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License: Other
Node based visual scripting system designed for motion graphics in Blender.
License: Other
A humble idea: We can consider Debug node similar to what Viewer node does in Compositing editor. So how about adding the quick shortcut for it so that we can quickly connect it to any output sockets within 1 sec? I mean, in Compositing editor, we can simply add / link a Viewer node to another node by holding Shift Ctrl then clicking. Probably Animation Nodes can do such magic? :P
It seems these two nodes got little difference on function, they can both control attributes in or out of modifier attributes. Maybe we should abandon one of them and just call it Attribute Output?
Make nodes inputs and outputs more clearly differentiable with their color coding, also probably could add a color reference in their add menu.
I propose that you add prefix to all class names since for example FloatInputNode
is a very generic name and all class in blender are registered in flat namespace in bpy.types
.
Changing breaks existing node trees but better sooner than later.
Hi Jacques, thank you so much for developing such a great and powerful tool! I really love to play with it and show people how wonderful the works can be done with it.
Here I noticed the modifier outpout node has been changed to a more readable way for uses to input by typing. It's cool for sure. However I just feel that the old design can also be effective, since we can simply copy and paste datapath into the field, no need to type anything else. But I think both will work fine for different people.
So I suppose maybe it will be better to make a toggle there so that we can choose which way uses perfer to use? Or, just add the old datapath field (you also call it Attribute before), so when it contains any texts in it, the node will automatically make the other way turns gray. Just a humble thought though. FYI.
Hi, since I got used to add nodes by searching, I think this would be a much quicker way to add nodes (for me at least :P). However, just found it didn't work well with the recent changes.
You can see from the screenshot, I can hardly tell which "Animate" or "Math" is the one I really want. So I think unique names for them will be helpful here?
When adding objects from selection, it seems that there is not yet a filter to ignore those items that are already in the list, something like this:
I\m not sure if it will cause performance reduction, it just can mess up the list easily. And, I guess a "Remove All" or "Clear List" button will also be great.
BTW, You can see from the image above, I've also tried removing line "row.scale_y" for icons (not pulled though). I'm not sure why that was set to 1.3 by default (to avoid misclick?), I think its OK to set it back to 1 and things look more algned than before, isn't it?
It would be nice for Loop node to have the + button, as well, which is a quicker way to add a new Loop Start node conveniently. Just like what the one on Loop Objects node does. ๐ธ
maybe only set the properties that are connected
It seems that the unconnected nodetrees (those already in the nodetree list) will influence the performance with the current one?
I found that the more and complicated nodetrees I created, the slower operation responses I got.
To test it, just simply duplidate the current nodetrees several tiimes. And then link or unlink any noodles in the connected one.
should be possible to change the mesh for individual objects
setting viewport color maybe..
While in other area of Blender UI, we can toggle multiple things by dragging over adjacent items (such as toggling the visibility of many objects in Outliner), but the experience seems doesn't work farely well with nodes like "Transforms Output" or "Copy Transforms", which are with many toggles, that are ususally needed to be toggled by the internal quick toggling way.
EDIT:
Toggling in N panel would get better a bit, but still failed sometimes, occasionally.
import bpy
def node_111_Function(output_111):
global nodes
node_112 = nodes['Debug.001']
output_112 = node_112.execute({ 'Data' : output_111['Objects'] })
def node_108_Function(output_108):
global nodes
node_109 = nodes['Sub-Program.001']
input_109 = { 'Amount' : node_109.inputs['Amount'].getValue(), 'Objects' : output_108['Objects'] }
for i in range(input_109['Amount']):
input_109['Index'] = i
node_111_Function(input_109)
output_109 = input_109
node_110 = nodes['Debug']
output_110 = node_110.execute({ 'Data' : output_109['Objects'] })
nodes = bpy.data.node_groups['NodeTree'].nodes
node_105 = nodes['Object List']
output_105 = node_105.execute({ })
node_106 = nodes['Sub-Program']
input_106 = { 'Amount' : node_106.inputs['Amount'].getValue(), 'Objects' : output_105['Objects'] }
for i in range(input_106['Amount']):
input_106['Index'] = i
node_108_Function(input_106)
output_106 = input_106
node_107 = nodes['Debug.002']
output_107 = node_107.execute({ 'Data' : output_106['Objects'] })
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