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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

Releasing the ball

Some relationships weren’t meant to last. It’s time for Rain to let go, and for the ball to move on! First, we’ll animate a throwing motion for Rain, followed by the ball leaving Rain’s hand as she opens her fingers.

Among other things, this requires that we apply (and key) the effect of constraints on a few things.

Animating a throwing/tossing motion

Okay, so here’s the thing: to animate the ball leaving Rain’s hand, we need to determine where it will be in global space at the moment when she releases it:

  • To do that, we need to animate Rain’s arm throwing it.
  • To do that, we need to transition from using IK instead of FK for the right arm by keying the FK/IK Switch property for the right arm.
  • To do that, we have to key the visual rotation of the FK bones so that when we switch to them, the arm doesn’t go like this:
Figure 10.21: FK bones for the right arm, still in their original pose

Figure 10.21: FK bones for the right arm...

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