Y

YouLibs

Remove Touch Overlay

Bow and Arrow Rigging in Blender

Duration: 20:42Views: 92.4KLikes: 1.7KDate Created: Jul, 2014

Channel: CG Masters

Category: Education

Tags: video tutorialikbow and arrow riggingblender (software)riggingfree tutorialfree blender tutorialchris plushcg mastersblender tutorialblenderanimation

Description: Check out part 2 on using the bow in the BGE to shoot arrows: youtube.com/watch?v=mdPZnG_CUVg If you don't have your own bow to work with, download the start file for this tutorial here: cgmasters.com/tutorials/bow_start.zip Download the final rigged bow here: cgmasters.com/tutorials/bow_final.zip This Blender tutorial series will take you through rigging and animating a bow and arrow. The goal for this series is to use this rig in a game to aim and shoot arrows with, but the rig in this tutorial is made for general animation as well. In this first part, we'll rig the bow so that it bends back automatically when you pull back just one bone. We'll do this by using IK constraints and a super awesome Limit Distance constraint. Thanks to Lee Salvemini for helping me get past some obstacles finding the most accurate and efficient way to rig this. Chris Plush (blengine) Chapters: 00:53 - Adding bones to the top and bottom of the bow, and adding a string bone 02:40 - Parenting the mesh to the rig 05:20 - Creating a main bone to parent the whole rig to 06:40 - Creating the top_ik bone to be the ik solver for the top of the bow 07:30 - Adding the IK constraint to the top of the bow 08:40 - Why the Limit Distance constraint doesn't work on its own 09:42 - Creating a workaround to this problem by creating a new rotation bone 10:18 - Parenting the top_ik bone to the new rotation bone 11:25 - Adding a Limit Location constraint to the string bone 13:05 - Adding a new top_limit bone 14:00 - Parenting the top_limit bone and new rotation bone to the main bone 14:20 - Adding Limit Distance constraint to the top_limit bone 14:50 - Adding a Track To constraint to the rotation bone 15:47 - Duplicating and flipping the new top bones to the bottom 16:30 - Adding an ik constraint to the bottom of the bow 17:37 - Animating

Swipe Gestures On Overlay