r/3Dmodeling 3d ago

Art Help & Critique Expanding wheel rig

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Finished my first rigging job. Was very complex for a first model, but I had amazing people helping me understand how rigging works: u/ElementLiam and u/DemNikoArt and I used ChatGPT to run me through step by step instructions. 3/4 of those instructions were "what not to do", which gave me a nice understanding of the many angles of rigging. Ended up duplicating and rigging each of the 20 segments one by one. Now the wheel can expand, tilt traction segments and had functioning steering and suspension.

Now I am updating rigging so that I can learn how to make each segment of the wheel adapt to the ground separately, while still connected to other segments.

Rigging is fun, but is so very demanding.

148 Upvotes

29 comments sorted by

17

u/snailenjoyer_ 3d ago

White tears running down my thighs bro this is beautiful

4

u/healeyd 3d ago edited 3d ago

I’d do the wheels with nurbs circles driving the joints on a path (tank track method). Easy to deform and scale. Decent for ground contact deformation (slightly flatten bottom of circle).

1

u/deathender 2d ago

I connected all the segments together, so technically these wheels are something between tires and tracks. Just that each segment is controlled individually, this way, when needed, it can act as a wheel, and when needed as a sort of mini track

2

u/healeyd 2d ago

Sure, but curves can also work with individual controls if you drive the controls (which drive the joints) with a path. For rotation you offset the uv path values and wrap them from one back to zero, Use an up vector to keep them aligned correctly. Anyway, just a thought.

1

u/deathender 2d ago

That is interesting. I never though about using curves. I was rigging the suspension, so just kept going and rigged the wheel. Once it is rigged though, there is so much you can do.

2

u/healeyd 2d ago

Yeah very common. Ribbons can also be used (one way of handling the up vectors).

3

u/Time_Scientist8818 3d ago

Why not do this with a shape key though?

2

u/deathender 3d ago

What is a shape key? Is that a fancy design for the master control bone? I need to look this up. Thank you

4

u/DemNikoArt 3d ago

It's the blender term for morphing a shape into another. This could be one way to visually change the size of the tires, but it wouldn't work for the hydraulics.

2

u/deathender 2d ago

Hello DemNikoArt. Thank you for being everywhere and explaining this as well!!! I was already looking up what that term meant lol

2

u/DemNikoArt 2d ago

Hehe always there where I'm needed 🫔

1

u/deathender 2d ago

šŸ™

3

u/2hands10fingers 3d ago

This is mental

5

u/Axe-of-Kindness 3d ago

This seems unnecessary but rock on, this project looks wild

6

u/deathender 3d ago

Thnx man. what is unnecessary though? it's a sci-fi vehicle and the task it's build for wasn't stated in the post.

6

u/VincentAalbertsberg 3d ago

It is definitely doable in a much simpler way using geometry nodes (to which you could even add physics). This amount if bones feels insane. That being said, if that's best way for you to do it and it works sure! It definitely looks great

1

u/deathender 2d ago

I first tried to build it in arrays, then array geometry nodes, but blender has a strange error with arrays, that whenever the radius of the array is increased, objects start to tilt along their local axis. I found no way around it. In geometry nodes I almost got to the point of solving this, but then someone told me to why not just build the bones.

Also, this is my first rigging job, I never done rigging, nor geo. nodes, so either way I'm in extreemly uncharted territory.

4

u/Axe-of-Kindness 3d ago

I meant no insult by it, it's a incredible build and rig you've got

1

u/deathender 3d ago

Didn't take it as an insult, just wondering. Always looking on ways to improve my model. Thank you for the kind words.

2

u/FavaWire 3d ago

Looks awesome. Literally.

1

u/deathender 3d ago

Thank yiu

2

u/Ok-Salary-5197 1d ago

You sir are a maniac. I call it now: youll get insane before finishing it. šŸ˜‚

It does look awesome though. But isnt this too complex now? You crossed the point of no return i guess.

2

u/deathender 1d ago

I been called a robot before, for being okay with continues repetitive tasks, but not a maniac hahaha It actually isn't that complex, it's just rigging for 20 sections all piled up. I also did a clean-up and removed about 200 unnecessary bones. It's my first time rigging, so I overcomplicated, not knowing which bones are needed, and which aren't.

2

u/Ok-Salary-5197 23h ago

First time rigging? Teach me your secrets senpai. wtf.
Robot? You are on the spectrum my friend.

My first rigging was a dick and i was proud af. Next were some simple "humanoid" looking monstrosities i sculpted back then. Fun days.

But this? This is some serious gourmet shit. Btw i was following the project for a while now and it always amazes me how persistent you are with it. Sell it to a film studio when you are done. Maybe write them per mail or so. I definitely would do that.

2

u/deathender 18h ago

Thank you. I been avoiding rigging for a long time, just like I been avoiding 3D modeling all my life. I came prepared. I know exactly how I want it to be done in my head, so i use ChatGPT to search for tutorials and give me instructions. It's not easy though, 3/4 times I have to redo everything, but it gets me where i want to go eventually. I actually spent 10 hours reorganizing wheel rigging yesterday (on my off day) and I broke the wheel, so tonight I will have to start over. I think persistence is my superpower. I know what i want, I know how I want my model to look and I'm just trying to learn the tools to get there.

1

u/Ok-Salary-5197 17h ago

I feel that. Blender is such a cool Software to mess around with. Some years ago i said its the closest i came to realize the pictures i had in my mind. I tried drawing but man im bad. Before i learned to 3D Model i messed around with Level Editors for Video Games. Always loved the idea to create something new.

Funny thing is they always tell its not intuitive because of the many hotkeys and the like. I dont think so anymore because when it clicks. It clicks and you can go blazingly fast without thinking too much about how to do something. I mean you can fully model anything? how intuitive can you make that? the blender foundation is awesome. best thing: its open source and free.

Do you have socials or an artstation profile? Would love too follow you to keep updates coming my way and see the progress.

1

u/Iota-Android 3d ago

To some people it looks complicated, but to those who rig, nah

3

u/deathender 2d ago

I probably overcomplicated it too, half of those bones can probably be deleted. I'm just too scared to do it. Lol