how to make a character punch and kick objects in blender 2.8

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  • Опубликовано: 5 янв 2025

Комментарии • 42

  • @Datain3d22
    @Datain3d22 3 года назад +6

    If your character doesn't kick the bag: In the character's Rigid body change the 'Shape' to 'Mesh' and 'Source' to 'Base'

    • @naufalziz7369
      @naufalziz7369 2 года назад

      yoo this is really helping thankyou man

  • @ssartworks7396
    @ssartworks7396 3 года назад +3

    Just a tip. When kicking the hands should not be flailing around so clumsily like that it should be in place ready to block even while kicking.

    • @NutlaBreh
      @NutlaBreh 2 года назад

      what are you on about?

  • @InsightAlchemy
    @InsightAlchemy 2 года назад +4

    For anyone that cant get the bag to move...You need to add a small mesh object like an Icosphere to the foot or hand, parent it the the bone (not object...Bone). Give the icosphere rigid body physics. Disable it from render.

    • @peegoggles
      @peegoggles 2 года назад +1

      yooo thanks

    • @spearcy
      @spearcy Год назад

      Yep, that works. Wish I saw this 4 hours earlier. I was trying things like clamping to, child of, all kinds of parenting, etc. Wish we could just add rigid body right to the legs like he does in the video... 😆

  • @MM-od9gr
    @MM-od9gr Год назад

    doesnt work for me it doesnt collide with the punching bag, i also tried to set it to mesh and base like in the comment and also adding a differentn mesh to the armature for tracking it with object constraints. any ideas?

  • @georgestevens6866
    @georgestevens6866 5 лет назад +10

    please show the finished scene somewhere in your video!

  • @monstermash1571
    @monstermash1571 4 года назад +2

    Whats the best way to add facial expressions to Mixamo characters?

    • @TopChannel1on1
      @TopChannel1on1  4 года назад

      you would have to add a facial rig

    • @monstermash1571
      @monstermash1571 4 года назад

      @@TopChannel1on1 but how do you get it to not interfer with the armatures from Mixamo? Do you combine them both into one? Or would you use separate layers?

    • @TopChannel1on1
      @TopChannel1on1  4 года назад

      @@monstermash1571 a mesh can be deformed by multiple armatures

  • @magokill4016
    @magokill4016 3 года назад +4

    I really liked your video. I have a problem, I do the same but my model does not move the punching bag .... :(

  • @mestredouniverso3d612
    @mestredouniverso3d612 3 года назад +1

    the bag doesn't move

  • @Benandrew409
    @Benandrew409 Год назад

    Pls do for blender 3.2.1

  • @TERRORTRONICS1
    @TERRORTRONICS1 2 года назад

    Question how come your bag goes a different direction than the one it is kicked in????????????

  • @stephenssali5925
    @stephenssali5925 3 года назад

    i used another character from mixamo still but when he punches the object the shoes go off any idear to short it out?

  • @deepelements
    @deepelements 5 лет назад +1

    Why is the bag not going in the direction of the kick? It's going the opposite direction looks very strange

  • @poochyboi
    @poochyboi 3 года назад

    how to make the punching bag deform on impact to make it look realistic?

    • @ForsythJC
      @ForsythJC 2 года назад

      I've been having this issue with animation as well, and nobody seems to have a good answer. The best thing I could suggest is applying a shape key to the punching bag in the deformation shape you want, then keyframing it from 0 to 1 influence (or however much you need) when the foot makes contact in the timeline. Depending on the force of the kick and amount of movement of the punching bag, also play with motion blur for a more realistic effect. I've used this when I have characters sitting on soft furniture like a sofa. I shape key the deformation and then keyframe the influence so they don't clip through the mesh. It's a pain-in-the-ass, I know, but it's little details like that which can make or break your project. At least, that's how I feel. Hope this works for you!

  • @ColindeSilva
    @ColindeSilva 4 года назад +1

    Are you selecting the cube character object to give active/deforming? it doesn't show up on your outliner as selected, is why I am asking.

  • @kylehennington6439
    @kylehennington6439 5 лет назад +1

    I'm sure I am missing a critical step in the process but is there a way to take this movement and apply it to another character rig?

  • @luka908
    @luka908 Год назад

    What if i want a character that is human and not just a stilized one?

  • @unlimitedRewind1
    @unlimitedRewind1 5 лет назад +1

    Nice

  • @sansdomicileconnu
    @sansdomicileconnu 5 лет назад +3

    could we have walking along a curve please

  • @sebbykaumba7669
    @sebbykaumba7669 4 года назад

    Thanks very much sir

  • @williamngowani6619
    @williamngowani6619 Год назад

    Can you animate anything without maximo???

  • @h7opolo
    @h7opolo 5 лет назад +2

    right on, im inspired, thanks

  • @darkart4fun
    @darkart4fun 3 года назад

    Thnx!

  • @proger3.0
    @proger3.0 3 года назад

    Can you show the link where you found these ready-made movements?

  • @dssmif
    @dssmif 4 года назад

    why the bones point in strange directions

    • @TopChannel1on1
      @TopChannel1on1  4 года назад

      they are imported from a differrent program which uses different axis orientation

  • @Datain3d22
    @Datain3d22 3 года назад

    Bag doesnt move even though the margin in sensitivity is 0.001 m

    • @Datain3d22
      @Datain3d22 3 года назад

      Problem Solved: In the character's Rigidbody change the 'Shape to Mesh' and 'Source to Base'

  • @h7opolo
    @h7opolo 5 лет назад +2

    title has typo, i.e. "puch" vice "punch", jsyk.

  • @vain3d973
    @vain3d973 5 лет назад

    best channel

  • @theillitistpro
    @theillitistpro 4 года назад

    That moment you have all audio turned all the way up, even your external mix amp...