Creating Smooth Bone Animations in Blender Using Bezier Curves

In this Blender tutorial, you'll learn how to make armature bones follow a bezier curve using path constraints, resulting in smooth and dynamic animations. You'll discover how to set up your scene, prepare your armature bones, and configure the path constraint. Additionally, You will discover that you can apply the same principle of making armature bones follow a curve using path constraints, but achieve equally impressive results using various modifiers.
Whether you're a beginner or an experienced animator, this tutorial will help you improve your Blender animation skills. Also, I made a cheatsheet on my website, link below.
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Пікірлер: 23

  • @user-dl4hm9de4d
    @user-dl4hm9de4d Жыл бұрын

    Is there a curve modifier for bones? Yes there is! Thank You!

  • @MVARTZ

    @MVARTZ

    Жыл бұрын

    👌

  • @herbertattema9890
    @herbertattema98908 ай бұрын

    Just wanted to show my appreciation, this saved me a lot of time! Thank you so much

  • @MVARTZ

    @MVARTZ

    8 ай бұрын

    Thank you for the kind words, means a lot

  • @TOAKSuriFox
    @TOAKSuriFox Жыл бұрын

    Cool this is great, now i can make my snake rig go along the path! 😀

  • @MVARTZ

    @MVARTZ

    Жыл бұрын

    Jup! and if you shrinkwrap that path to say a bumpy landscape I think that would work great too! Maybe with some offset from inside the modifier. Let me know if that works for you! 😁

  • @TOAKSuriFox

    @TOAKSuriFox

    Жыл бұрын

    @@MVARTZ Okay 😀 I will

  • @hogandromgool2062
    @hogandromgool2062 Жыл бұрын

    While developing my game I ran into an issue where I needed a chain rig that could be animated though a curve. Most tutorials are extremely complicated and skip past the part that actually matters: Explaining why you need the plane and then showing how to pair the bones to verts. Can now export my rig to be used with individual chain segments. Most other tutorials have you create an empty for every bone and use three modifiers with an offset on each, so silly. This method is easy and works perfect for my needs

  • @MVARTZ

    @MVARTZ

    Жыл бұрын

    That's awesome to hear Hogan! I always try to explain why something is needed. I'm glad you point that out, because understanding leads to better application of any principle. Good luck on your game! Hope to see you around more

  • @hogandromgool2062

    @hogandromgool2062

    Жыл бұрын

    ​@@MVARTZ Another thing I just wanted to point out, after a bit of experimenting I found the "track to" constraint to be a bit better for this operation, it maintains the scale of the bones which fixes a few of the weird issues you were Having. Almost a perfect rig for snakes, ropes, chains. My current use case is chain animations for spells.

  • @MVARTZ

    @MVARTZ

    Жыл бұрын

    @@hogandromgool2062 Yea they both have their advantages I suppose. Happy to hear you found use for this in your animations too😁😁

  • @shreyaskhambhayata7715
    @shreyaskhambhayata771511 ай бұрын

    hey man! Love your channel! HOW did you Rig that caterpillar looking thing ( plis i wanna make one too lol ) and shrink-wrapping the path with the bumpy landscape is GENIUS

  • @MVARTZ

    @MVARTZ

    11 ай бұрын

    Hey! Thanks a bunch! I guess it does kinda look like a caterpillar doesn't it. Hope this helps you out: kzread.info1zlBOBc5erQ

  • @shreyaskhambhayata7715

    @shreyaskhambhayata7715

    11 ай бұрын

    @@MVARTZ Thanks so much!

  • @MVARTZ

    @MVARTZ

    11 ай бұрын

    Thank you! your comment made my day a little better!

  • @DanielWolfgangStrobel
    @DanielWolfgangStrobel29 күн бұрын

    Can you bake this Animation to the Rig? (Great tut btw)

  • @MVARTZ

    @MVARTZ

    29 күн бұрын

    I think you should be able to 'bake to action' or whatever its called these days. And check all 'visual changes' or whatever that is saying. That will make sure it takes the constraints into account. Fiddle around with it, should be doable

  • @danielstrobel8369

    @danielstrobel8369

    29 күн бұрын

    ​@@MVARTZTanks, i will try

  • @AttakuStudio
    @AttakuStudio2 ай бұрын

    Do you know what can cause glitching (offsets the bones from the curve and the plane at certain parts of the animation) after backing the animation to the armature? I need to export to UE and blender keeps screwing up the animation after baking. Very frustrating, please help me out

  • @MVARTZ

    @MVARTZ

    2 ай бұрын

    Are you using bake all visual keyframes or what ever is called. Try checking that before you bake

  • @AttakuStudio

    @AttakuStudio

    2 ай бұрын

    @@MVARTZ I select all the bones in the pose mode, select animation, then bake action and check all the options including visual keyframing. The problem arises after I apply the "clear constraints" option. If I bake without clearing constraints, the animation seems fine, but I after I xport and import to UE the problem occurs. For some reason applying or clearing constraints after the baking screws everything up. Animation becomes glitchy and the bones sometimes gets a quick offset from the plane mesh in the certain keyframes of the animation. Is there a way I could maybe send you my blender file and you could take a look at it with your professional eyes ;)? Thank you for replying by the way.

  • @MVARTZ

    @MVARTZ

    2 ай бұрын

    @@AttakuStudio sorry man I'm on holiday right now so I can't do that. If it only occurs on a few keyframes why don't you just delete those in the editor and smooth the curves if neccesary in the graph editor. So you can continue with your project. Research it after.

  • @AttakuStudio

    @AttakuStudio

    2 ай бұрын

    @@MVARTZYeah, I wish that could be the case, but sometimes the offset is too drastic and it happens all over the animation, I guess I'll just use the alembic for now, really wanted to have more control with the rigged mesh though. Thank you anyways! 🤝