Create metallic toothpaste packaging, Part 2: Rigging and animating the package

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Christopher 3D

Christopher 3D

Күн бұрын

In part 2, we set up the packaging object using an armature to demonstrate basic animation using the timeline, the Action editor and the Non-linear editing environment.
00:00 Introduction
00:50 Adding an Armature, bones
04:44 Assigning vertex groups to the flaps
07:35 Correctly naming the bones
08:57 Adding an Armature modifier
11:03 Setting up basic Timeline animation
16:24 Using Actions
20:52 Using Non-linear animations
#blender4 #actioneditor #timeline #nonlinearanimation #armature

Пікірлер: 14
@JoaoSilva22222
@JoaoSilva22222 2 ай бұрын
The best blender package professor on YT.
@adsicon
@adsicon Ай бұрын
Can't wait for part 3. Excellent! Thank you so much!
@christopher3d475
@christopher3d475 Ай бұрын
Thanks. I've recorded part 3 and hopefully will have it up tomorrow.
@user-vs2qr7zf6n
@user-vs2qr7zf6n 2 ай бұрын
You explained it so thoroughly. I had tried to use in the past unsuccessfully. You're amazing. I'm definitely starting deepening into NLA.
@olang4000
@olang4000 2 ай бұрын
as with every video, the explanations are crystal clear 👌
2 ай бұрын
You should get paid for this.
@RealGaryGibson
@RealGaryGibson Ай бұрын
You can also edit an Action by selecting the Action in the NLA editor then pressing the TAB key. It will turn green and allow you to edit keyframes. Then just TAB out and your done. This method might be a bit simpler. Great video!
@christopher3d475
@christopher3d475 Ай бұрын
Awesome, thanks for the tip. Blender is like a Swiss army knife, all kinds of options hidden away.
@HerraHazar
@HerraHazar 2 ай бұрын
Thanks!
@nikolas4749
@nikolas4749 2 ай бұрын
Hi Christopher Thanks for your work I just don't understand why you add the armature modifier. If we select the vertex and give the same name to the bones that means that the mesh are connected to the armature. So what the point of adding the armature modifier ?
@christopher3d475
@christopher3d475 2 ай бұрын
Because the Armature modifier tells the bones which object to attach to. If you have multiple objects that have the same vertex names, you wouldn't want the armature to affect all of them.
@nikolas4749
@nikolas4749 2 ай бұрын
@@christopher3d475 ah I though that it would be done when you assign the vertex group to the bones
@christopher3d475
@christopher3d475 2 ай бұрын
@@nikolas4749 Yeah, this is why I mentioned in the video that it can be initially somewhat confusing to see Armature appear in several locations. But once you realize the modifier is what binds the bone names and the vertex groups together, it makes sense.
@nikolas4749
@nikolas4749 2 ай бұрын
@@christopher3d475 Thank you christopher
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