Rigging in Blender - Advance Mech Knee with Piston Tutorial
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- Опубликовано: 3 окт 2024
- In this video I will show you how to rig a robotic knee in Blender. Here we will create the armature, assign the mesh to the armature, and then add constraints to the armature to limit rotation and follow heads and tails of bones.
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Do you guys want to see more rigging techniques?
Yea
Absolutely 🍻
Off course.
Absolutely, I've never managed to rig a piston properly before :-)
Rigging is really tricky in every software. Absolutely yes, this is so so useful.
0:13 - creating armature
2:12 - aligning armature with mesh
3:13 - parenting leg mesh to rig
5:02 - parenting piston mesh to rig
6:28 - "Track to" constraint, touch up on piston armature
9:00 - locking rotations
Exactly what I was looking for, thank you!
Great to hear!
This tutorial helped me alot with armature and parent, thanks for the tutorial
Perfect Tutorial to rig Revenant thank u :D
So good! I just rigged my first model. This was a huge help!
Glad I could help!
Very helpful, very straightforward and easy to follow. Thank you!
Nice and chunky dory! Well done
Thank you! Cheers!
With individual mesh components where the entire mesh is assigned to a single bone, as is often the case in mechanical rigs, you don't need to use armature deform. What you want to do is go into pose mode, use the list thing at the side (inventory? I don't remember the name) to select the mesh, then select the bone you want, then hit parent to bone.
pretty much any screencap of this video from beginning to end would make an epic desktop wallpaper ♥
lol, cheers
Thank you for your lecture! This is what I was looking for.
Dangggg this is what i was looking forrrrrrrrrr, Thankyou So much
wowww, very nicely explained!
Thanks for the help man, I learned something new and really powerful today! I intended on making a robotic arm just like that. Unfortunately I couldn't find a single video explaining what you did. The most important part was parenting using Empty groups method which made all the difference. Thanks a lot again man, really appreciate you helping me out.
I didnt know there was an easier way to assign bones to mechanical meshes! Ive been using weight paint this whole time!
Thank you so much! I 'm always struggling while rigging!
Happy to help!
Good bloody job! This is informative and helpful!!
man, thank you very much for this video haha, I tried so hard to make the rig of a robot arm that I did, this video was unique that helped me. Thanks :)
Thank you so much 👍👍
I would have thought tracking constraints on both bones pointing at each other would have created a feedback loop and locked the rig, but it didn't seem to do that in your example. I guess that's because their tails are being controlled by individual parents and it's only aligning the heads. I was expecting a more complex rig with separate target bones. Thanks.
No worries mate, I am glad I was able to help
Yes do more like this - rigging is so complex ! Thx a lot for this tut !
You got it!
goat status
You absolute legend! Now I just need to work out how I can do that with a pre-defined armature that has some spare bones I can repurpose...
Just add more bones to something that already exists
Yeah can't add more bones, the armature is specific to second life, it doesn't allow more bones. The skeleton does have bones to allow for quads though, so I'd have to reposition some of them, the ones for the back legs or wings, to make it work.
Great video thank you
very very good my friend
Fantastic video mate. I'd love to see more such mechanical animation tutorials.
Thanks Man! This is help me a lot.
no worries mate
It's really nice one. Thanks. But how to get rig of dependency cycle in this particular example?
Hey. Can you do one with a double jointed leg? Like, a joint on the thigh to the knee, and then from the knee to the legs?
yep, ruclips.net/video/Z94zCabB-JU/видео.html
I finally understood this shit, thank you!
Thank you Sir :)
Most welcome!
thanks really helpful tutorial! liked and subscribed
Thanks for the sub!
Hey man, love the video super helpful! Would be great if you did a video on your thought process for creating rigs for strange situations/custom rigs. I find myself able to follow along with rigging but never able to creatively apply myself to it.
I could do that, did you have a model in mind to use?
@@Markom3D not one that would be helpful to anyone else. It's nice and messy and complicated (hovership like the matrix with moving hoverpads/pistons) but I don't know if it'd be clear enough to understand the process.
Like when to rig "top down" and "bottom up" sort of workflow :)
I'm having issues with the "track to" constraint part. The bone rotates away when I track to the bone I want it to then doesn't track to it?
It´s very well explained, great video. Although, my rig didn´t work in the slightest.
I was using the addon PistonPusher from Blendermarket, maybe I should have broken down the piston to a simple mesh without any functionality first. Should have, probably.
Anyway, my piston was all over the place, will try again from scratch ;)
Oh, and I also had the problem that part of my main geometry got "stuck" midair and didn´t move with the bones, sometimes single faces, sometimes a few vertices. Had to redo the process for these parts several times before they finally worked. Maybe a bug in Blender 3.2?
a tutorial series on how to rig an excavator
I can't find the upload of the short film work last done, so I can't ask there, but:
Why are you not using the Animation Layers addon?
It can't loop animations, but I'd think as you correct the raw mocap data, using layers even for the corrections seems to me to be the most organized way to go forward, instead of working on the mocap data directly.
Am I missing something? I'm a green animator, so idk, maybe I'm missing something I should better understand?
I'm thinking non-destructively, like as if animation was hard surface modeling and I'm using hardops.
hmm, interesting, I will look into animation layers addon.
@@Markom3D, you probably already found it, but if you didn't, this is the one I was thinking of, it's kinda new.
ruclips.net/video/KjzV7f7HudI/видео.html
+1
okay
So is it standard in Blender when rigging a hard-surface mesh to just break the mesh into all the various pieces? My mech is all one piece and I've been trying to find a tutorial on skin weighting a hard surface model, but every video I've found just has all the pieces separate. Which to be honest is a little irritating. I assumed there'd be a way to skin weight based on mesh elements.
yeah, so you can assign the mesh to the vertex group that corresponds to the bone. I am currently making a rigging troubleshooting video. I will add it in
@@Markom3D Ahh Thank you. I found this: ruclips.net/video/dKZrzG5r13g/видео.html
I just started using Blender today after being a 3Ds Max user since 2000. Man, it's got some amazing features!
lol wut