As an older guy learning Blender, I just want to say how much I enjoy watching your creations and your tutorials. All brilliant! Thank you so much for sharing your knowledge. THANK YOU! Dg
I'm on a run where I keep watching your videos and you're an awesome teacher! I think it's just your calm nature that just keeps me attentive throughout the whole video!
The first polyjford tutorial I watched I but like imagine scrolling through RU-vid and you see a video that was recommended to you 5-6 months ago.of course I would rewatch it
Hi! Great video! In regards to small rigid bodies, I believe that the reason they don't work is because of internal rounding. If you have a small object doing small movements, the small numbers involved in the simulation will at some level be rounded up or down, thus breaking movement and collisions. I could be wrong, but I think this is the case!
I hope that you're able to see the statistics of what time during the video, the viewers click like... 99% will be because of that end animation. Good one. For real, I really like your content. Perfect mix of entertaining, and properly useful.
Your are genius bro Please make some tutorial like smoke simulation and animation tutorial And your animation is cool We all learn a lot from your TUTORIAL
Thanks a lot for your tutorials. They are short and comprehensive at the same time. If you have more time, please do more streams and uploads. I turned the notification bell on :D
I had NO idea you could parent directly to vertices. That blows my mind. Side note, something interesting you can try doing is parenting the Camera to an armature bone (Child Of modifier). You can get some interesting results by varying the influence. You can take it a step further by making the Camera track to an empty as well. Parenting to an armature bone makes the camera's position match the movement of that particular bone, so on a walking character for example, you could parent it to the hip movement. Reduce the influence and it'll look like a handheld camera. The Track To modifier will attempt to track the camera's rotation to a given object, you could do this with something that a 3D model is holding in their hands. So you get the somewhat random counterbalanced motion of the armature's walk cycle, with the tracking on a specific object that you may want to focus on for a particular scene. Really cool stuff to experiment with.
Seriously? This is too good. Like. Subscribed. Ham on Notification Bell. Can you do a tutorial for beginners where a fire-man, a smoke-man, and a particle-man are swinging side-by-side on a playground swing? That would break the Blender Internet community (perhaps).
Hi, I'm noob in 3d animation I watched some videos from this channel I realize that this channel is really perfect for new animaters 👍👍👍👍 Because this dude teach you everything in detail
dude im so happy becos i saw your all tutorial video,i learn a lot becos of your owesome idea and talent.im beginner to blender feb. im download that installer :) but my pc is low end.haha.its not like yours.but thanks to u dude :)
Yes you could keyframe the gravity! Very practical if you just have one brick wall like in this one. However if you need multiple objects to start being simulated at a later stage, the global gravity will affect them all. The ‘Start Deactivated’ feature is really nice to prevent anything weird to happen before the impact, like premature sliding or exploding
You could but there will be a small problem, You would like to turn the gravity "ON" as soon as any part of the character touches the pieces, but, say for eg, when the character's hand touches a particular piece, and you turn the gravity on on that keyframe, the other pieces, who stil are not yet touched/affected, will start goin down because of gravity. So it may not look very realistic. But i guess for a fast animation and less number of pieces, this may work.
please do a livestream every Sunday or any one day in a week if you are free because you are the only content creator on RU-vid who provide best blender content . I LOVE YOUR CHANNEL. and please check your dm once i have made a animation by taking inspiration from you.
to whom having problem with the rigid body exploding before the collision happening try setting the steps per frame in the rigid body's setting to 10 and checking split impulse and setting the cache simulation start and end frames
I'm using Sheepit to speed up rendering for my project. If I didn't my current project would take darn near a month to render the animation. I figured Sheepit could help those with weaker computers like myself. :)
This is great thanks so much. 2 questions. 1) When I download the mocap from Maximo. It downloads the red model when I downloaded the blue model. Any idea what this is. 2) Please make a tutorial of that same charter walking through water and making it splash and ripples and things like that. I don't understand water simulations at all in blender and nothing seems to work for me. That would be great. Earned a sub.
Hi PolyFjord! Very impressive and awesome, your video here!!! I have an important question: While using the current downloadable version of BLender, I also created a cube and made a cell fracturing on this. After this, my cube was separated into (about) 50 parts. Each part had an active rigid body as shown in the video (-> COPY FROM ACTIVE ... to all parts). I also set the gravity to zero - in the rigid body world settings as well. After pressing ALT-A in order to start the animation, my cube really explode like a bomb. But your cube parts didn't show any move or movement until the animated character touched them. What is still wrong now in my scene? Did I forget any important rigid body setting? Thanks in advance for any help 🙂
Youre PC is very good can you tell more details about it ?... mybe But overall you're Videos are soooo good my first thing I've ever made in blender was you're twisting crystal animation
Are you planning on doing a compositing tutorial? You seem to know a lot about it and the effects you can create add the extra flare that the renders need
Cool tutorial, but somehow I can't find it, because whenever my mesh runs against the cube pieces, I fly them for miles, even though I have gravity out.
nice tutorial, though i think you should have focused a bit more on the 'wall' part the cuts are to clean, its too geomotrical, cool would have been: some life like concrete and adding some dust on the cracks as well.