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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

Basic Character Animation

This is an animation book, and it’s been two whole chapters since we inserted any keyframes! It’s time to get back to work and animate this character we’ve spent so long learning how to pose.

If you know how to animate objects and how to pose a character, you pretty much already know how to animate a character as well. In pose mode, armature bones have the same keyable properties as objects (Location, Rotation, and Scale), and we will use the same methods for keying those properties as before.

Character animation isn’t without its challenges, though! Our main challenges are two-fold: Firstly, our characters will look extra bad if animated poorly. Unconsciously, we know how people’s bodies ought to move; the eye is a harsh judge of things it has seen a thousand times before.

Our second, more immediate challenge is that characters have a lot of bones. Was that not made clear in the previous chapter? Yes, characters...

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