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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

Reusing actions

Actions are an interesting type of data block. They store all the animation channels for an object; we’ve been making them since the start of this book, yet we’ve scarcely needed to think about them. Actions are created automatically, and there’s usually just one action per object for the whole animation. When we first keyed the location of Cube in Chapter 1, an action was automatically created called CubeAction. Thenceforth, every keyframe for every property belonging to Cube was stored in the aptly named CubeAction action, and that was that. Blender never prompted us about this. Why would we need it to?

The same goes for all the other animations we worked on, including animations of the character Rain. Every time we animated Rain in a new project, we created an action for her, thinking only of the keyframes in that action and never the action itself as a container of animation data. Sometimes, however, there are actions-qua-actions we do want...

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