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Realizing 3D Animation in Blender

Realizing 3D Animation in Blender

By : Sam Brubaker
5 (8)
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Realizing 3D Animation in Blender

Realizing 3D Animation in Blender

5 (8)
By: Sam Brubaker

Overview of this book

Completely free and open source, Blender, with its supportive community and powerful feature set, is an indispensable tool for creating 3D animations. However, learning the software can be a challenge given the complexity of its interface and the intricacies of animation theory. If you want to venture into 3D animation but don’t know where to start, Realizing 3D Animation in Blender is for you. Adopting a practical approach, this guide simplifies the theory of 3D animation and the many animation workflows specific to Blender. Through detailed exercises and a sharp focus on the animation process, this book equips you with everything you need to set out on your path to becoming a 3D animator. It’s much more than just an introduction; this book covers complex concepts such as F-Curve modifiers, rigid-body physics simulation, and animating with multiple cameras, presented in an easy-to-follow manner to avoid common pitfalls encountered by novice animators. By the end of this Blender 3D animation book, you’ll have gained the knowledge, experience, and inspiration to start creating impressive 3D animations on your own.
Table of Contents (20 chapters)
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1
Part 1: Introduction to Blender and the Fundamentals of Animation
7
Part 2: Character Animation
13
Part 3: Advanced Tools and Techniques

Summary

I hope this exercise went smoothly for you. In the wild, you may create your own cycles – crawl cycles, run cycles, bicycle cycles, and so on – for many different characters in all kinds of scenarios, and your process may differ quite a bit from this one.

No matter how different your own “_____cycles” will be, though, there’s one consistent rule you can take away from this lesson: figure out which bones don’t come back, that is, which bones have location values that will approach infinity as the cycle repeats. Once you figure that out, focus solely on those specific animation channels. After doing the hard part first, everything else will fall into place...

...unless it doesn’t. Your own attempts, like mine, will be fraught with mistakes and revisions. You’ll have to guess your own “magic numbers” for the stride length and period, then realize later they need changing. This doesn’t make you a...

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