Blender 2.8. Modelling with Curves, how to make pipes.
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- Опубліковано 28 вер 2024
- Yesterday I saw a videotutorial from CG Cookie on how to make pipes and piping and I tought it was very clonky. I wanted to make a video to show you a very nice way on how to make it super easy.
I learned this by @pititwazou ( / @pitiwazou ). It is really easy.
Hope you like it. And I hope you like my voice over the video. Maybe I'll do this in the future some more.
You did well for the first time trying to voice over. Thank you I will try your method out.
4:23 "Go to curve options and then eeeehhhh, search for the ehhhhh ehmmmm...."
ok.
Yeah, the most magical moment of the whole video. Ehhh ehhh ehhhhh.
I love this video too
*Brain has left the chat*
Tutorials can be quite difficult to narrate. One's brain can get quite far ahead of speech.
@@KnowledgeMotorsport i know, but is fun to joke sometimes
Very useful tutorial, super useful to have an accessible way to build pipes quickly and cleanly. I'm an electrician and I thought I'd give a small amount of constructive feedback in terms of how real tubing is formed in the field. Terms to google for reference images are in asterisks. Small tubes, such as 1/2" (~15mm) *Electrical Metallic Tubing* aka EMT is going to have very tight radiuses of about 6" (~150mm) for each 90. Larger tubes like a 2" (~54mm) feeder that could supply to an entire house or small buisiness is going to have a much wider radius as much as 12" (~300mm) of turn per 90 as smaller turns will cause the pipe to distort or kink. Conduit will generally be laid in parallel runs with a minimum of bends possible. For every 4 90 degree turns (360 degree max) the tubes will enter either a *junction box* or *pull elbow* as each turn makes it more and more difficult to get wire through. Electrical conduits will never have Ts or sharp 90s as these would make pulling wires in practically impossible. *EMT Couplings*, a slightly wider 2" long piece pipe with a bolt on each side, will join two pipes will occur in groups every 10'/3m as this is the maximum length pipes come in. When entering a junction box tubing will typically be attached with an *EMT connector* a slightly wider pipe piece which bolts to the pipe and the box. When laying conduit around obstacles electricians will often bend pipes into two common shapes called "offset bends* which change elevation a bit or *conduit saddles bends* which jump over another conduit or pipe. 98% of all the offset bends you see in real life will be made at 30 degrees because they are the easiest type to do the math for. All of the comments above are specifically for electrical conduits. Plumbing will be run in long bendy plastic tubes *PEX Piping* or orthogonal Cast Iron, Brass, or Plastic pipes which will feature frequent fittings and will have much tighter turns than electrical. For plumbing connectors some good terms to google would include *Compression fittings*, *Shut off Valves* and *Manifolds*
Thank you for this tutorial. Btw, a long time ago, before modifiers, we used to be able to use animation key frames to create these.
here are the steps from the video
make a plane
delete 3 verts leaving one
extrude the vert making a new vert.
trace out a path like this
check there are no double verts, merge vertices by distance
ctrl shift b to bevel the corners
convert to a curve
make a circle in the curves menu.
make it 2d and turn on fill mode
slect the curve
select the bevel objects
boom.
for square pipes, make a plane.
delete the top 2 verts, etrude verts out to make a cube. push f to complete the shape
convert to a curve.
This is actually better than what I said ;-)
ashton simmonds I think you may have a billion dollar idea on your hand if you can figure out how to summarize all edu content like this! I’d start with openCV OCR!
👍👍👍👍
You forgot that before you select the bevel option you have to ehhhhhh uhhh ehhhm eh...
... select ehhhhh
...the uh
You forgot uhh. and ehhhh. and emmm. errrr toooooooo. just add those at random all over the ehhmmm steps
Well done, Baptiste. Just watched. Now for the step by step practice to get this down. A model I will use many times. Thank you very much for sharing.
4:20 *Brain has stopped responding*
4:23 *Stroke has entered the chat*
Did you survive ? Can you still model?
Wife: "Honey can you turn the light on?"
Baptiste: ::looks at light switch:: aahhhhhmmmmm
I actually laughed at this ;)
eahhhhh.....
@@BaptisteG well, awkward voiceover better than no voiceover
this is awesome very easy and more flexible
Thank you. Feel free to see more of curve modelling
great tutorial, takes a bit of work to find the way to do it in the latest blender 2.8 but worth the effort.
Thank you very much dear Baptiste, Appreciate the efforts you made, trying to narrate this. God bless you
Great, thank you a lot for this tutorial! Helped me to get my head around some features.
You are welcome.
Nice Video thank you. I've tried it with the array and curve modifier but I can't fit the object to the cuve like I wanted, but with this way it works just fine
This saved me a whole lot of time. Thank you
No, thank you for watching.
4:23 i witnessed magic
Great video - Thank you. I enjoyed your descriptions. Keep up the great work.
You are welcome
great tip, i like this. i was using all kinds of weird methods, now i will use this, much simpler. thank you
you are welcome
how do you only get multiple circles to register as one i keep copying them and they turn in to new ones such as ".001" and cant attach them all to the plane
Duplicate it while in edit mode, not object mode
exactly. When in edit mode just duplicate the circle.
I was skipping around in the video to find a certain thing. Here's what I heard.
Ehhh
Uhhhh
Uhmmm
Errrmm
EHH
PIPING
what? You missed the oohs?
"remove double vertices" is now called "remove by distance" and you can change the distance
Thanks that was driving me nuts.
I am stunned that blender in 2023 still has very weak path sweep and extrusion tools
Amapi / hexagon etc were so much better in that regards in early 2000?
W key is not opening a menu, it's just changing the selection tool from box to lasso, etc.. I don't see most of the options you have across the top. My menu is at the bottom and has view, select, add, curve, control points, and segments, but no mesh, vertex, edge, or face buttons. How do I pop open the menus for duplicate vertex elimination and so forth? There's no vertex button like shown in your video.
This is strange. Blender 2.8 is also mixing up the traditional shortcuts and hotkeys. So it could be another key...
This worked great! Thank you so much!
oh yeah, and thank you for the video!
Came here to try and understand this. Been trying it and unless following a straight line always mucks up. Thanks but I think this doesn’t solve my issue. Want the top of my irregular shape to always be at the top.
Ok, I understand. Maybe try to twist by selecting the handles and press ctrl + T
Great video. Thank you so much
Don't you know that if you activate Extra Objects add-on (shipped by default) you get a Single Vert option in the Add menu?
Yes, but I chose not to add this addon to the tutorial. Someone pointed out i could use w and collapse, that way I would also have a single vert.
@@BaptisteG I suspected it could be so. That's an awesome piping trick by the way. Thanks a lot for the tutorial!
Just what I needed. Thanks!
You are welcome.
Thanks for this tutorial! :D
wow, pretty critical comments on this video. I found it useful, thanks.
mainly about my overly use of vowels :-)
Eeeee eeeeeee ummm eeeeee. Wow!
nice
thank you
this tutorial helped me to modelate a steering wheel for my game. Obrigado
Glad I could help.
111 triggered CG Cookie members. Don't worry about the E-litists your english is a fuck of a lot better than my french
thanks for the tutorial.
Didn't work for me. The step from drawing a curve circle and selecting it didn't work
Very helpful! Thank you :)
Thank you. Hope you enjoyed this.
Can you do mesh to curve? My problem is, I have hollow tubes (mesh) of different shapes. I need a curve to run through the center of the hollow tubes, end to end . ..
I try to visualize what you mean, but I cant. Please explain.
I have hollow tubes of different shapes, like pipes in mesh form, from another designer. i need to create a curve that will be pass through the center of the tubes . . .something like a coaxial cable . . . if that makes sense.... let me know thanks
Oh okay, now i get it. Hmmm, this is a tough one. Are the shapes travelling in 3 dimensions? I dont see an easy way to do this.
@@BaptisteG yes they are travelling in three dimentions. one could individually select the vertices of the cross section of the tube find center, add point and trace out the whole tube, then trace edges and convert to curve . . . but that is a lot of work . . . cant be applied for high volume work . . . one or 2 tubes okay
Then I would script it. Should be doable
Ctrl shift B
Doesn't work
I have 2.8 with right click select and it still works. It is a 2.79 shortcut
@@BaptisteG Yes!Thank you! Right-click and select the "Bevel Verticals" and it works, just don't know why it doesn't work with ctrl shift B
@@摸鱼小能手-v7i I tried it today and it still works with ctrl shift B on 2.8.
@@BaptisteG I messed up tried to go back, and ctrl shift b didn't work either. It was because the line was still a curve lol...Guess the option only works with meshes.
How did you associate the circles with the vertices I can’t seem to follow that part
Select the curve that the circle will follow. In the context panel on the right there is a little curve icon you can see the option to set a bevel. The circle is the bevel.
The vertices are converted to a curve, and then you can use the bevel option to select the circles.
Is there a way to make a curve bevel around a cyclical vector curve? All the trying and trying I've been doing, it refuses to cooperate?
how do you mean? you can apply a bevel to any curve, such as a circle
@@BaptisteG It's ok I already figured it out about a week or so ago. It's still giving problems and other problems but at least that one was sorted out.
Thank you!!! this is awesome!
No thank you. I am glad you liked it.
You are welcome
Ordinarily, this method looks fine, but it is not good for super-accurate work. The bevel method creates an inconsistent pipe width between curve ends. The bevel on the path curve does not make a complete cross-section at each end that is square with the linear portion of the curve. So you get straight lengths that are not the proper width. Look closely at your wireframe cross-sections - they are angled at the ends, not complete 90 deg. turns. The only 'proper' way to make these kinds of pipes accurately, is using the Spin tool. You can also use curve Arcs from the curve objects Add-on, but that requires more work joining the arc segments.
Thank you for your feedback. I saw that in the bends it was not very nice, and since the path is twisting weird things happened.
How can I now convert to a regular object that I can further edit?
it used to be alt+c, but it can be changed in 2.8
alt+c not working now. Finally, I used Right-click in object mode and in the pop-up menu clicked to "convert to mesh". Great tutorial, it helped me a lot. Thanks!
Can you really not draw splines better in blender? only 'extrude' a new point
You can do it that way too
awesome
Thank you.
Thank you
you're welcome
whassaaaaaarrrrrrgggggghhhhh
eeeerrrrttthhheeeeeaaaaa
Hey! just a question, where did you get that option when pressing "W" , cant find it xD
Ok so i found out its actually right click but the remove doubles no longer exist
ok so you now remove doubles by alt+m --> "by distance"
@@KaliTerranPREDALIEN9 Yes, I do have right click select keymap, but indeed remove doubles is replaced by merge by distance
@@BaptisteG Yeah thank u for the tutorial its really useful, want to ask u something tho, im trying to make and animate something like the band of a machine but i dont really find the way to animate it properly, maybe if you know a tutorial or a way to do it i will really appreciate it.
Thank u again!
@@KaliTerranPREDALIEN9 depends on the animation, maybe you can animate the texture along a path. Maybe you need the geometry to move
Nice content, but I have found it a bit slow even at 2x
0:01 Hello there
General kenobi !! says Grievous
Pulls out four lightsabers. Dismembers own arms and legs. Dies.
when i finish this how i can make it object?
Hello. In object mode, go to object dropdown upper left in viewport, convert to > mesh from curve.
@@BaptisteG It works thanks my friend
How are you incrementing by a certain number? Whenever I move my points, it goes to like its millionth digit.. and you were stuttering most the time with "uhhhh"
Use ctrk to move in increments
When i press ctrl b it wont curve
ctrl shift B :-)
I have no any "remove double vertices"
Remove doubles is now replaced with remove by distance.
@@BaptisteG Thank you, but I have menu "split, separate, dissolve" under merge verticles. What am I doing wrong
@@NixisI hey, in edit mode if you press w, you get merge vertices. There is an option by distance?
He is perfect to become a pilot.”We gonna be arriving at uhhhhhhhhh,At uhhuhmhmuuh,please enjoy the uhhhhhuhhh.
We would probably all die in a craaaasssh
Great tutorial, just need to focus, while you're speaking to avoid ehhhh... ahhh.. Rather than that great!. Thanks!
Focus, I got it.
This drove me ehhhhhhhh ahhhhh ehhhhhh nuts.
@@BabyJesus66 on a scale from 1 to darkblue, how nuts exactly?
Thank you very much, Batiste. Just try to avoid the "eeeehhhh".
Eeeuh, ok :)
It was a nightmare to follow this tutorial. Thanks a lot, but the tutorial is outdated.
EARRAPE 100
That's gotta hurt.
@@BaptisteG yea it did man
@@randomguy0047 I so sorry. I hope you are safe and sound.
Much better
eeeerr huuu uuuhhh XD i love it XD
Thank you for this comment, I will use it in the future.
@@BaptisteG ok whatever😂😂😂💙
@@CookieMonster-mc9mq staysafe :-D
@@BaptisteG same to u😂💙
Excellent tip. Keep up the good work. Voice over is good.
Thank you, I am glad you liked it.
Aaahhh ehhhh aaaaaa
I don't even know what it happening at 0:55 seconds
Add a plane and merge al the vertices to on point.
It feels like you are trying to explain it to someone who already knows how to do it
I am sorry. I hope you learned something.
Hey thank you very much, Don't mind the comments about your "Uh" and "Ehmm".
It's just funny :p We all understood, thank you.
I am glad you understood it.
uhhhhhhhhhhhhhhhhhhhhhhhh
That's what I said :-D
English is not your native language?
No, it is not. I am a Belgian.
@@BaptisteG I think maybe the name 'Baptiste' might have been a clue for some people? Sheesh...
@@involutionOcean ;-)
After 45 seconds of mumbling...
Okay, he's starting.
"First I'm going to mrufhnvmfmfndd uhhhhhhh errrhe and this is really easy.
And then I'm going to shdfhbvvberrr huuurrr dndncfmmtmtgpg like this. Nothing fancy nothing special."
Okay, I give up. Buh bye.
I fell on my face while making this tutorial. It really hurt.
Eeeee
ffffffffff
really ?! eeeeeeeeeeeeeeeeeee ?!
Ah oeh ah ah wam bam balla balla ding dong
The video in a nutshell: Eeeerrrr, Eerrrrrrr, Eeeerrrrrrr....
You forgot aaaaa and iiii.
Not a curve
🤔
ehhhhhh
alt+c - a shortcut for converting was in old blender, now it is in menu Object or in right click menu or you can customize your shortcut in preferences (F4).
"I saw a tutorial and though it was messy."
minutes later: "Errrrr... errm. Errr...."
Thank you for the tutorial nontheless, maybe try a script? :D
Not everybody thinks in English. Show some respect
@@yrussq There wasn't any disrespect; it was more remarking on the sloppiness of the instructions that he was saying were an "improvement" to the other guy's "messy tutorial".
@@mhart3D The clarity of approach and instructions does not depend on how nicely someone is speaking.
BlenderGuru now has a 25 parts series, i believe 10 hours long of how to make a donut with a coffee cup. He speaks very nicely but it would not make his approach and instructions clear.
@@yrussq You're missing the point - a tutorial, if provided voiceover, is SUPPOSED to be clearly enunciated, otherwise it's not a good tutorial. I understand that it seems to be the first time he's added audio, so there's obviously room for improvement.
Again, I'm not hating on anyone, I just agree that the voiceover was messy - there evidently wasn't really a script and he was just voicing his thoughts as he went along, most of which were along the lines of "ehhh" which aren't helpful.
Thank you for these comments. It is indeed the first time I used voice over. I am new to this and learning as I go. I will try to be more scripted and to cut down on the eeehm and eees. Thank you for the feedback.
AAAEEEEAAAAEEEEEAEAAEEE cannot follow what are you doing because of the sounds you make man...
Sorry 🤣🤣🤣
I'll be waiting to see your tutorial in his native language ;)
Just increase the playback speed.
that escalated quickly ;-)
I could not follow theeeeeee.......... tutorial, but thaaaaaaaaaaaanks.
Could you update this for 3.1?
Yes, now I can finally recreate my favorite Windows XP screensaver.
WOW thank you very much this was great #keepfilming 🙏🤓
I will, thank you
I have no idea what to do, I keep trying to export this to UE4 and it keeps removing the inside of the pipes. I'm trying to use this method to make a seamless racetrack tunnel but UE4 import removes all interior of the pipes! Please I've been looking for months and nobody has an answer on how to keep the interior on import to UE4
Have you tried flipping the normals to inside?
@@BaptisteG Thanks for the reply! how do you do that? I'll give it a try.
@@Grimsikk in edit mode, select everything and then search for flip normals. I think it is under mesh.
eh eh eh eh eh eh eh eh eh eh eh eh eh eh eh
*the first minute*
You should hear the other 10 minutes.
Hi there, I'm pretty new to blender and I have been working with it for a few weeks, one thing I was wondering most of the time I made stuff was how optimised is this for UV mapping? It looks great but I've realised that most of my things..feel more annoying then they have to be for UV mapping, like how would you put a high-res texture on that without a massive UV map without unnecessary faces?
Hey, I've been asked this before. Check out ian hubert in youtube. He has a fine tutorial on texturing pipes
I know I'm late, but if you see this could you tell me if there's a way to get these to have thickness?
Also is there a way to twist the base curves?
Yes, you could duplicate the profile curve and scale it a bit up.
Or you could convert to a mesh and add a solidify modifier.
And what do you mean by twisting the base curves
Great tutorial! Thank you so much. Mb you could use a scenario next time, then it will be smoother and more informational.
Thanks for clear explanation but ,I am using 2.9.1 and none of the mentioned shortcuts come up. I am searching in the edit field remove double nothing comes up. Trying to apply curve with shortcut nothing happens . So no way to do anything. It would be better if you could have just use the menus for all of us to do it :(
How do you "apply" to convert it to an actual mesh?
I did it in the top menu object, convert to mesh. It should come up if you hit space and search for convert to mesh
@@BaptisteG Ok thanks! I got it to work.
Great tutorial. Some menu changes from 2.8 to 2.9 but quick and to the point. Might I suggest...when you dive into menus over explain where you are and what you are about to do. But minor nit picks for a very useful tutorial. Keep them coming!
I really appreciate when fellow artists share some better, cleaner and faster ways to do things. Thank you!
Want moar)
You are welcome
so..EHHHHHHHHHHHHHHHHHHHH, i'm just gonna EHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH place EHHHHHHHHHHHHHHHHHHHH
Sorry man. It's really loud.
The subject matter was great, the teaching style needs work. For example: 1) Please describe everything you do just before you do it, and pause so we have time to find the relevant part of the screen/menus/interface before you click. 2) please rehearse what you are going to say, so you do not fill up so much airtime with “uhhhhh.” It makes you hard to follow. 3) please do not move the object you are modeling around needlessly. It’s distracting. 4) please make sure your “click here to subscribe” sticker is NOT covering the menu options you are clicking on. I want to see how it looks. 5) if you are going to use a hot key, please tell us what you are pressing.
very useful
thank you
0:00 "uh hello there"
me: GENERAL KENOBI!!
HOW TO MAKE SQUARE PIPE USING THIS CURVE , USING THE TAPER OBJECT IN GEOMETRY NOT WORK, ALREADY SELECT THE SQUARE CURVE , NOT WORK...
Very helpful! Thank you. But is there a way to convert the final result to a solid part with planes (faces)?? I want to edit the material and make it different for each section.
Yes. If you convert the curve to a mesh, it will be all faces. There is a lazy tutorial on making materials for pipes. Search 'lazy tutorial blender'
check this tutoial ua-cam.com/video/vTADG1omjVY/v-deo.html
Remove double vertices is under new name under (M)erge > Merge Vertices> by distance
I'm doing something wrong taper object is not working
Can anyone help with latest computer configuration for best results in rendering and all?
why push for the 10 minutes, this tutorial could have been 30 seconds long