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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

Camera overrides

Knowing what the active camera does and how to change it is not the whole story. What if we want to view or render the scene with something other than the active camera? There are reasons for and methods of doing so.

Viewing with a local camera

When we play the animation in Camera View, the played-back animation faithfully switches cameras where it ought to, so we get an idea of how the rendered animation will look in realtime. Depending on the circumstances though, this camera switching might not be what we want to see all the time. Say we’ve got a camera that is not active, but we want to review a part of the animation through that camera anyway. Or maybe we need to look through that camera in order to figure out exactly when we ought to switch to it.

In such cases, you can always make a camera the local camera. To set up a camera as such for a given viewport, open up the right-hand sidebar (N) of the 3D Viewport and go to View | View | Local Camera...

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