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!
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.
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?
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.
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.
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.
@@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!
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?
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.
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.
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
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?
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
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!
Thank you! And sorry that it wasn’t as beginner friendly as you had hoped for.
@@3dplockis thank you for your reply!
Great video tutorial! Very clear and exactely the right pace! Thanks a lot!
Thanks! Happy to help!
Thank you for this tutorial, it was very informative and easy to understand
Thank you, happy to help!
Great work! Straight forward & immediately began the tut with no fluff. Keep up the informative tuts, cheers!
Thank you!
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!
Thank you!
Very cool, Finally i can do a cool suspension for my car!
and, you will make videos only in Saturday or later you make videos in other days?
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.
Good tutorial, thanks for sharing.
Thank you!
thank you! so simple yet so informative! 10/10
Thanks! Happy to help!
Great explanation!
Thank you!
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?
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.
how to shift + set an object? 7:08 part
ah I was trying to say shift+z. So first E then S to scale outwards and the shift+z to only scale i x and y
thx man!
No problem!
nice
Thank you!
Where’s the threads for adjustment, and the three adjustment rings 😉
Coming in the remake ;P
Thank you 😀
Happy to help!
Thank you ❤️
Happy to help! ☺️
As a noob I would have never thought a cylinder could do that now I know
Yeah, that cylinder is pretty flexible and handy to modify 😀
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.
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.
@@3dplockis Awesome, looking forward to what you come up with!
Not as easy as I hoped but I found an solution with geonodes, will try to get out an tutorial this weekend
@@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!
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?
If you convert the spring curve into a mesh it won't deform properly?
Because the surface on the curve is depending of the curve and will keep the set diameter no matter what happends to the curve.
@@3dplockis thats nice, will try it. Thanks for the tut!
Thx for watching!
i have an issue where my spring end doesn't clamp the one of the pistons fully. It stretches but the gap increases slowly
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.
Is it possible to do coilover the spring after its been converted to mesh?
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.
Hello! i was wondering if you can export this to unreal? If yes how? thanks
Probably, but I unfortunately don’t know how.
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
Is this will work somewhere other than blender after export fbx?
Sorry, I do not know, but I don`t think so.
So. Animating curves requires hooks? Maybe. So many ways. :D
True that, always more then one way to solve something 😀
Bro you have Max Verstappen voice.
ok, gtk :P
Woah :o
😀
Looks like "Curve Spiral Node" was removed from Add Mesh > Curves > ... in Blender 4.0. Do you know of a similar or alternative technique?
You just need to activate the "add curve: extra objects" in the add-ons under preferences
@@3dplockis awesome, thanks!
Happy to help!
Blender 4.1. here - same goes for adding bones. Enable ''Rigify'' in the Add-ons.
need to speak up and talk into the mic
Yeah, sorry about that. I hope I've improved in the newer videos.
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?
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