Great work! Btw, a faster way to create the hooks is to select the point you want to hook in edit mode, press CTRL+H and click 'Hook to New object.' This creates the empty and the modifier automatically.
How to animate an array following a curve and how to easily manipulate an array/curve combo were questions I searched for answers to for literally a couple days. Of course after giving up and finishing up the project without the animation (and using some serious brute force to manipulate my arrays) do I stumble upon this video. I feel silly because I've scrolled past it plenty of times but it wasn't clear to me from the title that this would solve many of the problems I was running into in my own project. Saving this video to come back to any time I or someone else has a question about moving around arrays.
“GET OVER HERE!” On a unrelated note, animations in MK11 are really damn good. I wish I didn’t suck at fighting games just so I could appreciate the animations without getting my ass handed over to me xD
I 100% can relate.. I bought MK11 knowing that I don't enjoy playing it... BUT, You can set AI to fight each other, and I find some enjoyment in that :-)
@@WaterShowsProd It was marketed with gore, actually - at least that’s what all papers in my country were getting outraged about in those times :P MK2 was THE game of my childhood along with Spear of Destiny (Wolfenstein), System Shock 1, Doom 1 and 2 and Heretic. Oh and DynaBlaster (bomberman) on local PvP. Now I’m irreversibly messed up 😂
@@Micromation The gore was another selling point. Ha ha ha. I was already in my 20s when it came out, but I was really interested in how it was made, it was quite a technical breakthrough, similar to the way Dragon's Lair was earlier.
For those that get stuck at 2:45 , when you have to set the Array type from Fixed Count to "Fit Curve", and your chain goes back down to one link. To Fix this, all you need to do is go into the "Curve" Section of the Array Modifier, and set that to the Bezier Curve. That will fix it. Good luck!
"...and set that to the Bezier Curve" Set what to Bezier Curve? The Curve Object? That's already set to Bezier Curve and i still only have one ring. What am I doing wrong? UPDATE: I figured it out. I was looking at my Curve modifier. I see now that the "curve" drop down box right under the Fit Type drop down is what i needed to change, in the Array modifier window.
I think, the Curve drop down does not appear until Fit Curve is selected. So. That might have been the issue with some users. Certain Blender functions are not visible until you assign them to the thing you are working on. :D
when I do then, it just makes the chain longer than the bezier curve, it basically doubles the length of the chain without changing the curve, how tf do I fixed this
it's so satisfying seeing your animations, there's something so unique and full of life about them that makes them stand out from any other animation I've seen. your videos are truly inspiring for me
After you switched from ''fixed count to fit curve'' in the array modifier tab, you skipped a part. If you look close you changed the screen to the next frame and we don't get to solve an issue that appears right after switching..... Please check at 2:43
@@PrimeAnimationsOfficial Great to hear you've got it worked.__ Below is the video where I've got this problem fixed, you may wanna check this out if you would like..... Check at 7:30 on this video___ th-cam.com/video/raQs9f4x0gw/w-d-xo.html
This is exactly what i needed! Thank you so much! the A N I M A T I O N is gorgeous! Okay wow, these animation tips and rigging details are God-send, you get yourself a sub just for this video man! God bless
I'm curious why when I add the empty to the object offset that my chain will progressively become bigger the more links that are added. I don't know if I did something wrong before this, but I followed what was done along this tutorial.
A bit late but how would I get this to work for game engines? Great tut btw, learned a lot, really considering your rigging course you drop a lot of gems Pierrick!
this is really nice,, but binding the Curve points to the empty with the hook, when I go back to edit mode and move the empty's nothing happens, ?? please help
Places I was hung up on that might help others. 2:45 The Curve drop down comes after Selecting Fit Curve. 3:15 Parent the New Empty for an origin TO the Bezier Curve not the Curve to the Empty. 5:15 Each Empty needs a seperate vertex and a separate Hook Modifier.
I'm trying to make a chain with the links each around 10 cm in size. When i follow the tutorial, once i get to 2:50 and try extending the curve, i have to extend the curve node out to a ridiculously long length, in order for new links to start being added to the chain. Why is this happening? What am i doing wrong?
Anyone know why every time i add a hook to my chain, when i move any of my empty's, it leaves a tiny black box with a dashed black line connecting from where the empty started, connected to where the empty is moved to. What am i doing wrong? How can i remove the black boxes and the dashed lines? Please/Thanks
is there anyway to scale the chain and everything without messing up the chain links? i need to scale down the chain hook model to fit my armature but can't get the chain to stay the same length and make it work like normal. any help?
you can try to switch on "Stretch" and "Bounds Clamp" in the curve/shape settings of the underlying Beziercurve. if you only scale the root-empty, then the chain will be stretched awfully. But if you scale the amature when all hooks are attached to a bone, it seems to work nicely.
Great video btw!. I was wondering i would really like to know how to export the finished animation of the rigged chain and character in this video to unreal engine to use the animation as an animation for the mannequin to use in unreal engine. I would like to be able to use blender animations in unreal engine.
So I found out how to fix this. While in edit mode on the curve, select the first one that you scaled down to the 3d cursor, then in the transform panel (from hitting N), you can see 3 of the vertex axis, change them all to 1. Rotate the curve until it lines up straight again.
No jokes, the king of rigging and animation in the community - no one else cares to share their knowledge outside of little snippets here and there. Hero we don’t deserve!
How about baseball wood stick. Can you make video pls how to both hand attached to wood stick . Can you show us how or hand follow hand. I use copy location and copy rotation but it not work for me . Not fine .
I want to know if its possible to apply this to other sorts of weapons, like a chain whip or a pair of chained blades or anything like those. I'm planning to have as much variety with chained weapons as possible, but what you talk about in this video is a good application to making chains in Blender. In Unity, I'll have to compromise and use a line renderer.
Hi Pierrick! Thanks as always for your amazing work! In case you still read this, I have a rigging challenge that might make a great tutorial. I'm trying to rig a chain hanging at both ends - two characters moving, but with a chain shackle connecting their wrists. I've tried a bunch of ideas so far...any thoughts you could share?
Hey Pierrick! I have a small request - I would love to see your review / comment / point of view about Cascadeur - the physics-based animation software. Cheers!
All of my chain links seem to be separating and floating off on their own any time I move the outer 2 controllers 0-o My only deviance from the tutorial was that I need the chain to be of a fixed number of links (for example making a chain to tie a dog's collar to a post)
Can you do how to move a snake tail?..I mean like the medusa...i do know how to animate just only a snake with a curve, but for tail movevent like the medusa i find it a bit hard. Thanks
Hi Perrick, just a quick question about rigging..is it possible to use two rigs on one mesh with a switch between them? I was making a character and wanted to have my own rig and a mocap rig underneath the same character.
@@PierrickPicaut_P2DESIGN Neat, thank you so much. Can't wait for your animation course. Really can't find indepth tutorials about 3d animation anywhere I look. Your videos are arguably the best in-depth blender tutorials there are.
I don't think so. Game engine wiese, you would need to build a whole FX or chain generator and eventualy make it follow your bone system or something like that. There are tools comparable on UE4 and Unity but it's way beyond my capabilities
9:28 I'm done, having a hard time following your step I have to guess what you doing, delete or what, 100 times easier if you have a screencast keys addon enabled
It really does feel like no matter what I'm trying to learn, you WILL have a tutorial on it. Your channel is so helpful and it's SUPER appreciated!
yoooo
Rigging chains and ropes is always such a nightmare. This is by far to best solution I've seen. Thanks for sharing ;)
Great work! Btw, a faster way to create the hooks is to select the point you want to hook in edit mode, press CTRL+H and click 'Hook to New object.' This creates the empty and the modifier automatically.
Haaaa! Thank you so much for the tip!
How to animate an array following a curve and how to easily manipulate an array/curve combo were questions I searched for answers to for literally a couple days. Of course after giving up and finishing up the project without the animation (and using some serious brute force to manipulate my arrays) do I stumble upon this video. I feel silly because I've scrolled past it plenty of times but it wasn't clear to me from the title that this would solve many of the problems I was running into in my own project. Saving this video to come back to any time I or someone else has a question about moving around arrays.
“GET OVER HERE!”
On a unrelated note, animations in MK11 are really damn good. I wish I didn’t suck at fighting games just so I could appreciate the animations without getting my ass handed over to me xD
I 100% can relate.. I bought MK11 knowing that I don't enjoy playing it... BUT, You can set AI to fight each other, and I find some enjoyment in that :-)
Ironically, the marketing point of the original Mortal Kombat was that it used digitised actors.
@@WaterShowsProd It was marketed with gore, actually - at least that’s what all papers in my country were getting outraged about in those times :P MK2 was THE game of my childhood along with Spear of Destiny (Wolfenstein), System Shock 1, Doom 1 and 2 and Heretic. Oh and DynaBlaster (bomberman) on local PvP. Now I’m irreversibly messed up 😂
@@Micromation The gore was another selling point. Ha ha ha. I was already in my 20s when it came out, but I was really interested in how it was made, it was quite a technical breakthrough, similar to the way Dragon's Lair was earlier.
For those that get stuck at 2:45 , when you have to set the Array type from Fixed Count to "Fit Curve", and your chain goes back down to one link. To Fix this, all you need to do is go into the "Curve" Section of the Array Modifier, and set that to the Bezier Curve. That will fix it. Good luck!
"...and set that to the Bezier Curve" Set what to Bezier Curve? The Curve Object? That's already set to Bezier Curve and i still only have one ring. What am I doing wrong? UPDATE: I figured it out. I was looking at my Curve modifier. I see now that the "curve" drop down box right under the Fit Type drop down is what i needed to change, in the Array modifier window.
I think, the Curve drop down does not appear until Fit Curve is selected. So. That might have been the issue with some users. Certain Blender functions are not visible until you assign them to the thing you are working on. :D
when I do then, it just makes the chain longer than the bezier curve, it basically doubles the length of the chain without changing the curve, how tf do I fixed this
it's so satisfying seeing your animations, there's something so unique and full of life about them that makes them stand out from any other animation I've seen.
your videos are truly inspiring for me
Thanks for your kind words
You are best blender animator ever seen
U may not move the origin point of a bezier curve but for a path curve it works even if u move origin point. It doesn't break
thank from the bottom of my heart for this man .. ur the G.O.A.T
"you shall not move the chain object or it will go crazy" VERY GOOD, KING!
How would you go about importing this into unreal engine on a character? I don't think arrays follow along with the export...
本视频是关于在Blender中安装挂钩或抓钩以及如何使用链条的教程。主要演示了如何添加钩子和使用曲线控制链条的基本技巧。
亮点
⚙ 在链环上添加RA修饰符并设置值为0.67。
🔄 使用曲线来设置曲线修改器,并将其与全局Y轴对齐。
🪝 使用钩子修饰符将空物体绑定到控制点,以控制链条的运动。
💡 使用曲线控制器的自定义形状来改变钩子的外观。
🎬 禁用约束并对每个控制器进行关键帧来制作动画。
Blender #教程 #链条 #挂钩 #钩子
Literally exactly what I needed and just in time!
This is exactly what I needed thank you so so much
Simple?!!! LOL... Cool though! Thanks I'll be working on this for a while. So much to learn here! Thanks for sharing your work looks amazing!
After you switched from ''fixed count to fit curve'' in the array modifier tab, you skipped a part. If you look close you changed the screen to the next frame and we don't get to solve an issue that appears right after switching..... Please check at 2:43
I got the same issue. Link collapsed down to one link.
I literally just figured it out. Reattach the object to the curve and that should solve
@@PrimeAnimationsOfficial Great to hear you've got it worked.__ Below is the video where I've got this problem fixed, you may wanna check this out if you would like.....
Check at 7:30 on this video___ th-cam.com/video/raQs9f4x0gw/w-d-xo.html
@@mdarifulislamhridoy9147 omg thankyou :3
man, your work is so good!
Ultimate....🔥🔥🔥🔥🔥
this is so useful! and so complicated :D
hope i one day can reach your level
Finding this channel has been my highlight of 2021 so far!
Great tutorial!
This tutorial is gangster. Thanks friend!
holy shit this is so complex....amazing tutorial
Hi Pierrick.. Can you make a tutorial about how to break the chain.
Instead of hooking manually you can use ctr+h and "hook to new object" :)
Amazing thnx a lot. So skilled MerCi :)
great job , but how i do it in ue5 , the animation of the chains?thanks
This is exactly what i needed! Thank you so much!
the A N I M A T I O N is gorgeous!
Okay wow, these animation tips and rigging details are God-send, you get yourself a sub just for this video man!
God bless
Hello can u make a tutorial on how to make a hook at the end of the chain and an animation for it
What you do is priceless man, Thank you for all your hard work
really good tutorial, i felt like i was watching a paid blender course!
Get over here!
I'm curious why when I add the empty to the object offset that my chain will progressively become bigger the more links that are added. I don't know if I did something wrong before this, but I followed what was done along this tutorial.
A bit late but how would I get this to work for game engines? Great tut btw, learned a lot, really considering your rigging course you drop a lot of gems Pierrick!
Very interesting tutorial. Thanks
Nice! Good work ! Thanks man!
Thats dope, nice !
Thanks ! :)
Thank you. This is a great tutorial
this is really nice,, but binding the Curve points to the empty with the hook, when I go back to edit mode and move the empty's nothing happens, ?? please help
When I do the array it end sup scaling the object. Why is that? help would be appreciated please thanks.
Definitely a great tutorial. Enjoy this. Gave me new ideas and knowledge. 🙏🏾💯
Places I was hung up on that might help others.
2:45 The Curve drop down comes after Selecting Fit Curve.
3:15 Parent the New Empty for an origin TO the Bezier Curve not the Curve to the Empty.
5:15 Each Empty needs a seperate vertex and a separate Hook Modifier.
Thank you so much!
You should include the blend file for the project
I do
www.p2design-academy.com/courses/enrolled/1998352
Thank you for this🙏
Amazing!
Very cool!
I'm trying to make a chain with the links each around 10 cm in size. When i follow the tutorial, once i get to 2:50 and try extending the curve, i have to extend the curve node out to a ridiculously long length, in order for new links to start being added to the chain. Why is this happening? What am i doing wrong?
Anyone know why every time i add a hook to my chain, when i move any of my empty's, it leaves a tiny black box with a dashed black line connecting from where the empty started, connected to where the empty is moved to. What am i doing wrong? How can i remove the black boxes and the dashed lines? Please/Thanks
just curious, can this animation export into a fbx and move to unity?
is there anyway to scale the chain and everything without messing up the chain links? i need to scale down the chain hook model to fit my armature but can't get the chain to stay the same length and make it work like normal. any help?
I guess you need to scale the geometry of the chain links. not through the armature, but in edit mode on the object itself
you can try to switch on "Stretch" and "Bounds Clamp" in the curve/shape settings of the underlying Beziercurve. if you only scale the root-empty, then the chain will be stretched awfully. But if you scale the amature when all hooks are attached to a bone, it seems to work nicely.
bro what if you append all to your character blend, but ur chain too big. how to scale it?
thank you for your video . 😊
pretty cool tutorial jus wish it was on gumroad to use cuz i jus cant figure it out
You can access it for freee here : www.p2design-academy.com/p/tutorial-ressources
@@PierrickPicaut_P2DESIGN I'm definitely subscribed thank u for blessing the community fam 🙏
Great video btw!. I was wondering i would really like to know how to export the finished animation of the rigged chain and character in this video to unreal engine to use the animation as an animation for the mannequin to use in unreal engine. I would like to be able to use blender animations in unreal engine.
Hi there! Have u found the solution? I would love to know how it's done, since I'll need it for my future project
When I do "Curve Deform" the chain becomes flat. did I miss something?
So I found out how to fix this. While in edit mode on the curve, select the first one that you scaled down to the 3d cursor, then in the transform panel (from hitting N), you can see 3 of the vertex axis, change them all to 1. Rotate the curve until it lines up straight again.
Your tutorials are very, very good! Thank you for such amazing videos!! 👏👏
Thanks for your support!
do you think this animation with that array modifier would translate to a game engine like unity?
Wow 👏
your rigging / animation videos are very usefull :) thanks for sharing your skill
He is great master .
No jokes, the king of rigging and animation in the community - no one else cares to share their knowledge outside of little snippets here and there. Hero we don’t deserve!
How about baseball wood stick. Can you make video pls how to both hand attached to wood stick . Can you show us how or hand follow hand. I use copy location and copy rotation but it not work for me . Not fine .
I made some hair mesh with curve. And I can not parent them to my body rig. Cannot transfer data ... can you help
quick question but i belive that is not exportable on unity right ?
I want to know if its possible to apply this to other sorts of weapons, like a chain whip or a pair of chained blades or anything like those. I'm planning to have as much variety with chained weapons as possible, but what you talk about in this video is a good application to making chains in Blender. In Unity, I'll have to compromise and use a line renderer.
Hi Pierrick! Thanks as always for your amazing work! In case you still read this, I have a rigging challenge that might make a great tutorial. I'm trying to rig a chain hanging at both ends - two characters moving, but with a chain shackle connecting their wrists. I've tried a bunch of ideas so far...any thoughts you could share?
Ok, so Bezier curves have a direction. I put the wrong end in the absolutre origen first, and my chain was all messed up.
when I set the empty to object offset it made one of the chains change its location and scale, how do you fix this?
it doesnt work for me when i make the hooks, the chain goes crazie and i try to redo it from zero and stills making the same crazie thing
6:50 Having a hard time completing this step, cuz my curve doesn't even rotate with this hook and moving it just breaks the whole thing
Can you rig the person being hooked? Is it difficult to show impact and pulling? (The block isn't showing much lol)
I can already imagine animating kratos' blades with this!, thank u :>
Nice content
Can you do a simpler version
I know right he's going fast expecting us to catch everything.
sensei pierrick,always out to help!!!
Hey Pierrick! I have a small request - I would love to see your review / comment / point of view about Cascadeur - the physics-based animation software. Cheers!
Nice to torial 🔥🔥 👍
awesomesauce
master
As always pure gold. thanks a lot :
can we use this kind of rig for game engine?
All of my chain links seem to be separating and floating off on their own any time I move the outer 2 controllers 0-o My only deviance from the tutorial was that I need the chain to be of a fixed number of links (for example making a chain to tie a dog's collar to a post)
thank you .but plz can you make this tutorial in maya I will be so happy
Instalike. I am just finish work with character with chains))
Can you do how to move a snake tail?..I mean like the medusa...i do know how to animate just only a snake with a curve, but for tail movevent like the medusa i find it a bit hard. Thanks
Hi Perrick, just a quick question about rigging..is it possible to use two rigs on one mesh with a switch between them? I was making a character and wanted to have my own rig and a mocap rig underneath the same character.
Sure you can. Since rigs are modifiers, you can stack multiple armature modifier in the same mesh.
@@PierrickPicaut_P2DESIGN Neat, thank you so much. Can't wait for your animation course. Really can't find indepth tutorials about 3d animation anywhere I look. Your videos are arguably the best in-depth blender tutorials there are.
Thanks for your kind words. Very appreciated.
how to implement this in unreal engine 4?thanks
Can this be used with a Whip Weapon?
Would this work when you import the animation as an FBX File for Unreal Engine?
I don't think so.
Game engine wiese, you would need to build a whole FX or chain generator and eventualy make it follow your bone system or something like that.
There are tools comparable on UE4 and Unity but it's way beyond my capabilities
@@PierrickPicaut_P2DESIGN ah ok thank you for the response 👍
How do you export this into ue5?
This method wouldnt work for games right?
How can i use it in Unity?
"GET OVER HERE" -funni
9:28 I'm done, having a hard time following your step I have to guess what you doing, delete or what, 100 times easier if you have a screencast keys addon enabled
rly informative as usual ;]
merci
nice cool
what happen on 2:48 he just cuts the video and the chain is back to normal but what exactly did he do?
I’ve selected “fit curve lengh” in the array modifier. This way new rings are created as the curve is extended
yes I have gotten to that point but then it just cuts out and the chain is long with you having the ability to extend it how did you make it extend?
I’m just moving a curve point.
@@PierrickPicaut_P2DESIGN when I move the curve point it doesn't add more chains like what you do
also when I click fit curve all it goes to is 1 chain
This video is top because Im used to creat a spiderweb
Very useful tutorial!!
Thanks you!