs etc. So maybe having a node similar to this object could also simplify the transformation id key workflow a bit. You could for example feed a list of objects into this node and it extracts the current matrices of each object automatically and exposes these for further processing...
@dapa5900 I get what you want to do. It seems the first step would be to get #1578 done regardless.
The release is done, we are just writing documentation and release notes. Hopefully this should be done in a week. We don't really organize things in a road map. We do a release every year, aligning with an LTS release, everything that goes in that period will be in the release.
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Hi @OmarEmaraDev
Having now worked on a couple of projects I have to say I'm really impressed with what you can achieve with Animation Nodes, so first of all thank you a lot for developing this amazing piece of software!
However I do have also a couple proposals for some usability/quality of life improvements that I would like to collect here:
These are the things that came up to my mind now, maybe I will have more proposals in the future. All of them are of course nice to have so if there should be technical concerns or limitations that I'm not aware of it's also not a problem. Please let me know, if you need more input from me ... :-)
Thanks!