All Constraints Explained with Example | Tracking Constraints | Blender 2.8 | Free Project File

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hello everyone in this tutorial i will explain how to use all the tracking constraints with example and i have already covered how to use all the transform constraint in my previous tutorial so if you haven't seen that please check that out link will be in the description also you can download the free project file from my gumroad page and so you can follow along the tutorial and all the patreon will receive two project files one one with constraint and one without constraint for exercise so let's get started so i prepared this scene for a clamp 2 constraint by the way there are two type of constraint one is object constant and another another one is bone constraint that you can access in the pose mode and all the thing i will show in this tutorial will applies to bone constant and object content constant as well as well as the my previous tutorial will also work both on constant uh bone constant and tracking constant by the way for the bone constant we have two extra constraint this one uh ik and spline ik which we will cover in this tutorial so let's start with the clamp to constraint so i prepare this scene with the rocket rocket which we can we want to launch so if we we will make it then we will have to like do this then it will go straight but it should go like this so how we can do this is with a constant we can do it pretty easily so i have this curve this rocket so we will add a clamp to constant and then we will select this curve and now if i move this see it's going like the way we want it to go also here you can change the axis like x axis now if i move it in the x-axis it will go like that if i now move it in the y-axis it would go or set by the way auto works in most cases and there is a cyclic which will cycle see so turn this off and place it back where it was so this is crime to constant pretty easy let's move to second one ik which is really important constant for character rigging and mechanical reading so we will take this piston so let's get started we will do it do this with the bones because we do not have ik constant for objects just hide this for now cap and i will select this one and shift as cursor to selection then i will add shift a i will add a bone and then i will rotate it by 180 degree so it's pointing downward also i will apply the rotation and now i will select this and shift s cursor to selection then i will select this i will go into the object property and then i will click on in front so we can see it and then in the edit mode i will select this uh head of the bone and then shift as selection to cursor so we have this over here and then i will have like select i will select this and then this and now i will press shift s cursor to selection so we have this over here and now i will add one more bone so e z like this and then i will press shift as cursor to selection so we have one bone for this one this object and one bone for this object we need one more one for this object as well that i forgot to add so e z and then i will do switch direction so if you see it's not connected so select this one and this one and then press ctrl p connect now it's connected and we do not want to connect this so what we will do is we will select this i mean press alt p clear parent now it's not parented and i will we will have like one more bone for stretching which you will understand once we make it so again switch detection parenthesis to this control p parent and now it's parented so now let's parent everything to the object select this object and then the bone go to the pose mode select the bone which you want to parent to ctrl t parent to bone now i will repeat this process for all the objects i can select this select the amateur go to pose mode select the one that you want to parent to control p parent to bone and for the last one this one again go to the object mode select this select the armature go to go to pose mode select the one that you want to parent to control p parent to gone so now if i move this it will move that one if i move this this will map this one and this will move this one so now let's add ik constant to this one because this will i can do this one so ik select this armature by the way we will have to rename it so we can i will name it target target so we can select it easily the target now now i will have add one more one so i will just duplicate this one shift d oh by the way for duplicating we will have to go to edit mode shift d i will move it in the x axis i will name it controller c drl and we can now switch the direction so now if i rotate this one it should work but it's like not working because i will have to parent this one and the edit mode parent this one to this one but i will have to keep the offset so now if i rotate this one it should work but it's not working like the way we want it to work so what we can do is we can select the bone go to the bone setting and add this stretch now see what's happening now it's working but not the way we accept it so if i add enable this cap now if i animate it you will see it's going through this object so how we can fix this it's also pretty easy just select this one and then lock the axis x axis then select this lock the x axis as well now it should work see so this is ik constant by the way we have more more setting for the ik constraint so let's see this one is target that we can set like in this example we do not need any whole target but let me make one for demonstration purpose so this is the bone and now we can add this one to the one to like poll so name it for it's always good to name all your bones so you can easily select that so now as you can see it will targe it will point the whole target so if i hide to stick you will be able to see that this one is pointing this one so if i move this this will also move so this is what we have called target for by the way go to edit mode and delete this one because we do not actually need this in this example and then we have few more settings let's see like this whole angle which we can which will work with the pole target we can rotate that over here and then duration and then chain length if you want this to only work like from this of this one to this one not this you can select that over here if you have like 10 bone but you want the ik to work on only five one then you can type in five over here and then this is your use this is a self extender explanatory and then so let's move to next one which is lock track this so i have prepared this scene for like thruster which is just a cylinder and i deleted all the faces and then i added uh solidify and double modifier so let's see how we can make it thrust open and close so what i will do what we will use is block track constraint which is pretty similar to let me delete this which is similar to track 2 or dump track by the way i have already covered the dump track in my suspension tutorial so and my previous tutorial so if you haven't checked that again link is link will be in the description so i will not cover the dump track in this tutorial so we move to lock track so select this one go to edit mode and then select this top as is edges with the alt and click now press shift as cursor to selection and i will add an empty over here that's empty by the way let's see how it's worked before we move to our example so i will add a monkey and i will add something like anything like this so we have this monkey and with the track to constant it will always track to this like minus g so now it will tracking like it will looking to this object but with the log track constraint it will lock the one axis like this so it will now will not look up it will only rotate around the way it's moving like if you have flag or something and you want the flag to rotate but flag will not point then you can use this and this is what we are going to use for this thruster so i will select this one lock track and then i will select this empty now it's moved over here so we want to lock the x axis so click on the lock x and we want this to uh to drag to z axis so i will click on minus g or maybe g so now it's tracking toward the z axis so you can move it and it will do this by the way now what we can do we can select this by it let's reset the cursor to center of the origin and add one more empty i will add this sphere which will look good and i will select this bone and then i will parent this bone to the sphere so now if i scale this it will go move open and close so now hide this for now and then i will select this and then this i will go to the top view for uh i will for now just i will move it over here so we can easily see this so i will select this both and make sure you will have in it and the pivot position is 3d cursor and then press shift d and then r and then z i will now rotate this in this direction by 45 degree now i will press shift r it will repeat the last process so we have this and now i will do one more thing i will select all then i will duplicate this and now i will scale it so if i now scale it it will go down but if i press shift z it will not like it will only scale it in the y and x axis so we can do this just over here then i will rotate r z and i will rotate it like so it should be 22.5 so now we have this and which is already parented to this bone so now if i scale it up and down we can do this by the way if you want more control over this then you can also make it push it up or down push or up like this or you can scale it like this now let's move to next constant which is spline ik so i will not actually rig the this main strap because it's high dense high detailed model which will slow down my computer so i will do it in this simple object and i have this solidify modifier on this plane and then subdivide modifier so let's add bone over here armature and one select this shift test cursor to selection and then i will select the top of the tail of the head of the bone and then shift s and then shift as snap to cursor location and now i will select this go to bendy bone make the display make the pending one so we can see and bendy one setting and i will add like three or five objects so i will add five bendy one so you can see it's now five of them now let's change to back back to octaves and now so we can easily see it what we are going to do that's why i am changing it over and over again and so now i will subdivide this by like three time or five time maybe four so if i subdivide this fourth time it will create five bonds so we have this five bond and now we can use the spline ik so for the spline ik we need a spline select this cursor to selection we need and add a curve like this one scale it and then scale it in the y axis to make it straight like this and then rotate this r z 180 and then select this one i mean this one and then move it over here something like that and this one over here something like that now now depending on how many controller point you will need you will you will subdivide this into the same amount of pieces by the way i will only need four controller or maybe three so i will subdivide it by two so i have four controllers which you can change over here so something like that for the spline ik go to this one and then go to the phone property and then select the last one the last one not the this one on the last one or maybe the first one i don't know and then select the spline ik and then select the spline this one by the way it's going opposite direction because because the the spline is going in the opposite direction as you can see arrow is pointing that way so select all of this right click switch direction uh switch direction now it's pointing the same direction as the armature now select this and now you can see this one is stretch we can change this uh chain length over here so click this now it's using two bones three four and then five so now all the bones are in this chain we can select the even even distribution by the way all our all of our bone are and the same length so even distribution will not work so if i move make this one a little bit bigger and then i will go into the pose mode see it's bigger over here but if i click on even distribution division then it will make it same length of the this so this is not what we are going to do and what we have then stretch mode if you want to fit it to the curve or none then it will not fit it fit the car and scale mode and then chain offset so now let's test it go to the edit mode and then if i move this up now see the phone is also going along with it so what we can do now we can select our object then bone and ctrl p this time select the width automatic weight which will create the weight painting automatically so if i go to the weight painting mode equipment see it's created the weight for each of our bones sometime it doesn't work then you will have to manually paint it by the way this time it worked pretty well so we do not have to do any manual painting so now what we can do is we can select this go to the edit mode again and then now if i push it up what see it's doing the magic by the way we can do one more thing we can add a controller so control h hook to newborn one controller and then another one over here hook to bone with the control edge up to i mean new object and then select this controlled hook to new object by that we can create more but that's enough for now so now we can just move the empty like this and this one also or this one as well and we can also use the sphere i mean make it weird so it will look good now see we can do this for some reason and then you can change this to like b-bones then it will look good see and that's it i think it should work ah it's not working i don't know why okay so let's move to the next one which is track two constant so this is really useful i like prepared this eyes and yeah so we have this two eyes and then we can add like this object over here and then we can have our eyes to always point to this empty and see now we will have to play around with the setting so the z should be always g because it's the z axis then we want this to loop in the y-axis but in the negative direction because this one is minus this one is plus so if i click this see it it's pointing this one we can delete this one and then shift d and move it here so now if i move this it will always point toward the eyes by the way it's a really useful constraint which we can also use with the like sorry with the camera and lights so let's move to this and see what we can do with this for some reason it's lagging no it's okay now i will add like light area light i will move it up increase the intensity so we can see the effect too much 100 yes now now let's see it's pointing this one but if i move it over here so it's not pointing the the monkey so what we can do is we can add a constant to the light as well and then this monkey so we need the up direction should be the y-axis so change it to y and then it should point the z-axis to the this monkey so now if i no matter where we move it will always point toward the monkey so shift d add more lights move it here sorry move it okay or move it like backward it will always point to the object also we can add camera like this one shift r push it up and then push it down so now i can add track 2 to the camera as well and then i will select this so up should be y i think and then it should point like x-axis y-axis maybe it should be x c yes either yes so now if you go into the m the something is wrong delete this because i can't see the actual like actual property of the camera so let's first set up the camera now i will apply the rotation which we cannot so reset the rotation so the camera it should be like y and then it should point the z direction to that way to the minus yes so if i move this up see camera will always point to this direction and it will create really cool camera animation so let's go to the camera see if i move this one see how cool it's creating camera movement with no afford at all so that's it for this tutorial in the next tutorial i will cover all the relationship constraint which is really cool constant and if you want to support this channel you can join our patreon and you will receive all the project file from the uh from our tutorials like this one this one this one and much more like more than 20 project file is already available for just three dollar and you will have all the extra benefits as well and yeah that's it and thanks again for watching see you in the next one and if you enjoy the tutorial consider subscribing you
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Channel: INDEX 3D
Views: 68,565
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Keywords: constraints, All Constraints Explained with Example | Tracking Constraints | Blender 2.8 | Free Project File, free project file, beginner tutorial, blender 2.8 tutorial, blender, index 3d, beginner, Clamp To, Damped Track, Locked Track, Stretch To, Track To, inverse kinematics, IK, Spline IK, rigging tutorial, thrust vectoring, watch strap ring, tail rigging, piston engine rigging, engine rigging, jet rocket, blender constraints, all constraints, Mechanical Rigging, tutorial
Id: STqJAURUtU4
Channel Id: undefined
Length: 27min 40sec (1660 seconds)
Published: Thu Aug 13 2020
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