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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

When we imported the audio into our scene and played it initially, Rain just stood there motionless while words came out of someone else’s mouth. Now, after a lot of work, we can say Rain is the one speaking those lines! It’s not unlike making a puppet seem to speak. Even though we’re the ones pulling all the strings, there’s a giddy satisfaction for animators in letting ourselves be fooled by our own work.

Imagine how hard it would have been to do this animation without a voiceover to work with; how hard it would be to have to animate Rain mouthing out the same lines in silence. Later, a voice actor would have to watch what you made and synchronize their performance with your work instead of the other way around. This process is called dubbing and was employed in a lot of early animations, but in my opinion, it never looks quite right. Always get the audio first, if you can.

As a bonus for completing this exercise, we now have two complementary...

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