The first node is the “Object World Transforms” Node, see below:
It has the following input:
- Object (Object)
It has the following outputs:
- Object (Object)
- W-Location (Vector)
- W-Rotation (Euler/Quaternion)
- W- Scale (Vector)
Its use is to show the true location, rotation and scale of an object that has been parented to another, even a bone, and is not at it’s original transforms. So the parent object may have been moved and the target object will show in the UI the original transforms, this node shows the actual transforms in World Space. You should be able to see this in the image above, where the transforms for the Torus do not match what the node is saying. I use the node if I want to know where an object has ended up after a movement caused by a bone, or similar.
There are also two Copy .. With .. Nodes in the set. These will work with any object and use a target and source object. The transforms of the source are used to affect the transforms of the target. Here are the two nodes:
The “Copy Location With Offset” Node has the following inputs:
- Use X (Checkbox)
- Use Y (Checkbox)
- Use Z (Checkbox)
- Source Object (Object)
- Target Object (Object)
- Location (Vector)
The target object will be affected by either values typed into the boxes, or by an incoming vector for each axis that has the checkbox activated.
The “Copy Rotation With Offset” Node has the following inputs:
- Use W (Checkbox)
- Use X (Checkbox)
- Use Y (Checkbox)
- Use Z (Checkbox)
- Source Object (Object)
- Target Object (Object)
- Rotation (Euler)
- Rotation (Quaternion)
The target object will be affected by either values typed into the boxes, or by an incoming euler/quaternion for each axis that has the checkbox activated. The user should connect, or set, the rotation boxes appropriate to the object’s rotation mode. Finding the objects rotation mode shouldn’t be to difficult for the average Blender user, he said more in hope than expectation.
If you had bothered to read the AN Docs….. no don’t tempt me, you would know that the Copy Location With Offset code is in those docs, so credit must go to Jacques, the Copy Rotation With Offset, is just my alterations to the previous node so it rotates rather than moves. I didn’t do one for scales, because I could not see any possible use for it.
The new node “Object Speed & Acceleration” (27 Feb 2018), looks like this in use:
It has the following inputs:
- Metric Units (Boolean)
- Decimal Places (Integer)
- Current (Float)
- Frame – 1 (Float)
- Frame – 2 (Float)
The node has the following outputs:
- Speed units/sec (Float)
- Acceleration units/sec/sec (Float)
- Acceleration G (Float)
So you can see I feed the node with the current position of an object and where it was one and two frames ago, these I use to calculate two speeds, based upon the blend files Frame Rate. From these two speeds I calculate the acceleration and also express it as a factor of the Earth’s gravitational constant – e.g. 2.4g – all of the values are trimmed to the number of decimals as defined by the Decimal Places input. The node can be used to calculate rotational speeds and accelerations as well.
Below is a render of the output from the node shown as text objects parented to the camera:
This is the complete node tree for the image above:
Video of the animation:
This video is not intended to win any awards at Cannes, just show the node working. 😛
NOT FINISHED YET 😛