Skip to main content

Robot Arm

I began writing this post in a frenzied panic as I realized I had forgotten to make a blog post this week. I quickly looked up some Blender tutorials on concepts I hadn't worked on before and found one on constraints for a robotic arm. Since I was on a tight schedule, I followed the tutorial to quickly get something rough done. After, I would add details and things not in the tutorial to up the quality.

The model is very basic but following the tutorial helped me learn some good practices when making models. Keeping certain parts separate and using "snap cursor to selected" to add parts in object mode before changing them in edit mode is very important when your model has multiple things that aren't joined together. Constant swapping between edit mode and object mode is confusing at first, but it's very useful if you want to do something like have the origin of a cylinder be at its base rather than the center.

The arm has some hydraulic-looking things that use constraints. Constraints restrict the object to do some certain action towards/on/with a target object. In the arm, the hydraulic tube things are constrained to one another to track to each other. This means they will extend and contract while the joints are moved around.

After this, the arm was basically done, but I wanted to add some more detail so it didn't look so blocky. I cut out parts of the arm and added some pins to hold everything together. I also edited the surface elements of the arm to make it look more three-dimensional instead of just flat surfaces.


Finally, a quick coat of paint and some animating later, here is the final result.






Comments

  1. Bruh that animation is sick as hell. How'd you do that in such a short time.

    ReplyDelete

Post a Comment

Popular posts from this blog

Update Post

I haven't done anything recently, so this is an emergency update post. I am cashing in my free week pass to review the posts I've done. The first week I posted my proposal. It was a very excellent proposal, maybe even the best. The second week I posted "Barrels". I did some simple modeling and experimented with Blender's shader nodes. The third week I posted "Robot Arm". I followed a tutorial and modeled a robotic arm. I rigged it up and used some modifiers and constraints. I ended the post by coloring and animating it picking up a ball. The fourth week I posted "Walk Cycle". I tried some new settings in Blender and had a lot of difficulties making a walk cycle. The fifth week I didn't post anything. This post is about 4 days late, so it's a good thing there are no hard deadlines each week. This week, I'm either going to make a post about me sculpting something in Blender, or I might animate something else. Whichever I feel like I c...

Rigging the Head

For my final post, I had to have it uploaded quickly, so I decided to go back to my head sculpt and do some rigging on it. Maybe I could fit in a bit of animation too. To start, I first had to remesh my sculpt. The current head has around 1 million faces, which is way too many for anything other than rendering a still image. Trying to animate with that would make my computer burst into flames. To remesh, I used a program called Instant Meshes. This uses some algorithm to change the mess of a mesh my original head is to one that is 50 times smaller and is made up of a bunch of neat-looking quad faces. If I had done this by hand by making a brand new mesh over the original, it would be called retopologizing instead.  Now that we have a lower poly mesh, we can add some bones to it. However, when I try and pose the bones the head is deforming weirdly. This can all be fixed by changing the weight painting. The weight painting is a representation of how much influence each bone has on th...

Head Sculpt

 This week I decided to use Blenders sculpting tools. I didn't document my process as much as in my other posts, since I was closely following a video tutorial so I could get the gist of what I was doing. However, the general process is: subdivide a cube, shape it into a head-shape, extrude a neck out, mesh for more polygons, dig our eyeholes, add eyeballs, shape a nose, shape a mouth, add ears, then tweak the proportions, add more flesh, and finish the details. Knowing the general anatomy of a human head will greatly help when adjusting the proportions. Sometimes you look at it and it looks creepy and alien until you move the nose a little up and it looks fine again. After multiple hours of smoothing and undoing, here is the final result! Not too shabby if I do say so myself. I have experience sculpting an actual clay head, so the skills transferred over. I'm most proud of how I sculpted the lips, especially the corners. Surprisingly, I had the hardest time with the eyelids, a...