Constraints are the way to go, I recently had to make an animation for school and used constraints to have things move around with one another and it couldnt be better. Thanks for the vid!
I always knew that constraints existed and roughly what they were supposed to do but there were so many I had no idea how to use them. This video explains them really well, I also appreciate the examples given since that helps imagining what exactly they could be used for.
I can't think of a single creator that is fluent in every function of Blender. Having said that it's good to see functions of Blender that I don't use being explained & demonstrated. I guess it just increases respect for the program & the people who create all the different parts & it's still free ! Happy new year to you & your family 👍🏼🦘
Well I'm definitely not that creator either haha ;-) But yeah you're right. I'm trying to showcase the infinite possibilities Blender has to offer so people see it for what it is; An Amazing tool to help you create whatever you want, and free at that! Happy new year to you and yours aswell Nigel! 🎆
Copy rotation is pretty great when you use the "Local space" option. Ever wanted to rotate a bunch of stuff random on it's local Z axis? It's the same axis you get when you go to rotate something with these keys R>Z>Z Just spin an empty around the Z axis and set it as the target and you can have a million spinning bullets flying around everywhere but still facing the right direction, for example.
i used one empty to "spread" road vibration in a set of car wheels in an animation, set a noise in the empty and used local to each wheel be locally affected (since i want to copy the z vibration only) used the factor to smooth the vibration between the wheels for a diferent influence be at diferent wheels (that way they don't jump at the same time, they flick jump in delay giving the illusion te bump in the road "passes" from one wheel to the other).
I’m just starting to learn how to animate for first person weapon animations, and man constraints are so damn cool. Like instead of having to manually adjust each bone position, you are telling me I can just move a box to where I want to go, the constraints I’ve set can make it look like a realistic hand position? It’s so useful and I’m glad I learned it exists.
Something that I found to help a ton when animating weapons/items is the Child of constraint, since it's like parenting, but far less messy and keyframeable easily
Like I commented on another video, I usually don't watch a tutorial unless I need to figure something out but this time I decided that this might save me time animating, which was 100% correct. Keep up the awesome tutorials!
I think it’s good to slowly learn with the basics and discover this amazing stuff as you go. Of course as a beginner it’s all overwhelming, but I also love how many can slowly come into things like animation and constraints and rigging and then something click in their head and be like “this is awesome. I wanna learn that!” But short answer yes! I used to shy away from them myself, but never realized how much you could do in rigging(actually they’re pretty essential to it) and in general with them! Awesome video!
@@KaizenTutorials of course! Thanks for the tutorial! And I know plenty tutorials say the “this is an overlooked feature by so many people!” As a way to draw people in, but I guess maybe I was saying it to reassure others who may look that yes they may be overlooking it, but it’s ok to take it slow haha. Either way when they’re ready, this is a great rundown 😊 thanks again!
I rarely have copy location on World Space for both objects. For two objects it's mostly Local + World Space And for Objects related to Bones, Local + Pose Space. We're transforming relative to another object and most of the time it's better to make it more relative with Local Space. Especially, when the "parent" object is rotated, copy location won't be as adaptable, when using World Space. Copy Transforms is useful for rigging eye movement for simple rigs. You don't want the eyes to leave their confined space, but also don't want restrictions for your controllers? -Add one bone for each eye -Make eyes copy transforms of their bone -Limit location of eye bones and hide them -Set up controllers with copy transforms as well -Get universal eye controller, without any limitations => Eyes will stay in the socket without the controller being restricted
Nice, this is some solid info! I've practically zero experience with character rigging, so my insights are mostly based on other types of rigging and animation!
the 'copy transforms' constraint is much more powerful then you've given it credit for. you can use parenting and the copy transforms to choose how an object stores transformation data. the child of a parent will not inherit the parents transform data, but using a 'copy transform' constraint, you can store the transform data from the 'parent' (the source driving the copy transforms constraint) on the 'child' (the target being driven by the constraint).
Good to know! To be honest I just haven't used it much. For the type of animation work I do I just don't need it! So that was a very biased piece of information lol
The tennisball example is physically wrong. The Gas inside the tennisball is compressible meaning it can change in volume. You can actually see it in the video, at the beginning of the impact. Now a solid object without voids, like a rubber ball would behave as described, until the force exerted upon it is large enough to rearrange the molecules it's made out of, if possible. In polymers like rubber this is usually possible.
I've worked in Solidworks during my studies. It's a great piece of software for product creation. I like the freedom of Blender better though, but they're both very useful softwares. Glad I could teach you something new in Blender :-)
Something you can use the transform constraint for is, functionally, constructing an entire animation; if you don't click extrapolate then you can set a sequence of transform constraints to function as keyframes to control an animation you can reuse as often as you want. Of course once you figure out the action constraint it is a far better option.
Ever since I was little, when I learned about the 3D animation world and ragdolls in videogames I always imagined that there should be some kind of limitation to how far a limb can bend to boost realism, turns out someone thought the same. Only now I found out about those "constraints" as I never bothered to search it up! Great video, very informative
As soon as I was going to look for information on constraints, you immediately released a video. ) Thank you a lot! I wanted to post the comment a couple days ago, but I had no electricity. Halo from Ukraine!
Hi Kaizen Tutorials, These principles are often learned while studying 3D animation. To explain them in the simplest terms possible: non-destructive and additive rigging relies on constraints as a core principle, along with the use of "empties" (dummy objects). It is helpful to think of controllers as being in their own hierarchy and driving the empties through constraints, which are also in their own hierarchy. The empties, in turn, drive the bones of the skeleton through constraints in their own hierarchy. This method makes it easier to make changes to the rig later in production without having to start the rigging process from scratch if a director requests changes. In the long run, this approach saves a lot of time, even though it may require a little extra setup at the beginning compared to linking controllers directly to the bones in a single hierarchy. While this method may work in a pinch, it is poor practice and can be very difficult to make changes to later on without starting the process over from scratch. I hope this comment helps to emphasize the importance of constraints to anyone who reads it.
Thanks for the in-depth comment! It feels like something you would learn in 3D animation schools. So it's good to hear they agree on the usefulness and importance of constraints for animating things!
Due to an error in the math in Blender, setting the influence to less than 1 on Copy Rotation can lead to very glitchy results, like the object's rotation snapping an extra 180/360 degrees when the target's rotation hits 180 degrees for example. I found this out when trying to use Copy Rotation to make gear chains.
Constraints are great. Was super bored during a personal project and I managed to make a jumping robot using some IK and the copy location constraint tethered to a bouncing rigid body cube. Took hardly any time and RAM (as compared to actually posing and animating the jump by hand)
Haha, well yeah they know how to constraint for sure! But most Blender users (beginners, semi-beginners and most non animators/riggers) don't really use them or know they're there!
@@KaizenTutorials true, it is very useful feature for a lot of purposes not only rigging and animation. Was only joking haha. Thanks for the video man. ^^
Aah ok, great! It probably is for rigging and lots of other usecases where constraints are useful. In my case I mainly use these for simple object animations etc which almost always work in world space. But good to know local space is also useful! Maybe in the future I'll do a more advanced version of this.
This is not relevant to constraints, however planets don't orbit their stars at a fixed distance. Planets orbit their stars in ellipticals (and not just slightly, but sometimes greatly)
@@KaizenTutorials I understand. Just wanted to point it out, in case that wasn’t the case😅 Nice video btw. Got a way better understanding of constraints
This editing is so good🔥 Also , when you zoom into the screen(to show the panel in detail) , there is no degradation in quality? When I zoom into screen recording , it gets blurred while zooming.. how you do it ?
Thanks a lot! Uhm I don’t do anything in particular. But I record in 1440p, for the screen. So it might be just that there’s more pixels. It usually holds up well to about 300% zoom. More than that and it gets blurry!
When exporting an object as FBX I believe constraints are converted to data, usable in other softwares. You lose flexbility, but it still works but you cant change it anymore.
I use copy transforms when I want to replace an already animated object with a new one from another scene but I'm not sure whether to delete the previous one or not
@xiarno3373 make the chain array, have it follow a curve with a constraint, have it fit the curve length. Animate the curve, and make sure the array length compensates for the change in curve length :-)
It's an amazing artwork done by Alekscg .pro and you can see it here; www.artstation.com/artwork/J6Xx0 and yes it's probably based on the Sistine Chapel painting!
i have tried using the limit rotation constraint it worked at first but as soon as I rotated the object the limited ones where parented to the entire mechanism was screwed up. I guess that was because the constraint didn’t use the Normals of its object. Any tips how to fix that?
I was just messing with constraints the other day for the first time. I was trying to get this pauldron that is 3 stacked using an array modifier and using an empty on that to control the sliding and rotation of the layers as the arms and shoulders move. but I cant quite get it right.
Oh yeah you could definitely get this to work with constraint rigging. I think you'll just need to make all the parts separate (no array modifier) and then use copy location, rotation etc to get them to interact the way you want!
I cannot find anything explaining "affect transforms" in the constraints. I understand it as when active it also limits the transform sliders but it doesnt work like this. The sliders just go further even when the object is already stopped at the limit.
@@KaizenTutorials Would be nice to have it as a limit for the sliders. So you can set a limit constraint, move the object in the viewport and the limited sliders stop at the limit. I like to move the objects this way and set a key at their limit positions. With the sliders moving further I get the wrong values in the key. Might be intended like that but not fully active or not active at all for now.
@@KaizenTutorials Oh, I meant every time you change the title and thumbnail, I end up thinking it's a new video of yours and I click it and it's the same video. In fact I did it again, just now.
Hi Kaizen, can you make a tutorial on how to create a simple scifi room and how to use materials for room and texture the room and how lights are made up with textures, i am confused how lights look in room is it by light maps or actual light like spot light
Hi! Thanks for the idea. I try to not do specific tutorials anymore, but to helpa little you would best light a room using points lights, arealights and maybe a few spot lights. Lightmaps are more for game engines!
I'm pretty new to blender. I was messing around with an animation of a cube that gets startled by an enemy sphere and hops and flips like a die rolls on mid-air, then as the rolling sphere aggressively moves to attack this cube, it cannot stop it's momentum in time and rolls right under the cube as it lands. It kind of looks like a production company's logo animation at the beginning of a c-flick. Anyway, I manually squished and stretched the shapes along the appropriate axis' and it was really hard to get the volume/mass to stay relative throughout the animation. I'm going to remake the animation using the Maintain Volume constraint tonight and see if it will give me better results. Btw, does anyone know where I can post my animations and get constructive feedback without any toxicity or potential theft?
Sounds cool and yeah the maintain volume would be perfect for that. I have a Discord channel where you can post it. The links somehwere on my community tab :-)
@@KaizenTutorials I am struggling trying to retain a local axis rotation in animation. for example. planet Earth axis of 23° rotating while orbiting around the sun. as soon as I parent an empty as controller for the globe, the animation returns to global space axis. I hope this makes sense
The first 50 people to use code KAIZEN20 at cgboost.com/kaizen get a 20% discount on their first purchase at CG Boost!
Great video, Jesse! Thanks so much for partnering up with us. 🥰
Thank you and thanks for being an awesome partner! Let's help everyone become amazing at Blender 💪
@@KaizenTutorials 🙌
Did you guys cook meth
@@KaizenTutorials yessir
A good set of constraints can be a pain to build... But then basically do the animation for you.
Facts! ⬆️
"A pint of sweat saves a gallon of blood" :D
Constraints are the way to go, I recently had to make an animation for school and used constraints to have things move around with one another and it couldnt be better. Thanks for the vid!
Good stuff! Yeah they’re so helpful.
I always knew that constraints existed and roughly what they were supposed to do but there were so many I had no idea how to use them. This video explains them really well, I also appreciate the examples given since that helps imagining what exactly they could be used for.
Thank you! Glad you found the video useful.
I can't think of a single creator that is fluent in every function of Blender. Having said that it's good to see functions of Blender that I don't use being explained & demonstrated. I guess it just increases respect for the program & the people who create all the different parts & it's still free !
Happy new year to you & your family 👍🏼🦘
Well I'm definitely not that creator either haha ;-) But yeah you're right. I'm trying to showcase the infinite possibilities Blender has to offer so people see it for what it is; An Amazing tool to help you create whatever you want, and free at that! Happy new year to you and yours aswell Nigel! 🎆
@@KaizenTutorials Thank you 👍🏼🦘
Copy rotation is pretty great when you use the "Local space" option. Ever wanted to rotate a bunch of stuff random on it's local Z axis? It's the same axis you get when you go to rotate something with these keys R>Z>Z
Just spin an empty around the Z axis and set it as the target and you can have a million spinning bullets flying around everywhere but still facing the right direction, for example.
Nice! That sounds cool. Thanks for sharing your knowledge!
Your awesome. Thank you!
i used one empty to "spread" road vibration in a set of car wheels in an animation, set a noise in the empty and used local to each wheel be locally affected (since i want to copy the z vibration only) used the factor to smooth the vibration between the wheels for a diferent influence be at diferent wheels (that way they don't jump at the same time, they flick jump in delay giving the illusion te bump in the road "passes" from one wheel to the other).
I didn't know how much I needed this video. I've been working in blender for a year and didn't know how to utilize the majority of these.
Love to hear it! They’re super convenient 💪🏻
I’m just starting to learn how to animate for first person weapon animations, and man constraints are so damn cool.
Like instead of having to manually adjust each bone position, you are telling me I can just move a box to where I want to go, the constraints I’ve set can make it look like a realistic hand position? It’s so useful and I’m glad I learned it exists.
Yeah constraints can be a real time saver!
Thank you so much for making this awsome Informative tutorial for free
You're very welcome!
Something that I found to help a ton when animating weapons/items is the Child of constraint, since it's like parenting, but far less messy and keyframeable easily
Nice, the other constraints are definitely part of future videos I'll do.
Like I commented on another video, I usually don't watch a tutorial unless I need to figure something out but this time I decided that this might save me time animating, which was 100% correct. Keep up the awesome tutorials!
Haha glad I could help!
I think it’s good to slowly learn with the basics and discover this amazing stuff as you go.
Of course as a beginner it’s all overwhelming, but I also love how many can slowly come into things like animation and constraints and rigging and then something click in their head and be like “this is awesome. I wanna learn that!”
But short answer yes! I used to shy away from them myself, but never realized how much you could do in rigging(actually they’re pretty essential to it) and in general with them! Awesome video!
Thanks! Yeah you're right. there's so much to learn it can all be overwhelming. Doing one thing at a time helps I guess!
@@KaizenTutorials of course! Thanks for the tutorial!
And I know plenty tutorials say the “this is an overlooked feature by so many people!” As a way to draw people in, but I guess maybe I was saying it to reassure others who may look that yes they may be overlooking it, but it’s ok to take it slow haha.
Either way when they’re ready, this is a great rundown 😊 thanks again!
the last one + the first one are the perfect duo to make a car animation 😳
Constraints are definitely useful for car animations. For car rigging in general!
I rarely have copy location on World Space for both objects.
For two objects it's mostly Local + World Space
And for Objects related to Bones, Local + Pose Space.
We're transforming relative to another object and most of the time it's better to make it more relative with Local Space.
Especially, when the "parent" object is rotated, copy location won't be as adaptable, when using World Space.
Copy Transforms is useful for rigging eye movement for simple rigs.
You don't want the eyes to leave their confined space, but also don't want restrictions for your controllers?
-Add one bone for each eye
-Make eyes copy transforms of their bone
-Limit location of eye bones and hide them
-Set up controllers with copy transforms as well
-Get universal eye controller, without any limitations
=> Eyes will stay in the socket without the controller being restricted
Nice, this is some solid info! I've practically zero experience with character rigging, so my insights are mostly based on other types of rigging and animation!
i just love videos like this
with clear audio, pretty fast pacing and illustrative editing. Great job, deserved like
Thank you for the kind words! Glad you like the video.
I can hardly constrain my enjoyment of this video and the information provided! Great job!
Hahaha love this comment!
Is there a limit to your enthusiasm?
@@mixedlettuce1972 I guess I am just a positive person! LOL!
the 'copy transforms' constraint is much more powerful then you've given it credit for. you can use parenting and the copy transforms to choose how an object stores transformation data. the child of a parent will not inherit the parents transform data, but using a 'copy transform' constraint, you can store the transform data from the 'parent' (the source driving the copy transforms constraint) on the 'child' (the target being driven by the constraint).
Good to know! To be honest I just haven't used it much. For the type of animation work I do I just don't need it! So that was a very biased piece of information lol
Another banger, Anim constraints are honestly a life saver! ✅
Thanks Smeaf!
Your tutorials are always excellent. I’ve just started creating characters in blender. I had no idea. The constraints were so well designed.
Thanks! Yeah constraints are cool 😎
The tennisball example is physically wrong. The Gas inside the tennisball is compressible meaning it can change in volume. You can actually see it in the video, at the beginning of the impact. Now a solid object without voids, like a rubber ball would behave as described, until the force exerted upon it is large enough to rearrange the molecules it's made out of, if possible. In polymers like rubber this is usually possible.
Hmm didn't know that. But good to know!
copy transform is quite essential in rigging, as it allows you to basically have 2 parents and switch between them. This is used for IK/FK switches^^
Aah ok! Yeah I dont do character rigging much, so don't really use those!
A masterwork of a tutorial. Concise, funny and easy to follow
WOW! Thanks for the recognition and kind words!
@@KaizenTutorials I've edited videos and know the amount of work required to make a good video like this. So you deserve it! Hah
Very well explained
Thank you!
This has to be one of the best transitions to a sponsor I have ever seen
Wow, thanks for the kind words!
I work in Solidworks daily so know constraints well though never knew they where in blender because no one ever mentions them! Thanks for this video!
I've worked in Solidworks during my studies. It's a great piece of software for product creation. I like the freedom of Blender better though, but they're both very useful softwares. Glad I could teach you something new in Blender :-)
I always needed transformation constraints, but didn't know it , great video
Glad it was helpful!
Something you can use the transform constraint for is, functionally, constructing an entire animation; if you don't click extrapolate then you can set a sequence of transform constraints to function as keyframes to control an animation you can reuse as often as you want. Of course once you figure out the action constraint it is a far better option.
Nice! The other constraints are also very useful for sure. I'll make videos on those in the future!
This is an excellent vid. I do hope you can cover the other constraints along perhaps a few good practical examples
Thanks. That's the plan, eventually!
I like the style you used in this video (fonts, colours, text animations), gotta keep it and use it more often!
Happy to hear that, thanks!
Thank you so much for this information about constraints, this is very helpful to me for my rigging and animation study
Happy to hear it, thanks!
Please do more tutorials like that! I'd love to see the others constraint and their workings the same way you showed them here!
I'll eventually do the other constraints aswell!
@@KaizenTutorials Awesome!
Ever since I was little, when I learned about the 3D animation world and ragdolls in videogames I always imagined that there should be some kind of limitation to how far a limb can bend to boost realism, turns out someone thought the same.
Only now I found out about those "constraints" as I never bothered to search it up!
Great video, very informative
Haha nice story and yeah you're absolutely right! :-D
really amazing interesting and informative videos thank you very much for sharing!
Thank you!
Great reference video, thank you for this. Saved!
Great to hear, thanks!
Thank you so much!
You're welcome!
oooo ive always wanted to play around with constraints. this is a really nice vid !!
You should, they're great! And thank you, appreciate it. :-D
Brilliant, detailed look. Thanks.
Glad you like it!
I don’t have a clue about all this I’m still building walls but I’m glad I found your channel 🎉 and your discord 😊
Haha thanks for this, appreciate it!
As soon as I was going to look for information on constraints, you immediately released a video. ) Thank you a lot!
I wanted to post the comment a couple days ago, but I had no electricity.
Halo from Ukraine!
Ah damn! Thanks for the kind words. Stay strong and all the best to you and your loved ones. 💙💛
Hi Kaizen Tutorials,
These principles are often learned while studying 3D animation. To explain them in the simplest terms possible: non-destructive and additive rigging relies on constraints as a core principle, along with the use of "empties" (dummy objects). It is helpful to think of controllers as being in their own hierarchy and driving the empties through constraints, which are also in their own hierarchy. The empties, in turn, drive the bones of the skeleton through constraints in their own hierarchy.
This method makes it easier to make changes to the rig later in production without having to start the rigging process from scratch if a director requests changes. In the long run, this approach saves a lot of time, even though it may require a little extra setup at the beginning compared to linking controllers directly to the bones in a single hierarchy. While this method may work in a pinch, it is poor practice and can be very difficult to make changes to later on without starting the process over from scratch.
I hope this comment helps to emphasize the importance of constraints to anyone who reads it.
Thanks for the in-depth comment! It feels like something you would learn in 3D animation schools. So it's good to hear they agree on the usefulness and importance of constraints for animating things!
Such a digestible and fun to watch video, great job dude!! (love the editing)
Thanks, glad you like it 🤗
Thank you for you videos, I always learn something new from you😁😅
You are so welcome!
your videos are real helpful for my friends they are new to blender and helps them a lot
Happy to hear that!
Copy transforms comes into play in mechanical parts and is very useful for model who have conveyer belt like thing
Its not useless
I didn't think it was! I just never use it personally!
Due to an error in the math in Blender, setting the influence to less than 1 on Copy Rotation can lead to very glitchy results, like the object's rotation snapping an extra 180/360 degrees when the target's rotation hits 180 degrees for example. I found this out when trying to use Copy Rotation to make gear chains.
Great info Jack! Thanks for sharing.
wow, I don't know why I haven't used maintain volume yet. Thanks for this breakdown!
Any time! Glad it was useful to you.
Constraints are great. Was super bored during a personal project and I managed to make a jumping robot using some IK and the copy location constraint tethered to a bouncing rigid body cube. Took hardly any time and RAM (as compared to actually posing and animating the jump by hand)
Nice one! Yeah they can be so useful. 💪
Thank you. SO much helpful
You're very welcome, thanks!
It is a topic useful and with few info sources on videos. Thanks
Glad it was helpful!
Very informative well done, I wanted to see someone do it 🙃
Glad you enjoyed it, thank you!
This is how you show constraint 👏
Haha thanks!
Constantly using constraints. Yes!
Brilliant! Very helpful 👍 very clearly described everything.
Thank you for sharing this.
Thank you, glad you like it!
Awesome detailed Tutorial,... need more
Yessss will do!
Nah fuck constraints, let's talk about this top tier editing
Haha thanks! Glad you like it as I spend quite a bit of time editing these things.
Riggers and animators:
Overlooked?
Haha, well yeah they know how to constraint for sure! But most Blender users (beginners, semi-beginners and most non animators/riggers) don't really use them or know they're there!
@@KaizenTutorials true, it is very useful feature for a lot of purposes not only rigging and animation.
Was only joking haha. Thanks for the video man. ^^
Great production quality. I would've included Local Space, though! I think it's used just as frequently as World Space.
Aah ok, great! It probably is for rigging and lots of other usecases where constraints are useful. In my case I mainly use these for simple object animations etc which almost always work in world space. But good to know local space is also useful! Maybe in the future I'll do a more advanced version of this.
Excellent tutorial. What if you want the constraint axis to be along a custom normal direction?
That might be possible using another object using transform orientations, but I'm not sure to be honest!
thank you mister kaizen next make vid about tracking toooools.... i hope you will do it :)
I probably will! 🤗
Thank you!
You're welcome!
Não deixe o samba morrer
Não deixe o samba acabar
O morro foi feito de samba
E samba pra gente sambar
Samba!
I see the thumbnail, I click.
Niiiiice!
Thanks.
You're welcome
This is not relevant to constraints, however planets don't orbit their stars at a fixed distance.
Planets orbit their stars in ellipticals (and not just slightly, but sometimes greatly)
You're absolutely right! But simplified models of orbiting planets are usually circles.
@@KaizenTutorials I understand. Just wanted to point it out, in case that wasn’t the case😅
Nice video btw. Got a way better understanding of constraints
I can`t believe I, knowing about copy Location constraint, never thought of using it on sliding doors🤦♂
Haha well now you know 😝
Very useful stuff!
Thanks, appreciate it!
this vid shld be long 1 hrs man,thanks
Wow, thanks for the compliment!
Thanks
No problem 😌
This editing is so good🔥
Also , when you zoom into the screen(to show the panel in detail) , there is no degradation in quality? When I zoom into screen recording , it gets blurred while zooming.. how you do it ?
Thanks a lot! Uhm I don’t do anything in particular. But I record in 1440p, for the screen. So it might be just that there’s more pixels. It usually holds up well to about 300% zoom. More than that and it gets blurry!
@@KaizenTutorials ah ok.. thanks 👍
@@KaizenTutorials hey can I ask what video Software so you use in your work flow
Just One question,can you export the costrain Logic to another software editor like Unity?you just apply It?
When exporting an object as FBX I believe constraints are converted to data, usable in other softwares. You lose flexbility, but it still works but you cant change it anymore.
I use copy transforms when I want to replace an already animated object with a new one from another scene but I'm not sure whether to delete the previous one or not
That's good usage! It's perfect for those types of usecases I think.
Next part when;-;
Haha someday!
nice video man
Appreciate it, thanks!
0:00 вот на таком языке разговаривают все блендерасты😂
Is that so?
@@KaizenTutorialsIt's like Chinese characters
12:03 But how did you do the ropes (Or chain in this case)?
th-cam.com/video/wxSXL3-LF9I/w-d-xo.html
@@KaizenTutorials Ok, sorry I'll re-iterate.
How did you animate the chain like that?
@xiarno3373 make the chain array, have it follow a curve with a constraint, have it fit the curve length. Animate the curve, and make sure the array length compensates for the change in curve length :-)
7:27 -- but planets do not orbit their stars in perfect radii, the orbits are elliptical, see Kepler et al.
Yeah that's true. But for a simplified model it works fine.
I'm having trouble determining if the thumbnail is the Sistine Chapel of the poster for House.
It's an amazing artwork done by Alekscg .pro and you can see it here; www.artstation.com/artwork/J6Xx0 and yes it's probably based on the Sistine Chapel painting!
Jesse! We gotta bake
Gotta bake what?!
Met... I mean Donuts
Hahaha 😝
i have tried using the limit rotation constraint it worked at first but as soon as I rotated the object the limited ones where parented to the entire mechanism was screwed up. I guess that was because the constraint didn’t use the Normals of its object. Any tips how to fix that?
Not 100% sure but I believe you can use different coordinate spaces like local and world for most constraints. Try swithcing those up!
I was just messing with constraints the other day for the first time. I was trying to get this pauldron that is 3 stacked using an array modifier and using an empty on that to control the sliding and rotation of the layers as the arms and shoulders move. but I cant quite get it right.
Oh yeah you could definitely get this to work with constraint rigging. I think you'll just need to make all the parts separate (no array modifier) and then use copy location, rotation etc to get them to interact the way you want!
good stuff!
Glad you liked it!
I cannot find anything explaining "affect transforms" in the constraints. I understand it as when active it also limits the transform sliders but it doesnt work like this. The sliders just go further even when the object is already stopped at the limit.
I'm not really sure either what it does and you're right there's not a whole lot of documentation on it...
@@KaizenTutorials Would be nice to have it as a limit for the sliders. So you can set a limit constraint, move the object in the viewport and the limited sliders stop at the limit. I like to move the objects this way and set a key at their limit positions. With the sliders moving further I get the wrong values in the key.
Might be intended like that but not fully active or not active at all for now.
is there a guide for the robot shown at 0:02 ? (or something like it)
It's part of the amazing Alive! course by Pierrick Picaut, which you can buy here; bit.ly/P2DesignAcademy
I have seen this video three times on account of you changing the title and thumbnail three times.
Good vid tho, so I'm not mad.
Haha, glad you like the vid! What made you not click before? Would love to hear why as it helps me make better thumbnails.
@@KaizenTutorials Oh, I meant every time you change the title and thumbnail,
I end up thinking it's a new video of yours and I click it and it's the same video.
In fact I did it again, just now.
This video contains no reference to blender before you click on it but I somehow knew to was about blender.
Haha, nice one! You think the thumbnail needs a Blender logo?🤔
Hi Kaizen, can you make a tutorial on how to create a simple scifi room and how to use materials for room and texture the room and how lights are made up with textures, i am confused how lights look in room is it by light maps or actual light like spot light
Hi! Thanks for the idea. I try to not do specific tutorials anymore, but to helpa little you would best light a room using points lights, arealights and maybe a few spot lights. Lightmaps are more for game engines!
im trying to figure out how to make after effect type 2D motion graphic effects in blender... maybe there is a market for that for you next video
Thanks for the inspiration. :-)
Might be nice to have blender in the title.
Noted, thanks!
Lekkeereeee videeeoopooo
Dankje! 🙏🏻
I'm pretty new to blender. I was messing around with an animation of a cube that gets startled by an enemy sphere and hops and flips like a die rolls on mid-air, then as the rolling sphere aggressively moves to attack this cube, it cannot stop it's momentum in time and rolls right under the cube as it lands. It kind of looks like a production company's logo animation at the beginning of a c-flick. Anyway, I manually squished and stretched the shapes along the appropriate axis' and it was really hard to get the volume/mass to stay relative throughout the animation. I'm going to remake the animation using the Maintain Volume constraint tonight and see if it will give me better results. Btw, does anyone know where I can post my animations and get constructive feedback without any toxicity or potential theft?
Sounds cool and yeah the maintain volume would be perfect for that. I have a Discord channel where you can post it. The links somehwere on my community tab :-)
Thanks. I will definitely check it out and post what I have so far.
Hi, Please let me know is my laptops specs enough for blender. i7 11800h with RTX 3070
Absolutely! That's high-end even :-)
This guy is W mans
Never taking those L's 😂
@@KaizenTutorials frfr
Can more than one constraint
be used with one object?
Yes, matter of fact that's the most common way constraints are used!
@@KaizenTutorials I am struggling trying to retain a local axis rotation in animation. for example. planet Earth axis of 23° rotating while orbiting around the sun. as soon as I parent an empty as controller for the globe, the animation returns to global space axis. I hope this makes sense
Can you make a video about "drivers" in blender.
Thanks for the idea, I've noted it down. It's a pretty complex subject though!
where's that mech animation from?
The one used in the video intro is from Pierrick Picaut's animation course!
i Ask myself about it this morning , youtube algorithm 🤔🤔
It's magic! 💪
the facecam is distracting, too handsome
Hahah sorry and thanks I guess 😝
i really need it I'm stucked in several things give me the charity course cause i cant afford
i like blander memes
Nice!