Transcripts
1. Introduction To Constraint in Blender: Hello everyone.
My name is suraj. Welcome to the amazing series of Blender application
on skillshare.com. The basic animation process in Blender start
with keyframing. Just like moving object,
rotating, or scaling. Using a keyframe is difficult and sometimes it
becomes confusing also. So to make the process
easy, we use Constraint. Constraint is located on the viewport right side
of the property menu tap. All these constraints you
see on the screen are very useful with the
combination of the keyframe. E.g. if you want one object to change its location from
one point to another point, and at the same time the
other objects rotate. Yes, we can do it
using the keyframe, but by using this constraint, we can do this task
very fast and easy. So in this class we
will see some of the important and
useful constraint. With some examples. The class are very easy
and simple language. Videos are very short and
explained very clearly. You will also get
a supporting file for downloads and practice. Constraints are the basic of the advance and
emission process. Every blender user
must know about it. I hope created this
small intimate story using keyframe and constraint. You can watch this after
the end of this video.
2. Copy location: Copy location. First option in the
object constraint is the copy location. Copy location is the most
basic and useful term to understand the importance and how constraint function works. Copy the question means any
object in the view port, we can influence or control its location
using another object. For example, home
magnet influence, other metallic object,
which results in displacement with respect
to the magnetic field. We may also call it the object's parent or connecting to object. Let's see in detail. Now we have a two
objects in the viewport. Select the cube and from
the property section, or one constraint menu. From here, select Copy location. Copy location has a
simple interface. First, it asks the
target object. So select another
object in the viewport. It result cube, getting
the new location, which is exact to the
selected target location. And this is the copy location. A cube getting a new location, which is exact to the
selected target object. And this is what copied
location constraint does. It will copy the target
object location. Now let's select the
cube and try to move. But you can see we're not
able to move the cube from its location because
its location is depend upon this
triangle object, which is also our target object. Now, if I select the
triangle and press D to move it result both triangle and the cube able to move
with each other. This is how copy location works. Now, practically, we do not want this object
attached to each other in such a way to
separate both of them. First select the cube. Look at the copy
location constraint. Here, click on offset. Now, the cube is placed slightly away from
the target object. And it is also independent to move manually to the
desired location. Move the object to any point. Then select the target object
and move to any direction. It will show that the cube also followed the target
object location. In this way, we
know how to connect the copy location
between two objects, x. If x is, by default, all three axes, x, y, and z, are enabled, which means object can be
moved freely in all direction. And we can also constrain
it to any specific axis. Below it is the inward, which means the location of the main object will be exactly opposite to
the target object. Let's constraint to the x-axis. On both inward. Also. Know if we move the object
in X axis direction, then the object
will move in work or in the opposite direction. The same, it will work in
all direction, free moment. Last option is the influence. Influence by default
is set to one. Which means if we move
the target object, then the main object will have the exact same displacement. But if we set it to
hop, that is 0.5. And then move the target object. You'll notice the
movement or the tin in the location is the hub
of the target object. In this way, we can fit influence value from
range 0 to one. And this influence
value will affect the location displacement
of the main object.
3. Copy Location Example: We know how the copy
location works. Let's see some examples
which will help you to understand some of the
basic animation work. Now, we have two vehicle
on the viewport. If we key frame the first
green color vehicle from point a to B and
play the animation. It will move in-between
these two points. It is a very simple process to move an object between
the two points. Now, we also have a
second red color car. And I also want to
move this car in inverse direction with
reference to the first vehicle. Yes, we can keyframe
this vehicle, but we will use
the copy location. Select the red car, apply the copy location, and select the target object as a green vertical axis and
inverse section select all x, y, and z axis. Now, play the animation. You can see that both
the vehicle move inwards at the same time. The advantage of using
copy location is that we can control
the influence value. By default, it is one. So a red car and the green car, boat travel equal
speed and distance. Let's decrease the
influence value to the hub, that is 0.5. And again, play the animation. Now it result, the main green Baikal distance and speed remains the same. But the red car speeds slow down and the travel the
half of the distance. In this way, you can try the different
influence value and position of the object to
get the desired result. Using copy location.
4. Example 2: Let's see another simple
example using copy location. Here in the window, which has three glass panel and slide smoothly
falling one-by-one, open and close direction. So first, let's understand
the mechanisms. How these three blocks
with slide in such a way that all three rushed
at the same location. First select the middle window
and apply copy location. Then in the target, select the third window. Now, we only want the
movement in the y axis. So select only phi. Also click on the offset
and influence value to 0.5. If the main object gets
displaced from its location, just readjust to its
original location. Now, if you move the target
object to the y-axis, then you can see the smooth
movement between windows, which replicate the window
open and close action. Similarly, you can again add a copy location to the first
window in the same process. Then the same movement work for other side window. Sliding.
5. Copy Rotation: Welcome to the second topic
in the constraint menu. Now we will see
the copy rotation, which is similar to the
copy location here in the viewport to object present amine and
the target object. So select the main object, then add a copy rotation, then stained, and select the thickened at
a target object. Keep all the axes selected. And then now select the target object and try
to rotate in any axis. The same rotation you can
see on the main object. And it is a simple function or the copy rotation to replicate the target
object rotation. Let's see another example. We have two circular select yellow ticks and
apply copy rotation. Click on the blue
digs at Target. Then just rotate
the target peaks. The main decks will
replicate the rotation. Now we will combine the copy
location and copy rotation. Again, select the main
Yellowdig attic copy location. And select the target object. Then keyframe the location of the target object to
some other distance. Then if you play the animation, both the object will
change its location. But you can't see any
rotation on the object. So we will also key-frame the rotation to the
target object selected. At a frame one. Then open object
properties are *****, rotation is on y-axis. So if I change the y-axis value, then the theme will effect
on both the objects. Now, I will set the rotation
on y-axis to zero degree. Then I will click on
the keyframe icon. Then the same key frame
added at a frame, one on the timeline. Now move the timeline
cursor to the frame ten. And in the object property, set, rotation value to the 20
degrees and add a keyframe. Again, move the timeline
to the 20 frame and set the rotation to
the 45-degree. Same. Repeat up till the frame 60. As you play the animation. Both copy rotation and copied
location work together. You can even adjust the influence value to
get the different result. In this way, we can
create a variety of combination to get a
different desired results. Let's see another
interesting example using copy rotation. In viewport, we have
two doors which house separate rotation with respect
to their origin point. Now select the door, add a copy rotation constraints. Select door number two
as a target object. It researched that the
both the door rotate in the same direction
at the same time. It is simple. Let's try another way. If you closely look at
the copy rotation menu. Here, just below the inward is the mix option. Click on it. By default, it is
set to replace. Changes to add. Initially, you will
hardly notice any change. Now select the first door, shift, select the second door. Then press Control P
and parent object. Now, if you rotate
the second door, you can clearly see the rotation difference
between the doors. Again, if you change the mix
value from add to replace, then the door will
rotate straight. In add function. Door rotation will
be in the view type.
6. Example : First example is simple
moving vehicle in which location changes
and wheels also rotate. So first, we have to select any one of the wheel
and apply copied location. And also select other wheel
as the target object. Then keyframe the
location and rotation. By pressing I and played. Both the will follow in the
same location direction. Now at a copy rotation to the first wheel and also
select the same target object. Then take the target
will rotation axis. In my case, it rotate on x-axis at equal distance
between the frame. Set, any degree of
rotation. Keyframe, it. Repeat the process until
the object location. Now, after playing
the animation, you can see that
copy location and rotation work at the same time. Now just duplicate
the first twill and placed at the back side. Now all four wheels
are working equally. Then just add the
upper portion of the wheels and the
wheels are moving, but the upper body is
steady at the same place. To fix that, select the upper body and
add a copy location. Then select the thickened. We'll add the target object. And now everything works fine. We have a simple moving
vehicle with rotating wheel using a copy
location and rotation. This is something crazy
render you can create using copy location
and rotation. Yes, much more creative
output we can create. Animation is a combination of
various technical process. So stay connected to explore
the upcoming classes. More about constrained
in an emission.
7. Copy Scale: Copy scale. Tow get
in the viewport, select isophere and add copy scale. Then select cube as
a target object. The function is simple. If you scale the target of tip, then the second object
also gets scaled It work in all axis direction. In the copy scale menu, bar option is given, which is similar to
the influence value. Objects scaling
power will affect as the increase or
decrease its value. Let's see another example. How we can make 30 increasing object
profile and emission. Here is the set of
objects in line. Select the second
object, ad, copy skill, and select the first
object as a target object. Now set up our 20.5. Next step. Select the third
object and add a copy skill. Again, select the first
object as it target. And power to 0.6. In this way, select
every nest objects and always select the first
object at that target. And increment the power by 0.2. Then finally, select the first object
and scale in that axis. It result gradually
scale of each object. We can keyframe
the first object, then it will animate smoothly. This example showed
the combination of copy location,
rotation, and scale. You can practice a variety of examples using this
constraint function.
8. Limit Location: Limit your question is very interesting and
useful function. Whenever we add a copy
location to the object, then it follows the target
object to an endless point. But by using the limit location, we can define minimum and
maximum rate of location. In this example, let's apply
copula cushion to read cube and blue cube
as a target object. Now, if you move
the target object, then read Q, follow limitless
with the target object. Then by selecting
the red cube and a limit location just
below the copy location. In the limit location, minimum and maximum limit is given our location
chain on the y-axis. So select Y-axis on both. Initially set it to zero. So read queue is
that the 3D cursor? Now, if you move the
target object on y-axis, main object remained
steady at one place. Now enter the new value, minimum to maximum set to three. Now, if you move the blue
object to the y-axis, then the main objects move 1-3. But the target object
is free to move. Let's at minimum 23
and maximum two-six. It result object restricted
between the 3.6 value. In this way, How limit
location function works. Similarly, limit notation works. In this example, copy rotation
applies to this object. And also limit
notation is set to z axis with the limit of minimum degree and
maximum 60 degree. In this way. In this way, the main object rotation is limited and the target
object free to rotate. In this example, we have used a copy skill and a limit skill. It results in a small
animation output. In the viewport to object, one red color, shape, and second green color. I assume it has a green garden. Select the red object at the main object and
add copy skill, and select green as
the target object. Now, if we scale a green object, the same rate
object Fill effect. Now, adding the limit
skill, select all x, y, and z axis on both
minimum and maximum. Keep all the minimum
value to zero. Next, the maximum value. Let's set x axis to six. Y2, 12 to 16. When you scale the target
object on the x-axis, then the red object
will scale up to value six on the x-axis. Similarly, green object
scale on the y-axis, then the red object
will limit it to them. We'll point value. Finally, keyframe, the green object scale to the
timeline on x and y axis. Then if you play the animation, then it will look
something like this. Which means green object scale
more than the red object. But the red object
is limited between the values provided
in the limit scale. Maintained volume, maintain
volume constraint. It is a similar to
the copy scale, but in the some
different manner. We have a cube in the viewport. First, directly apply
and maintain volume. By default, y-axis is selected
and volume is set to 1 m. Now, if you scale on y-axis, the volume gradually reduce
and length increases. Now to understand it better, let's add a another cube. Then apply copies scale and set newly added Qb as a target. Then select the target cube
and scale in the y-axis. You can clearly see
the difference between the normal scale and
maintain volume. In volume, again,
three modes are given. Strict, uniform and single axis. So just copy the
main object thighs. Then at the same time, you can see the different
mode of the maintain volume. This is a simple example to
use the maintain volume, how topic object passes through a small cap and then back
to its original shape.
9. Limit Distance: Limit distance is the one of the interesting and
useful constraint. In the viewport to object
sphere and the cube. Selected cube. Then add a limit distance and select a spear at
the target object. Now, if you try to
move the main object, then it will move in the
limited distance only. That is the value mentioned in the limit distance
constraint 2.3. Now, this distance is counted from the center of
that target object. The origin of the main object. Limit distance,
allow this object to move in within the
diameter only. You can manually adjust
the distance value. Also. If we try to move
the target object, the main object also follow
at the provided distance. Now, limit distance how
three types, inside, outside and inside port, selected the target object and the main object can pass
through each other. And also the main object follows the target object. Outside mode. Selected the main
object to remain steady and only react
when the target object, that is its surface, and it cannot pass through
the target object. Surface mode selected. The object follows
the main object, and the main object
cannot be parsed inside the target object. Now, look at this example. It is created using
a limit distance, which killed this
cool animation. It is a simple, just add
a few queue in an array. Then select second queue
at limit distance, and select the first
object as the target. Set edition value to three. Similarly, select third object and second object at a target. And the distance value six. In this way, every next queue at a limit distance and increment
the distance by three. Finally, select
the first object. And when you move, it will do such a movement
in all the cubes.
10. Transformation : Up till now, we have
seen copy location, rotation, scale and others. There are certain limitation
in these constraints, such as if we want copy location to also affect
the rotation of the object. At the same time. It will not work. Only location to location and
scale to scale will work. Similarly. To combine the different
constraint function at once. Transformation is the
best constraint for the complicated and the mechanism
between the two objects. Let's see by the example. In the viewport, we
have two objects, first and second cube object. Now we wish that when it
moves backward or forward, at the same time, this will also rotate. This type of function is possible using
transformation constraint. First, select the wheel. Then at transformation
constraint. Just like all other
Kirsten here, also, we need to define
that target object. So select the cube as a target. Now, transformation
constrain how to function. First is mapped from second, map to map from referred to the target object and mapped
to refer to the main object. First, map from which is applied to the
target cube object. This menu has all functions
such as location, rotation, and scale option. Now, we want that location
should change on the x axis. I will set minus Phi, minimum and maximum ten, which means the Q will change its location between this value. Now the second map to apply
it to the main object field. Here also, the same option is available for transformation. I will choose rotation. R will rotate on that axis. So set a minimum to zero and maximum to 180 degree.
Back to viewport. Select the cube and
move on the x-axis. The cube is changing location, but v is not rotating. So look at the map two option. Here in the rotation tab. We have given rotation
value to Z axis. But here is one
more extra option. That is that source axis. Again, how x, y, and z axis to select
what is source axis. In the viewport. Target
object location changes on the x-axis. Also, we need that when an
object moves on the x-axis, the wheel must rotate
on the z-axis. X-axis is our source. Hence, in the source, hence in the zip source, X is select x. Finally, when you
move the object, we will rotate. One more thing. In the Location tab, we have specified minus Phi, minimum and maximum ten. So if you look at
closely at this point, object only rotate until
minus file location. After that, it will stop. Same 10-meter object
again, rotate. Within this range, both location and rotation
work at the same time. If you want the wheel to
rotate beyond this range, then Annabel, extra polluting. Now, the wheel is
free to rotate on the x-axis in the finite range. This is another
example how location, jane and rotation work with the same setting on
their transformation. Let's try to change the
source of the main object. Previously. We'll rotate when the
object moves on the x axis. Now we will change the object location on
the z-axis and then try to rotate the
V on the viewport, select the wheel in the
transformation costume. Go to map from here on
the z-axis, set -5.10. Now adopted on the z axis. Still, there is no
moment on the wheel. Because we need to
change the source axis. Look at the map function
in the rotation tab, change to z axis because our movement is on the z
axis of our main object. Now, when the main object
change its location on the z axis will
rotate perfectly. In this way, you can try a different axis to
modify the Eurozone.
11. Example: Let's see some simple example to use transformation
constraint. First, add nut and
bolt on the viewport, which are freely available in
the blender inbuilt add-on. We want such a movement
that a bold move up and down and not should we
rotate at the same time? First select the
bolt and keyframe, the change in
location, movement. Then select the nut and add
transformation constraint. Select Bold at the
target object. Now in the map from
the Location tab, we need the z axis location. First to get the minimum value. Select the bolt, and move
up till it reaches the nut. In the downside. From the Location tab, it show minus ten. Put the same value
in the minimum tap. Keep maximum value to zero. Then map to function on
the zed axis rotation. Keep any rotation
degree. I haven't. 620 degree for the fast rotation keeps source to the
red axis and done. Now, play the animation and
it will work as accepted. The next common and useful
example is rotation. This example show the mechanical
tradition of the veal, be the change in location. First, we have a wheel
on the viewport, thickened, add a empty queue. Then select the fill and empty. Apply pair object. Really spared with the Mt. Select the V and at
transformation constraint, select the empty tube
at the target object. The target and honor
to the local axis. Map from option is
the cube location, the location on the y-axis. So Q, any value to minimum
and maximum map to refer to the rotation of the field
will rotate on the x-axis. On the x-axis. So on the x-axis, maximum value to 360 and the
source change to the y-axis. Wheel is rotating with the
change in the location, but the rotation is
appearing unnatural. This is because of
incorrect location value. We need the circumference of the wheel for a carrot,
mechanical to tissue. Here is the
circumference formula. Here we need the radius of the wheel in the dimension
tap will diameter is shown. That is 2.4 divided by 2.1. 0.2 is our radius. Enter this value here and we get the circumference
valued at is say on point to just enter this value two on the y-axis in
the maximum TAP. Now finally, when
you move the empty, then the wheel rotates
in the perfect width. Once we have the
rotation on the wheel, then we can pair any
object on the wheel to get our require animation. Look.
12. Clamp to: Up till now, we have seen the
transformation constrained. In the constraints section is packing in tracking sub-menu
start with the clamp. Clamped too, is an
interesting function which is similar to the
follow curved path. For a division. We will
see how basic objects used to follow the curve and
desert in the animation. Simple follow path animation. To make this type of animation. Just add any object
at the center. Then add a circle, scale it, and reposition it. In edit mode, select any vertex, press Shift, and click
on cursor to select it. Then add any object. It will perfectly snap to
the vertex of the circle. Finally, select the object, Shift hold and
select the circle. Press Control P and click
on, Follow the Path. Now just click the space button. The object will start
following the circular path. We can control its
speed and keyframe the value from the current
property path animation. Second method, select the cube, go to the object property
relation option. Here, parent object. Select the circular curve
as the parent object. Now, the object and
the core are parented, but when you play the animation, it will not work. So select the curve, go to the curve property year. In the path animation, we can keyframe the
value and the same. It will work. Now
back to the topic. Clamp. Clamped too, is located in the constraint menu
into tracking leashed. In the viewport, we have
a Bezier curve and cube. So select the cube, go to Constrain menu
at clamped to option. Here in the target,
select this curve. After selecting
the target object, it will snap to the
girl instantly. Not a cube will not move automatically by
pressing space bar. We need to press the
G and move the mouse. Then it will follow the curve. In the clamp menu, x, y and z axes is given to select, just keep it in auto mode. Then finally, keyframe,
the location of the cube from first
to last tenth. Then press Space button
to play the animation. Then it will work as excepted. Know what is the difference
between the clamp to end the normal
follow path function? Here in the Viewport. Both example are given
first 20s created using the follow-up path option
in the object property. And second, by clamped too. In normal follow-up, what function object movement is affected by the
change in the curve. If you see it closely, you can easily notice the difference between the
movement of our object. And on the second example, clamped to function, the object move without
any distinction, does to plane movement along the path in the constraint
is follow path. A very good constrained
to use the object and allow it to
follow in the carpet. In the viewport, we have
a curve and the cube. Select the cube At
follow path constraint. Then select the
curve as the target. Now look at the
Follow the Path Menu. Click con animate path, and press space button. It will start an
emitted along the. Now the object is following the global exit
path of the curve. But when you click
on Follow curve, its position will change
to the local axis. And it followed perfectly with the curved direction
and its moment. Look at this forward axis. From here, you can change
the forward facing axis of the object with
reference to the curve x, y, and set clicking on any of this object will perfectly
line to the curve axis. Second is the curve radius, e.g. in edit mode, if you select any of the vertex of
the car and press S and scale the fence of the curve and then
enable the curve radius. You will notice that the
object also gets scaled at a particular point where we
applied the scale object. Object value decide
the initial position of the object on the curve. From wheat object
will start animating. You can define manually this offset value and position
the object on the curve. To start animating. Launched in the fall
apart is how to control the magnitude of the
object's following the path. In this question, I found it a little bit confusing
to adjust the speed. Let's see how you may find
some better way to handle it. So first select the car, then Open Graph Editor
in the new window. You will find a graph. Just look at the right site. Here, click on modifier. Just now, just focus on
two value coefficient, which is initially zero. And changing this value displays the object on the viewport
following the curve. Second, it's the x value. Default is one, which is
the speed of the object. If I set it to 0.5, then the speed of the
object reduced to half. In this way, by
adjusting the x value, you can increase or decrease
the speed of the object. I will suggest you must practice this graph section
because it might be difficult to explain each
details in this part.
13. Track to: To constrain in the viewport
when Q and the cone, we want that this code should target any access
to the cube only, which means any movement of
the cube location change or rotation cone should
track its moment. For this, we use the
track to constrain. So select the cone
added to constraint. Click on the queue
as a target object. Now, if you try
to move the cube, then the cone will track its
position in any direction. From the track axis, you can easily change the
axis of tracking x, y, and z up x's will make any of the x's constant
on the upside. And the other two will
be able to change. This type of constraint is very useful in
camera tracking. In the viewport, I have a cube rotating with reference
to the circular curve. Add a camera at the center. Selecting the camera, add
a track to constraint. Select the cube as the target. Then to the right axis, the facing to the cubed. Now, done when you
play the animation, that camera will continue to track the cube rotation moment. Adding track to constraint
to the camera is very useful for the free hand
movement of the camera, which will constantly focused on the object with the movement.
15. COMING SOON...: A detailed video
class coming soon, how this animation made using
constraint and keyframe. So stay connected.