So far, working on the 1.0/master branch of Animation Nodes, I've been having a rather hard time creating procedural mesh data, and I eventually ended up just writing a python script to create the data that I wanted output - but I've just come to a barrier that would actually prohibit my next phase of the design I'm currently working on: I want to assign procedural UV coordinates to the procedural mesh that I've just created. My script currently outputs (VectorList, PolygonIndicesList) data for a Mesh Data node, and I am assigning that MeshData to an Object in the scene. I think that it is here where I seem to be lacking the options for UV data...?

I guess this question is two part:

  1. Is there currently an efficient workflow for generating procedural meshes in Animation Nodes?

  2. Is there any way to create procedural UV coordinates for that same mesh?

I was also having a hard time finding documentation or examples of the above, so if there are any currently available resources on this topic, I would really appreciate some links covering the topic.

Thanks! :D

  • 2
    $\begingroup$ While animation nodes focus on animating data, sverchok has it's main focus on generating mesh data. The uv data can be found in obj.data.uv_layers['UVMap'].data[x].uv - there is one data[x].uv for each face vertex, but I'm not sure on the relationship between each face and the uv data, I only guess polygon[0].vertex[0] == data[0].uv and polygon[0].vertex[1] == data[1].uv... $\endgroup$ – sambler Feb 1 '16 at 12:02

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