In this tutorial, we delve into the Animation Nodes add-on in Blender, demonstrating how to manipulate object transform data to create a simple building animation.
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Description
We begin by guiding you through the process of downloading and installing the latest release of Blender and the Animation Nodes add-on. We also enable the Node Wrangler add-on for extra functionality in the node editor.
Next, we set up a new editor layout with a 3D view, Animation Nodes editor, and a timeline. We clear the default scene and import an FBX file of a building model, ensuring that all modifiers are applied, non-uniform transforms are cleared, and the origins are set at geometry. We also ensure that each object we want to modify with Animation Nodes is in its own collection.
We then create a new node tree and set up a transform ID key for the building. We use the Collection Info node to get all the objects inside the building collection and the Object ID Key node to get the stored transform properties. We use the Object Matrix Output node to move all the building parts back to the world origin and the Offset Matrix node to control the object's positions.
We use a Delay Falloff node and a Time Info node to control the animation with changes on the timeline. We add an Invert node to reverse the direction of the building translation. We also adjust the scale fields to make the building begin small and increase in size as it gets into position.
Finally, we create separate node trees for the base and the front of the building and add the corresponding objects to new collections. We adjust the direction of the base and the front to come in from the back and the front, respectively.
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