Short Video: The Fly Ivo van de Grift revisits his mechanical contraptions with this miniature wing-flapping machine. It doesn't do too well. About two weeks ago I started a new Blender Pet Project; ‘The Fly’. I wanted to create a..."> Short Video: The Fly Ivo van de Grift revisits his mechanical contraptions with this miniature wing-flapping machine. It doesn't do too well. About two weeks ago I started a new Blender Pet Project; ‘The Fly’. I wanted to create a..." /> Short Video: The Fly Ivo van de Grift revisits his mechanical contraptions with this miniature wing-flapping machine. It doesn't do too well. About two weeks ago I started a new Blender Pet Project; ‘The Fly’. I wanted to create a..." />

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Short Video: The Fly

Ivo van de Grift revisits his mechanical contraptions with this miniature wing-flapping machine. It doesn't do too well.
About two weeks ago I started a new Blender Pet Project; ‘The Fly’. I wanted to create a robot-like fly with lots of moving parts. My goal was to have a single control point for the wing animation. So I used an empty with a rotational keyframe animation that drives all other objects. In this way I can accelerate and slow down the animation with just one element.
While working on the project I learned a lot about using Constrains modifiers, how they work and whento use them. In the end I created a lot of Geo Node Modifiers to handle to more complex animations, like the wing stabilizers.
To animate the flying part I created a low poly version of the Fly-body and added Rigid Body physics to it. After baking the physics part, like thelanding, I used Constrains modifiers to copy the low poly animation to the Fly itself. In that way I could animate some parts of the flight with keyframes and other parts with physics.
This was a nice project to dive deeper into using Constrains modifiers and Geo Nodes. Both have their pros and cons, but combining them is the key.
You can see more of Ivo's short videos on his YouTube Channel.
#short #video #fly
Short Video: The Fly
Ivo van de Grift revisits his mechanical contraptions with this miniature wing-flapping machine. It doesn't do too well. About two weeks ago I started a new Blender Pet Project; ‘The Fly’. I wanted to create a robot-like fly with lots of moving parts. My goal was to have a single control point for the wing animation. So I used an empty with a rotational keyframe animation that drives all other objects. In this way I can accelerate and slow down the animation with just one element. While working on the project I learned a lot about using Constrains modifiers, how they work and whento use them. In the end I created a lot of Geo Node Modifiers to handle to more complex animations, like the wing stabilizers. To animate the flying part I created a low poly version of the Fly-body and added Rigid Body physics to it. After baking the physics part, like thelanding, I used Constrains modifiers to copy the low poly animation to the Fly itself. In that way I could animate some parts of the flight with keyframes and other parts with physics. This was a nice project to dive deeper into using Constrains modifiers and Geo Nodes. Both have their pros and cons, but combining them is the key. You can see more of Ivo's short videos on his YouTube Channel. #short #video #fly
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Short Video: The Fly
Ivo van de Grift revisits his mechanical contraptions with this miniature wing-flapping machine. It doesn't do too well. About two weeks ago I started a new Blender Pet Project; ‘The Fly’. I wanted to create a robot-like fly with lots of moving parts. My goal was to have a single control point for the wing animation. So I used an empty with a rotational keyframe animation that drives all other objects. In this way I can accelerate and slow down the animation with just one element. While working on the project I learned a lot about using Constrains modifiers, how they work and when (not) to use them. In the end I created a lot of Geo Node Modifiers to handle to more complex animations, like the wing stabilizers. To animate the flying part I created a low poly version of the Fly-body and added Rigid Body physics to it. After baking the physics part, like the (crash) landing, I used Constrains modifiers to copy the low poly animation to the Fly itself. In that way I could animate some parts of the flight with keyframes and other parts with physics. This was a nice project to dive deeper into using Constrains modifiers and Geo Nodes. Both have their pros and cons, but combining them is the key. You can see more of Ivo's short videos on his YouTube Channel.
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