Blender Bike Rig Tutorial
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- Опубликовано: 20 авг 2024
- For some strange reason there are no tutorials on bike rigging so I made one. This would me possible without the the help of 11B2-25-Huỳnh Tuấn Phong. Feel free to check out their channel as well. I'll link it below. The key difference between our process is that theirs is object based and mine is driven by the armature. Still the same results.
/ indieartsmidwest
Huỳnh's RUclips Channel:
/ @dubietbay3154
Model Download Page:
free3d.com/3d-...
Artist Page:
www.renderhub....
Background Music:
Video Link: • 15 Minutes Royalty Fre...
Music provided by Johnusworld - Music for Video Creators
Creative Commons - Attribution 3.0 Unported
Thanks for this video. I made a big wheel tricycle and went through a few bike rigging tutorials with various issues. Your organization and methodical process helped me a ton and helped to fix things as they happened.
i wish most tutorials where like this
Great job, keep up the good work.
Thank you! it helped me a lot.
7:52 When i select the groups, they dont appear as selected (in orange) in the layout, so even tho i follow the process and assign each vertex group to its bone it does nothing. pls help
🥰🥰🥰
Thank you very much!
wish if you can make a tutorial for the chain and suspension, nice work
I did consider it early on but the platform is pretty saturated with similar tutorials. I wouldn't mind making them if it's an issue of convenience.
@@indieartsmidwest4042 yeah thanks for replying, I did find these tutorials they were pretty helpfull as well thanks
@@indieartsmidwest4042 I don't see any tutorials explaining properly how to animate the chains correctly.
@@gokiburi-chan4255 I do agree with you to some extent. When I made this tutorial I did mention that the content is saturated for bike chain related videos. However, upon for the research I've noticed that people seem to be obsessed with modeling things more than they are about animating them as well. Which is the same reason why the bike tutorial was made in the first place. I will gladly put together a more definitive bike chain tutorial.
@@indieartsmidwest4042 I came from solidworks, I'm trying to look at blender for solutions in animating chains without requiring a lot of computations. and I think if you could show us how to do it!
I'll sub to this channel for now.
I also try this in blender 3.5 follow thwe step but did'nt work. when I move the BezierCircle nothing happen :) hope someone can help me...
I tried this with 3.5 yesterday with no issues. I'll post my results and possible solutions this week.
Interesting tutorial. I followed every step exactly, but it seems this no longer works in 3.5.
I'll try it out in 3.5 but I highly doubt that any bone constraint issues would be that drastic based on blender versions.
great and helpful tutorial thanks bro
thanks! great tutorial!
Thanks a lot..that really helps
hey thanks for this tutorial, it’s been really helpful so far, however i’m having a problem where the steering part of my bicycle detaches from the frame when i rotate it. any idea on how to fix it?
I appreciate hearing that Just off the top of my head, this sounds like either an origin-based issue or a parenting based issue. I have recently posted an updated version of this tutorial which covers everything including a simpler process on behalf of the steering.
ruclips.net/video/UohStaxE06E/видео.html
I followed same but at the time to join them I am not finding any vertex groups and as in video after join pressing tab selects wheels I am unable to do that instead It selects my pedals and chain
Unfortunately you'll have to go back and reassign your vertex groups. There must have been a misstep. Using vertex groups isn't an absolute requirement if you're exporting to Unreal at present(Just needs to be parented properly). I will admit it's pretty cool joining all parts as one mesh but totally skippable especially if you're staying within Blender. I make mistakes with my vertex groups sometimes which is pretty common. I use that feature constantly. Personally I learned blender from editing meshes rather than modeling. Its literally all I do lol.
I follow these steps, but at 8:22 the bone didn't move. I need help
Honestly I find this a bit confusing as there is nothing that should prevent it's movement up to this timestamp. So long as you're in pose mode things should be moving just fine. Constraints aren't added until 9:16. Prior to that, the bones are bound by a parent bone hierarchy🤷🏿♂.
@@indieartsmidwest4042 thanks for your help. I finally done. Awesome!!!
Great job, tho im having a problem with one specific pedal, it keeps twitching in opposite direction everytime i move the bike ( it is already rigged with constraints.) got any fix? im using blender 3.5
Ah yes I have also occasionally run into this problem on occasion as well Looking at the pedal settings in my current file, this is what I have:
-Left pedal has a bone constraint of Limit Rotation "Y-Axis" checked w/ Min Max at 0.
-Right pedal has a bone constraint Limit Rotation #1 "Y-Axis" checked w/ Min 90 Max -90. Limit Rotation #2 "Y-Axis" checked w/ Min -114 Max 114. All using world space. I'm not sure why I had to set it up this way. But for me it was the only option to prevent the pedal from snapping 3/4 thru the spin. I'm not sure if this helps but I'm thinking that in rare occasions one may need to Add a second Limit Rot. The original file has no constraints since at the time, it was being prepared for use in UE4.
the bike is not moving forward with the circle, is their any fix
Did you parent the bike armature to the circle?
I could decline it for a motorcycle this?
Yes you absolutely can.
@@indieartsmidwest4042 thank u friend i hav one more question please how i can make to put the axis of rotation of a handlebar on itself ?
Do i hav to switch édit mod ? Sélect the entire handlebar then snap to 3d cursor return to object mod and set origin on origin to 3d cursor ? Or its different from this self focused
@@LanD_87 yes you're definitely on the right track. If the shaft that holds the handlebars is upright meaning a 90 degree angle, then I think you'll be fine in setting its origin based on that. If the shaft that holds the handlebars is at an angle, you may run into issues with rotation. In that case a bone would be needed to maintain the correct rotation.
@@indieartsmidwest4042 thank u for u time friend im going testing that
it work to unreal? if i import to ue4 it will rotate as moving?
It does indeed work in unreal so long as your rig setup is solid. Then it's down to following the right tutorial to get things up and running. Here is an example I made a while back.
facebook.com/indieartsmidwest/videos/646045993083957/
@@indieartsmidwest4042 Thx man it worked very well