Keep in mind if you parent the curve to the hull when you rotate the tank on the z axis the tracks could come off the curve and spin out of control. To fix this also parent the tracks themselves to the tank hull. This is an amazing tutorial though thank you so much! that transformation modifier was confusing me so much until I saw your tutorial here!
A small tipp dont use normal curve use bezier becuse ones your done you and have also suppension in your tank rig you will one day find the problem were the tank tracks will either go under your floor or bend in some kinda weird way if you attach the points of the curve to your suppension I found a way to fix it simply use bezier curves in the beginning and aline the points so the are under a roadwheel ones your done with everything you take empty boxes place them near the bezier vertices points(where you cann move the curve dont now the name) then Hook the point to the empty Box and importantly parrent the box to the suspension arm not the wheel becuse if the wheel turns so does the box then and then it messes up the track After you done you cann rotate and move the empty box and the tracks will deform acordingly with out sharp cuts this trick fix the issue for me where the tracks often times just goes through the floor when the tank brakes hard and leans forward or if you want to animate the tank going over a obstacle and the tracks due to the high angles goes though other roadwheels or bends weirdly with this trick you cann fix any issues by moving the empty box and rotating it
I useally when i make a suppension i simply take the supension arm zoom in where it rotates(from the tank hull) put the 3D curser in the middle and set control point to 3D curser lock every rotate axis(topright tool menu) but not the X axis becuse you need the X axis to rotate the arm and lock every location axis but Z axis the Z axis is optional i like to have the ability to move the arm up and down if needed Attach the road wheel to the supension arm as a parent and done you cann select the supension arm and rotate it manually and the roadwheel will move to For the tracks i would suggest using Bezier curve not normal one becuse with the bezier one you cann get a more curvey lines and plus you cann attach the controll points where you move the curve to a empty box place the empty box near the controll point from the curve and then attach the empty box to the supension arm after that if lets say the tracks go under the floor after you keyframed the supension you cann simply move the empty box and fix the track with rotating the box or moving it its a vers usefull trick i found when dealing with tracks going under the floor or similar issues Only problem with this is you have to keyframe every single suppension arm and empty box what takes time
I would not be able to create, for example, a curve for the tank to follow (follow path), as the movement of the rails does not follow when the front of the hull is rotated to negative (-X), is there anything I can do to fix it?
I found a way to fix it I asked chat gpt to give me a code that detects when ever the hull is pointed towards +Y or -Y and same for the X axis then the tank does a 180 turn and turns from +Y to -Y the code would invert what ever number was inside the constraint so 1m would go to -1 and there for fix the tracks and roadwheels going the wrong way Ask chatgpt to and try it it worked for me
The problem with this method is the curve modifier bends the tracks as the come around the sprockets and drive wheels. This method works as a quick way to get a rotating track but it is not realistic.
How to import this tank into Unreal engine 4 with modified FBX, or just we need to make a bones for wheels when we want to work on Unreal engine?? Thank you so much
when ever I do the constraints both the Z and X axis are the same and spins the wheel left and right. The Y axis makes it spin upwards and that makes the wheel unable to spin in the correct way
Loved your explanation! I have a question though...how can I import that kind of animation into Unity? I mean, without adding an armature...I tried importing it to Unity and instead of rotating, it moved on the axis...even though it worked im blender....
i got problem pls help. i used this method on my car model. but when i rotate my car 90 degree. the wheels are no longer spinning. isnt it supposed to follow objects local axis?
Hello Arijan, thanks for the video! Very informative, but I couldn’t repeat it. I mostly work in 3D Max, I threw the model of my tank into a blender, but the tracks and wheels come separately. And from the very beginning I couldn’t repeat after you! The tank model and the tracks are not attached to each other, I press shift + p and then I move the tank separately from the tracks, the tracks remain in place when the hull moves. Tell me, what did I do wrong?
Each tutorial is better than the previous one. With each new video, there is a motivation to do something in Blender
Keep in mind if you parent the curve to the hull when you rotate the tank on the z axis the tracks could come off the curve and spin out of control. To fix this also parent the tracks themselves to the tank hull. This is an amazing tutorial though thank you so much! that transformation modifier was confusing me so much until I saw your tutorial here!
thank you so much you just saved me hours of painful troubleshooting
Indescribably thankyou so much!!!!!!!!!!
This guy made it look easy. Thanks dude.
He can explain better than any school teacher
A small tipp dont use normal curve use bezier becuse ones your done you and have also suppension in your tank rig you will one day find the problem were the tank tracks will either go under your floor or bend in some kinda weird way if you attach the points of the curve to your suppension
I found a way to fix it simply use bezier curves in the beginning and aline the points so the are under a roadwheel ones your done with everything you take empty boxes place them near the bezier vertices points(where you cann move the curve dont now the name) then Hook the point to the empty Box and importantly parrent the box to the suspension arm not the wheel becuse if the wheel turns so does the box then and then it messes up the track
After you done you cann rotate and move the empty box and the tracks will deform acordingly with out sharp cuts this trick fix the issue for me where the tracks often times just goes through the floor when the tank brakes hard and leans forward or if you want to animate the tank going over a obstacle and the tracks due to the high angles goes though other roadwheels or bends weirdly with this trick you cann fix any issues by moving the empty box and rotating it
Can u explain that a little better … im interested 😮❤. I mean what will this do , I’m new
Fantastic the first to create a tank rig tutorial from existing 3d model....
Great tutorial!
Not only did I learn how to rig a tank, but I learned how to make tracks super quick and easy!
hey man amazing tutorial, could you please do one on how to rig a hydropneumatic suspension like the one on the Type 74, Type 10, K1, K2 and strv 103?
I useally when i make a suppension i simply take the supension arm zoom in where it rotates(from the tank hull) put the 3D curser in the middle and set control point to 3D curser lock every rotate axis(topright tool menu) but not the X axis becuse you need the X axis to rotate the arm and lock every location axis but Z axis the Z axis is optional i like to have the ability to move the arm up and down if needed
Attach the road wheel to the supension arm as a parent and done you cann select the supension arm and rotate it manually and the roadwheel will move to
For the tracks i would suggest using Bezier curve not normal one becuse with the bezier one you cann get a more curvey lines and plus you cann attach the controll points where you move the curve to a empty box place the empty box near the controll point from the curve and then attach the empty box to the supension arm after that if lets say the tracks go under the floor after you keyframed the supension you cann simply move the empty box and fix the track with rotating the box or moving it its a vers usefull trick i found when dealing with tracks going under the floor or similar issues
Only problem with this is you have to keyframe every single suppension arm and empty box what takes time
Not shirtless - awesome!
Thanks For Easy Tutorial For Free
Thanks all clear introductions
Amazing tutorial
💪 way to flex, bro
I would not be able to create, for example, a curve for the tank to follow (follow path), as the movement of the rails does not follow when the front of the hull is rotated to negative (-X), is there anything I can do to fix it?
Hey Arijan! Somewhy my wheel would spin 180 degrees and stop! How do I fix it?
YOu have good control on your Breath bro.👍
damn, it looks like magic to me !
i wish i found this one first :( perfect for what i needed lol
Thank you very much. Is there a way to keep the wheels rotating right if the tank makes a U-turn during an animation? So it drives toward X-.
I found a way to fix it
I asked chat gpt to give me a code that detects when ever the hull is pointed towards +Y or -Y and same for the X axis then the tank does a 180 turn and turns from +Y to -Y the code would invert what ever number was inside the constraint so 1m would go to -1 and there for fix the tracks and roadwheels going the wrong way
Ask chatgpt to and try it it worked for me
The problem with this method is the curve modifier bends the tracks as the come around the sprockets and drive wheels. This method works as a quick way to get a rotating track but it is not realistic.
Well u r right but animation is about coolness more than reality so 😅I’ll do it this way
use dupli-faces so the tracks wont bend
How is it for UE5?because you will need an armature and bones to move it so it is a skeletal mesh not a static mesh
my computer exploded on keep transform
🤣🤣🤣🤣🤣🤣🤣🤣
any idea how to incorporate this into unreal engine with moving tracks? Unreal has issues with tracks
I hope to find this on 3ds max
My wheel rotates the wrong way, I have no clue how to fix it
Thank you so much for making this tutorial!
great one
I always love your content
Hey man! Great videos, just as a feedback, you could rise your voice volume, maybe put a compressor or something :)
Had to use my phone's voice recorder this time because I'm travelling but I'll be back with my rig soon👌 thanks for the feedback
How to import this tank into Unreal engine 4 with modified FBX, or just we need to make a bones for wheels when we want to work on Unreal engine?? Thank you so much
Great😊
when ever I do the constraints both the Z and X axis are the same and spins the wheel left and right. The Y axis makes it spin upwards and that makes the wheel unable to spin in the correct way
Super useful video. Thank you
How do I rig the tracks if I wanna bake the animation into an action to use in game development?
Can you export this into unreal 5. Can you do a tutorial on that pleace.
what if the tank turns 90 deg? the wheels stop..?
If you set the target to local space, the wheels will spin in the directions which you want.
Loved your explanation! I have a question though...how can I import that kind of animation into Unity? I mean, without adding an armature...I tried importing it to Unity and instead of rotating, it moved on the axis...even though it worked im blender....
Same question here
Let's keep in touch...if you find a solution please inform me here, I'll do the same.@@chomp5558
How would i export a rig like this into a game engine
What about the tank that can turn U, because this tank cant do it
como se tendria que hace el rig, para que cuando gire el tank un lado va en una direccion y las orugas vayan en el otro?
i got problem pls help.
i used this method on my car model. but when i rotate my car 90 degree. the wheels are no longer spinning.
isnt it supposed to follow objects local axis?
Try the bone rigging for a car . That will work better
du bist sehr schnell !
could you send me the download link to that tank? would be much appreciated!
It's not working the wheels rotating wrong direction
why I can't to do that
You seem to be a rush to explain everything.
Thanks for remove your face from video
Hello Arijan, thanks for the video! Very informative, but I couldn’t repeat it. I mostly work in 3D Max, I threw the model of my tank into a blender, but the tracks and wheels come separately. And from the very beginning I couldn’t repeat after you! The tank model and the tracks are not attached to each other, I press shift + p and then I move the tank separately from the tracks, the tracks remain in place when the hull moves. Tell me, what did I do wrong?
Ctrl+P will parent ur wheels to ur tank …..so select the wheels and then select the body last and then move the body and see the wheels move with it
Doing things as fast as possible results in the opposite of saving time