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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

Part 2: Character Animation

Do you know how to walk? How to talk? Do you know how to stand, or sit, or pick something up with your hands? Do you know what face you’re making at this very moment? Are you sure it’s not weird?

If you answered “yes” to any of these questions, I don’t believe you. Of course, I believe you can do these things. I’m sure you’re very good at walking, talking, standing, sitting, picking things up, and making a not-weird face; you’re so good you do it all without thinking, and that’s the problem. You’re not thinking. We do an awful lot of things without knowing how. Nowhere is this more apparent than in the field of character animation.

A 3D character is a complex system of interdependently moving parts, none of which move by anything such as instinct, reflex, or muscle memory. Every part must be positioned and keyed deliberately by the animator, just as we did with the objects we animated...

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