Blender 3.2 Tutorial | Mechanical Rigging

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hello welcome to my channel in this tutorial we'll learn how to make mechanical rigging and animation in blender let's get started the lecture [Music] we have a car engine that consists of one piston piston road and crankshaft i will share the download link in the description shortly the piston is pushed down by pressure of the combustion the piston pushes down the piston rod and the piston rod rotates the crankshaft let's go over viewport shading and click on the mat cap tab select the orange color shading enable the cavity option so we can see the model better in the viewport also hide the cylinder in the viewport for now press numpad 3 to switch to right or graphic view we have three joint points in this mechanism let's get started the rigging firstly let's add a bone for the piston road select the piston press shift s and cursor to selected so 3d cursor will snap to just middle of the first joint point press shift a armature and add single bone we cannot see through the model with the bone selected click on the object data properties tab go to viewport display section and enable the in front option let's rotate the bone 180 degrees so that its tail points downward press ctrl a and apply the rotation the head of the bone is pivot point when we try to rotate the bone it will rotate around this pivot point now let's connect the tail of the bone to second joint point select the piston rod press shift s and cursor to selected select the bone switch to edit mode select the tail point of the bone press shift s and selection to cursor so it will snap to second joint click on the bone properties tab and rename the bone as piston rod now let's add a bone for the piston select the head of the piston rod bone hit the e key then z key and extrude on the z axis select the bone right click and switch the bone direction rename the bonus piston when we try to move the piston bone we can see that it is not connected to other bone in order to connect the bones firstly select the piston road bone hold down shift key then select the piston bone so the piston bone will be active selection press ctrl p and click on the connected so piston bone will be parent of the piston rod bone let's switch to pose mode and see how it works [Music] switch to edit mode again and select the tail of the piston road bone press e key then z key and extrude the bone on the z axis this bone will be crankshaft bone rename the bonus crankshaft go to object mode select the crankshaft press shift s and cursor to selected select the armature go back to edit mode again select the tail of the crankshaft bone press shift s and selection to cursor so it will be snapped to third joint now let's bind the model to the bones to do that switch to object mode firstly select the piston then hold down shift key and select the armature switch to pose mode select the piston bone press ctrl p set the bone as parent of the piston hit the r key and rotate the bone as you can see the piston rotates together with this bone let's bind the other bones in the same way switch back to object mode select the piston road then select the armature switch to pose mode select the piston road bone press control p and set the bone as parent of the piston rod [Music] finally bind the crankshaft bone to crankshaft [Music] switch to edit mode select the crankshaft bone press alt p and clear parent so crankshaft bone will be independent of the other bones because this will be inverse kinematics bone it should be independent so that the other bones follow this bone in the pose mode select the piston rod bone click on the bone constraint properties tab and add inverse kinematics constraints select the armature as target select the crankshaft bonus sub target now select the crankshaft bone hit the g key and move around as you can see other bones follow this bone inverse kinematics works properly however when we move the ik bone out the other bones are not stretching and their connections are broken to fix this problem we need a stretch bone let's switch to edit mode and select the head of the piston bone hit the e key then z key and extrude the bone on the z axis rename the bonus stretch right click and switch the bone direction we need to connect this bone to armature to do that select the piston bone hold down shift key then select the stretch bone press ctrl p and connected now it is connected to other bones switch to pose mode select the stretch bone click on the bone properties tab scroll down to inverse kinematics section set the ik stretch value all the way up to 1. select the crankshaft bone and try to move around as you can see the engine parts are not disconnecting and they are following the ik bone properly it is time to animate the engine what we gonna do is to rotate the crankshaft bone on the x-axis and add rotation keyframes however when we try to rotate the bone it rotates around its pivot point we want the bone rotates around the shaft pivot point so we need to change the pivot point to do that switch to edit mode select the crankshaft bone press shift d and duplicate the bone move on the x-axis this will be ik controller bone right-click and switch the bone direction now we need to connect the crankshaft bone to this controller bone firstly select the crankshaft bone hold down shift then select the controller bone press ctrl p and keep offset let's switch to pose mode and rotate the controller bone on the x-axis there we go rename the bonus controller unhide the cylinder on the viewport again when we rotate the bone the piston is not moving up and down along the cylinder we want to constrain its movement on the z-axis to do that select the stretch bone scroll down to inverse kinematics section enable the locking movement around the x-axis in the same way select the piston bone enable the lock x axis let's rotate the controller bone again there we go it works properly now let's add rotation keyframes and animate the engine with the controller bone selected scroll up to transform section and switch to xyz euler mode at frame 1 hit the i key on the viewport and add a rotation keyframe go to frame 60 rotate the controller bone minus 360 degrees on the x-axis hit the i key again and add another rotation keyframe jump to first frame and play the animation there we go it works properly now we need to make cyclic this animation so it can last till end frame of the timeline on the timeline editor press shift e and make cyclic [Music] set the end frame of the timeline to 300 play the animation again [Music] as you can see the animation will last till frame 300 by repeating it is time to get render we'll get viewport render firstly let's go over the viewport shading click on the mac cap tab and choose the metallic shiny shader we can also change the viewport world color [Music] hide the armature in the viewport disable the viewport overlays press numpad 3 and switch to front view click on the output properties tab and set the resolution to 1080 pixel scroll down to output section and choose the folder you want to save your file set the file format as mpeg and switch the container to mpeg4 go to view menu and render animation thanks for watching see you in the next tutorial
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Channel: MK Graphics
Views: 60,626
Rating: undefined out of 5
Keywords: Blender mechanical rigging, blender rigging, rigging, blender, piston animation, crankshaft animation, inverse kinematics, blender rigging ik, engine rigging, blender engine, blender rigging tutorial, blender animation, blender 3.2, mk graphics, engine animation, blender mechanical engineering
Id: hQrimx91y7k
Channel Id: undefined
Length: 11min 20sec (680 seconds)
Published: Sat Jul 02 2022
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