Cool Add-ons for Blender: Human Generator: bit.ly/3rBjJXy Massive Cars And Vehicles Add-On: bit.ly/3cuWF8N 1100 Textures in Blender: bit.ly/2QEJ7yN Flip Fluids Simulation Addon: bit.ly/2Pbu5QR HDRI Maker Addon: bit.ly/3stHdPR Using these links help fund all the free tutorials.
At 2:55 you could have selected both faces on the axle and then moved the cursor to selected, this moved the 3d cursor exactly in the middle of the axis, allowing crisp and perfectly aligned bones. In fact, this is the only thing that you regretted to to, but it's not "important" but defitinly a good tip.
Very nice tutorial, but I noticed that you created multiple armatures instead of one armature with all the bones in it. Can you explain when to decide whether to have one armature with all the bones or multiple armatures each with one or a few bones?
locking the IK breaks the animation .... how would you expect to rotate the rig if the axis are locked UPDATE: adding a master object for which all is parented to for translation and rotation will fix the issue i had (this needs to be disclosed in these videos so others dont get confused)
It's interesting how the same thing can be done different ways. I built a piston style engine before and tonight I did it again just to be sure I still could. The first time I made it was about a year ago and it took me about an hour to just get the mechanics working correctly. Tonight I did so in just a few minutes. However, the part I find interesting is the different approach you and I took to solve the same mechanical problem. You did it with bones which is likely a more industry standard method. I did it with two rigid body constraints and three rigid body objects. I guess in some ways it's the same thing, just two different methods. I find that interesting.
I find this quite confusing. It doesn't help me a lot. I have a general idea now how constraints might work, but that chitchat of "the second bone from the first armature", "the first bone of the third armature" rather than giving them straight names, quite confusing; I permanently lose track of what you're doing.
select piston armature, add to the last bone IK, select wheel armature as target, select the last bone of wheel armature as bone, lock the middle and first bone, for first increase IK, you done. Maybe this video is not for newbies, i hope it helped you.
its not. It means that after 400 frames you are doing 5000 degrees rotation = 12,5 degree per frame. If you choose 400 its going to be 1 degree per frame.
Goddammnnittt thank you so much for this tutorial it took me an while to figure out how to use it in my project but it saved me a lot of trial and error.
There's something broken with my page. When I give my second thumbs-up for the video, my first thumb is somehow getting removed. How can I give the 3 thumbs-up that this video deserves (with one TH-cam account)?? ;-p
Far too much time wasted showing how to move bones, far to little time and completely convoluted explanations of the actual setting up of the physics, have had to watch dozens of times and still cannot follow physics, menu's on blender different from what is in video and no clue as to why because zero explanation of physics in this video. try leaning how to explain things perhaps.
Cool Add-ons for Blender:
Human Generator:
bit.ly/3rBjJXy
Massive Cars And Vehicles Add-On:
bit.ly/3cuWF8N
1100 Textures in Blender:
bit.ly/2QEJ7yN
Flip Fluids Simulation Addon:
bit.ly/2Pbu5QR
HDRI Maker Addon:
bit.ly/3stHdPR
Using these links help fund all the free tutorials.
You just saved me a bunch of time. Thank you!
Love your videos man. When I clicked on this video I was thinking “this is something Jared Owen would watch”, and here you are lol
Wow he's here, awesome videos btw, I am subbed to you.
Can you make a tutorial on how you rig and animate a torsion spring sir 🙏🏽🙏🏽🙏🏽
Thank you for showing this. I didn’t know that it was possible to animated mechanics with rigging.
Saved my lot of time!! Was looking how to make bone locked on one axis while translate. Thank you brother keep going!!
I WAS LOOKING SO LONG FOR THIS THANK YOU
why are there two bones on the 2nd armature? couldnt it work with just one?
Best channel for blender tutorials. Love your works and keep them coming
Thanks. I had no idea that mechanical animations should use bones too. I was trying to directly animate object positions.
At 2:55 you could have selected both faces on the axle and then moved the cursor to selected, this moved the 3d cursor exactly in the middle of the axis, allowing crisp and perfectly aligned bones. In fact, this is the only thing that you regretted to to, but it's not "important" but defitinly a good tip.
Great tutorial! I want to learn to use this technique to rig pneumatic pistons and other pieces that move realistically with robot joints.
Thank you so much for the beautiful and elegant tutorial. I just purchased the Engine Files. Thanks!!
Thx a lot, were struggling days with one amrmature and IK
Very nice tutorial, but I noticed that you created multiple armatures instead of one armature with all the bones in it. Can you explain when to decide whether to have one armature with all the bones or multiple armatures each with one or a few bones?
Are there more videos like this one? I'm just not able to understand bones and rigging in Blender.
Really great example of how to get started with this, thank you!
Great tutorial... I must say. Thxn a lot!!
U did not tell how u animated the two iron rods on other end of the engine.
what causes this to break....
Thanks for this video! i had a specific problem with my hard surface modelling and this perfectly solved it
Please upload facial rigging tutorial also
locking the IK breaks the animation .... how would you expect to rotate the rig if the axis are locked
UPDATE: adding a master object for which all is parented to for translation and rotation will fix the issue i had (this needs to be disclosed in these videos so others dont get confused)
It's interesting how the same thing can be done different ways. I built a piston style engine before and tonight I did it again just to be sure I still could. The first time I made it was about a year ago and it took me about an hour to just get the mechanics working correctly. Tonight I did so in just a few minutes. However, the part I find interesting is the different approach you and I took to solve the same mechanical problem. You did it with bones which is likely a more industry standard method. I did it with two rigid body constraints and three rigid body objects. I guess in some ways it's the same thing, just two different methods. I find that interesting.
Yes, this could probably be done with drivers as well.
Thanks for share, nice tutorial. Do you know how I can bake the animation to the first armature? I need to export to unity only one armature per mesh.
I HAVE A DOUBT, HOW DO YOU BAKE IN BLENDER
Why do u need two armatures?
yeah it would be nice if he explained any of the things he did
Is it possible to export/import into Unreal engine with the animation?
It disturbs me to not see a top view. To me it seems as the bones are not in a straight line. Is that not necessary?
Must the bones be positioned inside meshes? or it does not matter?
Thank you, still works well in Blender 3.0
I find this quite confusing. It doesn't help me a lot. I have a general idea now how constraints might work, but that chitchat of "the second bone from the first armature", "the first bone of the third armature" rather than giving them straight names, quite confusing; I permanently lose track of what you're doing.
select piston armature, add to the last bone IK, select wheel armature as target, select the last bone of wheel armature as bone, lock the middle and first bone, for first increase IK, you done. Maybe this video is not for newbies, i hope it helped you.
@@knifidoors I had a different input from a different source in between, so I took it from there, thanks for your efforts.
You tought me hoiw to rig things thank you
Why you choose 5000 degrees at 6:55? Is that number arbritrary?
its not. It means that after 400 frames you are doing 5000 degrees rotation = 12,5 degree per frame. If you choose 400 its going to be 1 degree per frame.
This is awesome, thank you so much!
can you make a tutorial how to make the mechanical please
That’s like an hour, too long
@@Olav3D ohhh ok thank's for replay
reply
Awesome tutorial. I needed it. Thank you !!!!
That great, i needed it, thanks for share!
Nice video.Thank you
Thank you so much
Merci pour cette belle démonstration ! Claude (France)
Nice! How about a tutorial for a sandbeest leg next :P
Goddammnnittt thank you so much for this tutorial it took me an while to figure out how to use it in my project but it saved me a lot of trial and error.
Thanks this is great!
Great simple n straight forward tutorial thanks. Any cloth or hair sim tutorials?
Yes, many on my channel.
nice tutorial~ :-)
HALLELUJAH !!!!
Спасибо :)
There's something broken with my page. When I give my second thumbs-up for the video, my first thumb is somehow getting removed. How can I give the 3 thumbs-up that this video deserves (with one TH-cam account)?? ;-p
this is not a tutorial
you're just narrating what you're doing without any explanation as to why you're doing it
Wow
I accidentally hit my funny bone
3rd (maybe)
"press E and then R and then...." do not explain anything that you do.
666 likes nice.
This is stinky
bro please, your Discord Server link
Far too much time wasted showing how to move bones, far to little time and completely convoluted explanations of the actual setting up of the physics, have had to watch dozens of times and still cannot follow physics, menu's on blender different from what is in video and no clue as to why because zero explanation of physics in this video. try leaning how to explain things perhaps.
Thankyou so much