2
$\begingroup$

I'd like to directly control custom properties of my empties and bones in Animation Nodes tree, to avoid location, scale and rotation manipulation. "Object Attribute Input" doesn't work, even after using copy data path.

My workaround is to create empty with scale controlled by custom properties, and this scale attribute is used in Animation Nodes tree, but I hope, I can do it .

$\endgroup$
1
  • 1
    $\begingroup$ Hello, could you share a screenshot or two of your setup ? $\endgroup$
    – Gorgious
    Commented Apr 13, 2020 at 14:45

2 Answers 2

3
$\begingroup$

You can use expression node to control property of object. Use ctrl+shift+alt+c on a property to get code. use that code inside expression node to get or set the data.

For example an object Empty has two custom properties A and B. We can get value of A using bpy.data.objects["Empty"]["A"]. Similarly we can set value to B using bpy.data.objects["Empty"]["B"]=x where x is the data we provide.

enter image description here

Or you can replace the object name and property name by,

enter image description here

$\endgroup$
-2
$\begingroup$

the default Animation Nodes do not have 'Bone' sockets, ClockMender wrote some nodes that would be useful for that.

$\endgroup$
1
  • 1
    $\begingroup$ Please help us making this site a real knowledge base and add how to use it. Link-only answers are discouraged, if the link goes down the answer becomes useless. Please read: blender.stackexchange.com/help/how-to-answer Thanks $\endgroup$
    – brockmann
    Commented Apr 13, 2020 at 15:38

You must log in to answer this question.

Not the answer you're looking for? Browse other questions tagged .