Learning Blender 3d through tips, tours, and tutorials. I aim to produce down-to-earth tutorials that are applicable to everyday types of projects. I want everyone to feel welcome and I hope these videos inspire you to make something awesome!
Gets lots of free Blender Assets: johnnygizmo.gumroad.com/
Follow on Twitter: twitter.com/johnnygizmo
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Thanks a ton for this video. This is gold. Simple and effective.
very well explained. thanks
WOW it makes SUCH a difference when someone has really thought about how to show the process!! So many videos are overly complicated and wordy and confusing and obviously done on the fly, THIS ONE really made it click, thank you so much!
You’re welcome! Glad to help 🙂
Super helpful, thanks!
excellence! thanks for sharing :)
My brain exploded. The child constraint is still as messy for my poor mind. Could they maybe implement a more straight forward solution?
can someone help me? the viewport is not synced with the outliner in my case, so i cant select nor box select anything. does someone know how to sync them again?
He stuck a uv in his nodes and called it macaroni 🎶
Wow! This is so cool! I don’t honestly understand a lot of it but it’s a very cool result!! I wonder how hard it would be to make something made with this node tree manifold for resin 3D printing 🤔 I’m looking to make a bunch of different things with roots and this would def speed up the workflow immensely. Thanks for sharing btw!
I love how these look irl
Exactly what I was looking for! As a beginner, it's crucial to master the fundamentals thoroughly before diving into advanced tutorials or experts' guidance
Nice😮.
Underrated tutorials
My man, thank you a ton
Exactly what i wanted! Thanks a lot!!
Fab tutorial - answered several things I was trying to figure out!
more complex model ? cause unwrap a tube its not hard
A suggestion, maybe remake this video or make a separate one where you show how you made the shirt without skipping parts and fast-forwarding. You would get more views.
So good, loved how simply you explained such a complicated topic. Thank you
Amazing tutorial, I followed it step by step and double and triple-checked the math set up, but somehow it comes out fucked up. I am using Blender 4.1
Excelent
2:14 ✅Let's make a small addition. If you want the time to increase beyond the entered value, you can change the "Math Node" node, which appears on the screen with a time stamp of 2:14, from "Subtract" to "Add". So you can increase the time after a certain time or from 0.
✅Thanks. Tested with Blender 4.1 Alpha. Result: Successful.👍
Thank you so much for this! You've saved my computer from crashing
Thanx for this tutorial!
Hi Johnny, When I do the fake user button and delete my node, and then switch to the new node and add the torusknot, it still doesn't appear in my viewport. Do you know why this could happen?
bro this tutorial literally solves every problem ever occuring for simple mechanical rigging. this is simply perfect.
Just use screw modifer into a solidify n u get exact same result N for door holes boolean into a collection pretty usless node i think Maybe with some work it could be useful But still fun little peojecr tho have a nice day
i didnt know this shear option, thank you very much 🧡
what are the chances of finding this explicit tut. I was on my bed all night thinking about stepped / perpendicular random rotations for instance objects. And some mad lad did it. God I love u bra.
This was the first time a geo nodes tut made sense to me 😂 thank you!
I just ran through an entire course on rigging by a well-known source of Blender courses and it doesn't even come close to the clarity of your videos. Well done, as usual!
Stuck on step 3. There are no longer string to curve nodes.
Why am I having trouble understanding what's happening here? Is there anyone who also can't understand what's happening here? Or is the instructor not the right one?
In Blender 3.5 they changed the transfer attribute node into a set of different nodes. How would you recommend to proceed using this method?
Haha, cool.. Yet I still don't get why it goes bananaz if you "child of" constrain ik controller that has a root motion to an empty
simple and useful, thank you.
unfortunately global is not triplanar
Why not rotate the grid by 90°? Then the IDs of each vert would follow each line again, which makes selection easier, right?
Is it possible to then import this model into Unity, keeping the rigging and bone constraints?
Should have more views. Learned how to bevel with CTRL-B, and how to loop cut with CTRL-R. This is 3 years after the fact, and I'm currently in Blender 4.1, and I can't find the "auto smooth" checkbox under "normals", as "normals" isn't appearing in the Object Data Properties menu. Could I ask if you know where it's been moved to?
clear.crisp.concise.impressive. Thanks.
How do you make things look like easy in geometry nodes??!!!!!! You are a genius
Amazing information my friend. Thank you so much. :)
Great explanation
This seems like a very convoluted, cumbersome way. Isn't there a better way?
Do you know of a way to generate a shader preview based off a plane rather than a sphere? I mean other than just applying material to a plane, setting up camera rendering and assigning manually? Very often i have shaders that translate better on a flat surface. Ive gotten my process fairly optimized to make flat ortho thumbs but its still a time suck
you're a god amongst men, Johnny Matthews
Best tutorial I found about rigging. Please make more tutorials about rigs