MODELLING, RIGGING & ANIMATING a Tentacle in Blender | Tutorial

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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

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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