Self-Animating Robot Spider - Geometry Nodes Blender 3.0 Beginner Tutorial

Self-Animating Robot Spider - Geometry Nodes Blender 3.0 Beginner Tutorial

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Language: English

Type: Robot

Number of phrases: 843

Number of words: 5859

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00:00
hello and welcome to another exciting blender tutorial today we're going to use geometry nodes to make a creepy robot spider that walks on its own let's do it [Music] all right so what we're going to do is we're going to be creating this little robot a little robot spider and we're going to use geometry nodes to create the legs and the legs to be kind of moving as it moves that's the idea at least so let's go and get started i'm going to hit a to select all next delete and uh first we're going to model the robot uh central piece and then we're going to do the geometry node legs okay so let's go
00:33
shift a and let's create a uv sphere why not scale this up a little bit with s and then s z to scale it down and then s x i want to kind of make it a little bit of an oval i think let's go into edit mode and let's look at this thing from the side and i'm going to go into transparent mode this allows me to select vertexes on both sides so you can see actually it's not a good example let me do it like this uh b to box select i'll select that one right you think i've just selected one but no i've selected two two for the price of one on both sides
01:04
whereas if this is off uh you do that you're just going to select one so let's take this and i'm gonna grab all of these and i'm going to next delete i'm going to leave this vertex and i'm going to hit alt and click that to grab that whole loop and i'm going to here let's see i want to turn off uh shade smooth i'm going to eat extrude s to scale it extrude grab said bring this down i don't really know what this is gonna look like but we'll figure it out uh let's see e to extrude s to scale e
01:35
to extrude gramp z e scale just kind of making some detail just some like shape to this thing uh maybe scale this one in a bit e grab said bring this down scale this in a bit uh actually i might go up like that e scale e grip said e scale e scale alright grab sorry not scale um e
02:06
scale down like that e grab said e graph and scale this one out c e grabs it i don't know where i'm going with this uh okay and scale and grab z e scale grab z and scale that in as well and e and scale and e and up and then let's screw to fill grid fill so um f3 right hit the f3 key and then type in grid fill and that will get you the grid fold f3 is great for searching for things if you don't
02:38
know where they are that'll just fill that up for us all right this is a thing uh i'm going to right click shade smooth and i'm going to come over here this green tab and i'm going to come to normals and i'm going to take auto smooth i think maybe we need to grab this no not that let's um let's go to edit edge mode and i'm going to grab this one this one this one this one this one not this one this one this one this one so and there we go i want this straight straight across not that not that to
03:08
come out beta box select shift deselect all right so i'll grab this all the way down as well let's see if this works i'm going to do control b to bevel is this going to work or is this going to break everything ah it works good all right i was just curious what was going to do here right at the center uh all right and then i'm going to e and grab said pull that up a touch not much but just a little bit and also scale y just so it pops out along the side too maybe scales it and there may be like some kind of like front area console thing like let's let's grab some faces here
03:41
um i want to turn on proportional editing for this bit and i'm going to scale x roll my mouse wheel right i'm going to kind of flatten out this front area there we go that's kind of cool i do the opposite with this like what if we scale x but then like grab x as well that's kind of cool all right let's maybe grab this set of faces like so and let's inset these so i to inset bring that in e to extrude and then uh turn off portion i think grab x bring it in i'm gonna scale x to zero to flatten it
04:12
and then i'm gonna inset bring that in grab x just a little bit maybe inset one more time grab x bring that in something like this like that that's kind of cool we're just coming up with stuff as we go the little ones inside is great for just kind of punching these little holes uh can we to sphere this let's go f3 and type in two sphere and then if you just move your mouse it's going to try and turn that into a circular shape which it did i'm just going to delete that center vertex so we just have this hole here
04:50
hold down alt click that loop and then i'm going to hit e to extrude and grab y zed and then e scale and then e and i'm going to turn on my widget for controls i'm going to switch it off global to normal and you can see the normal points the direction that the faces are pointing so now my little widget is pointing out so i can easily grab that up but it's not quite in the angle that i needs to be just a little bit
05:20
different e again scale and then i'm going to grid fill that secret fills just great for closing holes this school this might be good enough let's go ahead and throw on the subdivision surface modifier under this so go here to modifiers under the wrench tab modifier subdivision surface this will increase the geometry and smooth everything else you can see we lose a lot of detail i want this uh this thing right here to kind of be a hard edge so i'm going to select that and then hit ctrl b to bevel and then and we'll grab this guy hold down alt that
05:50
loop i'll hit ctrl b to bubble here and just drag shift all right looks pretty good let's do some creepy spider eyes right in here [Music] um so i'm gonna just go into edit mode grab these two faces shift s cursor to select it that'll put my 3d cursor right on the surface there now i can use shift a and i can grab an isosphere and it'll just appear right on it right click shade smooth for that guy all right what i might do is just look at this from the front perspective and that will just keep them all in the
06:22
same plane and i'm just going to kind of randomly do some scaled creepy uh spider eye things trying to keep a nice little balanced composition now i can select all these and i can control j to join that'll make them all one object just to make it a bit easier to manage and i can also create a new material called this eyes we can go ahead and give this uh maybe like a bit of a glowing red color so i'll come down to emission mission stands for emitting light so i can just turn that up set the strength to
06:52
um and this outer shell i will create spider casing there we go and we're gonna give this like a dark color make it metallic and turn the specular up a little bit and bring the roughness down all right now if i do a light here this goes shift a sun lamp just rotate this off and then let's go ahead and turn on rendered view we're going to turn any occlusion bloom and screen space reflections under the render tab in eevee all right i'm gonna name these spider spider body spider eyes okay let's figure out these legs so um i'm gonna
07:24
come over here and i'm gonna do this kind of just one side at a time um and i'm going to create a bit of a leg first so let's grab a cylinder let's move it up here for now scale this up right click shade smooth uh and let's go into edit mode and let's grab this face we're just going to make like kind of one joint of the leg okay um so i'm gonna bring this down bring this up a bit ctrl r to create a loop cut and then i'm gonna hold down alt and
07:56
grab all these faces with face mode hit e to extrude and s to scale but shift z that will scale on everything except for the zen and maybe another loop cut and select this loop of faces e scale shift z just kind of creating these kinds of things i'm going to come in and also do the auto smooth again with this it'll give me that hard edge when the angle gets greater than 30 degrees it gives you that nice hard edge whereas when it's less than 30 it'll smooth it out that's what's going on there let's e to extrude this and bring this out
08:27
and bring that up just some random bits it'll be to bevel those and then eat and scale grab a little set of these and inset them and then grab the x after extruding kind of randomly grabbing stuff here looks pretty good you can give it the same material we need to make it a bit longer let's go ahead and we'll position this one in place that's a good idea let's switch up here in the render tab come up to viewport shading and tick world off that'll give us an hdri which will give us some this kind of
09:03
space like an image texture that goes in the world around us and so it's reflected by everything so it really helps things like reflections actually show up now this won't actually be in our render but all right let's see i need to make all this a bit longer so i'm going to switch to normal so we can pull that out along the normal um i might hit e to extrude and grab this out let's just move this thing up and along so we could have it maybe sticking out of the side but i think it's going to make the most sense maybe
09:33
actually underneath it that could be good yeah i think that works do it underneath here we can come up with maybe some kind of like connection point along that might make it a little bit longer all right so we're going to plan with our leg now we need to use the create the geometry node system in order to have this thing walk around as it moves okay so we're going to take this leg object right here and we're going to create a new collection we're just going to drop it into it and then i'm going to turn that collection off i'll just drag that into my scene just so it's out of the way now i'm going to grab my um my robot
10:03
and i need to think about where i want the legs to actually appear and i think i'm going to put one here one about there there and there but i'm just going to focus on one we're going to build this as one leg and then we'll duplicate it around this object okay so i'm just gonna i'm gonna make it off this one point so i'm gonna shift d to duplicate that one vertex now you can see i've got a separate vertex that's all its own hit p to separate you can also find if you go f3 and type separate here forget a hotkey
10:34
and we want to go p separate by selection and that will give us a new object here that is just one vertex okay i'm going to call this leg base now i'm going to go over to my geometry notes tab and i'm going to click new to create a new geometry notice object and i'm going to go ahead and name this spider legs all right so we have one vertex what are we going to do with one vertex we are going to instance our leg object in this position this vertex is going to serve as sort of the base position for our leg okay
11:05
so i'm going to come over here and i'm going to go shift a and i'm going to get the instance instances on point node and we're going to drop this right here and then we're going to grab an object so i'm going to grab the object info node and we are going to grab the spider leg there it is the leg and we'll take this geometry and we'll plug it into here and there it is now there's a couple things about this you'll take you'll note so it's not quite the right shape it might be more squares washed
11:37
for you so for two things you need to do to make sure it looks correct is first i'll turn this collection back on you need to make sure that your scale is set to 1 1 1 on this leg remember we scaled and moved it around so you need to go f3 and type apply and right through that first one is scale you're going to apply the scale that'll set the scale to 1 1 and 1. but then you also need to do it to the spider object here the leg base because you can see with the leg base we also have some weird scales because we were scaling our spider remember so i'm going to go f3 apply scale and bam there you go now
12:09
it's going to look correct okay the first thing i want to do is get this into a correct position put hide that collection again so i'm going to go here grab my link base and first we're going to move this thing up because right now we want to do is we're going to be able to rotate it from this point down here and right now the origin of this object is right at that point so that that little vertex that we set is this is where i want you to instance this this leg that's the origin point of this this piece of our geometry this instance so if we rotate it's going to rotate around that so you can see
12:39
right here it's rotating around that point where we created it so i need to move it up so the base of this is where that point is so now we'll rotate like an articulating leg so i'm going to grab a transform node i'll drop it here and we're just going to move this thing up until it's positioned roughly in the right spot now we can test that and just have a look and i think that looks pretty good now what we want to do is um we want to create the the next bit so the bit that's up here the um the articulating joint so let me go ahead and um i will
13:10
rotate i want to create another transfer node actually i'll drop it here i'll zero out that position and i'm going to rotate on the x okay the reason i'm using a separate one and not this one is because this one will rotate as if it's still got its origin in that middle so if you see if i wrote it here i'm getting it's rotating from that center point so the idea is use first transform node to offset it so it's moved now so that the base of the object is right at the same point as that for text where we instance it now we make a new transform node and it's going to apply new transforms based
13:41
on the previous transforms so that's why it's now rotating from that base point as opposed to from the original origin point i hope that makes sense it's a little confusing but play around with it you'll you'll get the hang of it okay so i'm just going to kind of position this up sort of in a rough angle that i like now we need to make another one and we need to have it come down we'll use the same object and we want to do the same thing we're going to offset it first so that it articulates from the base so we can actually use this node here so it's already offset for us and then what we want to do is we want to position it so it's right off at the tip grab this
14:12
shift d to duplicate bring this one down here and i'll plug this one into here i'll zero it out and i'll go ahead and create a join geometry node and i'll drop this right here and i'll plug this one into here now you can see we've got two right so we've taken this we've turned it into two and we've joined them back together now i'm going to position this on the y i'm just going to line this thing up so that the base is right at the tip now you can see we can rotate this one it will rotate around that point and you'll notice that
14:43
this one right here of course this this rotation that we've done here happens after we've piped this down here so this will actually disconnect them but that's okay what we're going to do is we're going to just add in one more transform node we'll zero this all out if you click and drag down you can enter a value into all of them at once just drop this here and now this one can be our rotation for this whole thing so let's go ahead and get this into a good angle so that it feels kind of like a good base position so i'll just rotate this one so that it's maybe standing now the next thing
15:15
we want to do is we want to separate these out uh so that it's really easy to see which one is the rotation controls that we need to work with so i'm going to create a value node and i'm going to label this value node so i'm going to come over here to node and label and i'm going to take type the base leg rotation and i'll shift d to duplicate grab the center here and i'll call this one the second leg rotation now we need to turn this gray thing into a vector that's what the purple node stands for here and we also we need to make sure now we just want to be affecting just the x rotation
15:45
not the y and the z so in order to make that work we need to grab a combine xyz node drop this down here so now we can take the um this runs this is the tip so we can do the second leg rotation grab that to the x so this will now control the x rotation and i can grab this and plug it in here now i can hold down shift and just find a spot where that looks right and then the base leg we can shifty that combined drop this here as well and this one we can plug in
16:15
over here here so now we've got this control so both of these controls are the most important controls all of these we can just disable not disabled but just minimize so they're out of the way and we're not having to think about just take care of simplifying things so that it's easy for us to get a hold of what's going on okay so we've created this bit of geometry by taking this leg that we've modeled duplicating it getting in the right position so it articulates and then we're feeding it in here to the points to instance node which takes the all the
16:47
vertexes so we have a bunch of vertexes you would put one of these in every single one of those we could have hundreds of these legs but we're keeping them separate for a specific reason which we'll get to in a bit okay great looking good let's create some kind of little joint here that we can have on the articulating end we can use the same uh same thing for it but we need to be careful with how it's set up so that it rotates correctly so let's see um i'm gonna grab a transform node i'll drop this here and
17:18
i'll take this geometry and i'll plug it into here as well and i'm just focusing in on it by just coming over here and i'm going to actually hide the spider body so i can just see exactly what we're working with all right so this one what i'm going to do is i'm going to scale it down at the zed by to 0.08 i guess and then i'm going to scale this up a little bit just kind of making like a little plate kind of thing and then i'm going to grab a join geometry node and i'll drop this here and i will duplicate this
17:48
transform node plug it in here but this time what we're going to do is we are going to rotate it let's see on the y 90 180 degrees so i've got it on both and i might drop it on the z as well so that it's like that all right so i've got my joint thing i might grab one more of these and end up using a lot of these guys just zeroing it all out
18:20
grab this one here and uh up scales made that zero oops and then i'll just bring it back up a little bit so the origin point is kind of roughly in the middle in fact i should just duplicate i went down 0.28 so i'm going to go up positive 0.28 oh no not all the way up i can divide that by two i think you can do math operations directly inside these input boxes good that sits the origin in the right spot and that's in the right position now i want to stick this thing uh right
18:52
up on the tip of my my legs so uh let's i'm gonna include it in this join geometry node that we have already so i'm gonna bring it here pipe it in and i will grab another transform node and this one i will use to position this in the right spot so come over here go up 90 degrees and 90 degrees on the side and then just line this thing up and bring it down nice i feel like it needs to be a little bit bigger because
19:25
it's intersecting a touch there so i should come back to this and just move that out maybe to negative point three and then i'll take this one which is the offset and go uh 0.5 just to set it back okay we can probably have one more right down here at the base as well so why not let's uh let's do that so before we get let's see this one just gonna do that one just offsets it this is the one that puts it in the
19:55
right spot so i might just grab this one here grab another join grab a transformer node drop it here and this one i'll rotate 90 and 90 like that but this one i'm gonna go a bit smaller with the x and the y excellent all right this looks pretty cool i can minimize all that bring that over here so we've got our joints and then we've got our legs let's turn the body back on the eyes back let's go ahead and parent stuff up i'm going to take these eyes and then shift click the body and ctrl p
20:26
to parent same with the leg control p to turn now what i'm going to do is i'm going to go ahead and duplicate this so shift d to duplicate and grab x and i'm just going to position a couple of these guys just like so i might bring these guys down just a touch all right cool so the next thing we need to do is um let's go ahead and even we're going to do this again i'm going to take all these guys and we're going to shift d to duplicate and then we're going to scale y negative 1. and we'll just flip them
20:57
around to the other side all right so we've got all of our our legs for this guy now we need them to be able to move when we move this guy around okay so let's click the first one now these are all using the same geometry node system so it's all going to be around here with the base leg and base root now what i've found for the easiest thing to do with this is to create an empty okay so we're going to shift a and we're going to create an empty and we'll just stick this at the origin of our scene set it anywhere really um i might move
21:27
it back a bit so we can see it and i'm going to clean this leg and we're going to bring it in so i'm going to go object info and we're going to grab that empty uh which one does it empty o2 okay so what we want to do is we need to move these guys up and down based on where they are in the scene relative to something else i originally tried doing this with the spider body itself but um you can get kind of things where like the motion kind of cancels out because it's relative to the legs so i'm finding it works a little bit better if you have like a separate
21:58
object that way you're always changing your position relative to that object there might be a way of doing it with just the world origin but i'm not sure exactly how to do that so if anyone knows how to do that leave me let me know in the comments below so we need a couple things we need these the leg spaces to go up and down continually right as it moves now if you know anything about math the best way to do that is with the sine or cosine function what that does is it takes any number pumps it in and it sticks out a value that's between negative one and one and it's going to be this this this
22:28
curvy line and the rate of change is based on the the number that you plug into it here we're gonna do we're gonna go for a math note drop this here we're also gonna grab a uh separate xyz and we're gonna take the location of this empty and we're going to separate out its x y and z components now we're going to do is we're going to take the x component and we're going to drop it in here we're going to grab a sine function okay
22:58
and now we grab a map range node and this is where we can change this sine value which is going to go between negative one to positive one it's gonna go back and forth between those we can take this so we're gonna have a minimum of negative one to a maximum of positive ones where it's going so that's the range that this thing's gonna be traveling in and we wanna convert those two you know the floor in that ceiling two values that make sense the rotations of this leg so i'm going to take my base leg and i'm just going to find a good rotation point i think this is the best one for
23:31
this point so 0.16 so i'll pick this are we going to go negative with yeah we're gonna go negative so i'll take the maximum and i'll say 0.16 and then i'm going to drag this down until i find kind of a position that i like for the secondary position which maybe maybe like this see how that looks so i can copy this and paste that in the two minimum so you can see it's going to convert negative 1 to positive 1 it's going to convert those to this range negative 0.35 2.6 now i can just replace
24:02
this so i can plug this in here okay so now what's happening if i grab this thing on the x nothing happens why okay well first off uh we need to get the so switches to relative okay so this is going to be relative to the position of these guys now if i grab this you can see that they're going to be moving you see that that sine wave see how it's functioning as this value as the x value changes right it's plugging in that value to
24:34
that function which then outputs a different value between negative one and one on a constant rate well based on the rate of uh change along the the x and even we get a bit of rotation change which is cool because you know we're changing our position relative to that on the x when we rotate but when we go on the y nothing's happening right we want this thing to be able to go back and forth you know like a little crab so we should also incorporate the y position into all this so i'm going to we're going to do is we're going to grab
25:04
a math node and we'll take the y value and we're going to add it to the x value right so both these guys are added together and then we're going to plug it into the sun but this of course will work right so if i move around you can see on the x or the y they're working but you notice if i go in certain directions i'm getting some weird stuff where they're not really moving and that's because we're moving positive x negative y and so by adding these together it's actually kind of canceling out so i
25:34
think something to really help with that is to first make all these like both these positive no matter what so if i grab an ath node grab here we can use the absolute function which just makes it makes it positive if it's negative and we adhere so now they're always going to be positive even if we're going in a negative x or negative y direction and that means that the behavior will be pretty consistent now across all of it and what's cool about this is by adding these together i can rotate and i'm constantly getting a change of motion very creepy
26:07
gotta make that sound when you do it all right so the last thing is we can take uh this in bit here and we can articulate this as well a little bit using the same system but just using a different map range in it so i can shifty duplicate this bring this down and so for this one let's see when we're up we want to have this kind of going in i think so i might copy that and i'm going to paste that here i'll paste it in both i'm not sure which one's the correct side to put this in
26:37
and when we go down i want to kind of go out maybe to here so we'll try this so i did the negative 2 so the y value i put this in the max to 2 max and then the negative 3.4 i put the two min i'll take the sign function plug it in here and then i'll take the result plug it into here just get rid of that for now and it doesn't look quite right so i might flip these guys all right i like that i went with a negative three in the min and negative 2.8 in the max thanks so much for watching this
27:08
exciting tutorial hope you really enjoyed it and learned a lot about what you can do with geometry nodes and how you can use it to help to supplement your modeling and animation to do really cool stuff so don't forget to hit the like button if you enjoyed this video and subscribe to the channel if you want to find out when i publish a new video just ring the bell for notifications also consider joining the channel here on youtube it's a great way to support the work that i'm doing or you can head over to patreon and you can join there if you join in the second tier this month you'll be able to get this project file itself so have a look at that if you're interested there's tons of extra content there including all the live
27:40
streams so this was recorded as a two hour live stream that you can watch and it's been edited down to this 30 minute tutorial that you've got today so if you like watching me make books day mistakes and explore and kind of come up with random stuff and abandon ideas that's the place to catch all those uh those all that content you can get that on patreon or on youtube if you join here as well so thanks so much for watching i'll catch you in the next tutorial until then have a fantastic week i'll see you later bye [Music]

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