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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

Summary

By displaying all our animated properties as line graphs, the Graph Editor exposes the truth about 3D animation – it’s all just a bunch of numbers. All the parameters in your scene and all the properties of every 3D object – they’re all numbers that change over time. You make some numbers be one thing on one frame, and then you make those same numbers be something else on another frame. Keep going until it doesn’t look terrible.

That’s it. That’s 3D animation. The end.

Well, maybe not exactly. We still have a whole book to fill on all those wonderful numbers, what they are, why we need them, where to find them, and how to make them do exactly what we want.

We’ve only just scratched the surface of what can be done with the Graph Editor. Those Bezier keyframes you saw, for instance... what might those be good for? Read on to see how we can directly sculpt the F-curves in our animations!

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