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Color System - Bright Pink

This color system originated in Houdini. I have a similar set up in After Effects and Nuke. It's ever changing with the times and new toys. This is a node tree in Geometry Nodes in Blender.

I'm developing a color system to aid in knowing at a glace what each note might represent.

Red is a mesh. Light Red is an affect on a mesh.

Teal is a curve, light Teal is an affect on a curve.

Instance on points is Purple. Set Position, Rotation, Scale are Lighter Purple.

Bright Green is a set material and the lighter green is an affect on the material.

Gold is an attribute created, lighter gold is an attribute being used.

Pink is a switch.

Red Purple is an input or an output.

Blue is a Join Geometry.

Light blue is a Node Group I created.

Orange is a Transform Geometry. Bright Pink is an index selector.

I don't color the math nodes unless I'm setting animation keys on them. Then I color them either Orange or Bright Pink.

My daughter likes Bright Pink. So, I call this color system, Bright Pink.

Quick Favorites

Then I've made the most used colors accessible in the Quick Favorites menu.

One day I'll write an add-on to do this auto-magically.

THIS AND THAT

These images are by my daughter Maeve and I; filling up time with play.

This search page is what I consider play. This is where I experiment, study and work out problems I encounter while creating THIS and THAT.

This layout

I've laid it out is such a way that THIS and THAT will be easy to find, for when I or anyone will need it later.

As well, it forces me to explain the processes and ideas back to me. Which is a must. Even more so when studying other people's THIS and THAT.

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Other people's THIS AND THAT

Many of these example are explorations of tutorials by other wiser people than myself.

They have put a great deal of work and energy into making them. In all cases I have included links to both the tutorial and their other work. Do explore them... If you are learning about THIS and THAT, well, THIS is where THAT is.

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An abilty to play - About this page
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Animation
Workflow
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Animated Curve on a Curve
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Store Initial Normal of base Geometry

Store initial Normal of geometry using < Store Named Attribute > then apply it to the set position of the instances using < Named Attribute >.

Capture Attribute

Alternatively - Capture Attribute can be used to do the same thing by linking directly from the Capture Attribute to the set position.

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useful tutorials
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Attributes
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plexus
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Connect the dots
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workflow
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Curve / Point / Scaling Control
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the handle position of the curve

The most interesting part of building this tool was setting the handle position of the curve based on the position of translatable interactive objects.

I won't go into too much detail about how it works as in Blender 4.3 I'm sure this could be done with gizmos.

How I use this tool - Step 1

When drawing, it is necessary to visually measure the subject matter.

With a real life model I'd us the pencil at arms length approach. But when using an image, I can be more exacting with this tool.

This is used in the blocking process of the drawing. I lay down a few lines I would otherwise be using a fingernail and one eye for and start drawing.

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Step 3

But once the lines are in place, I'll dial them back to almost invisible and often forget them altogether, once the drawing has, as they say...

tool
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Drawing tool
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workflow
gn
Workflow
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Follow Path
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