This video could not have come out at a better time! I just started making my rigs for Atlas and P-body from Portal 2 and I had no clue where to start with the cables.
It's very nice to just watch these when i already know how to do this stuff, there is one thing that i need to learn tho...how to rig metal gear rex's legs, the lower leg can "expand" it slides
I was rigging a model with lots of separate bodies and the parenting to bone step in your video does not function with that workflow at all. I also found out that deleting vertex groups for 107 separate bodies cannot currently be done without writing a script or doing it by selecting one body at a time which is just great, really fantastic use of my time.
if you're still working on this, you can select the mesh you want to parent , then select the rig, go to pose , select the bone and ctrl + P > Bone. that should bind that mesh to only that bone.
I've found this model but it is a single mesh model which makes it hard to bind each vertex group individually, but I think I can get the general ideas of this video.
where did the vertex groups come from? I am using my own model whilst following your tutorial but i dont have any vertex groups. How do i make them for the specific parts of my mechs body parts?
You can select the entire mech (with multiple objects) then select the armature and parent with empty groups. That's where the groups come from, and will be generated for all objects.
I disagree with switching animation curves to linear. Watch some footage of real robots moving. They have to ease in an out to achieve precise movements without overshooting or unwanted vibrations.
9:09 i come to the video happy u could be covering this part ... and u skip it XD . Im learning rigging i blender and this is happening a lot. Is it a bug in the program? whats the real cause behind the Weight assignation even when giving "EMPTY WEIGHTS", why is that happening¿?
All these videos are the same.... I actually got excited seeing the cannons, thinking I finally found information on rigging recoil, where the barrel slides back. Nope, just more joint mechanics for walking around. Why even have the mech to show off legs and hair animation like almost every other tutorial?
This video could not have come out at a better time! I just started making my rigs for Atlas and P-body from Portal 2 and I had no clue where to start with the cables.
Bonus Tip: If you want to shade smooth with a Skin Modifier, just use the option "Smooth Shading" in the skin modifier tab.
you never linked the model in the description like you said in the video
It's very nice to just watch these when i already know how to do this stuff, there is one thing that i need to learn tho...how to rig metal gear rex's legs, the lower leg can "expand" it slides
Useful stuff! One speed tip: you can add the IK before you symmetrize so you don't have to do each side.
Really cool video! Helped me to rig for the first time
Thanks for the tutorial! Skin modifier have a smooth toggle box.
I was rigging a model with lots of separate bodies and the parenting to bone step in your video does not function with that workflow at all. I also found out that deleting vertex groups for 107 separate bodies cannot currently be done without writing a script or doing it by selecting one body at a time which is just great, really fantastic use of my time.
if you're still working on this, you can select the mesh you want to parent , then select the rig, go to pose , select the bone and ctrl + P > Bone. that should bind that mesh to only that bone.
@@MAJmufin You're advice could not have come at a better time for me lol, thanks for the lifesaver!
oh man I was really hyped to see you make that thing walk so I can animate my crummy little robo walker ;(
I've found this model but it is a single mesh model which makes it hard to bind each vertex group individually, but I think I can get the general ideas of this video.
where did the vertex groups come from? I am using my own model whilst following your tutorial but i dont have any vertex groups. How do i make them for the specific parts of my mechs body parts?
That's where I'm stuck.
You can select the entire mech (with multiple objects) then select the armature and parent with empty groups. That's where the groups come from, and will be generated for all objects.
@@TheEightfoldPath_ Thank you :)
so much useful info, thanks man
I disagree with switching animation curves to linear.
Watch some footage of real robots moving.
They have to ease in an out to achieve precise movements without overshooting or unwanted vibrations.
Awesome!!
9:09 i come to the video happy u could be covering this part ... and u skip it XD . Im learning rigging i blender and this is happening a lot. Is it a bug in the program? whats the real cause behind the Weight assignation even when giving "EMPTY WEIGHTS", why is that happening¿?
If anyone has the issue where the chain leg bone isn't appearing in vertex groups then reapply deform to that bone
will you do a video about creating robots ? Im trying to get an idea of how would I start creating one from scratch.
Thanks for the tutorial
don't know where I went wrong, but when I try to move bones in the pose mode it just lifts the whole skeleton.
Excellent tut, as always. Thanks!
8:23 bones assigned are not showing in vertex tab in vertex group. What should I do?? Please tell me
im stuck with the same problem. Have you found a solution?
same
ur model has to be one whole object if that makes sense
How would you model and rig a rankin and bass special?
7:57 guys if there's a problem here just try to ungroup your free mesh in outliner segment, that's how i fit it becuase i forgot to ungroup
All these videos are the same.... I actually got excited seeing the cannons, thinking I finally found information on rigging recoil, where the barrel slides back. Nope, just more joint mechanics for walking around. Why even have the mech to show off legs and hair animation like almost every other tutorial?
❤❤🎉
5:40 if you're not getting the "keep offset" option for parenting 0 try clearing the parents first with "alt + p" then reparenting as instructed
Dear Lord. There are some really boneheaded comments in here.
Well punned. well punned.
Why does he call it Mech-Arm when it's not the arm at all?
Arm is short for Armature. A Blender term for the skeleton
Ha! First one here
*second
Great tut, but by the 50th "go ahead", I had to tap out.
Why you sound so much like Adam Scott
I'd rather you didn't refer to actions as their hotkey. It needlessly obfuscates what you're doing.