Blender Objects In Animation Nodes


The following is a list of all prerequisites in order to make the most out of the following tutorial.

Objects are the building blocks of every scene, the creation and duplication of such objects can be automated using Animation Nodes, to make the most out of these automations, we have to study blender's objects, and that's what we will be doing in this tutorial.

The following section explains the object-data in blender in general, so if you already know how this works, feel free to skip to the Animation Nodes section.

What is a Blender Object?

An object in blender is a container, this container have some properties that are shared between all objects like location, rotation, scale, visibility, pass index and many more.

The container also carry some data called Object Data, this data can be:

When you are in object mode, anything you edit changes the object properties and not their data, as soon as you enter the edit mode, you are now editing the object data and not the objects themselves. So if multiple objects share the same data block, changes to one of them are reflected on all others.

Example 1

Example 1

I added new object of type Mesh, a mesh data called Cube was created and it include the vertices, edges and polygons of a cube. I then duplicated the cube one time (using Shift + D), a new Mesh object was created and its mesh data became a copy of the original mesh data called Cube.001. Changes to the data of one of the objects aren’t reflected to the other.

Example 2

Example 2

I added new object of type Mesh, a mesh data called Cube was created and it include the vertices, edges and polygons of a cube. I then linked duplicated the cube one time (using Alt + D), the new object now contains the same mesh data of the original object and thus changes to the data of one of the objects are reflected to the other object. Notice that the mesh data Cube has 2 users now (2 objects that are using it), you see the number of users beside the name of the mesh data.

Objects In Animation Nodes

There is a single node that can create objects in Animation Nodes and that node is the Object Instancer Node.

Run blender because I want you to try couple of stuff with me. First thing to do is to add an object instancer and disable Copy From Source option. The node now lets you choose the type and number of the objects that you want to create.

Object Instancer

I will be creating 5 objects of type Mesh, as soon as I execute the node tree, 5 objects will be created and you can see them under the Animation Nodes Object Container which is an empty that is parent to all objects created in Animation Nodes. This parent help AN keep track of and manage objects created in it’s node trees. You will also notice that the mesh data of those objects are just empty meshes, and they are waiting for us to fill them with some data.

Instancer Example 1

There is a node in Animation Nodes that does exactly what we want, it is the Mesh Object Output Node and it simply write the given mesh data to the existing mesh data in the object. So we can do something like that to write the data of an icosphere to all of our 5 objects.

Instancer Example 2

The Mesh Object Output Node can also edit only one component of the mesh data, for instance, if I am only chaging the vertices locations, then I don’t need to write polygons and edge info and thus I can use the Vertices Only option:

Instancer Example 3

Alternatively, we could approach the above problem by chaging the mesh data block of each of the newly created objects to an existing one. This can be achieved using the Copy Object Data Node, the node simply assign the mesh data of the from object to the to object. Notice that the number of users is now 6 because we have 5 object using it plus the original owner.

Instancer Example 4

The above example is actually what the Object Instancer node do when the Copy From Source option is enabled. And it is also similar to Linked Duplication in blender.

Instancer Example 5

If you want to copy the transfroms, modifiers and constraints of the objects as well, you can enable the Copy Full Object option.


Notice that particles systems and physis data are actually modifiers so they are copied as well if Copy Full Object is enabled.

If you want to copy the mesh data instead of using it directly you can enable Deep Copy option.


Example 1a

We sample the locations of the alive particles, then we instance an icosphere and place the instances inplace of the particles. But this is boring, lets do something more exiting.


Example 2a

In this example we used a group of objects containing suzanne, cylinder and an icosphere to create a bigger list of objects that contain the previously mentioned objects in random order and amounts. We then used this list as our from object in copying the mesh data. Resulting in random object per particle.


There is a much more efficient way to do the last two examples but we won't conver them in thus post.


Example 3a

Of course other type of objects can be used like texts which we can edit their data using the Text Object Output node. I encourage you to try the Curve Object Output node as well using curve objects.


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