Map Roll-Unroll Animation In Blender | Using Simple Deform Modifier

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  • Опубликовано: 21 дек 2024

Комментарии • 31

  • @5MinutesBlender
    @5MinutesBlender  Год назад +1

    𝐋𝐞𝐚𝐫𝐧 𝐡𝐨𝐰 𝐭𝐨 𝐛𝐞𝐧𝐝 𝐚𝐧𝐲𝐭𝐡𝐢𝐧𝐠 𝐩𝐞𝐫𝐟𝐞𝐜𝐭𝐥𝐲 𝐢𝐧 𝐁𝐥𝐞𝐧𝐝𝐞𝐫 𝐰𝐢𝐭𝐡 𝐚 𝐒𝐢𝐦𝐩𝐥𝐞 𝐃𝐞𝐟𝐨𝐫𝐦 𝐌𝐨𝐝𝐢𝐟𝐢𝐞𝐫 👉 ruclips.net/video/KgM-nWTHAJU/видео.html

  • @ganapathym3664
    @ganapathym3664 Год назад +4

    Never thought a simple Deform can do this complex folding. great

  • @mohammadbaghdidi2031
    @mohammadbaghdidi2031 Год назад +2

    جزاك الله خيرا

  • @nikolas4749
    @nikolas4749 6 месяцев назад +1

    Great work
    I never seen this method on youtube.
    I've a question about the limits field in the simple deform modifier. What does it do ?

    • @5MinutesBlender
      @5MinutesBlender  6 месяцев назад +1

      Thanks for the appreciation 😊💝💝 The limits fields restrict the effect of the operation to certain parts of an object. If you use it during a bending, only part of the object will bend and the other part will stay as it is.

  • @sigmamale2098
    @sigmamale2098 Год назад +2

    Nice video🎉🎉

  • @TomGeewhiskeytango15511meterDX
    @TomGeewhiskeytango15511meterDX Год назад +3

    cool!

  • @lovelypetsandfishes
    @lovelypetsandfishes 4 месяца назад +2

    When i try this the author side is also rotating when the roll is happening. Can you explain pls

    • @5MinutesBlender
      @5MinutesBlender  4 месяца назад

      You need to use the Restrictions in the bend modifier so that only one half rolls. If you can give a timestamp from the video where you are getting a different result, we can pinpoint the problem. Or better still, send us your blend file (5minblender@gmail.com) & let us know where it is failing. We'll check and get back to you.

  • @imraghen789
    @imraghen789 Год назад +1

    Thank's.

  • @rajendrameena150
    @rajendrameena150 Год назад +1

    i think for double rool you sould combine those two planes using geometry nodes so we dont havt to do extra keyframe work

    • @5MinutesBlender
      @5MinutesBlender  Год назад

      Yes, that is also a nice technique. We did not split the original plane into two parts. We can divide it into two parts having the two halves of the original map, and then join them together as you rightly said. But we used a single plane itself. I think these extra keyframes should not be needed if the Simple Deform Modifier works correctly. It is a bug in that modifier which is displacing the midpoint, so I just hope that in a near or far future, Blender team will fix it and we won't need any extra keyframes 🙂 So after maybe 10 years someone will discover this tutorial and will comment here, wow - it still works in 2033 😂😂

    • @rajendrameena150
      @rajendrameena150 Год назад +1

      @@5MinutesBlender nice commentary, actually we find our own ways.

    • @5MinutesBlender
      @5MinutesBlender  Год назад

      Very true! 👍

  • @COOLACADEMYFORPHYSICSANDMATH
    @COOLACADEMYFORPHYSICSANDMATH Год назад +1

    Very Nice one Jeet👌👌, but i do not understand the concept behind this, why is such a rolling happening? It can be done by curve and curve modifier, It is clear why is rolling is happening?

    • @5MinutesBlender
      @5MinutesBlender  Год назад +1

      Thanks Sumeet 💝 The roll happens because we are trying to bend the object 360 degrees, with many subdivisions. So for the object, the only way to do that is by getting into a round shape. Further if we increase the bend angle to say 1500 degrees, it has to roll i.e. convert into multiple rounds 😃 The poor object has no other choice!

    • @COOLACADEMYFORPHYSICSANDMATH
      @COOLACADEMYFORPHYSICSANDMATH Год назад +1

      @@5MinutesBlender 🤣🤣yes poor object has no choice🤣🤣🤣, yes it is a very useful concept for me, for making simulations for the Rotational dynamics chapter.

    • @5MinutesBlender
      @5MinutesBlender  Год назад

      That's great to hear 👍👍

  • @ItsYourType.80
    @ItsYourType.80 Год назад +1

    Please tell me how to export in fbx with animation (settings)

    • @ItsYourType.80
      @ItsYourType.80 Год назад +1

      Because I am trying but animation no work properly because export settings I don't know

    • @5MinutesBlender
      @5MinutesBlender  Год назад

      It will be tricky to export this in fbx. We are using a modifier with keyframes, that means the modifier evaluates to different results at different frames. This is not supported by fbx, we can either have a static modifier or none. So it cannot be exported as a simple fbx animation. There may be a way to recreate this through script and export each frame separately. It will be a cumbersome method if at all possible.

  • @ItsYourType.80
    @ItsYourType.80 Год назад +1

    How to export in fbx with animation

    • @5MinutesBlender
      @5MinutesBlender  Год назад

      It will be tricky to export this in fbx. We are using a modifier with keyframes, that means the modifier evaluates to different results at different frames. This is not supported by fbx, we can either have a static modifier or none. So it cannot be exported as a simple fbx animation. There may be a way to recreate this through script and export each frame separately. It will be a cumbersome method if at all possible.

    • @ItsYourType.80
      @ItsYourType.80 Год назад

      @@5MinutesBlender okk

    • @lost.250
      @lost.250 Год назад +1

      It is possible. Export to mdd -> copy object -> remove modifier on copy -> import mdd -> export copy as fbx

    • @Ochentaa
      @Ochentaa 3 месяца назад

      @@lost.250 can you say how exactly to do it? Cause im trying to figure it out, but always get different results, according to: bake before exporting mdd or not, select all models before export or not, copy on THIS project?

    • @lost.250
      @lost.250 3 месяца назад

      @@Ochentaa As far as I remember, you have to enable blender mdd addon. Then just follow steps above