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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

Posing an armature

Like the objects we animated in previous chapters, the bones in an armature all have location, rotation, and scale properties. Transforming one or more bones directly is called posing, the first step in character animation. Together, the given positions of the bones in an armature at a single point in time are referred to as a pose. As we animate Rain in later chapters, we’ll put her in one pose, key the properties of those bones we just posed, then move on to the next pose at another frame, key the properties for those bones, and so on.

That’s character animation. It’s not all that different from animating objects! This time though, our objects are bones, there are hundreds of them, and they’re connected in a complex system that may not seem intuitive at first. Easy, right? Maybe not. Before animating Rain, we’d better spend a section or two just on how to pose her.

Our first exercise will take Rain from a T pose to an idle...

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