How I Rigged A Manfred Frank Hinge In Blender

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what is this what is this pause everything i have to rig this hello everybody welcome to level pixel level today i just want to show you how i rig this medford frank hinge so here you can see the rig underneath the hood it's just a couple of bones on these pivots here and i am controlling the entire hinge action with one control this is what i want to achieve is to make this really easy for an animator if they ever want to use it or if this is on a more advanced like robot arm it could be automated underneath the surface it's just two ik joints here and here and they're basically pivoting from right here down this chain and right here up this chain what that allows me to do is just have this joint control the entire process here to get that really cool injection when i approach something like this the first thing i usually do is i just add a new armature and i'll add this bone down here and this is just going to be my root bone so i'll just put this on world space uh just something like that i'm going to duplicate this bone for every other bone so i usually flip to pose mode and just hit ctrl r to flip the rotation mode to xyz euler now that i have this i'll just add a bone for each of the other joints here so i usually add one here one here one here one here and then i'm going to add one down here as well too just to hold this piece over here when i'm placing joints i like to use the cursor a lot so i'll usually select on a piece of geometry like this and i'll do shift s and i'll do cursor to selected then on the rig i'll go back to edit mode do shift s selection to cursor and now that's perfectly on that pivot right there if you can't find your pivot on a more organic character you would you will have to sort of guess this and you'll get better at this over time but for more robotic things like this it works really well just for placing joints so i'll go ahead and i'll just place all these joints that i want using that same method i'll do shift test cursor to selected and i'll select the piece and just selection to cursor it doesn't take me too long to build that and now that i have this i'll probably just go through and i'll grab these two joints here which are sort of like the master and i'll just parent them to the root so in edit mode i'll do control p keep offset so i have a fairly simple hierarchy here and i'm just going to change this around a little bit so i want this bone here which is going to be one of my ik controllers parented to this joint right here so when this one moves on this pivot it's actually going to push this this way the other main joint that i'm going to change the parenting is this one here i'm going to parent to this bone right here so as this goes it's actually going to provide the ik chain for this joint right here and it's going to pull this with it which is actually going to pull this as well which is going to control this ik so beyond the theory let's just talk about how this is actually going to work before i even add constraints you'll notice that all of my bones have a weird rotation to fix that i'll just go to edit mode i could try to adjust the role here but instead i'm just going to select everything and do shift n and do global positive x that's also here under armature bone roll recalculated rule and i'm doing global positive x for this one okay so let's parent these up this one i said is going to parent to here i'll do keep offset and this one is going to parent to here and i'll do keep offset so next thing i'm going to do is grab this one in pose mode shift click on this and do shift control c to do an inverse kinematic constraint with a target that'll make it for me right away now the chain length at default on an ik is at zero and this is going to go all the way down the parent structure from here to here to here all the way down to here when it's going to move so you'll see it break i'm going to move this and it's doing some weird things and now it's breaking that's because it has dependency and you need to actually set that chain length to a specific target to avoid this so i'm just going to put this at two what this means is that it's actually going to go from here to this bone here because i'm doing two bones in the chain length okay let's do this one over here so from here to here i'm going to do ctrl shift c and inverse kinematics again and i'll just flip that chain like the two again so now when i rotate this on the y axis i'm getting a really nice rotation there but i forgot one thing i've got to parent everything up so i'll just grab all these pieces and just parent them to their sign bone it just doesn't take too long i'm just selecting on the object i'm doing control p and then bone parent here i'm doing a bone parent for this just to keep it light and easy to work with if it was more of an organic arm i might do a deformation with weight painting i like to test a lot as i go just to make sure i parent it up and i've forgotten a lot of pieces here so i'll just go through and make sure i have all those parented to the correct bone here as well too okay everything's parented up now and now for the final test i can grab this and try just rotating on one axis to get that really cool hinge i'm zeroing this out as well too by hitting alt r or if i move it by hitting alt g if i go to the item value here you can see that i'm adding transforms to these pieces here and if i do alt r it just zeros everything out and then all g will zero out the translation as well anyway that's just my quick guide of sort of how to rig something like this just using ik if you're interested in a video like this let me know where i just sort of do an overview of how i've rigged this i've also included a link in the description that's a step-by-step instruction of how i rigged this it's a bit more for beginners if it's something that you guys want to try out anyway let me know what you think in the comments below and be sure to check out my patreon where i've been sharing some behind the scenes videos some workflow tips and just a little bit more in-depth content for how i'd build something with this and how i rig things in grease pencil mechanical and organic shapes big thank you to my patrons for supporting me in this video and i'll talk to you next time bye you
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Channel: Level Pixel Level
Views: 37,778
Rating: undefined out of 5
Keywords: 3d, rigging, modeling, surfacing, grease pencil, blender, blender 2.8, tutorial, blender 2.8 tutorial, rigging tutorial, level pixel level, level, pixel, cg cookie, blender guru, creative shrimp, blender nation, best rigging tutorial, amazing, new cg, grease pencil rigging, machine making, robotics, robots, game development, game vlog, game dev, indie dev, hinge, frank, manfred, teach, add, bones, joints
Id: h2yfl3sTQ2M
Channel Id: undefined
Length: 5min 42sec (342 seconds)
Published: Sun Oct 04 2020
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