Excellent tutorial! Straight to the point, repetition to hammer down the technique and several variations of said technique to understand the theme. I knew most of this from before but sat through it as it was never boring even though it is a basic tutorial. I did learn some new and better ways to to things though. One thing beginners can find problematic and you might have touched on, is how to set the 3d cursor to a wanted pivot point when the mesh doesn't lend itself to it as well as the one in the tutorial. Thank your for sharing!
Exactly what I need for my project! I didn't want to goo deep into IK with Armature and bones, and your video helped me A LOT! Thanks Ryan! BTW maybe you should even add 'Without Armature' in the title, because I suspect many people like myself are looking exactly for this method.
Cool! Although I'm wondering why you were not able to download the project files? On Gumroad, you can just punch in 0, on the price box, and then get it for free. Or on the Patreon post, just click on the attached zip file on the bottom of the post to download the project files.
After animating cube from your tutorial i have idea fornmy next anination using this robot and couple of cubes 😊 You have great tutorials. Covering basics of modeling and little more advanced stuff in same video 😁
Hi Ryan at 10 second you define mechanical rigging like parenting and using origin and constraint to animate without armature. is it your own definition of mechanical rigging because when i search about it I only found video about rigging machine plus is the Sci-Fi Mech Robot correspond to the definition since you're using armature ?
Great info! That is exactly what I want for my project! But I still wondering for this way is there possible to set a limitation for each rotate? If one of the claw rotate too much it will overlapping to the other claw...
I'd like to know if I grab onto the end of the arm and move it will the other bodies stay linked and honor the joint and their rotation limits to achieve the new location?
@RyanKingArt Thank you for the tutorial! Please forgive my amateur question but is there any way an object could first have one pivot/origin assigned to a specific spot for a mechanical movement, but then in the later steps of the same animation the same exact object's center of rotation would change to say world origin? In my experience, once I would change it to the world origin all previously keyframes would be affected... Is there any way this could be solved?
Hello this is awesome ! Thank you for making this video. One question for the base ball joint; is there a way to make the ball joint limit to the geometry so it won’t clip into each other? Can it stop at where the socket edge is so it won’t go 360 and fold into each other? Thank you so much~
Great, easy to understand. One Question: why not use a rig with bones? Is that just better for more organic models and this is better for mechanical style models?
there is a way to do this with bones. Actually in my Sci-Fi Mech robot tutorial I use bones and do mechanical rigging. This method is very easy though, so I like this method. But maybe I can make another video where I rig the robot arm with bones.
I'm making a spaceship where the flaps open and the landing gear extends, everything works, but I would like to stop the angle at two positions. when the landing gear door is closed and open.
Hi Ryan, quick question, what was the reason for not applying the position attribute on the objects? And locking it instead? And how do I set a constraint for the rotation range of each piece? Thank you!
If you don't quite know how its fine, I think I finally found another tutorial that will help. But I was wondering if you could make the claws move together with one bone or empty instead of having to move them independently. as in when you open and close them, they move an equal amount. on most machines the two would be connected, and I was going to use it for some robot feet.
I am making a series on my channel and the characters are entirely referenced characters such as Gabitron prime Tails Sonic Knuckles Shadow Silver Amy Hell born Many others so i hope you enjoy the series when im done with episode one
Yes it is possible. Actually I use bones to mechanically rig my Sci-Fi Mech Robot. You can check out that tutorial series with the link in the description. maybe I can make another rigging tutorial on mechanical rigging with bones.
Can you export a rig like this to Unity? I set up a rig where the pivot points are like this but I'm looking for a way get a robot arm exported to unity and this method hasn't ever had successful results.
@Ryan King Art fair, I just needed to know because in my experience not using bones with the intent on exporting creates a lot of extra data when imported to unity. Especially of the mesh has multiple parts. This is because unity does not know where the animation data belongs. So it applies ALL animation data to every part of your creation. Say you have a roblox looking character with separate body parts, you animate the arms and legs moving and also the head. Well your 1 arm has the animation data you made it but it also has animation data for the other arm, the two legs, and the head. And all of the other parts do too. Basically the more objects that have animation data the worse it is, hence why having 1 armature shared between them all makes the mesh a lot more versatile Especially when working with others. Sorry for just info dumping this, but I needed to know if you had a method of getting around the extra animation data getting made on export situation before I said anything. Otherwise the tutorial is great for making something in blender.
First 3 min of vid literally just asking for help to support chan. Dude, just make good content. If people like it they will support you. That's all you gotta do.
Thanks for this Tut. I used it to animate a sci fi ship wing and parts. Looks good but I need to mirror to the other wing. Can you recommend the best way to mirror these rigs.....or do a tutorial. My wing has a lot of verts so I also tried Alt D to duplicate, flipped it 180 degrees on the z axis and then when I play the timelime, the duplicated wing and parts jump back to the original side and position.
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Your tutorials are always easy to understand and follow with your clear explanations of everything. Thank you for this 🙏
glad you like it! thanks for watching.
This is exactly what i needed at the perfect time im in blender right now
Cool! Hope its helpful!
im 30 seconds in and already love how you gave a overview for what well be doing, It helps me plan out what I want to do as a beginner in blender
glad you like it!
Excellent tutorial! Straight to the point, repetition to hammer down the technique and several variations of said technique to understand the theme.
I knew most of this from before but sat through it as it was never boring even though it is a basic tutorial. I did learn some new and better ways to to things though.
One thing beginners can find problematic and you might have touched on, is how to set the 3d cursor to a wanted pivot point when the mesh doesn't lend itself to it as well as the one in the tutorial.
Thank your for sharing!
glad you like it. Thanks for watching!
Straight to the point?!! The first 3 minutes are about how to give him money..
@@ryderbrooks1783 yea
this tutorial is great for the beginners who don't want to jump yet at setting up joints but want to start in animation. Thanks man!
glad you like it!
Wow! This technique is EXACTLY what I needed! Thank you!
You are so welcome!
This is a really solid introduction. Thanks for making it clear and concise.
Glad it was helpful!
This is exactly what I need to know for my own robot project. Thanks so much for making it available!
Glad it was helpful!
The most awesome tutorials out in RUclips easy to follow and awesome information in it thank you a million time man an awesome artist
Glad its helpful! Thanks for watching. 😀
DUDE! Whenever I need to learn a specific action or feature in Blender, you have a tutorial for it. Thanks so much
glad my videos can help!
this was exactly what I was looking for.
glad to hear that. thanks for watching!
now i can build working chassis mechanism for my aircraft. thanks so mich for this. best tutorial about this topic imho.
thanks for watching!
Thank you , i was just thinking about to search for a rigging tutorial
hope you find the video helpful!
I did all of your sci robot tutorials and it was awesome
Wow cool, thank you for watching!
Exactly what I need for my project! I didn't want to goo deep into IK with Armature and bones, and your video helped me A LOT! Thanks Ryan!
BTW maybe you should even add 'Without Armature' in the title, because I suspect many people like myself are looking exactly for this method.
thanks for the feedback. glad it helped!
I couldn't download the project file so I made my own robot arm from scratch and it works perfectly. totally worth my time👍
Cool! Although I'm wondering why you were not able to download the project files? On Gumroad, you can just punch in 0, on the price box, and then get it for free. Or on the Patreon post, just click on the attached zip file on the bottom of the post to download the project files.
@@RyanKingArt Oh, I think I forgot to unzip it. My bad.
@@Alexgudmusic ahh ok.
Amazing Tutorial Brother. Thank you very much.
welcome!
Every day you post something useful and interestin. Thanks for your work, Ryan! I really like your teaching style!
thank you 😀
Btw if you have complex mesh like ball joint doll you can parent to empty - circle and it will lock rotation to weird angles.
Very useful tut! Great job man
Glad you liked it!
YES. This is what I've been looking for. Now I can finally add the shoulder guns to the Burgerzoid I'm designing
Cool! Hope you find the tutorial helpful.
@@RyanKingArt I definitely did! No joke, I've been stuck on this project for 3 months and you just cracked the code for me
Thank you, I really needed this. Your tutorial is very simple and efficient. I will watch your other tutorials, I'm eager to learn more! :D
thanks for watching!
very very useful, thanks
Glad it was helpful!
Thanks, great video :) 👍
glad you like it!
Thank you so much this helped a lot!!!! You saved my life
Glad it helped!
thank you for this awesome tutorial!
You're very welcome!
Thank you dude. This is just what i needed 🙂
Glad it helped!
BROOO thankyou so much, this really helped and the tutorial was really easy to use as well :)
thanks for watching!
Great stuff and well explained. Thanks!
glad you liked it!
Excellent tutorial.. Thanku
welcome!
Works well!! DANKEEE
You're welcome!
Thanks so much for this clear an precise tutorial. I’ve recently built a mech in Blender and as still a relative newbie this is so helpful!
Glad it was helpful!
Awesome video, would love to see more videos that cover mechanical rigging, you explain things very well :)
thanks!
you saved my day:)
glad it helped!
Dude. Thank you so much
you're welcome!
Great tutorial style. Excellent
thanks!!
Amazing THNX
you're welcome!
After animating cube from your tutorial i have idea fornmy next anination using this robot and couple of cubes 😊 You have great tutorials. Covering basics of modeling and little more advanced stuff in same video 😁
Nice I need this
thanks for watching!
@@RyanKingArt I think you can use constraints the same way to make the limit rotation also
@@UnknownGuest220 Yes you can do that to.
very good!
Thanks!
Thankyou soo much brother 👏🏻👏🏻👏🏻👏🏻
You're welcome!
This looks very like my tutorial. Good tutorial btw
oh cool! : )
thank you , thank you , thank you❤❤❤
welcome!
Díky!
thank you for your super thanks! I appreciate it!
Thank you so much for this!!!
You're welcome!
Hi Ryan at 10 second you define mechanical rigging like parenting and using origin and constraint to animate without armature.
is it your own definition of mechanical rigging because when i search about it I only found video about rigging machine plus is the Sci-Fi Mech Robot correspond to the definition since you're using armature ?
Great info! That is exactly what I want for my project! But I still wondering for this way is there possible to set a limitation for each rotate? If one of the claw rotate too much it will overlapping to the other claw...
amazing 🤩🤩
thank you 👍 👍
I'd like to know if I grab onto the end of the arm and move it will the other bodies stay linked and honor the joint and their rotation limits to achieve the new location?
@RyanKingArt Thank you for the tutorial! Please forgive my amateur question but is there any way an object could first have one pivot/origin assigned to a specific spot for a mechanical movement, but then in the later steps of the same animation the same exact object's center of rotation would change to say world origin? In my experience, once I would change it to the world origin all previously keyframes would be affected... Is there any way this could be solved?
awesome
thanks!
Hello this is awesome ! Thank you for making this video. One question for the base ball joint; is there a way to make the ball joint limit to the geometry so it won’t clip into each other? Can it stop at where the socket edge is so it won’t go 360 and fold into each other? Thank you so much~
You can limit the rotation amount in the constraint but you'll have to do it for your model. find the point just before it clips and enter that number
I LOVE THIS METHOD!!! ~PS: Your voice reminds me of a flight attendant =) THEREFORE, I request a "How to model an airplane" tutorial =)
Haha thanks!
i've been on and off about a year on blender and i shit you not i did not know you could rig without first setting up an armature
Great, easy to understand. One Question: why not use a rig with bones? Is that just better for more organic models and this is better for mechanical style models?
there is a way to do this with bones. Actually in my Sci-Fi Mech robot tutorial I use bones and do mechanical rigging. This method is very easy though, so I like this method. But maybe I can make another video where I rig the robot arm with bones.
I'm making a spaceship where the flaps open and the landing gear extends, everything works, but I would like to stop the angle at two positions. when the landing gear door is closed and open.
you can use the objects constraints for that. use the limit rotation constraint.
Thanks@@RyanKingArt
Hi Ryan, quick question, what was the reason for not applying the position attribute on the objects? And locking it instead? And how do I set a constraint for the rotation range of each piece? Thank you!
If you don't quite know how its fine, I think I finally found another tutorial that will help. But I was wondering if you could make the claws move together with one bone or empty instead of having to move them independently. as in when you open and close them, they move an equal amount. on most machines the two would be connected, and I was going to use it for some robot feet.
Yes there are ways to make them move at the same time. Sorry I didn't cover that in this video.
Do you dream blender ;)
Lol sometimes. 😄
I am making a series on my channel and the characters are entirely referenced characters such as
Gabitron prime
Tails
Sonic
Knuckles
Shadow
Silver
Amy
Hell born
Many others so i hope you enjoy the series when im done with episode one
How do you clamp the rotation?
how to transfer this rig with all the constraints to Unreal?
Please upload rigging character full video and how to animation video like professor of how RUclips channel
thanks for the tutorial request.
Thanks, I don't know why you would need imaginary bones. Maybe it's easier but I'm a mechanic and everything with me has to be mechanical.
Hi, great tutorial. Any chance animation like this is possible via bones, allowing it to be used as a video game asset? Thanks
Yes it is possible. Actually I use bones to mechanically rig my Sci-Fi Mech Robot. You can check out that tutorial series with the link in the description. maybe I can make another rigging tutorial on mechanical rigging with bones.
@@RyanKingArt Absolutely great, I'll check it out. Thank you!
Can you export a rig like this to Unity? I set up a rig where the pivot points are like this but I'm looking for a way get a robot arm exported to unity and this method hasn't ever had successful results.
I really don't know, I've never used unity.
@Ryan King Art fair, I just needed to know because in my experience not using bones with the intent on exporting creates a lot of extra data when imported to unity. Especially of the mesh has multiple parts.
This is because unity does not know where the animation data belongs. So it applies ALL animation data to every part of your creation. Say you have a roblox looking character with separate body parts, you animate the arms and legs moving and also the head. Well your 1 arm has the animation data you made it but it also has animation data for the other arm, the two legs, and the head. And all of the other parts do too.
Basically the more objects that have animation data the worse it is, hence why having 1 armature shared between them all makes the mesh a lot more versatile Especially when working with others.
Sorry for just info dumping this, but I needed to know if you had a method of getting around the extra animation data getting made on export situation before I said anything. Otherwise the tutorial is great for making something in blender.
i downlode tha zip file bro then how can i import in blender what kind of file is this
Is there a way to have something similar to Inverse Kinematics with this method?
yes, its possible to do this, but with bones. maybe I will make another tutorial on that.
Hello
Good tutorial, could you explain how to export this model with its animations to Unreal Engine 5, greetings.
Thank you for watching. I've never used Unreal Engine 5, so I can't make a tutorial on that.
👍👍👍
thanks!
No bones? This is just animating parts not rigging????
It's constraints. Rigging doesn't just mean bones. It could be shape keys, it could be drivers. It could be a combination of things
This is not rigging
well I'd say it is a type of rigging, just without bones.
you could have squeezed all of these information into a 2 minutes video, instead of 20.
I guess so, but it might be a bit rushed. but thanks for the feedback
First 3 min of vid literally just asking for help to support chan. Dude, just make good content. If people like it they will support you. That's all you gotta do.
thanks for the feedback
@@RyanKingArt and thank you for the tips and content
Thanks for this Tut. I used it to animate a sci fi ship wing and parts. Looks good but I need to mirror to the other wing. Can you recommend the best way to mirror these rigs.....or do a tutorial. My wing has a lot of verts so I also tried Alt D to duplicate, flipped it 180 degrees on the z axis and then when I play the timelime, the duplicated wing and parts jump back to the original side and position.
I figured it out but I had to SHift D duplicate to get it right so it doubled vertices