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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

Questions

  1. If the first pose of our walk cycle is keyed on frame 0, why should our playback range not also begin at frame 0?
  2. What makes the number 24 so important?
  3. In a normal walk cycle, why would we choose to use FK bones for the arms and IK bones for the feet? Can you think of animations for which the reverse would be needed?
  4. What makes the Y Location F-curves so special for those first three bones we keyed?
  5. What determines the period of an F-curve?
  6. Most F-curves in our walk cycle needed a period of 24 frames, but at least one had a period of 12 frames. Which one, and why?
  7. After pasting keyframes to the bones of the right foot, you moved them 12 frames left or right in the animation editor. Why did the direction not matter in this case?
  8. In some other character rigs, the IK feet have an additional function called “toe roll”. What would you guess this does?
  9. What makes a walking character like a unicycle?

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