At the end when you mention rotation constraints, I believe you can set a degree of rotation constraint as well as completely locking it down. For pistons, it would be good to limit but not completely lock out the X rotation so your piston doesn't pop out of the cylinder by accident.
That's....a tough one. My initial thought is that it's something weird with the object transforms, so where the object thinks it's center is, original scale, original rotation ect. I would try to apply all the transforms to your object before adding the bones (in object mode go to the dropdowns at the top, select Object->Apply->All Tranforms) and then try to attach them again, but if that doesn't work then I'm not sure what the issue could be...
i feel your pain, when i add bones it complicates me working on my model because i am not familiar with the process. Just trying to put a hatch a plane is a pain to learn, but will be worth it later. Feels so weird modeling after 8 years and even then i never animated anything or got too deep, just understood the process lol
HI, I have applied damped constraints for pistons. they are behaving like simulation i.e, when I move the frames in timeline, the pistons are coming out and again settling in. I thought its going to ok while in render. But No ! even in seq render its behaving sameway…, ‘pistons are coming out and again settling in’ ! any solutions plz help thank you
It's the same commands used to move objects around. The default bindings are g to move, r to rotate, and s to scale. In object mode you can only move the skeleton around as if it were one object, in edit mode you can place the default positions for the individual bones, in pose mode you can move the bones and have them impact whatever they are bound to. Hope that helps :)
At the end when you mention rotation constraints, I believe you can set a degree of rotation constraint as well as completely locking it down. For pistons, it would be good to limit but not completely lock out the X rotation so your piston doesn't pop out of the cylinder by accident.
This was a perfect tutorial, easy to understand, and to the point. Thank you.
Thank you so much! Glad you liked the tutorial!
Thank you! Simple and to the point as we need! Greets from Italy!
for those who are in blender 4.2.3 just add armature with shift+A > armature (there is no sub menu but it works)
another video for my blender tutorial folder.
good jobb :)
New Subscriber here! Great tutorial, easy to understand for newbies like me.
Great tutorial,really useful,thank you!
I tried to bone, but my mesh dissaperaed afterward. Any idea what caused this?
That's....a tough one. My initial thought is that it's something weird with the object transforms, so where the object thinks it's center is, original scale, original rotation ect. I would try to apply all the transforms to your object before adding the bones (in object mode go to the dropdowns at the top, select Object->Apply->All Tranforms) and then try to attach them again, but if that doesn't work then I'm not sure what the issue could be...
i feel your pain, when i add bones it complicates me working on my model because i am not familiar with the process. Just trying to put a hatch a plane is a pain to learn, but will be worth it later. Feels so weird modeling after 8 years and even then i never animated anything or got too deep, just understood the process lol
HI, I have applied damped constraints for pistons.
they are behaving like simulation i.e, when I move the
frames in timeline, the pistons are coming out and again settling in.
I thought its going to ok while in render.
But No ! even in seq render its behaving sameway…,
‘pistons are coming out and again settling in’ !
any solutions plz help
thank you
Thank you🔥
Very good video thanks.
And thanks for providing model too.
Why when I click one armature, it selects all of the armature?
You're in object mode. You need pose mode. There's a mode selector on the top left corner, or ctrl+tab
It helps with you print shortcut keys you are using.
Thank you!!!
how do you do it with weight painting?
What buttons or commands are you pressing to move and change the size, rotation of the bones?
It's the same commands used to move objects around. The default bindings are g to move, r to rotate, and s to scale. In object mode you can only move the skeleton around as if it were one object, in edit mode you can place the default positions for the individual bones, in pose mode you can move the bones and have them impact whatever they are bound to. Hope that helps :)
Hi, after I set the constraint track for both sides, they no longer match each other with sightly move away. How come?
I have a doubt how to pull this exact thing into unity??
Export as FBX with armature and animations.
I reproduced the setup in the video, but the arm isn't moving with the plate.
Okay, I found the problem - a minute and a half in
Great.
Cool.
Instead of rotating by 180 degrees, you can use alt+f in edit mode to flip the bone's orientation. okay bye
BROTHER, how are you, where can I connect you? I need to know some questions and I invite you to a virtual cafe. Help me. It's about blender.
you need bone to this ?
Noice
Noice
Ahahahah robo-suzanne
sorry I zoned out can you start again?
i was the 666 like :(