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Are Node Presets Available in AN? #1309
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You can use subprograms as presets described here. Is this what you are looking for? |
No as that involves appending a Blender file and that gets very wonky if you have a large number of presets. It also appears you have to creates a subprogam within the tree which is an extra step. In Sverchok, after one creates a node tree it simply can be saved as a preset in the N-Panel, with the option to manage the presets (categorize, add, delete, etc). To invoke the preset on just needs to click and drag. |
There were some efforts around providing support for templates in AN, but non was completed. I guess we can start working on that again. But we will have to make some design decisions first. |
I agree with the proposal, but I want to add some notes. |
Thanks for your efforts in developing. |
@OiledEluer @Gerstmann-Bradley It would be helpful if you can aid with the design of the task first. In particular, what do you think should happen when nodes reference Blender IDs? For instance, an Object Input node can reference an Object in the scene. When importing the template, it is probable that the object will not exist in the scene, so should the node reference nothing in this case? |
Ok, thanks @OiledEluer ! We will finish the tasks at hand and get to this. |
Great. Would also be very useful with this addition is a pure "note" node that could be attached to the tree that is imported. By that I mean something that is akin to a sticky note where one can simply add text to a node that displays text, with no inputs or outputs. For example, in the the example in the tree above a "node note" would display "add text object". Annotations are problematic especially as one moves the node tree around. If there is a way to do this in AN already I have not figured out. I do recall some mention of this feature along the way but cant find the reference. |
Blender already provide such note system using frames. So we can just support those. |
Some notes/thinking about presetting/possible designs. Be aware that I am not a technician at all. This post was originally designed for the second approach, but I want to say that this first approach is still important. 2. Node-tree preset. Up to this moment, this seems another approach to solve the problems in approach 1. d) subprogram is just like a fixed group of tree, if it needs to be edited, we have to goes to the parent tree. e) In short, I don't expect I can use a single subprogram for every project. It's unrealistic. Thus a template system should be considered equally important to developing subprogram preset.
Back to Omar's following question: I am with @OiledEluer, setting that refers to actual objects in the scene should be unlinked, but other settings should be preserved. |
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It's ok. Either approach can work for the same goal (speeding up workflow...), so you can choose one which works easier from a technical standpoint. In terms of #1266, personally I am looking forward to solve [1], the rest can be solve by templating node trees as suggested in this post, so it may not matter that much. |
Today I have found a paid add-on (15$) called "Node Kits". |
I think good node tree import-export system will tremendously help AN and Blender as a mograph tool in general. There are people on Youtube recreating stuff from Cinema4D in AN (BlueFox channel in particular) and if there is an easy way to share this custom node trees available, AN can catch up with Cinema4D and other tools in certain areas very fast. Paid add-on can help one person to organize their own presets but it won't help community in general. Thank you Omar Emara, Kuldeep Singh and everyone else for you hard work! |
Any progress on this topic? |
@harisreedhar I will pick it up once I am done with college. Sorry for the delay. |
Take your time. Just asked out of curiosity nothing to sorry about. 😊 |
Blender itself comes with this addon, that basically does what you described above: https://docs.blender.org/manual/en/2.91/addons/node/node_presets.html I put all my node presets as separate trees in a library file that get's referenced in this addon. You can then just add easily the AN trees you really need for your current project. For some reason though this addon always displays an error when loading an AN template but it does work anyways. It also always adds another scene to the project which can be deleted right away. Hope this helps. |
@dapa5900 Interesting. What is the displayed error if I may ask? |
this one: |
Thanks to mention it! I didn't know about it.
But knowing this add-on is still definitely helpful. Perhaps Omar or others can improve this already existing add-on instead of making everything from scratch. This way it can also benefit users who is not tied to AN as well. At the end, I personally am not very interested in this post anymore, since I have already found and used "saving startup" method for years. I will leave the discussion to the others. |
I've recently finish with a module for Sverchok which can convert node trees into json files and add nodes from json files into a tree. Probably you could reuse something import json
from sv_json_struct import FileStruct
json_file = json.dump(FileStruct().export_tree(an_tree))
FileStruct(struct=json.load(json_file)).duild_into_tree(an_tree) |
General question- are node presets available in AN, i.e. the ability to import node trees within AN? I have attached a a screenshot of the Sverchok preset system which works quite nice. Thanks.
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