How to make a coilover - Blender

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  • Опубликовано: 2 окт 2024

Комментарии • 65

  • @chadibaytamouni3503
    @chadibaytamouni3503 Год назад +3

    Not a beginner friendly video, but with a slight knowledge in blender , i found a way to keep up, it s good this tutorial is here on youtube. thx for sharing!

    • @3dplockis
      @3dplockis  Год назад +1

      Thank you! And sorry that it wasn’t as beginner friendly as you had hoped for.

    • @chadibaytamouni3503
      @chadibaytamouni3503 Год назад

      @@3dplockis thank you for your reply!

  • @MR-Crab08
    @MR-Crab08 Год назад +2

    Very cool, Finally i can do a cool suspension for my car!

    • @MR-Crab08
      @MR-Crab08 Год назад

      and, you will make videos only in Saturday or later you make videos in other days?

    • @3dplockis
      @3dplockis  Год назад

      Thanks! I think I will continue to release only 1 video a week, and think I will continue to release them on Saturdays or perhaps Sundays if I’m not done until Saturday.

  • @vinnypassmore5657
    @vinnypassmore5657 Год назад +1

    Good tutorial, thanks for sharing.

  • @mescekchoppers1
    @mescekchoppers1 Год назад +1

    Great explanation!

  • @ahmetbaykara.mp3
    @ahmetbaykara.mp3 Месяц назад

    A good tutorial but you skipped the part very fast in this video where you hooked the spiral object to the stretched bone. What is the difference between parenting and hooking?

    • @3dplockis
      @3dplockis  Месяц назад

      Thank you, and sorry if it was a bit fast at times. Well, the difference (from the manual):
      -The Hook modifier is used to deform a mesh, curve, or lattice using another object.
      -Parenting is for designating one object as the parent of all the children. Movement, rotation, or scaling of the parent also affects the children.
      But as always, you can do things in Blender in several different ways.

  • @leythecg
    @leythecg Год назад +6

    Great video tutorial! Very clear and exactely the right pace! Thanks a lot!

    • @3dplockis
      @3dplockis  Год назад +1

      Thanks! Happy to help!

  • @blakeXYZ
    @blakeXYZ Год назад +3

    Great work! Straight forward & immediately began the tut with no fluff. Keep up the informative tuts, cheers!

  • @cowchunks5120
    @cowchunks5120 Год назад +3

    Thank you for this tutorial, it was very informative and easy to understand

    • @3dplockis
      @3dplockis  Год назад

      Thank you, happy to help!

  • @kenzietownsend6644
    @kenzietownsend6644 3 месяца назад

    So. Animating curves requires hooks? Maybe. So many ways. :D

    • @3dplockis
      @3dplockis  3 месяца назад

      True that, always more then one way to solve something 😀

  • @johnray854
    @johnray854 Год назад

    As a noob I would have never thought a cylinder could do that now I know

    • @3dplockis
      @3dplockis  Год назад

      Yeah, that cylinder is pretty flexible and handy to modify 😀

  • @jacktodd5063
    @jacktodd5063 Месяц назад

    need to speak up and talk into the mic

    • @3dplockis
      @3dplockis  Месяц назад

      Yeah, sorry about that. I hope I've improved in the newer videos.

  • @roinunezmillan1711
    @roinunezmillan1711 7 месяцев назад

    Thanks for the video, very easy to follow and the result is great!
    I Really think you deserve way more subscribers!
    Keep up the good work!

  • @hitune
    @hitune 11 месяцев назад

    Where’s the threads for adjustment, and the three adjustment rings 😉

    • @3dplockis
      @3dplockis  11 месяцев назад

      Coming in the remake ;P

  • @ekimoleksander6068
    @ekimoleksander6068 Год назад

    i have an issue where my spring end doesn't clamp the one of the pistons fully. It stretches but the gap increases slowly

    • @3dplockis
      @3dplockis  Год назад

      My best guess would be that the "spring bone"´s attatchment points are not at the centerpoint of the bottom or top of the spring depending were the issue is.

  • @suw1837
    @suw1837 Год назад

    Is it possible to do coilover the spring after its been converted to mesh?

    • @3dplockis
      @3dplockis  Год назад +1

      I do not completely understand the question. But if you make a mesh of the spring it wont look or work as well. This because the surface on the curve, the spring, is depending of the curve and will keep the chosen diameter no matter what happends to the curve.

  • @pokusalisobaki
    @pokusalisobaki Год назад

    Is this will work somewhere other than blender after export fbx?

    • @3dplockis
      @3dplockis  Год назад

      Sorry, I do not know, but I don`t think so.

  • @jacobmougharbel5402
    @jacobmougharbel5402 10 месяцев назад

    thank you! so simple yet so informative! 10/10

    • @3dplockis
      @3dplockis  10 месяцев назад

      Thanks! Happy to help!

  • @xDaShaanx
    @xDaShaanx Год назад

    Woah :o

  • @millerbyte
    @millerbyte 8 месяцев назад

    Thanks for this! Now what if the spring is actually a mesh and not a curve? For example, if you need to UV unwrap the spring. I've done something similar with shape keys, but driving that with an armature is not as straightfoward.

    • @3dplockis
      @3dplockis  8 месяцев назад +1

      Happy to help! And your question is interesting, never had to do the scenario you describe. But I'll try out some solutions to see which one is best. I'll get back to you if I find something good.

    • @millerbyte
      @millerbyte 8 месяцев назад

      @@3dplockis Awesome, looking forward to what you come up with!

    • @3dplockis
      @3dplockis  8 месяцев назад

      Not as easy as I hoped but I found an solution with geonodes, will try to get out an tutorial this weekend

    • @millerbyte
      @millerbyte 8 месяцев назад +1

      @@3dplockis You rock -- I didn't even think about geonodes for this. I got this working by making a copy of the coil curve, compressing it all the way, and then converting to a mesh. I then copied this compressed mesh to another coil (this coil is already a mesh in the "extended" state) as a shape key that I can animate. Not perfect, but it worked!

    • @3dplockis
      @3dplockis  8 месяцев назад +1

      Might accidentally find a quick fix depending on your goals (working in Blender 4). If you start out with a curve with geometry, like my coil, and then just add an image texture to your BSDF, press Ctrl+T (Node Wrangler) to get mapping and texture coordinates, and then choose UV. Now, the image might 'roll' when animated; if so, change the twist method in the object data properties to Z-up.
      Now it might look okay. But to get a better understanding of the UV map, make a copy of the curve, convert it to mesh, then open it up in UV editing. Press A, and you will see that Blender has already fixed a nice UV map for you. With this information and understanding of the created map, you can adjust your image to your liking, and then it will work on the curve.
      It might be a rough solution, but for me, who works a lot with images, it's by far the easiest I've seen. Does this work or do you rather see the geo nodes suggestion?

  • @troscar
    @troscar Год назад

    If you convert the spring curve into a mesh it won't deform properly?

    • @3dplockis
      @3dplockis  Год назад +1

      Because the surface on the curve is depending of the curve and will keep the set diameter no matter what happends to the curve.

    • @troscar
      @troscar Год назад

      @@3dplockis thats nice, will try it. Thanks for the tut!

    • @3dplockis
      @3dplockis  Год назад

      Thx for watching!

  • @tdombui
    @tdombui 8 месяцев назад

    Looks like "Curve Spiral Node" was removed from Add Mesh > Curves > ... in Blender 4.0. Do you know of a similar or alternative technique?

    • @3dplockis
      @3dplockis  8 месяцев назад +1

      You just need to activate the "add curve: extra objects" in the add-ons under preferences

    • @tdombui
      @tdombui 8 месяцев назад

      @@3dplockis awesome, thanks!

    • @3dplockis
      @3dplockis  8 месяцев назад

      Happy to help!

    • @CroCvitta
      @CroCvitta 2 месяца назад +1

      Blender 4.1. here - same goes for adding bones. Enable ''Rigify'' in the Add-ons.

  • @Isabel-nx7pr
    @Isabel-nx7pr 11 месяцев назад

    Hello! i was wondering if you can export this to unreal? If yes how? thanks

    • @3dplockis
      @3dplockis  11 месяцев назад

      Probably, but I unfortunately don’t know how.

    • @marcapouli7805
      @marcapouli7805 10 месяцев назад

      You can, but the hook constraint won't export, the spring itself won't work. You need to weight paint the spring instead, and it will work in Unreal (I just made it).
      This can be a bit tricky because automatic weight will deform the spring in the wrong way. Manual paint is best here

  • @sreejith_kalaiarasu
    @sreejith_kalaiarasu Год назад

    Thank you ❤️

  • @JBeamGT3
    @JBeamGT3 Год назад

    Sooooo I’m just getting involved in blender so maybe I’m doing something wrong but I’ve renamed both bones for the shock tower, I have them selected, I’m in pose mode trying to set constraints and no matter what I do only the bottom bone shows up as an option for my constraints. Is this a bug or have I missed something?

    • @3dplockis
      @3dplockis  Год назад

      Hmm maybe it can be that you have 2 different armatures? How did you ad the second bone? Check this part again. ruclips.net/video/V9ScSB2a8pA/видео.html

  • @sreekanth7898
    @sreekanth7898 Год назад

    Thank you 😀