Ideation, Creation & Everything In Between
The next stage into the tutorial showed me how to animate the assets I did this through using the following steps. The first was to create a group in the network view in order to organise some of the nodes. Now that the group is created I need to rename it in order to keep a good arrangement of the nodes and so that I can make sense of things later on it could also be useful if a colleague was working on this scene so that they can understand what I have been doing.
I now select the task of this node here in the operation selection were I tell the node only the group by range. In the next stage I am required to create another blast node which is done by using the tab menu simply pressing tab and typing in blast I can then place the node onto the network view and drag it into the correct position.
This is the blast node I must now link it to the group node I have created previously this is done by telling the group type to be hide_points and it will only group by range. This is like the calling method in coding when and operation is created I am able to call previous code/methods in order to carry out a task.
Here you can see the network view of the new nodes I have created I had to write a new expression in the start/end tool $F*25 this is the speed that the simulation will play at using $F but the *25 changes the play rate to 25 fps.Another operation I am able to carry out using nodes is the sort node I can create it by using the tab menu and typing in sort, I am then allowed to place the node in the network view in the relevant location. I can also select which other nodes I would like to sort by highlighting them before creating the sort node.
This is a view of my geometry (Utah teapot) through points this is because I am now going to sort out how this simulation will animate by which way I set the points. The point sort to the right hand side of this screenshot is where I control this I can either sort the points with no change or along the vector I will include examples in my next post.A new switch is created in the network view using tab menu and typing in switch and placing it on the network view. I am then able to control the input of the switch by using the input operators at the right hand side in the switch2 properties. I am able to pull in the relevant nodes that I want to switch between in this case it is the color1 node and the blast2 node I can also arrange which one of these selections will appear first. The animation that will appear in this simulation will be the building up of the utah teapot using the little blocks I have created. It is like a time lapse of the creation of the teapot in lego form. In order to be able to control how the scene is animated from the UI or Brickify tool I have to open the operator type properties window again and drag in another separator this is good practice as in the UI view it shows a line between options to make the UI a little more user friendly.
The next step is to pull in a toggle option this means that I can literally toggle between whether the simulation will animate or not this is called animate_bricks and I can toggle between animating the bricks or having a static scene it is totally up to me.
The above screenshot is a preview of what the UI (Brickify tool) now looks like with an option to change the colour values or toggle the animation on and off.