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Realizing 3D Animation in Blender

You're reading from   Realizing 3D Animation in Blender Master the fundamentals of 3D animation in Blender, from keyframing to character movement

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Product type Paperback
Published in Jul 2024
Publisher Packt
ISBN-13 9781801077217
Length 456 pages
Edition 1st Edition
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Author (1):
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Sam Brubaker Sam Brubaker
Author Profile Icon Sam Brubaker
Sam Brubaker
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Table of Contents (20) Chapters Close

Preface 1. Part 1: Introduction to Blender and the Fundamentals of Animation
2. Chapter 1: Basic Keyframes in the Timeline FREE CHAPTER 3. Chapter 2: The Graph Editor 4. Chapter 3: Bezier Keyframes 5. Chapter 4: Looking into Object Relationships 6. Chapter 5: Rendering an Animation 7. Part 2: Character Animation
8. Chapter 6: Linking and Posing a Character 9. Chapter 7: Basic Character Animation 10. Chapter 8: The Walk Cycle 11. Chapter 9: Sound and Lip-Syncing 12. Chapter 10: Prop Interaction with Dynamic Constraints 13. Part 3: Advanced Tools and Techniques
14. Chapter 11: F-Curve Modifiers 15. Chapter 12: Rigid Body Physics 16. Chapter 13: Animating with Multiple Cameras 17. Chapter 14: Nonlinear Animation 18. Index 19. Other Books You May Enjoy

Reusing actions

Actions are an interesting type of data block. They store all the animation channels for an object; we’ve been making them since the start of this book, yet we’ve scarcely needed to think about them. Actions are created automatically, and there’s usually just one action per object for the whole animation. When we first keyed the location of Cube in Chapter 1, an action was automatically created called CubeAction. Thenceforth, every keyframe for every property belonging to Cube was stored in the aptly named CubeAction action, and that was that. Blender never prompted us about this. Why would we need it to?

The same goes for all the other animations we worked on, including animations of the character Rain. Every time we animated Rain in a new project, we created an action for her, thinking only of the keyframes in that action and never the action itself as a container of animation data. Sometimes, however, there are actions-qua-actions we do want...

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