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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

Where to find F-curve modifiers

For this exercise, we’ll animate everything in this scene using only F-curve modifiers. I wish I could say we didn’t need any keyframes at all, but we need some F-curves to work with if we are to modify them, and to create those F-curves, we need to insert at least one keyframe for each of them. On which frame? It doesn’t really matter! Once we create F-curves, the modifiers can take over and do the rest of the work.

Our first task is to animate the second hand of the clock, followed by its pendulum. When animated, these two objects will both rotate on the Y axis.

Let’s begin by creating the F-curves for that and accessing them:

  1. Insert rotation keyframes for the objects Second Hand and Pendulum.
  2. Bring up the F-curves for these objects in the Graph Editor.
  3. Hide or delete all but the Y Euler Rotation F-curves.

Tip

You can insert keyframes for just one transform axis at a time by right-clicking...

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