#blender rig
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astrmastr · 5 months ago
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aheeheea
agiggle
PUPPET RIG PUPPET RIG I MADE YOPPEEEEE
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i can do thhanGSSS
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like make em dumPY
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these r his bones
anD AND if u r like me n learnin blender anD WANT da bLEND FILE HIT ME UHP i will GLADLY share ma thangs wit u
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dustyoo10 · 10 months ago
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Aperture Laboratories presents:
The Aperture Science Personality Construct!
Featuring:
Game-accurate mechanical constraints
Custom bone shapes
Interchangeable eye and shell textures (Select the rig in object mode to view the properties in the items sidebar)
Functional eyelids with a master control
Iris control and lens emission sliders
As few bones as possible while retaining all posable features
Link:
https://drive.google.com/file/d/1CfmxVlVu7S2BXd6w3w_9CiUSRhwS6Atd/view?usp=sharing
Please report any issues you have!
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mafihellspawn · 7 months ago
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my rblx renders
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I've been wanting to do a Minecraft rig and figure out how @zlo-sovs-lifeboat made their animations with, to paraphrase, "nothing but empties and hook modifiers." With this test, I was able to do both!
It was not easy to get here, but I'll give you the details that allow this all to work.
First of all, the main body itself. It's a regular cube scaled down on the X and Z axes to get it skinny and a loop cut was made at the middle. Here is a visual:
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I then added two arrow empties, one at the back going to the center cut and one from the center to the end. the one
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The one on the left is named "forearm" and the one on the right is named "Arm."
I then divided the vertices into different vertex groups. Here they are:
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The Elbows are an important part of the rig. As I then added two more empties, plain Axes, and positioned them at the two edges. They are then parented to the Arm Empty, this allows them to move with the entire arm.
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With the Vertex groups and empties set and the former hooked to the latter, it now comes time to do the thing that makes this all work, add constraints.
Basically, The Elbow Empties are constrained to go forward and backward respectively, in local space when the Forearm rotates on the X axis in local space.
With all of that done, the rig allows the arm to bend and deform in a way that keeps the width of the arm itself constant. If that made sense.
Thus, I was able to learn an alternative to using armatures in Blender and have taken one step closer to realizing my personal Minecraft style animations.
This whole thing took me an hour at least to get completed and has been a learning experience for myself with plenty of trial and error.
Anyways, I hope you fellow 3D artists have learned something from this process as well.
With all that said, till next time... ;)
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jublubdubs-cone · 1 month ago
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made this umbrella in blender as a proof of concept for something im planning..!
I genuenly got really impressed with the final result!
here is the blend file, free to use! just credit me
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arcadiken · 1 year ago
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what https://youtu.be/l2z_RXOPwd8?si=tIevaxDvFZfoDXOL
youtube
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thatlazyartist919 · 2 years ago
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Got bored, made a Blender rig for the Scarlet/Violet Mewtwo model
The face is posable - go wild with the expressions lol
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a-sweeter-solarsystem · 1 year ago
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hi yes no one asked but I am working on things i'm getting better at rigging and texture work. Speed is improving a whole bunch, but weight painting is still a very slow and painful process ;_;; Anyho here are some silly little screenshots from my current rigs I'm working on!! Fingers crossed that when guardian customization becomes a thing there'll be some api changes that lets me be able to rip the hair so I don't have to keep modeling it myself,,,
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Wipples Pose Testing
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He moves!! Holy wow, this was a LOT of work. I've been attempting things that I am 80% capable of doing; familiar enough that I'm not struggling the whole time, but with a good amount of challenge along the way. I'd say I had a solid handle on maybe 30% of what it took to pull this off. I haven't used Rigify much on account of the complexity, but that complexity is exactly what's needed to ease some of the manual effort of animating. Further, I have not once set up a face rig. Not only did I have to get into the mechanics of Rigify (those airplane ears? Those are a custom setup), but I had to learn how to use it too.
It is with great misfortune that I realized my mesh doesn't have the right topology for good deformations. Here I was all worried about the face when it was those quadruped shoulder and hip joints where my topology falls short. I have two options: press ahead with corrective shape keys and counter-animation, or take 8 steps backward and retopologize. Honestly, I will probably animate a few sequences and see how the model moves--especially with a fur particle system to cover some flaws.
By the way, check out this rig! It come with so many neat features like IK/FK switching on the limbs and a full bendy-bone network on the face. I added dilating eyes and retractable claws
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mrseeker · 4 months ago
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Tonight, I registered a kofi account because I've never been on - someone admitted to extracting a model off a game. Is that theft? It feels like it. But they aren't selling it for money - idk it feels odd they admitted, tho.
I'm gonna go contact the game devs.
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apple-byter · 1 year ago
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Have you ever wanted to make an animation using Vaggie, only to realize there's not a single rig of her new design online?
Well then, I have good news! I finally put the 'finishing' touches on my rig, and you can download it for free!
Sure, it's not the best. But its there for those poor souls, who I was once among, wishing to animate/3D print their very own Vaggie!
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dustyoo10 · 2 months ago
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"He said hang."
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May the 4th be with you!
Have an Imperial security droid I ported from Fallen Order to Blender with a rigify rig!
Link: https://drive.google.com/file/d/1D-NvCFBksKMIe18IXRm8Bv1y_3BbXXPS/view?usp=sharing
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moctor · 1 year ago
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elumarin · 5 months ago
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Recreated an iconic Sonadow moment based on this tweet. They're so stupid
Rigs by @/dokatzo!
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jublubdubs-cone · 2 months ago
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BLENDERY ADVETURES FROM THE LAST 4 WEEKS #3
I´m so so so sorry... I said in this post that I would uptade 𝐿𝑒 𝓅𝓇𝑜𝒿𝑒𝒸𝓉 "next week". I said that LAST MONTH. Its just that Square took way longer to do than I thought he would, + I had a TON of problems to fix in all my rigs so... TvT
BUT NOW THE BOY IS DONE!!!!! BEHOLD
SQUARE
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In the story he is basically the nerd (he is SUCH a square...), but he is nice to talk to and really caring about his and his friend´s well being!
What I did this last month:
First I modeled him
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Then I rigged him, as I did with all the characters
But after that, I had to tackle a really big problem:
For all my 2D characters' faces I use booleans, to cut out their facial features to different colors. BUT blender´s boolean algorithm only work in manifold-geometry -- manifold-geometry are meshes that: 1) have a volume bigger than 0, and 2) have a distinct separation from their inside from outside / don't have any holes.-- In other words, booleans HATE 2D geometry... So what I did? I forced the booleans to work! How?
GEOMETRY NODES
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(unobstructed view)
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If any of you are going to use this node tree and encounter glitches or errors feel free to message me! THIS WORKED WONDERS!!!!! It only glitches really bad if your boolean object has fliped normals (if I can say so, it isn't even a glitch, it's just incompetence on my part...), so its really easy to fix.
And the last thing I did for this character was his glasses. They needed a bit more care in the rigging process, but now they work and twist like magic!
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And that was it for this little guy! I know I really won't update as much here because now I will focus on the story-boards. But maybe I will show the cut models when I come to that! (cutting models is a practice to make animating less glitchy)
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mechncheese · 2 months ago
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Science AU Thundercracker model by @heliotr0pic ! THANK YOU AGAIN OH MY GOD HE’S BEEN SO FUN TO POSE AND PLAY WITH, GENUINELY SUCH A WELL-MADE AND BEAUTIFUL MODEL !! When I get a handle on Blender Animation I will make him move and groove ! imagine he's running from a fusion cannon blast in the last one BAHAHA
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