Interested in 3D modelling? Maybe some simple rigging, then join me on this beginner level modelling course as we create a simple paint rig.
This course is designed to walk you through each step in the modelling process.
Firstly we start by creating a basic shape we then add an array and curve modifier to quickly form our tracks. Later on we add some drivers to control the rotation and movement of these tracks.
Next we begin modelling the body of the rig. Again we slowly form the body by adding the different meshes available in Blender.
Next we move onto and form the stabilizers that can be rotated and placed laying on the ground. This is achieved by selecting pivot points or their origin points and adding drivers to control their rotation.
We go through the very fast and effective process of mirroring objects to speed up the modelling process and achieve perfect symmetry.
When the modelling process is complete we add a simple armature. The armature begins as a single bone until eventually after editing and adding bones controls the movement of the boom and stabilizers.
Next we parent these objects to the armature or separate bones and again we add drivers to control their movements and rotation.
Finally we create a simple short animation to demonstrate the rig in motion.
So jump on into this modelling course and discover just how easy it is to pick up Blender.
Go to https://www.blender.org/ to download the free software Blender. Simply install it on your computer, open it up and you're ready to go!
This add-on needs to e enabled for students to follow along successfully using the short cuts. Go to File - User preferences - Add-ons and the very last one at the bottom of the list, Put a check mark to enable - User interface: Pie menu official.
In this lecture we look at Blenders user preferences. This is very important because the lectures will be conducted using mouse select with the left button and going to File-User-Preferences-Input and selecting left allows the student follow along exactly as they should. Also if students are using a computer keyboard that does not have a Numpad and only the single row of numbers along the top of the keyboard checking the emulate Numpad box allows for this row of numbers to control the view in the 3D space.
In this lecture we begin by modelling a segment that will form part of the track. The object is added in "Object Mode". Once an object is added, in this case the cube its origin point is now at the center of its mass at the point where it is added. To make modification to this cube we enter edit mode. This is where an individual object can be modeled into its shape.(Note: When an object is completely selected and moved in edit mode its origin point remains unchanged when you return to "Object mode"). Origin points can be easily reset or changed and we cover this later in the course. We will add an array modifier to this segment, automatically increasing the number of segments. Then we will add a curve modifier to the object. The curve modifier takes the object an aligns it to the curve we choose.
In this lecture we model the wheels that form the inside of the tracks. We add an object to the scene in object mode, in this case a cylinder. We enter edit mode and make the modifications necessary to form the wheels. Next we return to object mode and move the wheel into position. By moving this wheel in object mode the origin point move along with it and remains at its center of mass. This wheel is duplicated in object mode, thus creating separate objects with their own individual origin points. This allows them to rotate around their origin or pivot points, later in the tutorial when we add drivers to control their movement and rotation.
In this lecture we add a single driver to the tracks. The driver properties allow us to select an object to act as a control. This control object can now control the tracks rotation and their movement. Each track object has a driver applied. Also each wheel object has a driver applied. Each individual wheel object now rotates around its own pivot point.
In this lecture we begin to model the body of the rig. We add some loop cuts that allow us manipulate the mesh to the desired shape.
In this lecture we continue with the main body and add the main beam of the rig.
In this lecture we model the pipes and these are created using cylinders. When an object is first added to the scene the tool shelf on the left side of the screen allows changes to be made to the object, but after the object has been moved for example the user can no longer adjust these setting on the tool shelf only in the 3D space.
In this lecture we continue adding the pipes and also the pipe joints. These objects are UV spheres.
In this lecture we begin to model the rigs stabilizers as separate objects. The reason they remain as separate objects is that they will rotate independently of the rigs main body. This will require them to have a separate origin point from where they rotate.
In this lecture we add a little more detailing to the rig and add some cylinders to the back of the rig. These form the pain t drums of the rig.
In this lecture we need to separate certain objects from the main body of the rig.
In this lecture we choose an origin point for the separated objects and apply the new origin, again this is for rotation purposes.
In this lecture we make duplicates of the stabilizers and mirror these duplicates across the centre of the grid using the 3D cursor.
In this lecture we add an armature and place the bones in positions best suited for control purposes.
In this lecture we parent the bones to one another in the correct order.
In this lecture we add single drivers to the stabilizers so that control bones we add to the armature will control all four stabilizers rotation when moved along the y axis at the one time
In this lecture we add more drivers. This time it’s to the top mechanism of the stabilizer. Again the controlling bone will rotate all four at the one time.
In this lecture we parent any loose objects to the empty at the front of the rig. These objects will now follow the empty.
In this final lecture we create a short animation with the camera and the rig to demonstrate the rigs movement and expansion.
Thomas mc Donald is a 3D Designer currently living in Kilkenny Ireland who has a passion for 3D modelling and animation and using Blenders powerful software allows his imagination come to life like never before.
Over the past 12 years he’s worked on various 3D Modelling programs designing for production. Having discovered Blender a number of years ago and realized its amazing potential for creating, the future has no limits.