I've been struggling for the past couple of days trying to pair an IK leg with a hip joint for a biped robot model and this saved me while making sense at the same time 🙏🙏🙏 Thank You!
I actually developed a system that allows me to rotate an object with a tracking constraint. That way, I won't have to deal with the problems caused by Gimbal lock. Your mastery of the locked track constraint, however, could give me an idea how I could further improve my prototype! I'll have to experiment another day!
Very nicely done. Add some metallic materials, with maybe some oily surface film on them, and it could start to look very realistic, with some cool reflections as it rotates.
thank you so much , this is one of the reason I want to learn blender as a mechanical engineering student I want to visualize my design In a proper way my cad software render not to too good, hopefully I could do the rigging then start to learn rendering thanks if you have time,could you make a tutorial about assembly and disassembly part animation? thank you
Wow! It`s so-so great! Thanks a lot for what u doing! There is no tutorial about rigging industrial robot in a simmilar way. I`d love to watch one made by you. Pleeeaseee!
I really love what you are doing and I've followed you for a long time now. Do you think you will ever do a video on how to rig a car that can follow a path or something similar? Probably is a very complicated thing to do
I am working on that now actually, I have a model dune buggy ready to go. I'm going to work through a short character rigging tutorials section first, but after that, I hope to really dive into car rigging!
What about a constant velocity joint like in the transmission shaft of cars, where the shaft has to maintain rotation despite the suspension moving around
I'm following this to the letter, and things are going nuts. @ 4:20 I grab the top bone and only it moves, no other bone, and no part of my rig. When I grab the "pivot" bone, it flips around on an axis unlike what you have going on here. Not sure what's going on. I did make my own rig. Is each part joined together? If so, how do you do that without unioning them again?
First check out the example files I posted. I have one here where all the bones are laid out before I added the constraints. Make sure that your hierarchy matches mine. Next, turn on axis and make sure that all your bone roles match mine, this will change the settings you will use on the constraints. Let me know if that helps!
This is a great method. The effect is so complex but the method is really quite simple. What is the difference between Lock Track and Damp Track? Is it that Lock Track constricts the axes?
Thank you! The damped track will point at the target and does not worry about the axis rotation, it just does what it needs to do to point in the correct direction. Locked track locks one axis (x, y, or z) to the target, which is why we have to add two in this example with a parent-child relationship. I tried to do this with a damped track (and IK, and Track to) and it worked in most cases, but sometimes the geometry would slip a little, and it was too tough to control the rotation. This can be fixed with drivers, but at this point, it is getting far too complicated.
Level Pixel Level Right, I see. It’s a bit like a Damped Track with constraints built into it already, much cleaner. Interesting that you meantion IK because as you were moving the top and bottom bones around I thought, it’s almost like an IK chain.
Has blender changed the commands or places? I am getting different commands so it doesn't work. Also I can not select anything in pose mode. Any ideas?
I love your tutorials... They are really useful... But I want to ask you something related with rigging in hard surface... I am rigging a robot but it get deform in the joints when it moves (I don't use the joints of your tutorial)... I have been searching a solution for weeks, please tell me what to do if you can
Instead of doing an armature deform parent, do a bone parent. This will link one piece of geometry to a specific bone, meaning the mesh will not deform. This is more like a child-parent relationship. docs.blender.org/manual/en/latest/scene_layout/object/properties/relations/parents.html#bone-parent
The way you figure this stuff out blows my mind...
This channel is a goldmine
I've been struggling for the past couple of days trying to pair an IK leg with a hip joint for a biped robot model and this saved me while making sense at the same time 🙏🙏🙏 Thank You!
It's easy to follow and informative. Thank you.
Thank you!
This has been the best explanation of constraints to an old time beginner like me. Thank you!
Simply perfetto. This tutorial has to be studied in the tutorial school.
wow i didnt know that kind of rig at all awesome!!!
Great tutorial, Thanks. This video made the final deciding factor for me between Learning Blender or AutoCad.
This is GREAT!!!!
Thanks I've been watching all your videos lately. I am learning to rig thanks to you.. Keep up with the robot rigs
Thanks! More robots and hard surfacing rigs to come!
Thank you so much. It's a very useful tutorial.
Thank you for this video! Your voice is very friendly and you explain things so nicely
Exactly what I was looking for, thank you!
Thank you for sharing this with us!
Thank you for helping me understand the concepts too... I use maya but I can apply the concept used here..! Great job!!
really cool stuff, i don't animate yet but it will be very usefull. thanks for all of this
Just Brilliant! I love this!
Thanks for making this!
I actually developed a system that allows me to rotate an object with a tracking constraint. That way, I won't have to deal with the problems caused by Gimbal lock. Your mastery of the locked track constraint, however, could give me an idea how I could further improve my prototype! I'll have to experiment another day!
Very nicely done. Add some metallic materials, with maybe some oily surface film on them, and it could start to look very realistic, with some cool reflections as it rotates.
For sure, a bit of texture would really push this style!
thank you so much , this is one of the reason I want to learn blender
as a mechanical engineering student I want to visualize my design In a proper way
my cad software render not to too good, hopefully I could do the rigging then start to learn rendering
thanks
if you have time,could you make a tutorial about assembly and disassembly part animation? thank you
Thank you! Glad you liked it! That sounds like a great idea for a video, I'll add it to the list :)
Thank you
Wow! It`s so-so great! Thanks a lot for what u doing! There is no tutorial about rigging industrial robot in a simmilar way. I`d love to watch one made by you. Pleeeaseee!
You might like my robot rigging series: th-cam.com/play/PLbjn7kaP877v6ByHd-fgek3kOmUYFOzR0.html
SICK!
great video man thanks!
This video is important
Master, thank you !!!
Good job, fine business !!!!!!!!!!!!!!!!
I really love what you are doing and I've followed you for a long time now. Do you think you will ever do a video on how to rig a car that can follow a path or something similar? Probably is a very complicated thing to do
I am working on that now actually, I have a model dune buggy ready to go.
I'm going to work through a short character rigging tutorials section first, but after that, I hope to really dive into car rigging!
@@LevelPixelLevel that's really awesome!
Genial!!! Thats really great!
What about a constant velocity joint like in the transmission shaft of cars, where the shaft has to maintain rotation despite the suspension moving around
Looking at this I think you can use a similar setup. But I'm going to test this out to confirm.
I'm following this to the letter, and things are going nuts. @ 4:20 I grab the top bone and only it moves, no other bone, and no part of my rig. When I grab the "pivot" bone, it flips around on an axis unlike what you have going on here. Not sure what's going on. I did make my own rig. Is each part joined together? If so, how do you do that without unioning them again?
First check out the example files I posted. I have one here where all the bones are laid out before I added the constraints. Make sure that your hierarchy matches mine.
Next, turn on axis and make sure that all your bone roles match mine, this will change the settings you will use on the constraints.
Let me know if that helps!
This is a great method. The effect is so complex but the method is really quite simple. What is the difference between Lock Track and Damp Track? Is it that Lock Track constricts the axes?
Thank you! The damped track will point at the target and does not worry about the axis rotation, it just does what it needs to do to point in the correct direction.
Locked track locks one axis (x, y, or z) to the target, which is why we have to add two in this example with a parent-child relationship.
I tried to do this with a damped track (and IK, and Track to) and it worked in most cases, but sometimes the geometry would slip a little, and it was too tough to control the rotation. This can be fixed with drivers, but at this point, it is getting far too complicated.
Level Pixel Level Right, I see. It’s a bit like a Damped Track with constraints built into it already, much cleaner. Interesting that you meantion IK because as you were moving the top and bottom bones around I thought, it’s almost like an IK chain.
@@WaterShowsProd I actually tried IK for this as well, but it still had some issues with slipping. I found the locked track to be the most accurate.
LoL Thank You!
may i know tutorial how to modelling that kind of things ? i am struggle making something like that
Has blender changed the commands or places? I am getting different commands so it doesn't work. Also I can not select anything in pose mode. Any ideas?
Same here. Blender won't let me parent the bones in Edit Mode? The options are greyed out when you try.
you keep saying axeez which is plural of axis
other than that this is a great tutorial 👍👍👍👍👍👍
You are very right haha I have been saying this wrong, I'll try to correct in future videos. Glad you enjoyed the video :)
* blood starts leaking out the IK solver*
I love your tutorials... They are really useful... But I want to ask you something related with rigging in hard surface... I am rigging a robot but it get deform in the joints when it moves (I don't use the joints of your tutorial)... I have been searching a solution for weeks, please tell me what to do if you can
It get deform in some parts of the mesh too. Especially in the legs and the arms
Instead of doing an armature deform parent, do a bone parent. This will link one piece of geometry to a specific bone, meaning the mesh will not deform. This is more like a child-parent relationship.
docs.blender.org/manual/en/latest/scene_layout/object/properties/relations/parents.html#bone-parent
can u make video on rigging tentacles..plsssssss
I'll see what I can do!
Hello
Good tutorial, you could put a link to download the model, a greeting.
Hey! Everything can be found here: gum.co/sBphI
Could you do this for Cinema 4d is well? I will give you my first newborn i promise!