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Blender - Eng - Tutorial - 04 - Better Mechanics
Blender - Eng - Tutorial - 04 - Better Mechanics
with
by S68
who, in the real word answers to the name of Stefano Selleri
www.selleri.org
selleri@det.unifi.it
Introduction
My 4th tutorial. Background: there's plenty
of people doing mecha things, lately, a
lot of spiders in particular. Someone is also
on animating them (walkcycles etc.), and
this again is great... BUT...
The Arm
First step is to create the mesh for the arms. We are not here for organic, we are here for
mechanics. So no single mesh thing. The arm/leg/whatever is made of rigid parts, each
part is a single mesh, parts moves/rotates one with respect to the other.
Pivoting axes
Then add the mechanical
axes in the pivot points.
Theoretically you should add
one at each joint and two for
every piston. For the sake of
simplicity here there are only
the two axes for the piston,
made with plain cylinders.
The Armature
Now it is time to set up the
armature. Just a two bones
armature is enough.
If you switch to pose mode you can move your arm by rotating the bones. Nothing new
up here.
The Piston
Make a piston with two
cylinders, a larger one and a
thinner one, with some sort of
nice head for linking to the
pivoting points.
Theoretically I expected things to work by selecting the correct tracking axis, but this
proved false. Blender is funny sometimes. Sometimes you might have to rotate the mesh
180° after the track is set.
Select the last bone, the one which starts from where
the tube ends, and Add a constrain. Select the 'IK solver'
type of constrains and Select the newely created Empty
as target Object 'OB:'.
a) Work with weight/bone paint and Vetex Groups as if you were animating a living
body;
b) Resort to a very limited number of vertexes and use the SubSurf option.
Note that the armature is much bigger than the spring and that I've done my best to
keep the first and last working bones as perpendicular as possible to spring axis.
Set the first and last Bone deformation distance to a value equal to the spring length.
Bad news is that spring gets deformed in an unappealing way, especially if it is thick. To
have better solution...
Happy blending!