@@KaizenTutorials @Kaizen Tutorials I tried to find that, but didn't find it. Can you pls... link every bg music you use in your videos. So that we can also listen to it separately. Plus, can you just link this music in the reply you post to me. Thanks!!
You need to click your icon, top-right, then go to RU-vid Studio and then you can find it on the left side. There you'll find thousands of songs which you can all use in your video. I can't link them, but the names of the songs I used are; No Sugar - Stayloose, Storms - Stayloose and Overdrive - Corbyn Kites.
Great tutorial, everytime i add a driver my wheels changes the position on the coordinate system. I applied all transformations of the empty and the wheel. Both having 0,0,0 on local, but when i add driver the wheel moves to a different position on x axis. Thanks man
That sounds strange since you have applied transformations… weird! Fee free to mail me some screenshots of your setup at kaizentutorials@gmail.com and ill have a look.
@@KaizenTutorials wow thanks, i try again and if it does not work i wil mail you! Thanks, i saved the mail,if you dont want to have it public, you can remove it.
I figured it out. My cars wheels were in qanterion WXYZ coordinates. Changing this to Euler XYZ fixed this in the object properites (wuhere the x,yz, is)
Great tutorial as always. I love car animations, they always look good when they're done right. Question: I know you said this was a basic car animation but in a situation where the car changes direction I presume you would have to alter the code for the rotation of the wheels if you're going from a y to x axis ? or even the z axis if it's going over a hill ? Love your work 👍🦘
Thanks again Nigel! Yeah you’re absolutely right. This ‘rig’, if you will, is only usable to go forward. You can add in rotation on the Z axis, depending on the movement on the X location however. So you could add basic ‘turns’ as such. It is very limited though and if you want to do more ‘advanced’ movement with cars it would be better to just use the car rigger add-on to generate fancy rigs which will allow you to do all the natural car movements. The add-on is free btw, but i’m not sure exactly what it’s called. But Google is your friend ;-)
Just a note: In the "View" panel, you can check the option to lock the camera to the view. It allows you to use the normal viewport controls to move the camera around and I find it *way* easier to do than trying to manually move the camera around.
@@KaizenTutorialsif the car has camber wheels is there any way to make it work I can not get it to work without wobbling no matter what I try. I can set it so the local is set to a plane on each wheel and that will work to animate it but I can get it to work with driver no matter what I try thanks
Hi, Awesome tutorial. So glad that you rig the wheels yourself and not just use the popular add-on to do all the fun work. I was just wondering, you add a constraint to the car to follow the empty but you parent the wheels to empty. Why not parent the car to the empty?
Thank you! Glad you like it. I suppose parenting the car to the empty would work fine overall, but it gives less flexibility. Since the constraint gives you an 'influence' parameter, which could enable you to get better control over things like the car body bouncing around (due to suspension etc). I guess for this specific result both options would result in the same. It just shows another approach to 'linking'' together parts I suppose! 👍
You can download everything from the Blenderkit add-on! I believe it comes with Blender by default, just need to enable it in the add-on preferences. If not you can look it up on Google and install it manually :-)
After importing the car, the files were all messed up without proper grouping( the car was not labelled as 'car' and 'wheels', it was randomly named as cylinder 1,2,3,etc and planes). Do you have any solutions for this problem?
Yeah, I had the same. The naming shouldn't matter to much, but you're best off by starting to parent everything together with Ctrl + P, except the wheels. So make the entire car 1 object, but keep the wheels seperate. Then you have the same starting point as I did in this video and you should be able to follow along without any issues! Good luck 🙌
Thanks You can add generated keyframe noise on the Z location to get the wheels to bounce slightly. This'll make it look more like they're on a (not so smooth) road!
Hey! When I add a driver for the wheel and set it to y location, once I start moving the vehicle along the y axis, the wheel wobbles and is sort of turning crooked (the main idea is it's not rotating correctly). Each wheel has origin set to geometry. Also I'm using euler XYZ and not quaternion.
Does the wheel rotate correctly if animated by hand? If so then I'm pretty sure it has to do with the parenting. If not then it might still be your origin is misaligned.
That means the parenting isn't done correctly and after removing the parent from the wheels all the other parts do weird stuff. Try setting all the origins to the geo for each part and parenting in a logical manner.
Thanks for the tutorial. I'm on blender 3.0 and every time I move the car the wheels rotate for a short distance then after they stop. Do you have any idea why that is?
No problem! Yes, I believe this is an issue related tot the rotation driver. I suppose your coordinate system is still set to Quaternion instead of XYZ! Change that and re-add all the wheel drivers and I believe you should be good to go :-)
i need help i dont even know how to setup that 3d model and jow apply those materials to that car and make it ready to the point whom to which you started showing the car
Burnout would be only the backwheels right? I would than just take the driver for the backwheels and multiply the value times a number (test around what works). Then animate the car to wiggle the backside just like in an actual burnout. You can even add smoke, by using the same technique i showed in my Mars Rover video with the dust. Than also make sure to parent the BG and road to the empty so it follows along and it looks like the car is standing still! Then you should be able to get a decent burnout look! Good luck 👍🏻
@@KaizenTutorials But how to multiply the value ?....There is a slid down option saying maximum value that's it or I should enter the number in the panel which you showed to rotate the wheel in the right direction?
Let me explain better. I made my own Tires using the torus mesh. When I add the drivers to the wheel the wheel rotates sideways instead of the way a wheel normally rotates. I would greatly appreciate help if possible.
Yeah that's probably because the current rotation needs to be applied! It already has a given rotation (since you rotated the torus mesh) and now it get's messed up. Alsomaybe try recentering the origin, by going to mesh>origin>set to geometry. This will make sure the centre of your torus is the actual point of rotation. Hope this helps!
I made my own car with its own wheels but i used a torus which is on its side so it wont rotate like a wheel is supposed to. What do I do? I need help plsss.
Fantastische video! Ik heb een probleempje, ik kan de blenderkit add-on niet vinden. Heb je hier een alternatief voor? Alvast bedankt, groetjes Rutte Mark!
Ha, Rutte! De blenderkit add-on kun je gratis downloaden en installeren vanaf hun website. www.blenderkit.com/get-blenderkit/ Zover ik weet zijn er geen degelijke alternatieven!
I did a really good job doing mine but the only problem is it takes so long to render which is ridiculous but understandable but I had to cancel it me making it because it will take too long to render and I wanna get done and see it
@@KaizenTutorials its alr. i got it eventually. but i got stuck at a place where the road material kept repeating itself to the side. i couldnt figure out how to fix it
@@KaizenTutorials I see that I have rotation mode is XYZ Euler. Maybe something wrong with my car. I'm just using my own model, not the one from your example.
Hey, when I add the car and view it in the rendered view, the whole texture of the car is black, I checked the download file and there are no textures for the yellow color of the car, can you please help me?
And I am actually new to blender so I don't exactly know how to add the textures but I am sure there are no yellow colored texture images, also I am using the same car model you used
Yeah this is a strange issue with the importing of this model. And you're absolutely right. In this case there is no yellow material. Sadly you have to recreate all the materials, using the textures and combining them with some Principled BSDF. Send me an e-mail at business@kaizen3d.com and I'll help you out with that!
@@KaizenTutorials Okay thank you so much, btw very glad to see that you still reply to all the comments and hats off to you for that. I am a new subscriber now :)
I think in this one I didn't do much besides just use Very High or High contrast in the Look. You can find this in the Color Management, part of the Render Properties.
Lovely tutorial and very helpful ❤ I have one question tho: when applying the sky texture there are no shadows, I'm new to blender and so far I haven't found any solution to this problem
Amazing animation. Always wanted to make a car animation and this will help me a lot. Question: Im stuck on the UV unwrapping problem. It wont let me unwrap the model. It keeps giving me errors saying that the object has a non-uniform scale. How do i fix that?
Thanks! What object are you unwrapping? I think this means first of all that you should apply the object scale. So hit CTRL + A with the object selected and apply scale. Then also decide what type of unwrap works best. So hit U and choose one of the options. Usually the basic ones work pretty well!
@@KaizenTutorials I was unwrapping the road model but it gave me that error. You were right about applying the object scale. as soon as i did that, it unwrapped onto the UV editor. Thanks for helping! +1 Subscriber
@@KaizenTutorials I ran into another problem. How do I put the textures that came with the car, on the car? Im a beginner at Blender and 3D animation so idk how to do it
Yeah it’s a bit of a pain. You need to recreate all of them with the supplied textures. Delete the current materials, then make a new one and give them the right textures. Hope that helps!
Yeah this has to do with the import if the FBX somehow. Not sure and it doesn’t happen with every model. You’ll have to manually recreate the textures using the image textures and everything that came with the download!
Using CTRL+P you can parent objects together. So you can select all the body parts, hit CTRL+P and combine them into one parent object. Then select the 4 wheels and the main body part. Now parent this and the 4 wheels should be in a seperate object, compared to the body. Good luck!
You have to link everything together. So link the empty to drive the wheels to the car aswell. So wheel parent to empty > empty parent to car body (or another empty) and move that last part forward! Hope that helps :-)
@@KaizenTutorials It somewhat worked but still my wheels weren't in sync with the car completly and if I tried to spin them they would go crazy. I think that the problem is the car model im trying different ones but they all give me the same result. btw when I install the car model you used it just keeps crashing and can't open it. Anyways thanks for the help!
Video muito bom, eu to tentando complicações na hora de adicionar o driver de comando na rotação das rodas com o objeto vazio, está dando '' python restricted for security'' ou Expressão Python Inválida, como resolvo isso?
Hmm I don’t really know why it would do that. You’re probably having some minor issue with the code. Try redoing the steps from 0 and make sure to follow along 100%. If that doesn’t work feel free to email me at business@kaizen3d.com!
I believe it was an FBX or an OBJ, i hardly ever use any other format. Sometimes, if no other option is possible I use an DAE file. But usually just FBX or OBJ.
@@KaizenTutorials I'm having the same problem as him but when i went to check if it was on quaternion it was on already on XYZ Euler. If you could help that would be great!
It can be quite hard! I imported the model from Sketchfab. Made sure all objects were parented to eachother (except the wheels) with Ctrl + P. Parented the main object to the empty (which is used to drive the wheel rotation and actually move the car), aswell as all the wheels seperately. Then I created all the materials and added all the textures to them to make it look good!
Download a car model, unpack the zip file (if necessary), go to file > import > and select the same file type as the car. Usually it's FBX, OBJ or DAE. Then import it and it should be in your scene!
Looks like there is gonna be squid games season-2. If you have watched, why not make a squid game animation or something and then post a tutorial on that. Its very trendy and not many quality videos are out there. Would be great to see a tutorial of that.
:) I have been reading the comments and looks like you have got a lot of video ideas like the rover one, product animation, more cars now this and many more. Your channel rose to a whole new level. Nice job man
This can be an issue with imported models. Sadly there is no other fix than manually recreating the materials for the car! Due to copyright issues I'm not allowed to share my version of the model which has the materials set-up correctly. Just import your car and recreate the textures using the provided textures in the download folder. Good luck!
im stuck with with the UV Editor, instead of the grid showing at the far left like on yours, it's filling up the entire grid with wide rectangles, when i adjust them and add the road material, it doesn't look right,
The wide rectangles probably mean there’s some scaling issues. Make sure to select your road mesh and apply the scale with CTRL+A and then hit U and choose unwrap. Hope that helps!
How much distance did you make the car travel? The more it travels in a short amount of time, the faster it goes/looks. To make it go slower, just make it move less far in the same amount of time, or make it move a similar amount of distance but make the total time longer.
I finished the entire animation but my car texture stays black and I downloaded the original file,(it was black since I imported it ), btw even my road texture is not working.Please tell me that I don‘t have to start from zero….
No worries, you defeinitely don't have to start from zero! The black textures is a bug from importing the FBX. What you need to do is recreate the materials. So all the materials for the car have a Principled BSDF shader. Remove this and re-add it! Then make sure to plug in the image textures (you can add in an image texture node with Shift + A) that belongs to that part of the car! There's only like 5 textures or so, so it shouldn't be to hard to figure out. For your road texture you added it from BlenderKit I suppose? It should work, but you have to Unwrap your road model. So select it, go into edit mode > select all faces and hit 'U'. Then hit unwrap. Now you should see the texture (e.g. in Material Preview). Now go into the UV editing workspace and align the faces with the texture so it looks nice! That's it :-) Good luck!
@@KaizenTutorials Do you have any videos as reference, I think that I did all you said but still didn't work.Thinking about recreating it with the gltf file
I do not! However you could try with the GLTF, and if you don't mind waiting for a bit you could also send me your projectfile. Then I'll have a look when I'm able to.
@@KaizenTutorials Im using this animation as a part of my protfolio for applying to a unversity and I wanted to apply today, where can I send it to you?
One question please 🙏 Can I draw the car in illustrator but from one side and then export it to blender and do the same technique? Of course with the body set to one piece and the wheels separated
Well I believe I only moved my empty on the X or Y axis, preventing this from happening. A workaround though could be to instead of parenting the wheels to the empty, use an object constraint 'Copy Location' with the Empty as the target and make sure to only enable the constraint on the X and Y axis and disable ze Z axis. This should make it so that the wheels follow along with the empty on every axis except the Z. Hope this helps any!
im sorry i'm new to blender and learning, is there like a specific button to add the color back to all of my models or do i somehow have to go back to each individual structure and add color to it? and thanks for responding.
oh i get it now, you have GPU compute so its fast, i have potato one so i thought i was doing something wrong, its just that you have GPU compute on and i dont xd, sorry, thanks for answer, great video btw
Try parenting all the parts to the empty and then try parenting the wheels to the empty separately. You're probably parenting to something which you can't parent to. Just redo the parenting and it should be fine!
I suppose you model it. This model is from sketchfab. I myself have little experience with modeling cars. This series seems a good starting point; ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-VGPvxIrobFE.html