In this tutorial I will take you through the process of MODELLING, RIGGING and ANIMATING a tentacle in Blender!
TIME STAMPS
2:10 Modelling the Tentacle
14:59 Using the Subdivision Surface Modifier
15:24 Sculpting Organic Tentacle Details
18:32 Rigging the Tentacle
23:44 Forward vs Inverse Kinematics
26:26 Smoothing out the Spine Movement (Bone Subdivision)
28:45 Using F-Curve Modifiers
Be sure to watch my BEGINNER Blender series before doing this tutorial: https://www.youtube.com/watch?v=d5luANNKuEc&list=PLs2aOcA-EaLNX5j2yxVQhEBpFgD3zDR9P
Check out Inventimark Blender Tentacle Tutorial
https://www.youtube.com/watch?v=pCRM2MndcJg
First, we will look at modelling the tentacle using Bezier Curves and the Bevel options. We will taper the bevelled curve using a Taper Curve and then convert it to a polygonal mesh.
Then we will add some organic details to the tentacle using the Subdivision Surface modifier and the Sculpting tools in Blender.
Next, we will add an armature, a rig to our tentacle. Once we bind the mesh to the rig, we can move our tentacle by moving the bones of our rig. I will show you the difference between Forward and Inverse Kinemetics and set up an Inverse Kimemetics constraint.
Finally, we will look at animating the tentacle with a simple Empty target for our tentacle to reach for. Rather than using manual keyframes though, we will add some animations using F-Curve modifiers in the Graph editor.
All comments and feedback welcome :)
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TIME STAMPS
2:10 Modelling the Tentacle
14:59 Using the Subdivision Surface Modifier
15:24 Sculpting Organic Tentacle Details
18:32 Rigging the Tentacle
23:44 Forward vs Inverse Kinematics
26:26 Smoothing out the Spine Movement (Bone Subdivision)
28:45 Using F-Curve Modifiers
Be sure to watch my BEGINNER Blender series before doing this tutorial: https://www.youtube.com/watch?v=d5luANNKuEc&list=PLs2aOcA-EaLNX5j2yxVQhEBpFgD3zDR9P
Check out Inventimark Blender Tentacle Tutorial
https://www.youtube.com/watch?v=pCRM2MndcJg
First, we will look at modelling the tentacle using Bezier Curves and the Bevel options. We will taper the bevelled curve using a Taper Curve and then convert it to a polygonal mesh.
Then we will add some organic details to the tentacle using the Subdivision Surface modifier and the Sculpting tools in Blender.
Next, we will add an armature, a rig to our tentacle. Once we bind the mesh to the rig, we can move our tentacle by moving the bones of our rig. I will show you the difference between Forward and Inverse Kinemetics and set up an Inverse Kimemetics constraint.
Finally, we will look at animating the tentacle with a simple Empty target for our tentacle to reach for. Rather than using manual keyframes though, we will add some animations using F-Curve modifiers in the Graph editor.
All comments and feedback welcome :)
-----------------------------------------------
LIKE TO SUPPORT ME? (Affiliate Links :)
-----------------------------------------------
PATREON - https://www.patreon.com/surfacedstudio
MERCH - https://www.redbubble.com/people/surfacedstudio/shop
MY GEAR - https://www.amazon.com/shop/surface dstudio
ADOBE CREATIVE CLOUD - http://bit.ly/2sjvyaA
HITFILM - http://bit.ly/2steXRz
-----------------------------------------------
FOLLOW ME
-----------------------------------------------
WEBSITE - https://www.surfacedstudio.com
YOUTUBE - https://www.youtube.com/surfacedstudio
FACEBOOK - https://www.facebook.com/surfacedstudio
TWITTER - https://www.twitter.com/surfacedstudio
INSTAGRAM - https://www.instagram.com/surfacedstudio
GOOGLE PLUS - http://plus.google.com/+SurfacedStudio
Video & Music - Copyright © 2018 Surfaced Studio
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