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.
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.
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 😂😂
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?
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!
@@5MinutesBlender 🤣🤣yes poor object has no choice🤣🤣🤣, yes it is a very useful concept for me, for making simulations for the Rotational dynamics chapter.
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.
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.
@@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?
𝐋𝐞𝐚𝐫𝐧 𝐡𝐨𝐰 𝐭𝐨 𝐛𝐞𝐧𝐝 𝐚𝐧𝐲𝐭𝐡𝐢𝐧𝐠 𝐩𝐞𝐫𝐟𝐞𝐜𝐭𝐥𝐲 𝐢𝐧 𝐁𝐥𝐞𝐧𝐝𝐞𝐫 𝐰𝐢𝐭𝐡 𝐚 𝐒𝐢𝐦𝐩𝐥𝐞 𝐃𝐞𝐟𝐨𝐫𝐦 𝐌𝐨𝐝𝐢𝐟𝐢𝐞𝐫 👉 ruclips.net/video/KgM-nWTHAJU/видео.html
Never thought a simple Deform can do this complex folding. great
Glad you liked it 💖💖
جزاك الله خيرا
Thank you so much 💖💖
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 ?
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.
Nice video🎉🎉
Thank you bro 😊💖💖
cool!
Thank you so much 💖💖
When i try this the author side is also rotating when the roll is happening. Can you explain pls
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.
Thank's.
i think for double rool you sould combine those two planes using geometry nodes so we dont havt to do extra keyframe work
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 😂😂
@@5MinutesBlender nice commentary, actually we find our own ways.
Very true! 👍
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?
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!
@@5MinutesBlender 🤣🤣yes poor object has no choice🤣🤣🤣, yes it is a very useful concept for me, for making simulations for the Rotational dynamics chapter.
That's great to hear 👍👍
Please tell me how to export in fbx with animation (settings)
Because I am trying but animation no work properly because export settings I don't know
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.
How to export in fbx with animation
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.
@@5MinutesBlender okk
It is possible. Export to mdd -> copy object -> remove modifier on copy -> import mdd -> export copy as fbx
@@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?
@@Ochentaa As far as I remember, you have to enable blender mdd addon. Then just follow steps above