Make Your Cube Bot Animation In Blender #animation #blender #blendertutorial

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[Music] [Music] it's I know you would love to make your own Rubik Cube which can run and dance I made this tutorial so that even the beginners can follow the step one is modeling the mechanical Parts we'll model just the three parts and later from this whole mechanism can be constructed so to start with we'll take a cylinder with 24 VES you can take higher if you want I'll delete everything except just this face so press CR I to invert and press X for the faces I will select these edges and just extrude them out like this but they are not straight to make them straight I will just have to press s and scale them on the x-axis by pressing X and then press zero to straighten them and enter extrude them again moveing the X like this now to finish it off I will just duplicate this face onto the other side and just Bridge these edges by right clicking and Bridge edges it's kind of flat and they are kind of no details so press crl R add a edge Loop right here right click to reset it to its original position press contrl B to Bevel it I'll select these two edges and again bevel them and give more edges in between by scrolling and just leing it like that now we can add some details here just select these vertices and move them up like this I can do the same for the below one so it look something like this now it's flat so let's give it some depth press e to extrude it now as I've shown in the beginning that there will be three parts which we are required to make the two parts are can just directly made from this single one for that we have to just duplicate it and put it in the center I will just duplicate this move it on the y- AIS go into edit mode selecting this pH this pH shift s select cursor to the select now it's in the center of that after that what I will do is go out right click on it set origin origin to 3D cursor now it's in the center of these faces only thing left to do is just press shift s again and cursor to the VA origin now our cursor is back to the world origin what we only have to do is now selecting this object press shift s selection to the cursor now it's in the center of the wall this one will be rotating from the middle so it's going to be a little bit thicker so in edit mode I will select everything and scale on the y- axis like this but one thing what you have to do is adjust the position so go into the Ed boort select everything thing and then move it so the origin stays at the world origin one more thing that I want to apply right away is the bevel modify and apply it now let's just decrease the amount a little and increase segment to two to get rid of these hard faces right click and shade smooth now but that looks like to correct it we will do is go to the bevel and in the shading click on harder normals well that didn't do anything what we actually finally have to do is go to the object data properties and here in the normals click on auto smooth that will fix everything for us repeat the same for the middle one as well the last thing we have to do is just to mirror this to the opposite side so add a mirror modifier and set the AIS to the Z to make this one a little look different what we'll do is go to the wireframe in this view I will just do is just shift this to left a little now the basic idea is this to move freely between that is the basic idea finally I'll apply some details on the outer side of this mesh insert this phage by pressing I and then extrude it out then again insert extrude add some details as you like that will apply on the other side as well because it's being mirrored so like that add some more details on your own don't just copy me now only the one part remains which is the hook making that that also is really easy so I'll just duplicate this mesh right here rotate it so it's standing like that go to edit more in wireframe I will just make it shrink a lot by a lot mean a lot so it looks something like this but it's overlapping with our previous mechanism to fix that what we'll do is just in edit mode selecting all I will just move them out I will move it out so on the y axis so it fits it proper properly like this and then it looks perfect to finish this off I'll add some more details and finally I'll add a cylinder inside the edit mode of course scale it down move it up so this becomes the part which gets attached Pavel it then again selecting these edges I will Pavel them again and finally selecting these faces scale them inside so this part will be the part where it will be holded I exted it even more to make a double hook to make our hook that's going to be also really Syle let's add a cylinder to our scene bring it up so we can see it properly selecting both the faces go to the Top View Press I to inser adjust till you match the hook now I will click right click and Bridge faces in edit mode selecting everything scale it down now this is kind of a very fat for a hook so scale it and apply the same same bevel modifier on this as well now selecting the faces on the back of our mesh to the top view and extrude them out so it is similar to what we did for the starting object and again scale them on the xaxis and press zero extrud it out a little bit more like that add a edge Loop right here selecting the faces on the bottom here I will EXT them down like that we can adjust the height later as well to make it double hook that's going to be really easy going to the wireframe mode selecting all the faces for this hook part and we'll just duplicate them by pressing shift d moving that up right here and adjust it so it fits the hook then the next step would be to add a edge Loop right here pel it of course go back to the solid View and delete these faces I will just select this and right click and Bridge faces We'll add a little bit of more detail right here selecting the front faces of our object and and extrude them out add some more details to make it look interesting well that doesn't matter because we won't be able to see it much but it's a good practice to make detailed version now finally we are going to extrude a part from right here because this part will get hooked to the double mechanism we will know why later after extruding it out I'll press shift s and cursor to the selected and then add a sphere here UV sphere now our all three parts are ready we will have to just lay it out for our mechanism so first of all I'm going to apply all the modifiers on our all the objects now I just lay it out just manually so I'm just laying it out manually for now and duplicate this one and place it here so it looks something like this now our Tower is kind of a big so I will adjust it for that cause now we have to make sure that they are exactly in the center of each each other it's really simple what you have to do is go to the edit mode select this face right here and this face right here shift s cursor to select it as the cursor is at the center of that object what we can do is now just select this object whose origin point is here that doesn't have that won't be an issue so I'll just shift s and selection to cursor now it's right snapped there and it's perfectly in the middle so only only thing I have to do is just to rotate it around like that now again in the edit mode I'll select this go to wireframe make sure the right faces are selected and shift s cursor to selected exactly snap the origin of this to the 3D cursor which is sna to the center of these faces select this shift s selection to cursor now it snap at the exactly Center of that I will just make a duplicate of this and place it just about right there this one doesn't have to be perfect it just have to be at the center of this but it's going through it so we can adjust it just select it press L and it will select the linked faces to it scale it on y like that and now it's not going through and now it looks really good so the double mechanism is ready the only thing we have to fix is this one this won't be facing from the ground but from the top so I will just rotate on the X exis by 180° then just move it up like that and make it even more smaller so we get a complete mechanism like this all right step two which is rigging this mechanism after this step you will get something like this which is really cool if you really want to learn it properly you can just download my plan file in the description and just rig with me step by step let's just press shift s and cursor to the worldall origin now let's add Armature which is a single bone and it's way a bit too big for that let's just reduce its size the first issue that we'll get is we won't be able to see it sometime through our object so selecting the bone I will go to the armure properties and here in the viewer display by enabling the name it will help us see the name of that particular bone and also renaming it enabling the axis will give us the XY Z axis of that particular bone and the most important thing is enabling the in front after enabling it the bone will always be in front of any mesh or any object now the work start by giving one bone to each of the mechanism so we can control every one of them with uh the bone for the first bone it doesn't matter where it is belonging you can just keep it here here no matter what I will just keep this here extruding A bone is same as extruding any mesh so by pressing the tab you can enter the edit mode and selecting this ball right here you can adjust and also byess pressing e you can extrude it I will extrude it on the z-axis downward like that right now I'm just eyeballing right here I will just extrude it right till here then extrude on the Y xaxis till here so I will follow along now comes the time to actually place it in the perfect place so basically I will just go to this object now let's just solo it by pressing the forward slash and go to the edit mode again and select these faces inside press shift s and cursor to the selector going back out by pressing the forward slash we are back from the isolated mode now what we have to Simply do is selecting the Armature go into edit mode select this particular ball and press shift s and selection to the cursor now it's snap to the perfectly Center of that object same we have to do for this one so just select this go into edit mode selecting this face this space press shift s cursor to select Ed now it's in the center as you can see go out of the edit mode selecting the bone again go into the edit mode selecting this and just press shift s selection to cursor we have to just repeat the same for every one of them for this one do is just select all these vertices but select them in the wireframe shift s cursor to selected go out selecting the B amateure again selecting this bone shift s selection to cursor now we have to repeat it for every one of them now that we are done with that the final thing that we have to do is just parent everything to that particular bone parenting it is really simple select the object then select the Armature by pressing the shift so both are selected now while the Armature is still selected press tab it will enter edit mode select that particular bone now that bone is selected what you have to do is just go back out by pressing the tab and press contrl p and select bone and if you switch to post bone now with this bone moving the object will follow it select the object select the Armature go into edit mode select the bone go out crl P bone repeat it for this one right here I will parent this to the pawn 005 after you're done parenting make sure to check back your Armature if it's working properly to to check you know you have to go to the pae mode and check by rotating everything if it's working properly it's time to add the power of constraints which is the step three POS mode is always used to apply constraints to any B we want a controller for our B so I will extrude this on the X like this by pressing F2 I will name this ik kcore small and I will make sure this is not parented to anything I will clear its par par by pressing alt P clear parent switch to POS mode by pressing control tab it's free to move now selecting this and lastly selecting the previous bone I will press shift I it will give you the option to apply inverse kinematics and click on to active B now the inverse kinematic constraint has been applied to our mechanism and it will give this wonderful effect there are three to four issues first issue you can see is the illogical movement of these mechanism they are supposed to move in a part particular axis not in all of the axes so to fix that that is really easy but before that I want the bones to be clearly visible to me I will go to the ARA data again in the viewport display just change the display from octahedral to Sticks now it's more clearly visible first thing we have to do is figure out which bone will rotate on which axis we want this bone to only rotate on the y- axis as you can see that's why I enable the axis this bone so we can figure out selecting this bone we'll head to the Bone data properties and here we'll get a section called inverse kinematics in here we can lock a particular b in a particular axis so we want to lock just click on X at the Z and you are done let's just also lock this bone one way we don't want that bone to be moving is that we can select this bone which has the ik constant which is giving this beautiful mechanical effect so selecting this bone with the ik constraint you can see the bone constraint tab you'll get the option of chain length zero means infinite to reduce it we'll just have to change the number so let's see how much we want as you can see there's a dotted line appearing which is telling us how long is that chain actually right now so let's just try increasing it bit more and that's about 10 that should do it it won't affect that Bond there if we move it and now this bond is also moving on only the Y AIS we have to figure out this for the both 002 and 003 004 these will only move on the same axis which is the z-axis so selecting these bones also these ahead as well and go to the bond data in inverse kinematics press alt and then click on the X and Y so we don't have to go to every single bone and apply it as you can see it's working beautifully just make sure to apply the same lock access to this one as well which is only the Y so the problem we are getting right now is this bone moving even if its axis are locked we have quite a nice solution for that so I will just reduce the chain length of this one to about four till this one so it only moves till here and go back into edit mode selecting this one extrude it out and rename this bone to ikore Big naming them is very crucial selecting this ik big selecting the previous bone but in the pose mode shift I to active bone and it has applied a ik constant to it we have to set the length to four one issue is there it's not working why is that because this is currently parented to this bone and this bone is following this bone so it's creating a loop and there's no result so let's go back into edit mode selecting the ik big press alt ple and clear the parent now let's try moving it pose and POS mode now it's working whenever we want to move this I small we want this iig to follow as well for that we have a simple powerful constraint again selecting this I Go to con bone constraint tab here you can see the copy location now I will select the Armature it will give me the Target as Armature now we have to select the bone as well now there are a lot of Bones that's why we named them properly so I will select I small and it is following it but but that's not the right way to follow to fix that we have to change the target to local space and owner to local space as well now if we try to move it it will follow along but still there's quite a bizarre issue to fix that selecting the bone which has the I constant applied change its influence to 0.6 and that should give us a result like this but still our pillar is still rotating to fix that let's go into edit mode just duplicate this bone right here and scale it but scale it on individual origin you can just change it from here as well individual origin and scale it I will name this bomb subscribe all right and the second bone which is just below it I'll just select it again so it will select the bone in the background as you can see this is the previous bone and I will rename it to my channel and now subscribe my channel is here now right now both the bones are following the Armature which has the I constraint but I don't want one bone to not follow which is the my channel so what I will do is just press alt p and clear parent so it's separate from it so I want my channel to always follow the subscribe go into the pose mode selecting the my channel bone and go to the Bone constraint here copy location and select my Armature here I should search for subscribe I want my channel bone to follow the Subscribe bone which is following this bone let it be the world space that's all right try moving the ik big as you can see our my channel bone is following only the location of subscribe this subscribe bone was actually following everything which was rotation scale and location let's just select this I and press alt G to reset to original position now if you move this I small we'll get something like this let's just check it from different direction as well now this part is the most important part guys which is the step for rigging our whole body now we would like to create multiple legs using this if we add a cube to the scene we want this mechanism to be at the corner of of our Cube so that's why we want to rotate it 45° but you will see the snaky behavior of our mechanism that doesn't happen what we actually have to do is just turn off all the constraints now that is done now we can rotate our mechanism by 45° press CR a and apply pose as the rest pose to make other instances first we have to duplicate the Armature not the objects so what we will just do is go into the edit mode duplicate it and rotated by 90° now make sure after you rotated it press CR a and apply pose as rest pose you have to repeat this for two more time shift to duplicate we have another one right clicked to reset its original position go out to the pose mode now rotate it on the z-axis by another 90° and enter and contrl a apply pose as rest pose shift duplicate right click go into the pose mode rotate it it and 90° andr a apply pose as rest pose so you might be wondering why we are rotating it on the pose mode not why in the edit mode so if you go into edit mode shift duplicate it and then try to rotate in edit mode only you can see the axis that they rotate around has changed and it has create disturbing result now one more thing we have to do is duplicate our mesh Armature as well I'll just hide the bones for now but before we just rotate our mesh what we have to do is in object mode select all the mesh press alt p and clear parents and keep transform because if you duplicate the mesh it will duplicate the amateure as well which which will be different Armature but not a one using here in the drop- down viewport overlays go and check bones selecting this shift duplicate rotate on the z-axis 90° and left click now just press shift R so the command just creates itself now let's just enable the bones and to finish it up you have to just parent each and every object to each and every single bone in this mechanism and don't forget to turn on all the constraint after you're done parenting now we are going to make the three important things in our R the first one being the root one which will move everything so while we are in the edit mode I will just add a bone by pressing shift a and that will directly add just a single bone in the center where the 3D cursor is I will rename that by pressing F2 and name it root bone now duplicate it and move it up where the all the armatures are and then I will name this bone as body this bone will help us control the armatures and move the body up and down after that selecting all the top bones in the mechanism chain then lastly select the body bone and press contrl p and parent now as you can see all the arure is is moving with our body bone now the main thing is the root bone so it should be able to move everything on every axis even rotate it scale it and whatever it can do first we have to parent the body bone to The Brute bone so that it always follows after that we have to parent each and every single ik handles ik small and ik big handles to our root Bond as well also the bone my channel in all the legs we have to parent that as well to our road B and after that if you see the result of moving the root bone or even rotating it you will see it's following properly if you're not sure which B is selected just check the left top corner it says my channel Bard is selected if you click again you can see it's subscribe selected that way you can confirm which bone is selected final part of this step four is making a body to make the body of a Rubik's Cube you basically need a cube of course so let's just add a cube so what we can do is go to edit mode MO move it on the z-axis control to snap and that should do now I can just scale it like that for now I don't need these bones for now because we are just currently modeling it out so let's just hide the bones again before we move ahead let's just apply a temporary material on it we'll give this material that glass effect you as you saw in the start go into edit mode add edge Loops by pressing cr r scroll to increase and add it in same way every other place which is the X Y and Z so it has now become almost AIC next step is to select all the edges by pressing a of course and then control B to Bevel them now what I will do is just basically select this line in between from every place after it is selected I will again bevel it after that we have to switch to face mode alt e extrude phase along normals and just about that when one more thing I would like to do is add an edge Loop in between for everyone I select these three faces select more less and more it will select more and again if you press shift R it will repeat the command one more time and one more time now we are right here so if you press p and click on selection it will separate this part so this will become the leg part of it for the rest I will just do the same but I will not separate them I will just delete these faces because I can just duplicate that one for now let's just hide the body now we have to make another part of it so go to wireframe and let's see where our joint is connecting so it's right about there press contrl R add a edge Loop just about at that height and add two more on the right and the left side select this face press p and separate the selection so you get something something like this so finally let's just make a duplicate of them and give it to others as well parent this one to this pillar to pent this to the iess ball bone now I only want the bones which I want to control and just get rid of useless bones so there's a simple option go to the Bone layers there are collections of Bones so this one is I will change the name to control and then I will name this as dogor bone now I'll just select the bones which I don't want exactly uh selecting them is very tricky select these and then go to the control and click on remove and now you see that dot disappear if you click on the dog B and now click on assign the dot has appeared I just want these bones to just disappear so for that there easily just click on the I icon and they just disappear now it's way cleaner helps us easy to control our rig now the next thing I would actually love to do is create the animation of this bot at a curve select the ball again shift s and cursor to select it now go out of edit mode selecting this curve I will press shift s and selection to cursor now it's snapped to there I will go into edit mode and delete this bottom vertices pressing X and delete and straighten these out now they're rotating weirdly because their PIV point is different I set to individual rotate again now we will add a empty let's go out of the pose mode add a empty to our scene you we will use this SPL empty and then select the curve and press contrl p and click on follow path now it should follow the path but you can see there are some issues we can easily fix that let's just go to the side view and just move it and by watching the dotted line where it is going you have to just move it just about right there first thing that I would like to change is the speed so select the curve we have to go to a different panel which is called the graph editor here by the curve is selected you will see some different options so if we go into the modifiers here you will see some options called coefficient and x to the power 1 I don't know if it's power but it's something like that so the first thing is to offset our object which is the empty and the second one is to increase the speed so if I change it to something like it it will increase its speed and finally what we have to do is just select our bone in pose mode add a copy location and select this empty and if you move our body control up you can see that how cool is that now we have to repeat the same for each and everyone well that's is really easy first let's just turn off this copy location or just reduce the influence we set the position of our bone is the body control by pressing alt G select the curve and our empty we'll just duplicate It 2 3 4 5 6 7 8 and about there that means we have to just place it here for all the bones now in the xax by pressing the X and pressing control to snap after that we have to just apply same modifier to every one of them and select the empty for each of them now they are all ready to go but one issue we have is that we have to go to every bone then change the influence so that it starts working and change it for everyone why not have a single bone control all of them so let's just go into the edit mode by selecting this body control I will duplicate it and move at the top of our cic Cube head this one is parented to the root control as well because this was parented which is the body control which is parented to the root control so we made a duplicate of this one so basically it will inherit the same parenting let's just rename this to settings in the settings go into the pose mode in the B data properties in the last section you will see a section called custom properties now click on new and you will get this prop let's click on the Cure change the name to walk follow click on okay now if we select this bone and change to the item and click on the properties you can see we get this option next what we have to do is right click on this and copy data path to the Bone which has the copy location applied what we will do is just click on the influence right click and add a driver change this to average value and here change to singal property now we get this eye dropper in the eye dropper we have to select the bone which is armature so it will select the whole Armature after that we have to Define which particular bone it's not going to directly Define itself that what we are actually looking for so again go to edit driver and here in the path we will paste the path we copied from our setting bones so we'll press crl V then update dependencies if I select this Bon and change the value it is affecting that now we have to do this for every ik small handles don't worry there is a fast way where we have already applied the driver we'll just right click and copy driver s the other one and on the influence right click paste driver now it's automatically working and paste driver but next problem is that they are in a proper sync which is not possible until and unless it's a bunny so I've already told you where all set it which is this coefficient you have to select the curve go into the graph editor and here change the coefficient to change the coefficient you have to take in consideration the frames this frames is telling us after how much frames there is a complete one cycle so after 100 frames the one cycle is completed so if we divide the 100 to each one of them so we'll set this one to zero in the coefficient this one to 25 that one to 50 and that one to 75 so let's see how it looks after after that it's running and it looks good but there is something weird with it the body is as stable as there's nothing happening for this body control we are going to add some nice things to it into edit mode I will duplicate this body control move it down and I will rename this noise one more thing that you might miss if I try to move my root control everything will follow except the curve so we'll make sure that the curves are par guaranted to our rout control if you move it they are working with the noise control what we are basically going to do is press I and insert a key frame on the location and rotation I'm not going to apply any noise on any location except y let's just delete this for rotation I will apply only on x and z but now let's just apply the noise on the Y location so it's walking really fast so there will be so much of a movement of the main head so that should be enough you have to just edit out the settings depending upon how fast your legs are going actually it is really better to actually see what the noise is doing to the main Body by pressing alt Ed I'll unhide it go to the pose mode selecting the body control I will apply modifier which will be of course copy location and select this noise body and then we have to select which bone exist exactly so which is the noise body and change it to local space local space one more thing which we have to do is after we apply the copy location we are not able to move our body control so to fix that it's just simple here check this offset in the copy location now we can just move the body control with this you can just adjust how harsh you want the body to be moving but before that what we have to make sure is that there's another constraint applyed we just copy rotation select our Armature and then select noise body that's too much rotation let's just reduce it down you have to feel your animation yourself and see what settings really look good on it I can also just copy these modifier applied on my X rotation with this button copy it and apply it on Z as well so there are more movements on different AIS it feels like it's really moving when we turn off our work for follow our body is still dancing well that is really good copy the same driver and apply it to the body controls location influence paste the driver and copy rotation when the walk follow is off nothing's happening and when I start moving it it's now doing everything together oh one more thing guys I forgot to tell you there will be a problem which will be you can't rotate your body control if you want to so for that it's just simple change the mix value to add and after that you can rotate it also this rig is on my cumro page the link is in the description it is a better rig with better features you can go and download it for free so you just have to enter zero and download it but if you really love to support my channel you can enter any value above zero and help my channel even one will help now for the materials first of all I'll add a clock last bsdf after adding last bsdf we'll add a emission bsdf now we would like to connect this with a mix sharer so add a mix Sher and connect it to the surface will emission connect to the first socket and glass bsdf to the second socket want to Define how much of the part should be emission here we'll connect a node called light path with this we'll add a math node just a simple math node using the maximum I will just connect this camera array and the second one I will connect here is the is transmission Ray these two will be connected here and then I'll connect it to the factor for the color I will just set something to teal blue something like that would do for me I will change the roughness to 0.2 increase the strength to something like two and now we are almost close to what we actually want so without the solidify modifier it looks something like this but if you apply the solidify modifier it will get something like this let's just quickly add a plane to our scene as well so we can see actually what is going on and finally the final thing duplicate this mix Shader connect again the glass vdf here and add a LOE called fernal and connect it to the factor and also it will be better if the glass color is right now that we are done with that let's just try moving our amature how it looks when the legs are out it's really starting to look really nice and that was all for this videos my friend make sure to sub if you love this tutorial and see you in the next one peace out
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Channel: Super Normals
Views: 1,334
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Keywords: blender tutorial, blender, blender tutorial for beginners, blender beginner tutorial, blender 3d, how to use blender, blender tutorials, #blendertips, blender modeling, blender donut, shorts, blender beginners, blender motion graphics, blender rigging, blender rigging tutorial, blender animation tutorial, blender animation tutorial for beginners, blender tutorial animation, blender full course, blender glowing object, blender rigging tutorial for beginners, blender 3d animation
Id: OqJCWCuuNtY
Channel Id: undefined
Length: 37min 36sec (2256 seconds)
Published: Sat Feb 17 2024
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