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150This tutorials covers how to create a more advanced type of facial rig, showing you how to use the “stretch to” constraint to give the face a more fluid way of animating. The “stretch to” is great for things like lips and eyelids (which is shown in this tutorial); in addition, I show you how to make the eyelids “stick” to the eyeball surface, so there’s no unwanted gap between the two while animating.

tornadoLearn how to make a tornado with the particle system with a lattice to control the flow of the particles.

150Blender’s constraint system offers a very powerful feature-set. In this video tutorial we will look at how to rig a piston using several constraints.

003Learn how to make objects explode and then assemble together with the use of the explode modifier, the particle system, and the sequencer.

RenderLearn about all of the different settings you can use for objects with the fluid system including obstacle, inflow, and outflow.

CloudsLearn how to use particles to quickly create white fluffy clouds in your animations.

wheelWhen the length of the path curve (actual length, not path length) and radius of the wheel are known, the rotation can be calculated based on Speed-curve that controls the vehicle motion.

syncjawHere I will attempt to explain my recent dealings with using Blender Shape Keys to produce convincing lip-sync (Lip-synchronisation, ie: “speech”) for simple, humanoid characters.

This is aimed at people with an understanding of Blender fundamentals like vertex loops, face loops, sequencer and of course, Blender’s new Shape Key system. If these terms mean nothing to you, then you may well struggle to keep up. If you’re familiar with them then I hope this tutorial will prove to be a breeze and your characters will be speaking so fluently you’ll have trouble shutting them up!

flag-007Using soft bodies and a wind force you can take a lowly plane with a very simple texture and make it look like a realistically billowing flag.

1502In this tutorial we are going to look at how to animate a gear train in Blender with constraints, such that all the gears follow the lead of a single empty. This technique offers a much cleaner system with less margin for error




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