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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

Layering actions

In the previous exercises for Chapters 8 and 9, we animated two things: Rain walking, and Rain talking. Working on these two exercises created two actions, one of which we’ve appended already. Our objective is to append the second action and combine it with the first one so that Rain walks and talks in one shot. This scenario is not uncommon in larger productions; for instance, two animators on a team might work separately on different actions for one character before a third animator combines them. Or, in the case of video game production, a character needs a whole library of pre-made actions (running, jumping, shooting, and so on) that must be tested in combination or tight sequence.

How do we combine two actions? The obvious solution is to copy/paste the keyframes from one action to the other, creating one big mega action. Often, this is unavoidable, but it’s also destructive and inflexible. What if we expect to change or offset one of the actions...

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