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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

Because they were so numerous, the keyframes we worked with in this exercise needed to be viewed in the Dope Sheet, where they took on a completely different appearance than in the Graph Editor. Moreover, while learning this new tool, we still had to simultaneously grapple with all the peculiarities of posing and keying the bones in a complex character rig. This might give someone the notion that character animation is an essentially different process from, say, cube animation, but this is an illusion. Keyframes are still keyframes, and bones are just weird little objects that pull on invisible puppet strings.

Another illusion I hope you won’t fall for is to think that this exercise was a formal protocol for character animation instead of a crash course on the Dope Sheet and a handful of operators specific to pose bones. There are no hard rules in this chapter, only guidelines. Every character animation (and character) that you work on will be different and present...

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