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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

Rigid Body Physics

I’ve spent quite a bit of this book talking about physics – how the objects in our world tend to fall and bounce off of one another. This informs how the objects in our animations ought to behave as well, but as animators, we usually key this behavior deliberately. The ball in Chapter 2 might look as though it’s governed by the laws of physics, but we did all the work to make it look like that – we were the ones in control. But what if we don’t want to be in control? What if our aim were chaos and destruction?

What if, for instance, a character were to flip over a table, or smash through a brick wall? Using conventional techniques, this would require animating a great many things with great effort, but if we don’t particularly care where the objects on the table or the bricks in the wall end up, we can simply let the program do the work for us.

Rigid Body Physics is a feature that simulates the physics of rigid bodies...

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