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IndieArtsMidwest
United States
Приєднався 17 сер 2016
I focus on game design and have a ton of knowledge about blender and unreal.
Blender Tutorial: The Rocketeer P3
One small note. At 28:59 I said 3.0 but its actually 2.0😅
Переглядів: 55
Відео
Blender Tutorial: The Rocketeer P1
Переглядів 6114 днів тому
These are the assets I used to build this character: sketchfab.com/3d-models/male-base-mesh-427fc72a505140abbd56451d692a3734 sketchfab.com/3d-models/pantalones-de-hipismo-de-mujer-anos-50-bc23e281a8fc43a3a59ec6fc92c1d855 sketchfab.com/3d-models/game-ready-boots-edc35f302716475286e06af0b30d4f96 sketchfab.com/3d-models/rocketeer-helmet-3d-print-ready-ea4c662744ed40d4903ba5742568e04c www.thingiver...
The Rocketeer Jump to Flight
Переглядів 2314 днів тому
Took about 2 weeks to put together and render everything outside of work. Totally worth it though got to love the process
Lego Eren Setup For Fun
Переглядів 254 місяці тому
Took a break from my main stuff to work and a small render to break the monotony of my other projects. This isn't a tutorial but the process is the same either way. I made sure to do very little cuts just in case😉
|Generation Zero| Lego Runner Puppies
Переглядів 94 місяці тому
Still a work in progress but I definitely understand boids a lot more than when I started. Now its just figuring out how to randomize the running animations🤷🏾♂️ for the final setup. Any input on that would be helpful😁.
Lego Fire Testing
Переглядів 2,3 тис.4 місяці тому
After following a few tutorial I developed a process that worked for my upcoming animations. The final result was rockets that looked good for multi use.
Lego Ocean Dynamic Paint
Переглядів 835 місяців тому
Testing a feature for my upcoming animations. I'm not sure why the affect was failing at first but probably something to do with the modifier order.
Lego Generation Zero Field Test |Cycles|
Переглядів 205 місяців тому
Purposefully made the bushes flat to save on render time. I plan to feature a LOD style render setup to have the 3d versions in the background with 2d in the background. This scene is mostly testing the bushes blowing in the wind.
My Quest 2 Story
Переглядів 175 місяців тому
Just a short convo between my brother and I in the VTOLVR lobby
Blender Lego Terrain With slopes |Follow-Up|
Переглядів 13710 місяців тому
In this video, I'm adding an additional step to Anybrick's Lego terrain series by adding slope pieces to the scene. This technique can be broken down and applied to wherever you need in your setups. Link to Anybrick's tutorial Part 1: ua-cam.com/video/jJXp_Hdm2mc/v-deo.htmlsi=Xe4Qu7bMtoym4_cv
Generation Zero Tank: Dance of Destruction
Переглядів 54Рік тому
Because why not?🤷🏾♂️Glow FX thrown in no charge. No Sound but the song was "Sumo-Denzel Curry"
Blender Bike Rig Update 2.0 Part 2 |Final|
Переглядів 783Рік тому
In this video we finish up the bike setup which also includes a spring based suspension as well. A little longer than the previous one but between two, everything has been covered. Glad that I've learned so much but also found new and functional ways to setup the bike. I know that armatures are helpful. But I realized that there are times when you end up using constraints either way w/ or w/o t...
Blender Bike Rig Update 2.0 Part 1 |Main Setup|
Переглядів 965Рік тому
Obviously a way over due tutorial update. Glad I did this as it's helped me understand things in motorcycle setups as well. This video covers the basic setup for majority of the moving parts minus the chain. That will be covered in the next video. Don't worry, I have it all recorded so just editing till its done. Model Download Page: free3d.com/3d-model/mountain-bike-bogie-768642.html Link to t...
Generation Zero Tank Stud.io + Blender |Rig Testing|
Переглядів 125Рік тому
Generation Zero Tank Stud.io Blender |Rig Testing|
Bike Rig Split Pivot Suspension | Blender |
Переглядів 337Рік тому
Bike Rig Split Pivot Suspension | Blender |
Sector 9 | Blender VR Scene Inspection |
Переглядів 303Рік тому
Sector 9 | Blender VR Scene Inspection |
Blender Natural History Museum Renders | Scene Building |
Переглядів 57Рік тому
Blender Natural History Museum Renders | Scene Building |
Blender Swordfish II Cockpit | VR Scene Inspection |
Переглядів 38Рік тому
Blender Swordfish II Cockpit | VR Scene Inspection |
Porkchop Express | Blender 3D Timelapse |
Переглядів 19Рік тому
Porkchop Express | Blender 3D Timelapse |
Blender Swordfish II Cockpit V2 (New) |360 VR|
Переглядів 21Рік тому
Blender Swordfish II Cockpit V2 (New) |360 VR|
Animating the Moto Ctrl-Rig | Constraints |
Переглядів 165Рік тому
Animating the Moto Ctrl-Rig | Constraints |
Blender Motorcycle Setup Part 1 |Updated Version|
Переглядів 621Рік тому
Blender Motorcycle Setup Part 1 |Updated Version|
hello! when i'm using UE5.5, i'm importing the FBX as skeletal mesh, i've made sure that the wheels are all seperated and their origins are at the center, but in the Physics Asset, it won't give them a collision?? please help in fact, in the sidebar there are no wheels shown in the list, even though in the viewport there are visible wheels. and yeah in the skeleton tree the wheels do exist and this is all very confusing. edit: i fixed it! i deleted the physics asset, right clicked on the mesh and created an assigned physics asset with it, reduced the minimum bone size to 0.0001 and for whatever reason that worked so yeah!
@ethereal41 yes unfortunately deleting their physics asset and creating a new one sometimes fixes the problem. I'm glad you figured it out.
Wow can't thank you enough, had the same issue
Do u have a tutorial for this? And like where u got the assets for him?
I'm actively working on a tutorial for this👍
@@SIMSBURY505 Just finished all of the audio recording. Just need to stitch it together and should be ready to post at some point either tonight or tomorrow morning. Did you happen to see the teaser video I posted?
@@indieartsmidwest4042Yes! Looking forward to the next tutorials!
I see the video is a Year old so you might have fixed this already but for the issue you are having with the wheels clipping in the ground I might have a solution. if you go to your suspension setups for the front and rear wheels, in the Wheels tab there is a setting called Wheel radius. this was 44. (some small number) if you make this bigger say 45 or maybe 46 this would make the wheel collision boxes bigger and therefore lifting the asset up. With this you can fine tune it so your wheels do not clip in the ground any longer. I hope this helps! anyway great video!
This is exactly why I love the Unreal and Blender community. We always find a way to help each other out. Thanks for your input!
Indonesian name used for meshes
One thing that pisses me off about open composite is that you cant adjust for seated play. Fkn bullshit
@@dazta6738 Personally I've never tried this, are you saying that it doesn't work by modifying the .ini file? Also have you ever tried the seated mod on Nexus? I liked open composite but it started to fail maybe due to recent versions. I'm not really sure but I had to work around not using it by instead downloading the Oculus killer from github. All I needed from OC was to cut ties with the Oculus software so that I didn't have that plus steamvr plus the game all running at the same time. It makes absolutely no sense.
😮Red rocket is such a terrible name for that business. Haha
@@EternalRecurrence88 Until now I never made that connection. Thank you for starting off my morning with a highlight🤣
How were the graphics? I was going to buy an old school psvr just so I can experience this game in VR because I love the borderlands series
@@alllivesmatter2391 The graphics are the same so at least in that area there will be stability. My only gripes are that I don't really care for the BAMF system and its not multiplayer.
Thanks for this video. I made a big wheel tricycle and went through a few bike rigging tutorials with various issues. Your organization and methodical process helped me a ton and helped to fix things as they happened.
That looks pretty good🔥🔥 Some Blocks still lokk a little jittery
Very impressive!
How would it work if you imported that truck there? It doesn't look like it has any bones for even the wheels, so how do you point to the wheel's "bone name" in the vehicle component if the thing is a separate object?
If it's a functional vehicle with 4+ wheels, parented to a vehicle based armature with scaling applied, and exported as an fbx. Unreal has all of the proper blueprints to get it moving. The old way was parenting vehicles to armatures using vertex groups. Personally I think the new way is better though many don't agree. It's literally the most basic vehicle setup conversion from blender or really any program to unreal.
@@indieartsmidwest4042 So is that why my vehicle is entirely broken? i haven't been able to get it working for weeks, it's always some dire issue like "the wheels don't collide with anything" or the thing just not driving at all. I made a skeletal mesh with rigging and bones/vertex groups and everything so I could animate it with the player, but was I not supposed to use that method?
@O_Obsidious Yes you could use bones but the new method in terms of the chaos vehicles is easier. This is because when you export all of those vehicle parts as one fbx. Unreal makes the bones upon import. It usually names them whatever the name of the part was prior to import. One issue that tends to affect things is the origin of your 3D objects. So obviously Wheels have to spin properly otherwise they'll look weird. But the body portion gets a little weird as well I've noticed. Some people have the origin just below the body or at 000 XYZ. Also, the physics blueprint is a big deal and has to be done right in relation to the chaos vehicle blueprint.
Hey, so I've tried to import a different skeletal mesh and make my own custom vehicle building off of the example in unreal 5. Visually the model imports the same size as other vehicles but when I make physics objects on the wheels, the wheels are a fraction of size of everyone else's physics objects on the wheels. Mine are like and everyone else is like 32 on average. So is there something wrong with the way I'm importing this mesh or can I fiddle this to make it work? Thanks so much
Thank you, the only tutorial that I liked.
i love it
Brilliant can't believe I missed this.
Could you help me figure out how to import into unity for the use of a VrChat World?
@@djdarkwxlf5657 it's been years since I've used Unity. But why not just export it from blender for use in vrchat?
Chaos vehicles are completely unusable in games. For example it is nice to have a center of mass on a bike, but it is impossible to change it in game so the bike can't fall or stand on a crutch. GPT doesn't have a clue about how to do it, and "communities" never help. And anyway setting up a correct handling is almost impossible. Crappy feature like everything in Unreal.
I both agree and disagree on this subject. Epic games has definitely prioritized 4+ wheeled vehicles in their game engine. Which has driven users to conjure up work arounds when it comes to 2 wheeled. There are many different tutorials floating around but mainly cater to arcade style steering. I made plans a while back to further improve my setup. Adulting gets in the way and my previous computer crash didn't help in terms of motivation. I have a few ideas on the lean mechanic that would help but I have yet to update to unreal 5.
@@indieartsmidwest4042 You are right it works probably well for cars and there are indeed a lot of tutorials on the subject, but that is not the case for motorbikes. You included, there are only 2 persons who made relevant tutorials. I've watched everything, that helped me to start but after I've spent countless hours tweaking the settings with no progress at all, and I still don't understand the arcade controls 😅. In case one day you decide to give it another try, I subscribe ;)
7:52 When i select the groups, they dont appear as selected (in orange) in the layout, so even tho i follow the process and assign each vertex group to its bone it does nothing. pls help
Hi, it looks awesome, but I need spring with half the twists but the same hight, and it just doesn´t work. Can you help me?
I'm having a little trouble understanding what "half the twists" means. But what I can say is the squash and stretch keyframes are subjective to your needs. So its not a requirement to squash that far down if not needed. Hope that helped.
@@indieartsmidwest4042 6 turns, 24 steps, radius 1, hight 2. It just doesn´t work. When I start to move the bones down, it deforms the spring in an unnatural way, no matter what values I move them by.
@@Eline_official Thank your for providing your settings. We'll start at the part after the armature is added. Just like in the video. Then the bone goes down one blender unit. Edit mode and extrude to one blender unit above the spring. Then subdivided x11. After that, I proceeded with the process with no issues🤷🏾♂
@@indieartsmidwest4042 Thx. I´ll try it.
this is really hard to follow for me, Im doing a diff sus setup but figured it shouldn't be too much difference but when you start putting in translation constraint numbers it all going whacky and it really isn't intuitive to tweak the numbers, I've tried and can get an initial constraint to work after much seemingly random number tweaking but then when you go onto the diff contestants its all out of whack. also the re mapping of xyz coordinates isn;'t explained so doesn't really help somebody just walking into this. I'll look for a more straight forwards system if possible ut thanks for putting this out.
i wish most tutorials where like this
how'd you get this game to work? I have like around the same specs and it lags a lot more than yours and decides to be stupid with me. I really wanna play fallout 4 VR however it doesn't like to work.
The reason why you're getting so much lag has a lot to do with the fact that the Oculus software is running in the background, steamvr is running, and the game itself. Using open composite does help circumvent the issue. However I recall trying to get open composite running and it failed. I'm not sure if that software is still getting support. But what it does is allows you to run Fallout 4 VR natively as it should be.
@@indieartsmidwest4042 im using opencomposite
@@indieartsmidwest4042 but im on opencomposite
It says part1, Where is real part 1?
if you don't mind me asking where did you get this model???
Thingiverse.com😁Stl's are great hipoly sources
@@indieartsmidwest4042 ahh so the model is not for sale or anything like that??
@fazekamoi Totally free though you will have to cltrl-j(by distance), then L to loop cut pieces to what you need. Follow up with an edge split modifier.
I followed same but at the time to join them I am not finding any vertex groups and as in video after join pressing tab selects wheels I am unable to do that instead It selects my pedals and chain
Unfortunately you'll have to go back and reassign your vertex groups. There must have been a misstep. Using vertex groups isn't an absolute requirement if you're exporting to Unreal at present(Just needs to be parented properly). I will admit it's pretty cool joining all parts as one mesh but totally skippable especially if you're staying within Blender. I make mistakes with my vertex groups sometimes which is pretty common. I use that feature constantly. Personally I learned blender from editing meshes rather than modeling. Its literally all I do lol.
Thank you very much!
🥰🥰🥰
Thanks bro❤
Hi I have a dirtbike model (which i got from an asset pack i purchased ) but when i put it in the level and hit play, it just bounces and ragdolls all over the place. Do you have an idea of what the issue is and what i can do to fix it?
Sorry to state the obvious but most definitely a physics based issue. Where I would look. On the blender side check the bike origin. On the unreal side, check your collisions via viewport during gameplay to ensure that nothing is clipping through the ground(wheel colliders or body(cube/rectangle/etc.). It could also be a misstep in the physicsBP. Or the same for one of the wheel settings in the vehicleBP. Sometimes its smaller settings the get things going so start small and work your way up. Pay attention to the wheel radius as well. Hopefully seeing the physics during gameplay will help reveal the issue. Does it ever stop ragdolling? Can you contain it enough to get a good focus on the vehicle?
@@indieartsmidwest4042 It seems to happen within PhysicsBP I think, because even without any blueprint put in, when I put in the skeletal mesh and hit play or simulate fro the physicsBP, it does the same thing. Not sure how to correct it though Any tips or suggestions?😁
@@Wade978 If it's within the physicsBP then using the show physx command should help isolate the issue. My guess is that there's an error with the radius or perhaps the collision settings of the body or wheels.
@@Wade978 on the back end of this tutorial series. I made a follow-up video that addresses issues. Everything I have described does come up in the series either way.
Hello, I saw that you installed Teacup firmware?. How do you adjust the temperature sensor? I'm up to date with this fight with the 100k thermistor, 4.7k resistor and 5v But so far without any success. Pronterface cannot obtain the correct values in Celsius.
Be sure to use a multimeter to measure the resistance of the thermistor at room temperature. It should be around 100k ohms at 25°C. If it's significantly different, there might be an issue with the thermistor or its connections. Also, in the firmware configuration files (usually named configuration.h or something similar), locate the section related to temperature sensors. Then ensure that you have selected the correct thermistor type (e.g., 1 for 100k thermistor) and that the temperature table is correctly defined. Lastly, please keep in mind this video is pretty old and I haven't worried about it in quite some time. However, I recently purchased a 3d printer and will be rebooting this project at some point.
Awesome.
Bro did you finish project?
Honestly no. The plan was to start off with a simple build using CD drives for my XYZ. But unfortunately I figured out too late that one can easily burn out their motor controller drivers if powered incorrectly. Which is what I did LOL. I would still like to build one of my own some day. Maybe when inflation goes down.
@@indieartsmidwest4042 and i burned my drivers too 💀
Can I have a tutorial?
Can you please give a detailed answer of exactly where to find that chaos blueprint? I'm in UE5.3 and it is not anywhere to be found. The tutorial can't be completed without it.
Of course, I usually tend to start off with blank projects and add internal project assets afterwards. If I remember correctly, when selecting the advanced vehicle blueprint. Unreal asks if you want to enable chaos vehicle physics. You can also find and enable it in the plugins.
@@indieartsmidwest4042 Even after adding the vehicle template from unreal to the project, it still did not work. The part you say to copy, is that from Unreal Engines blueprints, or is it one that you made?
@@borrowedtruths6955 the only thing was copied from the advanced vehicle blueprint was the vehicle movement section. That's all of what is needed to get it moving.
@@indieartsmidwest4042 yeah but i think since you made the video they've modified the template and it doesnt come with the chaos vehicle template anymore
@@hi-its-matt it's been awhile since I've installed a newer version of unreal but I've done a ton of research. Supposedly the chaos vehicle physics is still an active part of Unreal Engine. Did you select an advanced vehicle blueprint at start and enable the chaos plug-in?
model is deleted :(
Yea I went and checked. That sucks but honestly there's tons of options for motorcycles on Sketchfab🤷🏾♂
I can't thank you enough - Thank you so much - I sincerely hope you have a beautiful holiday and that all is well with you and yours.
Bro - This is so cool!!!!
Thank you so much, I really appreciate hearing that. Themed 360 renders are so fun to make.
Hi Great work love it i followed it step by step but i have an issue with my SuspensionFCtrl and the back one. i applied all the constrains and also applied the shrinkwrap but i cant see the effect on my lowerfork once i pair it to the main body and i try to move the SuspensionFCtrl and back respeond to the ground but the lowerfork does not. can you help please
Applied rotations? What direction is your bike facing? That could affect the XZY constraint changes. Do either of the Z settings in the constraints make the swingarm move? Its possible one of those settings are too low. This is why I add a disclaimer about how the settings may vary based on a few factors like scale or forward direction. Please keep me updated, I will try to help sort it out.
@@indieartsmidwest4042 hi, thanks very much for the response i will try this and will keep you updated by the way my bike is facing the Y direction
hey thanks for this tutorial, it’s been really helpful so far, however i’m having a problem where the steering part of my bicycle detaches from the frame when i rotate it. any idea on how to fix it?
I appreciate hearing that Just off the top of my head, this sounds like either an origin-based issue or a parenting based issue. I have recently posted an updated version of this tutorial which covers everything including a simpler process on behalf of the steering. ua-cam.com/video/UohStaxE06E/v-deo.html
what could cause wheels not spawning with the car
Have you checked the physics and wireframe mode executables to see where they are spawning? Its's quite possible they're under the floor/ground.
Great job, tho im having a problem with one specific pedal, it keeps twitching in opposite direction everytime i move the bike ( it is already rigged with constraints.) got any fix? im using blender 3.5
Ah yes I have also occasionally run into this problem on occasion as well Looking at the pedal settings in my current file, this is what I have: -Left pedal has a bone constraint of Limit Rotation "Y-Axis" checked w/ Min Max at 0. -Right pedal has a bone constraint Limit Rotation #1 "Y-Axis" checked w/ Min 90 Max -90. Limit Rotation #2 "Y-Axis" checked w/ Min -114 Max 114. All using world space. I'm not sure why I had to set it up this way. But for me it was the only option to prevent the pedal from snapping 3/4 thru the spin. I'm not sure if this helps but I'm thinking that in rare occasions one may need to Add a second Limit Rot. The original file has no constraints since at the time, it was being prepared for use in UE4.
It’s good don’t get me wrong however it’s flipped the machine gun and search light are meant to be on the other side
Eh, potato tomato🤷
If the developers give the green light to post the instructions I will gladly do it.
Do it (Palpatine voice)
Good but make it bigger
How?🤣🤣🤣 Your comment reminds me of when people started doing massive lego Gundam builds.
Ok lemme upscale the lego bricks rq
How to rotet the bike handel ? Can we make it auto run on following path with rotet handel?
What do you mean by auto run? Also, can you also define rotate? That can be done by rotating the handlebars as an object or via the steering control.
@@indieartsmidwest4042 can I make this rig like rigacar addon? You know rigacar have option to follow path with auto rotate wheel and steering. You get the Point ? I want something like that for bike and bicycle
Intrusiones
I'm not sure what you mean😕
i killed a tank (finx class) with a 1 start smg, it was fun
lol nice fnix class was a really cool addition
Just so everyone is aware I just posted a more advanced tutorial setup that no longer needs the fake front wheel setup. That was a workaround for the time. This can now be fixed by rotating the front wheel, fork, and handlebars to an upright position. Apply rotation. Then rotate the three pieces back to their original rotation. I covered the info in this updated video below. ua-cam.com/video/_-e5CQKpS38/v-deo.html
When i export the rear wheel main body and fake front wheel it always imports into unreal with the front wheel separate and says bones to small to create the collision for the front wheel
i managed to get it to work i think i removed all parent from the wheel a re parented them to the body
Apologies for the late reply. Glad you figured it out. Yea parenting can make or break a setup and unfortunately things can get weird when moving to the unreal side. A good parenting hierarchy is definitely a key factor.
@@BrettRoss-k6p I have an updated process that excludes the need for a fake wheel here: ua-cam.com/video/_-e5CQKpS38/v-deo.html
Thanks a lot..that really helps
If there’s instructions I want 😍😍
Yeah unfortunately the original tutorial I learned it from took their video down though I'm not sure why. Perhaps they were asked by the game developers🤷♂️