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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

Understanding constraints

Our toy train has 12 wheels that we want to spin as the train moves along the tracks. Because they’re all part of one train on one set of tracks, these wheels may all rotate in sync. Each wheel on one side of the train is joined with the wheel on the opposite side for a total of six wheel objects. That’s better than 12, but it’s still a lot for us to animate. Using constraints will make our task much easier.

Constraints are a kind of object relationship, like parenting, but more advanced. An object can have multiple constraints, even if it already has a parent. There’s a variety of constraint types to choose from:

Figure 4.14: The Add Object Constraint menu

Figure 4.14: The Add Object Constraint menu

By using Copy Rotation constraints in this section, we can make five wheel objects copy the rotation of one – much easier than keying (or driving) the rotation of all six.

Adding a constraint

We’ll start by adding a Copy Rotation...

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