Sign In Start Free Trial
Account

Add to playlist

Create a Playlist

Modal Close icon
You need to login to use this feature.
  • Book Overview & Buying Taking Blender to the Next Level
  • Table Of Contents Toc
  • Feedback & Rating feedback
Taking Blender to the Next Level

Taking Blender to the Next Level

By : Ruan Lotter
4.6 (5)
close
close
Taking Blender to the Next Level

Taking Blender to the Next Level

4.6 (5)
By: Ruan Lotter

Overview of this book

If you're ready to start exploring the more advanced workflows and processes in Blender to create intricate 3D models, then Taking Blender to the Next Level is for you. This book focuses on a few different VFX-related workflows such as geometry nodes, organic modeling, 3D camera tracking, photogrammetry, sculpting, compositing, and physics simulations. You’ll learn how to use geometry nodes to create dynamic motion graphic scenes as well as perform 3D scanning of real-world objects using photogrammetry. You’ll also find out how to model, rig, and animate your own 3D characters from scratch. Next, you’ll progress to using simulations to break objects apart and then use cloth and hair simulations to add realism to your 3D creations. Finally, you’ll go over the final render settings and export your 3D animation masterpiece as a video. By the end of this Blender book, you’ll be able to model your own 3D characters, objects, and landscapes; rig, animate, and texture your characters; 3D track live-action footage; and composite your 3D characters into live-action scenes.
Table of Contents (19 chapters)
close
close
1
Part 1: Modeling, Materials, and Animation Workflows
10
Part 2: Let's Do Some Physics
14
Part 3: Match Moving and Compositing

IK versus FK and rig layers

In this section, we will look at the difference between IK and FK, as well as how to hide certain rig controls from the 3D Viewport. Let's get started!

IK versus FK

Before we start creating our walk cycle, let's quickly talk about IK and FK and their differences.

When IK is used, you can move a certain limb (for instance, the hand), and the parent bones, the forearm, and the upper arm will move accordingly, adjusting the elbow bend automatically in relation to the position of the hand. When using IK, the child limb will not be affected when the parent bones are moved or rotated. A good example would be the movement of a character's upper torso not affecting the position of its hand. This is useful if you want to animate the character's body without affecting a certain limb, such as the hand.

When FK is used, the child limb will follow the parent bones – for instance, when the upper torso of a character is animated,...

Unlock full access

Continue reading for free

A Packt free trial gives you instant online access to our library of over 7000 practical eBooks and videos, constantly updated with the latest in tech
bookmark search playlist download font-size

Change the font size

margin-width

Change margin width

day-mode

Change background colour

Close icon Search
Country selected

Close icon Your notes and bookmarks

Delete Bookmark

Modal Close icon
Are you sure you want to delete it?
Cancel
Yes, Delete

Confirmation

Modal Close icon
claim successful

Buy this book with your credits?

Modal Close icon
Are you sure you want to buy this book with one of your credits?
Close
YES, BUY