Thanks for the appreciation 😊💝💝 The limits fields restrict the effect of the operation to certain parts of an object. If you use it during a bending, only part of the object will bend and the other part will stay as it is.
You need to use the Restrictions in the bend modifier so that only one half rolls. If you can give a timestamp from the video where you are getting a different result, we can pinpoint the problem. Or better still, send us your blend file (5minblender@gmail.com) & let us know where it is failing. We'll check and get back to you.
Very Nice one Jeet👌👌, but i do not understand the concept behind this, why is such a rolling happening? It can be done by curve and curve modifier, It is clear why is rolling is happening?
Thanks Sumeet 💝 The roll happens because we are trying to bend the object 360 degrees, with many subdivisions. So for the object, the only way to do that is by getting into a round shape. Further if we increase the bend angle to say 1500 degrees, it has to roll i.e. convert into multiple rounds 😃 The poor object has no other choice!
@@5MinutesBlender 🤣🤣yes poor object has no choice🤣🤣🤣, yes it is a very useful concept for me, for making simulations for the Rotational dynamics chapter.
Yes, that is also a nice technique. We did not split the original plane into two parts. We can divide it into two parts having the two halves of the original map, and then join them together as you rightly said. But we used a single plane itself. I think these extra keyframes should not be needed if the Simple Deform Modifier works correctly. It is a bug in that modifier which is displacing the midpoint, so I just hope that in a near or far future, Blender team will fix it and we won't need any extra keyframes 🙂 So after maybe 10 years someone will discover this tutorial and will comment here, wow - it still works in 2033 😂😂
It will be tricky to export this in fbx. We are using a modifier with keyframes, that means the modifier evaluates to different results at different frames. This is not supported by fbx, we can either have a static modifier or none. So it cannot be exported as a simple fbx animation. There may be a way to recreate this through script and export each frame separately. It will be a cumbersome method if at all possible.
It will be tricky to export this in fbx. We are using a modifier with keyframes, that means the modifier evaluates to different results at different frames. This is not supported by fbx, we can either have a static modifier or none. So it cannot be exported as a simple fbx animation. There may be a way to recreate this through script and export each frame separately. It will be a cumbersome method if at all possible.
@@lost.250 can you say how exactly to do it? Cause im trying to figure it out, but always get different results, according to: bake before exporting mdd or not, select all models before export or not, copy on THIS project?