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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

Going further into animating this character

Animation can make seconds feel like days. During the frames when Rain holds her poses—not the intervals of movement between our key poses, but the long gray intervals between those intervals—Rain’s body is statuesque. Our animation is still a simple sequence of discrete, whole-character poses, with each one encoded in a column of keyframes. As such, Rain’s resulting motion is not yet very good, but we’ll keep chipping away at it like a sculptor to stone. As we give form to our work, we’ll get to witness Rain becoming all the more life-like.

Our next phase involves keying particular bones rather than the whole character all at once; carrying out the poses that require more attention as to how they relate to the poses that come before and after. This middle phase of animation is more detailed than blocking-out, but we’re far from anything we’d call detailing. Some might call it the...

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