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Videotutorial: Swinging Pub Sign

15

http://www.youtube.com/watch?v=QhTmQYrEjko

By Peter Draculic.

Peter writes:

This is a video tutorial showing how to combine Rigid Body Bullet Physics and Hook modifier,along with a Curve and Array modifiers for rigging and animating an old pub sign swinging in the blowing wind.

Textures used for the scene are downloaded from cgtextures.com and are free to use for educational purposes.

http://www.youtube.com/watch?v=XKuSgoLuV6k&feature=player_embedded

About the Author

Avatar image for Bart Veldhuizen
Bart Veldhuizen

I have a LONG history with Blender - I wrote some of the earliest Blender tutorials, worked for Not a Number and helped run the crowdfunding campaign that open sourced Blender (the first one on the internet!). I founded BlenderNation in 2006 and have been editing it every single day since then ;-) I also run the Blender Artists forum and I'm Head of Community at Sketchfab.

15 Comments

  1. Why is the sign swinging? Is it the wind blowing or did someone just hit their head? Either way I would expect the chains to share in the movement. I would expect more random left/right wobbling as the sign finds its center. Now it seems like it is on a hinge. Otherwise, it looks interesting.

    • okay...once again...let me share a few words about the concept : what's important here is the concept NOT the actual (almost "animatic"-looking) video itself; in other words.when you're asking someone to show you the way to get somewhere,you wouldn't expect from him to come along with you to where you wanna go,savvy?
      and the concept is that by "faking" an almost correct wobbling chain,in a complex scene,using a "trick" like the aforementioned one above,you are saving a whole lot of processing power making the whole thing easier (always depending upon the amount of detail you're going for of course!) without "risking" much of realism,at the same time

      now,you'd might want to apply a full Rigid Body physics to the chain and -after having recorded the keyframes- to go ahead and have them linked (as animation data) to all the rest of the "wobbling" guys in the scene : this should work just as well BUT :
      this is a tutorial on constraints NOT a "real world" project,so I tried to teach the topic,rather,not about me having to have a comissioned 3d project finished ,in which case everything would (and should) be different,I'm sure you get the idea
      thank you for commenting and for giving me a chance for sharing my thoughts with the rest of the community
      Peter

      • This doesn't work either. Peter, not to be mean or anything, but even if you are just tossing out a concept or idea on the fly, at least do so with good examples. How can I know it's a valid concept otherwise.

    • Peter Drakulic Bougatsos on

      yes,you're very right but that's why I'm clearly saying in the video that this is only a workaround for avoiding any unnecessary use of a Rigid Body assigned chain rings,in a scene containing let's say ,tenths of
      swinging objects of this kind.Of course,you could go ahead and animate
      this by hand if you wanted but this is a whole different story.And of
      course it has some pitfalls as a technique but it also ha some
      workarounds I'm mentioning in the video.

      Thank you for commenting

      Peter

    • yes,you're very right but that's why I'm clearly saying in the video that this is only a workaround for avoiding any unnecessary use of a Rigid Body assigned chain rings,in a scene containing let's say ,tenths of
      swinging objects of this kind.Of course,you could go ahead and animate
      this by hand if you wanted but this is a whole different story.And of
      course it has some pitfalls as a technique but it also ha some
      workarounds I'm mentioning in the video.

      Thank you for commenting

      Peter

    • Peter Drakulic Bougatsos on

      no,this is actually due to the conversion to another file format ( I tried this inside my screen-capturing app)
      the original video is a 1080p,super-smooth one,let me assure you,thanks for commenting
      Peter

    • no,this is actually due to the conversion to another file format ( I tried this inside my screen-capturing app)
      the original video is a 1080p,super-smooth one,let me assure you,thanks for commenting
      Peter

  2. I don't make games so maybe this is the best as it gets; but, I would think there has got to be a better. Cool you gave it a go- but, not doing it for me.

  3. Peter Drakulic Bougatsos on

    Bart thank you so much for mentioning my work here,feeling really honored.
    Also,thanks to you who commented on this for the well-aimed critique
    Peter Drakulich Bogachyov

  4. a12nimatikoide on

    Sorry but this isn't good at all. First: why to get so complicated? A simple bone would have done a much better job than that. keying the bone's rotation on its Y and X and even a bit on its Z axis and then shifting the curves would have made a much better job. Plus the chains are not moving at all. Sorry but this is no good at all.

  5. Abraham Jones on

    Ok. First Of all somebody tell this guy that we are in 2012 not 1995. What kind of rendering presentation is this anyway? i have seen most of his tutorials and he uses exactly the same vomiting rendering presentation. Secondly a Single bone rig and two curves would work much better for this one. why do we have to be so "procedural" to such a ridiculous project?

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