In this video series you can find our process for rigging a full robot. Some of the videos focus on key aspects of rigging, other are more of a work process. Please post any comments you have and let us know if you have any questions!
Introduction: An overview of what we'll be building.
Part 1: A review of deform bones
Part 2: FK Structures
Part 3: IK Structures
Part 4: IK FK Switch
Part 5: Final Clean Up
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This episode - a quick guide to vertex parents in Blender 2.8! Over the last two weeks we covered how to rig a piston. This week we wanted to show you how to make a multi-stage piston. This is great if you are rigging robots and you need a piston to extend outside of its natural bounds. You can download these files here: https://gum.co/ujiFm Rigging a piston, the right way.In this series I review how I rig a piston. Download the models below. Let me know if you have any questions in the comments below.
What are protected layers? This week a quick review of protected layers in Blender. A different type of tutorialThis week, a challenge for you, we've built this sci fi box and provided the assets on our gumroad account. The challenge: See if you can rig the simple asset provided. We've also gone ahead and made a 30 minute tutorial reviewing how this is made. Try to use this as a guide if you need it. Please let us know if you have any questions in the comments below.
For this episode we explore the difference between Bone and Bone relative in Blender 2.8. As always, add a comment if you have any questions! IK Doesn't have to be hard! This weeks video is a little longer than my usual posts. I wanted to give a very clear overview ok IK and IK systems. Download the model and rig here: gum.co/eWKzb This is part 1 of 2, and I'll be releasing part 2 in the future. For now play around with this Robot Arm and jump into the world of IK (IK = Inverse Kinematics). Here is my final render output. It was fun to play around with lighting in Blender and Eevee, although I wish I had a bit more time to play around with the surfacing (probably my weakest part when it comes to 3D) It's just a parentThis week I'll show you how to avoid gimbal lock on your rigs by adding a secondary controller to the rig. This will help the animator avoid gimbal lock by giving them a sub controller (should the need it) Let me know what you think or if you have any questions. |
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