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  • Book Overview & Buying Taking Blender to the Next Level
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Taking Blender to the Next Level

Taking Blender to the Next Level

By : Ruan Lotter
4.6 (5)
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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)
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1
Part 1: Modeling, Materials, and Animation Workflows
10
Part 2: Let's Do Some Physics
14
Part 3: Match Moving and Compositing

Animating the walk cycle

In this section, we will bring our character to life by animating a walk cycle using keyframes. The amazing part of keyframe animation is that we only need to create a few easy poses and Blender will automatically fill in the gaps by adding the frames between each of our key poses. I will show you how you can create a complete walk cycle by just creating four poses!

In the following reference diagram, you can see the four key poses. These are the only poses we need to create in order to animate a full walk cycle. We will first create these four poses and then invert these poses to create additional poses for the opposite side of the character. We will create these four key poses on frames 1, 10, 20, and 30, and we will position the inverted poses on frames 40, 50, 60, and 70. Let's get started!

Figure 8.35 – The four key poses needed for a walk cycle

Setting up key pose number one

Let's begin by setting up key...

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