Hi Justin, You are very good at explaining things, they understand each other on the fly without even listening several times. Congratulations and thanks for the videos you make.
That's great, never heard of drivers before. It is amazing how many features are baked into a freeware program. Kudos to the devs! Oh, and to this channel... :)
This plays nicely into your tutorial of constraints and cog wheels. Your model with cog wheels, I believe, had the limitation, that exactly the drivers override. I left a comment in that tutorial with such a model for those who are interested. And thx for these simple starter tutorials. It is always important to get the grasp of simplicity before moving on, and for that you are a great help.
great vid ! ty ! drivers are great for using a simple object's movement to animate the factor of a mix shader when you are scripting animations - otherwise its crazy hard to script material changes
I'm like. "Some day, I need to find out what drivers are and what I can use them for." Turns out, I should have actually done that, because it would have helped me. Thanks for this clear and concise description of yet another handy, but overlooked Blender tool.
This is prob much better than my random assortment of object constraints arrays and empties for a 3 layered pauldron that's supposed to shift with the rotation of the arm
Great tutorial!! I have a question: let's say i want the object in which the driver is applied to start movin until the object that controls it reach a certain degree, what would be the expression to use? or there's another way to do it?
This was a super helpful tutorial and easy to follow and understand, would love to see more examples of different types of math problems for drivers ('cause I really suk at math). Nice job thank you!
Can you create a Playlist with procedural character and appearance system in blender? I mean with a base mesh, we can adjust the size of head, neck, torso, legs, character height , like these so that we can create so many different 3d characters from a simple mesh and then after changing body shape, we can sculpt it. Is it possible?
Hi quick question I have an object and I want to scale up or down based on the camera position basically I want the object to have a fixed scale based on the camera position. So for example I want to position the camera farther away from the object and now the object will scale up because the camera is away from the object hope you can help me 😅
I'm guessing you can use this to animating slower gears in conjunction with faster gears for example - if not used for a clock arms. Or the wheels of a car right?
@@blenderblender792You probably moved on from your problem by now, but I think what you wanted was to link to movement of the minute hand to the scene time, so that it animates according to the passage of time in an animation. Probably the simplest way to do this is by adding a keyframe animation to the rotation of the hand, and ensuring that the interpolation type is linear. Then do some math to make sure the rotation values of the beginning and ending keyframe are correct according to the FPS values of your animation. There are other options for animation a clock hand that involve geometry node, or making a clock face shader material with shader nodes. But they all depend on scene time. The concept of scene time is a core component of animation in Blender.
Hi everyone! Let me know what you're doing with drivers in the comments below! :)
How do you demonstrate drivers in Blender?
With a clock!!....
brilliant!! 🚀🚀
I'm trying to use drivers for a character.
I use a driver to take me to the grocery store and park.
@@aliensoup2420 LOL
I want to make a value node from one material control another value node on a different material if that's possible
Hi Justin, You are very good at explaining things, they understand each other on the fly without even listening several times. Congratulations and thanks for the videos you make.
Glad it was helpful!
That's great, never heard of drivers before. It is amazing how many features are baked into a freeware program. Kudos to the devs! Oh, and to this channel... :)
This plays nicely into your tutorial of constraints and cog wheels. Your model with cog wheels, I believe, had the limitation, that exactly the drivers override. I left a comment in that tutorial with such a model for those who are interested. And thx for these simple starter tutorials. It is always important to get the grasp of simplicity before moving on, and for that you are a great help.
Whoa, dude, you are getting into some serious stuff with your Blender tutorials!
Trying my best :)
Thank you. Very helpful
excellent job..thanku
I would like to see a tutorial on how to setup an empty to drive a landing gear up and down like on an airplane or space ship.
great vid ! ty ! drivers are great for using a simple object's movement to animate the factor of a mix shader when you are scripting animations - otherwise its crazy hard to script material changes
I'm like. "Some day, I need to find out what drivers are and what I can use them for." Turns out, I should have actually done that, because it would have helped me. Thanks for this clear and concise description of yet another handy, but overlooked Blender tool.
Glad it helped! :)
Brilliant! This video is the one that made things sink in for me and I finally understand drivers now.
Great intro, definitely part 2 please
Great vid, thanks.
Awesome. Thanks!
Nice explanation thankyou so much 🙏🏼🙏🏼🙏🏼
Thanks!
That’s pretty neat
awesome vid THANKS
Superb video! Very clear and concise. Exactly what I needed. Thanks so much.
awesome thank you
Just in time! I was looking for tutorial how to model clock hands.
Lol - perfect! :)
Wow. This is an amazing Blender feature. I'd love to see more complex examples as a gearbox or a relative movement animation. Great work!
Ooh I like the gearbox idea...I'd just need a model of a gearbox ;p
@@TheCGEssentials I have one in OBJ format. Do you have an email address so I can send it to you?
Thank you for good short video~!
Great stuff. Thank you for the content. Its very helpful to have someone explain these concepts clearly and holistically.
Glad it was helpful!
This is prob much better than my random assortment of object constraints arrays and empties for a 3 layered pauldron that's supposed to shift with the rotation of the arm
nicely done. clear target, accomplished.
Thanks!
The video was very helpful. I would like to see more use case for drivers.
Noted!
Had no idea that Blender could do that. I use Blender for 3D printing and I wonder if this feature could be used in some form of parametric modeling.
Great tutorial!! I have a question: let's say i want the object in which the driver is applied to start movin until the object that controls it reach a certain degree, what would be the expression to use? or there's another way to do it?
Thanks. Excellent explanation...
Ok, that was really cool. Had no idea Blender could do that.
This was a super helpful tutorial and easy to follow and understand, would love to see more examples of different types of math problems for drivers ('cause I really suk at math). Nice job thank you!
I use drivers to pull things out as custom properties, so I can control, say, a doors opening from the n-panel Custom Properties section.
Thank you. It is the perfect example
Glad you think so!
Amazing 🕐 😋
Thanks 👍👍👍😍😍😍
Justin super easy to understand. Thanks so much. Can you a slightly more advanced video on drivers?
At some point yes - do you have a specific idea of what you'd like to do?
Nice 👍
Great tutorial please more.
Can you create a Playlist with procedural character and appearance system in blender? I mean with a base mesh, we can adjust the size of head, neck, torso, legs, character height , like these so that we can create so many different 3d characters from a simple mesh and then after changing body shape, we can sculpt it. Is it possible?
thanks! drivers seemed a lot more complicated before I watched this
Nice
Hi 👋 I need to realise drag the object property. But I can’t see “copy as new driver” then I add custom property with data-block
Hi quick question I have an object and I want to scale up or down based on the camera position basically I want the object to have a fixed scale based on the camera position. So for example I want to position the camera farther away from the object and now the object will scale up because the camera is away from the object hope you can help me 😅
That was uncanny. I was literally just picking up my phone to look up drivers, and your notification popped up. Are you spying on me?
That's how nearly all of his tutorials are for me. I'll be working on a project and hit a roadblock and he'll have posted the solution 2 hours ago.
2:24
great!! ;)
I'm guessing you can use this to animating slower gears in conjunction with faster gears for example - if not used for a clock arms. Or the wheels of a car right?
Yep for sure! I've used it to link the left/right rotation of car tires before - really easy!
I wanted to know how to make the minute hand move. NO DICE!
I don't understand - that's in the video...
@@TheCGEssentials I don't see any way it counts 1 second or minute worth of delay for the minute hand to move forward.
@@blenderblender792 That's what the driver does...
@@TheCGEssentials Move with a measured time a way to count to 1 second or 1 minute that is what you don't have.
@@blenderblender792You probably moved on from your problem by now, but I think what you wanted was to link to movement of the minute hand to the scene time, so that it animates according to the passage of time in an animation. Probably the simplest way to do this is by adding a keyframe animation to the rotation of the hand, and ensuring that the interpolation type is linear. Then do some math to make sure the rotation values of the beginning and ending keyframe are correct according to the FPS values of your animation.
There are other options for animation a clock hand that involve geometry node, or making a clock face shader material with shader nodes. But they all depend on scene time. The concept of scene time is a core component of animation in Blender.