Thanks for answer and tutorial. I made it different way. Just scale the cube on X axis and add emission shader and made it instance object. Rendered in Evee.
@@jbblenderbreakdown4668 yes i do need your help can you plzzz make a video of how to animate a plane fight.i also watched your plane fight animation and i loved it. can you plzz make a video pleasee😭😭.you are the only youtuber that is reply my comment. 😅☺☺
@@mitroiz9182 Ah, I understand! Right now I'm unable to upload content to my RUclips channel due to my current work load with my job and college, but what would be easier for me and I think better for you is for us to just chat over Discord or something similar. That way you could receive live feedback and extra tips and tricks that wouldn't be in a RUclips tutorial. I would also be able to share my screen and could show you how I made my animation!
I just found this channel. Finally, a channel with breakdowns for blender ! .. thank you.... I have a question.. Should we bake before render the bullet tracers ???
Wow thanks! Hmm, I've honestly no idea. I guess if the tracers' physics are complex or maybe if there are a lot of them, baking would be ideal. However, I haven't actually baked the tracers at all yet. Great question though! I'll definitely keep that in mind! Thanks!
Thanks for the tutorial! Though I was wondering, is there a way to have the guns fire on demand? So I don't have to manually do recoil every time it shoots and instead have it shoot on a frame when I specifically want a round.
Hmm!! I've never encountered this before. Maybe check to be sure you don't have a duplicate emitter in the same location emitting the opposite direction.
What a find! I am working on a hurricane and this tutorial is ideal for what I am looking for and works great. Can I point a trigger button in the cockpit to the tracer. I am told I can use a local variable but I dont know how to do that.
Great video, thanks for the explanation. There is only one Issue for me, how can I make the cannons start/end firing at a specified frame? So far, my approach was to manually offset the start and end of the particles, as an example, start at frame 32 and end at 232 instead of 1 - 200. It works, but only if they continuously fire (or without a break inbetween firing), and its very slow to set up. Is there any way I can do this faster/more effectively and make them stop mid-firing? Else, great tutorial, thank you very much for the explanation. This has already helped quite a lot
@@Lukas-- Good question! I've used this method for tracers a lot and have not yet figured out a solution for this problem. What I typically do is set starting and ending frames for the tracer particle system, and if I want the tracers to stop and start again in the middle of firing, I will set keyframes to turn off/on render visibility for the tracer particle system for those frames. You can find render visibility settings in the Outliner of the UI. This method works generally well, but when the cannon stops firing, thr tracers already fired will disappear and reappear when the cannon begins firing again. So, it may look a little cheap. I use camera angles and camera tricks to help hide that. Let me know if you have any questions!
@@jbblenderbreakdown4668 Hello again, my sincere apologies for taking 11 days to answer. Your method works great for slowly firing cannons, although I've slightly modified it to just start at frame 1 and end at something like frame 10.000, and making them invisible when no projectile is on the screen. However, for fast firing weapons that "take a firing break", it still remains a problem only avoidable by either splitting a scene into many different renders, each with an own starting point, or to really trick around with the camera angle (or using many different particle emitters, but thats also not great) =/ Still, thank you very much for the help, and once again my apologies for taking that long to answer while you responded almost immediately
I'm glad the video helped you! As for trace emitting timing, I don't think this method allows for exact timing/intervals of the bullets. However, I recommend changing the number of bullets being fired and the emitter power to get a certain fixed rate that you like. If somehow you could measure that rate, you should be able to assign the recoil animation to that firing rate. I hope this helps you!
Thank you for the two excellent animations, one on the tracer bullets and the second on the spinning propeller. I have duplicated both of your tutorials and they both run very well, thank you again. Having come this far I then tried to merge them so that I would also have one aircraft with a spinning propeller with its guns firing as you did. This is where I come short, how did you do that part, fitting the two animations into one video?
I'm glad to hear that both tutorials worked! So when I made my animated film, I started by "rigging" the propeller for the airplane as seen in my first Blender tutorial, then after a lot of trial and error, I made the particle system to emit bullet tracers. The important thing to remember is that you have to do both these operations on the same airplane. You shouldn't run into any problems if you follow the steps, as the "rigged" propeller is its own element while the tracer particle system is a complete different one. If you need anymore help or have anymore questions, just ask!
Is there a way of making them more realistic? I mean the way it looks in for example ww2 dogfights, the tracers almost look like if they bend in waves a bit, this kind of illusion. Would it be possible to show on a tutorial?
Hmm, I'm pretty sure that with motion blur on and the camera moving and shaking as it normally would in an action sequence, it would seem like the tracers were distorted and bent in waves. While I was making my animated movie, "The Altercation", I learned about this trick and that's why at the end you can see the technique being used. But yeah feel free to experiment with the camera movement, as the tracers themselves are pretty accurate when it comes to how it was in ww2. Although the sample video in the beginning doesn't really illustrate the technique of camera movement, keeping the camera constantly moving and having it shake while the guns are firing should do the trick because of motion blur. Let me know if you need anything else!
Hmm, that is very strange. I don't think I've ever encountered that problem before. Just make sure you save the project before exiting. That way the changes you make to the scene will be saved. If you need any further help, just let me know!!
I'm afraid not. I created this model a while back for an animated movie. I didn't really know what I was doing so I made several mistakes. I made it by trial and error and watching a few tutorials. Most of it was made by using reference images and attempting to duplicate what I saw. I did this by going into edit mode and extruding the object in the same shape as the reference image. I hope this helps a little.
Hmm, I'm not much of a modeller, so that might be a good request for someone like Alfa Cinema ruclips.net/channel/UCYTAPX2rVWHqpPjj26J1JQw I appreciate the feedback though!
How am I supposed to separate the motion blur? I have motion blur for the bullet tracer and it looks great, but it also applies motion blur to the rest of my ongoing scene.
@@Clarkos1 When motion blur is enabled, it applies to the whole scene and not to a particular object. I am not aware of a method to enable it for a specifc object, unless you maybe rendered in layers.
@@jbblenderbreakdown4668 I'm trying to make it only apply to the bullet tracer and nothing else in my scene, would be great if you had some insight on that!
@@Clarkos1 I don't think there's an official way to do that, but you could try rendering the tracers in one layer (with motion blur enabled) and then render the rest of the animation in another layer (with motion blur disabled). You would then layer the two layers together. That would be my best recommendation for this situation.
@@drxcopetez193 Oh okay. You'll probably need to make a driver to spin the bullet. The tracer emitter can emit particles, but I don't think it can spin them. The spinner will probably need to be a separate component.
I know im a bit late but when ever i do my render of the tracers the seem really blocky or dont have that nice transparent like trail. Do you have any clue what could cause this?
Not yet, but I'm sure I could think of something. Do you mean those white streaks of smoke behind the tracers? If so, a smoke domain might work. Thanks for the great idea and I'll see what I can come up with!
Yeah. This is a common problem I encountered when making my animated movie. So I tried to avoid this problem as much as I could by keeping the plane relatively stationary and using basic camera tricks to make it appear that it's moving forward. However, for certain animations I had to put a wind force field behind the tracer emitter to speed up the bullets. Hope this helps!
That's a very good question, although I am unsure. I would experiment with the particle settings and see if you can find a section referring to physics. Once there, try looking for a rigid body setting, then set the rigid body to active.
Thanks!! Sure, I will try my best! I'm not very good at 3D modeling, but I will definitely give that a shot! It's more concept modeling than putting in numbers and values, but it's not hard to make these models once you know Blender modeling basics and tools. I was planning on making a modeling tutorial anyway, so this would be a perfect topic! Thanks for the feedback!!!
It may be a little while before I can make a tutorial concerning that, but here is a good video to get started with: ruclips.net/video/v757Vx7ihxI/видео.html This video is more like the way I did it: ruclips.net/video/yj7goRt4Vn0/видео.html Let me know if you need anything else!
@@jbblenderbreakdown4668 thanks for the infos, and yeah I know those videos, they are very helpful, I was simply wondering if there was other ways to do it
@@nathanbarraud4349 Oh, okay. I kind of taught myself how to do it, so it's kind of hard to describe exactly what I was doing. It took me a couple of days to make just the BF 109 so, obviously, I wasn't really sure of what I was doing. I really can't think of any other way to model an airplane, but I will let you know if I come up with anything else!
I didn't download this plane model; rather, I created it in Blender a while before. I didn't make tutorial about modeling it because I was unsure about what I was doing and it took me a very long time to make it.
There's no "tracer effect" in my scene, even with motion blur. It's just a bunch of glowing spheres going where they’re going in Eevee. Any way to fix this? I’m using 2.82.
This is very strange. Maybe adjust your Shutter slide bar and other motion blur settings. I've never encountered this issue before. Thank you for reaching out about the issue!
@@jbblenderbreakdown4668 Shutter slide bar is already at 1, and it's still the same result. Would it be fine if I send a video? And also it look s like you're using a different Blender software. What Blender version are you using?
Awesome! So the way you change the frame rate is to go under the output tab and scroll down until you see frame rate. Just change it to how you like it!
You can use an HDR image for your world setting. The link for the image that I used is actually in the video on the lower left of the screen at 0:15. Hope this helps!
hey how would this work for a gun cause im working on a robot with a gun animation but when i try what you did the emitter doesnt follow the gun any tips
Have you tried rendering the image/animation? Looking through the render preview will not show the motion blur. Let me know if this works, and if not, I will see if I can find the issue. Thanks!
@@jbblenderbreakdown4668 Rendered it in Evee. Thanks for answer and tutorial. I made it different way. Just scale the cube on X axis and add emission shader and made it instance object.
Thanks for answer and tutorial. I made it different way. Just scale the cube on X axis and add emission shader and made it instance object. Rendered in Evee.
I'm a little confused, what did you mean by "the cube"? I didn't see any cube in this tutorial, did you mean adding a new cube?
U DO NOT KNOW HOW MUCH THIS AWSOME VID HELPED ME THANK UUU
You're welcome!!
I have used this for some of my productions, thank you!
Wow that's awesome! I'm glad my video was helpful to you. Thanks for watching and leaving a nice comment!
Thank you very much for this tutorial !
I'm fairly new to Blender and you made me discover a new way to use particles, that's awesome !
Thanks so much for your nice comment! I'm so glad the video helped you!
Hey JB, I used this tutorial in my latest webisode for "War Dogs: Operation Mayhem" Really pleased with the result!
Awesome! I will go check it out! I'm so glad this was useful to you!
Thank you so much! Im watching it now.
Cool! Glad I could help!
It really helps me thank you again. I will watch every videos of yours. And keep updated to your video.
@@abrahamjunarno9395 Okay, thanks so much!
clean and easy tutorial nice job ^^ thanks for your video
Wow thanks for the nice comment! And you're welcome! I'm glad the video could help you!!
thanks buddy!
You're welcome!
Very Well Explained
Great! I'm so glad the video was helpful to you!
@@jbblenderbreakdown4668 ye i also wanted to make a short film of ww2
@@mitroiz9182 That's great! If you have any questions, feel free to let me know! Best of luck to you!
@@jbblenderbreakdown4668 yes i do need your help can you plzzz make a video of how to animate a plane fight.i also watched your plane fight animation and i loved it. can you plzz make a video pleasee😭😭.you are the only youtuber that is reply my comment. 😅☺☺
@@mitroiz9182 Ah, I understand! Right now I'm unable to upload content to my RUclips channel due to my current work load with my job and college, but what would be easier for me and I think better for you is for us to just chat over Discord or something similar. That way you could receive live feedback and extra tips and tricks that wouldn't be in a RUclips tutorial. I would also be able to share my screen and could show you how I made my animation!
I just found this channel. Finally, a channel with breakdowns for blender ! .. thank you.... I have a question.. Should we bake before render the bullet tracers ???
Wow thanks!
Hmm, I've honestly no idea. I guess if the tracers' physics are complex or maybe if there are a lot of them, baking would be ideal. However, I haven't actually baked the tracers at all yet.
Great question though! I'll definitely keep that in mind!
Thanks!
Thank you so much bro !
You're absolutely welcome!!!!
Thanks you so much for that tutorial !
You're welcome!!!
Thanks for the tutorial! Though I was wondering, is there a way to have the guns fire on demand? So I don't have to manually do recoil every time it shoots and instead have it shoot on a frame when I specifically want a round.
Yes, if I remember correctly you can use keyframing for some of the particle controls to set when a gun begins firing.
Excellent tutorial! I have one issue though - my tracer emitter is emitting particles both forwards and backwards - any ideas on how to fix this?
Hmm!! I've never encountered this before. Maybe check to be sure you don't have a duplicate emitter in the same location emitting the opposite direction.
@@jbblenderbreakdown4668ok I will check - thank you for replying so fast!
@@jbblenderbreakdown4668 i just redid the method from the start and it now seems to work! thanks :)
What a find! I am working on a hurricane and this tutorial is ideal for what I am looking for and works great. Can I point a trigger button in the cockpit to the tracer. I am told I can use a local variable but I dont know how to do that.
Thanks! Unfortunately I am unsure about how to use a local variable. I really appreciate the feedback though!
Great video, thanks for the explanation. There is only one Issue for me, how can I make the cannons start/end firing at a specified frame?
So far, my approach was to manually offset the start and end of the particles, as an example, start at frame 32 and end at 232 instead of 1 - 200. It works, but only if they continuously fire (or without a break inbetween firing), and its very slow to set up.
Is there any way I can do this faster/more effectively and make them stop mid-firing?
Else, great tutorial, thank you very much for the explanation. This has already helped quite a lot
@@Lukas-- Good question! I've used this method for tracers a lot and have not yet figured out a solution for this problem. What I typically do is set starting and ending frames for the tracer particle system, and if I want the tracers to stop and start again in the middle of firing, I will set keyframes to turn off/on render visibility for the tracer particle system for those frames. You can find render visibility settings in the Outliner of the UI. This method works generally well, but when the cannon stops firing, thr tracers already fired will disappear and reappear when the cannon begins firing again. So, it may look a little cheap. I use camera angles and camera tricks to help hide that. Let me know if you have any questions!
@@jbblenderbreakdown4668 Hello again, my sincere apologies for taking 11 days to answer.
Your method works great for slowly firing cannons, although I've slightly modified it to just start at frame 1 and end at something like frame 10.000, and making them invisible when no projectile is on the screen.
However, for fast firing weapons that "take a firing break", it still remains a problem only avoidable by either splitting a scene into many different renders, each with an own starting point, or to really trick around with the camera angle (or using many different particle emitters, but thats also not great) =/
Still, thank you very much for the help, and once again my apologies for taking that long to answer while you responded almost immediately
Nice tutorial! Do you know how to make bursts, i.e to shoot at certain frames? I didn't found a solution yet.
this works my guy
Awesome! Glad to hear it!
hey, loved the vid and it worked really well! but I was wondering if it's possible to make it fire at specific times so I can animate proper recoil?
I'm glad the video helped you!
As for trace emitting timing, I don't think this method allows for exact timing/intervals of the bullets. However, I recommend changing the number of bullets being fired and the emitter power to get a certain fixed rate that you like. If somehow you could measure that rate, you should be able to assign the recoil animation to that firing rate.
I hope this helps you!
have you found any video about that?
Thank you for the two excellent animations, one on the tracer bullets and the second on the spinning propeller. I have duplicated both of your tutorials and they both run very well, thank you again.
Having come this far I then tried to merge them so that I would also have one aircraft with a spinning propeller with its guns firing as you did. This is where I come short, how did you do that part, fitting the two animations into one video?
I'm glad to hear that both tutorials worked!
So when I made my animated film, I started by "rigging" the propeller for the airplane as seen in my first Blender tutorial, then after a lot of trial and error, I made the particle system to emit bullet tracers. The important thing to remember is that you have to do both these operations on the same airplane. You shouldn't run into any problems if you follow the steps, as the "rigged" propeller is its own element while the tracer particle system is a complete different one. If you need anymore help or have anymore questions, just ask!
Is there a way of making them more realistic? I mean the way it looks in for example ww2 dogfights, the tracers almost look like if they bend in waves a bit, this kind of illusion. Would it be possible to show on a tutorial?
Hmm, I'm pretty sure that with motion blur on and the camera moving and shaking as it normally would in an action sequence, it would seem like the tracers were distorted and bent in waves. While I was making my animated movie, "The Altercation", I learned about this trick and that's why at the end you can see the technique being used. But yeah feel free to experiment with the camera movement, as the tracers themselves are pretty accurate when it comes to how it was in ww2. Although the sample video in the beginning doesn't really illustrate the technique of camera movement, keeping the camera constantly moving and having it shake while the guns are firing should do the trick because of motion blur. Let me know if you need anything else!
Hey. Can you please explain why when I close Blender and reopen it some objects move in a different place? Thanks you in advance
Hmm, that is very strange. I don't think I've ever encountered that problem before. Just make sure you save the project before exiting. That way the changes you make to the scene will be saved. If you need any further help, just let me know!!
Have you got a tutorial on that plane by any chance?
I'm afraid not. I created this model a while back for an animated movie. I didn't really know what I was doing so I made several mistakes. I made it by trial and error and watching a few tutorials. Most of it was made by using reference images and attempting to duplicate what I saw. I did this by going into edit mode and extruding the object in the same shape as the reference image. I hope this helps a little.
Can u make a tutorial on how to make Tron lightcycle trail in blender
Hmm, I'm not much of a modeller, so that might be a good request for someone like Alfa Cinema ruclips.net/channel/UCYTAPX2rVWHqpPjj26J1JQw I appreciate the feedback though!
@@jbblenderbreakdown4668 not modeling it's just adding the trail when the bike moves and it also bends
@@jbblenderbreakdown4668 not modeling it's just adding the trail when the bike moves and it also bends
@@jbblenderbreakdown4668 here is some C4D reference ruclips.net/video/08uv_vUqzyQ/видео.html
@@jbblenderbreakdown4668 mmore blender 2.5 reference read the description ruclips.net/video/sqgaySaOYLA/видео.html
Parented the plane to a bone but the tracers don’t seem to follow the plane whenever I go into pose mode.
Please help!
How am I supposed to separate the motion blur? I have motion blur for the bullet tracer and it looks great, but it also applies motion blur to the rest of my ongoing scene.
@@Clarkos1 When motion blur is enabled, it applies to the whole scene and not to a particular object. I am not aware of a method to enable it for a specifc object, unless you maybe rendered in layers.
@@jbblenderbreakdown4668 I want it enabled for the specific object
@@jbblenderbreakdown4668 I'm trying to make it only apply to the bullet tracer and nothing else in my scene, would be great if you had some insight on that!
@@Clarkos1 I don't think there's an official way to do that, but you could try rendering the tracers in one layer (with motion blur enabled) and then render the rest of the animation in another layer (with motion blur disabled). You would then layer the two layers together. That would be my best recommendation for this situation.
can the bullet be an effector for manta flow fire? thanks
That's actually a really good question. I'm not sure because I haven't really used the new mantaflow in Blender. But I am pretty sure it would work!
@@jbblenderbreakdown4668 i still have to try these coming days. thanks vm
hi i made a bullet shaped tracer but the emitter doesnt rotate it correctly and i was wondering how to fix it
Ah I see. Does your bullet emitter shoot the bullet out or rotate it or both? Thanks.
@@jbblenderbreakdown4668 both
@@drxcopetez193 Oh okay. You'll probably need to make a driver to spin the bullet. The tracer emitter can emit particles, but I don't think it can spin them. The spinner will probably need to be a separate component.
I know im a bit late but when ever i do my render of the tracers the seem really blocky or dont have that nice transparent like trail.
Do you have any clue what could cause this?
have you found a way to make some kind of trails behind the tracers?
Not yet, but I'm sure I could think of something. Do you mean those white streaks of smoke behind the tracers? If so, a smoke domain might work. Thanks for the great idea and I'll see what I can come up with!
@@jbblenderbreakdown4668 thanks. I think I found a way to do so without smoke sims
@@AnimatedAirlines Oh, nice!!
What if the plane is moving? The particles will just fall behind even if i increase the velocity to max.
Yeah. This is a common problem I encountered when making my animated movie. So I tried to avoid this problem as much as I could by keeping the plane relatively stationary and using basic camera tricks to make it appear that it's moving forward. However, for certain animations I had to put a wind force field behind the tracer emitter to speed up the bullets. Hope this helps!
Can we add this particles rigid body?
That's a very good question, although I am unsure. I would experiment with the particle settings and see if you can find a section referring to physics. Once there, try looking for a rigid body setting, then set the rigid body to active.
@@jbblenderbreakdown4668 thank you. btw thanks for tutorial it is so usefull
@@rexwinz No problem, I'm so glad the tutorial was helpful!!!
Nice !
Could you make a tutorial where you show how to model planes like your bf-109 ?
Thanks!!
Sure, I will try my best! I'm not very good at 3D modeling, but I will definitely give that a shot! It's more concept modeling than putting in numbers and values, but it's not hard to make these models once you know Blender modeling basics and tools. I was planning on making a modeling tutorial anyway, so this would be a perfect topic! Thanks for the feedback!!!
It may be a little while before I can make a tutorial concerning that, but here is a good video to get started with: ruclips.net/video/v757Vx7ihxI/видео.html
This video is more like the way I did it: ruclips.net/video/yj7goRt4Vn0/видео.html
Let me know if you need anything else!
@@jbblenderbreakdown4668 thanks for the infos, and yeah I know those videos, they are very helpful, I was simply wondering if there was other ways to do it
@@nathanbarraud4349 Oh, okay. I kind of taught myself how to do it, so it's kind of hard to describe exactly what I was doing. It took me a couple of days to make just the BF 109 so, obviously, I wasn't really sure of what I was doing. I really can't think of any other way to model an airplane, but I will let you know if I come up with anything else!
@@jbblenderbreakdown4668 Thanks a lot for your accessibility !
Where do you download the plane model?
I didn't download this plane model; rather, I created it in Blender a while before. I didn't make tutorial about modeling it because I was unsure about what I was doing and it took me a very long time to make it.
Ok
There's no "tracer effect" in my scene, even with motion blur. It's just a bunch of glowing spheres going where they’re going in Eevee.
Any way to fix this? I’m using 2.82.
This is very strange. Maybe adjust your Shutter slide bar and other motion blur settings. I've never encountered this issue before.
Thank you for reaching out about the issue!
@@jbblenderbreakdown4668 Shutter slide bar is already at 1, and it's still the same result. Would it be fine if I send a video?
And also it look s like you're using a different Blender software. What Blender version are you using?
@@basenthestickman4936 To my knowledge I was using Blender v2.80. But it has been quite a long time and I don't remember exactly.
@@jbblenderbreakdown4668 Alright. And also, can I send you a video link related to my provlem so you can properly figure out what is going on?
I am looking for change to frame rate of animation. How can I ? ( export for unity)
Awesome! So the way you change the frame rate is to go under the output tab and scroll down until you see frame rate. Just change it to how you like it!
@@jbblenderbreakdown4668 thank you very much for your help and your videos great
@@doganinds Thank you! So glad to hear that it works!!
how to make that sky? Please help
You can use an HDR image for your world setting. The link for the image that I used is actually in the video on the lower left of the screen at 0:15.
Hope this helps!
@@jbblenderbreakdown4668 thx ❤️
hey how would this work for a gun cause im working on a robot with a gun animation but when i try what you did the emitter doesnt follow the gun any tips
Oh, this is because you need to parent the emitter to the gun. That way the emitter will follow the gun but not be the same object.
@@jbblenderbreakdown4668 k
I turned on motion blur, but nothing happened. Still emissive spheres.
Have you tried rendering the image/animation? Looking through the render preview will not show the motion blur. Let me know if this works, and if not, I will see if I can find the issue. Thanks!
@@jbblenderbreakdown4668 Rendered it in Evee. Thanks for answer and tutorial. I made it different way. Just scale the cube on X axis and add emission shader and made it instance object.
@@YAMaLove11 Great idea! That works too! Could you comment that information so that I can pin it to the top? That way others can see it too. Thanks!
@@jbblenderbreakdown4668 Yes, I'll comment right away. Thank you.
@@YAMaLove11 Thank you!
nothing I follow your step only appearance bullet no tail for bullet what I must do ????
Do you have motion blur enabled?
oh yes I did not do it. thank you. it is working now. Thank you so much
@@shivangipriya4153 Great! Glad it's working for ya! 👍
Thanks. I hope you do it again the video with render as will full video tutorial with my deep thanks
Bro Remember me? You Teach Me Lot Of The Things Can We Talk Again If You Want? I Will Really Love Tooooo.
Can I have a model please?