Aside from the fact that you've become my favourite my favourite Blender tutor since I started watching (right up there with the likes of Grant Abbitt etc), you're doing something that very few others are doing out there. You're not just showing off the "Oh, here's my cool 40k design, go download them", you're actually showing people how to create their own. This, in my opinion, is far more valuable and worthwhile. (Added bonus, less chance of /them/ coming after you.) Thank you and keep up the great work.
Wow, being mentioned in the same sentence as Grant is Hugh praise indeed, thankyou so much! To be honest showing people how to do it themselves is so much more rewarding than doing it and seeing sales (I think that's the teacher mentality in me, it's the same reason I quit my former job to become a teacher despite the notable pay drop). Thanks again 😁👍🏻
If you want to APPLY the geometry node modifier at the end, read this first! You can not apply geometry nodes on curves. So always use meshes and dont convert them to curves! You can then use the "mesh to curve" node inside the geometry node to get the curve. At the end you need to use the "Realize instances" node just before the geometry output. That way you will be able to apply the geometry node modifier. I just had a real pain because of that, which did cost me many hours.
Thanks mate. I was really struggling with this, for some reason I can't get this to work with "Curves to Points" node used by other youtubers, the rotation is always messed up. This video really saved me!
Thank you for your awesome video! It really helps a lot in my modelling and understanding of these geometry nodes. The details are also explained very well so that beginner like me can easily follow. Thank you again for your effort to share these with us!
Ooh fun, an elevated approach using Geo Nodes! I discovered your channel from the previous method using arrayed instances. Thanks for sharing the geo nodes workflow! Cheers, Blake
Cheers Blake. Glad you're liking the combination of GeoNodes with other elements. They seem to be too often looked at in isolation so it's nice to bridge the gap.
Cool Video. Very nice trick. One extra Tip. If you use the curve it in combination with a Shrinkwrap Modifier (what is super common with curves attached to a mesh) make shure you activate the "Apply on Spline" Function in the Shrinkwrap! Otherwise it will override the information for the curve tangent and the direction align effect will not happen. I faced that phenomenon a few minutes ago and was confused. So I tell you that hopefully you don't have to! 😁
Hmm... that's a good question. Animation isn't something I really do so I'm not sure to be honest. I guess you'd need to change the position of each of the subdivisions. Or have more subdivisions and have the teeth flow from one to the next using something like a modulo math node. But I can't say I've tried it.
Love this! Made it super simple! 🙌 Question: is there a way to offset a rotation along the curve? (I'm using playing cards and want them to twist along my curve)
So you'll need to manipulate the rotation. I would probably combine in something like the index so that each one a long is a bit more rotated in the axis of your choosing.
Great video, as always. I am watching all of them! Question: How do I apply the GeometryNodes modifier? I have to convert the curve into mesh, but then the modifier disappears before I can apply it. Thanks in advance
Thanks so much! It should be in the modifier stack to the right as a normal modifier. You just need to be clicked on the object to then apply it. Does that help?
Its because this is using instancing in the back ground. Add in a node "realise instances" after the instancing and it should work. I should have put that in the video.
Oh is there? Have you got the name for it? I mean this is about 5mins of when when not explaining so that's going to have to be VERY good to be worth a high cost (also when doing it yourself you can add cool things like a twist).
I could add some 3d printing elements. But basically yes. The only thing is if the instances overlap it's best to combine those first and there is a great trick for that (once again thanks to Geometry Nodes). You can check that out here: ruclips.net/video/fe8FM5jHOQk/видео.html
That one is really helpful. It works really good for tank tracks as well! I got a slight problem, however. The legth I entered in "Resample Curve" seems to differ along the track. Towards the back and front end of the track, where the track curves around sprocket- and idler wheel, the distance between links becomes bigger. Both, curve and track link have correctly applied scales. Any idea what the reason for this problem could be? At first glance the difference may go unnoticed, but at a closer look it becomes obvious, so I really would like to fix that.
Edit: I thought I had the solution: I got my origin at level with the inner surface of the track. so that there is no overlapping with the wheels. Instead the origin should have been in the axis of the connectors of the track. The wheel-overlap can easily be handled with the transform operator. But that causes the same issue. As can easily be seen when exaggerating the translation (offset) from the curve: In tight parts of the curve the elemets get stretched much further away from each other than in flat parts.
@Hugos Hobbies That's really interesting and something I hadn't noticed. I'm assuming this is a curve that is circular (as in it doesn't have an end, its continuous)? If that's the case does this incorrect distance happen once or multiple times? Of it's once I would assume its because its where the "ends" of the circle join up and the circumference isn't exactly divisible by the length your inputting in the resample. It will have to make up the remainder amount somewhere. I can't say that for sure but that would be my guess. I might need to have a play around.
@@ArtisansofVaul I figured it out. Essentially, the Transform function works here like an "extrude individually along normals". The sharper the angle between two arrayed objects, the larger the gap between them becomes. Therefore, using Transform is not an option here, and the origin of the track link needs to be centered where the track links are longest. However, as I mentioned earlier, this would result in the track intersecting with the wheels. The simple solution was to slightly increase the size of the curve. Initially, it was tangent to the wheels, but now there's an even gap between the curve and the wheels, just as big as the distance from the track link's origin to its face pointing inward along the curve.
To be honest I don't really animate as I model for 3D printing so there are probably better channels out there for that sort of animation. I would suggest searching for how to animate something like tank tracks as they would use the same technique.
You'd need to extract a curve but it should do yes. You might prefer this technique thought for a wavey/curved surface, it's what I would use- Placing rivets with the Raycast Node: ruclips.net/video/wFaODMBxZD4/видео.html
It would be a very tight fit, I agree. But that is very similar to most GW designs. I assume that the teeth actually oscillate in most "chain" weapons otherwise most would be impossible to fit them, or they just ignore it like the tracks on a Leman Russ not having room for the support wheels of the tracks, or 10 (now 12) marines being able to fit in a Rhino.
🤣 It's a hell of an improvement to what you used to have to do to get a non-deformed object along a curve. Standard array along a curve is easy, it's when you want them to rotate that it's a little bit more work. I still don't think it's too much tome/effort.
@@ArtisansofVaul been watching your channel for a while and and i'm impressed with what you do and i don't doubt that with a lot of time i could probably achieve a level of competence with blender but even you cant deny that blender is being different for the sake of being different, bending an object in any other program like rhino or C4d is bending an object using the objects axis, using curves in any other program doesn't require you to convert the curve to a mesh before you can work with it , you just work with it, blender really needs to stop trying to be everything to everyone and pick a lane and we know that blender wanted a piece of every pie because it still has that ridiculous attempt at nurbs modelling, like it could even come close to rhino, but like i said i admire what you do but the amount of times you said "but there's a problem " should never happen that often.
@@mack7963 Blender is free. It also does everything I've ever asked of it. From CAD work for 3D printing, to game asset creation, to video editing. 🤷♂
@@mack7963 the best tool for the job is the one a person knows how to use. Rhino and C4d are great for you. Use them. "But there's a problem" is just the narrator's manner of speaking. It simply means that the lesson is in progress and tells the audience that what is on the screen will later become the desired result. The method shown is very low level. It is a necessary thing to learn if one wishes to build more complex designs in the same way that arithmetic is a prerequisite of trigonometry.
Aside from the fact that you've become my favourite my favourite Blender tutor since I started watching (right up there with the likes of Grant Abbitt etc), you're doing something that very few others are doing out there. You're not just showing off the "Oh, here's my cool 40k design, go download them", you're actually showing people how to create their own. This, in my opinion, is far more valuable and worthwhile. (Added bonus, less chance of /them/ coming after you.) Thank you and keep up the great work.
Wow, being mentioned in the same sentence as Grant is Hugh praise indeed, thankyou so much!
To be honest showing people how to do it themselves is so much more rewarding than doing it and seeing sales (I think that's the teacher mentality in me, it's the same reason I quit my former job to become a teacher despite the notable pay drop).
Thanks again 😁👍🏻
If you want to APPLY the geometry node modifier at the end, read this first!
You can not apply geometry nodes on curves. So always use meshes and dont convert them to curves! You can then use the "mesh to curve" node inside the geometry node to get the curve. At the end you need to use the "Realize instances" node just before the geometry output. That way you will be able to apply the geometry node modifier.
I just had a real pain because of that, which did cost me many hours.
you Sir, are a Hero 😎
Bruh, thanks......
Fantastic tutorial as always! A great first introduction to geometry nodes.
@@DogsatrVIII 😁 Thanks so much. It's always great to hear the videos are helping out 😁👍🏻
MAN THANK YOU, IVE SPENT HOURS INSTANCING MANUALLY CUZ CURVE MODIFIER WAS ALL MESSEED UP BUT THIS WORKED PERFECTLY!!!!!!
😁 Great to be able to help and save you some time.
dude thanks lots of hugs coming to your place.
helped me a lott 💖💖💖
😁👍🏻 Cheers. Thanks for taking the time to comment, it's really appreciated, and I'm glad this helped you out.
Thanks mate. I was really struggling with this, for some reason I can't get this to work with "Curves to Points" node used by other youtubers, the rotation is always messed up. This video really saved me!
😁 Great to hear I could help Simon. Glad I could get you sorted
Thank you for your awesome video! It really helps a lot in my modelling and understanding of these geometry nodes. The details are also explained very well so that beginner like me can easily follow. Thank you again for your effort to share these with us!
My pleasure. Great that it's been easy to follow 😁 Thanks so much for taking the time to comment, it's really appreciated
Easy to understand, fun to watch, big thanks man for this amazing video, keep it up.
Cheers man 😁 Thanks for taking the time to comment and for the positive feedback.
thank you! more geometry nodes please 🙏 love it
Cheers. And I have a few more in the works for the future 👍🏻
Ooh fun, an elevated approach using Geo Nodes! I discovered your channel from the previous method using arrayed instances.
Thanks for sharing the geo nodes workflow!
Cheers, Blake
Cheers Blake. Glad you're liking the combination of GeoNodes with other elements. They seem to be too often looked at in isolation so it's nice to bridge the gap.
@@ArtisansofVaul yes! Once you unlock the mysteries of geo nodes, it unlocks so much potential.
Keep up the great work!
-Blake
Cool Video. Very nice trick.
One extra Tip. If you use the curve it in combination with a Shrinkwrap Modifier (what is super common with curves attached to a mesh) make shure you activate the "Apply on Spline" Function in the Shrinkwrap! Otherwise it will override the information for the curve tangent and the direction align effect will not happen. I faced that phenomenon a few minutes ago and was confused. So I tell you that hopefully you don't have to! 😁
Great tip! Thanks man.
absolute legend sir thank u so much big up
Cheers Carsten. Glad I could help 😁
Great Tutorial!!! Thank you so much !
Is there any way to animate it on loop?
Hmm... that's a good question. Animation isn't something I really do so I'm not sure to be honest. I guess you'd need to change the position of each of the subdivisions. Or have more subdivisions and have the teeth flow from one to the next using something like a modulo math node. But I can't say I've tried it.
Thank you it's very helpful! I'm wondering is there anyway to scale up the instances gradually along the direction of the curve?
Im almost certain that would be possible. I would imagine you would link the scaling to the spline length.
Great tutorial, nice explanation. Thanks!
Cheers fakalakaloo 😁👍🏻
Love this! Made it super simple! 🙌
Question: is there a way to offset a rotation along the curve? (I'm using playing cards and want them to twist along my curve)
So you'll need to manipulate the rotation. I would probably combine in something like the index so that each one a long is a bit more rotated in the axis of your choosing.
Awesome thank you!
Great video, as always. I am watching all of them!
Question: How do I apply the GeometryNodes modifier? I have to convert the curve into mesh, but then the modifier disappears before I can apply it. Thanks in advance
Thanks so much! It should be in the modifier stack to the right as a normal modifier. You just need to be clicked on the object to then apply it. Does that help?
Thanks for great tutorials! It works good but when I'm trying to convert my chainsaw to a mesh it just disappears. What could be the case?
Its because this is using instancing in the back ground. Add in a node "realise instances" after the instancing and it should work. I should have put that in the video.
There an Add On for this now as well that is probably worth checking out just seems a bit expensive for just doing one thing
Oh is there? Have you got the name for it?
I mean this is about 5mins of when when not explaining so that's going to have to be VERY good to be worth a high cost (also when doing it yourself you can add cool things like a twist).
@@VGModelling Thanks so much. I'll check that out for sure
Just what i needed, i inserted normal no wonder it couldn't work. The secret is curve tangent for curve object
👍🏻Glad it's helped 😁😁😁
Awesome thanks, I'd love some more videos on this! How does this work for 3d printing, just convert instance to real and boolean in?
I could add some 3d printing elements. But basically yes. The only thing is if the instances overlap it's best to combine those first and there is a great trick for that (once again thanks to Geometry Nodes). You can check that out here:
ruclips.net/video/fe8FM5jHOQk/видео.html
@@ArtisansofVaul thanks very much!
That one is really helpful. It works really good for tank tracks as well!
I got a slight problem, however. The legth I entered in "Resample Curve" seems to differ along the track.
Towards the back and front end of the track, where the track curves around sprocket- and idler wheel, the distance between links becomes bigger. Both, curve and track link have correctly applied scales.
Any idea what the reason for this problem could be?
At first glance the difference may go unnoticed, but at a closer look it becomes obvious, so I really would like to fix that.
Edit: I thought I had the solution:
I got my origin at level with the inner surface of the track. so that there is no overlapping with the wheels.
Instead the origin should have been in the axis of the connectors of the track. The wheel-overlap can easily be handled with the transform operator.
But that causes the same issue. As can easily be seen when exaggerating the translation (offset) from the curve: In tight parts of the curve the elemets get stretched much further away from each other than in flat parts.
@Hugos Hobbies That's really interesting and something I hadn't noticed. I'm assuming this is a curve that is circular (as in it doesn't have an end, its continuous)? If that's the case does this incorrect distance happen once or multiple times? Of it's once I would assume its because its where the "ends" of the circle join up and the circumference isn't exactly divisible by the length your inputting in the resample. It will have to make up the remainder amount somewhere.
I can't say that for sure but that would be my guess. I might need to have a play around.
@@ArtisansofVaul I figured it out. Essentially, the Transform function works here like an "extrude individually along normals". The sharper the angle between two arrayed objects, the larger the gap between them becomes. Therefore, using Transform is not an option here, and the origin of the track link needs to be centered where the track links are longest. However, as I mentioned earlier, this would result in the track intersecting with the wheels.
The simple solution was to slightly increase the size of the curve. Initially, it was tangent to the wheels, but now there's an even gap between the curve and the wheels, just as big as the distance from the track link's origin to its face pointing inward along the curve.
@Hugos Hobbies Great job and thanks so much for coming back and sharing 😁👍🏻
Thank you so much!
My pleasure Bodstor. Thanks for watching and commenting 😁
how can you animate does to make them loop?
thanks for the tutorial!
To be honest I don't really animate as I model for 3D printing so there are probably better channels out there for that sort of animation. I would suggest searching for how to animate something like tank tracks as they would use the same technique.
I love you! Thanks
😁 My pleasure.
does this work with adding studs along a curved surface
You'd need to extract a curve but it should do yes. You might prefer this technique thought for a wavey/curved surface, it's what I would use-
Placing rivets with the Raycast Node: ruclips.net/video/wFaODMBxZD4/видео.html
thanks for giving a respond :) apreciate it @@ArtisansofVaul
life saver the alighn euler to victor was bugign me alot
😁 My pleasure.
Emperor protects.
😁
I can't for the life of me get geometry nodes to work for me. dunno why. I'ma go find the chainaxe vid and do it the hard way 😅
That's frustrating. Always feel free to message on the Patreon and I can have a look at what's wrong.
@@ArtisansofVaul Next time I try it i'll send a pic on insta. I don't think patreon will let me send pics. Appreciate you!
Yeah... but there's no space for teeth to return....
It would be a very tight fit, I agree. But that is very similar to most GW designs. I assume that the teeth actually oscillate in most "chain" weapons otherwise most would be impossible to fit them, or they just ignore it like the tracks on a Leman Russ not having room for the support wheels of the tracks, or 10 (now 12) marines being able to fit in a Rhino.
blender, removing the fun from 3D since ....forever
🤣 It's a hell of an improvement to what you used to have to do to get a non-deformed object along a curve. Standard array along a curve is easy, it's when you want them to rotate that it's a little bit more work. I still don't think it's too much tome/effort.
@@ArtisansofVaul been watching your channel for a while and and i'm impressed with what you do and i don't doubt that with a lot of time i could probably achieve a level of competence with blender but even you cant deny that blender is being different for the sake of being different, bending an object in any other program like rhino or C4d is bending an object using the objects axis, using curves in any other program doesn't require you to convert the curve to a mesh before you can work with it , you just work with it, blender really needs to stop trying to be everything to everyone and pick a lane and we know that blender wanted a piece of every pie because it still has that ridiculous attempt at nurbs modelling, like it could even come close to rhino, but like i said i admire what you do but the amount of times you said "but there's a problem " should never happen that often.
@@mack7963 Blender is free. It also does everything I've ever asked of it. From CAD work for 3D printing, to game asset creation, to video editing. 🤷♂
@@mack7963 the best tool for the job is the one a person knows how to use. Rhino and C4d are great for you. Use them.
"But there's a problem" is just the narrator's manner of speaking. It simply means that the lesson is in progress and tells the audience that what is on the screen will later become the desired result.
The method shown is very low level. It is a necessary thing to learn if one wishes to build more complex designs in the same way that arithmetic is a prerequisite of trigonometry.