Let's MODEL, RIG and ANIMATE a MECH in 10 MINUTES - ep 18

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welcome back guys to episode 18 of the 10 minute modelling challenge excited as usual hope you're doing good I hope you've had a good week so far this time around I'm gonna do something a little bit different I'm gonna spend the my usual 10 minutes in blender but first I'm gonna create my custom armature instead of using rigify and then I will let you know I'm gonna mirror it do a symmetry symmetry on it and then I'm gonna create a little like a little make robot type of thing hard surface thing and so if you haven't played battle tech or MechWarrior or something like that it's gonna be something simple like that to a legged walker with some arms just with some guns on so I'm gonna have that one modeled and then Wade painted or mapped onto the armature and then I'm actually gonna set it up with inverse kinematics for the legs and I'm gonna create a little walk cycle and I'm gonna do this in the 10 minutes oh that's fun anyway see how that goes anyway yeah before I start this weekend that just went by Ludum dare 4 to 6 don't know if you participated I did it was a lot of fun and I wasn't really gonna make much of a game because I didn't really have time I thought but since I done so much speed modeling this year it was actually really fast to create all the models so I whipped up a couple of animated characters and a lot of cars and like I've done in my 10 minute videos before and then I just created a little game called alien rescue so it's a just a little take on the Frogger donor where you have to but instead of you clearing the card well you have to do it as well but the alien has crossed the spaceship or a UFO and then easygeeze running across loads of lanes of traffic for some odd reason you have to basically chase him as a paramedic and when he gets hit by car which he will all the time you have to be there and defibrillator more to revive with like those that clear things have a look at that game me you can play it in a browser as well and you can even download the unity project it's a horrible code very messy but it does the job and you don't really have time to think about stuff like that when you do in a game like that you just have to whip it up as you go so let's get cracking let's get started now let's model a little low poly mech and animate it as well Ready Steady Go here we go let's go into edit do or and then height of the volume for now we'll see later shift a add armature single bone top into edit mode and long shift space key and move it up a little bit and let's create a torso here so let's rename this one yeah name it tor soap and then move it down a little bit here each extra this one and let's create a head bump so a head and then here extrude it down and then do a G G to move no gate to make it to the side there and this is gonna be like one L and then extra this one down and then this one that's gonna be called like to look out and then do one more bone here this is gonna be foot out and then let's select these two shifty and of make arm up here straight to bump so arm dot L and then hand out and then side view let's get the angle going on the arm here and so we got there like just right angle here for the weapon smooth the leg back like a traditional next type of two-legged Mickey leg here that's it and now let's create some I cable actually we need to parent this so ctrl P keep offsets and then ctrl P to the hand here keep offset side view here and extrude some I cables some helper bones here this one is gonna be called I K targets touch L and then this one is gonna be called I Kate Pole L you need to do alt p clear parents all teacher parent I didn't do that G to move this one back that one's okay where it is and now let's do we need to go into control tab pose mode and go into bone constraints the lower leg here do inverse kinematics and then do armature here targets armature and then pole and they're just going to go probably yet all funky now a chain length to two pole angle is gonna be 90 degrees and now we have basic I care but the foot is rotating so disable inheritance here on the relation here at rotation but we need to copy the bone constraint copy rotation and then here is gonna be the armature target like a bone and then switch these to local space and now we should have the rotation on this follows that's it good control on a tab and select all the bones here every symmetrize and I'll flip it into both sides that's good now we can go back altijd unhide our cube and let's do a mech here I'm gonna do a lot of extrusions and scaling like usual be prepared I've warned yet so let's move it up here and let's do you ready we've got 657 on the clock here scale X I'm gonna do simple tour so we actually so that's it shifty to duplicate that one scale it down X eat extrude extrude as this guy here we go now you ready they'll eat extrude oh they want its extrude as the scale eat extrude as the scale control art as the scale on the all axis is here actually this one up a bit control are this one going a little bit of a shape here as well okay that's it let's do some sort of a that type of thing here so let's like these ideas that this just split class here it's crude black for some blasts let's do that here as well action item set this one eat extrude it in bus let's make some arms shift the scale and move it into here e to extrude let's see L to select these move it off there okay let's go e to extrude s to scale do a shoulder here as the scale e to extrude on that's it and he tooks through this one scale move it into bits there eats extrude s to scale it to extrude extrude s to scale E to extrude did I do it twice yeah that's it okay shifty move this one in scale it's e to extrude it to extrude on need to extract is that eat extrude as the scale s to scale on the z-axis e to extrude let's see some fives okay that's it I tense at this one e to extrude I 10 set again e to extrude in texture s this gave me some comments here I can sense each control boss make it black inside that barrel there okay let's do some legs here as well so let's move this torso I'll sit there maybe shift eat duplicate that scale it I'm bringing in each extrude e to extrude s to scale and do some chunky legs here I'll rotate them into the armature shape each extrude s to scale it extrude as to scale each extrude I can't stop saying this I know people aren't fed up with it but I just can't stop it it's extrude s to scale it extrude and then rotate here let's do some lower legs here shift D to duplicate that scale it down P to extrude s to scale you know it scale rotate eat extrude ask the scale rotate okay it's extrude the scale okay now let's do a foot to shift the again G how am i doing four minutes scale e to extrude e to extrude s to scale e to extrude rotate this one scale it out let's do some chunky feet here as well eat extrude rotate scale E - one last disc extrude you as well to scale and now oh they're way too wide so scale X down to there scale X maybe there let's do some geometry here on the foot as well so right in set this one and then e to extrude that I'll just do some features there let's do some stuff here as well maybe an old e to extrude one let's do something here they got some more interesting stuff just a tour so let's do some funky stuff here as well some jets or something I think that's it I think how am i doing three minutes okay we need to map this one out to the armature so let's do this select that one shift select on ctrl P with empty groups this time and then hover over here l and then go to the property tab here and go foot dot l and then now we do assign a lower leg here like to assign upper leg here assign torso assign had a sign arm a sign and hand a sign okay 223 now we need to animate so control tab into here go into the animation tab set it to 24 frames control 3 at the side view all set to see the bones let's start up with the ship space key and get our first post here Auto keying on and bring it down at this foot it's gonna be the contact pose so let's move this leg forward to there no this one back to here and let's go to frame number 4 154 on the clock here and now it's gonna be the recoil so let's to plant the foot move it back a little bit this foot goes back a little bit more and then now let's slide it on the axis perfectly there now let's do the high post hello the crossing first so let's go to frame 7 here and up a little bit so in the crossing frame here we're gonna have the legs crossing each other maybe a little bit too there and finally we're gonna get the hypose on frame number 10 here so a little bit higher again move this one back to it there and this one forward to get ready to be planted there now we should have a basic movement yeah so let's select all the bones to eye and insert a keyframe for a location or rotation now on the dope sheet here this is really good a select everything control-c go to frame number 13 ctrl shift V to flip that post and then just to copy the first frame here again and loop that one number 25 ctrl V and now we should have a Walker that's it and I've got a walking mesh we got 50 seconds to go so let's add some more just some more detail maybe go into the UV editing here again let's get some colors here maybe it's from black on that one got some more features here I didn't set this one tell me got some features here I and B to extruder on scale basket some shoulder stuff going I to extrude off the scale I think that this one and here on the legs as well maybe here 11 seconds I to 7 e to extrude let's get some talking features there that's it time's up so that's it we got our little balking that's it time's up I have to stop now got ourselves a little lamb MechWarrior going here hello Polly walking mech with some simple ika and a very simple armature happy about this one that was a lot of fun to make I hope you enjoyed this one too it was instead of using rigify this time I thought it'd be is such a simple armature I don't wanna complicate it too much so just some very simple bones just one torso bone and a head bone some leg bones with inverse kinematics in the most basic form that you can use that one probably and then we've got ourselves a walking mech warrior don't know if you play those old battle tech games where they call that with a lot of fun the locust I think yeah I didn't really like that one but I remember the name of that one so the tip this week is gonna be how we did the weight painting or it wasn't really weight painting it was more assigning vertices to bones when I selected as the object shift selected the armature and did ctrl P and instead of doing with automatic weights like you normally do when you skin a character so you get that skin movement and the folds of the muscles and things instead of doing that we did with empty groups and what that does is say if I go back into edit mode here now you can see all these vertex groups were created and they have exactly the same name now as the bones did themselves so now what I did was I hovered over a foot here and since I pressed L to select these linked vertices and then I selected the foot here in the vertex groups and then I clicked a sign with a weight set to 1 here all the vertices here now are linked to that bone exclusively and it doesn't get affected by anything else same thing I hovered over this one did L and then I did leg 2 here and assign and if I go in to add one here to get their vortexes vertices showing you can select a vertex here and go into the item tab here now you can see that the foot l is actually mapped a hundred or 11.0 which is on represent to this foot bone here and if you select all the vertices here it's a bit tricky because it looks like it could be yes all of them are signed tooth but but they aren't because if you go up here you can see that and that's because it's only showing the most active or the active the vertex so even if you delete this one then you've got a lot of them still mapped here but there's a way if you select all the vertices and you want to clear them then you can go to vertex here and do vertex groups and remove from all and now you've actually cleared all the vertex information here if you wanted to restart and do the mapping again so l and then you can just sign them again as you wish if you want to remove these groups as well you can select just up here vertex vertex groups and remove all groups so that's the tip this week if you're on and do some some weight painting equivalent or assigning vertices especially for a robot robotic type of objects with hard surfaces maybe it's quicker just to do it this way to assign the vertices to the bone itself so that's it for this week I hope you enjoyed this one and if you did give it a thumbs up and subscribe if you haven't already and come back next Thursday for another ten minute belt until next week have a good one take care have fun bye for now [Music]
Info
Channel: Imphenzia
Views: 92,833
Rating: undefined out of 5
Keywords: blender, blender 2.82, robot, mech, battle mech, how to model a mech, how to model a robot, inverse kinematics, animate a robot, robot weight paint, robot walk cycle, armature, lowpoly, imphenzia
Id: deaQeIje-pQ
Channel Id: undefined
Length: 15min 44sec (944 seconds)
Published: Thu Apr 23 2020
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