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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

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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