сверчокThe Russian word for Cricket, pronounced "Sverchok".
СВеРЧОК, The Russian word for Cricket, is pronounced “Sverchok” in English.
Sverchok is a parametric tool for Blender built to help generate complex 3d shapes using a node system to control the flow of math and geometry. It is ideally suited to Architects and Designers, but anyone with highschool Math and Trigonometry will be able to produce results that are impossible to achieve unless you know text based programming languages such as Python or C.
Those familiar with Houdini, Rhinoceros3D (Grasshopper), Dynamo or other modular systems should feel at home using our addon. Sverchok is not an attempt to clone existing packages or workflows, but a chance to experiment with different approaches to similar constraints.
Not much time was put into the look of things… kind of a fast sketch of elements. Shortly I will put up a link to explain how it was done. For now, this will do – https://www.youtube.com/watch?v=_LlbcOWWdCM – the inspiration for ‘acity’ is at 24 mins in.
02. acity 2
note to self...
It is equivalent to the To Sphere tool in Edit Mode
Alt-Shift-S and what other programs call “Spherify” or “Spherize”, but, as written above, it is not limited to casting to a sphere.
Opening files from a url
This is the file:
2. in blender hit spacebar (search) type ‘zip’, go down to Load archive URL (.zip .gz of blend)
3. and the file opens.
4. and so yes, of course it works with any url to a blender zip file
so here’s a ball on some string…
…appearenly there’s free candy below.
After opening the file above from the nortikin github, I made my own… which was easy because I did it while watching Jimmy Gunawan making one. Jimmy is a prolific Live Noder… he nodes live and records and though ocationally he gets knoted, just watching him untangle himself is a facinating dance to behold. It’s great to watch a mind tick when it’s ticking.
Anyway… this was an easy one to follow. The basics of using the voronoi 3D node: https://www.youtube.com/watch?v=g6RBdoPht00
…help yourself. I like the orange one… soft in the middle.
If you need a version of blender you can get it here… it’s free: https://www.blender.org/
2. the animation is made into an Action. This saves the action information but removes the actual action from the bones.
3. an action contraint is applied to them so that when, in this case, arm_main is moved on the z axis the Action is called and the bones are animated based on the amount of movement of the arm_main. The amount of movement is clamped to min 0.0 to max 1.0.
4. then the bones are duplicated. the animation constraint works the same as with the first one.
But if we wanted them to be offset.
5. we use SV to control their min and max seperatedly. See SV node tree image. Or click on Jimmy’s Livenoding for a deeper understanding.
Matrix Rotation explained…
1. set x y or z to 1.0
2. set A as the rotation of it