I have tried so many different tutorials to make my pistons operate properly, all using track too and for whatever reason I was getting results I could'nt fix. This worked 1st time without having to do anything to the rig I had made using damped track. The options within damped track seem more intuitive. Thankyou, subbed :-)
omg, that was exactly the content I was looking for the hole evening :D thanks for sharing!! it is great Try to animate the mechanics of my puzzle box I am working on.
Mate... This is SOOOO good! Really great way to show some complex stuff in a really basic way! Thank you!! And (might I add) not a single "I'm gonna 'go ahead' and".....
I'm with the others: thank you so much for this tutorial. I watched amazed the first time, followed along (built geo to match yours for practice in lieu of gumroad, but I'll be looking there), and after a lot of pausing, jumping back, messing things up several times, I got it. I understand it a bit better having followed along. Next I'll try some other stuff that perplexes me like cogs turning in place with a belt (tank tread/etc). This is really helping with concept work I do. Really makes it understandable for someone like me who tinkers in animation, but doesn't do much more. You rock.
Thank you so much! I'm glad you liked it and enjoyed it! For sure check out the files, even my robot rigging tutorial I use this technique on a full character! Thanks again!
@@LevelPixelLevel yep, I went and watched the robot rigging tutorial and loved it. I showed your vids to our lead figure artist and he was amped to watch. Like me, he's not steepped in IK/FK magic, but we're both super interested in it. I'm doing some small animations for fun and this stuff is exactly what I need. I'll join your Patreon for sure.
So, if you're like me and didn't realize that there is a difference between the constraints tab and the bone constraints tab you might get confused. FYI: the Dampened Track constraint must go in the Bone Constraints tab for this to work. This tab only appears in Pose Mode. I feel sheepish. Great tutorial though. Thanks!
Very helpful. Subbed. I wonder if you might do any rigs related to door closers and auto bus door closers, would like to see how it would be done form your end.
Thank you, I’ve been going mad all day trying to figure this out on my own! Is there a way to limit the motion so that the piston parts can never exceed the point where they appear to detach?
Very helpful, I am happy I found your channel. I have one question: At some point in the video you duplicate one of the bones (the one parented to base_bottom) and you flip direction to place it on the other end of the piston. My question is, did you flip the direction of the bone, instead of rotating it 180 degrees, to avoid rotation problems? would it have caused trouble if you had that bone with a 180 degree rotation? Thanks a lot!
I used the switch direction feature under the armature menu. docs.blender.org/manual/en/2.80/modeling/surfaces/editing/segments.html In this case, I do not think it would have caused an issue if I just rotated the bone 180 degrees. In other rigs though, it might. Here I am using the position rather than the rotation axis to move things around. The change in rotation just provides a direction for the damped track. I usually use the switch direction option if there is a custom rotation on the bone (ie not locked to one axis), other than that I might just rotate the bone.
Great tutorial that explains a lot for beginners. But ... For this particular case shown here: Multi-stage pistons do not work like this. First, the cylinder with the largest diameter extends completely before the smaller one goes into action. So here is the question: How can I set up my system so that the cylinders are moved one after the other and not simultaneously? Thanks in advance.
Do you know how to have the pistons move sequential? So I mean once the first one is fully extended, then the second piston comes out, end back of course? Much appriciated boss!
Great video as always! Thank you very much! May I have a question? How would you approach rigging of a rolling dice? To animate changing pivot point at cube´s edges?
Hey, thanks! Glad you liked it! For dice, I might actually use a simulation rather than an animation as it would look nicer but if I had to rig it I would add controller in the middle and then add control at each of the corners and parent these to the middle controller. Then I would use my 3D cursor as the pivot and snap it to the corners. With this, I could translate or rotate from the center controller.
Transformations are great as well I use them all the time! Although, this same method should work for an extendable sleeve rod. This rig does not have any dependencies, you can check this by going to the console: blender.stackexchange.com/questions/23147/how-do-i-get-the-console-on-windows
Thank you! Glad you are enjoying them! For human characters, I would say it depends. If I am designing and building a character and I just want to see it move around I'll use rigify. It is extremely easy to set up to get your character moving around. If I am working on a small project, that only requires a little animation I'll also use rigify. But if I am doing a larger project like a TV show, or a film I prefer to build my own rigs. Usually, I'll be working with the rigs for a couple of months and I want to ensure that the rig works the way I need them to. Also, this allows me to rig to the production. For example: If the show is extremely cartoony I'll spend more time developing toony controls. If the show is more realistic I'll spend more time developing muscle structures and face deformation controls. I'll do a video in the future going into this process in a bit more detail. Great question!
@@LevelPixelLevel Thank you ! It all worked out at the end, I downloaded your work and just pasted it in my project haha, thank you very much !! That's all I needed :)
For this, I was using an IMac from 2012 (i5). I used that computer for 8 years and never really had a problem with any Blender project. Overall it worked out well.
Hey, I sort of review this here: th-cam.com/video/QEUVgS3Ag-g/w-d-xo.html And in my longer robot tutorial I talk about that as well: th-cam.com/play/PLbjn7kaP877v6ByHd-fgek3kOmUYFOzR0.html
More piston rigging! th-cam.com/video/QEUVgS3Ag-g/w-d-xo.html
@Grayson Maximilian instablaster =)
Any and all other piston rigging techniques are much appreciated! You are an amazing teacher!
I have tried so many different tutorials to make my pistons operate properly, all using track too and for whatever reason I was getting results I could'nt fix. This worked 1st time without having to do anything to the rig I had made using damped track. The options within damped track seem more intuitive. Thankyou, subbed :-)
This video saved my butt. Thanks.
Finally clear tutorials on rigging mechanisms in blender.
OMG THIS IS HIGH QUALITY TUTORIAL
Easiest rigging tutorial i found on youtube. Thank you for the series !
Right on! Glad you liked it!
omg, that was exactly the content I was looking for the hole evening :D thanks for sharing!! it is great Try to animate the mechanics of my puzzle box I am working on.
Right on! Glad it was useful!
Thanks man you're the best
So awesome. We need More of this 🙌. Thanks a lot.
worked first try. And that says something. Very good tutorial! Thank you very much
Mate... This is SOOOO good! Really great way to show some complex stuff in a really basic way! Thank you!! And (might I add) not a single "I'm gonna 'go ahead' and".....
Thank you :) Glad you liked it!
Oh man! i'm really gratefull for this tutorial
Very good, that solved my doubt
OH GOD THANK YOU!!!!! i was looking how to make this for 2 days.
I'm with the others: thank you so much for this tutorial. I watched amazed the first time, followed along (built geo to match yours for practice in lieu of gumroad, but I'll be looking there), and after a lot of pausing, jumping back, messing things up several times, I got it. I understand it a bit better having followed along. Next I'll try some other stuff that perplexes me like cogs turning in place with a belt (tank tread/etc). This is really helping with concept work I do. Really makes it understandable for someone like me who tinkers in animation, but doesn't do much more. You rock.
Thank you so much! I'm glad you liked it and enjoyed it! For sure check out the files, even my robot rigging tutorial I use this technique on a full character! Thanks again!
@@LevelPixelLevel yep, I went and watched the robot rigging tutorial and loved it. I showed your vids to our lead figure artist and he was amped to watch. Like me, he's not steepped in IK/FK magic, but we're both super interested in it. I'm doing some small animations for fun and this stuff is exactly what I need. I'll join your Patreon for sure.
Awesome! More blender learner must see this channel!
Great tutorial! Thanks :)
Awesome, thanks for making this video 🤗 this is definitely what I am looking for right now
This is very high quality. Have a cookie of 10 bucks.
very helpful thank you
amazing...fantastic...
very cool tutorial! simple and easy
Thanks! Glad you found it useful!
Realy usefull and you explain everything clear as day for anyone to follow, you get a subscribe from me!
Thank you! Glad you liked and glad that is was clear :)
woah thanks for the tutorial ! This may have saved my character * n * )
Thank you!!!
Well done!
So, if you're like me and didn't realize that there is a difference between the constraints tab and the bone constraints tab you might get confused.
FYI: the Dampened Track constraint must go in the Bone Constraints tab for this to work. This tab only appears in Pose Mode.
I feel sheepish. Great tutorial though. Thanks!
Good tip! This will help others for sure!
Very helpful. Subbed. I wonder if you might do any rigs related to door closers and auto bus door closers, would like to see how it would be done form your end.
thaaaanks
I love you.
Thank you so much!
shift C to set 3D cursor to origin
alt G and alt R to reset bones to base pose (i.e. "zero them out")
shift tab to enter pose mode
you can press " / " ont the numpad for local view, it's faster
cool!
Thank you, I’ve been going mad all day trying to figure this out on my own!
Is there a way to limit the motion so that the piston parts can never exceed the point where they appear to detach?
Very helpful, I am happy I found your channel. I have one question: At some point in the video you duplicate one of the bones (the one parented to base_bottom) and you flip direction to place it on the other end of the piston. My question is, did you flip the direction of the bone, instead of rotating it 180 degrees, to avoid rotation problems? would it have caused trouble if you had that bone with a 180 degree rotation?
Thanks a lot!
I used the switch direction feature under the armature menu.
docs.blender.org/manual/en/2.80/modeling/surfaces/editing/segments.html
In this case, I do not think it would have caused an issue if I just rotated the bone 180 degrees. In other rigs though, it might. Here I am using the position rather than the rotation axis to move things around. The change in rotation just provides a direction for the damped track.
I usually use the switch direction option if there is a custom rotation on the bone (ie not locked to one axis), other than that I might just rotate the bone.
Great tutorial that explains a lot for beginners. But ... For this particular case shown here: Multi-stage pistons do not work like this. First, the cylinder with the largest diameter extends completely before the smaller one goes into action. So here is the question: How can I set up my system so that the cylinders are moved one after the other and not simultaneously? Thanks in advance.
Do you know how to have the pistons move sequential? So I mean once the first one is fully extended, then the second piston comes out, end back of course? Much appriciated boss!
Great video as always! Thank you very much!
May I have a question? How would you approach rigging of a rolling dice? To animate changing pivot point at cube´s edges?
Hey, thanks! Glad you liked it! For dice, I might actually use a simulation rather than an animation as it would look nicer but if I had to rig it I would add controller in the middle and then add control at each of the corners and parent these to the middle controller. Then I would use my 3D cursor as the pivot and snap it to the corners. With this, I could translate or rotate from the center controller.
Expected a transformation constraint. Wondering how you would make an extendable sleeve rod rig. P.s don't you have dependency loops? Nice Rig. Thanks
Transformations are great as well I use them all the time! Although, this same method should work for an extendable sleeve rod. This rig does not have any dependencies, you can check this by going to the console: blender.stackexchange.com/questions/23147/how-do-i-get-the-console-on-windows
I missed it too but the important step is at 8:45. I know 2 years old but maybe someone else has this problem.
Hi thanks for all the tutorials. I would love to know if you use rigify or blenrig for human characters. Or do you always make your own rigs?
Thank you! Glad you are enjoying them!
For human characters, I would say it depends. If I am designing and building a character and I just want to see it move around I'll use rigify. It is extremely easy to set up to get your character moving around. If I am working on a small project, that only requires a little animation I'll also use rigify.
But if I am doing a larger project like a TV show, or a film I prefer to build my own rigs. Usually, I'll be working with the rigs for a couple of months and I want to ensure that the rig works the way I need them to. Also, this allows me to rig to the production.
For example: If the show is extremely cartoony I'll spend more time developing toony controls. If the show is more realistic I'll spend more time developing muscle structures and face deformation controls.
I'll do a video in the future going into this process in a bit more detail.
Great question!
@@LevelPixelLevel Thank you for the detailed answer.Looking forward to your tutorial on this subject.
Can you please add full scale rigging for piston cylinder and arm movemment? Like in case of excavators? This would be a real help
Check out my full robot rigging guide, it might point you in the right direction: th-cam.com/video/GKvJKV5fiIU/w-d-xo.html
what if i want add another segment? How should do I do?
Wonderful Tutorial ! Only that when I add the bone constraint, it only allows me a vertex group and not a bone ! Any solution ?
That means it is pointing at a mesh object. Make sure the constraint is looking at a rig object.
@@LevelPixelLevel Thank you ! It all worked out at the end, I downloaded your work and just pasted it in my project haha, thank you very much !! That's all I needed :)
@@LevelPixelLevel got similar issue turned out that I clicked at "objects constraint" instead of "bone constraint" below it.
just curious, what type of Mac are you using? I ask because I just bought a Mac mini and have every intention of working with Blender on it.
For this, I was using an IMac from 2012 (i5). I used that computer for 8 years and never really had a problem with any Blender project. Overall it worked out well.
Why do we use root bone?
I want ti found new religion to Adore you!
Dear Blender dev team, how about a way to select items that works more than 1 out of 20 times!?
How can i connect this to another model and have it follow an arm?
Hey, I sort of review this here: th-cam.com/video/QEUVgS3Ag-g/w-d-xo.html
And in my longer robot tutorial I talk about that as well: th-cam.com/play/PLbjn7kaP877v6ByHd-fgek3kOmUYFOzR0.html
local view ======= /
thank you so much!