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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

Questions

  1. In what sense is Bezier a mode of interpolation?
  2. What property do Bezier keyframes have instead of an easing type?
  3. What do Bezier handles do to the F-curve?
  4. When might it be useful to use Vector handles?
  5. Why can’t we make an F-curve go in a loop? What would happen if it did?
  6. Are Free handles free to move by themselves, or free to be moved by the user? Whose definition of freedom is this? Are you free?
  7. Fill in the blank: slope is to velocity as bend is to _____.
  8. What is the difference between an x-intercept, a peak, and a point of inflection? How are they similar?
  9. In the last section, we scaled up the X Euler Rotation F-curve of Wheel by 3.33 on the Graph Editor’s Y axis. Where did that number come from? Hint: search for its reciprocal.
  10. What would happen to the animation if we scaled an F-curve on the Graph Editor’s X axis?

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